Bay 12 Games Forum

Dwarf Fortress => DF Modding => Masterwork DF => Topic started by: Meph on December 28, 2011, 04:55:32 pm

Title: ☼MASTERWORK-DF☼ V.3 - New release and old post. This will be locked later.
Post by: Meph on December 28, 2011, 04:55:32 pm
Thats it. The old and honorable 11233 reply-thread will enter retirement. You can find the download and info about the new release here. (http://www.bay12forums.com/smf/index.php?topic=125633.0)









Everthing below this line is outdated !






(https://lh5.googleusercontent.com/-UIkGfFNl1PY/UOIXpNTOayI/AAAAAAAALjc/8VVt9FMhuHI/s1056/new%2520logo.png)



>>> DOWNLOAD ::: WIN (V.3 for DF 34.11) <<< (http://dffd.wimbli.com/file.php?id=5315)
>>> DOWNLOAD ::: MAC  (V.2f for DF 34.11) <<< (http://dffd.wimbli.com/file.php?id=5672)
>>> DOWNLOAD ::: LINUX (V.2f for DF 34.11) <<< (http://dffd.wimbli.com/file.php?id=6278)


Includes ::: Soundsense (http://www.bay12forums.com/smf/index.php?topic=60287.0) ::: DwarfTherapist (http://www.bay12forums.com/smf/index.php?topic=66525.0) ::: DfHack/dfusion (http://www.bay12forums.com/smf/index.php?topic=91166.0) ::: StoneSense (http://www.bay12forums.com/smf/index.php?topic=106497.msg3160545#msg3160545) ::: EmbarkEverywhere (http://www.bay12forums.com/smf/index.php?topic=71007.0) ::: Quickfort (http://www.bay12forums.com/smf/index.php?topic=35931.0) :::

Changelog ::: <2 (http://dl.dropbox.com/u/60111839/Changelog.txt) ::: 2 (http://www.bay12forums.com/smf/index.php?topic=98196.msg3894403;topicseen#msg3894403) ::: 2a (http://www.bay12forums.com/smf/index.php?topic=98196.msg3896698;topicseen#msg3896698) ::: 2b (http://www.bay12forums.com/smf/index.php?topic=98196.msg3903083;topicseen#msg3903083) ::: 2c (http://www.bay12forums.com/smf/index.php?topic=98196.msg3919555;topicseen#msg3919555) ::: 2d (http://www.bay12forums.com/smf/index.php?topic=98196.msg3930746;topicseen#msg3930746) ::: 2e (http://www.bay12forums.com/smf/index.php?topic=98196.msg3945955;topicseen#msg3945955) ::: 2f (http://www.bay12forums.com/smf/index.php?topic=98196.msg3948839;topicseen#msg3948839) ::: 2g (http://www.bay12forums.com/smf/index.php?topic=98196.msg4069266#msg4069266) ::: 2h (http://www.bay12forums.com/smf/index.php?topic=98196.msg4118049#msg4118049) ::: 2i (http://www.bay12forums.com/smf/index.php?topic=98196.msg4198937#msg4198937) :::
Links ::: Orc Fortress (http://www.bay12forums.com/smf/index.php?topic=113621.0) ::: Orc Tutorial Fort (http://www.bay12forums.com/smf/index.php?topic=122867.msg4028179#msg4028179) ::: Kobold Camp (http://www.bay12forums.com/smf/index.php?topic=123343.0) ::: Kobold tutorial Fort (http://www.bay12forums.com/smf/index.php?topic=123439.0) :::

If you want to play with only the standardized materials, please have a look at these mods:
Accelerated DF - only FPS improvements. (http://www.bay12forums.com/smf/index.php?topic=117954.0)
Accelerated Modest Mod - FPS improvements, bugfixes and balancing. (http://www.bay12forums.com/smf/index.php?topic=117954.0)

- Over 150 options aviable. Never play the same game twice -
(https://lh5.googleusercontent.com/-36WKTlc7RLU/T3s7LedArzI/AAAAAAAAKUI/FTde6OaF1xk/s740/clones.PNG)



Screenshots
Spoiler: Colors (click to show/hide)
Spoiler: Manual (click to show/hide)
Spoiler: Cavern1 (click to show/hide)
Spoiler: Cavern2 (click to show/hide)
Spoiler: Cavern3 (click to show/hide)
Spoiler: New Font (click to show/hide)
Spoiler: 10 Tilesets (click to show/hide)
Spoiler: Armored Pets (click to show/hide)
Spoiler: Metal clothing (click to show/hide)
Spoiler:  Fire and Mines (click to show/hide)
Spoiler: Sprite Examples (click to show/hide)
Spoiler: Warpstone Mining (click to show/hide)
Spoiler: Pre Set World:Gaia (click to show/hide)
Spoiler: Better Combat Logs (click to show/hide)
Spoiler: Embark PDF Preview (click to show/hide)
Spoiler: Building Guide Example (click to show/hide)




What is Masterwork Dwarf Fortress ?
Short Summary

~25% higher FPS
Ascii, JollyBastion, Ironhand or Phoebus Tileset
A GUI to enable/disable 90% of the mod
35+ races
110+ new buildings
1100+ creatures
2000+ new reactions
1000+ plants and items
Temples, Guns, Mages and Slaves. Runes, Mithril, Automatons and Raptors
Countless new tactical possibilities


3 Playable Races

(https://lh5.googleusercontent.com/-V_M46urf7pk/UOTnS64RnhI/AAAAAAAALkk/rp1-sKyb6f0/s959/all%2520logos.PNG)



Included Extras
Included are macros, additional hotkeys, mouse support, a selection of ingame tips, uniform templates, pre-set worlds and embark profiles, a new font, a program that alters 90% of the mod, several balancing features that make the game harder or easier, a new arena... a giant manual, building guides for each building, tables about new materials, wallpapers, 8 different tilesets and more. My Point ? Everyting I just noted is not even the ingame stuff added by Masterwork DF.

Fortress Mode
The main part of the mod are new fortress mode additions. A total of 1100+ creatures, 2000+ new reactions, 110+ new building, over 1000+ plants/items, up to 35+ races, cavern sieges and slaves, golems and landmines. Dwarven castes, farming trees, throwing weapons, weapon and armor upgrades, armored pets, alternate industries and food/booze sources, spies that infiltrate your fortress. Pray to armok for aid, defend yourself with turrets and mines, research firearms or magic, hunt kobolds for loot, while a disease ravages your fortress, or lock away your magic experiments gone wrong. A smelter catches fire, a miner dies of the black lung... Frost Giants, gem-tipped swords, Cults and the Mountainking...

Example Features
Some features require you to kill megabeasts, other need trading, blueprints and research, hunting in the caverns, defeating the HFS, exploratory mining or avoiding dangerous warpstone. You can find hidden fossils or gems that produce water. Fell crystal trees and fashion pikes out of them, hunt gem scarabs for diamonds. Trading is very important. Order unique items from allies, buy slaves or dragons, constructs and materials, foreign weapons and armor. More flavor and atmosphere with race-specific items, different looking caverns and custom professions.

Included GUI / Settings
With the included Masterwork Settings.exe you can enable and disable parts of the mod, just by pressing a button. No modding experience needed. With over 7000 possible combinations you will find one that suits you.

Higher FPS
Generic materials and reduced item count. Many rocks leave only dust, invaders leave less items, redundant clothing is not there... this will lead to higher FPS. Leather is only called leather. Not "creature-name" leather, but only leather. Same for silk, hair, milk, meat and blood, bones and wood. You wont have to scroll through 50 building materials in your list, but only 10. This will increase your FPS by about 25%. No joking here. This mod is about 3 times as big as normal DF and still manages to run faster.

For a full list of features please use the included manual and guides.

Graphics
Full graphic support, most creatures have a custom sprite included. Example Sprites:
Spoiler (click to show/hide)

Sound
If you dont like soundsense, you can add a 25min music track to replace the vanilla 3min background music.
<<<DOWNLOAD>>> (http://dffd.wimbli.com/file.php?id=890)


CREDITS
I used RAW-Parts, sprites, ideas or complete mods from:
Hugo_the_dwarf, deon, phoebus, narhiril, veok, warlord255, rephikul, IT 000, NW_Kohaku, SethCreiyd, quietust, funk, darkflagrance, d_e, Ashnal, LucasUP, vherid, ironhand, zero, jack, arclance, xangi, Naryar, Lycaeon, Orkel, SanDiego, cc and some unknown authors. Thanks everyone. :)
Dwarf in the Logo by Eva Zimmermann

I also want to thank the awesome community in this forum, my fellow modders who have a lot more experience then me, everyone who gracefully allowed me to blatantly steal and copy their work and the Adams Brothers for creating Dwarf Fortress. You guys are awesome and the reason DF is more then just a little Ascii game.


DISCUSSION AND ONGOING CHANGES
- There are over 10000 different combinations (no joke) , I did not test all of them  I'm sure with the right(or wrong) mix you can find all kinds of funky error-logs, but nothing should be serious. If it is, leave me a message.

If anyone would like to make a request, add ideas, see his work implimented, add content or simply help, you are more then welcome to. :)
Thank you for your attention,
Meph

PS: If you want to help to spread the word, paste this into your signature:
Code: [Select]
[center][url=http://www.bay12forums.com/smf/index.php?topic=98196.0]☼MASTERWORK☼ Dwarf Fortress - V.2 - [/url]
 - A comprehensive mod pack with 25% higher FPS -
[b]Download @ DFFD ::: [url=http://dffd.wimbli.com/file.php?id=5315]WIN[/url] ::: [url=http://dffd.wimbli.com/file.php?id=5672]MAC[/url] ::: [url=http://dffd.wimbli.com/file.php?id=6278]LINUX[/b]
Title: Re: Masterwork Dwarf Fortress - V0.1 - DF V.31.25 incl. grapics/sound
Post by: Hugo_The_Dwarf on December 28, 2011, 05:16:31 pm
Very nice looking, I can see this being popular. I'm tempted to download and play :P but my Mod would get jealous and probally wouldn't work for me anymore lol. Funny thing I just started working on dual weapons before you posted this :P

Also I give you permission to raid my Mod (it may be the old version until I flesh out V4.0 but it stall has good evil civs and the like)
And with that whatever you raid just credit me for :P PM me what you take because some of my stuff is also community free to use stuff that I used.

Other then that, I eagerly await the "MOAR STUFF" part :P
Title: Re: Masterwork Dwarf Fortress - V0.1 - DF V.31.25 incl. grapics/sound
Post by: ayoriceball on December 28, 2011, 05:21:17 pm
unnecessary*

I look forward to seeing the graphics. :)

edit: Cool sprites. Can't wait for the terrain now :P
Title: Re: Masterwork Dwarf Fortress - V0.1 - DF V.31.25 incl. grapics/sound
Post by: trees on December 28, 2011, 05:25:20 pm
A question about the pause-and-recenter on pet death: does it trigger when your butcher is at work? I can imagine that being very frustrating.
Title: Re: Masterwork Dwarf Fortress - V0.1 - DF V.31.25 incl. grapics/sound
Post by: Meph on December 28, 2011, 05:34:17 pm
@ hugo: Will do. :) Also I mindfarted a bit, it should read: Two-handed meele weapons, not dual wielding. Fixed that. But dual wielding is already in the game, you can give military orders to pick up two weapons or shields. But does not help much, except the stated Crossbow + Meele thing in your thread.

@ayoriceball: Graphics added... but what do you mean by terrain ?  Fixed my spelling as well, thanks ;)

@ trees: I recall that pets can not be butchered. It says: This cute animal can not work or something similar. Anyway, I will try to test it.
Title: Re: Masterwork Dwarf Fortress - V0.1 - DF V.31.25 incl. grapics/sound
Post by: trees on December 28, 2011, 05:36:31 pm
Ah, you're correct, I was thinking of just tamed animals in general. Still, it would be a good idea to check if the announcement thing applies to all tamed animals or just pets.
Title: Re: Masterwork Dwarf Fortress - V0.1 - DF V.31.25 incl. grapics/sound
Post by: Meph on December 28, 2011, 05:41:09 pm
Just pets, it is this line in the init:

[CITIZEN_DEATH:A_D:D_D:BOX:P:R]
[PET_DEATH:A_D:D_D:UCR_A:P:R]

I would also like to add the phoebus tileset as a default, because I use it while testing. And  I quite honestly have no idea how to make everything compatible with every tileset/graphic pack, but Phoebus is the most played, yes ? ^^
Title: Re: Masterwork Dwarf Fortress - V0.1 - DF V.31.25 incl. grapics/sound
Post by: Vherid on December 28, 2011, 05:51:47 pm
Very interested in where this is going, after looking at the warpstone I wonder if there is a way we can make some sort of gas mask thing for miners? Can't remember if that's actually possible or not yet. Also is there going to be a plain ascii version as well as the graphics version?
Title: Re: Masterwork Dwarf Fortress - V0.1 - DF V.31.25 incl. grapics/sound
Post by: Hugo_The_Dwarf on December 28, 2011, 05:55:13 pm
My duel wielding weapons are always two-handed, and I even got the combat reports to look nice. Altho it really is just cosmtic, but the crossbows with bayonets and bows with (weapon) I think is better then just bashing them with the thing (I had too many archers die due to the fact bashing just sucks). Also even with dual wielding weapons they still can block (parry). And I'm curious if with how toady made combat you can just tell them to use two weapons. To the arena!

EDIT:
They prefer to use the best one (used Iron dagger and Iron Short Sword), seems the only reason they would use the other is if
1. got stuck in someone and had to counterattack another
2. dropped the best one

EDIT2:
which makes my version of Dual wielding just a cheap illsion :P

EDIT3:
With the pause and zoom for pet death/dwarf death it seems it could get annoying when you have to do a dwarf-swarm to kill invaders (lots of deaths, lots of pausing)
But I guess it can be useful (im not bashing this idea, just thinking about it)
Title: Re: Masterwork Dwarf Fortress - V0.1 - DF V.31.25 incl. grapics/sound
Post by: Meph on December 28, 2011, 06:31:11 pm
Dual wielding should in theory also make use of EDGED and BLUNT weapons... I just dont know if dwarfes are clever enough to choose the right weapon for the right enemy. But the attack speed stays the same as with one weapon. You can also dual wield shields... ;)

Yes, in a massacre the pausing will be noticable most, similar to digging under a wet area. But it is just one charakter you would have to change. Also: Untested ^^ I'm still in arena testing or quick cheaty embarks, no real fortress has been build with the changes yet.


@vherid: gas mask no, but the more clothing you wear, the better your protection is. Like a cloak and hood, shoes and gloves...

Plain ascii version would be easy, since I only would have to add a tag to the new creatures, so yes, sure.

Title: Re: Masterwork Dwarf Fortress - V0.1 - DF V.31.25 incl. grapics/sound
Post by: Vherid on December 28, 2011, 06:36:46 pm
Curious as to what symbols you would use for the things like turrets and such. Also just making sure are you implying that there's warpstone ores and gems?

I would love to see this be compatible with fortress defense II as well.
Title: Re: Masterwork Dwarf Fortress - V0.1 - DF V.31.25 incl. grapics/sound
Post by: narhiril on December 28, 2011, 06:47:13 pm
"Fixes the owned clothing, xXxSocksxXx bug.

Most reduntant clothing has been removed, all standart clothing has now an armor rating of 1 and counts as armor. Since armor does not decompose you will never see any naked dwarves running around, or undumpable worn clothing in your living area"

This works?  And dwarves still claim these now-permanent clothing items?
Title: Re: Masterwork Dwarf Fortress - V0.1 - DF V.31.25 incl. grapics/sound
Post by: Meph on December 28, 2011, 07:05:22 pm
It works in a way. There ARE NO non-permament clothing items. Nothing will ever have the XxX in it's name, since every piece of clothing in the game has an armor level of 1. Granted it removes a part of the game, a lot of clothing. But since no one does really control who wears what (crossdressing dwarves all the time)  I thought it is ok. It makes the game simpler, without removing FUN-parts.


Symbols: No idea yet, but for Turrets a T i'd guess. Red, Yellow and Grey, for fire, heat and web.
And I hope it will be compatible with many things, but I will have to work with the mod creator to do this.

Warpstone and Gems: Nope. No extra material. Or to be exact: Yes, they exist. For about 0.1 seconds, because the stone gets created and instantly boils away to release the toxic gas. Both work and are tested. Big green veins and small gemcluster full of toxic stuff. If you mass-designate you might endanger your miners... and if you find a vein, you have to choose between mining through it, or around it. Your choice.
Title: Re: Masterwork Dwarf Fortress - V0.1 - DF V.31.25 incl. grapics/sound
Post by: ayoriceball on December 28, 2011, 08:10:32 pm
@ayoriceball: Graphics added... but what do you mean by terrain ?  Fixed my spelling as well, thanks ;)

Like, the grass and sand and walls and stuff. :P
Title: Re: Masterwork Dwarf Fortress - V0.1 - DF V.31.25 incl. grapics/sound
Post by: ansontan2000 on December 28, 2011, 08:22:40 pm
Just a favour, could you have an option for download without warpstine? I just love mining everywhere.
Title: Re: Masterwork Dwarf Fortress - V0.1 - DF V.31.25 incl. grapics/sound
Post by: Meph on December 28, 2011, 08:28:35 pm
Well, I dont plan on making custom graphics for things already in a graphic pack ;) If I add new content, I do the sprites, but otherwise I work with Phoebus Tileset.

btw, Spelling... I am honestly missed the second R in Fortress  in the Logo on the Top... good for me that no one noticed ^^ Is fixed now. PDF with Tips and Tricks is done as well... will work on the balancing of the 4 dwarven contructs now.

Anyone knows how to stop a creature from attacking and/or moving ? there is an immobile tag, but it only works on drowning fish, and even just a landmine_case as body and no mouth, arms, legs and so on, the mines and turrets attack in meele. Sometimes it takes some time before the turrets use their breath attack, and try to hit instead...

Another question would be the attack requirerment tag for megabeasts. I can give custom numbers in the creature file, but will they be overridden by the world-gen numbers ?
Title: Re: Masterwork Dwarf Fortress - V0.1 - DF V.31.25 incl. grapics/sound
Post by: Hugo_The_Dwarf on December 28, 2011, 08:44:12 pm
Well, I dont plan on making custom graphics for things already in a graphic pack ;) If I add new content, I do the sprites, but otherwise I work with Phoebus Tileset.

btw, Spelling... I am honestly missed the second R in Fortress  in the Logo on the Top... good for me that no one noticed ^^ Is fixed now. PDF with Tips and Tricks is done as well... will work on the balancing of the 4 dwarven contructs now.

Anyone knows how to stop a creature from attacking and/or moving ? there is an immobile tag, but it only works on drowning fish, and even just a landmine_case as body and no mouth, arms, legs and so on, the mines and turrets attack in meele. Sometimes it takes some time before the turrets use their breath attack, and try to hit instead...

Another question would be the attack requirerment tag for megabeasts. I can give custom numbers in the creature file, but will they be overridden by the world-gen numbers ?
The making them immobile part, I have no idea, and to stop melee give them a [MATERIAL_BREATH_ATTACK:LOCAL_CREATURE_MAT:(material):SOLID_GLOB] I think solid_glob makes the creature act more of a turrent and would rather shot then melee. I don't know if this was fixed. Check the wiki on MATERIAL_BREATH_ATTACK
Title: Re: Masterwork Dwarf Fortress - V0.1 - DF V.31.25 incl. grapics/sound
Post by: Meph on December 28, 2011, 09:40:40 pm
I guess the ingame fix would be assigning them to chains/restrains

Anyway, I wanted to use solid_glob for the ranged unit that helps the archers. I read about the AI thing that they stop moving.

But the turrets use WEB, FIREBREATH and DRAGONFIREBREATH. At least occasionally ;)
My landmines also explode without dying... funny that, they should be affected by their own breath attack, but they are not.

Well, at least I get not a single Error in the error log. :)
Title: Re: Masterwork Dwarf Fortress - V0.1 - DF V.31.25 incl. grapics/sound
Post by: Hugo_The_Dwarf on December 28, 2011, 09:54:50 pm
make sure the mine is affected by it's own explosion, so if it's poison that poison just ruins it's day. If you are using that Kill switch Idea for semi-organic/inorganic creatures make the poison stop the function of it's thought BP (I'm trying to get this to work in my mod for using quick silver to kill undead)

And I think chaining up mines is a good idea, they did that for sea mines :P

But back to making mines killable.

Fire exploding mines, make sure they are made of something that has a HEATDAM point above room temp
Cold exploding mines, COLDDAM point should be lower then room temp

acaully just making a vapor syndrome that on contact disables their thought BP should kill them, or just give them a lung and have it get disabled so they can suffocate from the poison
Title: Re: Masterwork Dwarf Fortress - V0.1 - DF V.31.25 incl. grapics/sound
Post by: ansontan2000 on December 28, 2011, 09:56:49 pm
Just a favour, could you have an option for download without warpstine? I just love mining everywhere.
Title: Re: Masterwork Dwarf Fortress - V0.1 - DF V.31.25 incl. grapics/sound
Post by: Hugo_The_Dwarf on December 28, 2011, 10:02:06 pm
Just a favour, could you have an option for download without warpstine? I just love mining everywhere.
lol It would be as simple as hunt down the warpstone in the raws and completely remove them. *thumbs up [b*
Gen world and tada no more deadly gas stone :P
Title: Re: Masterwork Dwarf Fortress - V0.1 - DF V.31.25 incl. grapics/sound
Post by: Di on December 29, 2011, 03:47:27 am
25 minutes of music, 5 pregenned worlds, changes that probably imply prepacked version...
Are you going to put it on torrent?
Also, no one gives bothers with dwarf death messages till cancellation spam gets drowned in them.
Title: Re: Masterwork Dwarf Fortress - V0.1 - DF V.31.25 incl. grapics/sound
Post by: Nabobalis on December 29, 2011, 08:31:33 am
This is looking good, I wish you the best of luck.

Any plans to either reduce the number of stone/gem/wood etc types to increase FPS further ?
Title: Re: Masterwork Dwarf Fortress - V0.1 - DF V.31.25 incl. grapics/sound
Post by: Hugo_The_Dwarf on December 29, 2011, 11:57:46 am
should make the music optional (say for dwarves like me that lack this... high-speed that is praised by rich lordlings)
Title: Re: Masterwork Dwarf Fortress - V0.1 - DF V.31.25 incl. grapics/sound
Post by: rephikul on December 29, 2011, 12:27:11 pm
should make the music optional (say for dwarves like me that lack this... high-speed that is praised by rich lordlings)
music playing in the background shouldn't interfere much. It has been multi threading fine since DOS time. I'm more concerned about the repetition...
Title: Re: Masterwork Dwarf Fortress - V0.1 - DF V.31.25 incl. grapics/sound
Post by: Hugo_The_Dwarf on December 29, 2011, 01:03:00 pm
Ah I ment the donwload size :P I usally have no music and play my own in the background. I have a super beast PC just my internet is little better then dial-up :P
Title: Re: Masterwork Dwarf Fortress - V0.1 - DF V.31.25 incl. grapics/sound
Post by: Meph on December 29, 2011, 01:06:10 pm
I hope to put it onto The DFFD. It says till 100mb is ok... music is in .ogg format and only 17mb.

Stones/Gems/Wood: I dont know... the leather thing only affects the scrolling in the UI, since Cat leather, dog leather, cow leather and so on had the same properties all along anyway. It is more a fix for easier handling then against FPS-Death. I dont know how much fewer rock types do influence the FPS... also if players would even like that. most mods add minerals ;)

About the repitition and optional music setting: In the ingame menu you can turn music on/off, it is usually off, because of the repitition. The original song is 3mins, no one woud play it, you'd go crazy. The new one is a mix of 6 different tracks, total length 25mins... you play one hour DF, you hear every track twice. ;) Or you just turn it off ;)

Also got some work done:
Added Warlords Bonfire mod, lets you build 1x1 tile fireplaces. Can be build anywhere and has 2 options: Start small fire (1 wood, short time) and big fire (5wood and 1 fuel, 9months) Produces heat and smoke, can be used to drop garbage upon to burn it, build heat-traps, ornamental smokestacks, melt glaciers or start forest fires/bush fires.  TESTED AND WORKS

Also did the 10 embark profiles, one setup for beginner, a farming/breeding focused, an engineer-trap embark, one miner only for megaprojects, military heavy, smiths, travelling craftsmen, one lost trade-caravan stuck without miner, two challenging embarks: itemless embark and nobles embark (only one dude that has skills)   Mostly adds a bit of Roleplaying-options, took a look through the wiki for challenging embarks etc.

Made the PDF that adds a bit more Lore to the embark options. That is 1,3mb ;)
PDF with the collection of 25 Tips and Tricks is also done, 300kb ;)

I know this is purely ornamental, but it's not so much work, and I havent seen this anywhere else. Even the Lazy Newb Pack does require a good background knowledge first.

I also tweaked the Warpstone. Veins give Fever/Nausea/Drowsiness and Unconsciousness. Nothing really hurts, but gives unhappy thoughts and slows them down.  Gemcluster kill, but are much rarer. Anyway, like hugo said, it would be easily removed from the raws, only 3 entrys on the top of the page.

@hugo: Download is only once so I hope people can survive a few mb more or less ;)

Also added 3 screenshots. I feel kind of stupid, but how do you change the standart SPOILER Click to see/hide-text to something else ? Like a title of what is on the screenshot ? ^^
Title: Re: Masterwork Dwarf Fortress - V0.1 - DF V.31.25 incl. grapics/sound
Post by: Hugo_The_Dwarf on December 29, 2011, 01:59:00 pm
I hope to put it onto The DFFD. It says till 100mb is ok... music is in .ogg format and only 17mb.

Stones/Gems/Wood: I dont know... the leather thing only affects the scrolling in the UI, since Cat leather, dog leather, cow leather and so on had the same properties all along anyway. It is more a fix for easier handling then against FPS-Death. I dont know how much fewer rock types do influence the FPS... also if players would even like that. most mods add minerals ;)

About the repitition and optional music setting: In the ingame menu you can turn music on/off, it is usually off, because of the repitition. The original song is 3mins, no one woud play it, you'd go crazy. The new one is a mix of 6 different tracks, total length 25mins... you play one hour DF, you hear every track twice. ;) Or you just turn it off ;)

Also got some work done:
Added Warlords Bonfire mod, lets you build 1x1 tile fireplaces. Can be build anywhere and has 2 options: Start small fire (1 wood, short time) and big fire (5wood and 1 fuel, 9months) Produces heat and smoke, can be used to drop garbage upon to burn it, build heat-traps, ornamental smokestacks, melt glaciers or start forest fires/bush fires.  TESTED AND WORKS

Also did the 10 embark profiles, one setup for beginner, a farming/breeding focused, an engineer-trap embark, one miner only for megaprojects, military heavy, smiths, travelling craftsmen, one lost trade-caravan stuck without miner, two challenging embarks: itemless embark and nobles embark (only one dude that has skills)   Mostly adds a bit of Roleplaying-options, took a look through the wiki for challenging embarks etc.

Made the PDF that adds a bit more Lore to the embark options. That is 1,3mb ;)
PDF with the collection of 25 Tips and Tricks is also done, 300kb ;)

I know this is purely ornamental, but it's not so much work, and I havent seen this anywhere else. Even the Lazy Newb Pack does require a good background knowledge first.

I also tweaked the Warpstone. Veins give Fever/Nausea/Drowsiness and Unconsciousness. Nothing really hurts, but gives unhappy thoughts and slows them down.  Gemcluster kill, but are much rarer. Anyway, like hugo said, it would be easily removed from the raws, only 3 entrys on the top of the page.

@hugo: Download is only once so I hope people can survive a few mb more or less ;)

Also added 3 screenshots. I feel kind of stupid, but how do you change the standart SPOILER Click to see/hide-text to something else ? Like a title of what is on the screenshot ? ^^

for giving the spoiler a name use a =(name) right next to the first [SPOILER tag so
{spoiler=meow}See?{/spoiler}
would look like
Spoiler: meow (click to show/hide)

Or you can use a hyperlink to the picture, I did that in my topic so that it sped up loading time :P

And true for the download.... But I only get a 200mb download limit a day (if I exseed internet speed cut in half for 24hrs :()


And keeping the minerials in is good, but maybe less useless stones like there is Gabbro, Basalt, Granite, etc... just stones for flavour not really anything different other then color. You could add in the ability to dye/color/paint rocks so ppl can color their fortresses, maybe just have SEDIMENTARY (white?) rock ,IGNEOUS_INTRUSIVE (grey?) rock and METAMORPHIC (dark grey/black?) rock along with the colored rocks. That would free up alot of space in the stone menu, But I know some minerals target certain rock types... Could have a custom reaction that can "find traces of (minerial)" from the three mentioned stone types. and maybe limit the gems to "Emeralds, Sapphires, Rubies, Diamonds.." you know just the more famous gems. Wood is easy, just have about 2-3 tree types in each biome.

Hopefully that made sense :s
Title: Re: Masterwork Dwarf Fortress - V0.1 - DF V.31.25 incl. grapics/sound
Post by: Meph on December 29, 2011, 02:40:47 pm
Limiting wood by seperating the trees by biome is an awesome idea :) 

But the rocks would be a lot mor difficult. All the metals are associated  with certain minerals, and gems as well... also shallow and deep... I think with my entire 4 days of modding experience I would end up breaking the game and leaving people metal and gemless ;)
Title: Re: Masterwork Dwarf Fortress - V0.1 - DF V.31.25 incl. grapics/sound
Post by: Hugo_The_Dwarf on December 29, 2011, 03:02:07 pm
well the layers go as such
SEDIMENTARY
IGNEOUS_INTRUSIVE
METAMORPHIC
DEEP

so just have shallow metals in IGNEOUS
deeper metals in METAMORPHIC
and gems do whatever lol

:P
Title: Re: ☼Masterwork☼ Dwarf Fortress - V0.1 - DF V.31.25 incl. grapics/sound
Post by: Zaroua on December 29, 2011, 06:42:13 pm
What exactly do you have to change in the raws so that invaders show up with more than one or two pieces of armor anyways? I'm also guessing that the change to material requirements for making armor is to change material size based on 1 bar = 150 units in the item_ raws?


And btw a suggestion: make as many of the changes be modular so that each part (or each section) can be downloaded and applied individually. Some people shy from major changes to the vanilla game while others already have mods (or have modified the game themselves) and some of the fixes you propose are incompatible with what they've already done. For example I went through every grazing creature and upped the grazing value so that the bigger animals wouldn't starve out on a 10x10 pasture.
Title: Re: ☼Masterwork☼ Dwarf Fortress - V0.1 - DF V.31.25 incl. grapics/sound
Post by: Ishar on December 29, 2011, 07:03:02 pm
Just posting to say this sounds awesome.
Title: Re: ☼Masterwork☼ Dwarf Fortress - V0.1 - DF V.31.25 incl. grapics/sound
Post by: Meph on December 29, 2011, 08:05:09 pm
Thanks for the feedback :)

I will try to keep it modular, but it is difficult as soon as it concerns the original raws. Everything new I add, you can leave out or not, your choice. But balancing, bug-fixes, new reactions in the entity raw... that wont go as easy. I would need a filemerger utility that recognizes the differences...

I added this to the entity raw for goblins:
Spoiler (click to show/hide)
It is untested as of yet.

About material for armor: You are correct, sir.

I'm currently testing what I have in a longer game, and will report about invaders, diplomats and traders as soon as possible :)
Title: Re: Masterwork Dwarf Fortress - V0.1 - DF V.31.25 incl. grapics/sound
Post by: rephikul on December 29, 2011, 08:11:40 pm
Limiting wood by seperating the trees by biome is an awesome idea :) 

But the rocks would be a lot mor difficult. All the metals are associated  with certain minerals, and gems as well... also shallow and deep... I think with my entire 4 days of modding experience I would end up breaking the game and leaving people metal and gemless ;)
Ah well the basic stone layering is like this:

Ground level: Soil
Under ground level: Igneous Extrusive / Sedimentary
A bit deeper: Metamorphic
Quite deep: Igneous Intrusive
Deeper then deep: DEEP

As you can see, the only variation you can effectively toy with is igneous extrusive / sedimentary. For instance, I forced iron on igneous extrusive and flux on sedimentary so the player almost always have to import something for his steel industry.

Title: Re: Masterwork Dwarf Fortress - V0.1 - DF V.31.25 incl. grapics/sound
Post by: Hugo_The_Dwarf on December 29, 2011, 08:36:09 pm
Limiting wood by seperating the trees by biome is an awesome idea :) 

But the rocks would be a lot mor difficult. All the metals are associated  with certain minerals, and gems as well... also shallow and deep... I think with my entire 4 days of modding experience I would end up breaking the game and leaving people metal and gemless ;)
Ah well the basic stone layering is like this:

Ground level: Soil
Under ground level: Igneous Extrusive / Sedimentary
A bit deeper: Metamorphic
Quite deep: Igneous Intrusive
Deeper then deep: DEEP

As you can see, the only variation you can effectively toy with is igneous extrusive / sedimentary. For instance, I forced iron on igneous extrusive and flux on sedimentary so the player almost always have to import something for his steel industry.
That is a more accurate layer setup then mine. I don't work with Inorganic materials or layers much.
Title: Re: ☼Masterwork☼ Dwarf Fortress - V0.1 - DF V.31.25 incl. grapics/sound
Post by: Meph on December 29, 2011, 11:37:28 pm
I will have a look through your raws then, rephikul. You make it way to easy, having done all the hard work already... ;)

I also added some Screenshots and continue testing. So far many things dont add up perfectly, but at least 50% of the stuff i wanted to do works. The errorlog also shows not a single error, so it semms I am doing something right at least.
Title: Re: ☼Masterwork☼ Dwarf Fortress - V0.1 - DF V.31.25 incl. grapics/sound
Post by: Hugo_The_Dwarf on December 29, 2011, 11:49:39 pm
WOW! how did you make the requirements for unmoddable stuff to go up "Your screenshot of the Gold Statue needing more bars?" or is he just mad because you only had one, it got used, and is just screaming out the old needed value? kinda like when making cloth items they announce "needs 15000 cloth"
Title: Re: ☼Masterwork☼ Dwarf Fortress - V0.1 - DF V.31.25 incl. grapics/sound
Post by: Meph on December 30, 2011, 12:08:35 am
Magic.

On the other hand, you are right, he just yells about the old, broken value. I checked, the statues are still build with only 1 bar.

The screen was about the diplomat, and when I saw that about 3 bars, I though: Nice, i can show another feature. Did not even notice that it wasnt the armor/weapon smithing that I modded... argh. I did correct the pic though... damn, I should really be more careful when uploading stuff ;)
Title: Re: ☼Masterwork☼ Dwarf Fortress - V0.1 - DF V.31.25 incl. grapics/sound
Post by: Hugo_The_Dwarf on December 30, 2011, 12:22:44 am
lol I was like "IT'S NOT POSSIBLE, MEDIC!" I also included your fix for elven/human diplomats and the trading. Now I just need to wiki the making of Gunpowder again so I can finish up the gunsmithing and finally release V4.0 Regen lol, If I have your permission I might merge some of your mod with mine.
Title: Re: ☼Masterwork☼ Dwarf Fortress - V0.1 - DF V.31.25 incl. grapics/sound
Post by: Meph on December 30, 2011, 12:32:07 am
Sorry, but: lol

I sift through already existing mods and utilities and try to make a good mix. Mostly I alter stuff, some is a direct copy (after asking first), but very little is written solely by me.

If you want to use something, go ahead, but please tell me what it is, since it might be that I am not the author to give credit to, but someone else ;)
Title: Re: ☼Masterwork☼ Dwarf Fortress - V0.1 - DF V.31.25 incl. grapics/sound
Post by: Hugo_The_Dwarf on December 30, 2011, 12:38:34 am
Thats why I included "might" lol I very much so don't like using other peoples stuff, and try to stay as "orginal" as I can. Unfortunely some of my stuff has already done (acually probally all of it) but I haven't seen those mods. So does it count as stealing if you never knew you stole it because it seemed like a legit idea?

Duh dun DUN

and that is the question lol
Title: Re: ☼Masterwork☼ Dwarf Fortress - V0.1 - DF V.31.25 incl. grapics/sound
Post by: Vherid on December 30, 2011, 12:42:33 am
Thats why I included "might" lol I very much so don't like using other peoples stuff, and try to stay as "orginal" as I can. Unfortunely some of my stuff has already done (acually probally all of it) but I haven't seen those mods. So does it count as stealing if you never knew you stole it because it seemed like a legit idea?

Duh dun DUN

and that is the question lol

Coincidental inventions happen all the time, and the court usually never finds anyone in the wrong in serious real world matters.
Title: Re: ☼Masterwork☼ Dwarf Fortress - V0.1 - DF V.31.25 incl. grapics/sound
Post by: Dohon on December 30, 2011, 03:42:51 am
Interesting mod. :) Have you taken a look at the Wheelbarrow mod?

Found here:

http://www.bay12forums.com/smf/index.php?topic=96088.msg2744036#msg2744036
Title: Re: ☼Masterwork☼ Dwarf Fortress - V0.1 - DF V.31.25 incl. grapics/sound
Post by: Meph on December 30, 2011, 11:46:19 am
I did so just now :) Looks like a good concept for wood and stone, items without qualitiy modifyer.

I might try to add these two, a logging cart and a mining cart, or something in the lines of that. I also noticed that deon is working on the same thing, and that narhiril and hugo have already found and used that idea.... again ;)

But thanks for pointing me into the direction.

Unrelated to that: There are many features that are included in almost every major mod. Things like the breaking down of build furniture/items, the adding of stone variants of weapons/bins/barrels, incinerators that destroy unwanted stuff... religion, caste systems...

I wonder if I should add all that as well, and if yes, what exactly. I will not add more stones/minerals/metals/trees...
Title: Re: ☼Masterwork☼ Dwarf Fortress - V0.1 - DF V.31.25 incl. grapics/sound
Post by: lastofthelight on December 30, 2011, 12:36:17 pm
Interesting mod, with great promise and wondrous potential, but perhaps not for me. Looks great though.


I'm not really sure why players in DF are so dead-set on killing their nobles to make things easier, then go in and mod things like 'tougher farming' or steel making or what-not. The chickens thing, for instance, is certainly not a bug. As anyone with chickens can tell you, even a small amount of chickens will result in more fresh eggs then you and your family and your friends and anyone you know can eat. Likewise, farming enough food to eat is really, really easy. The problems come in, historically speaking, when farmers are forced to grow specific things, or all the same variety of one thing (see: the potato famine) which either results in not enough food for the farmers, or nothing that they can sell (See: Mysore, India during the 1920's/1930's). Its the mandates which make it hard, historically speaking.

That being said, if you try and make an industry based just off of exporting grown - not cooked - food, you will find it remarkably tough. But if you then cook and prepare it, it will become remarkably easy. Quality levels for prepared food result in prices that are a bit too high in my opinion, but...again, thats where mandates come in, to mess up farming, and steel-making, and what-not. But usually people just kill off the nobles...


Anyways, I like the mod. I like what you've done with it, and I think you've done a fine job. If I use it, I'll probably go back in and edit the changes to farming out, but I think you've done a wonderful job.

Best of luck, and good job on the hard work.

P.S. Regarding expansions, I would avoid getting too far away from your core principle, which is 'masterworking' the game, I think. Caste systems and religions get away from that. I'd stick to the core things which you have focused on, and try to make that essential enhancement as good as possible. If you -really- want to do religions or castes, I'd say just have it be an optional addon, or another (related) mod. If you stick to your core design philosophy, your mod could become an essential DF mod for many people. If you get too far away from that, it could just become another really great mod, because while almost everyone would want what you have in it already (or things like stone bins), the other stuff gets more into 'ordinary mod' territory. Which would also be fine. You just have to decide what your real goal is.
Title: Re: ☼Masterwork☼ Dwarf Fortress - V0.1 - DF V.31.25 incl. grapics/sound
Post by: Meph on December 30, 2011, 01:25:01 pm
Thanks alot for the criticism. :)

What I try to do is essentially to morph DF from a simulation (with realistic everything) to a strategy game. Every feature should be useful, and balanced. That's my reason for lesser egg for example. Realisticly they should lay more eggs. That makes food production too easy (mostly because the system is faulty, One Egg = One full meal) therefore I change it.

I also like to add things that do neither increase FPS usage, OR more work for the player. Example: Adding 50 kinds of trees does not add new features, but instead makes you scroll through a longer list every time.
Adding 500 descriptor patterns for engravings does also not add any new features, BUT it does not harm FPS or the player, therefore I do add it.

Another thing is accessability. I would like to keep it intuitive. A building called Crematory is self explanatory. A caste system (if i do one) would only include Social/Military/Worker class, since all skills are categorized like that as well. No fancy names, no complicated things that do require a Manual/Readme.

First testing is completed as well. Full bug report and what I have done about it:
Spoiler (click to show/hide)

Not much, because I did not add much as of yet ;)

OUTSTANDING BUGS:
weird entrys in Stone Restrictions. 3x skin, 3x empty, all mine explosions - Comes from inorganic_material raw. No idea how to fix it yet. The 3 skins is from the standart leather, animal/rare/exotic.

DWARVEN products orderable from HUMAN caravan. But not from elves ?
How can I make a Pet only aviable to one Civ, and not the other ? I want Common_domestic pets for embark and dwarves, but the humans have access to it as well. Changing biomes would help ?

Still only 1 bar for each weapon / armor item.
SHOULD BE WORKING, NO IDEA WHY IT DOES NOT.
I did change the material_size in the item raws, with 150 for 1 bar, 300 for two, and so on...

CHANGES:
Goblins/Kobolds are active sooner. Change Progress trigger in Entity file.

Material value on armor and weapons lowered.  Less money from goblinite, since they arrive with more pieces of armor now. Also makes trading harder. No more copper large serrated discs worth 3000-4000 each.
Title: Re: ☼Masterwork☼ Dwarf Fortress - V0.1 - DF V.31.25 incl. grapics/sound
Post by: Pan on December 30, 2011, 01:40:09 pm
Tried to access the sound download page. 'Invalid page' it says.
Title: Re: ☼Masterwork☼ Dwarf Fortress - V0.1 - DF V.31.25 incl. grapics/sound
Post by: Hugo_The_Dwarf on December 30, 2011, 02:05:29 pm
With those pets that everyone can bring (mines, golems etc..) adding a BIOME would limit who can get them BUUUUT that means those critters will be roaming around. I don't think a wild golem or land mine will be too much fun... or would it? If you want it to be dwarf-ish only (goblins will be included but you don't trade wtih them) is add [BIOME:SUBTERRANEAN_CHASM] and [UNDERGROUND_DEPTH:1:X] any civ that has [USE_CAVE_ANIMALS] will have access to them, but the animals will roam the caverns there might be a workaround by changing some kind of tag on them to not make them show up?

Weapons even in 40d always took one bar, so don't beat yourself up on that one.
Title: Re: ☼Masterwork☼ Dwarf Fortress - V0.1 - DF V.31.25 incl. grapics/sound
Post by: Meph on December 30, 2011, 02:18:33 pm
@pan: Fixed :)

@hugo: I didnt think of that, that they would appear in the wild. No problem with the 6 warbeasts that the elves should bring (I just have to make elven civ biome and creatures biome similar, right ?) but landmines would be a bit odd... and free roaming steel golems would be... unpleasent. But by making them underground and allowing dwarves to use cave_animals I can at least limit the trading to dwarves.

I also added narhirils moodable weapons, a pack of 52 special weapons you can only create by pure luck in moods. I did remove a few and renamed most, so it is clear what the hell you have there. Example: an arbalest (a better crossbow in real life) is now simply named :advanced crossbow. I did leave a few real names in, Katana, Claymore, the more obvious ones.

The PDF with descriptions of the pre-genned worlds is also done, mostly so that i could do something while the game run and i waited fo invaders to show up and test. :)
Title: Re: ☼Masterwork☼ Dwarf Fortress - V0.1 - DF V.31.25 incl. grapics/sound
Post by: Hugo_The_Dwarf on December 30, 2011, 02:32:44 pm
With the roaming animals you could try making their total population 1, and thier frecuency 1 as well. That way it seems it would be a rouge landmine or run away golem. Just thoughts, I'm pretty sure with [COMMON_DOMESTIC] even if they don't exsist in the world (won't show in the wild) they will still be tradable. I tried doing a golem mod like yours a long time ago for 40d, but I didin't know as much as I do now.

I say go for it, do some !!SCIENCE!! I'll be watching lol

EDIT:
what would happen if you gave a [COMMON_DOMESTIC] pet the [DOES_NOT_EXIST]... I will do a quick test *Hugo runs off to his Workshop*

EDIT2:
RESULTS ARE IN!
I placed the [DOES_NOT_EXIST] tag on dogs, genned a world and I can still take them with me on an embark. I wonder if this will work with a [BIOME:SUBTERRANEAN_CHASM] and [UNDERGROUND_DEPTH:1:X] *Hugo runs back to the Workshop*

EDIT3:
Partial Results
Made Cave Crocs [PET] and [COMMON_DOMESTIC] with the [DOES_NOT_EXSIST] tags. my Humans can't bring them (can't use cave animals) but dwarves can (can use cave animals)
Going to see if traders will bring them/order them, and if they show up in the caverns. *Hugo works away furiously*

Runesmith still shows that there are Cave Crocs. Seems like this theory is null and void (unless I did it wrong, because my Exp. leader shows up in the military sceen and crashes DF when you goto create a squad :-/)
Title: Re: ☼Masterwork☼ Dwarf Fortress - V0.1 - DF V.31.25 incl. grapics/sound
Post by: Meph on December 30, 2011, 04:30:58 pm
Thanks for the help :)

Tell me, if you find something out about the creatures in tradestocks and caverns...


I finally got around implimenting some major changes:

Here is a list of the reduced features:
Trees: Decreased the number of different types by 50%
Gems: Decreased the number of different types by 70%
Sand: Only one type of sand
Clay: Only one type of clay
Metals: Removed most non-weapon type metals and allyos. Rougly 50% less.
Leather: Only 3 types of leather. Animal, Rare, Exotic, plus individual Titan/Megabeastleather.
Clothing: Removed most types, 1-2 types for each bodypart remain.
Worn clothing: Dwarves/Humans/Elves/Goblins/Kobolds arrive without clothes. (that excludes armor)

To do:
Bones: Only 3 types of bones, similar to the leather overhaul. That means 3 types of bonearmor, crossbows, bolts and anything else you can make of bone. Reduces the lists and the scrolling the player has to do, but does not change any attributes of the gear.
Fat/Tallow: Only 3 types of fat, similar to the leather overhaul.

I want to note that all removed features do not decrease gameplay. You will still be able to work with wood, leather, bone, metal, clay and sand the same way as before. All stone colors, weapongrade metals, attributes and so on are kept in the game. The main reasons for these changes are this:

1. Less scrolling = more playtime. You dont have to go through 120 materials to find the stone you want to build your wall with.

2. More FPS = faster game = more playtime. With less items the game has to keep track of it will run faster.


All the noted changes have been tested and work. How they affect gamebalancing, in terms of: how much iron and flux one has, hast to be seen in longer games.

Special thanks to rephikul, whose raws I mutilated for some of the features (although the slade adamantine replacement confused me a bit at first ;) ), and veok for his leather mod.


ALL CHANGES:
Spoiler (click to show/hide)
Title: Re: ☼Masterwork☼ Dwarf Fortress - V0.1 - DF V.31.25 incl. grapics/sound
Post by: Hugo_The_Dwarf on December 30, 2011, 05:18:45 pm
It seems that the [COMMON_DOMESTIC] or [BIOME] tags negate the [DOES_NOT_EXSIST] tag.
So I could still find the cave croc in the caves and they are trade-able, so much for that idea.

The only way is to make them super rare (frecency 1) and only 1 a year. if you want to use the [BIOME] tag.
Title: Re: ☼Masterwork☼ Dwarf Fortress - V0.1 - DF V.31.25 incl. grapics/sound
Post by: Meph on December 30, 2011, 06:45:21 pm
Here are my random thoughts on Invaders. Feel free to comment. I have done no actual modding yet, everything just in my head.

Invaders:
should be self explanatory: Orcs, Undead, ok... Meowine and Arcanamaniaxs, NO
should not be overwhelming in invasion number, thta would break the game.
It would take longer to move clutter and corpses away than actually play the game.
Should have a fantasy setting, no Battlemechs

Behavior possible:
Ambusher (invisible siege, essentially a gaint ambush)
Sieger (campfire and waiting 1-2months, then attack maybe?)
Normal (Goblinlike suicide)
Skulking (sends thiefs, if successful sends sieges)

Mounts are possible, but no flying or swimming creatures.

Currently in the game:
Goblins that siege with meele/ranged, mounts, building destroyer and a general demon boss.
Kobolds that might siege after 3 successful thefts.

Ideas:

FIRST RACE
NORMAL ATTACK = THE UNDEAD
Spoiler (click to show/hide)

SECOND RACE
AMBUSHER = GOBLINS
Spoiler (click to show/hide)
THIRD RACE
SIEGER = ORCS
Spoiler (click to show/hide)

FOURTH RACE
SKULKING = KOBOLDS
Spoiler (click to show/hide)

FIFTH RACE
NORMAL ATTACK = ÜBER SUPER CIV END BOSS
Spoiler (click to show/hide)


Thoughts:
5 seems a lot, but Kobold attacks can be prevented and ÜBER-race is for a endgame challenge only. Leaves 3 invading forces. One leaves NO items at all, so no problem. Goblins come like usual, just smaller groups and invisible, Orcs will max siege once a year.  Any ideas on balancing ? Undead might also become a bit obsolete when the next version is realesed... still like the idea.
Title: Re: ☼Masterwork☼ Dwarf Fortress - V0.1 - DF V.31.25 incl. grapics/sound
Post by: Hugo_The_Dwarf on December 30, 2011, 07:14:52 pm
Undead sound good, don't know if werewolves should be in the mix.
So undead should be (if you are making them a casted race)
%70 zombies, or %55
%25 skeletons, or %40
%5 Vampires

Roles:
Zombies - Slow building destroyer 1 powerhouses that can get weapons and arrows stuck in. Has a special bite that causes bleeding and pain in the local biten area.
Skeletons - Can equip weapons (bronze - steel) maybe even shields, faster fragile but have innate combat skills
Vampires - has great innate combat skills (level 7-8) can learn, slightly faster, stronger then normal. heart, brain and bisection/decaption are the kill zones. natural armor (built in platemail and whatnot)

Undead should be after goblins so about the time you get a Duke, I would suggest ambushers but zombies are not that smart (skeletons and vampires yes) so they will be siege only. Since undead cannot bleed to death, feel pain, so on and so forth they are more of a challenge (remember a zombie/skeleton can live without their lowerbody.) So they would be a near end game baddie.

Since goblins/orcs are evil they should have the werewolves as their speedy ambusher (sounds good for goblins) since werewolves can't equip they are more of a deadly animal that can out run any dwarf trying to run away. Goblins should also have half breeds (half troll, half orc) in which are rarer and stronger versions of the goblins (making ambushes and sieges randomlly more dangerous then next one)

Orcs should use Trolls in place of the speedy werewolf, The Trolls would have armor (naturally built in, orcs are gonna armor their war beasts) and have different breeds of orc (common, ascended, pureblood or "warlord") making sieges more or less unique everytime

Now these Ideas (except for the goblins having the werewolf) are right out of my own modding notes (now I didn't use the vampire for my undead)

Also I take it this the plans for the side add-on mod?
Title: Re: ☼Masterwork☼ Dwarf Fortress - V0.1 - DF V.31.25 incl. grapics/sound
Post by: Pan on December 31, 2011, 05:25:49 am
Some notes on the music - its uplifting. That's wonderful. But DF is a rather dark game sometimes, and I don't think it will hurt to include in a track that is a little less happy. Something that would be great to have on during a large goblin siege or something.

Just a thought.
Title: Re: ☼Masterwork☼ Dwarf Fortress - V0.1 - DF V.31.25 incl. grapics/sound
Post by: Hugo_The_Dwarf on December 31, 2011, 01:49:43 pm
Some notes on the music - its uplifting. That's wonderful. But DF is a rather dark game sometimes, and I don't think it will hurt to include in a track that is a little less happy. Something that would be great to have on during a large goblin siege or something.

Just a thought.
Disable music and use Soundsense? I hear it looks at the announcements and plays the proper music. So when Spring arrives it picks music that kinda goes with spring theme (of course if you save a reload it picks a seasonal song at random)
Title: Re: ☼Masterwork☼ Dwarf Fortress - V0.1 - DF V.31.25 incl. grapics/sound
Post by: Meph on December 31, 2011, 04:08:41 pm
Yeah, I have soundsense. But that soundpack is 200mb, I will not include that into my mod ^^ But maybe the program, already properly installed and a little selesction of sounds, like all the anouncments. thats about 2mb... and if i replace the music i have know with soundsense music, then it would be more fitting for the theme in the game... I will have a look at that.

Also did some more testing, bugfixes... I might upload a copy soon at DFFD. :)

New Changes:
Spoiler (click to show/hide)

Good thing about the new races is, that they are easy to remove and add. Can be optional, for people you dont like it. The mod is so far also compatible for the Fortress Defense II mod, so everyone could install that is well. That is not my work, but Fortress Defense itself is very friendly when it comes to combatibility.
Title: Re: ☼Masterwork☼ Dwarf Fortress - V0.1 - DF V.31.25 incl. grapics/sound
Post by: Hugo_The_Dwarf on December 31, 2011, 04:23:00 pm
I like some of those changes :P
Spoiler (click to show/hide)
Title: Re: ☼Masterwork☼ Dwarf Fortress - V0.1 - DF V.31.25 incl. grapics/sound
Post by: Meph on December 31, 2011, 05:08:16 pm
Well, the weapon changes you make are purely cosmetic. I might get to stuff like that later, but right know there is still so much to do...

Zombies should have a bite that has a very low chance of necrosis (as is hand rots away) and a high chance of giving nausea (smell of rotting flesh makes people vomit) BUT it does not work, and I dont know why. I tried vascular, injects, direct copies from GCS with the poison bite... Arena testing has not shown any active syndromes. :(

Dagger plus Crossbow = Bayonet crossbow has been done somewhere... but that would mean you can make them yourself. Well, in this game, you cant. You can only buy them from human traders, or take them of orc invaders... since they are better in every way then normal crossbows... no one would build normal crossbows anymore... this way people have to work to get some of these :)
Title: Re: ☼Masterwork☼ Dwarf Fortress - V0.1 - DF V.31.25 incl. grapics/sound
Post by: Hugo_The_Dwarf on December 31, 2011, 05:37:03 pm
It would be nice for adv. mode :P and plus if you had to build the normal crossbow then buy/scavange a dagger to put on it then that means kobolds would be the new fad:P but the question would be "Do I use the crossbows material, or the daggers?" I'd go with dagger since it is now the bayonet which does the glorious staby staby.

But I see your point, bayonetted crossbows should be hard to get... Hmm... Maybe use the reverse engineering idea, disamble a bayonet crossbow to get plans to make your own? but the plans are only good for one use? maybe not even plans just the weapon, some clay. destorys weapon and makes a mold, which gets destroyed when you make the weapon (they smash the mold to get the weapon out) just ideas :P

Sometimes people like Cosmetics :P I know I do just as long as they don't clutter the game up too much (which I think I might have done  :o)

also PM the syndrome for your zombies and their bite attack. I'll see what magic I can come up with.

Edit:
I also nominated your mod in the great list of mods, Hopefully you don't mind?
Title: Re: ☼Masterwork☼ Dwarf Fortress - V0.1 - DF V.31.25 incl. grapics/sound
Post by: Hugo_The_Dwarf on January 01, 2012, 03:16:03 pm
Question:

Did you make one type of soil, clay, sand, and remove the aqufiers?
Title: Re: ☼Masterwork☼ Dwarf Fortress - V0.1 - DF V.31.25 incl. grapics/sound
Post by: Meph on January 01, 2012, 03:26:33 pm
Answer:

I made one type of sand, clay and soil, and the aquifier are still in. Thinking about removing, or optionally removing them. Players without intricate knowledge of aquifierbreaching are lost, and no newer player has this knowledge. But then again advanced players might like unlimited water and perpertual energy... so i guess i make it optional.

Also more changes have been done:
Important ones: Zombies have 56 syndromes, with 1-2% chance of infection on a bite.
Worldgens are done. 5 new adv. worldgen sets...
all sentient being corpses (expect dwarves) just leave a pool of blood instead. less clutter.
Turrets are done, 8 types.
Added sprites for everything. :)

Full list of changes:
Spoiler (click to show/hide)

Race behavior, I think that is pretty balanced.
Code: [Select]
Race Seasons Attack trigger AI Diplomaty Weapons

DWARF Act:Autumn Trig:0 Loyalty Cascade PEACE Standart
ELF Act:Spring Trig:0 Ambusher PEACE Wood/Bows
HUMAN Act:Summer Trig:0 Sieger PEACE Standart+Strong
KOBOLD Act:All     Trig:1:1:1 Skulking THIEF Weak
GOBLIN Act:No Winter Trig:1:1:1 Ambusher WAR Standart
UNDEAD Act:Spring/Summer Trig:1:1:1 Standart WAR None, Syndromes
ORC Act:Summmer/Autumn Trig:2:2:2 Sieger WAR Strong
FROST GAINT Act:Winter Trig:5:5:5 Standart WAR DONT KNOW YET

Just working on the better armor and shields the humans bring.. And added padded leather armor, that you can wear UNDER you metal armor. 2 layers... must test if dwarves are clever enough in fortress mode for that... as if ^^
Title: Re: ☼Masterwork☼ Dwarf Fortress - V0.1 - DF V.31.25 incl. grapics/sound
Post by: Hugo_The_Dwarf on January 01, 2012, 04:05:50 pm
For dwarves you can just give them [SWIMS_INNATE] instead of [SWIMS_LEARNED] innate just means they know how to swim automatically.

Magma dogs should be hounds :P since they sound like they might be a larger creature then normal dogs. Plus it sounds cooler.

56 Syndromes for zombies... You mean like effects? Or 56 different syndromes all with unique effects. I like that idea, but I'll stick with my simple zombie bite :P

Also is 5 a valid trigger? I thought it went from 0-4? this is concerning the frost giants.

And for the padded armor to work, just make sure that all the stuff they wear can fit inside the LAYER_PERMIT

Vanilla Breastplate and Mail shirt have a layer permit of 50, BP layersize is 20 MS layersize is 15, to if worn together thats 35 with only 15 left for clothes/padded armor.

EDIT:
Also Great work :P
Title: Re: ☼Masterwork☼ Dwarf Fortress - V0.1 - DF V.31.25 incl. grapics/sound
Post by: Meph on January 01, 2012, 04:57:59 pm
Wiki states:
Triggers:
Quote
1 corresponds to 20 dwarves, 2 to 50 dwarves, 3 to 80, 4 to 110, and 5 to 140.

Thanks about the swims_innate and the hound idea, will both be build in. :)

Yes, 56 different syndromes. I think 8 different effects, each with different severity. You might get light nausae, heavy pain and your hand rots of, OR you vomit blood and pass out. Or nothing. 1-2% means maybe 1 syndrome per bite. I have to test all this, how powered it is in fortress mode, but in the arena it is amusing. 12 test subjects, all have something else.. :)

Padded armor is in the limit for layersize, but dwaves in fortress mode do not put clothing on, when they wear the outer layer already. Example: They have a breastplate already, and will not add a padded armor UNDERNEATH it. So you would have to be lucky, or it increases the micromanagement. But I really liked the idea of padded armor, a way to increase armor without changing vanilla stuff.

Armor is finished by the way.  Landmines are improved and work now a lot better, thanks to the zinger-raws from Legends of Forlorn. Still, they are different, they have a obsidian case filled with hydraulical fluid (that if leaks causes light and short paralysis on contact) and have different explosions.

I just cant get Dust, Fire and Ice to work, because I use vaporizing stones as custom corpse, and that allows only inhaled syndromes. If you know how I could add a temperatur reaction that works I'd be glad.

I will now try dust breath attack, the wiki says that the creature using it will die as well... so that fits for mines.

Wow, long answer ^^ btw: the entiry thread is just a discussion between us two ;)
Title: Re: ☼Masterwork☼ Dwarf Fortress - V0.1 - DF V.31.25 incl. grapics/sound
Post by: Hugo_The_Dwarf on January 01, 2012, 05:39:35 pm
Usally for my custom uniforms I just tell them to Replace their clothing with the uniform, they strip and wear what I tell them too. - Padded Armor for example

And that Progress trigger is nice to know :P It's been ages since I've read teh wiki, probally because I have trouble even finding the proper modding section :-/

Dust breath attack is the same as a cavein effect, it sends the breather and the targets all flying causing them to hit walls and things, killing them. I heard if you give a dust breath attack to a flying creature, it flys around like a rocket everytime it breathes dust.

Hmmm... and for your landmines. Give them a [VIEWRANGE:(1-5)] and give them a vapor breath attack. since vapor is like misting (so if covers everything in a layer of the breath attack). So this will be a small plan

Quote
HEATDAM_POINT  temperature
 Temperature above which the material takes damage from heat. May be set to NONE. If the material has an ignite point but no heatdam point, it may burn for a very long time (around 9-10 months). Defaults to NONE. 
COLDDAM_POINT  temperature
 Temperature below which the material takes damage from cold. Defaults to NONE. 
IGNITE_POINT  temperature
 Temperature at which the material will catch fire. Defaults to NONE. 

All Mines will have [VIEWRANGE:(1-5)] and have a certain material they are contructed from (even if it is altered)
Fire Mine - DRAGON_FIRE_BREATH/FIRE_BREATH, and its contructed material has a low HEATDAM and IGNITE points (somewhere above room temp, look at wood template)
Ice/Frost Mine - Vapor Breath attack (the material that is used should be solid at 1000, and liquid at 2000-8000 with a fixed temp in the liquid range), contructed materials have a COLDDAM point above the fixed temp of breath attack (also I have no idea how COLDDAM works wiki that one)
Dust/Exploding Mine - Give the Dust Breath attack, and make its contructed material very fragile (so it dies when it get blasted into something)

Acid Mine? - Vapor breath attack that has a syndrome that causes bleeding, pain, and rot to contacted vascular tissues. And kills itself

And if you want you can add a syndrome to their vapor attacks that affect only them, killing themselves.
The boiling rock on death can be it's small chance to say **** you if they don't get to blast em. Since they die reguardless its a WIN/WIN

Edit:
When using VIEWRANGE they need a sight BP and can't have EXTRAVISION as that gives them a no matter what 20 viewrange (20 tiles is default sight range)
Title: Re: ☼Masterwork☼ Dwarf Fortress - V0.1 - DF V.31.25 incl. grapics/sound
Post by: Mazzacari on January 01, 2012, 05:42:26 pm
I suck at modding, so I'm not going to help, but I do want you guys to know that I love this idea and will download this mod as soon as it is complete. Great work!
Title: Re: ☼Masterwork☼ Dwarf Fortress - V0.1 - DF V.31.25 incl. grapics/sound
Post by: Meph on January 01, 2012, 06:59:01 pm
Thanks two both of you, for the help and the encouragement.

About the mines: I have a experimental dust mine that might explode 2 or 3 times sometimes before it dies. I just made it official lore by describing it as prototype stuff. Frag (bleeding and pain) acid (dizziness and nauses) toxic (necrosis) Flame (blisters and pain) and flash (blindness and dizziness) - landmines work.

The main problem with breath attacks is that the mine might die before hitting anything, or hit several times. And that defeats the purpose of landmines. They should hit once, once for certain and thats it.

I will have to do without real ice and fire, but maybe thats good to. No accidental bushfires and the armor/weapons dont melt.

CHANGELOG:
Added 6 types of mines, plus one special dust mine.
Added tame dragon, one of the elven warbeasts. 25.000 value.
Added padded leather armor to be worn under metal armor.
Humans should bring high-end armor and shields. MUST TEST.

PS: firebreath is used in the turrets ;)
Title: Re: ☼Masterwork☼ Dwarf Fortress - V0.1 - DF V.31.25 incl. grapics/sound
Post by: Hugo_The_Dwarf on January 01, 2012, 08:45:22 pm
If you want I can probally whip together and simple "mine" body that is easy to kill, and maybe a shutdown switch. The reason behind the VIEWRANGE 1-5 is that the landmine can only see 1 to 5 tiles away depending on how far you want to see. And breath attacks can only fire once then have to recharge. So since normal creatures can see 20 tiles, and the land mine say. 3. The normal creature say goblin says to itself "Well looky at dat little disc" and wanders over to attack the mine. The entire time the goblin is running the landmine is just going "Oh what a beautiful day, sun is out. Birds are singing..." Goblins gets 3 tiles away Landmine: "HOLY! SH..." *BOOM!* blasts the goblin, gets caught in its own attack. Landmine dies and the goblin is on the ground screaming like a little girl.

Also as for the Fire and Ice, Ice shouldn't melt armor/weapons lol But I don't think firebreath is hot enough to melt weapons/armor. I like the Frost Mine better then fire lol
Title: Re: ☼Masterwork☼ Dwarf Fortress - V0.5 - DF V.31.25 incl. grapics/sound
Post by: Meph on January 01, 2012, 11:52:25 pm
What you describe is the very first thing i tried. And failed badly. If you want to give it a shot, go ahead. But except fire and ice mines everything seems to be in order.

I have been thinking... there are no positive syndromes. True... but really, numbness (as in:feels no pain) is awesome for soldiers, and impaired function of the eyes (as in: I am blind) is awesome for... wait for it... SIEGE OPERATORS. They dont shoot worse then anyone else, and dont run away, like other civilians, because they cant see the goblins. And eyes regenerate. One could build ballistas behind fortifications and shoot with the gobbos standing 1 tile away on the other side. :)

Cant be tested in the arena, but would be fun to add some cheap pets with these syndromes and apply them at will. Pet with syndrome in blood, injure pet (1-2z level fall) and let selected dwarves run through the blood. Done.

Next changelog, minor stuff:

Added 12 more fanciful does-not-exist creatures
Added 4 Golem types, Bronze, Silver, Gold and Steel
Added Decoy, Stone. (good vs. edged:arrows, bad vs.blunt:meele)
Added 5 mood only shields
Added 5 mood only boots
Added 5 mood only pants
Added 5 mood only gloves
Added Arabic as Undead language
Used Goblinlanguage as Orc language
Added Finnish as Frost Gaint language
Edited the first post in this thread, yeah.

Title: Re: ☼Masterwork☼ Dwarf Fortress - V0.5 - DF V.31.25 incl. grapics/sound
Post by: Hugo_The_Dwarf on January 02, 2012, 12:01:36 am
Fire me the raws for the Fire and Ice mines (or all dont't matter, give me a better scope on how to build them for you)

And as for your Numbness and Blindness ideas, gold there my friend. but you can make it easier then making a pet that must be beaten... wait for it...

You can make a inorganic material/creature venom that is contact (like the blood idea) but you put it in a container through a reaction (barrel, pot, jar, custom_tool_contianer what have you) you drop the container that has the elixer in it in a garbage dump. Forbid the elixer but take the container. Your dwarves should dump the poison on the floor and leave with the container. (also this is how you can poison your weapons/ammo too)

That way you can put in alchemy (or at least give it a use)

Or go with the poison pet idea, either or. cause you can barrel it's poison blood (make it milkable like a cow?)

So PM the raws for your land mines and I can see what magic I can whip up for them.
Title: Re: ☼Masterwork☼ Dwarf Fortress - V0.5 - DF V.31.25 incl. grapics/sound
Post by: Meph on January 02, 2012, 12:37:13 pm
Here the landmine raws. The is Inorganic, then creature, bodyplan and material. Have fun. The bodyplan is also used for the turrets, so dont be surprised to see mouth eye and head. I removed these in the creature_landmine raw.

Spoiler (click to show/hide)

Spoiler (click to show/hide)

Spoiler (click to show/hide)

Spoiler (click to show/hide)


For the blindness:
Make a 1x1 custom workshop.
Name it: Super Siege Operatier Maker
Custom reaction: Creates a vaporizing stone that has the syndrome blindness.
Custom reagant: booze.
Name the raction: Drink of courage
Enable labor: Siege operator.
Whenever you want a super siege operator, just send him there.
DONE ;)
Title: Re: ☼Masterwork☼ Dwarf Fortress - V0.5 - DF V.31.25 incl. grapics/sound
Post by: Zorbeltuss on January 02, 2012, 05:07:23 pm
Disabled the ability to cook booze or seeds.
Simply because it is unrealistic and can be used as an exploit. Formerly you could make meals solely out of seeds, which are inedible taken alone.
What would you do if I proved you wrong about this one?
Not that I can until tomorrow because I'm fairly certain dwarves have neither vodka nor liqueurs and beer and wine is likely more tasty (or edible) anyway.

As salt and vegetable stock is nonexistent in dwarven food industry I will add these to taste.

/Zorbeltuss
Title: Re: ☼Masterwork☼ Dwarf Fortress - V0.5 - DF V.31.25 incl. grapics/sound
Post by: Hugo_The_Dwarf on January 02, 2012, 05:20:58 pm
Disabled the ability to cook booze or seeds.
Simply because it is unrealistic and can be used as an exploit. Formerly you could make meals solely out of seeds, which are inedible taken alone.
What would you do if I proved you wrong about this one?
Not that I can until tomorrow because I'm fairly certain dwarves have neither vodka nor liqueurs and beer and wine is likely more tasty (or edible) anyway.

As salt and vegetable stock is nonexistent in dwarven food industry I will add these to taste.

/Zorbeltuss
Makes me want to make a non-exsistant plant with a edible cooked mill item called salt. Make a custom reaction to turn rock salt (boulder) into salt (milled plant product)

@Meph, I will try and have a go with the Landmines. I had to work and my brother is over so that cuts into modding !!FUN!! time. Also I'll probally reword/rewrite your description of the Landmines :P got some grammer and spelling wrong :D (don't worry I know english is not your first :P)
Title: Re: ☼Masterwork☼ Dwarf Fortress - V0.5 - DF V.31.25 incl. grapics/sound
Post by: Meph on January 02, 2012, 06:11:55 pm
The booze and seed cooking is because of this:

Harvest plump helmet.
Eat plump helmet, creatre 1 plump helmet seed.
Cook plump helmet seed into roasted plump helmet seed.
Eat again.

You can double your food... that's why it is taken out. And I know that you can make nice meals with a good red wine, but taking a barrel full of beer and a barrel full of wine and making food ? never. Again, it is taken out, because you can transform your booze into meals, 1:1.

@hugo: Thanks. And I only notice the dwarfen/dwarven error. ;)

And again, next changelog:

Standarized Bone items, fat items, tallow and soap.
Added Caste System. Warrior, Craftsmen, Noble.
Tweaked skill rate and attribute rate in dwarves.
Added Religion.
Added new noble: preacher => priest => archrpriest (with mandates/demands)
Added new noble: High Templar, leads the temple guard, appointet by priest/archpriest
Added 2 new building: Altar of Armok and Temple of Armok
Altar of Armok = Pray for soft or hard metals, booze and food.
Temple of Armok = Sacrifice a dwarf, get sword, helm and armor of armok, made of steel.

That makes it possible to have a prayer based society. Sacrifice unbelievers (migrants) to get gear for your warriors, and have your worker pray all day in 20 different altars, getting food and booze. :)
Title: Re: ☼Masterwork☼ Dwarf Fortress - V0.5 - DF V.31.25 incl. grapics/sound
Post by: Mazzacari on January 02, 2012, 06:47:35 pm
I like the religion and caste idea, but are you going with the generic three that you listed or are you expanding on those: x different sects of craftsmen, x of warrior, and x of noble? I think the religion is phenominal. Eventually a generic altar could be incorporated to include the gods worshiped by the different kingdoms.
These are just ideas so feel free to not use them if you don't like 'em :P
Title: Re: ☼Masterwork☼ Dwarf Fortress - V0.5 - DF V.31.25 incl. grapics/sound
Post by: Hugo_The_Dwarf on January 02, 2012, 06:54:23 pm
should have those alter require reasources/tribute, say REMAINS or add [REACTION_CLASS:BONES] to the bone material and use bones.

Also did some testing with the Fire Mine, I got all the tissues and spelling errors fixed. made a material and another Tissue within the Creature. Saddly the DRAGONFIREBREATH does not activate right away and when it does, the mine does not get caught in it. But the Mine will die if it does, as it is very senstive to heat.

Had to remove the SPEED:20000 as it made it way to slow to react to attackers. So this is what must be done:

Some kind of vapor breath that kills the mine, or find a way to get it caught in it's own fire.

Other then that this Mine can be a template for others, just needs to be tweaked.

Body:
Spoiler (click to show/hide)

Creature:
Spoiler (click to show/hide)

EDIT:
I may not have made it burn up when it attacks (unless it magiclly runs into it) but I did manage to make the perfect landmine setup for you.
Title: Re: ☼Masterwork☼ Dwarf Fortress - V0.5 - DF V.31.25 incl. grapics/sound
Post by: Meph on January 02, 2012, 06:59:44 pm
Well, I like to keep it simple. If you'd have to read an extra manual to understand what the new stuff does, I wouldn't include it.

Castes are: The Legion, The Guild and Royals. Combat, Labor and Social, because the game itself splits skills into these three categories. And of course normal dwarves, which would be your usual hauler/farmer/brewer/cook, low level tasks.

I know that genesis has several castes (8?), but if I read Obsidian dwarf or Aspid dwarf, then I dont know what that does, and have to look it up. Simplicitiy is the key, at least in this mod ;)

Preachers/Priests  can console dwaves, if they are angry, they will go and talk to them :)

EDIT:@hugo: thanks, I will test it right away. Might use the body for all the mines now, but I still leave the fire/ice out. ;) And viewrange should be 1, or 0 if possible, and speed super slow again. I dont want them to run around, not to attacking enemies, and not just meandering around when unbound.
Title: Re: ☼Masterwork☼ Dwarf Fortress - V0.5 - DF V.31.25 incl. grapics/sound
Post by: Hugo_The_Dwarf on January 02, 2012, 09:17:09 pm
Yea since I couldn't get the mine to burn to death I was kinda disapointed. But the Frost might be do-able since creatures that use VAPOR breath attacks usally get caught in it so making the COLDDAM point on the internal Brass material might make it work. Saddly no exploding fire mines. But oh well at least you have a better working landmine body and creature to work with :P

Also add this to BONES in the default material templates (and any other bone templates you may have made) [MATERIAL_REACTION_PRODUCT:BONES:LOCAL_CREATURE_MAT:BONE]
Spoiler (click to show/hide)
If you want to make it so that the Alter's can't just supply your fortress at a whim :P
You can also add [MATERIAL_REACTION_PRODUCT:BLOODD:LOCAL_CREATURE_MAT:BLOOD] to the default blood template
and use a reaction like this
Spoiler (click to show/hide)
Now I haven't tested either of these. And you could make a reaction at the screw press, to press blood from meat (destroying the meat).

Sorry if I'm intruding on your religion aspect :P I just think these alters will be spammed like... well... Religiously :P

EDIT:
I think my Computer might have a jabberwocky, because some of my words mysteriously are missing letters
Title: Re: ☼Masterwork☼ Dwarf Fortress - DOWNLOAD - V.31.25 Phoebus
Post by: Meph on January 03, 2012, 12:18:22 am
Praying is not very effective, more a pasttime for migrants... if they pray 100 times, they got 2 bronze, 1 iron, 1 steel... thats it. But if you have master alchemists praying in 20 altars, then it works a lot better.

And I'd like to see a nice armok cult springing up, why not ;)

btw: DOWNLOAD is ready :) Lets see how many bugs people can find, since most things in fortress mode are untested. lol. But the only thing in the error log is a unrecognized inorganic token: Rhyolite. And I just cant find the right .txt to fix it. ^^

Anyway, have fun people. I will not work as furiously from now on, I will wait a while for people to report what works and what does not. 
Title: Re: ☼Masterwork☼ Dwarf Fortress - DOWNLOAD - V.31.25 Phoebus
Post by: Hugo_The_Dwarf on January 03, 2012, 12:45:48 am
Praying is not very effective, more a pasttime for migrants... if they pray 100 times, they got 2 bronze, 1 iron, 1 steel... thats it. But if you have master alchemists praying in 20 altars, then it works a lot better.

And I'd like to see a nice armok cult springing up, why not ;)

btw: DOWNLOAD is ready :) Lets see how many bugs people can find, since most things in fortress mode are untested. lol. But the only thing in the error log is a unrecognized inorganic token: Rhyolite. And I just cant find the right .txt to fix it. ^^

Anyway, have fun people. I will not work as furiously from now on, I will wait a while for people to report what works and what does not. 
Still would have liked to see offerings to Armok other then migrants :P I will try and find some time to play this :D
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - DOWNLOAD - V.31.25 Phoebus
Post by: Meph on January 03, 2012, 01:17:36 am
Well, i might add other offers ;) who knows.. for now, no modding is planned, i take a break. I will be on TV tomorrow ;)

Anyway, just wanted to say that I plan on making many features optional. Invaders, Aquifier, Warpstone....

And a brainfart about the fire mine: there is the standart tissue:flame used for fire creatures. If they die, they burn everyone around them with their boiling blood. That might work for a temperatur based mine. :) Just changing the liquid in the mine to superhot or supercold, and if someone kills them, he gets hit by the blood... or in this case hydraulical fluid.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - DOWNLOAD - V.31.25 Phoebus
Post by: Vherid on January 03, 2012, 04:22:43 am
So excited to start toying with this

EDIT: Quite curious as to why you set the FPS to 500, makes fortress mode way too fast. I know how to adjust it of course but I'm curious.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - DOWNLOAD - V.31.25 Phoebus
Post by: Hugo_The_Dwarf on January 03, 2012, 12:44:35 pm
So excited to start toying with this

EDIT: Quite curious as to why you set the FPS to 500, makes fortress mode way too fast. I know how to adjust it of course but I'm curious.
Speed testing, as the more FPS the more Ticks the more Ticks the faster seasons go by, and Testing of trading/invaders/Mirgants is faster.
Just my guess, I don't tinker with FPS too much just my testing race [SPEED:0]
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - DOWNLOAD - V.31.25 Phoebus
Post by: CheatingChicken on January 03, 2012, 01:39:13 pm
There are things that i like and things that i dont like about this mod.

I guess ill treat it like all the other mods and just extract the best part to stitch them together with some own customizations into my own mod-hybrid. I am really curious to see how the enhanced diplomats are done, i tried to to that myself some time ago and failed horribly.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - DOWNLOAD - V.31.25 Phoebus
Post by: Pancho Cachondo on January 03, 2012, 02:35:34 pm
I've been waiting for this mod, I'm gonna play with it and report back. Thanks!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - DOWNLOAD - V.31.25 Phoebus
Post by: Hugo_The_Dwarf on January 03, 2012, 02:38:29 pm
There are things that i like and things that i dont like about this mod.

I guess ill treat it like all the other mods and just extract the best part to stitch them together with some own customizations into my own mod-hybrid. I am really curious to see how the enhanced diplomats are done, i tried to to that myself some time ago and failed horribly.
Dislike those parts as in "Personal Pref?" or just is a bad/bugged feature?

I've been waiting for this mod, I'm gonna play with it and report back. Thanks!
Good luck, Meph put alot of work into it :P
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - DOWNLOAD - V.31.25 Phoebus
Post by: Hugo_The_Dwarf on January 03, 2012, 02:46:50 pm
Well, i might add other offers ;) who knows.. for now, no modding is planned, i take a break. I will be on TV tomorrow ;)

Anyway, just wanted to say that I plan on making many features optional. Invaders, Aquifier, Warpstone....

And a brainfart about the fire mine: there is the standart tissue:flame used for fire creatures. If they die, they burn everyone around them with their boiling blood. That might work for a temperatur based mine. :) Just changing the liquid in the mine to superhot or supercold, and if someone kills them, he gets hit by the blood... or in this case hydraulical fluid.

Oh for th vaporising death stone, up the death stones material density to insane amounts. the more dense the more gas it makes (at least that is what I have heard)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - DOWNLOAD - V.31.25 Phoebus
Post by: CheatingChicken on January 03, 2012, 03:01:21 pm
There are things that i like and things that i dont like about this mod.

I guess ill treat it like all the other mods and just extract the best part to stitch them together with some own customizations into my own mod-hybrid. I am really curious to see how the enhanced diplomats are done, i tried to to that myself some time ago and failed horribly.
Dislike those parts as in "Personal Pref?" or just is a bad/bugged feature?
Some features just dont fit into my current mod-pack, like the caste system, as i made my own castes, some i just don't like personally, like the religion and the altars.

What i surely will use are the mood-weapons, i quite like that idea, i even started a new topic just for collecting more of those "Flavor-items".
Also if i can find that part i will extract the diplomacy systems and most of the bug fixes
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - DOWNLOAD - V.31.25 Phoebus
Post by: Rask on January 03, 2012, 03:32:02 pm
Okay, I had a quick look at it. Two things I noticed:

1. Frost Giants are misspelled "Gaints"
2. Site finder was unable to locate clay. (checked Cursed and Gaia world only)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - DOWNLOAD - V.31.25 Phoebus
Post by: Shmadolf Shmitler on January 03, 2012, 04:25:34 pm
Two quick questions, does it work for mac?
And if so, how do I make it work?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - DOWNLOAD - V.31.25 Phoebus
Post by: Pancho Cachondo on January 03, 2012, 04:29:24 pm
My miner suffocated while mining... is this normal?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - DOWNLOAD - V.31.25 Phoebus
Post by: Hugo_The_Dwarf on January 03, 2012, 04:39:18 pm
Two quick questions, does it work for mac?
And if so, how do I make it work?
If you have the MAC version of DF yes it should. Do you know how to locate the RAW foulder within the DF directory (Im a fail MAC user so bare with me)

Just copy the Modded raws and overwrite the Raws within the DF raws foulder (note make a backup first)

My miner suffocated while mining... is this normal?
Yes, well If it was a gem cluster yes, but there is a gasous stone that appears everywhere. It's to add caution to the mining experience. Just be careful where you mine. The feature can be removed.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - DOWNLOAD - V.31.25 Phoebus
Post by: Shmadolf Shmitler on January 03, 2012, 04:40:28 pm
Two quick questions, does it work for mac?
And if so, how do I make it work?
If you have the MAC version of DF yes it should. Do you know how to locate the RAW foulder within the DF directory (Im a fail MAC user so bare with me)

Just copy the Modded raws and overwrite the Raws within the DF raws foulder (note make a backup first)

Oh okay, cool.
Thanks, bro.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - DOWNLOAD - V.31.25 Phoebus
Post by: Meph on January 03, 2012, 07:45:28 pm
Thanks for the feedback so far. I try to add some optional settings.

Aquifier ON/OFF
Invaders ON/OFF
Warpstone/Coaldust ON/OFF (thats what hit your miner i'd bet)
Religion/Caste ON/OFF

FPS 500 was for testing. Can be easily changed in the data/init/init.txt Just change it to any number you want. My little laptop here cant do the 500 in fortress mode anyway, so I never noticed how fast it could be... I will reduce it for the next download.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - DOWNLOAD - V.31.25 Phoebus
Post by: Shmadolf Shmitler on January 03, 2012, 10:02:03 pm
Hey, uh, it's not working on mac.  It appears to not even be the right type of file, because the raw folder is full of folders full of folders full of folders full of text documents, but the file I get is like... a sheet of paper that nothing works with.  I'm sorry I'm so derpy :I
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - DOWNLOAD - V.31.25 Phoebus
Post by: Meph on January 03, 2012, 11:18:33 pm
>>>NEW VERSION IS UP<<<

About the mac: The file you have from the download is a winrar file, you need to extract that. I have never in my life used a mac, so I cant help you there. Sry.

Because of the feedback I got, I added this:
FPS is now 150 default.
I added 5 Settings to chose from, you can now easily turn these things ON or OFF:
Invaders
Religion
Castes
Aquifier
Warpstone & Coaldust

Just check the Optional Settings folder. A simple manual is included :) Hope you like the changes :)

I also included more features:
Invaders have castes. 5 castes for undeads, 6 for orcs and 3 for frost giants (fixed that spelling error as well) Makes it a bit harder and more diverse. Still, obsisidanizer, freezetrap, magma, dodgetrap with 20z-level fall... all that should still make you invincible, if you wish this ;)


Anything someone would like to see in this mod ? I am open for ideas.
My own thoughts:
A fearless, non-fleeing siege operator. :)
Easter Egg caste: Cacame, Morul, Lord Sankis and Holistic detective/Nemo... a 1:1000 chance that they appear, with respective skills. But that would be just for fun. ;)

I also would like to add a special drop for more difficult creatures. Easily done with custom_corpse. But what would be so much worth, that fighting a legendary enemy is worth it ?
1. A new metal, better then steel, worse then candy cotton. (But i wanted no new materials)
2. Something with a really really high value for trading. Soulgems or whatever.
3. A new reaction item. Used in a new building for SUPER SPECIAL GEAR.
(EDIT: who needs super special gear, if they defeat the strongest enemies anyway ?)

Well, I dont know what you'd like ^^ Point is that you should actively seek out strong opponents for the good items they drop. 

Changelog:
Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - DOWNLOAD - V.31.25 Phoebus
Post by: Stuebi on January 04, 2012, 05:05:15 am
I cant open the "Masterwork-Manual" In the Game Directory, could somebody tell me a program that's able to open it?

Other than that, allready started a Fort that just reached Year 2 and immediately became food for an invading Force of Undead, Mod is great but as a noob i have to get a hang for these early attacks and what to do about them...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - DOWNLOAD - V.31.25 Phoebus
Post by: Hugo_The_Dwarf on January 04, 2012, 05:44:09 am
I cant open the "Masterwork-Manual" In the Game Directory, could somebody tell me a program that's able to open it?

Other than that, allready started a Fort that just reached Year 2 and immediately became food for an invading Force of Undead, Mod is great but as a noob i have to get a hang for these early attacks and what to do about them...
I believe Meph used .pdf files for his manuals and whatnot so Adobe Reader or any program that can read .PDF files will work.

And for early attacks, get some weapon/cage traps made up to thin the hoard. And have a militia training around the first migrant wave. Also set up some raisable drawbridges and use them as unbreakable doors. Or skimp out on food and booze and bring some armor and weapons on embark for your starting militia.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - DOWNLOAD - V.31.25 Phoebus
Post by: Stuebi on January 04, 2012, 06:32:31 am
I cant open the "Masterwork-Manual" In the Game Directory, could somebody tell me a program that's able to open it?

Other than that, allready started a Fort that just reached Year 2 and immediately became food for an invading Force of Undead, Mod is great but as a noob i have to get a hang for these early attacks and what to do about them...
I believe Meph used .pdf files for his manuals and whatnot so Adobe Reader or any program that can read .PDF files will work.

And for early attacks, get some weapon/cage traps made up to thin the hoard. And have a militia training around the first migrant wave. Also set up some raisable drawbridges and use them as unbreakable doors. Or skimp out on food and booze and bring some armor and weapons on embark for your starting militia.

Did that now with a new Fort, when the Undead-Siege came they retreated right after the first 3 Zombies hit my traps, that normal? If i'm not completely wrong in vanilla you had to kill/catch a lot more siegers until they ran away... That's not a complaint obviously, it's just a little strange, especially with the Undead.

Btw, a huge hug for those 10 embarks and pre-genned World, i really enjoy trying them all out! 
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - DOWNLOAD - V.31.25 Phoebus
Post by: Hugo_The_Dwarf on January 04, 2012, 06:52:41 am
I cant open the "Masterwork-Manual" In the Game Directory, could somebody tell me a program that's able to open it?

Other than that, allready started a Fort that just reached Year 2 and immediately became food for an invading Force of Undead, Mod is great but as a noob i have to get a hang for these early attacks and what to do about them...
I believe Meph used .pdf files for his manuals and whatnot so Adobe Reader or any program that can read .PDF files will work.

And for early attacks, get some weapon/cage traps made up to thin the hoard. And have a militia training around the first migrant wave. Also set up some raisable drawbridges and use them as unbreakable doors. Or skimp out on food and booze and bring some armor and weapons on embark for your starting militia.

Did that now with a new Fort, when the Undead-Siege came they retreated right after the first 3 Zombies hit my traps, that normal? If i'm not completely wrong in vanilla you had to kill/catch a lot more siegers until they ran away... That's not a complaint obviously, it's just a little strange, especially with the Undead.

Btw, a huge hug for those 10 embarks and pre-genned World, i really enjoy trying them all out!
Seems that Zombies are missing the [NOFEAR] tag, making them more like goblins (they can be scared and flee if loss of leader)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - DOWNLOAD - V.31.25 Phoebus
Post by: Kazindir on January 04, 2012, 11:03:00 am
I also would like to add a special drop for more difficult creatures. Easily done with custom_corpse. But what would be so much worth, that fighting a legendary enemy is worth it ?
1. A new metal, better then steel, worse then candy cotton. (But i wanted no new materials)
2. Something with a really really high value for trading. Soulgems or whatever.
3. A new reaction item. Used in a new building for SUPER SPECIAL GEAR.
(EDIT: who needs super special gear, if they defeat the strongest enemies anyway ?)

Well, I dont know what you'd like ^^ Point is that you should actively seek out strong opponents for the good items they drop. 
4. Trophies!

Make the big monsters drop a useless artefact relating to the legendary foe that has been slain, so you can put them on display to make your dwarves go "oooh!" and to dazzle diplomats at the sight of your fortress's heroic deeds. :D

A trophy would have no functional use beyond being used as a display piece but that would give you a fun "extra" from legendary monsters to build around and would give some small benefit from being an artefact on display. It would also avoid the usual problems that come with things with a functional use - as you can't use it for anything other than normal useless artefact use, there are no problems with trophies being SUPERAWESOME material/gear, or being much of a trade issue.

I'm not sure what can be easily done but it would be awesome if the artefacts could be creature specific, eg "<bodypart> of <monster name>. This relates to <blahdeblah>...". So you could have the hand of an aluminium colossus that attacked, or the beak of a giant, tentacled, gas spewing sparrow etc. Otherwise a generic Monster Trophy(TM) would work, so you could have a big display hall (or throneroom) relating all the dead dragons, choking dust heaps and balls of malevolent vomit that your dwarves have slain. :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - DOWNLOAD - V.31.25 Phoebus
Post by: Hugo_The_Dwarf on January 04, 2012, 12:14:44 pm
I also would like to add a special drop for more difficult creatures. Easily done with custom_corpse. But what would be so much worth, that fighting a legendary enemy is worth it ?
1. A new metal, better then steel, worse then candy cotton. (But i wanted no new materials)
2. Something with a really really high value for trading. Soulgems or whatever.
3. A new reaction item. Used in a new building for SUPER SPECIAL GEAR.
(EDIT: who needs super special gear, if they defeat the strongest enemies anyway ?)

Well, I dont know what you'd like ^^ Point is that you should actively seek out strong opponents for the good items they drop. 
4. Trophies!

Make the big monsters drop a useless artefact relating to the legendary foe that has been slain, so you can put them on display to make your dwarves go "oooh!" and to dazzle diplomats at the sight of your fortress's heroic deeds. :D

A trophy would have no functional use beyond being used as a display piece but that would give you a fun "extra" from legendary monsters to build around and would give some small benefit from being an artefact on display. It would also avoid the usual problems that come with things with a functional use - as you can't use it for anything other than normal useless artefact use, there are no problems with trophies being SUPERAWESOME material/gear, or being much of a trade issue.

I'm not sure what can be easily done but it would be awesome if the artefacts could be creature specific, eg "<bodypart> of <monster name>. This relates to <blahdeblah>...". So you could have the hand of an aluminium colossus that attacked, or the beak of a giant, tentacled, gas spewing sparrow etc. Otherwise a generic Monster Trophy(TM) would work, so you could have a big display hall (or throneroom) relating all the dead dragons, choking dust heaps and balls of malevolent vomit that your dwarves have slain. :)
Well if Meph would include it, it would be a easy as [ITEMCORPSE:(Trophy Item Type):NO_SUBTYPE:MAT:MAT_SUBBTYPE]

(Trophy Item Type) - could be a statue, or custom Tool that serves only a valuable item and for the construction of "Trophy Cases(or what they would be)".
NO_SUBTYPE - if this a statue leave like this, If Item Type is TOOL then ITEM_TOOL_(trophy tool id).
MAT - can be INORGANIC, CREATURE_MAT:CREATURE, PLANT_MAT:PLANT, or LOCAL_CREATURE_MAT.
MAT_SUBTYPE - if "MAT" INORGANIC any stone, metal, whatnot. If "MAT" is CREATURE_MAT:CREATURE/PLANT_MAT:PLANT/LOCAL_CREATURE_MAT then a material id inside the creature.

But I don't see CREATURE_MAT:CREATURE/PLANT_MAT:PLANT/LOCAL_CREATURE_MAT being too useful as he does have a "simplified" material list to limit clutter. But if LOCAL_CREATURE_MAT could be used you would (in theory) get "(quality)(creature name)(Material Name)(Item Name)(quality)"

EDIT:
If Meph doesn't like it and you really would like it. Thats how you would do it :P
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - DOWNLOAD - V.31.25 Phoebus
Post by: Mitchewawa on January 04, 2012, 07:00:05 pm
I highly approve of the awesomeness of this coupled with Fortress Defence Mod.

I turned off AUTOSAVE: SEASONAL because it messes up some loading and saving, as in if you load a previous save and it outdates your latter saves the name of the save still looks outdated. My autumn-year-6 save is my current save, and spring-8 is outdated. If I didn't already know which one was current I'd be confused as to which one is the real save, load up spring-8 and lose the progress between it and autumn-6 (which is a couple of months ahead).

I also love how you upped the FPS cap, now my forts start off in super-fast motion. The only problem is that I run a pretty good computer, and I'm up to the siege stage and had to take the cap down to 100 again just to see what was going on and make quick movements.

Still, highly approve.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - DOWNLOAD - V.31.25 Phoebus
Post by: Meph on January 04, 2012, 09:05:45 pm
Thanks guys. :)

In all the NO_WHATEVER tags, i really forgot to add Nofear for undeads...  :o I will also do some testing with itemcorpse. Check if castespecific and/or multiple itemcorpse works :) Local_creature_skull would work btw. BUT i cant add a generated description, like historic events that concern the slain creature. I could give every type a specific item though. "This is a masterwork orc trophy, taken from the cold dead hands of your slain enemy." OR use the solution proposed by hugo. That would make a generic item fitting for the slain enemy, but without description.

I could make them very valueable (for trading) and make them a needed item for alchemy (they serve a purpose, other than looks) to create something special.

Anyway, I'll just see what you guys come up with :)

If you have any epic screenshots from your games, post them here, i'd love to see them. btw I'm very happy that no one has reported any serious bugs. :) Working now on the ascii version...

EDIT: The autosave was mostly for testing. I expected more problems, crashes, whatever, and continues saves would be good for finding out what caused it. The savesystem is unfortunately flawed...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - DOWNLOAD - V.31.25 Phoebus
Post by: trees on January 04, 2012, 09:37:30 pm
To save you some testing:

Check if castespecific

Yup!

multiple itemcorpse works

Nope. Last itemcorpse listed will overwrite the previous one(s).
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - DOWNLOAD - V.31.25 Phoebus
Post by: kasan on January 04, 2012, 10:21:54 pm
I don't think I saw this mentioned so:

On the surface layer, several (or all in the case of the desert world) tiles randomly (like 100 times per second) swap between other tiles (i.e. every tile possible).  Is this suppose to be to be happening?    Clean install of the mod, the only thing I did was install the newest DF hack via the SDL.  I haven't tried a true clean install, but I don't see how SDL injection would cause that.  Any idea?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - DOWNLOAD - V.31.25 Phoebus
Post by: Vherid on January 04, 2012, 10:26:34 pm
I don't think I saw this mentioned so:

On the surface layer, several (or all in the case of the desert world) tiles randomly (like 100 times per second) swap between other tiles (i.e. every tile possible).  Is this suppose to be to be happening?    Clean install of the mod, the only thing I did was install the newest DF hack via the SDL.  I haven't tried a true clean install, but I don't see how SDL injection would cause that.  Any idea?

this is a phoebus issue, there's an FAQ for it in her thread im pretty sure.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - DOWNLOAD - V.31.25 Phoebus
Post by: kasan on January 04, 2012, 10:42:11 pm
Wierd, I've never seen it with pheobus before this mod, but I'll go look.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - DOWNLOAD - V.31.25 Phoebus
Post by: Sphalerite on January 04, 2012, 10:49:35 pm
I've seen the rapid high-speed random changing of ground tiles happen with duplicate raws.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - DOWNLOAD - V.31.25 Phoebus
Post by: kasan on January 04, 2012, 10:53:13 pm
Duplicate raws are possible I suppose, but like I said, I unzipped his mod and played right from that directory.

Now I'm getting an error trying to open the saved game:  Missing Material Template: STONE_VAPOR_TEMPLATE

edit: This causes a CTD btw
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - DOWNLOAD - V.31.25 Phoebus
Post by: Meph on January 04, 2012, 11:19:43 pm
I'm playtesting right now. Found some minor bugs, but neither the flickering tiles, nor the missing template. I checked, the [MATERIAL_TEMPLATE:STONE_VAPOR_TEMPLATE] is in material_template_default.txt and it is there, definetly not missing... you must have done something to your RAWs... otherwise i cant explain that.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - DOWNLOAD - V.31.25 Phoebus
Post by: kasan on January 04, 2012, 11:45:16 pm
I scrubbed the directory and reinstalled the latest download.  I'm genning a fresh world (not one of your premades) and I'll le tyou know in a minute.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - DOWNLOAD - V.31.25 Phoebus
Post by: Meph on January 04, 2012, 11:50:40 pm
Ok, thanks. btw, the pre-genned worlds are just settings. If you use them, you get a fresh world as well.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - DOWNLOAD - V.31.25 Phoebus
Post by: kasan on January 05, 2012, 12:00:27 am
Ok, fully unmodified from the DFFD download - no raw editing, no adding the real DFHACK (you including some stuff I've never actually seen in the DFHACK package they offer) and not updating the tileset config utility to the latest version, I have the following:

Castes are NOT on by default

Sand Tiles are rapidly changing to every other tiletype possible.

Embarked into a Lots of Soil embark - zero soil except for surface tiles.  Everything for the first 6 layers are "Rock"


Edit: Channeling through the tiles doesn't really do anything.  Building a wall, then removing it changes the tile to the base material of the wall like normal.
Note: the rapid tile cycling doesn't appear to affect my FPS (I get 150 flat)

Edit 2: Saving and loading no longer causes a missing template error.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - DOWNLOAD - V.31.25 Phoebus
Post by: Meph on January 05, 2012, 12:33:34 am
I downloaded and play the same version as you, but i couldnt replicate the sand-tile error. The only thing i changed about tiles in the update is a number of grass tiles that i added, the same that genesis uses, and i used before.

Castes are on by default, but less than half your dwarves are in a caste. Mostly you have standart dwarves, i did not want to make them too strong.

Bugs that I found:
Acid landmines are named landmine
Wooden trap parts can be made of metal by friendly civ, not by you.
All fat/tallow will be made into penguin man muscle in the kitchen ?
Undeads have no NO_FEAR
Migrants can arrive with very very costly pets. (mines/turrets/golems)
Should be played with high mineral count. (have some rock-only layers as well)

Played 1 year so far, I keep you posted. But its true about the minerals, i have to change the settings in the pre-genned worlds, otherwise you have barely anything. Should make a note, that people should put that on very high.

Thanks for the report though. Lets see if someone else gets flickering tiles.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - DOWNLOAD - V.31.25 Phoebus
Post by: Rask on January 05, 2012, 12:39:45 am
Is the global absence of clay intentional? I couldn't even get any on a world generated with custom parameters. If yes, then the pottery and glazing skills should probably be disabled, since they are useless.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - DOWNLOAD - V.31.25 Phoebus
Post by: Lordraymond on January 05, 2012, 01:54:38 am
Since most of this pack I wasn't particularly interested in at the moment, I only downloaded the music tracks. I replaced the song_game file with the file from the pack and renamed it (I copied the original file to the zip for safekeeping) but now all that plays is the title track on loop in the actual game. I really like the music in that pack, so is there something I'm doing wrong?

The downloaded files are in the appropriate folder (sound folder in data) and named song_game, and I have the other file removed from the folder, so what am I doing wrong?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - DOWNLOAD - V.31.25 Phoebus
Post by: Meph on January 05, 2012, 02:08:37 am
http://dffd.wimbli.com/file.php?id=890 (http://dffd.wimbli.com/file.php?id=890)

This is the download link for only the music. I did not add it to the Mod itself, because I am in colombia right know and the internet is horribly slow. The download link is also in the first post.

And about the clay: Ups. Seems I did remove one material too much. I wanted to leave one type of sand, one type of soil and one type of clay. Apparently i did remove all clay. Can easily be fixed. On the other hand: Does anyone use the Clay and Kiln, Glazing stuff ? I know I dont... I could remove that instead.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - DOWNLOAD - V.31.25 Phoebus
Post by: Hugo_The_Dwarf on January 05, 2012, 03:13:17 am
http://dffd.wimbli.com/file.php?id=890 (http://dffd.wimbli.com/file.php?id=890)

This is the download link for only the music. I did not add it to the Mod itself, because I am in colombia right know and the internet is horribly slow. The download link is also in the first post.

And about the clay: Ups. Seems I did remove one material too much. I wanted to leave one type of sand, one type of soil and one type of clay. Apparently i did remove all clay. Can easily be fixed. On the other hand: Does anyone use the Clay and Kiln, Glazing stuff ? I know I dont... I could remove that instead.
I do sometimes, I'd leave it in. As there are quite a few people that do use clay and whatnot, and those that don't usally end up trying it at some point.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - DOWNLOAD - V.31.25 Phoebus
Post by: Rask on January 05, 2012, 07:05:47 am
I do sometimes, I'd leave it in. As there are quite a few people that do use clay and whatnot, and those that don't usally end up trying it at some point.

Seconding this.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - DOWNLOAD - V.31.25 Phoebus
Post by: Mitchewawa on January 05, 2012, 07:41:18 am
Clay is a source of two rare things; red rocks and renewable building material.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - DOWNLOAD - V.31.25 Phoebus
Post by: kasan on January 05, 2012, 08:10:47 am
Its possible thats the tile bug too, if its trying to assign a clay tile but one doesn't exist.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - DOWNLOAD - V.31.25 Phoebus
Post by: Vherid on January 05, 2012, 11:03:04 am
I don't think I saw this mentioned so:

On the surface layer, several (or all in the case of the desert world) tiles randomly (like 100 times per second) swap between other tiles (i.e. every tile possible).  Is this suppose to be to be happening?    Clean install of the mod, the only thing I did was install the newest DF hack via the SDL.  I haven't tried a true clean install, but I don't see how SDL injection would cause that.  Any idea?

this is a phoebus issue, there's an FAQ for it in her thread im pretty sure.

Or I'm talking out of my ass, like the other people said it's something with duplicate raws or something, something to do with genning a world with the mod wrong, like just gen a new world and see if it still does it, or drag the new raws into the world file again. I remember a fix for this in some other mod i can't remember.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - DOWNLOAD - V.31.25 Phoebus
Post by: Meph on January 05, 2012, 11:07:34 am
Alright, here is my todo list for today. I will playtest some more and you should get an update this evening.

- Add clay
- Make working Ascii Version
- Fix the bugs that have been found
- See if i can remove pets from migrants
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - DOWNLOAD - V.31.25 Phoebus
Post by: Trapezohedron on January 05, 2012, 11:13:18 am
I don't think you can remove migrant pets. Instead, make the cats non-breeding, because [PET_DOMESTIC] or whatever that tag was seems to ignore creature populations and the like.

At least, that's what happened upon me testing it.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - DOWNLOAD - V.31.25 Phoebus
Post by: Meph on January 05, 2012, 11:17:50 am
Cats ? I was more thinking of Steel golems and turrets/landmines that run after their trustworthy owner, instead of being bought costly at a caravan.

I guess I have to remove common_domestic, and see if the caravan still brings some of these pets, since they live in mountain biomes, where the dwarven civ lives. I dont know if I have them at embark then, but 90% of them are too expensive too buy then anyway.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - DOWNLOAD - V.31.25 Phoebus
Post by: kasan on January 05, 2012, 12:01:09 pm
I don't think I saw this mentioned so:

On the surface layer, several (or all in the case of the desert world) tiles randomly (like 100 times per second) swap between other tiles (i.e. every tile possible).  Is this suppose to be to be happening?    Clean install of the mod, the only thing I did was install the newest DF hack via the SDL.  I haven't tried a true clean install, but I don't see how SDL injection would cause that.  Any idea?

this is a phoebus issue, there's an FAQ for it in her thread im pretty sure.

Or I'm talking out of my ass, like the other people said it's something with duplicate raws or something, something to do with genning a world with the mod wrong, like just gen a new world and see if it still does it, or drag the new raws into the world file again. I remember a fix for this in some other mod i can't remember.

Like I said, I'm using the version the author uploaded with out anything else done to it, and its causing the error regardless of new world, pregenned, regenned or anything else.   It could be a system specific issue, but I've experienced this in the last few years except with THIS specific mod.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - DOWNLOAD - V.31.25 Phoebus
Post by: Teh Zip File on January 05, 2012, 12:29:44 pm
Alright, here is my todo list for today. I will playtest some more and you should get an update this evening.

- Add clay
- Make working Ascii Version
- Fix the bugs that have been found
- See if i can remove pets from migrants

I'll love you forever if you make an ASCII version. I want to try this mod but I really don't like tilesets.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - DOWNLOAD - V.31.25 Phoebus
Post by: Meph on January 05, 2012, 02:48:03 pm
Ok, work is done. Clay is back, Ascii works, most known bugs should be fixed. I will upload it not just yet, I will do a little testrun in fortress mode. But arena testing was ok :)


I had another weird idea for a workshop:
Magma fishery - extremely dwarvish.
A custom workshop that requires a magma source, like a magma forge. Reaction would be fishing, ingredient would be some magma safe fishing pole (or whatever) and then you have a XX% chance of catching a magma creatue, the product. Laborskill and token would be fishing of course.

Obisidan factory
A custom workshop that require a magma source, Reaction is called: Create osidian, ingredient would be a bucket full of water, bucket would be preserved. Product is 1 block of obsidian. Laborskill and token would be mason.

Siegers mini-bar (working title)
A custom 2x1 workshop, reaction is called: Drink of courage. Ingredient is an alcoholic drink. Product is a gas that makes the dwarf that uses it blind, for 1 season. Laborskill and token would be siege engineer. (blind siegerengineers do not run away when the enemy comes close)

These three would make food production way underground possible, material production way underground (like the mentioned clay before, never thought of it as a building mat) and a way to use ballistas/catapults better.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - DOWNLOAD - V.31.25 Phoebus
Post by: Prologue on January 05, 2012, 02:56:57 pm
I have a question. If you only have one type of soil and clay, would that mean it would be harder to find soil and clay when trying to find an embark?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - DOWNLOAD - V.31.25 Phoebus
Post by: Meph on January 05, 2012, 03:11:39 pm
No. The amount is the same, the only change is that there is just one different type.

Example with trees:
Before: 100 trees, with 10 different names = 10 items in the list to scroll through
With the mod: 100 trees, with 2 different names = 2 items in the list to scroll through

Same goes for clay, sand, soil, stone, gem and minerals.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.31.25 Phoebus/ASCII
Post by: Meph on January 05, 2012, 06:18:39 pm
Sry for the double post, but the new version is online. And ASCII Version as well.

Changelog:
Fixed Dodge/Dodging tag in creature_orc.txt
Fixed Acid landmine name
Added nofear to zombies
Removed COMMON_ from all tallow, see if that fixes the muscle issue. UNTESTED
50% less unstable warpstone (gem type)
50% less stable warpstone (metal type)
Added [MATERIAL_REACTION_PRODUCT:FIRED_MAT:INORGANIC:CERAMIC_STONEWARE] to clay (clay was existent, but without being a reaction material)
Orcs should arrive with ammo now.
Stakes and Rams trapcomponents arent called wooden anymore. Razorwire cuts and scratches now instead of stabbing.
Edited the 5 adv. world settings, more Minerals. Also no more rejections on Desert/Volcano land
Added Siegers housebar. Makes you siegeoperators fearless for one season.

Created the ASCII Init.
Created a ASCII Color and Tile scheme for all new creatures.
Spoiler (click to show/hide)

About the flickering sand tiles: I embarked again on desert, volcano, digged out a bunch of sand... but i could not reproduce the error. :confused: Hope no one else gets it.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.31.25 Phoebus/ASCII
Post by: Hugo_The_Dwarf on January 05, 2012, 06:26:42 pm
I like the two Workshops, Magma Fishery and Obsidian factory... Mind if I make my own versions of this for my Mod?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.31.25 Phoebus/ASCII
Post by: Meph on January 05, 2012, 06:30:04 pm
Reaction obsidian
Spoiler (click to show/hide)

building obsidian
Spoiler (click to show/hide)

Untested, and fishery is unfinishes.

I make you a deal. You can use the idea, if I am allowed to use your finished raws for the fishery ;)  But anyway, go ahead :)

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.31.25 Phoebus/ASCII
Post by: Hugo_The_Dwarf on January 05, 2012, 06:35:50 pm
Reaction obsidian
Spoiler (click to show/hide)

building obsidian
Spoiler (click to show/hide)

Untested, and fishery is unfinishes.

I make you a deal. You can use the idea, if I am allowed to use your finished raws for the fishery ;)  But anyway, go ahead :)

Deal :p
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.31.25 Phoebus/ASCII
Post by: Meph on January 05, 2012, 06:52:02 pm
Ok, i just tested this: Removed COMMON_ from all tallow, see if that fixes the muscle issue. UNTESTED

Butcher an animal = Get standart FAT   Check, Works.
Render Fat in Kitchen = Get PIG??? Tallow    Check, works in a way. (I butchered a cow and a dog)
Make Ash, Lye, Buckets, and so on for the soapmaking    Check, works
Make soap with tallow    Check, works.
The finished soap product = Pig muscle. wtf ?

I have to play around with the raws a bit more. But at least i got closer, before the change i couldnt even get tallow. ^^

EDIT:Ok, now i have generic FAT, will alwys be turned into PIG tallow, and then pig soap. At least I now have soap. Next step: generic tallow and soap
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.31.25 Phoebus/ASCII
Post by: Hugo_The_Dwarf on January 05, 2012, 07:17:20 pm
So I take it you modded the Default MAKE_SOAP_FROM_TALLOW reaction? I haven't done an entire material simplify. But I have done pointers, If you still have trouble I'm willing to help you with the issue.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.31.25 Phoebus/ASCII
Post by: Meph on January 05, 2012, 07:40:12 pm
No, I changed the material, not the reaction. I changed fat, tallow and soap. Then realized, that if I already have generic fat, all tallow and soap will be generic as well, so took these changes out again. Problem is, that my generic fat will be rendered into PIG tallow. I have no explanation for that, yet. It seems that DF cant find a local_creature_mat and then just decided to chose pigs for that. I will fiddle around some more.

Do you now about the FB modding that works the same way? You take away the standart body/material that a FB would use, and the program immediatly choses a creature, alphabetically from your raws, and models the FB after that... some guy got it to work, other in the thread did not... but nevertheless interesting.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.31.25 Phoebus/ASCII
Post by: Prologue on January 05, 2012, 08:13:27 pm
I don't know if this is resolved or what but in arena mode, there are a couple of creatures with the name 'nothing'. I tried placing them but it promptly crashed my game. It doesn't do any harm, but just letting you know.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.31.25 Phoebus/ASCII
Post by: Meph on January 05, 2012, 08:25:09 pm
Yeah I know about them. They should only appear in arena mode, since nothing in fortress could spawn them, since they have no name... I'd like to fix/remove it, but I cant find out which file it is, the errorlog shows nothing, and the name of the creatures is missing... to find them in all the raws will be a load of fun.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.31.25 Phoebus/ASCII
Post by: Hugo_The_Dwarf on January 05, 2012, 08:32:02 pm
Well the MAKE_SOAP_FROM_TALLOW takes the tallows material. You could try just forcing the soap making reaction to make a certain type of soap to stop this "Random" selection :P

And the "nothing" is because a creature is missing the [NAME] tag. No big deal really, I've done taht by accident a few times. Castes still have names but they are referred to as 'Nothing'
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.31.25 Phoebus/ASCII
Post by: Meph on January 05, 2012, 10:48:54 pm
Muhaha... I knew it wasnt me:
creature_veok
Spoiler (click to show/hide)

That is the reason for the 3x nothing in arena mode. The 3 fake, nonexisting template creatures to make the 3 leather types from. Automaticaly added by Veok Standarized Leather mod. :) And they do have a name, it must be something else that accounts for the nothing, like no body... Anyway, now I am sure that it will never affect Fortress Mode. Mystery solved. :D
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.31.25 Phoebus/ASCII
Post by: trees on January 05, 2012, 10:56:49 pm
I'm pretty sure that the "nothing" will go away if you give them

Code: [Select]
[CASTE_NAME:animal:animals:animal]
etc

Even though they don't have more than one caste, it requires a designated caste name to work properly, I suppose. Can be seen under several single-casted vanilla creatures, like mules or harpies.

It might be a good idea to give the leather "animals" the basic tokens to make them not crash when spawned, by the way, even if it's just copied from a dog or something and has a description that says what it's used for. Just for those of us that enjoy poking around in arena mode. (Afterthought - [DOES_NOT_EXIST] may be enough, actually, but then you may not be able to get their leather.)

Oh, and it's nice to see your work on this! It's encouraging me to start actually trying to flesh out my own stuff, if nothing else.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.31.25 Phoebus/ASCII
Post by: Hugo_The_Dwarf on January 05, 2012, 11:20:14 pm
I'm pretty sure that the "nothing" will go away if you give them

Code: [Select]
[CASTE_NAME:animal:animals:animal]
etc

Even though they don't have more than one caste, it requires a designated caste name to work properly, I suppose. Can be seen under several single-casted vanilla creatures, like mules or harpies.

It might be a good idea to give the leather "animals" the basic tokens to make them not crash when spawned, by the way, even if it's just copied from a dog or something and has a description that says what it's used for. Just for those of us that enjoy poking around in arena mode. (Afterthought - [DOES_NOT_EXIST] may be enough, actually, but then you may not be able to get their leather.)

Oh, and it's nice to see your work on this! It's encouraging me to start actually trying to flesh out my own stuff, if nothing else.
Just add [ARENA_RESTRICTED] look at the creatures in NEXT_UNDERGROUND as most have this tag
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.31.25 Phoebus/ASCII
Post by: Teh Zip File on January 06, 2012, 11:42:13 am
Is there a reason almost all of the terrain tiles' symbols in the ASCII version changed from vanilla? Rock walls are í, shrubs are ô and some other crazy things I don't know how to make...

I changed the rocks/minerals back simple enough, but is it supposed to be like that or is that because it was originally tileset only or something?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.31.25 Phoebus/ASCII
Post by: Hugo_The_Dwarf on January 06, 2012, 12:03:29 pm
Is there a reason almost all of the terrain tiles' symbols in the ASCII version changed from vanilla? Rock walls are í, shrubs are ô and some other crazy things I don't know how to make...

I changed the rocks/minerals back simple enough, but is it supposed to be like that or is that because it was originally tileset only or something?
Meph probally forgort to go through all the inorganic files and make the changes back to ASCII, I had forgot to do this for that older version of my mod. Hopefully soon I will be able to make an ASCII version soon as well.

But all that I know is that Phoebus has altered:
Elves
Kobolds
Humans
Dwarves
Inorganic layer/mineral
Vermin
And some tools I think.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.31.25 Phoebus/ASCII
Post by: Meph on January 06, 2012, 01:33:38 pm
Crap. I did my new creatures and double checked the Ascii Raw creatures with the normal ones. Seemed everything in order. I never played the ascii version, so i did not notice that something is wrong. Since you did chance it back to normal you said, could you send me the chances ? email, or pm, or post them here ?

I am on my way to ecuador now, I wont be online much the next days. I will let the poll run some time, look into this thread every now and then, and see what the people want. And what bugs do show up. ;) I might work a bit on the mod, but not as fast as before. Lets see how it turns out. If anything important shows up, just write me a PM.

So long,
Meph
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.31.25 Phoebus/ASCII
Post by: Prologue on January 06, 2012, 01:44:24 pm
I looked at your trap comp and I want to know, does it kill most of the time or wound? I want to copy your tweaks for the vanilla traps. I haven't tested it so I wouldn't know.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.31.25 Phoebus/ASCII
Post by: Meph on January 06, 2012, 01:51:21 pm
I made them a smaller size (50%) and lowered the hits of the serrated disk from 3 to 2. Raised the axeblade hits from 1 to 2. Rest is unchanged. Added 2 wooden rams, blunt and edged and added razorwire, shallow cuts...

I honestly cant tell if vanilla goblins die less easily or not, since my goblins have tapavoid. Undead survive them, even if they lose quite a few limbs. Orcs havent entered my traps yet.

But you can try them out :) I dont expect that they are a lot worse, but at least everything is a bit more useful, and not just serrated discs. btw if you add normal weapons in the traps, they just work as usual. cant nerf that without nerfing the weapons.

If you want wounds only, then let them do shallower cuts. Pain and bloodloss, but no removed limbs or chrused bones.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.31.25 Phoebus/ASCII
Post by: Vherid on January 06, 2012, 02:51:16 pm
Anyone else not able to get food for embark at all?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.31.25 Phoebus/ASCII
Post by: kanaak666 on January 06, 2012, 03:11:04 pm
Errr... I think I have a small problem here.
I used EVIL world gen seed and weird thing happened.

World had no trees, was filled with heat traps and some tiles looked like they "couldn't decide what they want to be" and were constantly chaining.

Apart from that... 90% of creatures seemed to be dead. Including 3 dwarven civilizations. Is that intended?

[Edit]
It's even worse. It seems that certain seeds don't work at all. Game breaks before I even start playing with character I create :(
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.31.25 Phoebus/ASCII
Post by: Meph on January 06, 2012, 03:43:55 pm
Character ? You mean as in Adventure mode ?  The mod is for fortress mode, it will break a lot of things in adventure mode, because so many things have been removed.

Anyway, the whole thing is beta. Thats why people should tell me about problems, so that I can fix them.

@food at embark: I noticed that, some embarks seem to have no access to meat. Traders will bring it nontheless. Plump helmets were aviable at embark as well. Things like that are hard to spot in the raws, since they dont appear in the error log. I only played 2 games with the mod, and fixed most things I found. 
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.31.25 Phoebus/ASCII
Post by: Hugo_The_Dwarf on January 06, 2012, 03:49:46 pm
It's normal for some types of food not to be there. I never embark with food, just booze. I bring some chickens and a farmer/herbalist. I live off the land, Also my first soldier to be is my hunter (not ambusher just charges the local fauna)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.31.25 Phoebus/ASCII
Post by: Hugo_The_Dwarf on January 06, 2012, 04:10:31 pm
Double Post:

I voted just to say, this should have as little items and things. And to keep it simple.

And with that, I suggest making another mod that has more features and has more indepth gameplay and complexity. Like Regeneration, It is a "Major Mod" I think "Masterwork Dwarf Fortress" should stay as close and simple to vanilla as possible (with some new features :P but not too much) with that. Good luck in your travels to "Ecuador"
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.31.25 Phoebus/ASCII
Post by: Teh Zip File on January 06, 2012, 04:54:15 pm
Oh. No food at embark is a bug? I thought that was a feature... I just replace all the meat/fish I usually bring with two pigs and butcher them. (Along with the starting animals)

Anyway, here's my fixed ASCII:

http://www.mediafire.com/?o9p27b2435yvxt7

Rocks, minerals, gems, plants, shrubs, trees, vermin... some things might still be off, but all of those are back to their vanilla tiles. The creature_orc.txt is extra, I kept crashing on world gen with it talking about colors not being used, I removed the first line of colors and that seemed to have helped.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.31.25 Phoebus/ASCII
Post by: kanaak666 on January 06, 2012, 05:00:27 pm
@Meph
Yea I meant the adventure mode. Interestingly... it works now. I created another world and most of the things seem to work. No soldiers in fortresses though and frost giants are way overpowered (I beat the hydra to death with copper fist knifes  ::)). They somehow get certain stats increased to legendary right in the beginning.

Perhaps you should mention in the main post that game is prepared for fortress mode only :)
Or perhaps I am blind and haven't spotted it?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.31.25 Phoebus/ASCII
Post by: Vherid on January 06, 2012, 05:28:10 pm
Well I'm talking there's absolutely nothing for food/drink except animals not even seeds and such, but I guess I'm just being unlucky then.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.31.25 Phoebus/ASCII
Post by: kasan on January 06, 2012, 05:30:06 pm
some tiles looked like they "couldn't decide what they want to be" and were constantly chaining.

Thats the same problem I've been describing.  Glad to know its not just me with this mod having that issue.  (note: I play fotress mode like the mod intends and still get the same error as he does)

And to 2nd Vherid - On several differnet games I've made, the ONLY food availbile was Plump Helmets. No meat, or fish and in some cases, not even all the seeds were availible.  While its not a huge deal (I just buy a pair of cows with the money I normally alot for food and end up with roughly the same meat)  I know alot of people don't like this extra step at the very start of a fortress when you spend two seasons digging before building your first workshop.

Edit: As I recall, there were some other common things like leather and cloth also not availible at all for embark.  I usually make a "mood" kit consiting of 5 of everything they might want (minus anything I can easily dig/smelt in the first year) since I tend to forget things like cloth and thread til late in my fortresses life, and none of these items are availible on embark.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.31.25 Phoebus/ASCII
Post by: Vherid on January 06, 2012, 05:53:08 pm
www.youtube.com/watch?v=sye-qYEtW5E
www.youtube.com/watch?v=7ao_8f9dGuY

My current attempts at playing so far, lol.

Found the fact that there was nothing and then crashed on embark, tried again a second time, embarked then crashed. Gonna have ot mess around with how I installed stuff more I guess.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.31.25 Phoebus/ASCII
Post by: Pancho Cachondo on January 06, 2012, 06:32:21 pm
The orcs were surprisingly hard to kill. I succumbed to the invasion  :-[
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.31.25 Phoebus/ASCII
Post by: Ashnal on January 06, 2012, 09:11:46 pm
I was looking at your Raws to solve the fat/tallow/soap issue and I noticed first that you have a file you do not need, reaction_make_soap.txt. Soapmaking is already defined in reaction_other.txt so it is unnecessary to have that file.

Now, to fix the issue. Problem is that Veok went about his mod a funny way.

You need to open inorganic_leather_veok.txt and first erase _TEMPLATE from each INORGANIC entry. These are materials, not material templates .... very confusing to name them templates.

So you have these materials: COMMON_FAT, COMMON_TALLOW, and COMMON_SOAP.

Under [INORGANIC:COMMON_FAT] find this line:
[MATERIAL_REACTION_PRODUCT:RENDER_MAT:LOCAL_CREATURE_MAT:TALLOW]

We don't want it to point to LOCAL_CREATURE_MAT since that would cause it to use the creature's tallow and use the creature's name, which is precisely what we want gone. Instead, change LOCAL_CREATURE_MAT:TALLOW to INORGANIC:COMMON_TALLOW. This makes the kitchen render COMMON_FAT into COMMON_TALLOW the line ends up looking like this:
[MATERIAL_REACTION_PRODUCT:RENDER_MAT:INORGANIC:COMMON_TALLOW]

Next we need to fix COMMON_TALLOW in the same fasion.
Under [INORGANIC:COMMON_TALLOW] find [MATERIAL_REACTION_PRODUCT:SOAP_MAT:LOCAL_CREATURE_MAT:SOAP]
Same thing here, we change LOCAL_CREATURE_MAT:SOAP into INORGANIC:COMMON_SOAP. This makes the soap maker turn COMMON_TALLOW into COMMON_SOAP. The line eands up like this:
[MATERIAL_REACTION_PRODUCT:SOAP_MAT:INORGANIC:COMMON_SOAP]

Now for housekeeping purposes, open b_detail_plan_veok.txt and delete every line that reads any of these:
[ADD_MATERIAL:TALLOW:TALLOW_TEMPLATE]
[ADD_MATERIAL:TALLOW:COMMON_TALLOW_TEMPLATE]
[ADD_MATERIAL:SOAP:COMMON_SOAP_TEMPLATE]

We no longer reference creature materials for soap and tallow, so creature no longer need to have these materials.

And that should fix the problem!

Disclaimer: I didn't test any of this, merely looked through the raws following the material reaction chain to determine the problem and correct it. Let me know how it works!

Edit: Ah forgot one thing. In b_detail_plan_veok.txt all occurences of COMMON_FAT_TEMPLATE should be replaced with COMMON_FAT since we renamed it.

Edit: Another way of doing this would be to change the rendering reaction in reaction_other.txt to produce INORGANIC:COMMON_TALLOW (still need to change the names :) ) and change the soap making reaction to produce INORGANIC:COMMON_SOAP. If done that way the MATERIAL_REACTION_PRODUCT lines can be deleted from the material definitions, since the products are defined by the reaction directly and not the materials.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.31.25 Phoebus/ASCII
Post by: Meph on January 06, 2012, 09:25:29 pm
Omg, so much feedback... i have little time, the bus stopped just now, but i remembered and check the thing about the food.

The entity had no Use_animal_products, therefore no more meat at embark. Or anything else animal related... like llama/sheep/alpaca cloth, ropes, and so on. Here the changelog, i did the stuff on the bus ;)

Spoiler (click to show/hide)

Thats what I'd like to do for the next release.

what I did so far today: (NOT INCLUDED IN THE CURRENT DOWNLOAD)
Nerfed Trap Components some more.
Added [USE_ANIMAL_PRODUCTS] to entity_default.txt
Added [ARENA_RESTRICTED] & [DOES_NOT_EXIST] to creature_veok.txt
Added [FANCIFUL] to all dwarven contructs. Maybe it helps with migrant pets. UNTESTED
Fixed leather types (material/tissue) in hawk, giant eagle, giant lion, giant tiger, giant leopard
Checked Material_Size fix for armor. IT SHOULD WORK.
Lowered Material Value of Metals by 20%
Made Gold an weapon/armor grade material. Horribly, but for people who like goldclad guards.
Added    [INTELLIGENT][CAN_LEARN][UTTERANCES] to all invaders, so they have names again.
Made Master Zombie Legendary, so he stands out easier. (Blinking)
Removed Pig, Goat, Mule, Cavy, Duck, Reindeer, Guinefowl, Yak, Llama, Alpaca, Peafowl.

Food should be there at embark. Also Frost Giants are untested, I never played long enough for them to show up, but I want to edit them a bit anyway. Right know they are supposed to be: End of the world, good luck... ;)

And thanks, ashnal, as soon as I have more time I will go through your post :)

Dont forget, it is Beta. But with so many people interested in it, and finding bugs, I'll be able to fix them quite fast. Thanks everyone for the help :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.31.25 Phoebus/ASCII
Post by: Ashnal on January 06, 2012, 09:37:28 pm
Meph: oh I entirely forgot about the [USE_ANIMAL_PRODUCTS] tag ....

I guess since fat, soap, and tallow are defined as INORGANIC, entities might use them even without that tag ...
Could always use Veoks dummy animals to solve that problem though.

In that case you would have to add the COMMON materials to veoks dummy animal [ADD_MATERIAL:TALLOW:INORGANIC:COMMON_TALLOW] etc. and change the references from INORGANIC:COMMON_TALLOW to CREATURE_MAT:ANIMAL:TALLOW etc.

ugh: Veok didn't structure his mod well. I would have just changed the standard detail plans to use CREATURE_MAT:ANIMAL:FAT in all creatures, then modify the reactions to take FAT to TALLOW to SOAP.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.31.25 Phoebus/ASCII
Post by: Vherid on January 06, 2012, 10:06:29 pm
Any chance for a self-install download, one where we just get the modded files only and put them in, makes mixing things easier.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.31.25 Phoebus/ASCII
Post by: kasan on January 06, 2012, 11:07:12 pm
This mod doesn't mix well with out some editing.  Regardless, I'm saddened to see it go the "Less is More" route (the poll was clearly divided between the two).  Regardless, some of the really good ideas I'm going to rip from the release and reintegrate it into vanilla DF.

I'm hesitant to suggest it, but I seriously think you should renamed your project from MASTERWORK Dwarf Fortress, to Dwarf Fortress LITE since you've at this point removed 75% of the Masterwork that Toady started in the first place. (Indeed, he's even said its going to be his magnum opus)

None-the-less, kudos on the hard work and effort you are putting into this mod and I am eager to see where it goes.  Who knows, down the road I might become a convert to the less-is-more theorem.

edit: More stuff surges ahead of less stuff in the poll!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.31.25 Phoebus/ASCII
Post by: kanaak666 on January 07, 2012, 02:13:02 am
@Meph
Speaking of Frost Giants... I played one in adventure mode, and at night (only at night) my character was producing some sort of frost aura (or at least that's what I think it was). However, when massage appeared that certain creature come into contact with it, name of the aura, or symptom or whatever you wanted to place there was "n/a".
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.31.25 Phoebus/ASCII
Post by: Stuebi on January 07, 2012, 07:17:00 am
Ok voted just now for more Workshops and more Complexity. I LOVE to play around in the game with all kinds of things, and more Workshops and Metals etc. makes the game a lot more interesting on the long run (i usually find my Fortresses to be be pretty small, in vanilla df)

Of course, the FPS improvement is GREAT and shouldnt be sacrificed too much (i mean, even with 150 Dwarves, i'm still able to play at 150 FPS flat, if that's not awesome i dont know what is.)

Btw a big big highfive for the Mod Meph, i find myself playing Dwarf Fortress up and down again :D
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.31.25 Phoebus/ASCII
Post by: se5a on January 07, 2012, 07:43:46 am
he's not actually removed all that much...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.31.25 Phoebus/ASCII
Post by: Pan on January 07, 2012, 09:56:09 am
he's not actually removed all that much...

 Suggestions are always welcome for Meph, I should think.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.31.25 Phoebus/ASCII
Post by: Hugo_The_Dwarf on January 07, 2012, 01:31:19 pm
Since how the poll is going

8
10
10
7

there should be two versions:
the suggested Masterwork Dwarf Fortress LITE, and the regular Masterwork Dwarf Fortress

LITE will be the simplier/ close to vanilla
were
Regular will be more complex and feature packed.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.31.25 Phoebus/ASCII
Post by: kasan on January 07, 2012, 04:08:50 pm
I can get behind that idea.  A stripped down minimalist version with no frills in terms of trees. stones, soils, clays, food, etc... and the added workshops and what not, religions, mosters etc.

And a MASTERWORK version, that adds the features (religion, castes, invaders, warpstone, etc...) with out modifing any vanillia RAW file, so we get 100's of trees, 100's of stones, 100's of gems, leathers, cloths, foods, etc...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.31.25 Phoebus/ASCII
Post by: Meph on January 07, 2012, 05:56:18 pm
Masterworking without changing Vanilla files is not possible. But I am thinking about a solution. Something no other mod has done.

The poll shows that some people prefer Simplicity (for gameplay or FPS reasons) and others want more workshops, or invaders, or metals, or whatever... in the end, what the people really want, is something as simple as Options. Personal Settings. And for that I would like to write a little C++ or VB program, that lets you control the settings. I asked the creator of the Lazy newb pack for his sourcecode, see if I can fashion something out of that. :) He changes the init and raws (for aquifier) so I am sure that more changes can be done.

In theory it should offer settings like this:
Trees: Simple  ///   Trees: Vanilla    ///   Trees: Advanced
Plants: Simple  ///   Plants: Vanilla    ///   Plants: Advanced
Metals: Simple  ///   Metals: Vanilla    ///   Metals: Advanced

Warpstone ON///OFF, Aquifier  ON///OFF, Migrants ON///OFF, and so on.

Add a short explanation what each one does. Simple removes every treetype and adds one type called Tree. For people who like FPS and short lists of building materials. Vanilla restores to default, Advanced adds 50+ trees. Along the lines of that.

Or: Invaders, followed by a list of civilizations. A list of workshops... You can just select, (ON/OFF) for any kind you want and apply the change. Same goes for castes, religion, alchemy, metals, and so on. Just one click and you can chose yourself, between Low/Vanilla/High amount of stuff. Maybe base all of that around the core idea of reducing clutter and helping FPS.

I will talk to Deon (Genesis), darkflagrance (Fortress Defense Mod) and some other authors if they would like to contribute. I remember a list of 300+ plants and 2000+ new animals somewhere, there are many possibilities. If he accepts I would leave Hugo_the_dwarf to further help here, because he is online more often then me and has a lot more experience. He also helped ans is interested in this mod. We both would do bugfixes and try to add more content, while I work on the Settings.exe, probably with Visual Basics.

@se5a: I might not have removed too much, but the number of items ingame is significantly smaller. No corpses, no bodyparts, no clothes, less weapon/armor clutter, and the list to scroll through when you build/smelt/decorate/cut/carve and whatever is 50% smaller.

@all: Another idea I had was adding a simple explanation to the plant names. Like: Plump helmet (booze/food) so that people now what plant is used for flour/sugar/dye/thread/food/booze. I myself cant remember this most of the time. User friendliness was one of my goals ;)

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.31.25 Phoebus/ASCII
Post by: se5a on January 07, 2012, 06:05:37 pm

...first that you have a file you do not need, reaction_make_soap.txt. Soapmaking is already defined in reaction_other.txt so it is unnecessary to have that file.

Deleting this file causes DF to crash (does it need to be deleted before world creation or something?)

You need to open inorganic_leather_veok.txt and first erase _TEMPLATE from each INORGANIC entry. These are materials, not material templates .... very confusing to name them templates.
I did this and got a bunch of animal rocks in my butchery. due to:

Edit: Ah forgot one thing. In b_detail_plan_veok.txt all occurences of COMMON_FAT_TEMPLATE should be replaced with COMMON_FAT since we renamed it.
have to do the above to bone as well ( COMMON_BONE_TEMPLATE replaced with COMMON_BONE)
now I get skin in the butchery

not sure it's quite right yet, having problems testing the butcher to soap/leather workflow as my dwarfs keep doing stupid things because they can see zombies which can't even path (and are a fair distance away really).

another note, a pet hellfire turret caused DF to crash, might have been due to burning down a bridge...
redescoverd pastures so I've locked the hellfire turret away where it cant see the zombies and try to kill them (they're really out of range).
also for your help file meph, you might want to note how to place turrets and such, I'm guessing rope and or pastures?
also a little more detail on how the loading bay/wheelbarrow works would be good. (I've yet to build it, I'm guessing it will make sense once I do though)
why is the pot plant under workshops?
 
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.31.25 Phoebus/ASCII
Post by: Meph on January 07, 2012, 06:16:36 pm
Potted plant is under workshop, because you can only add workshops or smelters. Chose one ;)

Turret AI is bugged, nothing I can change with modding about that. They do not shoot when they cant path to an enemy. I build them behind channels / fortifications, assigned to a 1x1 pasture, and a long path around it to path to the invaders. The invaders run in shooting range along the channel, and the turrets shoot. Works.

More tactics: Turrets and mines do friendly fire, station them together with golem for a good mix of melle and ranged. The golems are immune to most of the turret/mine effects. Sadly, the same goes for the undead.

Loading/unloading/wheelbarrow: Not done by me, added from another modder. It works like this: Wheelbarrow is a tool, made of wood or stone. The stations are 1x1 workshops. You build a Unloading station next to your stockpile, then a Loading station next to a big amount of raw resources. For example scattered logs far away from base. Now select: Load wood, and a worker with Alchemy (yes, I might change that, so far it is alchemy because of better control. Not alot of reactions do require alchemy) will come with a wheelbarrow. He will gather 10 logs, but them in the wheelbarrow. Now a unlaoding order will automaticaly be issued at the unlaoding station, similar to Butcher a animal and tan a hide. As soon as a skin is aviable, dwarves start tanning. Same here: As soon as a full wheelbarrow is aviable, they will bring it to the unloading station and unload. Long text, but it should explain everything.

For even more info see the original thread: http://www.bay12forums.com/smf/index.php?topic=96088.msg2744036#msg2744036 (http://www.bay12forums.com/smf/index.php?topic=96088.msg2744036#msg2744036)

I am very concerned about the crashed. I had none so far. Vhrenid got one at embark, you because of Hellfire turret with Dragonfirebreath (yeah, it melts everything) and I remember someone else mentioning one.... that is not good. Sry for that guys.

I will try to upload a bugfix within the next days, wait for answers of other modders and check if my Visual Basics Settings.exe Idea has a solid foundation, or: See if it is possible.

So long,
Meph
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.31.25 Phoebus/ASCII
Post by: se5a on January 07, 2012, 06:23:36 pm
Intriguing, this hellfire turret cannot path but did fire.
 
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.31.25 Phoebus/ASCII
Post by: Hugo_The_Dwarf on January 07, 2012, 06:28:28 pm
The issue is the sight range in most cases, Magma crabs will shoot even without a path to it's attacker/target.

EDIT:
I have begun working on Frost Giants, First and foremost is fixing the... Formatting, it is all jumbled around. Then making custom natural Weapon BP's and Armor.
Once that is Complete Custom Tissues and then reworking the caste system to include different weapons and attacks.

So Far Formatting is done, Redunant and repeated tags have been removed.

Err... Materials and Tissues are spread out everywhere... I might just have to make all custom stuff for Frost Giants.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.31.25 Phoebus/ASCII
Post by: Ashnal on January 07, 2012, 08:56:17 pm

...first that you have a file you do not need, reaction_make_soap.txt. Soapmaking is already defined in reaction_other.txt so it is unnecessary to have that file.

Deleting this file causes DF to crash (does it need to be deleted before world creation or something?)


Probably need to gen a  new world for most of these changes to take effect. The game would crash if you try to do that with an existing world since you can't add or remove files from already generated worlds and saves.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.31.25 Phoebus/ASCII
Post by: Meph on January 08, 2012, 12:49:03 pm
I know that the solid_glob attack AI is faulty, the hellfire turret uses Dragonfirebreath. That might work regardless of pathing. Testing has to be done ;)

Bugfix for the major stuff that turned up will come later today. Also a new ASCII version, that uses the original Ascii characters. :)

Good news about the Settings Idea. The author of the newb pack comfirmed what I thought, it is Visual Basics and can be used for filemerging. :) I got the sourcecode and will try to get my hands on VB2008. I'll keep you posted.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.31.25 Phoebus/ASCII
Post by: Prologue on January 08, 2012, 01:43:20 pm
Dragonfire needs pathing. I have my own turret-type creature and I surrounded it with fortifications all around. It did not fire once. I added a door and unless the invaders were right up against the fortification, it didn't fire once. I even chained it and nothing happened until the invaders were in melee range.

Just my 2 cents.

EDIT - What does UNDIRECTED_DUST do to furniture (i.e. chains)? I've been meaning to test this out but doesn't it move the chain around?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.31.25 Phoebus/ASCII
Post by: Ishar on January 08, 2012, 05:38:55 pm
Masterworking without changing Vanilla files is not possible. But I am thinking about a solution. Something no other mod has done.
(...)

Every single word of that post is solid gold. Keep up the good work, I really appreciate it.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.31.25 Phoebus/ASCII
Post by: zilpin on January 08, 2012, 05:49:23 pm
Quite an impressive mod.
Following.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.31.25 Phoebus/ASCII
Post by: Meph on January 08, 2012, 08:59:35 pm
>>> NEW DOWNLOAD - SOME BUGFIXES AND MORE CONTENT <<<

Hey guys, I made a little fix for some issues. Meat, ropes, thread, cloth and so on is aviable at embark again. Goblins/Orcs/Frost Giants should have names again, and the flickering tile thing should be fixed. Not sure about that one though, since I never got it in the first place and cant diagnose it. But the only changes I made to tiles was the addition of genesis grass tiles, and I removed those.

- ASCII Version with original characters.
- Gold Armor is possible (but horrible in combat)
- Weapon traps are weaker.
- Weapon and Armor Case added, same as Display case, to show of cool items.
- You can now bake bread and make candy in the kitchen. Produced from flour or sugar.
- Added a slightly altered tile version for plants - Outdoor plants stand out more and are easier to distinguish. If it is too colorful I can remove it/make it optional.

Full changelog:
Spoiler (click to show/hide)

Outstanding issues I cant find a solution for:
I want armor smithing to use multiple bars for one piece of armor.
Material_Size for armor. IT SHOULD WORK. IT DOES NOT. Dont know why. 1 bar = 150 material size, in theory. but even 300 and 450 sized items still need only 1 bar...

I want a certain kind of Pet to be brought by dwarven traders. But NOT by migrants. I tried all kinds of mixes between pet, petexotic, use cave animals, use any pet race, fanciful, common domestic, and so on. I am currently at the state that everything works, BUT migrants bring the pets as well. For free. That sucks.

New ideas:
Obsidian Colossus as grand daddy of all golems you can buy. At the same time nerf golems, mines and turrets a bit.
Make fossils. Rare, expensive gemcluster, but instead of valueable gemstones it would be rare petrified creatures/bones. Could be used to make high end stone/bone weapons. :)

Anyway, the update for phoebus in online, the Ascii version is being uploaded just now. I also got the OK from several other modders for usage of their mods within the Settings system. :)

Btw POLL:
Reduced Features and Added Features hold the balance, while people clearly prefer simplicity over complexity. Will be taken into consideration.  :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.31.25 Phoebus/ASCII
Post by: rephikul on January 08, 2012, 09:32:12 pm
- Gold Armor is possible (but horrible in combat)
People will now mass produce them to sell instead of having to train up a metal crafter. Horrible, horrible idea.

Lowered Material Value of Metals by 20%
Why? metal should have a great distinction to common bone and leather. Heck, copper's value is like 2.


I want armor smithing to use multiple bars for one piece of armor.
Material_Size for armor. IT SHOULD WORK. IT DOES NOT. Dont know why. 1 bar = 150 material size, in theory. but even 300 and 450 sized items still need only 1 bar...
450 is the correct number for 1 bar. My serrated blades have material size of 7200....

I want a certain kind of Pet to be brought by dwarven traders. But NOT by migrants. I tried all kinds of mixes between pet, petexotic, use cave animals, use any pet race, fanciful, common domestic, and so on. I am currently at the state that everything works, BUT migrants bring the pets as well. For free. That sucks.
Dude he bought the golem. He has the right to show it off.

Make fossils. Rare, expensive gemcluster, but instead of valueable gemstones it would be rare petrified creatures/bones. Could be used to make high end stone/bone weapons. :)
And now you are adding your own stones to replace removed one.

I'm saddened to see it go the "Less is More" route (the poll was clearly divided between the two)
To be honest "Less is More" is one of the feature making this mod more unique. Everything else has been done to death. If I want to play a clusterfk mod I'd play genesis or that mixmod abomination.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.31.25 Phoebus/ASCII
Post by: Hugo_The_Dwarf on January 08, 2012, 09:56:50 pm
Hard this is trying to add new features and things without getting to the "more" part.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.31.25 Phoebus/ASCII
Post by: Putnam on January 08, 2012, 10:19:12 pm
I made a compatible version of my mod for this mod that I should be releasing soon.

For balance purposes, the trolls can't embark, migrate, or trade with the homeland for any cave animals, but they SHOULD be able to trade for cave animals with the dwarves, thus allowing the "can only be bought from the mountainhomes" thing.

Problem is that there would have to be a different workaround entirely for that in the case of the vanilla mod.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.31.25 Phoebus/ASCII
Post by: Teh Zip File on January 08, 2012, 10:25:50 pm
Obsidian Colossus as grand daddy of all golems you can buy. At the same time nerf golems, mines and turrets a bit.

You don't need to nerf them. Turrets/mines are barely worth getting, I've never even seen mines do anything.

Here's a few more ASCII fixes for things I forgot last time: http://www.mediafire.com/?7uq3c3dm4h9bifj

The best thing about this mod is the fixes to help the framerate. I'm at 164 dwarves and I still get a constant 100 FPS, where in vanilla I'm usually at ~80. A version of the mod that only has the fixes would be great.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.31.25 Phoebus/ASCII
Post by: Ishar on January 09, 2012, 04:58:59 am
I want a certain kind of Pet to be brought by dwarven traders. But NOT by migrants. I tried all kinds of mixes between pet, petexotic, use cave animals, use any pet race, fanciful, common domestic, and so on. I am currently at the state that everything works, BUT migrants bring the pets as well. For free. That sucks.

I don't know shit about modding, but is it not possible to disable migrant PETS altogether? I always hated those, barely good for anything, and confusing as hell later on.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.31.25 Phoebus/ASCII
Post by: Trapezohedron on January 09, 2012, 05:03:12 am
I want a certain kind of Pet to be brought by dwarven traders. But NOT by migrants. I tried all kinds of mixes between pet, petexotic, use cave animals, use any pet race, fanciful, common domestic, and so on. I am currently at the state that everything works, BUT migrants bring the pets as well. For free. That sucks.

I don't know shit about modding, but is it not possible to disable migrant PETS altogether? I always hated those, barely good for anything, and confusing as hell later on.

It isn't, AFAIK. Unless if you remove all common_domestic or whatever that tag was from all the embarkable pets. It might have side effects, like not being able to embark with that creature unless you're on the same biome (and I think it also takes into account the population number of creatures in a biome), but you'll have a catless embark by doing that.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.31.25 Phoebus/ASCII
Post by: zilpin on January 09, 2012, 11:09:00 am
I want a certain kind of Pet to be brought by dwarven traders. But NOT by migrants. I tried all kinds of mixes between pet, petexotic, use cave animals, use any pet race, fanciful, common domestic, and so on. I am currently at the state that everything works, BUT migrants bring the pets as well. For free. That sucks.

I don't know shit about modding, but is it not possible to disable migrant PETS altogether? I always hated those, barely good for anything, and confusing as hell later on.

It isn't, AFAIK. Unless if you remove all common_domestic or whatever that tag was from all the embarkable pets. It might have side effects, like not being able to embark with that creature unless you're on the same biome (and I think it also takes into account the population number of creatures in a biome), but you'll have a catless embark by doing that.

Correct.

But if you make Dwarfs at peace with wildlife, and able to have wild pets, you can embark with tame Trolls without migrants having pets.
(When I modded the MOUNTAIN entity that way, that's what I got out of it.)

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.31.25 Phoebus/ASCII
Post by: Meph on January 09, 2012, 12:25:08 pm
Yeah, you either get pets at embark/trading/migrants, or not at all. A workaround would be to add another friendly civ, and they build these contructs. Gnomes for example. But i dont like the idea.

Nerfing the mines is mostly just how fast they die. I had an entire undead army standing around one, and they coudnt kill it, because of the obsidian skin. And when you say they barely do anything, try some arena testing. Toxic mines kill everything, dustmines can push trapavoids into cagetraps, and flashmines blinding enemy archers... the others just hurt a bit, to soften them up. Important for maximum effect is that you have to get a lot of enemy units together. Try a murderhole and then tell a dwarf to drop the mine from above. Imagine a room full of mines, a 1z-level chute with a hatch, and a room full of trapped invaders underneath. :)

@putman: Awesome, that would be Fortbent, I assume ?

@ teh zip file: Thanks, I have a look. And a 25% increase in FPS is awesome. Good to see that it works.

@ rephikul: Thanks for all the answers, I will try 450, 900 and 1350 then. I saw these values in your raws, but I thought you wanted to use 9 bars for a breastplate ^^

About the removing features and then adding them again: I removed about 75% of gems. All gems have the same ability: Adding value to things decorated with gems, and gem windows. Now, if I add 3 types of fossils, that are used for metalquality bone or stone armor/weapons, then this is new. It is not a copy of the old gems I did remove. And its still less ;)

And last: The poll shows people want both. Reduced features and added features. Thats why I want to do the settings. Everyone can decide what he wants in the end. But I will definetly try to keep the FPS as high as possible, that is the sole reason I started this mod.

Ascii Version is up as well. :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.31.25 Phoebus/ASCII
Post by: Stronghammer on January 09, 2012, 01:28:51 pm
Hey the mod looks great, and I definitely want to play. However every time I attempt to download it my computer runs a scan on the file and says that it contains a "backdoor" virus. I was just wanting to let you know, and wanted to inquire if it is something that may be wrong with my comp.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.31.25 Phoebus/ASCII
Post by: Hugo_The_Dwarf on January 09, 2012, 01:38:34 pm
Hey the mod looks great, and I definitely want to play. However every time I attempt to download it my computer runs a scan on the file and says that it contains a "backdoor" virus. I was just wanting to let you know, and wanted to inquire if it is something that may be wrong with my comp.
I get that too, but I run a hardcore scan on the files and it seems "clean" It is probally the fact that there are several .exe files, exe files that windows/OS/AV hasn't seen before and is suspious. So far my PC is fine.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.31.25 Phoebus/ASCII
Post by: Stronghammer on January 09, 2012, 01:43:15 pm
figured it was my comp thx
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.31.25 Phoebus/ASCII
Post by: dagger on January 09, 2012, 01:51:01 pm
I was having problem making soap so I made a cheat reaction and I still get just muscle. This reaction works in vanilla, I tested it.

[REACTION:SOAPCHEAT_022]
   [NAME:make soap]
   [BUILDING:SOAP_FORGE:NONE]
   [PRODUCT:100:20:BAR:NONE:CREATURE_MAT:COW:SOAP]
   [SKILL:SOAP_MAKING]

Thanks!!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.31.25 Phoebus/ASCII
Post by: Hugo_The_Dwarf on January 09, 2012, 01:53:54 pm
Soap is buggy, we still need to drop the fix in. use

[PRODUCT:100:150:BAR:NONE:INORGANIC:COMMON_SOAP_TEMPLATE] we are still in the midist of cleaning up the raws and making it all "Nice"

EDIT:
Also the old Connan the Barbarian FTW. Arnold was a pretty good action star.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.31.25 Phoebus/ASCII
Post by: Meph on January 09, 2012, 02:08:43 pm
Yep, soap and generic body parts are still buggy, only leather/skin works just fine so far.

The "virus" would be the 2 dfhack tools. dfcleanmap.exe and dflair.exe.

And a teaser:
Spoiler (click to show/hide)

But dont get excited, it is just the layout. The actual coding behind it will be a lot of work. I might not be able to pull of everything I want, but most of the things should be possible. My main concern right now is that VB has changed a lot in the 10 years I havent used it ^^ The whole thing is based upon the LazyNewb Pack, as everyone can see.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.31.25 Phoebus/ASCII
Post by: Hugo_The_Dwarf on January 09, 2012, 02:12:09 pm
I'm just finally fleshing out Frost Giants (had alot of errors, improper tags, and unused BP's and Plans)

Also the teaser looks close to the simple C# programs I made last semester.

@Meph
I will be PM'ing you the list of TO-DO's I have choosen ATM soon
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.31.25 Phoebus/ASCII
Post by: dagger on January 09, 2012, 02:27:39 pm
Soap is buggy, we still need to drop the fix in. use

[PRODUCT:100:150:BAR:NONE:INORGANIC:COMMON_SOAP_TEMPLATE] we are still in the midist of cleaning up the raws and making it all "Nice"

EDIT:
Also the old Connan the Barbarian FTW. Arnold was a pretty good action star.

Thanks for the quick reply on this. :)

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.31.25 Phoebus/ASCII
Post by: Hugo_The_Dwarf on January 09, 2012, 03:28:22 pm
Soap is buggy, we still need to drop the fix in. use

[PRODUCT:100:150:BAR:NONE:INORGANIC:COMMON_SOAP_TEMPLATE] we are still in the midist of cleaning up the raws and making it all "Nice"

EDIT:
Also the old Connan the Barbarian FTW. Arnold was a pretty good action star.

Thanks for the quick reply on this. :)
Your welcome, Hopefully I'm right. As all these "generic" materials and tissues are scattered, and that one was my closest guess to the correct soap mat

EDIT:
Also someone a few pages back mentioned this
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.31.25 Phoebus/ASCII
Post by: Meph on January 09, 2012, 03:47:52 pm
Actually, the current version should produce soap, but anyway, I check ;)

Good news everyone:
The settings idea... works. :) I managed to write a script that replaces the vanilla tree setting with the one I use in this mod. All you have to do is press a button. This is a simple Yes/No selection. I dont know yet about multiple settings, but I will try. It should work the same way from what I've seen so far. I will have to add some specific lines/tags to all the raws that will be changed, but it works. :)

EDIT: Mh.. not as easy as I thought for multiples. Instead of Simple, Vanilla and Advanced I could, however, write 3x a ON/OFF script. Simple: ON/OFF, Vanilla ON/OFF and Advanced ON/OFF. Clumsy, and only works if people set two of them to OFF, but it would work. Still, I will try more with the multiple settings, before resigning on the easier, but less elegant solution.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.31.25 Phoebus/ASCII
Post by: Hugo_The_Dwarf on January 09, 2012, 05:15:00 pm
Actually, the current version should produce soap, but anyway, I check ;)

Good news everyone:
The settings idea... works. :) I managed to write a script that replaces the vanilla tree setting with the one I use in this mod. All you have to do is press a button. This is a simple Yes/No selection. I dont know yet about multiple settings, but I will try. It should work the same way from what I've seen so far. I will have to add some specific lines/tags to all the raws that will be changed, but it works. :)

EDIT: Mh.. not as easy as I thought for multiples. Instead of Simple, Vanilla and Advanced I could, however, write 3x a ON/OFF script. Simple: ON/OFF, Vanilla ON/OFF and Advanced ON/OFF. Clumsy, and only works if people set two of them to OFF, but it would work. Still, I will try more with the multiple settings, before resigning on the easier, but less elegant solution.
No luck with If statements in the program?

If (simple == yes)
{
*USE SIMPLE RAWS
}
else if (advanced == yes)
{
*Use Advanced Raws
}
etc...

EDIT:
does your designer have a "Events" onclick/changed command for buttons/radio buttons? (Not only do I mod but I program too.)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.31.25 Phoebus/ASCII
Post by: Putnam on January 09, 2012, 06:13:10 pm
Yes, Fortbent.

Oh, ah, forgot to ask:

can I take some of the automaton-type creatures (turrets, mines, etc.) from this mod to put into the automaton mod? I've been working on that recently and I feel it needs a bit more. I think this mod's stuff would be perfect.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.31.25 Phoebus/ASCII
Post by: Meph on January 09, 2012, 06:22:42 pm
Well, the output works with boolean, true/false. I have to write a new one with strings.

@ putman: Sure, you can use them. Hugo did make a nicer body for the mines though, and as I said, I'd like to alter them a bit. But if you want to current version, go ahead :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.31.25 Phoebus/ASCII
Post by: Hugo_The_Dwarf on January 09, 2012, 06:35:45 pm
I did make a New Mine Body and setup to make it more "mechanical" but my power goal for regen is to make a fully mechanical steampunk mech. (planning for it is done, but making it will be a challenge, and challenge I mean setting all the tissues up. You know gears, pistons and hydrolics)

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.31.25 Phoebus/ASCII
Post by: Putnam on January 09, 2012, 06:51:17 pm
So I just made this:

Code: [Select]
[CREATURE:LANDMINE] From the Masterwork Dwarf Fortress mod.
[DESCRIPTION:It's a mine!]
[NAME:landmine:landmines:mine]
[CREATURE_TILE:'X']
[PET][COMMON_DOMESTIC][NATURAL][CANNOT_UNDEAD]
[BIOME:SUBTERRANEAN_CHASM]
[UNDERGROUND_DEPTH:1:2]
[FREQUENCY:0]
[LIKES_FIGHTING]
[EXTRAVISION]
[SPEED:20000]
[AT_PEACE_WITH_WILDLIFE]
[NO_DRINK][NO_SLEEP][NO_FEVERS][NO_DIZZINESS]
[NOEMOTION][NOEXERT][NOFEAR][NONAUSEA][NOPAIN]
[VIEWRANGE:10]
[NO_THOUGHT_CENTER_FOR_MOVEMENT]
[EXTRAVISION]
[NOBREATHE]
[NOTHOUGHT]
[BODY:BASIC_1PARTBODY:CASE]
[TISSUE:OBSIDIAN]
[TISSUE_NAME:obsidian skin:NP]
[TISSUE_MATERIAL:INORGANIC:OBSIDIAN]
[RELATIVE_THICKNESS:1]
[CONNECTS]
[STRUCTURAL]
[TISSUE_SHAPE:LAYER]
[TISSUE:BRASS_CLOCKWORK]
[TISSUE_NAME:brass clockwork:NP]
[MUSCULAR]
[VASCULAR:5]
[FUNCTIONAL]
[TISSUE_MATERIAL:INORGANIC:COPPER]
[RELATIVE_THICKNESS:1]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[USE_MATERIAL_TEMPLATE:HYDRAULIC_FLUID:CREATURE_EXTRACT_TEMPLATE]
[STATE_NAME:ALL_SOLID:hydraulic fluid ice]
[STATE_ADJ:ALL_SOLID:hydraulic fluid ice]
[STATE_NAME:LIQUID:hydraulic fluid]
[STATE_ADJ:LIQUID:hydraulic fluid]
[STATE_NAME:GAS:hydraulic fluid vapor]
[STATE_ADJ:GAS:hydraulic fluid vapor]
[PREFIX:NONE]
[SYNDROME]
[SYN_NAME:slippery]
[SYN_AFFECTED_CLASS:ALL]
[SYN_IMMUNE_CREATURE:LANDMINE:ALL]
[SYN_CONTACT]
[CE_PARALYSIS:SEV:100:PROB:100:BP:BY_TYPE:STANCE:BP:BY_TYPE:GRASP:ALL:LOCALIZED:START:1:PEAK:2:END:3]
[BODY_DETAIL_PLAN:LANDMINE_PLAN]uses the tissues declared above
[BLOOD:LOCAL_CREATURE_MAT:HYDRAULIC_FLUID:LIQUID]
TISSUE_LAYER:BY_CATEGORY:ALL:OBSIDIAN
[ALL_ACTIVE]

[BODY_SIZE:20:0:5000]
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]


[ALL_ACTIVE]
[HOMEOTHERM:10070]
[SWIMS_INNATE][SWIM_SPEED:2500]

[CASTE:LANDMINE_ACID]
[DESCRIPTION:A mechanical device build by advanced dwarven alchemists. They can be ordered from the mountainhomes. Place these outside to welcome your foes with a surprise explosion full of gut-wrenching acid.  Take care not to station anyone nearby, as friendly fire is possible.]
[CASTE_NAME:acid landmine:acid landmines:acid landmine]
[PETVALUE:50][CASTE_COLOR:2:0:1]
[ITEMCORPSE:BOULDER:NONE:INORGANIC:LFR_LANDMINE_ACID]

[CASTE:LANDMINE_DUST]
[DESCRIPTION:An experimental device built by advanced dwarven alchemists. They can be ordered from the mountainhomes. Place these outside to welcome your foes with a huge explosion that creates a powerful blast, hurling your foes around or outright killing them. These mines are prototypes and highly unstable. They may malfunction, and might be good for a second blast. Take care not to station anyone nearby, as friendly fire is possible.]
[CASTE_NAME:dust landmine:dust landmines:dust landmine]
[PETVALUE:500][CASTE_COLOR:0:0:1]
[MATERIAL_BREATH_ATTACK:INORGANIC:SLADE:UNDIRECTED_DUST]

[CASTE:LANDMINE_FIRE]
[DESCRIPTION:A mechanical device build by advanced dwarven alchemists. You can order them from the mountainhomes. Place these outside to welcome your foes with a surprise explosion.  Take care not to station anyone nearby, as friendly fire is possible.]
[CASTE_NAME:fire landmine:fire landmines:fire landmine]
[PETVALUE:250][CASTE_COLOR:4:0:1]
[FIREIMMUNE]
[ITEMCORPSE:BOULDER:NONE:INORGANIC:LFR_LANDMINE_FIRE]

[CASTE:LANDMINE_FLASH]
[DESCRIPTION:A mechanical device build by advanced dwarven alchemists. You can order them from the mountainhomes. Place these outside to welcome your foes with a surprise explosion that blinds your enemies.  Take care not to station people nearby, as friendly fire is possible.]
[CASTE_NAME:flash landmine:flash landmines:flash landmine]
[PETVALUE:150][CASTE_COLOR:3:0:1]
[ITEMCORPSE:BOULDER:NONE:INORGANIC:LFR_LANDMINE_FLASH]

[CASTE:LANDMINE_FRAG]
[DESCRIPTION:A mechanical device build by advanced dwarven alchemists. You can order them from the mountainhomes. Place these outside to welcome your foes with a surprise explosion full of shrapnel that cause heavy bleeding. Take care not to station people nearby, as friendly fire is possible.]
[NAME:frag landmine:frag landmines:frag landmine]
[CASTE_NAME:frag landmine:frag landmines:frag landmine]
[PETVALUE:100][CASTE_COLOR:4:0:0]
[ITEMCORPSE:BOULDER:NONE:INORGANIC:LFR_LANDMINE_FRAG]

[CASTE:LANDMINE_TOXIC]
[DESCRIPTION:A mechanical device build by advanged dwarven alchemists. You can order them from the mountainhomes. Place these outside to welcome your foes with a surprise explosion releasing deadly gas.  Take care not to station dwarves nearby, as friendly fire is possible.]
[CASTE_NAME:toxic landmine:toxic landmines:toxic landmine]
[PETVALUE:500][CASTE_COLOR:5:0:1]
[ITEMCORPSE:BOULDER:NONE:INORGANIC:LFR_LANDMINE_TOXIC]

[SELECT_CASTE:ALL]
[SELECT_MATERIAL:ALL]
[MULTIPLY_VALUE:5]

I consolidated all the landmines into one creature (a creature that should be more compatible with the mod's features than the mod was before I did this!) called LANDMINE. Note that there was something in the raws, don't quite remember what (except that it was a syndrome), that said [IMMUNE_CREATURE:LANDMINE:ALL]. That wouldn't work if there was no LANDMINE creature, but now there is!

This is going into the automaton mod, by the way
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.31.25 Phoebus/ASCII
Post by: Hugo_The_Dwarf on January 09, 2012, 06:54:54 pm
I think your missing the [NO_SPRING][NO_SUMMER][NO_AUTUMN][NO_WINTER] tags, with Frec set to 0 it will default to 100 and wild ones will roam the caves (not sure if thats the case for frec but its better safe then sorry.)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.31.25 Phoebus/ASCII
Post by: Putnam on January 09, 2012, 06:56:12 pm
Hmm, so I am. I also have two ALL_ACTIVE tags.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.31.25 Phoebus/ASCII
Post by: Hugo_The_Dwarf on January 09, 2012, 06:57:09 pm
I must have missed those dupe tags while I was tinkering with Meph's old mine to improve it.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.31.25 Phoebus/ASCII
Post by: Putnam on January 09, 2012, 06:58:34 pm
Also, what's with the [BODY_SIZE:20:0:5000]? That means that they'll be size 5000 at 20 years old, but they don't have a size before that at all, so I'm guessing it's just setting them to 5000 from "birth".
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.31.25 Phoebus/ASCII
Post by: Meph on January 09, 2012, 07:12:55 pm
Hehe, the mines were the first thing I did ever in modding. They are hacked together parts of random creatures ;) Thats why I said: Wait till we implement Hugos body for them ;)

Edit: Sry, forgot to answer the question: Yes, if a creature has no baby or child size, it will be grown up instantly.

Do you have a download link for your mod ? I would like to add it to the .exe I'm working on.

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.31.25 Phoebus/ASCII
Post by: Ashnal on January 10, 2012, 02:11:48 am
Yep, soap and generic body parts are still buggy, only leather/skin works just fine so far.

I figured out my  mistake. The detail plans need to name INORGANIC:COMMON_SOAP and such for the materials to be used. If they're named like material templates they don't work, they require the INORGANIC type before the material.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.31.25 Phoebus/ASCII
Post by: Meph on January 10, 2012, 02:13:45 am
Well, I hope that this issue will be fixed before the next release.

Just wanted to say that the work is going well. Currently trees, gems, soil, clay, sand, every single invader race, dwarven contructs, elven warbeasts... all that can be changed just by pressing one button :)

SCREENSHOTS:
Spoiler (click to show/hide)

Spoiler (click to show/hide)

Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.31.25 Phoebus/ASCII
Post by: Hugo_The_Dwarf on January 10, 2012, 06:30:19 am
Very Nice. Got any error catches on the user input? (Sound, FPS, GFPS) because a dummy like me could come right in and type "5r7" for my sound and crash the app (or atlease horribly mess up my init) same goes for FPS im sure DF would freak if it had to parse a "letter/char" instead of a normal numeric data.

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.31.25 Phoebus/ASCII
Post by: Kalithor123 on January 10, 2012, 08:17:33 am
The turrets are firing only on distant targets, but their firebreath dont reach them,  and they ignore near enemys.

The mines do nothing.  :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.31.25 Phoebus/ASCII
Post by: Stronghammer on January 10, 2012, 08:30:31 am
Hey
Just wanted to let you know I am starting a community fortress for your mod. I hope you dont mind, and I hope I do your mod justice.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.31.25 Phoebus/ASCII
Post by: Meph on January 10, 2012, 02:29:51 pm
Could you be a bit more specific ? When do mines do nothing ? They work with syndromes, so immune creatures like undeads are currently unaffected.

I'm curious how the fortress will turn out. So much is unfinished, I hope it is playble on the long run ;)

Work on the settings continues. All settings done, added new (thanks to hugo) body to frost giants, added  all genesis buildings, working on gensis creatures and civs (civs crash the game atm) and writing a load/safe function, since it it possible to mess up your raws a bit. You ste something to NO, next startup of the program it says: Default is YES, but the Raw is still on NO setting. I just have to teach it to read out the raws and decide if it is on NO or YES at startup. 25 buttons, makes 50 little scripts. Yeah for copy+paste.

@hugo: no I dont. If you want to play with wtfe44err FPS, be my guest :P
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.31.25 Phoebus/ASCII
Post by: Stronghammer on January 10, 2012, 02:44:52 pm
Holy snap the prayer system is powerful. I have 20 dwarves non-stop praying for stuff and oh my goodness, I only need other dwarves for the processing of those matierials.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.31.25 Phoebus/ASCII
Post by: Meph on January 10, 2012, 03:20:20 pm
Maybe I should add a reagent to the food/booze prayers. They are unbalanced... The metal ones should stay though, for people who dont have the metal on the map.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.31.25 Phoebus/ASCII
Post by: Stronghammer on January 10, 2012, 03:47:56 pm
Ya something, maybe just decrease the percent chance of getting food and booze, cause if people have to start giving things up they may just stick with basic growing and brewing. Ya the metal ones work i only have gotten a couple of each bar so far, so its pretty good. Also food you get from prayer seems to end in "None" ex plump helmet none. Also loving the golems, I randomly got a gold and a bronze ones as creatures that came with migrants, and i love having them sit in my hall with my marksdwarves sitting behind them behind fortifications.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.31.25 Phoebus/ASCII
Post by: Hugo_The_Dwarf on January 10, 2012, 05:37:05 pm
@Meph
Did you get the FG and Screw Pump Well raws?

Also for the prayers, decrease the chance to 1%-3% on it's own then have the before mentioned (somewhere on this topic) bone and blood offerings to increase the chances. Also I like the idea of praying for food/booze. Say an invasion has caused you to wall off the good portion of your fort (farms, metal industry, etc..) and you are camped in a little cuby hole praying for salvation (litterly)

I will have a look at the raws. If you like Meph I can add the prayer item issues to my TO-DO list
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.31.25 Phoebus/ASCII
Post by: GreatWyrmGold on January 10, 2012, 05:45:54 pm
Er, just for the record, I accidentally hit "Reduce Features" on the poll when I meant to hit "Add Features." Is there any way to un-submit my vote?

And I have a suggestion. You've replaced leather with a few standardized types. Could you do the same with soap or other processed animal/plant products?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.31.25 Phoebus/ASCII
Post by: Meph on January 10, 2012, 06:15:37 pm
@hugo: Yes i got them :) The giants had a little bp error concerning the fingers and toes. I fixed that by removing them, they have ice swords growing out of their arms anyway. In theory ;)

But I did not quite understand what I'm supposed to do with the screw pump well. It fills and emptys buckets... to fix the lye-in-bucket, bucket-unuseable bug?

I havent done much to the raws. But I got permission from deon to put anything I want from genesis in, so I added meteoric iron and the metalwork system. Optional setting should be all genesis buildings, creatures and civs. Only buildings work so far, since the creatures use a different formatting and the civs have a lot of custom clothing I DONT want to add.

If you want, you can do the praying. Should be a very low chance for free food/booze(similar to the metal) and a higher chance for random things if you offer something. The offerings should go to the temple, the free stuff to the altar.

@greatwyrmgold: is noted, although 1 of 80 votes is not too much ;) The standarized animal parts are on the list, but the original mod is not mine and it is difficult to mod. There should be generic fat/tallow/soap already included, although slightly buggy.

Plant products are few enough, and no one wants standarized booze, your dwarves would complain about the same drink.

The Settings.exe is done btw, I am currently playtesting. 26 individual settings, and you can mix them like you want :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.31.25 Phoebus/ASCII
Post by: Hugo_The_Dwarf on January 10, 2012, 06:33:34 pm
@Water Pump Well Comment
It acually fixes the water-in-bucket no use bug cause you can empty it. And say you can't reach water (desert, glacier, caves have no water) and your doctors need water for cast making, you can pump some up.

I give up on working with the mess of Veok's raws for general tissues/materials/detail_plans. They are so scattered it messes me up, I'm even havinf trouble trying to organize them. I think I'll leave that to you?

And technially they have steel swords growing out of their arms :P also what was the errorlog for the fingers and toes? I'm sure I pointed the tissues to cover them properly
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.31.25 Phoebus/ASCII
Post by: Meph on January 10, 2012, 07:02:03 pm
I'll continue veoks  mod then ;)

FG Error:
*** Error(s) found in the file "raw/objects/creature_frost_giant.txt"
FROST_GIANT:Tissue layer not added because no BP found: BY_CATEGORY:FINGER:WATER_T
FROST_GIANT:Tissue layer not added because no BP found: BY_CATEGORY:FINGER:ICE_T
FROST_GIANT:Tissue layer not added because no BP found: BY_CATEGORY:TOE:WATER_T
FROST_GIANT:Tissue layer not added because no BP found: BY_CATEGORY:TOE:ICE_T
FROST_GIANT Color Mod Ending With (RED,1) Was Not Used

The screwpump sounds good as a bug fix, but free water wherever you want is as unbalanced as my altars ;) I think I add the reaction to the alchemyst. He can remove lye (empty buckets) and transmute something (booze?) into water. Thanks for the raws.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.31.25 Phoebus/ASCII
Post by: Stronghammer on January 10, 2012, 07:56:31 pm
oh my zombies are strong. They all come elite wrestlers, 20 of them and completely decimate my 20 militia (all elite marksdwarfs and hammerdwarfs), bronze golem, gold golem, and turret. Hammers, and bolts dont do much, and they tear through leather with ease, only casualties they suffered was the six in cage traps OH MY. Note to self, zombies mean locked gate till steel.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.31.25 Phoebus/ASCII
Post by: Prologue on January 10, 2012, 08:20:14 pm
Can I use your prayer/altar workshop on my own mod? I'm not going to copy everything, but more of the idea. I'll use my own reagent and products. Is that okay?

Of course I'll credit you.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.31.25 Phoebus/ASCII
Post by: Ashnal on January 10, 2012, 09:05:07 pm
I agree on abandoning Veok's raws. If you would like I can make up some raws and test them for generic animal products. I think I thought of a way to do it perfectly while I was working today.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.31.25 Phoebus/ASCII
Post by: Meph on January 10, 2012, 09:28:02 pm
@stronghammer: Zombies have NO ranged weapons. Never. ;-) And traps work as well as always. For melle combat: yeah, only by cutting of the head they die. Even if you cut of the lower body, they still come. I hope to fix the mines soon, so that you might blow them up.  But they have no armor and no weapons, other then their syndromes. These can only be transmitted by bites, so get good armor ;)

@prologue: Feel free to use what you like.

@ashnal: If you want to, sure. The problem I see is that veoks .exe did alter EVERY creature. It might be less work to use his to finish everything, then writing a new mod and change every god damn creature back... or getting a similar script, that replaces every local_creature_mat with generic_mat.

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.31.25 Phoebus/ASCII
Post by: Hugo_The_Dwarf on January 10, 2012, 09:38:34 pm
@ashnal: If you want to, sure. The problem I see is that veoks .exe did alter EVERY creature. It might be less work to use his to finish everything, then writing a new mod and change every god damn creature back... or getting a similar script, that replaces every local_creature_mat with generic_mat.
I had use the Find and Replace feature for my mod... lol

But the unlimited water, I don't think dwarves can drink from a bucket (as it they can take an empty one and fill it to give a drink but after that nada)
Also there's a 60% chance for water. But yeah you can butcher it :p
EDIT: Since they refused to drink from barrels I filed with water :/

And Ashnal, thank you. I was going nuts trying to... Fix? the mess lol

EDIT:
and odd, Fingers and Toes should connect to GRASP and STANCE parts, so I have no idea why they failed to find the Hands and Feet oh well. Fingers and Toes are over rated lol
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.31.25 Phoebus/ASCII
Post by: Stronghammer on January 10, 2012, 09:43:48 pm
Ya in know they has no range, problem is when i run out of ammo. But ya im liking the challenge, my prob was I was expecting them to be the usual DF zombie or skeleton where one mybe two smack their dead. Cleeeeeearly not so. But ya loving the mod and it challenges.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.31.25 Phoebus/ASCII
Post by: Hugo_The_Dwarf on January 10, 2012, 10:00:34 pm
Ya in know they has no range, problem is when i run out of ammo. But ya im liking the challenge, my prob was I was expecting them to be the usual DF zombie or skeleton where one mybe two smack their dead. Cleeeeeearly not so. But ya loving the mod and it challenges.
They better be a challenge lol, they are just beefd up versions of my zombies :P
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - NOW WITH SETTINGS! V.06
Post by: Meph on January 10, 2012, 10:04:23 pm
Yes they are ;)

>>> NEW DOWNLOAD WITH SETTINGS IS UP <<<

Here the results from the poll. Clearly something simple with more content is what the people want. Hope I got that right with the Settings-System. Reduced features are close behind, but that is also covered ;)
(https://lh6.googleusercontent.com/-PW61yjXbvOg/Twz7k8CCWWI/AAAAAAAAJ40/6g-3O0QNZzI/s640/poll.PNG)


Known issues with the settings-tool:
- If you disable stones, but not gems, the error log complaints about missing stones to place gems in.
- If you disable Human Gear, the orcs will arrive almost weaponless as well. (Will be fixed by adding orc-only weapons)

- There are 465 different combinations, I did not test all of them ;) I'm sure with the right(or wrong) mix you can find all kinds of funky error-logs, but nothing should be serious. If it is, leave me a message ;)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.31.25 Phoebus/ASCII
Post by: Ashnal on January 10, 2012, 10:17:42 pm
@stronghammer: Zombies have NO ranged weapons. Never. ;-) And traps work as well as always. For melle combat: yeah, only by cutting of the head they die. Even if you cut of the lower body, they still come. I hope to fix the mines soon, so that you might blow them up.  But they have no armor and no weapons, other then their syndromes. These can only be transmitted by bites, so get good armor ;)

@prologue: Feel free to use what you like.

@ashnal: If you want to, sure. The problem I see is that veoks .exe did alter EVERY creature. It might be less work to use his to finish everything, then writing a new mod and change every god damn creature back... or getting a similar script, that replaces every local_creature_mat with generic_mat.

Easy enough to fix with find and replace. But, what I'm going to do is write new templates using the existing template names on the creatures. No changes to the creatures needed. Question for you though, are you using the material_template_default.txt from genesis? I'm seeing genesis templates in there.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.31.25 Phoebus/ASCII
Post by: Hugo_The_Dwarf on January 10, 2012, 10:18:27 pm
@stronghammer: Zombies have NO ranged weapons. Never. ;-) And traps work as well as always. For melle combat: yeah, only by cutting of the head they die. Even if you cut of the lower body, they still come. I hope to fix the mines soon, so that you might blow them up.  But they have no armor and no weapons, other then their syndromes. These can only be transmitted by bites, so get good armor ;)

@prologue: Feel free to use what you like.

@ashnal: If you want to, sure. The problem I see is that veoks .exe did alter EVERY creature. It might be less work to use his to finish everything, then writing a new mod and change every god damn creature back... or getting a similar script, that replaces every local_creature_mat with generic_mat.

Easy enough to fix with find and replace. But, what I'm going to do is write new templates using the existing template names on the creatures. No changes to the creatures needed.
Thats the best way to do it
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - NOW WITH SETTINGS! V.06
Post by: Meph on January 10, 2012, 10:23:53 pm
So I have been modding all the time without knowing that something like find and replace (i downloaded it just now) exist. I'd love to post a FUUUU-Rageface, but I dont want to spam in my own thread ;)

Still, thanks :) I will concentrate on other items of the To do list then. I posted the full list as well, in the titlepage/first post.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - NOW WITH SETTINGS! V.06
Post by: Ashnal on January 10, 2012, 11:00:32 pm
I recommend either notepad++ or EditPad. I use EditPad for regular expression find and replace :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - NOW WITH SETTINGS! V.06
Post by: Meph on January 10, 2012, 11:05:13 pm
I did use notepad++ for find and replace, strg+h. But that only works in one file. The VB program I wrote does it in multiple files, but writing the script takes longer than changing it yourself ^^
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - NOW WITH SETTINGS! V.06
Post by: Stronghammer on January 10, 2012, 11:08:27 pm
hahahahaha second to vote, sorry, no more pointless posts. :P
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - NOW WITH SETTINGS! V.06
Post by: Ashnal on January 10, 2012, 11:50:22 pm
I did use notepad++ for find and replace, strg+h. But that only works in one file. The VB program I wrote does it in multiple files, but writing the script takes longer than changing it yourself ^^

In edit pad I can open all 52 creature files in tabs, hit ctrl+F, tick "Regular Expression" tick "All files"

Find: (COMMON|RARE|EXOTIC)_ANIMAL_MATERIALS

Replace with: STANDARD_MATERIALS

The hit "Replace all" and ALL occurances in all creature raws  of COMMON_ANIMAL_MATERIALS, RARE_ANIMAL_MATERIALS, and EXOTIC_ANIMAL_MATERIALS are replaced with STANDARD_MATERIALS

Almost feels like cheating sometimes :)

EDIT: Fat, tallow, leather, all working now. Tested with current release. Shall I homogenize bone, hoof, horn, and shell?

EDIT: Did I mention the find in all files function is really great when you know what you're looking for but have no idea which file its in?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - NOW WITH SETTINGS! V.06
Post by: Stronghammer on January 11, 2012, 12:05:30 am
Dont know if this was ever brought up, but your pray for food gives drink.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - NOW WITH SETTINGS! V.06
Post by: Meph on January 11, 2012, 12:08:30 am
You are awesome :)

If it is not too much work with your fancy cheat tools, then do the rest as well please. I will add it to the raws for the next release.

@stronghammer: It should give plump helmets... I just looked in the raws, and what do I see ? PRODUCT:10:5:DRINK:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:DRINK  damn.. I copied it from the booze praying and did not change it... but good, another bug found and fixed.

It is now: [PRODUCT:3:3:PLANT:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:STRUCTURAL]
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - NOW WITH SETTINGS! V.06
Post by: Ashnal on January 11, 2012, 12:24:19 am
Having a bit of trouble with bone/hoof/horn hmmm.....

Also, one funny side effect. Leather bags are now called leather coffers :P

While I'm at it, any other animal products you want homogenized? Organs? Milk? Cheese? Maybe meat, I'm unsure if I can do that one though.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - NOW WITH SETTINGS! V.06
Post by: Hugo_The_Dwarf on January 11, 2012, 12:29:49 am
Having a bit of trouble with bone/hoof/horn hmmm.....

While I'm at it, any other animal products you want homogenized? Organs? Milk? Cheese? Maybe meat, I'm unsure if I can do that one though.
Meat is simple its just the MUSCLE tissue/material

Milk and cheese yes lol I wonder how simple this can get, while still being lovenly complex
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - NOW WITH SETTINGS! V.06
Post by: Ashnal on January 11, 2012, 12:46:52 am
Ya know. I would think simplifying animal products would make keeping dwarves happy easier, due to them having less diverse taste in food and materials.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - NOW WITH SETTINGS! V.06
Post by: Meph on January 11, 2012, 12:49:44 am
Funny, I thought they would turn grumpier, because the selection is smaller...

Do as much as you like. I dont think people really care if they have 20 different types of cheese in their stockpile... there is not much interaction with animal products in the game.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - NOW WITH SETTINGS! V.06
Post by: Deon on January 11, 2012, 03:20:19 am
I did use notepad++ for find and replace, strg+h. But that only works in one file. The VB program I wrote does it in multiple files, but writing the script takes longer than changing it yourself ^^
Huh? Notepad++ has a button saying something like "search and replace in ALL opened files". That's why you open multiple files in the first place. I've used it for 3 years for that for DF modding.

[EDIT]

Yep, here it is:

(http://tnypic.net/32729.png)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.31.25 Phoebus/ASCII
Post by: Kalithor123 on January 11, 2012, 03:30:35 am
Could you be a bit more specific ? When do mines do nothing ? They work with syndromes, so immune creatures like undeads are currently unaffected.

Well, i remember the landmine only "punches" some goblins. I thought they will explode.  :)


btw the fire turret set my wooden bridge(fortress entrance) on fire and some time later it was destroyed, unfortunately during a siege of 3 undead and 2 goblin squad. So 30 dwarves died.  :( The rest of them i could save with a wall.  :)

Outside only my bronce golem fought 144 combat report sites against them, and it killed some of them by "colliding"  :) and then the invaders ran home.

This was really funny!



 
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - NOW WITH SETTINGS! V.06
Post by: Meph on January 11, 2012, 09:22:40 am
Ah, ok. The landmines shoudl have no attack, bit it us impossible to remove, so they push people around sometime. The do explode upon death. Of course hey have to be killed first ;)

And kudos to your bronze golem, one of mine got killed in a goblin ambush

@deon: I live and learn. But I only have 3 weeks of experience, not 3 years :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - NOW WITH SETTINGS! V.06
Post by: kanaak666 on January 11, 2012, 01:34:38 pm
Man, I was looking for highly customizable mode with golems, canons etc. since I learned there is no such stuff in vanilla DF.

Downloading now...

Edit:

One idea come to my mind straight away. I don't know whether it is possible or not, but can you make dwarfs prefer spouses from the same caste?

Also, how children caste is decided? Random?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - NOW WITH SETTINGS! V.06
Post by: Deon on January 11, 2012, 02:10:16 pm
I see you've made a typo in the description of my potted plant: you wrote it "pottet" (the description in the first post) :).
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - NOW WITH SETTINGS! V.06
Post by: Meph on January 11, 2012, 02:59:33 pm
And you have a typo in your raws, the creature_subterranean_4.txt claims to be creature_subterranean_5 in the first line ;) But thanks I correct it. If you want the source code for the settings program, just PM me :)

Caste intermarriage is not modable, but you can select dwarves of the same caste and put them in a 1x1 meeting area. They will marry soon enough. And the caste is selected at random at birth.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - NOW WITH SETTINGS! V.06
Post by: Deon on January 11, 2012, 05:38:30 pm
Wow, that's a major typo, removing a lot of monsters! Thank you.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - NOW WITH SETTINGS! V.06
Post by: The Master on January 11, 2012, 07:00:06 pm
Please tell me my virus scanner is being stupid. http://prntscr.com/595r5
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - NOW WITH SETTINGS! V.06
Post by: Deon on January 11, 2012, 07:02:27 pm
Dude, don't you see? It's DFHack.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - NOW WITH SETTINGS! V.06
Post by: The Master on January 11, 2012, 07:11:41 pm
Ah, that makes sense! Due to ADHD, i'm prone to missing obvious details.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - NOW WITH SETTINGS! V.06
Post by: Putnam on January 11, 2012, 07:21:03 pm
Wow, that's a major typo, removing a lot of monsters! Thank you.

Not really; you can put ANYTHING in that first line and it'll still work, even "goigity_schmoigety_the_cat_is_in_the_bag", as long as it isn't the same first line as a different file (which I'm guessing is the reason that typo removed so many monsters)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - NOW WITH SETTINGS! V.06
Post by: Deon on January 11, 2012, 07:29:45 pm
No, if you don't put the correct first line, it doesn't work for me. Is it my DF version? :P
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - NOW WITH SETTINGS! V.06
Post by: Meph on January 11, 2012, 07:37:51 pm
I never had problem with the first line, and always thought you can put whatever you like. But I never tried with duplicates. Deon had 2 times creature_subterrean_5 on the top.

And I made some changes, nothing uploaded yet. Important stuff:
- Added the complete Flora and Fauna Mod. 120 new trees, 160 new plants, 120 new creatures.
- Added about 25 new instruments, 85 new toys and 50 new foodtypes.
- All of the above is optional and can be changed in the Settings. :)

- Landmines and turrets do affect Zombies now. Yeah.
- Fixed some minor bugs, rebalanced the booze/food praying.
- Added 25 new cavern animals and 12 new semi/megabeasts.
- Added 2 tough cave civs, trogs and gremlins.
- Hopefully have ambushing cave civs. MUST BE TESTED.


Full changelog:
Spoiler (click to show/hide)

How it looks:
Spoiler (click to show/hide)

EDIT: Updated the To-do list in the first post. About 50% done. :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - NOW WITH SETTINGS! V.06
Post by: Broseidon on January 11, 2012, 08:21:32 pm
I never had problem with the first line, and always thought you can put whatever you like. But I never tried with duplicates. Deon had 2 times creature_subterrean_5 on the top.

And I made some changes, nothing uploaded yet. Important stuff:
- Added the complete Flora and Fauna Mod. 120 new trees, 160 new plants, 120 new creatures.
- Added about 25 new instruments, 85 new toys and 50 new foodtypes.
- All of the above is optional and can be changed in the Settings. :)

- Landmines and turrets do affect Zombies now. Yeah.
- Fixed some minor bugs, rebalanced the booze/food praying.
- Added 25 new cavern animals and 12 new semi/megabeasts.
- Added 2 tough cave civs, trogs and gremlins.
- Hopefully have ambushing cave civs. MUST BE TESTED.


Full changelog:
Spoiler (click to show/hide)

How it looks:
Spoiler (click to show/hide)

EDIT: Updated the To-do list in the first post. About 50% done. :)

Just curious, are they cavern civs or just regular cave civs?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - NOW WITH SETTINGS! V.06
Post by: Meph on January 11, 2012, 08:38:29 pm
They are cavern linked creatures with an entity file. They do not show up at embark as an enemy civ. They will not siege you. From all I know they have camps in the caverns like the animal people sometimes have and MIGHT ambush you. This is untested, I asked deon about his cave civs, and he said NO, I asked hugo_the_dwarf about his cave civs and he said YES.

Point is: They might ambush you in the caverns... or not. That has to be seen.

More changes:
Added Fortress Defense Mod II into the Settings program with 3 settings.
Easy adds the 10 normal FD civs.
Medium adds the 4 bonus FD civs.
Hard adds the 4 challenge FD civs.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - NOW WITH SETTINGS! V.06
Post by: Hugo_The_Dwarf on January 11, 2012, 09:53:41 pm
Ambusher LAYER_LINKED civs work. Play my mod and embark in a loaction with no surface civ access (island) and dig to caverns 1 and 2. Close or After the first caravan (year) you should get ambushed by animal people/ gremlins/ trogs. I can upload a save that has this. I got close to two pages of layerlinked invaders in my death list
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - NOW WITH SETTINGS! V.06
Post by: Meph on January 11, 2012, 09:57:45 pm
Thanks for the confirmation. Do they spawn in the caverns, or on the surface as well ? And do they use the same Trigger:Pop/exported wealth/created wealth then usual civs ?

EDIT: Slowly working through the to-do list. Added all the pref strings.

Full list (carefull - large)
Ok only half the list, if I try to post all: The following error or errors occurred while posting this message:
The message exceeds the maximum allowed length (40000 characters).
Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - NOW WITH SETTINGS! V.06
Post by: Trapezohedron on January 11, 2012, 10:46:52 pm
I'm really impressed at the rate you're spewing out functional updates of this mod. Also, most of the raws have a simple, yet innovative twist to it.

Putting this mod to my sig.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - NOW WITH SETTINGS! V.06
Post by: Hugo_The_Dwarf on January 11, 2012, 11:00:04 pm
Yes they spawn in the caverns. but it's hard to tell because caverns are so vast, but if they path to your fort it will be glorious (well kindof) but Ambushes can get insanely huge. I had about 8 pages of invaders and thier mounts. Their sheer numbers (even with wood/weak weapons) can overwhelm your army. Of course That would include quite some clutter (my mod has a deconstruct wood weapons/armor/ammo for this reason (and elves))

And yeah the triggers and active seasons are needed
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - NOW WITH SETTINGS! V.06
Post by: Meph on January 11, 2012, 11:16:19 pm
@newguy: thanks, the more people find this mod and play it, the easier it is to find bugs. :)

@hugo: 8 pages ? wow. I added full armor and weapons to them. I change that immediatly and remove mounts for them. Guess one of the civs will get melee weapons and a little armor, the other gets ranged weapons and no armor.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - NOW WITH SETTINGS! V.06
Post by: rephikul on January 11, 2012, 11:16:49 pm
Yes they spawn in the caverns.
what is this, cavern siege? where was it mentioned?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - NOW WITH SETTINGS! V.06
Post by: Meph on January 11, 2012, 11:18:38 pm
No siege, cavern ambush. :) Got the raws from hugo, it works in his mod.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - NOW WITH SETTINGS! V.06
Post by: rephikul on January 11, 2012, 11:23:10 pm
No siege, cavern ambush. :) Got the raws from hugo, it works in his mod.
Time to download it... the 6th time.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - NOW WITH SETTINGS! V.06
Post by: Hugo_The_Dwarf on January 11, 2012, 11:29:27 pm
No siege, cavern ambush. :) Got the raws from hugo, it works in his mod.
Sieges are my next to test. That and giving all cavern baddies "POWER THIRST" so they can start "POWER SPAWNING BABIES! 400 BABIES!" that way constant and deadly attacks can be made.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - NOW WITH SETTINGS! V.06
Post by: Meph on January 12, 2012, 12:06:11 am
wtf ? 400 pathfinding invader sounds worse then unleashing the circus. ;)

btw: CHANGES for V0.7: (current one at DFFD is V.0.6, so NO new download so far, still testing)

- Added "How to use" tab to settings program
- Reverted plant tiles back to normal phoebus
- Added Creeper Graphics
- Added new mine body made by hugo
- Landmines are now made out of "glass" (actually lye) they die much easier and unarmed creatures can now "step" on mines, instead of crowding around it.

EDIT: Last thing for today. I tested all the new creatures from Fortress Defense and Flora and Fauna mod. Some have no tiles and are only characters. But about 80% should be easily replaced by already existing sprites. All the GIANT versions, and most of the eagle/owl/snake ones...

Full list:
Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - NOW WITH SETTINGS! V.06
Post by: hanspeter on January 12, 2012, 05:46:11 am
Loving your mod so far! Truly excellent work!

One thing however - how would I go about adding invader corpses back in? I love tunnels filled to the brim with corpses and random body-parts of fallen enemies (I mean, really, who doesn't?). Thanks.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - NOW WITH SETTINGS! V.06
Post by: Hugo_The_Dwarf on January 12, 2012, 06:23:23 am
That option should be easy to include for settings.exe
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - NOW WITH SETTINGS! V.06
Post by: zilpin on January 12, 2012, 10:49:08 am
One thing however - how would I go about adding invader corpses back in? I love tunnels filled to the brim with corpses and random body-parts of fallen enemies (I mean, really, who doesn't?). Thanks.

1) Get Notepad++ (http://notepad-plus-plus.org/)
2) Open all creature_*.txt files in NP++.
3) Edit -> Replace
Search String:
Code: [Select]
[ITEMCORPSE:LIQUID_MISC:NO_SUBTYPE:LOCAL_CREATURE_MAT:BLOOD]Replace String:
Code: [Select]
--ITEMCORPSE:LIQUID_MISC:NO_SUBTYPE:LOCAL_CREATURE_MAT:BLOOD--
Click «Replace All In All Open Files» button.
Save All.

Done.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - NOW WITH SETTINGS! V.06
Post by: Meph on January 12, 2012, 03:25:59 pm
@ziplin: Almost :) The frost giants create a pool of water when they die, not blood. I could add it to the settings, but the core idea of the mod is to remove clutter. And, except magma, there is no way to get rid of corpses, even the reagent token for them is broken. Thats why you cant cremate them like remains or bodypart. Speaking of bodyparts: These are still included. :)

Did a bit of work on the mod as well: Important stuff:
Added expanded glazes 1.4 mod. Lets you do a lot more with glazing, YEAH.
Added growable biofuel. Booze+Oil=Fuel. Done in kitchen. For people without trees and coal.
Fixed the material_size in armor and weapons. Now things really do need more then one bar. The honor goes to rephikul, for giving me the right number (450 instead of 150)

Full changelog:
Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - NOW WITH SETTINGS! V.06
Post by: PTTG?? on January 12, 2012, 03:30:19 pm
I like a lot of the things you've come up with here. Not all of them, but a lot of them. I might use some parts of this.

Great work.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - NOW WITH SETTINGS! V.06
Post by: Meph on January 12, 2012, 03:57:43 pm
>>> NEW DOWNLOAD : VERSION 0.7 WITH MORE MODS <<<

- Includes Expanded Glazing 1.4 mod, Fortress Defense Mod II, Flora and Fauna 22c mod.
- Adds 85 toys, 25 instruments, 120 trees, 160 plants, 120 creatures, 12 semi/megabeasts, 25 new cavern animals. ALL OF THE ABOVE ARE OPTIONAL.
- Fixes unkillable mines.
- Fixes Zombies immunity against mines.
- Fixes material use for weapon and armor smithing.
- Adds growable fuel, produced in the kitchen from alcohol and oil.
- Adds 2 ambushing Cave Civs, one melee, the other ranged combat.
- Rebalanced Religion (a bit, is currently WIP)


Full changelog:
Spoiler (click to show/hide)

@PTTG: Thanks. Again I have to ask: Could you please be more specific ? I'd love to know what people like and dislike. It is quite easy for me to add that as optional settings then ;)

@ALL: New ideas concerning religion and ... A TECH TREE. Kind of. A small, simple one ;-) Both things are NOT in the current upload and are just ideas. I'm curious about what you have to say about them :)

Religion overhaul:
Spoiler (click to show/hide)

Tech Tree based on magma buildings. You can make your standart items better, more valuable or more powerful with it. Is just in my head, nothing has been done to any raws. Some things might not be possible as well, we'll see.
Tech Tree:
Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -V.0.7 - MAJOR UPDATE!!!
Post by: kanaak666 on January 12, 2012, 05:31:51 pm
Dang... don't tell me I will need to abandon that fort I build this morning...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -V.0.7 - MAJOR UPDATE!!!
Post by: Teh Zip File on January 12, 2012, 07:08:09 pm
No updates for the ASCII version?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -V.0.7 - MAJOR UPDATE!!!
Post by: kanaak666 on January 12, 2012, 07:12:20 pm
I noticed something that might be a bug... I have 3 female pet turtles. One season have passed and now I have 45 eggs.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -V.0.7 - MAJOR UPDATE!!!
Post by: Shintaro Fago on January 12, 2012, 07:16:28 pm
Probably another raw file bug: creature_beasts_masterwork.txt has no [OBJECT:CREATURE]. Otherwise looks impressive, Meph!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -V.0.7 - MAJOR UPDATE!!!
Post by: Meph on January 12, 2012, 07:22:09 pm
The pet turtle clutch size is 1:15. But I nerfed it a bit, it's down to 5 now.

Updating the ascii... I'd like to, but I sorted the raws and had to link them to the settings prog, and added a lot that uses phoebus anyway. I applied your fix, but since my knowledge of Ascii-characters for DF is almost zero I cant really edit anything. You see, if I playtest and an elf looks like: î then I think thats ok. I wouldnt know right from wrong.

Currently I'm adding one extra building to religion, 4 new reactions and looking into a tech tree.

@shintaro fago: Oh, thanks. I'll fix that. Seems there are no new megabeasts as of now ;)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -V.0.7 - MAJOR UPDATE!!!
Post by: Ashnal on January 12, 2012, 10:21:57 pm
I haven't gotten bone, horn, or hoof homogenized yet. I think rephikul knows how to do that though.

Woould you like the raws I have now? it includes all the creature files, a tissue file and the detail plan file.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -V.0.7 - MAJOR UPDATE!!!
Post by: Meph on January 12, 2012, 10:42:50 pm
Sure :) But it includes creatures files as well ? In that case i would have to alter the 160 new creatures I put in as well... ^^

As soon as I get the code I will add it and upload a V.0.7.1 version. I really forgot about the damn creature parts...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -V.0.7 - MAJOR UPDATE!!!
Post by: Ashnal on January 12, 2012, 11:08:14 pm
If you want I can use my magic to convert all the new creatures for you.

One caveat. They won't follow the common, rare, and exotic tiers that everything else has unless you run veok's replacer program on them. The program assigned new templates based on the creatures MULTIPLY_VALUE tags. Which is very tedious without a script or program.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -V.0.7 - MAJOR UPDATE!!!
Post by: Meph on January 12, 2012, 11:17:25 pm
It would be awesome if there would be no change on the creature files themself. Of course, if that doesnt work, send me your solution :) Do you still base it upon the animel/rare/exotic from veok ?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -V.0.7 - MAJOR UPDATE!!!
Post by: Ashnal on January 12, 2012, 11:39:22 pm
It would be awesome if there would be no change on the creature files themself. Of course, if that doesnt work, send me your solution :) Do you still base it upon the animel/rare/exotic from veok ?

Well. I suppose I could rework it to not change any creature files at all. However it would mean changes to the vanilla material and tissue templates.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -V.0.7 - MAJOR UPDATE!!!
Post by: Meph on January 12, 2012, 11:42:31 pm
It is your time, so whichever you prefer ;) Both solutions have good and bad points. But could you please send me the raws you have done so far ? I am dying to habe a look.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -V.0.7 - MAJOR UPDATE!!!
Post by: Hugo_The_Dwarf on January 12, 2012, 11:43:51 pm
It is your time, so whichever you prefer ;) Both solutions have good and bad points. But could you please send me the raws you have done so far ? I am dying to habe a look.
And his German shows through. Also hows that Golden goose workin out?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -V.0.7 - MAJOR UPDATE!!!
Post by: Meph on January 12, 2012, 11:52:13 pm
No, the V and B are next to each other, simple typo ;) But nice catch.

Goose is not tested yet. I changed the ratio from 350:300:10 to 54:45:1 btw. Remember, if it adds up to 100, it is easier to calculate. I also made a easter bunny that lays eggs, same ratio. Both have a 99:1 chance to show up. And I reduces clutch size for the goose to 1. Otherwise it would lay 6-8 gold nuggets each time.

I'm currently working on making mining a tiny bit harder and reducing clutter without removing things. Here, what do you think ?

Mircocline is now known as cave fungus and will only yield slime, no stone.
Bauxite is now known as living stone and will only yield blood, no stone.
Sandstone will evaporate into sandy dust when mined and leaves nothing.
Rock salt will evaporate into salty dust when mined and leaves nothing.
Same goes for Claystone, Siltstones, Mudstone and Chalk. All leave no rocks anymore.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -V.0.7 - MAJOR UPDATE!!!
Post by: Hugo_The_Dwarf on January 13, 2012, 12:10:11 am
No, the V and B are next to each other, simple typo ;) But nice catch.

Goose is not tested yet. I changed the ratio from 350:300:10 to 54:45:1 btw. Remember, if it adds up to 100, it is easier to calculate. I also made a easter bunny that lays eggs, same ratio. Both have a 99:1 chance to show up. And I reduces clutch size for the goose to 1. Otherwise it would lay 6-8 gold nuggets each time.

I'm currently working on making mining a tiny bit harder and reducing clutter without removing things. Here, what do you think ?

Mircocline is now known as cave funug and will only yield slime, no stone.
Bauxite is now known as living stone and will only yield blood, no stone.
Sandstone will evaporate into sandy dust when mined and leaves nothing.
Rock salt will evaporate into salty dust when mined and leaves nothing.

Rock Salt should have a chance to cause temp blindness and eye pain.
Sand should be temp blindness
The microline should give a moss stone in which you can use to brew drinks or seomthing
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -V.0.7 - MAJOR UPDATE!!!
Post by: Ashnal on January 13, 2012, 12:14:06 am
It is your time, so whichever you prefer ;) Both solutions have good and bad points. But could you please send me the raws you have done so far ? I am dying to habe a look.

Oh fine, here are the tissue, inorganic, and detail plan files. If you have an animal use these detail plans, their fat, tallow, soap, and leather will be generic. I never did get horn and hoof to work, despite using the same method as the other materials.

For some reason I cannot attach anything to this post, so here's a dropbox link instead. http://dl.dropbox.com/u/4844617/generic_creature_materials.zip (http://dl.dropbox.com/u/4844617/generic_creature_materials.zip)

Also, generic horn and hoof are impossible without altering the vanilla templates or creature definitions. If you want to use unchanged creature raws, you need to apply methods used in these raws to the vanilla templates already called by the creatures.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -V.0.7 - MAJOR UPDATE!!!
Post by: Meph on January 13, 2012, 12:18:20 am
Blindness would not hinder miners. I thought about giving them some minor burns (exploding gas pockets) or cut/bleeding (sharp rocks, dangerous work underground)

The moss stone for booze... well, that would add another stone. ;) I try 3 things at the same time:
1. Make mining harder. (the injuries)
2. Make rock production harder. (less stone)
3. Reduce clutter (less stone)

I picked microcline because people usually hate the color, and bauxite because it is bright red, another weird color for stone. The other 6 because it seems almost plausible that they do not create a solid stone.


@Ashnal: YEAH! Thanks. I will add these to the mod, and your name to the credits :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -V.0.7 - MAJOR UPDATE!!!
Post by: Ashnal on January 13, 2012, 12:24:59 am
Blindness would not hinder miners. I thought about giving them some minor burns (exploding gas pockets) or cut/bleeding (sharp rocks, dangerous work underground)

The moss stone for booze... well, that would add another stone. ;) I try 3 things at the same time:
1. Make mining harder. (the injuries)
2. Make rock production harder. (less stone)
3. Reduce clutter (less stone)

I picked microcline because people usually hate the color, and bauxite because it is bright red, another weird color for stone. The other 6 because it seems almost plausible that they do not create a solid stone.


@Ashnal: YEAH! Thanks. I will add these to the mod, and your name to the credits :)

Keep in mind bauxite stone is commonly used because it is magma safe. And I would like to add that I love making blue and red constructions myself.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -V.0.7 - MAJOR UPDATE!!!
Post by: Meph on January 13, 2012, 12:44:32 am
Ok, is noted. Magma safe mats should be no problem though, as soon as I add the obsidian factory. Red stone can be produces from clay, unlimited.

About your raws: The b_detail_plan_default.txt is the unchanged orig from DF. I guess you wanted to send one where all the XX_TEMPLATE are replaces by XX_COMMON_TEMPLATE ?

EDIT: Mh, I'm either too tired or too stupid, but how is this supposed to work ? You have 3 types of skins, and add common tissues and materials, but you link nothing to it. I'd have to change every creature file and the b_detail_plan_default.txt to use it. Or I am just blind and cant see what you changed...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -V.0.7 - MAJOR UPDATE!!!
Post by: nukularpower on January 13, 2012, 12:55:42 am
Quote
Pandas no longer starve.

Just curious, do elephants and rhinos still starve to death because they can't possibly feed themselves?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -V.0.7 - MAJOR UPDATE!!!
Post by: Ashnal on January 13, 2012, 01:21:59 am
Ok, is noted. Magma safe mats should be no problem though, as soon as I add the obsidian factory. Red stone can be produces from clay, unlimited.

About your raws: The b_detail_plan_default.txt is the unchanged orig from DF. I guess you wanted to send one where all the XX_TEMPLATE are replaces by XX_COMMON_TEMPLATE ?

EDIT: Mh, I'm either too tired or too stupid, but how is this supposed to work ? You have 3 types of skins, and add common tissues and materials, but you link nothing to it. I'd have to change every creature file and the b_detail_plan_default.txt to use it. Or I am just blind and cant see what you changed...

Yeah, I meant to send b_detail_plan_generic.txt but I must have misclicked. Here: http://dl.dropbox.com/u/4844617/b_detail_plan_generic.txt (http://dl.dropbox.com/u/4844617/b_detail_plan_generic.txt)

Please note that your vanilla creatures were already modified by veoks program to use different detail plans. I would suggest either using vanilla creature files or using a mass search and replace for (COMMON|RARE|EXOTIC)_ANIMAL_MATERIALS replace with STANDARD_MATERIALS (that should work perfectly if used in regex match mode btw) also (COMMON|RARE|EXOTIC)_ANIMAL_TISSUES replace with either COMMON_ANIMAL_TISSUES if you're going to use my detail plans or STANDARD_TISSUES if you plan on using the default detail plans with the modified default tissues provided below.

So to explain. The linking is done in the tissue_template_generic.txt. Normally Creatures use both a material and tissue template, with the tissue template referring to the materials added to the creature by the material template. My changed tissue templates simply refer to the inorganic materials, rather than the creature materials. I got the idea after looking at stonemen and other such creatures. SO when a creature uses my tissue template, its tissues are made out of the generic materials, rather than the creatures materials, if that makes sense.

You can either change creatures to use the detail plans, or you can change the default tissues in tissue_template_default.txt to mimic tissue_template_generic.txt like so:
http://dl.dropbox.com/u/4844617/tissue_template_default.txt (http://dl.dropbox.com/u/4844617/tissue_template_default.txt)

If you use that tissue_template_default.txt with the inorganic file then that is all you need.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -V.0.7 - MAJOR UPDATE!!!
Post by: Meph on January 13, 2012, 01:39:16 am
No animals starve anymore.

And now everything makes sense, thanks. The only remaining problem is that I have a wild mix of standart creatures (from flora and fauna mod), creatures formatted with veoks mods (all other creatures) and the subterrean/monster creatures from Genesis, complete with toughskin, thinskin, toughbone, and so on.

Will take some time to sort that mess out.  :-\


EDIT: I uploaded another version, just some minor changes and fixes. I will dive into the generic bodypart adventure next week. Thanks for all the help :)

>>>NEW DOWNLOAD: MINOR FIXES AND UPDATES<<<
Changelog:
V.0.7.2
Updates building construction graphics for all new buildings.
Added adv. Religion system.
1 new building: Shrine of Armok
1 new noble: Prophet of Armok
4 new reactions. Sacrifice blood, weapons, armor, or life.
Pet turtle egg number reduced by 66%
Added 2 new creature variations: LARGE and SMALL. (Same system as Giant-Animals)
Fixed some minor raw errors.
Turret syndromes do affect the Undead now as well.
Landmine explosions have a fitting color now and have a slightly increased radius.
Fixed duplicate creature: Spriti of fire and cave croc
Added 2 more cave civs:
Babysnatching, thiefing bat-people armed with vicious blades.
Camping Ant-people, wielding spears and arriving in big numbers. Lead by queen.
Updated the included DF-Hack to the newest version, includes Stonesense and DfFusion.
Added golden goose, 99:1 chance that one of your geese will be one. Lays golden eggs.
Added easter bunny. 99:1 chance that one of your rabbits will be one. Lays eggs.

Made mining slightly harder.
Mircocline is now known as cave fungus and will only yield slime, no stone.
Bauxite is now known as living stone and will only yield blood, no stone.
Sandstone will evaporate into sandy dust when mined and leaves nothing.
Rock salt will evaporate into salty dust when mined and leaves nothing.
Claystone will evaporate into clay dust when mined and leaves nothing.
Mudstone  will evaporate into dirt dust when mined and leaves nothing.
Siltstone will evaporate into silty dust when mined and leaves nothing.
Chalk will evaporate into chalky dust when mined and leaves nothing.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -V.0.7 - MAJOR UPDATE!!!
Post by: Ashnal on January 13, 2012, 01:48:19 am
No animals starve anymore.

And now everything makes sense, thanks. The only remaining problem is that I have a wild mix of standart creatures (from flora and fauna mod), creatures formatted with veoks mods (all other creatures) and the subterrean/monster creatures from Genesis, complete with toughskin, thinskin, toughbone, and so on.

Will take some time to sort that mess out.  :-\

Unfortunately if you're using genesis creatures, my method will basically remove the leather tiers from the game. If I was in your position, I would use genesis creatures as a base and then go through the other creatures and assign thin or tough skin based on what you feel is right for them. To maintain simplification compatibility, you need to make new inorganic entries for thin skin, tough skin, mythskin, thin leather, tough leather, and mythskin leather (deephide if you dont want a dragon's name on your leather I guess) then you would need to give the creatures tissues using the new inorganic skin classes.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -V.0.7.2 - MAJOR UPDATE!!!
Post by: Meph on January 13, 2012, 01:55:56 am
Yeah, I thought about using your work as a basis to make the fitting tissues or inorganic_mats to accommodate the genesis system. It would be a waste not to use it. Thats why I keep it for later, it will take some time to do this.

From tomorrow on I'll be on the road again, so dont expect any updates soon.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -V.0.7 - MAJOR UPDATE!!!
Post by: rephikul on January 13, 2012, 02:22:03 am
Made mining slightly harder.
Note that none of these will work with TEMPERATURE:OFF which you can count on large portions of people playing under if they were looking for higher FPS.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -V.0.7 - MAJOR UPDATE!!!
Post by: Trapezohedron on January 13, 2012, 02:39:07 am
Made mining slightly harder.
Note that none of these will work with TEMPERATURE:OFF which you can count on large portions of people playing under if they were looking for higher FPS.
Yes, people will have to turn temperature on for those to work. This might be bad for the FPS, and by extension, this mod's intended goal of simplicity.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -V.0.7.2 - MAJOR UPDATE!!!
Post by: se5a on January 13, 2012, 04:21:33 am
meph you said something about increasing the mineral occourence when genning a world, should we still be doing this or have you adjusted that so we no longer need to?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -V.0.7.2 - MAJOR UPDATE!!!
Post by: CheatingChicken on January 13, 2012, 05:45:09 am
I just installed your mod. Great work, i like being able to select exactly what parts i want to use.

I decided to use the volcanic world, but with the original settings most of the civs from Fortress Defense dont survive the world-gen. Is this intended? I turned down my history length to 5 years because i want to be attacked by all of them (including the bonus and challenge ones and your orcs and undead ;))

Also the volcanic world was a bit too dry and cold for me. So i changed some of those settings too. But it turns out i just made my dwarves fat evaporate at embark... i guess setting the max temperature to 400 and then embarking in a schorching biome wasnt such a good idea after all ^^
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -V.0.7 - MAJOR UPDATE!!!
Post by: Kalithor123 on January 13, 2012, 07:00:06 am
Is the new version save-game compatible to 0.6? I guess not.

It is your time, so whichever you prefer ;) Both solutions have good and bad points. But could you please send me the raws you have done so far ? I am dying to habe a look.
And his German shows through. Also hows that Golden goose workin out?

Na super! Wieso benutze ich dann die ganze Zeit den SCHEISS GOOGLE TRANSLATOR???  :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -V.0.7.2 - MAJOR UPDATE!!!
Post by: kanaak666 on January 13, 2012, 07:36:26 am
Funny thing happened lately.
I got new batch of migrants (v0.6)and guess what they brought with them?

A Stray Gun Turret (tame).
Is it possible to breed them? ;)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -V.0.7 - MAJOR UPDATE!!!
Post by: Ishar on January 13, 2012, 08:53:28 am
Babysnatching, thiefing bat-people armed with vicious blades.

I assume they never use a gun or take a life, and mainly operate in the shadows, using fear as their main weapon. Dwarfs are a superstitious cowardly lot, after all.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -V.0.7.2 - MAJOR UPDATE!!!
Post by: Broseidon on January 13, 2012, 09:01:41 am
Just wondering.

Are you going to make it so that only active military units can use the obstacle course or the training dummies?  Also for clarification the alchemy job is related to the loading and unloading stations correct?  I remember reading that somewhere in the thread, but i couldn't confirm.

Also thanks for the mod.  Very well done.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -V.0.7.2 - MAJOR UPDATE!!!
Post by: Meph on January 13, 2012, 10:37:42 am
To answer everything:

@rephikul: Damn, good point. Many things about the mod do not work with temp of, like half the turrets, all the mines, now the stones as well... the temple would be absolutely broken, you'd get free steel equipment... the siegers housebar wouldnt work... but I cant see a way around it, if I want to work with syndromes.

@new guy: Maybe more people can play with temp:on now, because they get a ~25% FPS boost from this mod.

@se5a: That is up to you. You can play with simple stone/gem/minerals ON, and in that case I'd recommend high mineral count. But if you choose the vanilla settings for minerals, then it is the same as the orig DF. You want minerals, you can have them ;)

@cheating chicken: I am not the author of Fortress Defense. I dont know how easy or hard it is for those civs to survive in a desert... I made the pre genned worlds so that people who dont know how to use the adv. world editor can play something else for once. I will eventually mod the included mods as well, but right know they are exactly like I downloaded them. I only fixed bugs.

@kalithor123: No it is not. You brauchen eine neue welt, Ja :)

@kanaak666: No. Elven warbeast are breedable, the constructs dont breed.

@Ishar: I wouldnt know about that. ^^ But I could add a caste for them, with a low chance, called The Batman. He has natural skill fighting 15 and no weapon. ;)

@broseiden: Alchemy is used for loading/onloading, yes. I'd love to add:haul_stone and haul_wood, but it is not possible. But again, this is the added wheelbarrow mod, not my creation. Like I said before, I will change them at some time and make the pieces fit together better.

The training courses and dummies are part of the genesis workshops. Ask deon :P If I ever make a training-facility then it will be guildhouses.

@All: Thanks for the feedback, great to see that people like it. If anyone want something added, feel free to adress me ;)


New to do list:
Code: [Select]
Reward system for cave exploring: caveblobs that drop high value items:
- Idea is DONE
- Creatures are WIP
- Item drops na




If alchemy for weapons ammo and such works, make cave blobs drop the needed ingredient:
Fire gem ::: Blood gem ::: Ice gem::: Acid gem ::: Toxic gem
- Idea is DONE
- Implementation HAS TO WAIT TILL DF 31.26




Add ashans generic materials, fixed to meet genesis requirements.
- Idea DONE
- Raws DONE (ALMOST)
- Fitted for genesis na




Reward system for hell breaching. High value plant/tree/pet
- Idea WIP
- Pet creature na
- Demons WIP
- Plant/tree na




Build up the magma tech tree.
- Idea is DONE
- Buildings are DONE
- Reactions WIP
- Testing na
- Make it optional na



Make orc weapons unuseable. na
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -V.0.7.2 - MAJOR UPDATE!!!
Post by: Hugo_The_Dwarf on January 13, 2012, 01:08:20 pm
Making Orc weapons unusable you must up creature size

Code: [Select]
[BODY_SIZE:0:0:6050] - was 4050
[BODY_SIZE:1:0:21000] - was 19000
[BODY_SIZE:12:0:85000] - was 70000 (human size)

and then the orc weapons

will have to be custom. since they use most vanilla. Their custom weapons need to have the MINIMUM_SIZE set to their adult age.

EDIT:
Just had an idea, you should have a section that will make dupe civs. Like the option to have 3 Goblin civs for more invasions. Or more Dwarven civs for Trading (of course 3 different liasons and traders would be awkword for me, but others might enjoy that).

Basically a option to add larger invasions (like the included Fortress Defence Mod) but making even more difficult.

Also I wonder if a civ has clashing ethics and wage war, will they still make peace if they have no Diplomat?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -V.0.7.2 - MAJOR UPDATE!!!
Post by: Meph on January 13, 2012, 02:24:03 pm
You mean invasion by Goblin A,B and C, that are identical, just to increase the number ? I like the idea. Unfortunately I have to demolish it at the same time. I would rather add a creature that is 3 times more dangerous, then adding 3 smaller creatures. For the sole reason of pathfinding and FPS. I'd love to do it, but when I read about rephikuls mod with big swarms of fish bring down FPS... and a total of 27 enemy civs is more then enough, if you want to set everything to YES. ;)

BTW: I finally found the bug about the fat/tallow/soap thingy. All fat was generic and worked, and es soon as it was made into tallow it got a creature name attached. Penguin man, Pig, Pet turtle... the reason: [MATERIAL_REACTION_PRODUCT:RENDER_MAT:LOCAL_CREATURE_MAT:TALLOW]

It has no local creature mat in the material reaction, so it takes one from the next creature file. at random. I just have to remove the local_creature_mat from the material reaction. :) YEAH.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -V.0.7.2 - MAJOR UPDATE!!!
Post by: Hugo_The_Dwarf on January 13, 2012, 02:37:40 pm
You mean invasion by Goblin A,B and C, that are identical, just to increase the number ? I like the idea. Unfortunately I have to demolish it at the same time. I would rather add a creature that is 3 times more dangerous, then adding 3 smaller creatures. For the sole reason of pathfinding and FPS. I'd love to do it, but when I read about rephikuls mod with big swarms of fish bring down FPS... and a total of 27 enemy civs is more then enough, if you want to set everything to YES. ;)

BTW: I finally found the bug about the fat/tallow/soap thingy. All fat was generic and worked, and es soon as it was made into tallow it got a creature name attached. Penguin man, Pig, Pet turtle... the reason: [MATERIAL_REACTION_PRODUCT:RENDER_MAT:LOCAL_CREATURE_MAT:TALLOW]

It has no local creature mat in the material reaction, so it takes one from the next creature file. at random. I just have to remove the local_creature_mat from the material reaction. :) YEAH.
Well no need to add three smaller creatures, because a civ can use the same creature :P but I see what you mean. But players that like to stick with vanllia might like more goblins instead of new baddies.

And yeah the soap making reaction just needed to point the the generic soap mat silly :P
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -V.0.7.2 - MAJOR UPDATE!!!
Post by: Meph on January 13, 2012, 03:40:35 pm
SUCCESS !

Generic items finally work. Brian, meat, guts, stomach, kidney, liver, spleen, eye, tooth, leather, tallow, fat, soap, flame, chitin, treated chitin, feather, claw, talon, nail, scale and shell are generic.
Bones are normal, but any bone item will be generic.
Skins are normal, but any skin item (leather) will be generic.

Skull should stay as it is, so you can make totems out of specific enemies you killed.

Stuff that mysteriously is not generic: horn, hoof, cartilage, hair , nervous tissue. But only 5 out of 25, so I can live with that. To fix those I would have to alter creature files, and I do not want that.

Genesis creatures with toughskin, toughbones and so on keep these. They are still more powerfull and will generate named items. 
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -V.0.7.2 - MAJOR UPDATE!!!
Post by: CheatingChicken on January 13, 2012, 03:52:45 pm
A generic Brian?
Tell me now, how did you make Brian generic? :P

When is this expected to be included in the downloads?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -V.0.7.2 - MAJOR UPDATE!!!
Post by: Ewhalecancer on January 13, 2012, 04:40:29 pm
Is Marble not flux in this? I have flux and iron and won't make pig iron.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -V.0.7.2 - MAJOR UPDATE!!!
Post by: Meph on January 13, 2012, 05:00:30 pm
@ewhalecancer: I bet you have flux and coarse iron. You have to hammer it first into iron in the finishing forge. That is part of the material overhaul. Sry if it is not in the manual yet. It's one of the genesis features.

@cheatingchicken: Magic. And I just updated the download yesterday night. I dont want to overdo it. I will create more content and fix bugs before I make another one. The people might get fed up with downloading it every day ;)

And now: Towards new orc weapons... :)

EDIT: Orc weapons done. Wow, that was easy.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -V.0.7.2 - MAJOR UPDATE!!!
Post by: kanaak666 on January 13, 2012, 09:33:51 pm
The people might get fed up with downloading it every day ;)

... i lost two fortresses already T_T
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -V.0.7.2 - MAJOR UPDATE!!!
Post by: Ashnal on January 13, 2012, 09:34:59 pm
SUCCESS !

Generic items finally work. Brian, meat, guts, stomach, kidney, liver, spleen, eye, tooth, leather, tallow, fat, soap, flame, chitin, treated chitin, feather, claw, talon, nail, scale and shell are generic.
Bones are normal, but any bone item will be generic.
Skins are normal, but any skin item (leather) will be generic.

Skull should stay as it is, so you can make totems out of specific enemies you killed.

Stuff that mysteriously is not generic: horn, hoof, cartilage, hair , nervous tissue. But only 5 out of 25, so I can live with that. To fix those I would have to alter creature files, and I do not want that.

Genesis creatures with toughskin, toughbones and so on keep these. They are still more powerfull and will generate named items.

Very nice, using the tissue template raws as reference that I provided? I had trouble getting hoof and horn to work as well. Did you modify the default plans to use custom tissues then?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -V.0.7.2 - MAJOR UPDATE!!!
Post by: se5a on January 14, 2012, 04:36:43 am
Humn.. all my dwarfs suddenly had wounded feet, and started suffocating.
not sure how to figure out what's causing it.
 
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -V.0.7.2 - MAJOR UPDATE!!!
Post by: kanaak666 on January 14, 2012, 05:05:05 am
They decided to play in "last breath".
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -V.0.7.2 - MAJOR UPDATE!!!
Post by: Deon on January 14, 2012, 07:47:16 am
Humn.. all my dwarfs suddenly had wounded feet, and started suffocating.
not sure how to figure out what's causing it.
 
Left 4 Stand 2.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -V.0.7.2 - MAJOR UPDATE!!!
Post by: CheatingChicken on January 14, 2012, 12:40:15 pm
I must say, the speed gain from your simplified stones/soils/everything is truly amazing.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -V.0.7.2 - MAJOR UPDATE!!!
Post by: Dohon on January 14, 2012, 01:24:19 pm
Humn.. all my dwarfs suddenly had wounded feet, and started suffocating.
not sure how to figure out what's causing it.
 
Left 4 Stand 2.

*snicker*

Sorry for the OT, but this was just too good.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -V.0.7.2 - MAJOR UPDATE!!!
Post by: Meph on January 14, 2012, 03:47:09 pm
Suddenly suffocating dwarves with wounded feet sounds like a syndrome contracted through contact of fluids. Remember, if you do not assign them shoes, they wear none. Any forgotten beasts, toxic mines or plaguebearer nearby ? Or have ever been on the map ? ;)

I have been working (in busses mostly) on a big gameplay change: Some new features that will people encourage to go to the caverns. Also a material overhaul that should make the military more interesting, but is purerly optional.

- 15 Types of blobs in the caverns. small/normal/big * fire/ice/blood/acid/toxic
- 15 Types of gems, only dropped by blobs. small/normal/grand * fire/ice/blood/acid/toxic
- These are high value gems and can be used for decoration/trading. But they have another use as well.
- 15 kinds of metals used in special ammo. No natural occurance.
- 15 types of ammo, made with the mentioned gems, using syndromes to harm enemies.
- Every metal has a fireproof upgrade.

Next ideas: Make two more upgrades for metal. LIGHER metal, so your military can move faster, and STRONGER/HARDER metal, to make the armor  better. You could only choose one. That way you can create highly specialiest squads.

- A 3 man fireproof squad with spears to battle magma creatures and light fire-traps.
- A fast crossbow-squad with necrosis ammo to snipe goblins
- A tank squad, towershields and battleaxes, slowly advancing on the invading army.

I also made some pics, mostly because I got bored on the long busrides... they will be included in the next download, but here is a preview:

Building Guide Masterwork
Spoiler (click to show/hide)

Building Guide Gen
Spoiler (click to show/hide)

Tile Guide Phoebus (careful, large image)
Spoiler (click to show/hide)

I might do a creatures guide for the new creatures as well. Items would be difficult, since they have no graphics, only one symbol for all ammo, all weapons, all armor and so on. Would look quite stupid I guess.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -V.0.7.2 - MAJOR UPDATE!!!
Post by: Deon on January 14, 2012, 04:12:57 pm
Meph, I already told you that it's "potted" plant :). Good spreadsheet btw.

P.S. May I use your Genesis spreadsheet in my thread? It's really easy to understand :).
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -V.0.7.2 - MAJOR UPDATE!!!
Post by: Meph on January 14, 2012, 04:35:40 pm
@Ashnal: Yes, with your basework :) I changed the default templated, that way the optional florafauna creatures have generic tissues as well.

@deon: Argh, damn that plant. I will just rename it potted plant in the raws :P But yeah, sure you can use it, they areyour buildings anyway. I made it because you can play this mod with both your and my buildings, and that is a lot... but you will notice that the crucible, display case, potteT plant and finishing forge are under my buildings. The reason for that is that they are NON-optional. They are always on.

@ALL: Could anyone please be so kind and have a look at my graphics folder. I have no idea why the zoo graphics are not working. The pics are in graphics/zoo and the file is graphics_zoo.txt. The creatures are in creature_ff.txt

Edit: Magma Kitchen and Brewery are impossible to make. I will change them, leave the magma kitchen out and make the magma brewery procude high value drinks, instead of refining current ones.

Preview of reactions:
Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -V.0.7.2 - MAJOR UPDATE!!!
Post by: Ashnal on January 14, 2012, 10:01:04 pm
I noticed that you're putting in a lot of ideas I've been working on putting in my own personal mod. For the grinder concept, did you use mechanixm's pulverizer? It's a really unique looking workshop that is compatible with all of the stones from Genesis, and gives a small chance of producing any ore that naturally occurs in the pulverized stones. You can find a link to the old thread in the Genesis OP.

One of the ideas I've whipped up is a bunch of reactions that allow everything that you can build at the mason's workshop to be built from stone blocks. This enables you to craft blocks of stone at the mining site and have your dwarfs haul them via bin back to the main fort without them being useless for anything except construction. I have all the reactions written, but untested. I'll share em if you want.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -V.0.7.2 - MAJOR UPDATE!!!
Post by: Ewhalecancer on January 14, 2012, 10:11:05 pm
I have both coarse and normal Iron bars neither will work ???
Also I have noticed Genders are switched in Dwarf Therapists. Males are labeled females and vice versa. If it hasn't been mentioned yet.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -V.0.7.2 - MAJOR UPDATE!!!
Post by: Meph on January 14, 2012, 11:12:45 pm
@Ashnal: No, I did not use his grinder/pulverizer. But I had a look at the thread and asked if I can add his upgrades to the genesis buildings deon allowed me to use. Thanks for the link :) And what do you build in your personal mod, that I want to do as well ? Maybe I can help you, for a change ;)

@ewhalecancer:
WOW. Thanks a lot, for both bugfinds. Marble is indeed no flux in the raws. I have no idea how that happened, it is even listed as: Destroy flux in the before mentioned stone grinder of mine. I will fix that right away. Try to order limestone, dolomite or calcite from the caravans, that should give you flux.
EDIT: The [REACTION_CLASS:FLUX] line was missing. No idea why. Will be fixed in the next release. Sry.

And I have a look at the Therapist. I fixed two minor bugs in the Settings programm today as well, the Domestic Pet Button was using NO as YES and YES as NO... and the More Food Button was always on YES, no way to change it to NO. Both fixed. :)

Creature_Tile_Guide is done as well, no too much info in it, but quick to read:
Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -V.0.7.2 - MAJOR UPDATE!!!
Post by: Ashnal on January 14, 2012, 11:55:22 pm
For the record, I think Mechanixm is MIA :(

I'm actually working on a merger of Genesis (with a couple Mechanixm buildings) and LFR, my two favorite mods. The only things that are mine in the mix so far are the stone block > stone goods reactions, and the press logs into paper reaction, which is needed to make vellums for the library now. Also Throwing Axes and throwing Daggers, unsure if they will train at archery ranges with these weapons though, needs testing. As well, I need to decide if I want Genesis or LFR dwarf castes, heh.

Most of the work I have left is examining your raws for how to get humans and other civs to let you order from caravans. Also thinking about re-balancing  metals since LFR and Genesis overlap a bit in that area, but I'm unsure as to how the combat calculations and material strengths are used.

OT but semi-related: I love games like DF that promote unobscured modding, which allows the best ideas to be re-used and combined throughout the life of a game even if the original creator is absent. It also promotes learning through example.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -V.0.7.2 - MAJOR UPDATE!!!
Post by: Meph on January 15, 2012, 12:07:01 am
Vellum is made out of animal skin. If you use wood, then call it paper ;) EDIT: Wait, call it books or scrolls. Vellum is a name for a material, not an object.

And for the trading:

Add this to elf entity:
Spoiler (click to show/hide)

And this to human entity, and you are done. This gives you trade liasons to order from, and diplomats about the tree cutting, declaring war, and making peace. :)

Spoiler (click to show/hide)

And about the material things that affect combat:
Spoiler (click to show/hide)


EDIT: Full changelog for the next version, WIP
Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -V.0.7.2 - MAJOR UPDATE!!!
Post by: Ashnal on January 15, 2012, 12:48:40 am
I had no clue that Vellum was a name for a material. Deon uses the word in genesis to describe an object made from leather used by the library. I thought it was some sort of leather-bound book. In any case, I'm goign to make the reactions make leather-bound books now :)

So about the combat values,

So the higher the SHEAR_YIELD, the more effective a cutting weapon is?

What effects whether a cutting attack slices through or gets converted into a blunt attack? Is it SHEAR_FRACTURE?

Does the SHEAR_YIELD of armor items get used? Or does the game simply decide if the attack slices or not, then uses the IMPACT values? Once an edged attack is converted into a blunt one, does the SOLID_DENSITY factor in as it would for an origianlly blunt attack? If so, it would mean candy weapons wouldn't ever bruise anything they cant cut up on account of being so light (maybe that's something to test?). I am also a bit curious about how the IMPACT values work. Do blunt attacks that surpass armor's IMPACT_YIELD do damage based on IMPACT_STRAIN_AT_YIELD? Blunt attacks that fail to pass armor's IMPACT_YIELD are deflected right?

So many questions :P just trying to make sense of the combat system I suppose.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -V.0.7.2 - MAJOR UPDATE!!!
Post by: Meph on January 15, 2012, 12:54:11 am
Wiki says: Vellum (from the Old French Vélin, for "calfskin")[1] is mammal skin prepared for writing.

Edged or blunt attacks are defined in the weapon file, not in the material file. Nothing gets converted. How deep it cuts is also set in the weapon file. Shear values (all 3) affect the edged attacks power, among others.

Adamant is bad for blunt weapons because of its low density. Best material for blunt weapons, by far, would be slade.

And the last two questions: I suppose the answers are Yes and Yes.

And we are derailing the thread... a bit. ;)

EDIT:
Impact elasticity: Used for blunt-force combat; lower is better. This is the raw value.
Shear elasticity: Used for cutting calculations in combat; lower is better. This is the raw value.

This is from the wiki. IT IS WRONG, HIGHER IS BETTER.

MORE INFO:
Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -V.0.7.2 - MAJOR UPDATE!!!
Post by: Putnam on January 15, 2012, 01:01:47 am
is from the wiki. IT IS WRONG, HIGHER IS BETTER.

You sure? Did you do testing?

I'm going to have to do some testing on this...

brb making another topic about it
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -V.0.7.2 - MAJOR UPDATE!!!
Post by: Meph on January 15, 2012, 01:12:21 am
Empirical evidence. Tin, lead and other non-armor, non-weapon metals have a very low count. Bronze, Silver, Brass have a medium count, while iron and steel have a very high number... I assume (making an ass out of you and me) that it means: Higher is better. Otherwise people would use tin swords.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -V.0.7.2 - MAJOR UPDATE!!!
Post by: CheatingChicken on January 15, 2012, 01:24:24 am
Some spelling errors i found: in the furniture workshop you can make wooden "qerns". should be querns. in the crematory you can creamate vermin instead of cremating them. or fix the product to be dead vermin cream :D
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -V.0.7.2 - MAJOR UPDATE!!!
Post by: Meph on January 15, 2012, 01:27:32 am
Both fixed, thanks. No vermin cream though.

btw, tech tree:
Metal Refinery:Fireproof metal DONE
Weaponry: battle metal DONE
Armory: lightweight metal DONE
Ammo Caster: Siege ammo DONE, NEEDS TESTING
Alchemist Lab: Magical Ammo DONE, NEEDS TESTING
Kitchen WIP
Brewery WIP
Obsidian Factory: DONE
Slade Factory: DONE

Idea:Make the battle metal super heavy, so your tank-soldiers move slowly. that would balance it out. would also affect fighting speed, which is bad. Have to do testing.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -V.0.7.2 - MAJOR UPDATE!!!
Post by: Deon on January 15, 2012, 01:55:16 am
Actually impact elasticity should be lower on blunt weapons. Are you sure your tests were correct? I remember people testing and it worked properly before.

And iron is not the best choice for blunt weapons.

Lead hammers are much better, the density and weight are very important.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -V.0.7.2 - MAJOR UPDATE!!!
Post by: Hugo_The_Dwarf on January 15, 2012, 02:38:56 am
you would think low impact elasticity would be good for blunt attacks (hammer won't simply wrap around target) but high would be good for armor (can absorb more impact and fling it away like rubber)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -V.0.7.2 - MAJOR UPDATE!!!
Post by: Deon on January 15, 2012, 02:41:53 am
That's how I thought it works.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -V.0.7.2 - MAJOR UPDATE!!!
Post by: CheatingChicken on January 15, 2012, 03:37:06 am
Is the green surface-grass supposed to be in caves?

edit:
Ialso noticed that the simple fire turrets seem to be awfully ineffective. I have one fighting a single giant rat for about one month now, all it managed to to was bruise the rats tail. I cant imagine them being better against other creatures, since none of them wear burnable clothes anymore. You might want to have a look at this.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -V.0.7.2 - MAJOR UPDATE!!!
Post by: Meph on January 15, 2012, 09:08:54 am
Firebreath does hurt and melt the fat, starting bleeding. If the creatures survives that, it is pretty much immune to any fire. I should help against groups of invaders, when the firebreath hits mulitple enemies, but not as a sole defense. Add other turrets, crossbowdawrves, or golems to it. BOT dwarves, because of friendly fire.

I saw the surface grass in the caverns... depends on your settings about flora and fauna I guess, but I like the look of it. :)

And for a third time:
I am talking about armor and edged weapons, not blunt weapons.
Empirical evidence. Tin, lead and other non-armor, non-weapon metals have a very low count. Bronze, Silver, Brass have a medium count, while iron and steel have a very high number... I assume (making an ass out of you and me) that it means: Higher is better. Otherwise people would use tin swords.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -V.0.7.2 - MAJOR UPDATE!!!
Post by: Deon on January 15, 2012, 09:34:00 am
Yep, but you said that

Quote
Impact elasticity: Used for blunt-force combat; lower is better. This is the raw value.
is wrong.

Used for blunt-force combat

Other values I am not talking about.


P.S. Thank you, your code worked and now I've released the first version of ModLoader. It's AWESOME :). You may grab any part of Genesis you want anytime :).
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -V.0.7.2 - MAJOR UPDATE!!!
Post by: Meph on January 15, 2012, 10:20:13 am
That is a quote from the wiki. ^^ Doenst matter. I just try to add 3*15 kinds of metals into 3 buildings, without causing confusion.

Weaponry makes battle metal ::: Armory makes lightweight metal ::: Refinery makes fireproof metal.
I am not quite content with that, there surely is a better way. People wont know that battle metal also makes stronger armor...

And yeah, I am downloading it right now, to see how you solved your issues :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -V.0.7.2 - MAJOR UPDATE!!!
Post by: Meph on January 15, 2012, 03:05:08 pm
I will scrap the ASCII version.

Instead I will merge Phoebus, Ironhand and Ascii all into one, and make it another option in the settings tool. The graphics are done for all three versions, just have to update the settings program.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -V.0.7.2 - MAJOR UPDATE!!!
Post by: Deon on January 15, 2012, 03:22:43 pm
Collaboration always brings great results, it's good to have you around :3.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -V.0.7.2 - MAJOR UPDATE!!!
Post by: Meph on January 15, 2012, 03:33:55 pm
Without you I couldnt do the graphics, (to not even mention ironhand, phoebus and vherid) and without the avid players/readers of this thread I would have found not nearly that many bugs and balancing issues.

Great to see that modding is advancing :) One week ago NO ONE had settings, now 2 mods do. And I guess that some others will follow eventually.

Thanks everyone :)

EDIT:
Thanks to deon's design I managed to add 4 graphic packs. Ascii, Ascii+ (by vherid, with a slightly different tileset and a different colorset), Phoebus and Ironhand. Mayday has not been updated for some time, I dont know if it is a good idea to add that as well. 
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -V.0.7.2 - MAJOR UPDATE!!!
Post by: nordak on January 15, 2012, 08:45:28 pm
What the *Magma* is this, your breaking the game... its supposed to have ridicules redundancy and impossible user interfaces, keeps the script kiddies out...

Anyhow, looks good.  What did you have to do to make the fixes, to my knowledge most of that stuff was in the source, not the raws?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: Meph on January 15, 2012, 08:48:58 pm
>>> NEW DOWNLOAD <<<

Important changes:
- Generic animal materials. Greatly helps FPS
- 4 Graphic options, Ascii, Ascii+, Phoebus and Ironhand
- Orc weapons are unuseable
- Alchemy system. Hunt blobs for gems. Use gems to make special ammo. (15 kinds)
- Fire, Ice, Acid, Blood, Toxic Ammo. Aviable in Weak, Normal and Strong.
- Magma Tech Tree
- Produce Obsidian and Slade
- Upgrade Ballista bolts to Slade ballista bolts.
- Metal Upgrades. Poduce lightweigt (-90% weight), battle (+15% protection) or fireproof metal.
- Inlcudes 2 wallpaper and 4 picture guides, about creatures, buildings and materials.

Full changelog:
Spoiler (click to show/hide)

IMPORTANT: Could anyone look at the graphics for the creature_ff.txt ? The file is named graphics_zoo.txt and the pics are in graphics/zoo. I cant get them to work. Thanks.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: Teh Zip File on January 15, 2012, 09:46:07 pm
The ASCII is almost completely correct! Some of the above-ground shrubs seem to be just a square of one color, fish have different tiles than they should, and some of the stone types are a different color than vanilla's. (Not sure if that's intentional or not)

I can fix both types of ACSII and upload it later, if you want.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: Vherid on January 15, 2012, 10:11:45 pm
So am I right to make the assumption that this is compatible with genesis?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: Meph on January 15, 2012, 10:27:44 pm
@ teh zip file: Sure, that would be great :) I made the ascii and ironhand version by hand, comparing the tiles with the raw tile selector. Almost everything should be ok, but I know that some tiles are only close, still recognizeable though I hope.

@vherid: No, not in the slightest. It includes all genesis buildings and reactions, most creatures and some minor features though.

@nordak: Thanks :) Breaking DF is usually something good.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: Vherid on January 15, 2012, 10:35:44 pm
Yeah I noticed, should be good enough then actually.

EDIT: Oh also before I keep forgetting, why are you using the old DFhack?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: Meph on January 15, 2012, 10:53:18 pm
New dfhack = .dll Old dfhack = .exe   The settings program has a utility list, and it only accepts .exe. I heard that the new LNP uses the dlls in the same list, so I might have a look at that. Till then: Old dfhack.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: Putnam on January 15, 2012, 10:55:12 pm
I was downloading the newest version of Genesis to make my fortbent genesis modmod and found, to my chagrin, that my antivirus completely blocked the download without my permission nor any way of whitelisting due to DFhack's EXEs version.

So I uninstalled it and went with alternatives.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: Vherid on January 15, 2012, 10:57:04 pm
(http://localhostr.com/file/DqsFjYy/barnowls.PNG)

Barnowls?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: Teh Zip File on January 16, 2012, 01:48:20 am
http://www.mediafire.com/?51aj0rvdg7jy607

Pretty sure that's everything back to their normal tile/color.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: CheatingChicken on January 16, 2012, 03:00:24 am
Could you make the removal of the plant_grasses a seperate option? I like to remove some of the different grasses for FPS reasons, but the way it currently is it removes moss completely and neither grass nor moss will ever regrow.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: Demiurge on January 16, 2012, 04:05:50 am
I'm really enjoying this mod but I think you may be simplifying the game a bit too much. Magmaproof anything? What happened to using the cards you were dealt? :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: Kalithor123 on January 16, 2012, 04:45:15 am
Can you add, to the launcher, a turn off option for the "Added zoom and pause on Death of Citizen" feature?

It's annoying during a massacre.  :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: se5a on January 16, 2012, 06:29:38 am
am I supposed to be only getting a skull when butchering rabbits?

also what's the defence vs creepers?
I've found they will not attack if they can't path, but as soon as they can path they seem to be able to fly... then it's death to the entire fortress.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: Meph on January 16, 2012, 11:14:33 am
@ putman: Is noted. I'll try to add the new one for the next release and get the prog to use .dlls as well.

@ vherid: Sounds like you have: More animals: ON :)

@ cheating chicken: I removed it as a test. I thought it might cause the flickering tile bug menioned a while ago. No one seemed to get it again, so I hope I am right. I will add vanilla grasses back into the next release. And grasses do affect FPS much ? I did not know that. Grazing is completely turned of btw.

@ demiurge: Magmaproof ? Where ? ;) The armor is fireproof, the dwarves have a chance against flaming enemies now, and can resist friendly fire from turrets/dragon a lot more. But face, fingers and toes will still melt, and if they fall in magma, they die. It is the temperatur of it that kills them, not the burning clothes. On the bright sight: You can retrieve the armor afterwards, it will not melt.

@Kalithor: Was planned for the next release. A nice userfriendly GUI to change announcements, the arena, key settings, the adv. worldgen, embark profiles.. all that is possible with the Settings prog. I will look into it, to see what makes sense and what not...

If you want to change it now, go to: data/init/announcements.txt, find this line: [CITIZEN_DEATH:A_D:D_D:BOX:P:R] and add [CITIZEN_DEATH:A_D:D_D:UCR_A] instead :) You can do this easily without the need for a new world.

@se5a: Rabbits are very small. So yeah, thats usual. Not done by me ;)
Creepers have this: [CANOPENDOORS][LOCKPICKER][TRAPAVOID]
Try ballista or catapults, locked drawbridges, your own landmines, golems (immune to creeper blasts), turrets, crossbows and javelines...

I just looked at the raws again, and the blooming creeper really had a flier tag. I nerfed that, these dont fly anymore, and all creepers can now feel pain and dizziness.

But please tell me: When did you encounter creepers ?  I never had the chance to test them. In the Arena they die really easily, the blow themselves up. That should not kill more dwarves then creepers arrive ;) And if you bumrush them with an army of dogs or pets, they should explode on those instead of your dwarves.

__________________________________________________________________________________
__________________________________________________________________________________

I updated the first post of the thread, made a new poll, and uploaded a new to.do list, for V.09
The old poll was rather inconclusive, with 13,9 and 8 votes. I settled on naming the metals:
Fireproof
Light (shorter then lightweight)
Battle (because they also make for slightly better weapons)
I also added (+15% armor) and (-90% weight) to the reaction names, so people know what it can do :)

New to do list:

DISCUSSION AND ONGOING CHANGES
Code: [Select]
- Add Frost mine           na
- nerf picks         na
- add battle picks         na
- Make more settings         na-??
- nerf meteoric iron         na
- Add new dfhack version         na
- Add unique hell-demon-pet         na
- Add unique hell-tree and hell-plant         na
- Reward system for hell breaching         na
- Add several special demons with unique items           na
- Make a list of possible Easter eggs         na
- Undiggable mineral vein/gemcluster deep underground        na
- Fossil gemcluster that create strong bone/stones for weapons/armor    na
- add screw pump well or similar thing to fix the lye-bucket bug            na
- Heavier stone and slower mining.              na
- Alter all descriptions and add more details to them               na
- Add more variants for decoys         na
- Safe animals from extinction         na
- Make large fish un-aggresive         na
- Add generic genesis material         na
- Apply new creature variants, small, large, raging, curious, mischievious        na
- Go through the entiry list of minor mods and see what could be added         na
- Add the selected mods           na
- Remove all grasstrample         na-??
- GUI for worldgen, embark(?) and keysettings         na
- Add multiple arenas to select         na
- Fix tool tile selection for different tilesets         na
- Add Maydays Graphic pack         na
- Add different announements settings         na
- Add more building mats to magma tech tree buildings        na
- Add more reagents to magma tech tree reactions         na
- Add magma fishery, magma brewery and magma kitchen         na
- Ask rephikul how he made his dwarves unhappier         na
- Fix any differences between the orig. ASCII and the mod version                  na
- Fix any differences between the orig. Mayday and the mod version              na
- Fix any differences between the orig. Ironhand and the mod version            na
- Add different color schemes to select. Pastel, Vanilla, Vherid, Bright            na
- When all this is done (or the better part of it) rewrite the manual        na
- When all this is done (or the better part of it) rewrite the forum thread        na, done 15.01.2012
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: CheatingChicken on January 16, 2012, 12:04:24 pm
Oh, i thought the removed grass was part of one of the "Simple X" options. Those options i wanted to keep, as those increase FPS a lot, especially on weaker machines, like the one i'm currently using.


Another issue i had were the undead. Are they supposed to be that strong?
I sent out my military squad, 7 recruits and 3 Legendary fighters (1 with swords, 1 with an axe, 1 with a hammer), all equipped in full bronze armor. It killed all of them and survived. I must admit, one of my recruits didnt really understand how undead work (He tried to strangle it ;)), but my legendary dwarves hacked and bashed away on it, but barely did any damage. Is that how theyre inteded to work, or am i just doing something wrong?

Does the new update include generic leather on the Fortress Defense races?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: Meph on January 16, 2012, 12:19:01 pm
Generic leather and Fortress Defense is untested, BUT they are intelligent races. Dont know about butchering them ;)

I did some arena testing, undeads are too strong. I played a game before, and bumrushed an invading zombie force with unarmed peasents and did WIN, so I made them stronger. Was a bit much it seems. The biggest change seems to be NOFEAR. They fled the map after their leader died, now they stay till they drop, which takes a long time.

Proof: Armless, Legless, heavily injured zombie under water... still moving. Was something like the unofficial fortress pet  ;)
(https://lh6.googleusercontent.com/-rrRwDuePIF4/TxRbwj2PuWI/AAAAAAAAJ64/P-oJWAqGRRk/s640/zombie.PNGm)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: CheatingChicken on January 16, 2012, 12:41:21 pm
I had some reclaim-wierdness happen after they invaded and razed my fort, because i neglected the front entrace while dealing with an invasion of giant cave swallows...

I now have a horde of friendly undead and troglodytes all over the map, which slaughter every single caravan that tries to visit me.....

But the nice thing is their stupidity, you can build drawbridges almost directly under their feet and then have some !!FUN!! with them ;)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: hanspeter on January 16, 2012, 01:14:28 pm
Looks like something's wrong with the landmines now. They explode immediately after entering the map or after being created in Arena mode. Is there a quick fix for this? I'd like to test some stuff with mines. :D

/edit: Found it: you were missing a ] after [BP_LAYERS:BY_CATEGORY:MOUTH:BRASS_CLOCKWORK:1:OBSIDIAN:1] in b_detail_plan_landmines.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: nukularpower on January 16, 2012, 01:18:57 pm
I downloaded this to give it a shot.  Unfortunately I got a really good embark - but at some point I got a message, "A Gremlin baby has been born!"  Looking through my fort, I found a random gremlin baby and spear"man" sitting in my forge area despite not having any cavern access.  I saved (just cuz I save a lot) but now the fort ALWAYS crashes about 10 seconds after loading.  Not sure if related.

Also get the mines randomly exploding.  And I changed creepers to not avoid traps in my install - too annoying otherwise.

Gotta say that while I disagree with a lot of the balance changes and new content, the FPS gain in this mod is great.  Wish you could get one without the other :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: se5a on January 16, 2012, 01:33:48 pm

@se5a: Rabbits are very small. So yeah, thats usual. Not done by me ;)
Creepers have this: [CANOPENDOORS][LOCKPICKER][TRAPAVOID]
Try ballista or catapults, locked drawbridges, your own landmines, golems (immune to creeper blasts), turrets, crossbows and javelines...

I just looked at the raws again, and the blooming creeper really had a flier tag. I nerfed that, these dont fly anymore, and all creepers can now feel pain and dizziness.

But please tell me: When did you encounter creepers ?  I never had the chance to test them. In the Arena they die really easily, the blow themselves up. That should not kill more dwarves then creepers arrive ;) And if you bumrush them with an army of dogs or pets, they should explode on those instead of your dwarves.

figured that might be the case with rabbits, was a bit of a blow when I found I was getting nothing at all usefull from them, oh well.

my fortress is under siege under several sieges actually. I'm locked in, have no wood, fortunatly got a good farm going and some animals which I'm occasionaly getting meat from, got a small walled off outdoor area. thought the red dragon that came might kill off the invaders, but it only killed two enemy squads before dieing (one orc one goblin) I'd built up some traps in a hallway with bridges at either end, opened this up for a short time to attempt to capture and kill a few orcs, but all of a sudden the creepers were now blooming creepers, which exploded, and poisoned half my fort. dwarfs lungs go rotten according to the thoughts and pref page, it doesn't show anything on the wounded page, dwafs start dying left right and center. they die pretty quickly too, too quickly for my very amateur doctors to get a look at them.
time to dig down into the caverns and get silk for cloth so I can try out that theatre I think.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: Meph on January 16, 2012, 01:48:31 pm
I am playing a testfort myself. I did not change in raws and play with the same version that you have. This is the first time, that I actually play my mod, so I will test as much as possible, fix bugs I find and see how hard/weak the enemies are.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: nukularpower on January 16, 2012, 02:13:46 pm
Another quick note that I like the "trading is very important" goal, but I find getting golems for free kind of ruins it, in migrant waves.. any way to turn them off?  Got 2 steel golems in my first migrant wave  ^^
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: Meph on January 16, 2012, 02:26:00 pm
You are lucky ;)

Trading is dwarf contructs, elven beasts and human gear. But there is no way to disable pets for migrants. But with the next version I will be able to do caste specific graphics, and that will reduce the number of contructs from currently 18, to only 4. (maybe even 1) That will reduce the chance of getting free golems significantly.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: narhiril on January 16, 2012, 02:28:33 pm
You are lucky ;)

Trading is dwarf contructs, elven beasts and human gear. But there is no way to disable pets for migrants. But with the next version I will be able to do caste specific graphics, and that will reduce the number of contructs from currently 18, to only 4. (maybe even 1) That will reduce the chance of getting free golems significantly.

Is that official yet?  I've been wondering about it for a while.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: dagger on January 16, 2012, 02:29:36 pm
Howdy,

Any way we can tell how the new weapons compare to the standard ones? Thanks!!

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: dagger on January 16, 2012, 02:36:43 pm
I downloaded this to give it a shot.  Unfortunately I got a really good embark - but at some point I got a message, "A Gremlin baby has been born!"  Looking through my fort, I found a random gremlin baby and spear"man" sitting in my forge area despite not having any cavern access.  I saved (just cuz I save a lot) but now the fort ALWAYS crashes about 10 seconds after loading.  Not sure if related.

Also get the mines randomly exploding.  And I changed creepers to not avoid traps in my install - too annoying otherwise.

Gotta say that while I disagree with a lot of the balance changes and new content, the FPS gain in this mod is great.  Wish you could get one without the other :)

Well with the configuration GUI you should be able to turn off that stuff...I think.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: Meph on January 16, 2012, 02:46:18 pm
@narhiril: I dont know if it is official, but I saw it mentioned several times. I hope it will be :)

@dagger: Most ARE vanilla weapons, the only change is that your dwarves can use them. The only new ones are the baynoet crossbow (which is as strong as a sword in close combat) and the javeline. Testing will be done ;) The special ammo is steel grade and uses syndromes, so it depends on the enemy you hit.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: CheatingChicken on January 16, 2012, 02:52:05 pm
Generic leather and Fortress Defense is untested, BUT they are intelligent races. Dont know about butchering them ;)

I did some arena testing, undeads are too strong. I played a game before, and bumrushed an invading zombie force with unarmed peasents and did WIN, so I made them stronger. Was a bit much it seems. The biggest change seems to be NOFEAR. They fled the map after their leader died, now they stay till they drop, which takes a long time.

If i might quote your changelog:
Quote from: Meph
V.0
FPS CAP changed to 150
Added    [ETHIC:EAT_SAPIENT_OTHER:ACCEPTABLE]
   [ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE]
   [ETHIC:MAKE_TROPHY_SAME_RACE:ACCEPTABLE]
   [ETHIC:MAKE_TROPHY_SAPIENT:ACCEPTABLE]
   [ETHIC:MAKE_TROPHY_ANIMAL:ACCEPTABLE] to dwarfen civ
So dwarves are actually fine with eating intelligent beings, if you didn't remove that again. Would be really great if you could rework the fortress defense creatures to use generic bodyparts.

As for the undead, i think i will just turn them off for my V.8 Fortress, hoping they will be properly balanced in a future release.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: Ishar on January 16, 2012, 03:16:53 pm
Adding Mayday's tileset would be plain great. I just wanted to say that.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: Putnam on January 16, 2012, 03:21:52 pm
You are lucky ;)

But with the next version I will be able to do caste specific graphics

I'm pretty sure that that hasn't been confirmed in any way whatsoever.

I would personally love it, but I don't think it's in the next version.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: Meph on January 16, 2012, 03:45:25 pm
Mh... I remember reading it somewhere... otherwise I will think of another solution. I am sure something can be done, to avoid too much free golems...

My first fortress succumbed to a zombie invasion as well. I killed 6 zombies with 2 miners and 1 woodcutter, but the rest massacred everyone. Second fortress is running now.

Found bugs:
Friendly invaders after recliam. I had that problem with vanilla as well. Any fix aviable ?

PHOEBUS: Floodgates look like bars. Caused by only copying creature/inorganic/plants for new tileset ?

Magma Safe products = Unknown material products, but still work fine.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: CheatingChicken on January 16, 2012, 05:36:28 pm
Found bugs:
Friendly invaders after recliam. I had that problem with vanilla as well. Any fix aviable ?

I blame this on reclaims not working as intended in general. I dont think it can be fixed without changing the game's source code. I assume it was the zombies for you as well, right? They can be really annoying when they keep filling the fortress with miasma and kill all the traders and diplomats.....
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: Meph on January 16, 2012, 06:45:35 pm
Yes, zombies. But nothing I could do about that.

Found issues:
Second set of mirgants arrived partly with hurt feet, one suffocated. Problem with frostbite ? (played on glacier)
Frequency of Airman why too high, have to nerf it.
Turrets still have white background.
Decontructing a farm plot leaves really green: Furrowed peat. looks weird.
Caverns are barren. Only some normal trees grow, no grass, no underground trees. (note: I play with simple materials)
Turrets, Golem, Mines and Decoys are at peace with wildlife. Good or Bad ?

Gamelog:
First fortress:
Started with "Selfsufficient Farmers & Shepherds" Normal start.
Spring: Nothing
Early summer: migrants
Late Summer:Zombie invasion. Milita killed 6 zombies, then everyone died.

Reclaimed with "Engineers sent to build fortifications"
Found pacified, but smelly zombies in fortress.
Major FPS drop in the reclaim fortress. Probably because of scattered clutter all over the map.


Second fortress.
Started with "Selfsufficient Farmers & Shepherds" Normal start.
Spring: nothing
Summer: migrants, semimegabeast: Air man arrived and promptly walked into the volcano.
Autumn: Another Air man. Just flies around, cant come in, bridge is closed.
        More migrants. First airman seemed to have dived till the magma lake, and came climbing out of the volcano           again. Migrants get attack by air man, kills 3. Then gets one-shot-killed by slade turret.
   The other air man flies into the fortress, kills 3, gets killed by militia.
   Migrants have brought: web turret, slade turret, bronze golem.
   Fey mood: Clothier. I have not cloth though...
   First kobold thief arrives
   NO DWARVEN CARAVAN.
Winter: Third air man. Kills hawk and cat, but cant come in, roof has been fixed.
   Weaver has gone stark raving mad.S
   Let air man in. Killed by slade turret, but the bronze golem fell into the magma moat and melted. Sad.
   Bridge has been destroyed in the battle. Dont know how.

Spring: Almost died of thirst. No water, cant melt it with bonfires, build a farm one season ago, but no mushrooms       yet. Sent people to collect plants. Down to 5 drinks...
   Hostital build, but useless without water.
   Both Magma traps are fully loaded
   Magma based metal production is running smoothly.
   First mushrooms appear. I am saved.   
   Late spring: Elven caravan arrives. Yeah. Ordered drink, logs and blobs for next year.
Summer: Not much
Autumn: Found all caverns, magma lake and candy cotton.
Winter: Abandon settlement, because dwarven civ died at worldgen, no caravans = no anvils. No migrants = no invasions.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: Teh Zip File on January 16, 2012, 09:11:13 pm
Any chance you could add an option to turn off the extra metal types? (Coarse, fireproof, ect)

Could be called "Simple Metal Types" or something.

EDIT: Huh. I'm getting sieges... by rat men in the caves. That's odd. I'm pretty sure I don't have the fortress defense mods on...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: Meph on January 17, 2012, 12:59:32 am
No coding for today. BUT I made a (very ambitious) preview for the next Settings.exe It includes everything I can think of, and want to include. The only thing you cant change is the generic materials thing. This will stay, no matter what. It is the very core of this mod.

Here the preview. It will take a long time to make this. The only thing finished in the GUI.

Spoiler: Part1 (click to show/hide)
Spoiler: Part2 (click to show/hide)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: Mastvlag on January 17, 2012, 06:40:48 am
Very nice!

One thing that might be a bug, when i try to make an iron breastplate, the game lists that i need 450 iron bars to do this. I don't know if this is intended or a bug, but i still think it's way too much iron needed.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: Putnam on January 17, 2012, 10:06:33 am
Very nice!

One thing that might be a bug, when i try to make an iron breastplate, the game lists that i need 450 iron bars to do this. I don't know if this is intended or a bug, but i still think it's way too much iron needed.

"450 iron bars" actually means three iron bars, due to the way the game handles metals. Bars have a dimension of 150, so "150 bars" is 1 bar, just like "15000 thread" is 1 unit of thread.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: Meph on January 17, 2012, 11:21:08 am
Exactly.

Material overhaul for smelting. Items need more bars now:
Weapons: 2 bars for battle axe and war hammer. Rest is 1 bar.
Shields: 1 bar for buckler, 2 bars for shield.
Helm: 1 bar for cap, 2 bars for helmet.
Armor: 2 bars for Mailshirt, 3 bars for breastplate.
Gloves: 2 bars, one for each.
Pants: 2 bars for greaves.
Boots: 1 bar for low boots, 2 bars for high boots.

Full set of max. armor + big weapon: Before: 7 bars. Now: 15 bars.
Full set of min. armor + small weapon: Before: 7 bars. Now: 10 bars.
That means you can fully equip 2 dwarves, or badly equip 3 dwarves.

I also forgot one setting in the new gui: Color. Just a simple way to change the color scheme of the game, along the lines of: Vanilla, Vherid (I really like his colors), Bright and Pastel. Would be next to the tileset change.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: Stronghammer on January 17, 2012, 01:55:43 pm
Ah dont know if this has been addressed, however when a flashbang mine came into my fort with migrants it exploded. The very minute it appeared on the edge of the map it exploded. I was rather disappointed until the bronze golem and the dragon walked onto the map as well. hehehehe yay free stuff.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: Ewhalecancer on January 17, 2012, 01:57:22 pm
I am having the worst time with metals, but the best time finding bugs.
Smelting meteorite is currently making nothing. If I'm missing something pls reply.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: Stronghammer on January 17, 2012, 03:02:49 pm
Another bug I have run into is my dragons are showing up as green land mines, as well as my dogs.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: Jiri Petru on January 17, 2012, 05:47:53 pm
Posting to follow.
This mod sounds exciting, I'll be sure to try it once the new version is out.
God speed!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: Mister Dirks on January 17, 2012, 07:17:47 pm
No idea why it's doing this, but ESET Smart Security is reporting the RAR as infected with multiple threats O.o and the stupid thing wont let me restore it =/
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: Putnam on January 17, 2012, 07:36:07 pm
No idea why it's doing this, but ESET Smart Security is reporting the RAR as infected with multiple threats O.o and the stupid thing wont let me restore it =/

Yeah, I had that problem with DFHack too. Known false-positive. I had to uninstall ESET to get it to work.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: Hugo_The_Dwarf on January 17, 2012, 07:51:45 pm
No idea why it's doing this, but ESET Smart Security is reporting the RAR as infected with multiple threats O.o and the stupid thing wont let me restore it =/
That is just the DFHack ".exe"s, anyway you can temporally disable your AV? now this is Bad advice no matter what, but I had the same issue and I did a full-out indepth scan and my PC is still living.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: Teh Zip File on January 17, 2012, 07:54:17 pm
Avast says the old version of DFHack is a virus but I can still extract it, it just deletes the dfattach.exe. I just put in the new version of DFHack.

If you can't disable your anti-virus without uninstalling it you have a terrible anti-virus.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: nukularpower on January 17, 2012, 11:42:31 pm

Major FPS drop in the reclaim fortress. Probably because of scattered clutter all over the map.


This is something that has been bothering me a lot.  I started a new game and got one of the best embarks I've ever seen - a gentle valley with a volcano open to the air on one side (literally, you could just build a pump and flood the map with lava right off the bat.)  It had a little dirt mound right in front of this open side, so I came up with this badass gateway using bridges from this little hill to enter a fort built in the volcano, and used DFHack's fastdwarf to floor over the top of the magma and build a few random things.  I didnt bring any food on this embark, so the dwarves didnt last long, but I was planning to reclaim anyways - I just wanted to get the entrance built before they kicked it - since flooring it over without fastdwarf would take hours and hours.

Anyways, the original dwarves stoically starved themselves to death, slapping down floor all the while.  However, after reclaiming, the FPS is atrocious.  I've reclaimed many, many forts in DF, and never had a drop like this.  In fact, it's the worst FPS I've ever had, I think - with only 7 dwarves.  Even with all items forbidden using area designations outside the fort (and remember, there were only 7 dwarves that all starved to death originally building floors, they did nothing but mine and build floor - so there really isnt any trash, not even food)  it still happens.  I tried turning off temperature, weather, setting traffic paths, changing print modes, everything - but nothing will get the FPS up.  Really makes me sad because I loved this embark :(

I can't help but think there might be something funny going on here with reclaims after reading you post that, and after my earlier reclaim problems I posted about before (constant lockup in DF after a friendly gremlin appeared in my fort, reproducable every load)

edit:  hmm... this case in particular might just be goofy.  Used reveal to show the map, and as it turns out, the magma sea starts a mere 20 z levels down and magma is actively flooding the caverns all over, and even flowing into HFS...  Guess its time to look up that dfhack fluids thing.  So much for the perfect embark :(

edit again:  Something definately went really wrong during gen here.  All the stone below a point is in perfectly rectangular zones, magma sea is barely below the surface, caverns underneath the molten rock being flooded with lava, 2 candy (I think - "unidentified material?") tubes dumping lava into HFS, water in the molten rock, and again, perfectly rectangular areas of stone all over the place... do the mineral settings play nice with world gen?  I had them all off when I made this map, had no aquifers on though..
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: Meph on January 18, 2012, 11:54:07 am
@stronghammer: it has been mentioned, a ] is missing in the landmine body detail plan. Although if I run them in arena or frotress mode they do not explode. Weird. I fixed the bodyplan though. And dragons should only be aviable through elves, this is the first time that someone has an elven warbeast on the map. Maybe you got lucky with the biomes ?

About the tiles: Which tileset are you using ? I only run and test with phoebus, but the graphics for the new creatures are the same with every tileset.

Modding and bugfixing with 4 different tilesets is a nightmare btw, I have to do every change 4 times ^^

@ewhalecancer: No bug. Feature. Meteoric iron is as strong as steel, but check the ore. It should say: Ore of meteoric iron, 10%. You need to smelt 10 ores, to get one bar. I added it for people who cant produce steel (no flux for example) Next version has just smaller deposists, but 100% chance for a bar. (I will do some testing with higher numbers as well, make a dense ore that creates 2 or 3 bars. That would be awesome.

@jiri: Planescape Torment for the win :)

@nukularpower: I had similar experiences. Straight, cut of geography. But this is a worldgen thing, nothing that I could change with modding. I found weird things in the molten rock, or cavern collapses at embark. I "think" it is one of the adv. worldgen settings. I took the volcano, the swamp and the biome map from the wiki, and these show those strange results sometimes.

@ALL: I have finished about 50% of the new settings program. I fixed the landmine body, nerfed the undead (weaker zombies), added fossils to find, changed meteoric iron (100% ore, but smaller clusters) added the new arena...

And I feel quite sorry for everyone that there are so many inbalances in this mod. It is still BETA though, and I am certain that by release V1.0 I will have fixed that :) Thanks for the reports, they help a lot. Would be even better if you could post which tileset you use.

Current progress on GUI, green is done, yellow is WIP, red is unfinished.
Spoiler (click to show/hide)

I will now do the links for the utilities and fix the mentioned bugs. A bit RL: My girlfriend managed to infect me with some kind of flu, and tomorrow we'll run the Tren de Nariz del Diablo, a famous train through the andes here... so dont expect too much progress ;)


EDIT: Funny. Most requests along the lines of: Could you add a setting for this, or disable that... but the point: More settings, that I am working on right now has the lowest amount of votes in the poll. ^^
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: Stronghammer on January 18, 2012, 12:19:47 pm
lol ya must be really lucky as i just got a second dragon, also i am using the graphic set that it comes with, phoebus
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: admiralawesome on January 18, 2012, 03:06:15 pm
Meph, for future versions of the mod could you standardize (preferably all lowercase) the creature graphics filenames, extensions, and references to them in the graphics folder?  Those of us that play the mod under Linux get a bunch of crashes at worldgen because many of the creature graphics filenames don't match due to differences in case.  It's easy enough to change, but as rapidly as releases are sometimes made, it can become tedious for end-users to fix repeatedly.  Other than that everything on Linux seems to be okay so far.  Linux users can run the Masterwork Settings application with Wine, though they may have to install a version of Mono for Windows.  For me, this was as simple as running the command "winetricks mono28".
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: nukularpower on January 18, 2012, 04:18:43 pm
Hmm.. it seems that every map I gen with this mod has this prob, actually.  I'm using default worldgen, not advanced - but the magma sea is always very high up.  I'm not sure how you measure height, but I use the number in the bottom left for my own reference.  I just tried 3 more worlds just to test, and on the latest (just for example) the surface is 146, and the magma sea is at 116, a mere 30 levels down.  The map stops at 90, where normally it goes to -6, i think?

Either I'm getting very lucky or something is messed up there - cuz it doesnt happen with mods like LFR.  I'm pretty sure from what I've read/you've said that mods can't directly effect worldgen, but I'm just wondering if some stone distribution changes might be altering how the world is put together.

Phoebus tileset, if it matters.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: zach123b on January 18, 2012, 05:49:10 pm
hey i've been messing around with mods a lot lately then found this masterwork application(?)/mod which made me wonder

could u add a scroll bar for multiple races with check boxes next to them for world gen, so say i could have 2 custom races, elves and a few evil civs when i make a new world, maybe a warning saying if there isn't a playable civ for fortress mode

to make it simple have a txt file with the list of civs names and files that go with them, just an idea
maybe just a list of files that u can choose to be in the game, possibly open up some errors if used wrong

atm i have a few mods on top of the raws and now i have a hard time finding a world with the right playable civ :P
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: Mister Dirks on January 18, 2012, 07:04:33 pm
Got it working, loving the new worlds and embark profiles. Just started a fort, and ill edit to see how it goes.
Also, I had no idea you could mass dump/reclaim items. Thanks for putting that in the tips =)

Edit: anything with the Magma Safe factory comes out as a unknown material. It still keeps the good stuff at bay though
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: Ewhalecancer on January 18, 2012, 07:53:59 pm
So far loving this mod. Nice and challenging and much more end fortress play than other mods keep up the good work. keep it up.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: Stronghammer on January 19, 2012, 12:13:12 am
OMG i love the hellfire turret. I had a tunnel entrance about 10 squares long two wide. Goblins charged into it about 7 of them, the hellfire turret fired once, and made every goblin scattered about the length of the tunnel simply disappear and leave their items behind.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: Mitchewawa on January 19, 2012, 04:09:11 am
I've noticed some irregularities with some of the things in this (awesome) mod:

1. Golems seem to be too slow to take on anything. Not in a movement sense, but in combat. They rarely attack. Three zombie wrestlers have been biting a steel golem for about two months, without a single counter attack. Also, I think this was on purpose, but they don't gain in combat skills.

2. The 'Prophet of Armok' behaves like a high-level noble (while only needing meagre quarters). They are utterly traumatised by a mayor with a fine set of rooms. They make [MANDATES] with the speed an variety of barons. For example, one in a while a mayor will pick between the easiest two of his likes and make a mandate out of it. A duke chooses between around five of his likes, and in much faster succession. The prophet behaves like the latter, which is strange for one whose only needed holdings is 'meagre quarters' (and whose role isn't very apparent).

Still, great job with the mod. Love how you added Genesis!

E: 3. Zombie Goblins; "A golbin (not my misspelling) turned undead. Even in death they are nimble enough to avoid your traps."
To be fair, they weren't nimble enough to do that in life, so why are they more nimble when undead?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: se5a on January 19, 2012, 04:15:03 am
Can zombie bites be treated? if so you might want to look at increasing the length of time it takes to die of  a bite.

man I thought I had the perfect fortress, but I've just lost a few dwarfs, one of them insisted on walking under a bridge as it was being lowered, and another marksdwarf fired apon a zombie outside of the fortress, which dodged, then fell into the fortress, then got bitten.

guess I'll have to re-think that design...

marks dwarfs don't seem to do much vs zombies I've found, lots of damage but no kills (though I guess it's good for training) and closing with them pretty much guarantees a bite.


aaand then, I flooded the blocked off hallway, which pushed the zombies through some fortifications, which meant the death of half my marksdwarf squad. screw this, I'm cheating and going back to the last save.
I'm not really enjoying these zombies, they're a little too hard. at least with live enemy there's a chance you'll survive an injury. this though, one bite is death. and considering they can bite through leather armor... gah.
my traps are filling up with zombies, and the normal way I get rid of caged enemys is drop them into an arena for training, but it's too risky with these. disarmed orcs are no problem. zombies though, tend to get a bite in before they die. even after being stunned from the fall.
guess I'm going to have to dig to larva and drop them in that. seems a pitty though.
maybe I can devise a training arena ontop of a bridge, once my marksdwarfs have had some fun, (used up all my bolts) I can just drop the bridge and have them fall into magma.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: Jiri Petru on January 19, 2012, 04:51:08 am
@jiri: Planescape Torment for the win :)

Pity the unbelievers, brother!

But anyway, here's some random suggestions:

1) In material_template_default.txt, add the [SHELL] tag to feather. The only difference it makes is that it allows feather to be used instead of shells in artifacts, giving this material at least some use and making strange moods a bit easier to accomplish. But mostly I just love when a dwarf decorates their artifact by feather.
You can also do this with other materials like pearl, tooth or horn which leads to more variety in artifacts. But these materials have the [ITEMS_HARD] tag, which I suppose means that if you add [SHELL] to them, they'll be used when "making shell crafts". Not much of a problem, I suppose? (They won't be used for shell armour, because that uses [ITEMS_SCALED])

2) Add [SHELL], [ITEMS_HARD] and [ITEMS_SCALED] to chitin. This makes chitin behave exactly like shell for the purposes of creating armour, so you can chitin helmets, gloves and greaves. We all love chitin armour. And I believe it's better having chitin behave like shells rather than like leather, seeing as it is tougher and less flexible. It still retains its properties, of course.

3) Add [MATERIAL_REACTION_PRODUCT:TAN_MAT:LOCAL_CREATURE_MAT:SCALE], [LEATHER] and [ITEMS_LEATHER]. This makes scales behave exactly like leather for the purposes of creating armour, so you can have eg. "dragon scale armor" or "dragon scale boots". Unlike other workarounds, you don't need to add any other materials or modify creature raws for this one, it just works.


EDIT: Oh and does this mod contain the Ironworks mod? If not, it should  :P
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: Broseidon on January 19, 2012, 09:20:23 am
ETA on the next update?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: Vondrak on January 19, 2012, 11:06:35 am
I have a suggestion for the mod. Implement a way to make walls and floors "natural" or change the normal floor/walls for other (not buildings because you can't engrave walls or floors if they are not naturals), to keep the visual aspect  of the fortress (say goodbye to the damn f****ng rainbows fortress) and fix ocassionals mistakes  ;D
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: Stronghammer on January 19, 2012, 11:47:58 am
i find the best way to deal with zombies are to have them funnel through a hundred iron battle axe weapons traps, but only for the zombies, everything else i can deal with normally.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: Vondrak on January 19, 2012, 12:21:11 pm
Dear God... ¿how you this amount of weapons to use in traps?  :o
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: se5a on January 19, 2012, 02:25:47 pm
it seems that either zombie blood/remains or the goo they leave behind when they move will make dwarfs sick too, they then eventually suffocate.
I mentioned earlier about dwarfs for some unknown reason having hurt feet, I think this was the reason.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: Meph on January 19, 2012, 05:03:39 pm
Ha, I am not here for one day, and the replies just pile up ;)

To answer everyone:
@stronghammer: Hellfireturret uses dragonfirebreath. It works extremly well against everything, except fireimmune_super creatures, like actual dragons. The problem is that it will burn your own units, your buildings and your gear as well.

@admiral awesome: I did not knew about linux and the graphics. Thanks. By standarizing you mean that they are all lower-case ? It seems that you have done so already for your version, could you sent them to me ? I havent changed anything in the graphics yet.

@nukularpower: I got straight lines in adv. world gen, but NEVER a magma lake/molten rock layer that high. I will do some more testing, but it would be great if anyone else could report that bug...

@zach123b: I am not quite sure what you are asking for... you can add and remove races with my program. The next version should enable you to select them one by one, out of over 20 races.

@mitchewawa: Thanks for the spelling error find. I made golems slow so that they cant follow escaping units, and are really bad at hunting and pursuits. I did not know that the speed also affects  the fighting speed. Another reason for that behavior could have been that a zombie wrestler had the golem in an armlock...
The Prophet of Armok should get some special abilities, but since he is unfinished I made him appointable by the player. If you dont like the mandates, dont appoint one.

@se5a: Zombie bites have about a 50% chance of infection, and most of them should not be deadly. About 1 in 8 should kill. And they cant bite through metal armor, at least they shouldnt... but yeah, I brainfarted a bit at the design. I wanted a race that drops no loot and no clutter. So I have melee only fighters, but because they cant bleed to death, crossbow dwarves are useless against them. I will nerf them for the next release.

@jiri petru: Dont you stare lustfully at the zombie ladies in the morgue ;) But thanks for the suggestions, I will test them out. And yes, it does include the ironworks. :)

@broseidon: It is done when it is done. But sooner then 14 years, no worries.

@vondrak: I dont think that this is possible... if you want walls of the same color, build them out of the same material.

@se5a (again): Nope. zombie extract works on injection. Thats why the blood does not transmit, only the bite... The combat log should show: Injects ghoul saliva. But I was wondering about the hurt feet as well, I got 2 migrants with those. I was playing on a glacier, and they arrived without shoes... maybe frostbite ?

_______________________________________________________________________________________

And now finally, what I came here to write ;)

Bad news... I did some work on the mod, and then did testing, with different tilesets. Of course the settings program just takes the UNCHANGED tileset raws and copies them over my new, modded ones. Everything I did in the last 2 days is pretty much gone, or mixed with unchanged raws. Total chaos. I am back to V.0.8 -.-

Because of this I started cleaning up my damn folders. I had +20.000 files and 2gb of stuff, just for this mod. Now it is down to 12.000 files and 700mb. I have to write the VB-program, then test this, alter the raws so that the VB program finds the right lines, test again, and any raws I mod I have to do 4 times, for every tileset. I have 4 copies of everything; the Current-, the Modding-, the Testing- and the Backup-Versions... plus 4 vanilla DF Versions, for each tileset, to compare the changes. I hope you understand if I take a small break. ;)

I will read and post in here, note all the bugs, and might upload a bugfix for V.0.8 But it will take quite a while till I upload a V.0.9 The first thing I have to do is rescue what I can from the raws that have not been replaced, and then test what works and what does not. The main problem with testing is that there are so many different options. In the new GUI I am working on there are over 100 ON-OFF settings. This makes over 5000 combinations possible, for each tileset. 5000*4=20.000 combinations in total. I test only two of those, All Settings:ON and All Settings:OFF. For one tileset.

My modding routine will look like this: I will mod only one tileset, and when I am done with V.0.9 I will use winmerge and beyond-compare (two new programs I found, that will help me changing the raws to other tilesets) to add Ascii, Ascii+, Mayday and Ironhand. Modding will be continued, like before, on a Phoebus 31.25.v23 version.

Other things regarding the mod: I will change the metal upgrades. Currently there are way too many. I will just allow upgrades for steel, and put it all in one building, the Steel Refinery. No one with access to magma will equip his soldiers with copper or bronze...

I would also like to add special items dropped by megabeasts, that allow to create a single, very powerful item. Same goes for custom demons that I will to add to hell.

Fake-edit: I think I have found a solution for my problem. I dont have much time right know, but I would like to offer a bugfix. Almost 200 people have downloaded the mod in the last two days and quite a few things are not working like they should. I opened a seperate thread and made a list with all the known bugs. Maybe a community effort will help, where I alone cant make much progress. Thread: http://www.bay12forums.com/smf/index.php?topic=99299.0 (http://www.bay12forums.com/smf/index.php?topic=99299.0)

To explain my situation a bit: I am a traveller, I have little influence over when and how long I do have internet. Whilte staying in major cities like Bogota or Quito, in hostels with Wifi, it is easy... next on the list for me is the ecuadorian coastline, little villages on the beach. I dont know about internet there ;) I will work on this, no worries, just so you dont wonder when I am not online for a day or two. Or three ;)

Thanks for the feedback, as always. You guys are a great motivation to keep going :D
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: se5a on January 19, 2012, 06:18:52 pm
@se5a: Zombie bites have about a 50% chance of infection, and most of them should not be deadly. About 1 in 8 should kill. And they cant bite through metal armor, at least they shouldnt... but yeah, I brainfarted a bit at the design. I wanted a race that drops no loot and no clutter. So I have melee only fighters, but because they cant bleed to death, crossbow dwarves are useless against them. I will nerf them for the next release.
you might want to double check the math on these then, I'm seeing every bite as a kill.
am I correct on the blood/grime infecting? it could also be the warpstone turret... fluid that's causing problems
I've got a now useless hallway and a stretch of ground outside my fortress which I've had to make a restricted traffic area and forbid everything in.

thanks for this mod and all the hard work, it's playable on my netbook which is great!

also, is it normal for dwarfs to pen/pasture animals without having animal hauling? this is when I'm trying to get my broker to go to the trade depot of course.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: Vherid on January 19, 2012, 06:36:05 pm
(http://localhostr.com/file/2aLNmyb/ohnoeatyourself.PNG)

Not too big a deal but you have my tileset as the .png curses_square_16x16, where as my tileset is 10x10 so that's also a little misleading. Unless it's just because of the way you coded things.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: slawr34 on January 20, 2012, 06:47:18 am
Does this come with Therapist?

Seriously. I cannot live without therapist.

GIVE ME MY FUCKING THERAPIST.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: dagger on January 20, 2012, 09:25:48 am
Yes but you can always download it if it didn't.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: Broseidon on January 20, 2012, 01:03:11 pm
Zombies are a bit too strong in my opinion.

For me at least they always siege at around 15 population after my first migrant wave and they are pretty very tough to kill.

I used the embark hack thing that allows you to embark with more than 7 dwarves and i put my points to max.

I had 5 dwarfs in full iron all with proficient in all military skills and they still got rolled over.

If the zombies came later it would be fine, but i think 15 population is a bit too early.

And as always thanks for the mod the cave civs are a cool idea.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: Hugo_The_Dwarf on January 20, 2012, 01:13:26 pm
Zombies are a bit too strong in my opinion.

For me at least they always siege at around 15 population after my first migrant wave and they are pretty very tough to kill.

I used the embark hack thing that allows you to embark with more than 7 dwarves and i put my points to max.

I had 5 dwarfs in full iron all with proficient in all military skills and they still got rolled over.

If the zombies came later it would be fine, but i think 15 population is a bit too early.

And as always thanks for the mod the cave civs are a cool idea.
If you think they come too early then goto entity_undead.txt and up the
    [PROGRESS_TRIGGER_POPULATION:1]
   [PROGRESS_TRIGGER_PRODUCTION:1]
   [PROGRESS_TRIGGER_TRADE:1]
   [PROGRESS_TRIGGER_POP_SIEGE:1]
   [PROGRESS_TRIGGER_PROD_SIEGE:1]
   [PROGRESS_TRIGGER_TRADE_SIEGE:1]

to 2 or 3, basically these guys come around when kobolds do (which is right away)

my zombies are triggered at this time

   [PROGRESS_TRIGGER_POPULATION:2]
   [PROGRESS_TRIGGER_PRODUCTION:3]
   [PROGRESS_TRIGGER_TRADE:3]
   [PROGRESS_TRIGGER_POP_SIEGE:3]
   [PROGRESS_TRIGGER_PROD_SIEGE:3]
   [PROGRESS_TRIGGER_TRADE_SIEGE:3]

Because Meph's zombies are just modified versions of mine, my zombies bites only cause bleeding (alot sometimes if bitten on many BP's)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: Broseidon on January 20, 2012, 03:13:08 pm
Zombies are a bit too strong in my opinion.

For me at least they always siege at around 15 population after my first migrant wave and they are pretty very tough to kill.

I used the embark hack thing that allows you to embark with more than 7 dwarves and i put my points to max.

I had 5 dwarfs in full iron all with proficient in all military skills and they still got rolled over.

If the zombies came later it would be fine, but i think 15 population is a bit too early.

And as always thanks for the mod the cave civs are a cool idea.
If you think they come too early then goto entity_undead.txt and up the
    [PROGRESS_TRIGGER_POPULATION:1]
   [PROGRESS_TRIGGER_PRODUCTION:1]
   [PROGRESS_TRIGGER_TRADE:1]
   [PROGRESS_TRIGGER_POP_SIEGE:1]
   [PROGRESS_TRIGGER_PROD_SIEGE:1]
   [PROGRESS_TRIGGER_TRADE_SIEGE:1]

to 2 or 3, basically these guys come around when kobolds do (which is right away)

my zombies are triggered at this time

   [PROGRESS_TRIGGER_POPULATION:2]
   [PROGRESS_TRIGGER_PRODUCTION:3]
   [PROGRESS_TRIGGER_TRADE:3]
   [PROGRESS_TRIGGER_POP_SIEGE:3]
   [PROGRESS_TRIGGER_PROD_SIEGE:3]
   [PROGRESS_TRIGGER_TRADE_SIEGE:3]

Because Meph's zombies are just modified versions of mine, my zombies bites only cause bleeding (alot sometimes if bitten on many BP's)

Alright thanks a bunch
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: Meph on January 20, 2012, 03:20:30 pm
Yep, zombies will be nerfed in the next version. They currently should attack at 20 dwarves, but I had sieges as early as first summer.

Edit: Animal hauling only counts for cages as far is I know. Animal pasturing is done by anyone, like deconstructing walls/floors

There are no problems with fluids or other things infecting things that they shouldnt. I fixed the hurt feet+suffocation bug, it was friendly fire from landmines. Migrants arrive with frag landmine, landmine melts (fixed that as well) and get hit by shrappnel, impairing function of heart or lung. And hurt feet, because doe, they stepped on a mine.

Here is the changelog of the current progress.

Added new arena.
Deleted all tileset folders, for security reasons. Will make new ones, when V09 is finished
Sorted my entiry folder structure.
Fixed landmine body
fixed forst giant body
Splitted buildings in sub-categories
Splitted creatures in sub-categories
Tweaked landmine explosions. Now: vs. dwarves about 30% death rate.
fixed spelling error in zombie file
lowered severity of zombie syndromes
fixed hurt feet and suffocation problem, yeah. :)
fixed the sprites... again.
nerfed meteoric iron, now ore:100, but smaller clusters.
Added fossils

New GUI is finished.
 - Added a ton of new options
 - Added links to a selection of utilities
 - Added the new DFHACK - hopefully no more virus alerts
 - Added a fancy new init editor
 - Added buttons to directly start dwarf therapist, soundsense and the init editor
 - Added a Feedback button, that redirects you to the forum thread

Added foreign weapons to the Fortress Defense Races, to avoid error logs if human gear is deactivated. These new weapons are too big for dwarves, you cant use them.
Removed Firestone turret.
Added high population count and ubiquitous tag to every creature. That fixes the issue that certain wildlife might die out after a few years of gameplay.
Added [MATERIAL_REACTION_PRODUCT:TAN_MAT:LOCAL_CREATURE_MAT:SCALE] [LEATHER] [ITEMS_LEATHER] to scale for Scale armor.
Chitin armor works.
Added shell tag to feather, as a backup for moods.
Changed metal upgrades. Now aviable:
   [PERMITTED_REACTION:FIREPROOF_STEEL] (does not melt)
   [PERMITTED_REACTION:BATTLE_STEEL]    (+15% edge or armor)
   [PERMITTED_REACTION:LIGHTWEIGHT_STEEL] (-90% weight)
   [PERMITTED_REACTION:HEAVY_STEEL] (+30% weight)
Nerfed picks
Added battlepick, more powerful. Uses 2 bars to make. At embrak it is about 50% more expensive than a normal pick
Added ice landmines. They freeze (unconsious) enemies and have a low chance of killing them (suffocation)

Poll Results:

Code: [Select]
Hell. New demons, plants, trees, pets and items in hell. 13 (15.7%)
Settings. Split the settings into smaller parts, for more combinations. 6 (7.2%)
GUI. Make settings for: Embark, Worldgen, Arena, Key bindings, announements. 12 (14.5%)
Features. Add more content, buildings, reactions, fossils, monsters. 16 (19.3%)
Graphics. Add Maydays tileset and different color schemes to select from. 8 (9.6%)
Bugfixes and Balancing. (I even found more vanilla bugs to fix  ) 28 (33.7%)

What I'll do next:
Bugfixing is ongoing, I did a lot of balancing and fixed 6 bugs. And ALL bugs in the new GUI. Cant find a single one anymore.
GUI: Next GUI Version is finished.
Hell: I will start to work on the hell rewards. Demons are in already, next is plants and trees.
Features: I made a new poll, to see what you guys want. :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: Meph on January 20, 2012, 06:01:29 pm
Just a little update: I made 3 items for hell, a pet, a plant and a tree. Here, what do you think ?

A tree with wood that is half as dense/heavy/strong as slade. Awesome for armor and weapons. Or ballista bolts :)
Spoiler (click to show/hide)

Super mushroom that makes extremly valuable booze:
Spoiler (click to show/hide)

Candy cotton beetle, lays candy cotton eggs.
Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: Putnam on January 20, 2012, 06:09:49 pm
It's adamantine, both the name and the adjective. If it's the metal, it's adamantine. If it's an object that is made of adamantine, it's adamantine.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: Meph on January 20, 2012, 09:47:42 pm
Is noted.

Doing a bit of research about realistic metals to include. Found a small problem: Wolfram, Titanium, several alloys... they all would need special buildings and be produced out of minerals with completely unrelated names. Not everyone knows immediatly that Ilmenite and Rutile are needed for titanium.

If I just add a natural mineral called Titanium with titanium metal as ore, that would be understandable for everyone.  But everyone who knows something about metalworking would crucify me.

I think adding 3-5 new metals, 1 building and several alloys to the adv. metals is enough ?

To go down the list:
Code: [Select]
More gems No idea. Gems are purely ornamental, except I make a custom reaction for some
More soils No idea. They are purely ornamental.
More stones Ores for new metals, maybe 5 ? Mithril, Titan, Wolfram, Cobalt, Chrome
More Metals The 5 mentioned above, plus another 5-10 alloys.
More weapons Primitive weapons, shovel and woodcutter axe, dual wielded weapons, ?guns? ?
More Armor Not much more possible. New additions would be more ornamental then everything else.

Special mention for guns... could add gunpoweder, salpeter and acids, and make a gunsmith. Creates muskets, bayonet muskets, handcannon and flintlock pistols (very simple, real life pistols)

After the zombies have been nerfed I noticed the design flaw in a melee only race that is immune to ranged weapons. I would therefore like to include a new race that can be fought with ranged combat.

Zero's Warlocks, slighty changed. A race of humans with magic powers (breath attacks) that wear only cloak, mask and a staff (for weak melee combat) They attack with syndromes, but totally different from the zombie bite. Each caste of warlock would have a different syndrome, representing magic spells. These are rather weak, but do have an area affect.
They are normal humans otherwise, and bleed to death, feel fear and can be caged.

Changelog:
Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: Ashnal on January 20, 2012, 10:59:37 pm
You need throwing weapons is what you need! Linkeh: http://dl.dropbox.com/u/4844617/item_weapon_throwing.txt (http://dl.dropbox.com/u/4844617/item_weapon_throwing.txt)
Made by me in a few minutes.

Note: barely tested, impossible to distinguish launcher from ammo then they're on the ground ;)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: Hugo_The_Dwarf on January 20, 2012, 11:10:32 pm
You need throwing weapons is what you need! Linkeh: http://dl.dropbox.com/u/4844617/item_weapon_throwing.txt (http://dl.dropbox.com/u/4844617/item_weapon_throwing.txt)
Made by me in a few minutes.

Note: barely tested, impossible to distinguish launcher from ammo then they're on the ground ;)

Very nice... It is close to my throwing weapons. But not close enough :P


Muhahahaha
My bone axe throwing dwarves with steel battle axes(t) are very dangerous to unarmored foes from afar, and deadly to armored and unarmored in close range :P you can also tell the differece between weapon and ammo
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: Ashnal on January 20, 2012, 11:23:45 pm
Very nice Hugo. One question though, in [ATTACK:EDGE:20000:4000:slash:slashes:short sword:1250] does the "short sword" part prevent the attack from coming up as "Urist McWarrior slashes the kitten in the head with the short sword(t)!" in combat logs?

I have thought for a bit about making throwing hammers that can be made out of stone. Now that would be sensible and dwarfy. The problem now is, which stone has the highest density for blunt combat? ;)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: Meph on January 20, 2012, 11:32:26 pm
Slade.

btw: Iam having the hardest time making the other tileset versions of this. It is total chaos... anyone knows a good solution ? even winmerge and similar things are useless, since I renamed or moved many raws.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: Hugo_The_Dwarf on January 20, 2012, 11:34:57 pm
Very nice Hugo. One question though, in [ATTACK:EDGE:20000:4000:slash:slashes:short sword:1250] does the "short sword" part prevent the attack from coming up as "Urist McWarrior slashes the kitten in the head with the short sword(t)!" in combat logs?

I have thought for a bit about making throwing hammers that can be made out of stone. Now that would be sensible and dwarfy. The problem now is, which stone has the highest density for blunt combat? ;)

The combat report would be "Urist McDwarf slashes The Kitten in the lower body with the short sword of his throwing knives and iron short sword(t)!"

I did this because seeing "Urist McDwarf slashes The Kitten in the lower body with his throwing knives and iron short sword(t)!" makes me feel like he use used both at once... Wait a tic... Thats a fine idea for more attacks for my dual weapons.

As for a good grade of stone, I'm sure they are all equal (except Gold nuggets/Silver) also Stone ammo does not get stock piled :/ Also Meph is right SLADE but that cannot be aquired normally
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: Ashnal on January 20, 2012, 11:41:20 pm
Yeah, that's why I kept my names simple. Combat logs are naturally wordy in DF and having dual weapons just makes the problem worse. As it is not being able to tell them apart on the ground isn't too much an issue since your dwarves can tell the difference when using and gathering them.

Might be annoying in adventurer mode though.

EDIT: Another fun idea I got while browsing the forum. Gems are naturally hard right? Well, what about crafting armor from hard gems?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: Mister Dirks on January 21, 2012, 12:32:24 am
Ok after quite a few embarks (mainly my stupidity results in the destruction of my fortresses) I noticed a few things:

in the "Cursed Urbog" seed, If I embark in anywhere terrifying, after a short time Dfort crashes (unsure if already mentioned). Not sure if thats just that seed or the entire game itself.

the "Earth" seed doesn't seem to work, rejects an incredible amount of worlds before a message pops up saying somethings up with the world gen. If you click ignore it just starts over again.

I have no idea where to build wheel barrels at, care to explain? :D

As I mentioned above, if I build using the new options of creating magma safe materials (floodgates, doors, mechanisms, etc.) it comes out as an unknown material (namehere). Still blocks magma though, so it IS working, just odd names.

Also, I don't care when you do, but do you think you could make a section in the manual about the plants? I have no idea what these new greenies do :( (discovered you can eat green lichens, grows quick too in my opinion :) )


Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: zach123b on January 21, 2012, 01:26:08 am
i meant could u make it a easier to add custom civilizations to this? like having an additional button for custom civs as u have for the evil civs or additional items

say i add a spider guy civ but later on i get bored or there imbalanced, instead of going through the raws to remove em' i just have to click on some button/check box... sounds lazy and it is but on a larger scale it would save some time.  say i wanna play a fully different mod like regen i could just modify a little to make it so i could just tap a button to change it
make it a bit easier to go from complete beastman world back to a dwarfy utopia in cursed urborg
would b cool to make changing the civ_controllable easier too

only effects world gen and cuts a few corners but..u could have magma tech in 1 world then beastmen in another in the same mod :O
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: Meph on January 21, 2012, 09:31:20 am
@mister dirks: The swamp world crashes ? I will have a look. I hate things like that, they dont show up in the errorlog, and you never know what is causing it.

wheelbarrows are tools, and are build where all the tools are build: At the craftsman.

I did fix the unknown material bug, it now creates generic items. But Quietust mentioned in another thread, that the magma-safe tag is broken, and acts as a fire-safe tag, so things you build there might not always be magma proof. I did build two big magma traps, and had no problems though. I will do testing.

@zach123b: Ehm... this is not how it works, sry. I could make other races embarkable, as an option, but for you to add custom races ? To the raws, yes, to the settings.exe: No. You cant change the code, it is a compiled program...and tap a button, to play regen instead of masterwork is a bit unrealistic. I altered EVERY vanilla raw, except the lannguage files and the descriptor patterns. 
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: Ishar on January 21, 2012, 10:22:57 am
I could make other races embarkable, as an option
That would certainly add to the awesome factor.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: dagger on January 21, 2012, 12:38:50 pm
Do undead attack other civs on the map during an attack or siege? If not, what file can I change so they are an enemy to everyone and will attack anyone even orcs? Trying to up the chaos factor...

Thank you!!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: Mister Dirks on January 21, 2012, 03:55:50 pm
Huh, regenned the swamp world, now its working perfectly. God zombie turkeys are annoying.

the Earth world still acting odd though

Question: My dwarfs will not load stone in the loading station? Got a wheelbarrow and plenty of stone around, but no one does the task :( . I got 10 dwarfs idle, and even tried to activate every job, but to no avail Me being stupid, I forgot about the Alchemy skill :D works perfectly now

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: zach123b on January 21, 2012, 04:09:01 pm
gotya, just wondering if u could.  like allowing the program select the files for world gen, thanks for the reply :D
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: ArPharazon on January 21, 2012, 05:28:57 pm
Hey Meph, I loved your bundle, especially the FPS and clutter related changes. I hope you don't mind if I express some of my frustrations, though:

1. There needs to be a list of exactly what changes are made by which option, as well as all the non-optional changes. For instance, there is no escaping the new worldgen parameters. Yes, perhaps no-one would want to. But changes must be documented - because when I'm looking for help online and my game isn't doing what, for instance, the wiki says it should be doing, I need to be able to know whether I'm doing something wrong or it's just different because of the mods. It would also make troubleshooting a lot easier for me, if not for you, if I knew what each mod is supposed to be doing.

2. Please go over the entire interface and help files and fix some of the weird spelling/formatting/layout. Won't list everything, but most obviously the Tactics panel in the launcher has buttons spaced unevenly. Under Special Content, "Tips" is spelled with two ps, and similar things.

3. The Hack utilities you included can't find the DF process. The ones from the latest Lazy Newb Pack as of today do work with your DF, on the other hand. Not to disparage, but LNP already does what you are doing with the utility bundle better (they work more reliably and more are included, like Quickfort and unreveal). Is there any way for you to simply use the LNP's work instead of repeating their work?

4. The help files are a mess. Like I said, there needs to be an *exact and comprehensive* list of the changes of each mod. If you are using other people's mods without modification, it must say which version of what mod by who you have used. There absolutely must be a list of all the new reactions: I had to go digging in raws to figure out what building rock beds are made in, for instance. Besides that, they need to be in one place. I really like the chm file, can you make the worldgen params pdf and other things to be just pages of the chm? IIRC you can put images in chms. What are the pdfs doing in DF's directory, anyway?

5. When I click the Tileset button, something appears to go wrong and then it says "Tileset: Unknown" and I cannot fix this. DF seems to run with *some* graphical tileset despite this, but I'm not sure which.

6. Run -> Open Folder -> Graphics Folder doesn't work, it gives an error. Some other options do this as well. Again, I think it would be more productive if you simply went through the interface (perhaps in a clean VM?) and made sure everything works.

7. For specifying child caps, the second dialog asks for the percentage of adults (The 1000 in the default 100:1000 cap). I was under the impression that the second number is the maximum percentage of children, not adults.

Don't get me wrong though, this is some great stuff! Thanks to it getting rid of the material clutter and a few other things, its my current favorite method of playing DF. I found most of the extra content to do more harm than good, but it would be stupid to complain since they are optional and not even your mods.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: rmblr on January 21, 2012, 05:57:04 pm
@ArPharazon: I've had some similar issues.

I've been working on, what started as a LNP port to Linux (well cross platform really), but is quickly turning into a robust general DF config and mod manager, that can be used with any mod. Talking with Meph, I think Masterworks is gonna be the first (after LNP) branded total mod conversion I try to get working with it.

My app will fix most of the UI quirks, utilities+gfx pack, and help issues.

As for the desire to have a "exact and comprehensive" change list.. how would you like this to be displayed? In the helpfiles, or in the GUI somehow? I'm not sure my app will help with this without the mod-creator's assistance.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: Meph on January 21, 2012, 06:20:33 pm
Well, it is not called BETA for nothing ;)

But I really appreciate the long and detailed critic.

1. I know. The manual is from V07, and does not cover the Settings.exe Next release will contain an updated manual. I will categorize it like I did the new GUI, so people know what each button does. I noticed the chm is only supported by windows ?? Can someone confirm this ? Otherwise I could add a txt, doc or pdf with the manual, but chm is easier for the reader.

2. Spelling errors I can fix, if I find them. Tipps is written like that in german, I never thought thet english would only have on p... since tipps is not german anyway, but a english word used by us. Strange that they changed the spelling. Anyway, how would you sort the GUI ?  I currently have it seperated in: Options, Race, Creatures, Buildings, Misc, Utilities, Extra Content. But yeah, I should move the pdfs a step up, now that I have the program to open them. Remember, they where there from the start, before the settings.exe

3. I reworked the utilities for the new GUI. Using the lnp pack as basis, and adding a couple of links for people who want more. I currently include Dwarf Therapist, Soundsense, the new dfhack (with dffusion and stonesense) and an init-editor. Although I personally feel stupid, because I dont know how to run the new dfhack. They have no .exes anymore...

4. Yes, I could. Again, these are artifacts from different versions.

5. Tilesets should work fine. This is the first report that something does not work.

6. Thanks, will be fixed. I actually pointed out this very error in the genesis modloader, but did not check for my own program. lol. But this is the only thing I could find that does not work ?  Which "other options" did you find that dont do anything ?

7. I did not change anything in the childcap setting. This is 1:1 from LNP.

PS: You can escape the new worldgen settings, by simply using the originals I do still include. See ORIGINAL WORLDGEN.txt in data/init. But then again, you are also right, because no one knows about this file. doe. -.-


@rmbl: You want to fix the GFX pack ? You mean, tilesets ? If you can write any program that can do this, I would be forever thankful. I am currently making the Ascii V09 version, and it is just horrible ^^ The worst thing is, that I cant test it, since I dont know how the ascii is supposed to look. ;)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: Tiresais on January 21, 2012, 07:12:52 pm
Fantastic FPS saver and mod :)

DFhack now works through a console that loads up on start-up, which requires the SDL.dll file to be replaced. For the new DFhack to work with this mod you'd need to change SDL.dll

Could you please give a document on the new buildings (at least the new magma ones) - the armoury has no "solid" sections like the other magma forges, meaning we can't block the nasty magma creatures :(.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: Meph on January 21, 2012, 07:42:00 pm
simple building guide for v08 : But the magma things will change for V09, I am currently working on the manual.
Spoiler (click to show/hide)

That magma creatures can sneak in is intended. :)

And damn, I have to edit the SDL myself, to fix the magma-safe/fire-safe bug.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: admiralawesome on January 21, 2012, 08:03:01 pm
...I noticed the chm is only supported by windows ?? Can someone confirm this ? Otherwise I could add a txt, doc or pdf with the manual, but chm is easier for the reader...
Linux users can read the CHM via Wine.  The "Credits &amp; Thanks" and "Version &amp; Copyright" pages don't seem to work, though.  Maybe it's because the titles are rendering the code for ampersand instead of an actual "&" character?  We Linux users have to have Wine anyway to use the Masterwork Settings application, so that works out.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: rmblr on January 21, 2012, 08:15:56 pm
@rmbl: You want to fix the GFX pack ? You mean, tilesets ? If you can write any program that can do this, I would be forever thankful. I am currently making the Ascii V09 version, and it is just horrible ^^ The worst thing is, that I cant test it, since I dont know how the ascii is supposed to look. ;)

What exactly are you referring to here?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: Meph on January 21, 2012, 08:17:56 pm
@ArPharazon: I've had some similar issues.

I've been working on, what started as a LNP port to Linux (well cross platform really), but is quickly turning into a robust general DF config and mod manager, that can be used with any mod. Talking with Meph, I think Masterworks is gonna be the first (after LNP) branded total mod conversion I try to get working with it.

My app will fix most of the UI quirks, utilities+gfx pack, and help issues.

As for the desire to have a "exact and comprehensive" change list.. how would you like this to be displayed? In the helpfiles, or in the GUI somehow? I'm not sure my app will help with this without the mod-creator's assistance.

This. ;)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: rmblr on January 21, 2012, 08:46:21 pm
Ah, I was just referring to the fact that my app will robustly support installing/loading graphics packs, including updating savegames, so we don't have any issues.

If you meant *making* or modding tilesets, then sorry, hah, that's not in the plans.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: Meph on January 21, 2012, 08:48:15 pm
Installing and changing tilesets or graphic packs for Vanilla DF is easy enough. But for mods... that is a lot harder.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: rmblr on January 21, 2012, 09:14:48 pm
Interesting.. I didn't know that.

Is it not possible to install the graphics pack, then copy over the mod's raws on top?

Herm, that also makes me wonder how the mods with new creatures (etc) are displayed with a graphics pack. How does that work?

What is required to make a graphics pack work with a big mod?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: Hugo_The_Dwarf on January 21, 2012, 09:20:00 pm
Interesting.. I didn't know that.

Is it not possible to install the graphics pack, then copy over the mod's raws on top?

Herm, that also makes me wonder how the mods with new creatures (etc) are displayed with a graphics pack. How does that work?

What is required to make a graphics pack work with a big mod?
Depends on "what" graphics you are referring to. There are Tilesets, in which alter all the "ASCII" stuff like creature tiles and what not, and GRAPHICS which target a creature and gives it a sprite for when it is living (DEFAULT,ZOMBIE,SKELETON,CHILD.etc..) and when dead reverts to ASCII (or used tileset)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: rmblr on January 21, 2012, 09:52:19 pm
Sorry, I was referring to the latter, that is the sprites assigned to creatures. Tilesets are a trivial case.

For every creature a mod author creates, they have to assign a particular graphic to it correct? Moroever, they have to do it on a per-graphics pack basis, because the packs use different sprites. Correct?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: ArPharazon on January 21, 2012, 09:52:32 pm
Anyway, how would you sort the GUI ?  I currently have it seperated in: Options, Race, Creatures, Buildings, Misc, Utilities, Extra Content. But yeah, I should move the pdfs a step up, now that I have the program to open them. Remember, they where there from the start, before the settings.exe
I don't really have a problem with how its sorted (although I guess you could make it Options/Mods that remove stuff/Mods that add stuff/Utilities/Help files, and then group by civs/buildings/etc under each tab). My real concern was that all the help info should be in one file, so I can keep one file open in the background while playing, instead of 4.
5. Tilesets should work fine. This is the first report that something does not work.
Just checked, still does it. My locale is set to Japan, so my paths separators are "¥" instead of "\" (it's a long and stupid story). Could that be the issue? Don't worry about it if so.
6. Thanks, will be fixed. I actually pointed out this very error in the genesis modloader, but did not check for my own program. lol. But this is the only thing I could find that does not work ?  Which "other options" did you find that dont do anything ?
Sorry, I thought the other folder links were broken as well, but they aren't. The only broken item besides Graphics Folder is Help -> How to use.
7. I did not change anything in the childcap setting. This is 1:1 from LNP.
No, I meant that it is specified as 100:1000 in init.txt (now d_init), or X:Y where X is max number of children, and Y is max % of children. Your dialog box says "% of adults" when prompting for Y. AFAIK, it should say "% of children".
PS: You can escape the new worldgen settings, by simply using the originals I do still include. See ORIGINAL WORLDGEN.txt in data/init. But then again, you are also right, because no one knows about this file. doe. -.-
Oh I don't want to escape them. Just that, I'm not sure if when I set everything to NO, I will get vanilla DF, or if there's anything you've put in the raws that isn't toggle-able.

Sorry if I sound like I'm whining too much, but whatcha gonna do, users... =p
As for the desire to have a "exact and comprehensive" change list.. how would you like this to be displayed? In the helpfiles, or in the GUI somehow? I'm not sure my app will help with this without the mod-creator's assistance.
If you have a help file like Meph, I expect the help file to have a separate section for each mod. At the beginning or end of that section, a bit that says "Original mod called MrModder's Super Duper Fun Pack v42.87b by MrModder of Bay12Forums, [link to mod's thread]" would be enough, but if you wanna be a real swell guy, also list everything the mod adds or removes. (You can just copy/paste this from the mod's thread probably)

This is assuming you used another mod. If it's your own mod or you modify another mod extensively, just document it as you would a normal mod.

The idea here is that mainly, I should know what's going on when something goes wrong, and secondarily, it should be obvious at a glance what will happen if I turn a mod on. Thing is, I can easily look at the wiki for finding out facts about DF's mechanics, but I can't do it for mechanics added by mods. "How do I cook Special Tasty Modded In Goulash from the GRRM Foods Mod again? *several hours of googling later*"
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: Meph on January 21, 2012, 10:59:00 pm
@rmblr:

For every creature a mod author creates, they have to assign a particular graphic to it correct?
NO. They have to assign a tile or character, but graphics, in terms of sprites are optional.

Moroever, they have to do it on a per-graphics pack basis, because the packs use different sprites. Correct?
YES, if they use a tile. If they use a character, it will work with every tileset, if they use a sprite it works with every tileset as long as graphics are ON, otherwise uses the tile or character.

The problem with tilesets and mods is this: A fish might be tile235 in pheobus, but is tile16 in ironhand. You can copy over the tileset, no problem. But the raw will still refer to the old location, and you get wierd things. Like mushroom walls. ;)

New gaphics, the actual sprites added by modders stay the same throughout tilesets, and are simply tunred of and replaced by tiles when you play with ascii. This is no problem.

The biggest problem arrives, when you have a mod, lets say: Zeros Ironworking. He sorted EVERY inorganic material. Or Genesis, he put all Subterranean & underground creatures into 5 raws instead. And added new ones.

@arPharazon:
I am currently working on the new manual. Wow, I am surprised myself how much is in this mod. I will include the pdfs in the helpfile, and the readmes (slighty altered to fit) of added mods. But still, it is a ton of work. Version V.09 is actually quite finished, at least Phoebus and Ascii.

Everything in this mod is supposed to be understandable without a manual btw. The only things that are more complicated are the wheelbarrow and the alchemy system, with new ammo.

I do believe that your tileset problem has to do with the strange symbols. You can manually change the graphics by going to Masterwork Dwarf Fortress/Tilesetnamehere and copy the folders into your DF folder. :)

Also: Mouseover text. I hope you did not miss it. If your mouse stays over a button for some time, you get a short tooltip about what the button does.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: Meph on January 22, 2012, 12:29:14 am
Ah, an unnecessary double post. 

Just wanted to say that the manual is about 50% complete. And that this mod has been downloaded over a thousand times.  1065 times in 20 days. Wow. Would have never thought that at the time I did start with this.

I hope I manage to do some of the new optional materials, weapons and armor before the next release. I think I upload V.0.9 on the third of february. Then it has been exactly one month till the first aviable download :D
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: Ewhalecancer on January 22, 2012, 01:27:12 am
something weird is happening. my dorfs keep losing the ability to stand and some how keep getting hydraulic fluid on their feet.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: Meph on January 22, 2012, 01:30:44 am
hydraulic fluid is the same as blood. Use dfcleanmap to remove it, no more problems.

The fluid itself has following ability:

[SYNDROME]
         [SYN_NAME:slippery]
         [SYN_AFFECTED_CLASS:GENERAL_POISON][SYN_AFFECTED_CLASS:UNDEAD]
         [SYN_IMMUNE_CREATURE:TURRET_OF_ACID:ALL]
         [SYN_CONTACT]
         [CE_PARALYSIS:SEV:100:PROB:100:BP:BY_TYPE:STANCE:BP:BY_TYPE:GRASP:ALL:LOCALIZED:START:1:PEAK:2:END:3]

A very short paralysis, also known as: Fall on your butt. Maybe I can make dwarves immune to it ?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: se5a on January 22, 2012, 02:08:14 am
I've had two dungeon masters go insane from unhappiness due to a lesser's pretentious office arrangements in two different fortresses.

is this normal?
everyone else in the fortress is content or above, the mayor doesn't seem worried,
It looks like the DM is classed as 'royal' though the mayor is not (looking at the bottom of the thoughts/preferences)

Captain of the guard has a 'Decent Office' instead of an 'Office'
The phsyc/med dwarf (same dwarf in both) has a modest instead of meagre
Manager/broker has a modest instead of meager.


DM has had: pretty decent drink, legendary meal, utterly traumatized by lesser's pretentious office, dined in a legendary dining room, wonderfull drink, satisfied at work, disgusted by miasma, and a nice bath.

seems a little toooo unhappy about it.
I'm guessing that this is probably a problem in vanilla if we had DM in vanilla, not sure. can it be adjusted?



Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: jaxy15 on January 22, 2012, 03:13:30 am
Wow, I like the idea of landmines and turrets.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: Tiresais on January 22, 2012, 05:07:23 am
Sad times about evil magna creatures, but could you also do sort of a guide on the different types of metal, e.g. fireproofing? Surely normal iron is fireproof? Battle iron? None of these make sense to me.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: admiralawesome on January 22, 2012, 05:16:49 am
...The problem with tilesets and mods is this: A fish might be tile235 in pheobus, but is tile16 in ironhand. You can copy over the tileset, no problem. But the raw will still refer to the old location, and you get wierd things. Like mushroom walls. ;)
Meph, (though everyone is free to poke holes in it or run with it)

I think I figured out a way to greatly simplify the process of adding support for additional tilesets (a little scripting skill is required, though).  It's not fully fleshed out yet, but the basic idea is to make your working raws tileset-agnostic by using variables instead of references to specific tiles, then use a small map file to translate your variables into a tiles for a given tileset.  When you are finished editing your working raws and want to either test them or generate a "final" copy for distribution, you'll run a small script (in the programming language of your choice) that just iterates over the raws, copies them to a new folder, then replaces your variables with the tiles from whatever map file you've used.  After the initial (one-time) effort of making your working raws tileset-agnostic and writing the script to do the translation, adding support for further tilesets is as easy as making a map file for that tileset.

Here is an example using the Masterwork 0.8 raws:

In a greatly abbreviated form, this is an excerpt from inorganic_stone_gem (intended for Phoebus' tileset):
Spoiler (click to show/hide)
After making it tileset-agnostic, it may look something like this:
Spoiler (click to show/hide)
Not all tilesets are going to have 4 separate tiles for unmined gems like Phoebus', but, as you'll see, that's not going to be a problem.

Here's roughly what our map file template looks like with the few variables we've used:
Spoiler (click to show/hide)
Now a map file for the default Phoebus tileset in Masterwork 0.8:
Spoiler (click to show/hide)
Now a map file for Ironhand's tileset v0.60 (the latest one, not the one packed with Masterwork):
Spoiler (click to show/hide)
And finally a map file for vanilla (or "ASCII") tilesets:
Spoiler (click to show/hide)

So, you end up with a single set of raws that, via the use of a simple intermediary file for translation, can support even tilesets intended to be used with heavily edited raws.  There's a not-insignificant amount of work front loaded with this method, but it should be smooth sailing after that.  Even if you can automate the bulk of the work, there will still need to be a little manual editing.  You still have to set the pillar tile in the init file to whatever is appropriate for the tileset.  Also, the same colors for an object may not work well with all tilesets (especially something like Ironhand's with its color trickery, or there could even be color oddities from trying to support both transparent PNGs and classic BMPs.)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: feralferret on January 22, 2012, 05:33:29 am
Is there any way to easily undo the simplification of meat/leather/etc? Personally I like to see my dwarves munching on a specific animal. Adds some variety to the game. ;)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: Meph on January 22, 2012, 08:57:19 am
Looks like it could work :) But setting it up is a low of work, items dont always have just one tile. Have a look at plants, color is very important. Plants have up to 8 modificators.
[TREE_TILE:166]
[DEAD_TREE_TILE:166]
[SAPLING_TILE:182]
[DEAD_SAPLING_TILE:182]
[TREE_COLOR:4:0:0]
[DEAD_TREE_COLOR:5:0:0]
[SAPLING_COLOR:4:0:0]
[DEAD_SAPLING_COLOR:5:0:0]

@se5a: Shiny, thanks. I will fix that.

@tiresais: the metal upgrades make no sense ? They are about as simple as it gets. Try to look at it from a strategy game point of view, not simulation. I know that no thing like battle iron exists, but if you make a sword, would you use iron, or battle iron, just from the names ? ;)

Everyone just uses steel (or candy) for armor. All the time. There is nothing that might be better or worse in certain situations, so I added 3 versions of it. Fireproof for squads that fight near magma, firebreathing pets and against fireenemies. Light for faster squads, Battle for stronger squads. Next version also has heavy, for stronger blunt weapons.

@feralferret: Nope. It was quite difficult to set up, and it is a core element of the mod, speeding up FPS that is.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: Kalithor123 on January 22, 2012, 09:19:06 am
Well, it is not called BETA for nothing ;)

hehe a BETA mod for an ALPHA game  :)

2. Spelling errors I can fix, if I find them. Tipps is written like that in german, I never thought thet english would only have on p... since tipps is not german anyway, but a english word used by us. Strange that they changed the spelling. Anyway, how would you sort the GUI ?  I currently have it seperated in: Options, Race, Creatures, Buildings, Misc, Utilities, Extra Content. But yeah, I should move the pdfs a step up, now that I have the program to open them. Remember, they where there from the start, before the settings.exe

Before the german orthography reform of 1996(- 2006) it was written "Tips". Unfortunatly during this f*****g reform i was in school.  >:(
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: Meph on January 22, 2012, 09:40:11 am
Off topic: Me too, I finishd abitur 2006. Konstant changes of ss and ß. Fun times in the german LK.

Anyway, dungeon masters and prophets should not go insane as easily. Although both forum and wiki are lacking on infos about noble settings.

We should skip alpha and beta, and make a tetra grammaton version :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: bombzero on January 22, 2012, 11:21:50 am
I just realized that your mod has less Tolkienesque dwarfs and more of the general RPG stereotype of them than dwarf fortress.

EDIT: also, i love the worldgen speedup.

EDIT EDIT: also meph, one of my migrants was a exceptional soldier, showed up with a pet landmine, it died instantly, he got to the dining room and tantrumed killing two dwarfs.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: se5a on January 22, 2012, 03:23:53 pm
Anyway, dungeon masters and prophets should not go insane as easily. Although both forum and wiki are lacking on infos about noble settings.

I found later that the DM's predicessor (dungeon lord?) still had his office, quarters, and dining room.
when the DM rank comes along the DL rank disapears making the DL a normal citizen. I'm betting it's this one that the DM was most unhappy about.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: se5a on January 22, 2012, 03:58:13 pm
hey with the zombies, would it be possible to make it so that a crossbow bolt to the head would be more likely to result in a kill?
head shots are uncommon enough that crossbow dwarfs don't suddenly become overpowered vs zombies, but it might make them less useless against them.

I've found that broad-head javelins can occasionaly cause a severed head. but it's pretty rare though.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: bombzero on January 22, 2012, 06:29:57 pm
hey with the zombies, would it be possible to make it so that a crossbow bolt to the head would be more likely to result in a kill?
head shots are uncommon enough that crossbow dwarfs don't suddenly become overpowered vs zombies, but it might make them less useless against them.

I've found that broad-head javelins can occasionaly cause a severed head. but it's pretty rare though.

think 'broadhead' as in broad head javelins are somewhat more akin to a sharp shovel.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: admiralawesome on January 22, 2012, 06:32:45 pm
Looks like it could work :) But setting it up is a low of work, items dont always have just one tile. Have a look at plants, color is very important. Plants have up to 8 modificators.
[TREE_TILE:166]
[DEAD_TREE_TILE:166]
[SAPLING_TILE:182]
[DEAD_SAPLING_TILE:182]
[TREE_COLOR:4:0:0]
[DEAD_TREE_COLOR:5:0:0]
[SAPLING_COLOR:4:0:0]
[DEAD_SAPLING_COLOR:5:0:0]
...
As a quick example, that could become:
Code: [Select]
[TREE_TILE:tile_cactus]
[DEAD_TREE_TILE:tile_cactus]
[SAPLING_TILE:tile_young_cactus]
[DEAD_SAPLING_TILE:tile_young_cactus]
(the colors can stay as they are)

Then for translating to the Masterwork default Phoebus' tileset:
Code: [Select]
tile_cactus = 166
tile_young_cactus = 182

For the latest Ironhand tileset:
Code: [Select]
tile_cactus = 144
tile_young_cactus = 124

And for ASCII:
Code: [Select]
tile_cactus = 181
tile_young_cactus = 33

You can use tile_cactus and tile_young_cactus for Blood Thorn and Saguaro. The results are pretty serviceable, though you obviously are not getting the full quality out Ironhand's tileset due to the non-standard approach that tileset has to foreground and background colors.  So, just a little manual editing of colors is required in that situation.

I'll study up on tokens and try my hand at a script.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: Meph on January 22, 2012, 08:01:51 pm
I have been working on the archeology a bit. (in the bus again)

Here 3 materials. A stone called ruined walls that appears in small clusters. And 2 gems, one treasure, the other a trap. The treasure produces an item that can be brought to a workshop to be excavated, the trap would release deadly (50%) gas. Both only occure near or inside ruined walls. :)

Spoiler (click to show/hide)

EDIT: Here some more. Simple and unfinished, but the idea is there.  With this you might find a t-rex skull, old coins, materials, rusted armor or weapons and old trap components deep in the earth. Bring them to the Archeologist, and he will restorate/excavate these items. Creating a t rex bone helmet, or random weapons and armor pieces...
Spoiler (click to show/hide)
PS: Manual is done
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: bombzero on January 22, 2012, 09:49:56 pm
its too bad you cant have a 'fear factor' attached to an item. so a dwarfs armor can make them more intimidating to enemies.

then bone helms would be alot more useful.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: Meph on January 23, 2012, 10:35:43 am
next version you should be able to do a lot more in that direction... I hope ^^

I also added following new weapons, since historical weapons are leading in the poll. No new metals yet though.


Added guns. Made them optional. 5 types of guns, 2 types of ammo, 2 types of cartrides, 2 new buildings.

New weapons:
Knuckle Duster
Pointed Stick
Sharpened Pole
Club
Spiked Club
Pitchfork
Staff
Training Staff
Training Mace
Falchion
Zweihander
Rapier
Double sided Battle Axe
Beraded Axe
Hand Axe
Flanged Maces
Spiked Maces
Meteor Hammer
Sickle
Shovel
Woodcutters Axe
Dual Daggers
Dual short swords
Dual battle axes
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: Tiresais on January 23, 2012, 10:38:41 am
Sorry to keep asking, but can we use compact peat as a fuel like Genesis? If so how? :(
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: Deon on January 23, 2012, 10:42:27 am
I'm glad you add the weapons which I liked and added too, I feel that more weapon types is always fun :).

A few comments:
1) Pointed stick and sharpened pole sound really close, I wouldn't tell a difference easily so I would suggest to combine them (you could make 1st spear and 2nd pike, but it's a bit unclear so not so good).
2) Zweihander is just a two-handed sword, and since we had that, it's a bit redundant.
3) I am sure you meant "bearded" axe, right? :)
4) Woodcutter's axe is a bit too long (plus material description bla bla bla), so something like "ax" or "chopper" which means the same could work better.
5) I really like dual weapons idea, but they would look strange in hands of one-handed men :).
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: Meph on January 23, 2012, 10:59:00 am
Thanks for the feedback. btw, I found something out about custom demons, dont know if you already know that, but: non flying demons will not spawn upon hellbreach. Thats why I always had plenty of striges or frost wraiths, but never colossi or bebeliths.

1. Pointed stick = Wood version, Sharpened Pole = Metal version.
2. The mighty zweihander is BIGGER :) Bit of nostalgia, since it is a german name people might recognize ;)
3. Yep, it is an axe with a beard, not a berad. The raw file is written correctly though.
4. Thanks, I will trim it down. But: Ax is the standard spelling in American English. Axe is standard outside the U.S. (taken from google)
5. They have [TWO_HANDED:9999999], so no one is supposed to use them in one hand. dont know if that works or not...

I also work on Souls for hell right now. Similar to the blobs in the caverns, those guys are rather harmless, arrive in big numbers, and can be killed for special drops.


Peat is not useable as of now. But it is just one reaction to add, will be in V09.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: Deon on January 23, 2012, 11:37:49 am
Why 9999999 and not 10000000? :) There may be even bigger creatures.

Thanks for the info about demons, I did not know about that.

Wouldn't it be better to call your "zweihander" something more... generic? Like, great sword, which is the same? Of course if you don't plan to have doppelsöldneren :).
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: Hugo_The_Dwarf on January 23, 2012, 01:55:09 pm
Why 9999999 and not 10000000? :) There may be even bigger creatures.
But would that bigger creature be a megabeast? or a Civ? that is the question :P this is the idea I use for my dual weapons. Adv. Mode controled creatures can bypass the need of using two hands. But AI sometimes doens't follow the rules. But your dwarves do, invaders don't sometimes
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: Meph on January 23, 2012, 03:01:48 pm
I made peat aviable for coke production.

And added a new workshop, the apothecarius. This one is run by your doctors, a little 2x2 workshop that should be built inside your hospital. I takes care of things like casts, crutches, splints, soap, water buckets... this way your doctors have something to do in peace times.

Also this:
Added the ability to make coke from anthrazite.
Removed the pause on death of citizen
Removed the Planet Earth worldgen. Both have caused issues with players.
Added harvester vermin to hell, poisonious wath out...
Added souls to hell. 4 types so far, drop special items. Arrive in groups.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: Tiresais on January 23, 2012, 03:09:41 pm
You need to give some of the weaker players like me more of a chance here - in my first world I tried two fortresses and the first one faced 2 zombie invasions in the first 2 years (the first invasion coming just before my second migration wave) and I only survived the second one by walling myself up for 6 years. When the gates were opened there were something like 12 ambush groups, 2 frozen giant seiges, 2 orc seiges and a kobolt invasion.

Started a second world without frost giants and undead, and literally just after my first migration wave an Airman titan has turned up. This isn't hard it's incredibly annoying... At least give us a grace period to set everything up!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: Meph on January 23, 2012, 03:13:38 pm
Siegers can be turned on or off at your leasure.

Undeads die to traps. Or magma, or dodge-pits. Or a strong milita.
Walling yourself in for 6 years is a bad idea, since you cant trade. No trade = no adv. items.

2 sieges in 2 years is... not much.

An Airmen is a SEMImegabeast, not anywhere near a titan. I killed three of those, with miners and woodcutter in a militia.

If you want it easy, the next version allows to turn of the harder invaders and the new megbeasts. that is your choice. I know the game is unbalanced currently, but it is not like I am not listening to the players.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: Deon on January 23, 2012, 03:13:41 pm
Heh, and people complained that Genesis is hard... You seem to set a new plank here :).
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: Meph on January 23, 2012, 03:17:05 pm
But... I dont ^^

The frostgiants are hard, yes. They should be. And the zombies where a bit overpowered in V08, since people said that they were too easy in V07. lol. Now I made them easier again for V09. ;)

But I had no problems playing the mod. I died once to an early zombie siege, but thats it.

BTW: PROTIP: Build a temple, throw a useless migrant in it, get free steel equipment. Instantly you can do this with the very first migrants.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: Tiresais on January 23, 2012, 03:37:47 pm
I don't want to turn off seiges :( I like seiges and seeing people wail against my defences and well-trained dwarves, but there isn't much fun in throwing the babes against an enemy while you're still building a dining hall. I didn't have time to build the traps, or around the magma, or even equip my militia with copper, which is the problem maybe. How long does it take you to get any weapons into the hands of your dwarves?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: Tiresais on January 23, 2012, 03:47:13 pm
(update on the airman, he spent a long time pushing a dog, so i sent 10 dwarves to kill it. It killed all ten dwarves)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: Meph on January 23, 2012, 03:58:50 pm
I usually have a military skilled dwarf with me at embark, and have a milita with simple iron equipment in summer. Cagetraps i do install some as a backup early, usually summer as well. The moat is up with a door, later with a bridge,  in spring.

How many airmen did you get ?  What was the equipment and skill of the 10 dwarves ? unarmed dwarves wont do much, but I am surprised that all died.

EDIT: Just made padded armor and two new shields part of the optional armors. Maybe I have a look at metals next.

I just stopped the poll. Resulsts:
A: Metals - Fantastic, like Mithril and so on... 33 (35.1%)
B: Metals - Realistic, like titan, wolfram and so on... 14 (14.9%)
A: Weapons/Armor - Fantastic, known from RPGs... 16 (17%)
B: Weapons/Armor - Realistic, historical ones... 28 (29.8%)
None of the above. 3 (3.2%)

Some people want nothing new, that is included.
Most people want realistic weapons, are done as well.
Most people want fantastic metals, next on my to do list then.
I might include a small amount of realistic metals and fantastic weapons as well, for thos that vited for it. But only 1-2 each.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: Ishar on January 23, 2012, 04:28:38 pm
I usually have a military skilled dwarf with me at embark, and have a milita with simple iron equipment in summer.

I always do the same. And that dwarf always dies a horrible death within the first year.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: Tiresais on January 23, 2012, 04:38:46 pm
One had an axe, other 9 were unarmed... Burnt alive by the airman... :( only two had armor...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: Meph on January 23, 2012, 05:39:47 pm
I think I will do some more testing, and upload V.0.9 today. I got a lot of work done, and before I add more I want to see how people like it, and how balanced everything is. Should be a lot better than V08 ;)

@tiresais: I just checked, airmen have no trapavoid, one single cagetrap would have solved your problem. The only thing dangerous about them is that they fly and might enter your base through open shafts.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: dagger on January 23, 2012, 05:43:56 pm
Looking forward to it
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: Hugo_The_Dwarf on January 23, 2012, 05:56:11 pm
I voted for Automations and Bigger castes, I would gladdly help with the automations (all depends on how detailed you want there bodies to be, I can go all the way ;) tissue and function wise that is, A automation with a **** would be disturbing...)

Bigger castes for all the races. Gobbos with a fast+weak+fearless caste as well with varrying stronger versions. even making Trolls and Ogres a caste too. so on a so forth for the other races.

Also More creautre variations, but I couldn't vote for it
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: Meph on January 23, 2012, 06:00:14 pm
With castes I thought of dwarven castes. The orcs, warlocks, undeads and frostgiants all have a caste system right now as well.

And about the automaton: I got this from Zero
Spoiler (click to show/hide)

I would remove the normal weapons, and give them guns instead :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: Ishar on January 23, 2012, 06:04:19 pm
I'd like to express my enthusiasm toward multiple embark races, since literally nobody else voted for it but me. I honestly think people are underestimating the possibilities there.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: Meph on January 23, 2012, 06:09:41 pm
Then help adding ideas to that. Small changes in the raws, but a massive effect on gameplay. My ideas so far:
Dwarves: Like normal

Humans: Only above ground constructions. Have a workshop (quarry) that produces buildings mats)

Elves: No treecutting.

Kobolds: Only shovels, cant dig stone (make all stone undiggable) Add reactions so other civs have metals.

Goblins: Like normal

Orcs: No traps, prone to rage, strong civilians

Frost Giants: no treecutting or digging. Have a workshop that creates ICE for contructions. No weapons, armor, metal... all natural abilities.

Undead: use bodyparts in custom workshop to build things. Only resource aviable.

Warlocks: like humans, but no metals.

Automatons: have a reaction that makes metals. No melee weapons, only ranged. natural armor.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: Hugo_The_Dwarf on January 23, 2012, 06:45:40 pm
With castes I thought of dwarven castes. The orcs, warlocks, undeads and frostgiants all have a caste system right now as well.

And about the automaton: I got this from Zero
Spoiler (click to show/hide)

I would remove the normal weapons, and give them guns instead :)
But what about gears that if damaged cripple the limb? and so on and so forth but Guns for sure :P
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: Meph on January 23, 2012, 07:17:06 pm
Well well, if you insist on making a very complex body, with certain kill mechanisms, be my guest ;)

I havent looked at the raws too close yet, but it seems to be an elementalman copy, same as my golems.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: zach123b on January 23, 2012, 07:48:25 pm
any chance for a beastman race? :o

probably be the same as elves though as far as trade/ethics unless u use some kind of spider/scorpions/maybe rabbits
cave dwellers like dwarfs but use leather, little metal, and megabeasts like the elves but r from the underground caverns or maybe from the middle of the earth :p
mm anything else i can think of fits the evil civs or doesn't fit very well...thunder cats ;)
could be treants..but i think they'd be a mix between elves and warlocks.. not very beasty though

but the caste system is a bit of an annoyance to me, got to go into the status and manually check what caste you have and then if you rely on the system you might not like what you embark with, maybe giving the castes last names that follow the caste would simplify it a bit but...just my opinion
could you add some details about the castes in your guide/manual please, no idea what a nobler dwarf can do aside from being stuck up

and for the automatons, what if they have a plant that absorbs metal from the ground? i hear spinach is high in iron xP
would make some of the races you mentioned have an easier time, kobolds for an example but i saw the mod for a termite race had a plant that grew wood (plant was processed and wood+seeds came out)
what if the elves had wisps to harvest wood, like warcraft did for night elves, but are a construct with maybe a wisp powering it? or maybe they pray for wood from mother earth lol
the automotons would be neat if they had something like a taser, long reload but heavy elemental damage?

btw is any of the landmines, golems, or turrets make-able or only trade-able? and can a creature dodge in a small hallway/corner?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: Mitchewawa on January 23, 2012, 07:52:58 pm
(http://img515.imageshack.us/img515/1710/32991783.jpg)

Haha, ouch.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: sayke on January 23, 2012, 07:57:37 pm
are you still planning on releasing version 9 today? i want to try it! i'd be happy to report bugs and other weirdness, but i don't want to continue experimenting with v0.8 if v0.9 is coming out the very same day...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: Meph on January 23, 2012, 08:01:49 pm
@zach: We'll see about the different races. It is a lot of work ;)  But a taser for automatons is possible. Quite easy actually. Make bullets out of materials with a syndrome that melts at body temperature.

Constructs are only tradeable, they are pets. Currently DF does not allow the creation of new creatures in workshops. Many people are waiting for this feature.

Dodging is possible in small corners as well.

@mitchewawa: Nice. Decoys are designed to fall apart in melee, good to see it works. Was that in a tight area, with several pets stacked ?

And I rememeber you asking about undead goblins, that are too nimble for your taste... If you check the living goblins, they have trapavoid. Should be in the creature description as well. I wanted them to be a bit more different from orcs. :)

@sayke: I am currently playing, and fixed 4 bugs already. I WANT to upload it this evening (it is 20:00 here) but I dont know how long I have internet. I am in a hostel, and the wifi was gone yesterday at 23:00.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: Meph on January 23, 2012, 08:42:25 pm
List of issues, currently playtesting.

FIXED:the wierd, free meat-items at embark.
SHOULD BE FIXED:Hair thread is generic and does not count as thread to be used for cloth.
FIXED: magma safe factory ? Should be called workshop
FIXED:glazing reactions are way, way too long
FIXED: sandstone looks a bit weird. Phoebus.
FIXED: apothecarius makes 5 crutches, instead of 2. FIXED, makes 2 now.
FIXED: apothecarius makes 5 casts, instead of 1. FIXED, makes 1 now.
FIXED: apothecarius now needs water and gypsum to make a cast.
FIXED: apothecarius ice melting works, BUT if ice is carried inside it melts. You would have to build one right next to the ice, or at least outside to make it work. Or have an inside temp that is low enough not to melt ice.
I changed the order, now it takes buckets first, and then ice. This way the ice is never put down. Maybe it helps. I tested it outside, the bucket is filled, but of course it freezes. Carry the bucket inside, and the ice should melt in the bucket.

FIXED: magma safe workshop should also produce magma-safe blocks, for constructions. FIXED
FIXED: death of citizen is no longer a PAUSE. good.
FIXED: death of citizen is no longer a ANNOUNCMENT. bad. SHOULD BE FIXED
FIXED: temple of armok does require magma to build, but can still be built without magma acces. this might confuse some people. Maybe because it is a workshop, and not a furnace ? should be called scrificial pit anyway...
FIXED: large and small gunstone are now called: Bullets and Small Bullets.
FIXED: Anthrazite was missing. Is in inorganic_masterwork.txt now, another source of coke.
-------------------------------------------------------------------------------------------
Issues:

I play with EVERYTHING ON, except simple mats, so I have the highest number of content possible. I should make less buildings, maybe fit some together, and instead have more reactions per building. It is a really long list... about 60 buildings total would be a guess.

Strange sounding names, like Dual Fireproof Battle axe, or two headed lightweight steel battle axe. Maybe I will look into that, but not important for the next release.

PS: The error log is completely empty with this setting. But you might find 3 lines about plate armor. Dont be alarmed, it is just with Platearmor OFF, and humans trying to equip them. They will wear normal breastplates instead.

EDIT:
Added Apothecarius to the Settings.exe
Added Apothecarius to the manual
Made all dwarves immune to hydraulical fluids (the blood of landmines and turrets)

EDIT:
Just produced a artifact.
Calmbraided the Violence of Pain, a wooden javeline thrower. With proper ammo, this thing will kill anything.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: sayke on January 23, 2012, 09:48:32 pm
upload it - many eyes make bugs shallow! =D
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: Meph on January 23, 2012, 10:06:41 pm
I just waited for the damn elves to show up, I wanted to know if they still bring the warbeasts. Yes, they do.

Also added a silkworm to the new pets, works like bees and can be used to harvest silk. Needs hives.

Winrar is just packaging it, about 32mb and believe me, I will TRY to upload it. The internet here is horrible, and the connection is lost once in a while, and I have to start again.

First try: 46,1%, then reconnect...
Second try: 19,1%, then reconnect...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: sayke on January 23, 2012, 10:30:15 pm
oh my lord. where are you, anyway? in a hostel on the east coast somewhere? is somebody else on the network flooding it with torrent traffic? can you find their computer and unplug it?? =D
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: Ashnal on January 23, 2012, 10:36:58 pm
Silk farming is genius!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
Post by: Meph on January 23, 2012, 10:47:54 pm
Hostel in Ecuador, south america ;) I am travelling... as always.

>>> NEW DOWNLOAD V.0.9 <<< (http://dffd.wimbli.com/file.php?id=5315)

It is done. I will now rewrite the first post, then take a rest. Enjoy :)

Edit: I hit the 40k word limit in the first post, so here the changelog, from V08 to V09. As an afterthough I'd like to say this as well: I double checked the rar with two virus scanner. Nothing showed up, and it includes the new DFhack. You guys should get NO false-positive virusreport anymore, just because of dfhack. The manual is updated as well. Took a while and jumped from 150kb to 2,5mb, but it should explain everything.

Changelog
Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.9 - MAJOR UPDATE
Post by: sayke on January 23, 2012, 11:09:37 pm
awesome!! downloading and installing now =) will report back with any bugs i find. absolutely all the best and goodnight -
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.9 - MAJOR UPDATE
Post by: zach123b on January 24, 2012, 12:15:13 am
mm embarked on... i think a marsh area, with a brook, used the biome map for the world gen
there was a pack of wild warp stone turrets 20 tiles from my wagon :O
wish i could set up a trap for them but they've kept there distance  so far, little skittish i'd say
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.9 - MAJOR UPDATE
Post by: Deon on January 24, 2012, 01:33:12 am
So, you've added antrazite too? Great :). Now I think about biofuels which wouldn't look out of place and sound interesting :).
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.9 - MAJOR UPDATE
Post by: hanspeter on January 24, 2012, 03:55:36 am
Oh no. How do I get the green caves back? Now that I've grown accustomed to green cave floors the blue-grey-something color hurts my eyes.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.9 - MAJOR UPDATE
Post by: sayke on January 24, 2012, 04:15:06 am
ok!! initial playtesting results look good, but i do have a couple of questions:

- when i turn on skeletons, i get tons of em. they're everywhere, including really quite deep. maybe make them a bit more rare...?

- are so many soils supposed to be graphically represented by colored 1s? rough hewn salt stone walls, for example... are they supposed to look like that?

- even with the minerals setting cranked to the highest it will go, i haven't found a map with weapons-grade metal ores yet. this could be anecdotal evidence, but i really like having metal ores, and i'm trying to find some, but am having a fairly hard time. like i said, i have no idea if this is a real problem, but i've generated 4 maps now and tried like 9 starting locations, and none of them have had weapons-grade metal ores. weird, no?

- what are the differences between the different types of steel, exactly? i might be content with one type unless they really add a lot - is there any way to turn the types off and just have plain ole' steel back? that might be an option people would like to have around...

- this is more of an aesthetic quibble, like hanspeter's question: if i wanted to turn sand from its current rather bright yellow to a more gray color (distinct from clay of course, but most beaches and river sand etc is grayish), how would i go about doing it?

- what exactly is cave fungus supposed to represent? does it make sense to have tons of it in big fields all over the map, disconnected from any currently-existing caves? is it structurally sound? how does it form? sorry to quibble, but i just have no idea how to think about it, so it throws me off a little =P

- there seem to be a few other weirdnesses in the tile selection - on world maps, for example, some of the tiles don't seem consistent with how phoebus has been using them. that's probably intentional, but in case it's not, i'm letting you know =)

- from what i can tell, it looks like you're using an old version of phoebus's tileset! he's up to v23 now, and you're using v20, right? correct me if i'm wrong, of course, but that's what the tileset assembler seems to indicate!

other then those quibbles, none of which are really incredibly serious, this mod is awesome =) thank you so much for all the time and effort you've put into it - i look forward to exploring it thoroughly. cheers!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.9 - MAJOR UPDATE
Post by: hanspeter on January 24, 2012, 04:25:54 am

- even with the minerals setting cranked to the highest it will go, i haven't found a map with weapons-grade metal ores yet. this could be anecdotal evidence, but i really like having metal ores, and i'm trying to find some, but am having a fairly hard time. like i said, i have no idea if this is a real problem, but i've generated 4 maps now and tried like 9 starting locations, and none of them have had weapons-grade metal ores. weird, no?

LOWER number = more ores. Had my share of fun with that one until I figured it out. :D
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.9 - MAJOR UPDATE
Post by: sayke on January 24, 2012, 04:32:59 am

- even with the minerals setting cranked to the highest it will go, i haven't found a map with weapons-grade metal ores yet. this could be anecdotal evidence, but i really like having metal ores, and i'm trying to find some, but am having a fairly hard time. like i said, i have no idea if this is a real problem, but i've generated 4 maps now and tried like 9 starting locations, and none of them have had weapons-grade metal ores. weird, no?

LOWER number = more ores. Had my share of fun with that one until I figured it out. :D

hehe i hear you, but i just meant in the normal world gen parameters, with the "Mineral Occurance: Everywhere" setting.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.9 - MAJOR UPDATE
Post by: Tiresais on January 24, 2012, 05:34:35 am
Sorry I should have also made this clear: Your mod is fantastic and lent Dwarf Fortress a new lease-of-life for me :)

My problem with the airman was that I had a large portion of my base outside and corridors were 3 spaces wide, thus one cage trap couldn't catch him...

Airmen have a penchant for pushing dogs from a space higher than the poor animal lol. Also, it's bee fighting a warpstone turret for a whole year now (I decided to reload and ignore it as every time I sent a dwarf it got burnt)

do we have an option to delete turrets from the game? They keep killing my dwarves and do nothing against enemies :(
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.9 - MAJOR UPDATE
Post by: Meph on January 24, 2012, 05:12:06 pm
@Deon: I have a biofuel thingy in the kitchen, oil and booze. But I think that there is more then enough fuel in the game already. But dry bricketts are a biofuel you could have a look at.

@zach: Ups, shouldnt happen. Their only biome is underground_chasm and they have a frequency of 0. To be extra sure I just added    [NO_WINTER][NO_AUTUMN][NO_SUMMER][NO_SPRING] to all of them.

@tiresais: You can turn turrets on and off as you like now. I did not know that warpstone is so weak, it should be quite deadly, with full body necrosis. Maybe bees are immune to poison, since they have a poison themself, and dont fall under the [Affected_class:general_poison].

@hanspeter: Remove the plant_grasses.txt, then you have the same cavern floor as the last version. I wanted to look at it anyway.

@sayke: Yeah, feedback :)

1. Fossils are alpha, I noted that in the manual as well. Turn them off, if you dont like them. They are pasrt of the archeogical system for the next version.

2. No, they should not. I will have a look with dfreaval. Sometimes things go wrong with tiles, since I have so many subfolders for different graphic packs.

3. This is weird, yes. What settings did you use, Vanilla Minerals, or Simple Minerals ?

4. The steel upgrade works like this: You have normal steel. no change. BUT you have the option to upgrade it ONCE, to any of the four mentioned types. You dont like it, dont use it, or turn the setting for Refinery to OFF. Generally I wanted people to have more varied armor, for different situations. Light steel for faster squads, fireproof for demon /dragon fighting, heavier for slower, but stronger, battle for better protected squads, your choice. I am surprised that several people mentioned that this system seems weird to them. But yeah, you can simply turn it off, by removing Refineries. See the manual ;) (editnote: all this only works with temperatur on. Otherwise you will get cave fungus blocks, which would be weird, bit still has the same properties as microcline)

5. For sand, go the the inorganic_stone_soil.txt and change the color for sand. :)

6. Cave fungus is effectivly mircocline, just with a different name. Is mentioned in the manual as well. It is simply changed so that it leaves no rock, but only liquid. The reason for that is that I wanted to reduce clutter. Most people dislike mircocline for its bright blue, so I chose this one. It is slightly harder to mine working stone now, but easier to dig out big areas for your fortress, without generating clutter. Same goes for living stone. And 6 types of weaker stone, like rocksalt or sandstone, they just turn into dust. All to help the FPS. This setting is one of the few things you CANT change, since it is a core element of the mod, to help FPS.

7. Again, it should look like phoebus. If it doesnt, I will fix it, as soon as I know what tiles ^^ Tilesets are somehow hard work for me, I am not looking forward to the work I have when I add ironhand and mayday... except someone knows a good solution for that. ;)

@ALL: Just a note to everyone:
If you have a question, look in the manual. It explains virtually everything i put into that mod. It took quite a while to write it, but I hope it is still ok to read. I tried to keep it clear as possible :)

 
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.9 - MAJOR UPDATE
Post by: Ishar on January 24, 2012, 05:23:19 pm
Strange. I dug out quite a decent fortress, and so far, haven't found... stone. I mean there's gypsum, sanstone, and other silly things like that, but I just dug through 10 Z-levels without a single piece. It's interesting to build without any mechanisms, wooden furnitue etc, but in a 'conventional' fort, so not above ground. Still, this might be an issue. I used vanilla minerals, and the evil one of your worldgens, without aquifers.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.9 - MAJOR UPDATE
Post by: Mazzacari on January 24, 2012, 05:31:42 pm
In the beginning, Meph created this mod, and I thought it was good...... alright enough of that  :P
anyway, I thought this mod was awesome and could be alot of fun to play and I did use it for awhile; however, now it's turned from a mod to enhance and simplify DF into a mod that is quite large -though still awesome- and a bit cumbersome. I'm not complaining, I'm just curious as to how far this will go.
But I still think this is an awesome mod and can't wait to see what happens  :D
Also, you're releasing soooo fast! It seems that I get a fortress started and then the next update is out. Will you slow down once you hit 1.0.0, or do you plan to keep this speed up?

All that said, keep up the great work. I'm rooting for you!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.9 - MAJOR UPDATE
Post by: Meph on January 24, 2012, 05:36:30 pm
@mazzacari: Thanks a lot :) I believe that most things I can do I will have done when V1 is released. From then on, it will be slower, balancing, patches, that kind of stuff, not many new features. I except quite a bit of the next DF version, so there might be a lot of things we modders can do then. That might lead to new content ;) But as always: Everything is optional, if you want a smaller mod, just turn half of the settings off. Thats why I made the settings.exe in the first place ;)

I also think that a DF Lite Mod would be of interest to a lot of people. Vanilla, DF, with the bugfixes and the simple materials and standarized tissues. No new features, but easily 25% more FPS. (I guess even more, since Vanilla has way less items then this mod now does, and you can play it with temp:off.)

@ishar:Well, I dont know how much you explored yet, but stone should be harder to find. Not really hard, but with 8 former stones that are now useless, you might want to dig mineshafts just to find a good quarry with non-economic stones. OR use the gypsum to build stuff.


I will make a change to the buildings, just wanted to let you guys know:
Genesis Altar of war and natur will be removed
Chessboard, gaming table, rockball court, gateball field, theater,  alchemical workshop, training crutch, weight set... maybe: training dummy, swimming pool, obstacle course, anatomical theater...

All these will be added to other buildings, or into a new library system, using a slightly changed version of mechanixs upgrade for genesis. The library would have different buildings, Library section: Medical, Library Section: Warfare, and so on...  makes it easier to find and understand what everything does.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.9 - MAJOR UPDATE
Post by: Urist McScoopbeard on January 24, 2012, 06:50:45 pm
Hi, I love this mod it's awesome (except baboons whic are horrible little things) but I have one question: where do I find and how do I build a metal caster?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.9 - MAJOR UPDATE
Post by: Meph on January 24, 2012, 06:54:42 pm
Metal caster builds javeline ammo. to be found under: Build:Furnace (b-e) :) You need no special items, but an architect and someone you can make weapons. Just note that this building will be removed, if you play with the "Ranged Weapons" OFF, since without javelines you need no javeline ammo ;)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.9 - MAJOR UPDATE
Post by: Urist McScoopbeard on January 24, 2012, 07:14:07 pm
ah, thank you very much. This is really helpful because I have a lot of galena right now, silver javelins will help fend off invaders

EDIT: what does it use for fuel? charcoal?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.9 - MAJOR UPDATE
Post by: bombzero on January 24, 2012, 08:37:50 pm
you know, i like this mod a whole lot simply because its adjustable. very adjustable.

also, immigrants bringing turrets as pets slightly devalues turrets don't you think? i don't think theres a way to make a [PET] impossible for immigrants to bring though...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.9 - MAJOR UPDATE
Post by: Meph on January 24, 2012, 09:56:05 pm
Fuel is fuel, no matter if it is lignite, bitoumious, anthrazite, peat, biofuel or wooden fuel... or magma ;)

Migrants currently might bring golems, decoys, landmines or turrets. I found now way of turning it of, without removing the constructs from embark as well. Maybe next DF version.

btw, I started a community fort for this mod, just as a form a playtesting. Called the Wall.

http://www.bay12forums.com/smf/index.php?topic=99586.0 (http://www.bay12forums.com/smf/index.php?topic=99586.0)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.9 - MAJOR UPDATE
Post by: Teh Zip File on January 24, 2012, 10:16:37 pm
My embark wagon is made of unknown frozen plant substance. Is that normal? I have all the simple material settings on.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.9 - MAJOR UPDATE
Post by: nukularpower on January 24, 2012, 11:03:42 pm
6. Cave fungus is effectivly mircocline, just with a different name. Is mentioned in the manual as well. It is simply changed so that it leaves no rock, but only liquid. The reason for that is that I wanted to reduce clutter. Most people dislike mircocline for its bright blue, so I chose this one. It is slightly harder to mine working stone now, but easier to dig out big areas for your fortress, without generating clutter. Same goes for living stone. And 6 types of weaker stone, like rocksalt or sandstone, they just turn into dust. All to help the FPS. This setting is one of the few things you CANT change, since it is a core element of the mod, to help FPS.


Just a bit of feedback:  Gave this mod another quick shot, and have to say I hate this change.  A lot.  For one thing I like building with microcline for the color;  for the other, I'm not sure if it's cave fungus or what, but one of the replacement blocks leaves a puddle behind that generates a spam of cleaning jobs.  Its a pain, and I doubt it's good for FPS. Also, saying that its not changable because of FPS, while pretty much everything else that affects FPS is, seems a bit arbitrary, heh.

Otherwise, having fun.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.9 - MAJOR UPDATE
Post by: Meph on January 24, 2012, 11:43:00 pm
@nukularpower: Ok, is noted :) Although I never got a jobspam, they just go there and clean it. And "no clothes" and "standarized creature materials" are also non-optional. Do you have an alternative to decrease stone clutter ? I hate it when you have 10.000 stones lying around in the end, and mircocline seemed like the natural choice.

The difficulty in making it optional is, that it alters a existing stone, instead of adding a new one. I can work around that, but it's just twice the work. ;)

@teh zip file: Of course it is normal. An absolutely indented feature, these fancy wagons... (thanks for the bugfind)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.9 - MAJOR UPDATE
Post by: nukularpower on January 24, 2012, 11:52:07 pm
No ideas atm, will see if I can think of some.  Personally I just use DFhack's autodump destroy to get rid of all that stone, but I see where you're coming from.

Unforuntately, have a problem... I started another Masterwork fort with the new version to test.  Not sure if you remember but I posted a while ago about the gremlin/crash thing I was having at the time.  Well.. even in this new fort, I'm having a similar crash.  It seems like I always get it once I get past a certain point with this mod. 

If I upload the save, can someone else try it?  It crashes on me 100% of the time about 15 seconds after loading, but I would like to see if its just me somehow or what.

The only connection between the 3 forts I've had this happen with Masterwork that I can think of is that they were all reclaimed.  Sucks cuz I was really having fun with this one, though my original embark got slaughtered pretty bad  ^ ^
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.9 - MAJOR UPDATE
Post by: Meph on January 25, 2012, 12:35:32 am
This is bad news, I hate crashes. It is always hard to figure out what causes them. Send me the save, and I have a look. I personally only tested reclaiming once, so not much experience, sry.

My testfort is 3 months old now, following issues i did find (nothing serious though)
Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.9 - MAJOR UPDATE
Post by: ArPharazon on January 25, 2012, 01:31:26 am
Hey Meph, just wanted to say the new version looks a lot better, and the manual is great now. Good job!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.9 - MAJOR UPDATE
Post by: bombzero on January 25, 2012, 01:38:48 am
I swear i have a bug to report, but i keep fucking forgetting it every time i open the page.

anyways, ill let you know of any i find. (and i mean ANY not just major ones.)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.9 - MAJOR UPDATE
Post by: nukularpower on January 25, 2012, 02:18:24 am
This is the save:
http://dl.dropbox.com/u/13159535/crashcave.zip

I counted 40 seconds till it crashed when I tested it again just now.  Also, don't mind the weird stairs and stuff, I had issues getting my dwarves to dig where I wanted for some reason.  Probably cuz of the cave creatures constantly mauling them.
 
Dunno.. this is my 3rd masterwork fort, and the 3rd that ended up in this crash loop.. kinda discouraging, but I really want to play this embark!  It would have been perfect for me, at least if the ocean didn't freeze in winter >.>
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.9 - MAJOR UPDATE
Post by: se5a on January 25, 2012, 10:16:14 pm
I'm guessing this is no, but can I update the raws from version... err how do I find which masterwork version i've got? (its the one with version 1.3 settings utility) to version 9 without anything major breaking?
I've got a pretty good fort going here now.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.9 - MAJOR UPDATE
Post by: Meph on January 25, 2012, 10:31:07 pm
Just posting to say that I read, but have no time to do anything right now.

@se5a: Keep playing the old one then, if you enjoy it. No sense in starting a new one, just because it might have more features. Play the one you have to its end, the dwarvish way. :)

@nukularpower: I will check it out, but I am not on my PC right now, so it has to wait.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.9 - MAJOR UPDATE
Post by: se5a on January 26, 2012, 01:37:56 pm
spoke too soon - looks like I've got hydrolic fluid infection going round.

I have wells... but they don't seem to be cleaning themselfs right away when they get stuff on them.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.9 - MAJOR UPDATE
Post by: Urist McScoopbeard on January 26, 2012, 01:48:33 pm
Just curious, how high is the siege rate for undead? I've got hordes of mooses, zombies, and even moose-riding zombies knocking at my front gate!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.9 - MAJOR UPDATE
Post by: se5a on January 26, 2012, 03:45:00 pm
Ohh I have an idea for a bugfix/workaround!

since dwarfs often won't rest an injury to get it treated, (they don't seem to do it at all for syndromes) can we make a 'Clinic' building that would superficially wound them in some way? - something a little safer and easier than a cave-in.
to use it you'd restrict the building to the dwarf that's ailing, then create a job.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.9 - MAJOR UPDATE
Post by: se5a on January 26, 2012, 04:45:46 pm
Oh, and if you've not already fixed it: frost giants come in the middle of winter, everything is frozen over, but the frost giants start melting right away.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.9 - MAJOR UPDATE
Post by: Meph on January 26, 2012, 07:01:49 pm
Meltings Giants are fixed, the hydr. fluid is fixed... and you cant set a siege rate, how many come depents on your fortress... I can only set the time they start, and what season they might come.

So, yeah, everything you mentioned is fixed in the new version :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.9 - MAJOR UPDATE
Post by: Urist McScoopbeard on January 26, 2012, 07:27:12 pm
huh, ok well thank anyways, I managed to defeat the undead hordes at the cost of one brave militia commander and the flooding of my second hall (including the forges :O )
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.9 - MAJOR UPDATE
Post by: Teh Zip File on January 28, 2012, 01:49:13 am
Umm...

First of all, you can't build ammunition mint. I guess there's no free space for the dwarf to be, so it cancels with "creature occupying site"... the files also say there's a magma gunsmith forge and ammunition mint, but I cannot for the life of me find them.

I changed it to use the gunsmith forge's tiles, and... it doesn't need any bars to make large gunstones. Just coke.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.9 - MAJOR UPDATE
Post by: feralferret on January 28, 2012, 03:50:19 am
Meltings Giants are fixed, the hydr. fluid is fixed... and you cant set a siege rate, how many come depents on your fortress... I can only set the time they start, and what season they might come.

So, yeah, everything you mentioned is fixed in the new version :)

By fixing hydraulic fluid do you mean making it less like a deadly biohazard? Lol. I recently lost a whole fortress due to a leaky acid turret. One of my migrants brought one with him and it died to a swarm of ant men in a narrow hallway. Before I could contain the situation someone washed the fluid off in my only well and puddles of the stuff were everywhere. (plus swarms of dwarves were busily recovering ant armor amidst a sea of hydraulic fluid) Long story short my entire fort, at least those without shoes, suffocated to death presumably from lung paralysis. :P Funny but annoying! As a quick fix could I just edit the syndrome aspect of the fluid out of the raws?

Great mod all around though! I love how modular it is.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.9 - MAJOR UPDATE
Post by: rooth on January 28, 2012, 10:39:16 am
Hi

I made this account specificly to post this, as this mod really got me pumped up to play a new fort and then when I finally had the time to start I found out the hard way that my preferred texture pack, Ironhand, isn't supported by the default loader.

Is there a way I can fix this manually or do I need to wait for you to put it [back] in?

I've tried copying the Ironhand 0.6 map in the map that contained all the other graphic packs but to no avail..

hope this can be fixed; can't wait to give this collection of goodies a spin!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.9 - MAJOR UPDATE
Post by: se5a on January 28, 2012, 04:03:54 pm
I'm holding off on creating a new fort since the new version of DF is just about out.

I might dig into the raws of my current fortress and go back to an old save though...
(three main annoyences at this point are the hydr. fluid, the near unbeetable zombies, and the creepers which kill my elite marksdawrfs who decide to only carry 5 bolts then go hit the things with thier crossbows.

which files do i find these things in? I'll probibly just copy what you've done in the later versions for these three annoying fortress killing problems.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.9 - MAJOR UPDATE
Post by: Urist McScoopbeard on January 29, 2012, 12:51:00 am
I'd Have to agree with Se5a that zombies are OP man, It took a bronze golem more than a year to kill ONE, and two turrets (fire and web albeit) couldn't kill another at all. Could we have easier zombles? or maybe an option for their difficulty? Also: freakin' moose(s)(?) can you get something more terrifying? or ridiculous like giant skeletal basilisks? (Other than that epic mod!)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.9 - MAJOR UPDATE
Post by: Prologue on January 29, 2012, 04:12:45 am
Can you include a download link that doesn't have: DF Hack, Soundsense, Dwarf Therapist, DF Fusion, Stonesense? Even the GUI? I already have all of them and I doubt I'll ever use the GUI. I don't want to redownload them again since I'm trying to limit my internet download limit.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.9 - MAJOR UPDATE
Post by: Urist McScoopbeard on January 29, 2012, 09:59:08 am
Ok when I try to use any DFhack tools out of the GUI it doesn't work at all, it just says couldn't find process. Whats up with that?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.9 - MAJOR UPDATE
Post by: bombzero on January 29, 2012, 11:51:56 am
Ok when I try to use any DFhack tools out of the GUI it doesn't work at all, it just says couldn't find process. Whats up with that?

what OS are you using? im supposing you mean the window that pops up in 0.9, but correct me if your still in 0.8

with the 0.9 version, check your typing, the submenus use 1-9 not the words printed next to the number.
if your using 0.8, it didn't work for me either, update.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.9 - MAJOR UPDATE
Post by: Urist McScoopbeard on January 29, 2012, 12:30:32 pm
im still in 0.8 so when I bore of my fortress I'll update (that kinda blows)

EDIT: is 0.9, 0.8 savegame compatible?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.9 - MAJOR UPDATE
Post by: bombzero on January 29, 2012, 02:04:10 pm
im still in 0.8 so when I bore of my fortress I'll update (that kinda blows)

EDIT: is 0.9, 0.8 savegame compatible?

youll have to wait for a response from meph for a true confirmation, but you may as well try it. not like you cant copypaste a backup.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.9 - MAJOR UPDATE
Post by: Putnam on January 29, 2012, 02:34:35 pm
Probably not save compatible.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.9 - MAJOR UPDATE
Post by: Stronghammer on January 29, 2012, 03:19:28 pm
was just wondering if the dwarves personalities were changed, as I had just downloaded the .9 version and started a fort, when I embarked my craftsmen suddenly began tantruming and killed two cats and another craftsmen.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.9 - MAJOR UPDATE
Post by: Lamphare on January 29, 2012, 04:42:00 pm
a quick suggestion:
in the settings.exe, could you make the tooltip show the state of an option?
sometimes with different OS setting, part of the script of some buttons just doesn't show, especially the ON/OFF part. It has been very frustrating.

or simply make the button wider please.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.9 - MAJOR UPDATE
Post by: Meph on January 29, 2012, 04:44:25 pm
Hey guys, not much time right now, but:

The guns are all broken in the current release. I copied it from a gunmod, with the consent of the owner, but it seems that everything is a bit wrong. I fixed all of those already, and added a bayonet option. Anyway, I have done a ton of work, archeology is set up, a solution for people who like to built with colorful stone.. and more. I will try to upload everything shortly. I am in an internetcafe, waiting for the bus, so maybe this evening, or tomorrow evening...  I fixed and rebalanced a total of 35 bugs, found all of them in my testfort :)

And no, 0.8 to 0.9 is not safe compatible.

About the zombies: You have to cut of the head. No arrows, no hammers, no golem, no mines, all that wont work. But really, if you dont like them, just turn them off, it is just one click in the GUI ;)

About the hydraulic fuild: All it does is paralyze for 5 secs. BUT in V.0.9 dwarves should be immune to it. :) If it continues to be a harrasment, I can take it out, it is not an important feature.

About creepers: Are nerfed, as in:weaker in the new version V.0.9 And again, you can just turn them off if you like. ;)

See you later then, have fun :)

@lamphare: not possible in the tooltip, but what do you mean with OS settings ? Using a bigger font type I guess ? I know that ON OFF is cut of, if the text is too long, but here in Standart-Windows everything is shown. Which one are too long/dont show in your version ?

EDIT: BTW: The next version has WAGONS :) Traders bring wagons again, thanks to quietust and narhiril :)


Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.9 - MAJOR UPDATE
Post by: Putnam on January 29, 2012, 04:49:00 pm
But wagons don't work, like at all >_>

Unless, of course, you mean weird wooden creatures NAMED wagons.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.9 - MAJOR UPDATE
Post by: se5a on January 29, 2012, 05:41:49 pm
Hey guys, not much time right now, but:


And no, 0.8 to 0.9 is not safe compatible.
as I expected, but I should be able to tweek the specific raws for the most annoying problems

Quote
About the zombies: You have to cut of the head. No arrows, no hammers, no golem, no mines, all that wont work. But really, if you dont like them, just turn them off, it is just one click in the GUI ;)

About the hydraulic fuild: All it does is paralyze for 5 secs. BUT in V.0.9 dwarves should be immune to it. :) If it continues to be a harrasment, I can take it out, it is not an important feature.

paralyse for 5 sec? but if they have fluid ON them, what then? they keep getting paralysed for 5 seconds repeatedly? (that's what seems to be happening, then they suffocate)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.9 - MAJOR UPDATE
Post by: Ifeno on January 29, 2012, 05:46:48 pm
just wanted to let you knwo you have some typos in our OP.  Such as "standart" isntead of standard, as well as frost gaints instead of frost giants
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.9 - MAJOR UPDATE
Post by: trees on January 29, 2012, 06:07:18 pm
But wagons don't work, like at all >_>

Unless, of course, you mean weird wooden creatures NAMED wagons.

From here:
Spoiler: Behold, the wagons! (click to show/hide)

It's a hex edit, I think, same sort of things as fixing crystal glass and the [MAGMA_BUILD_SAFE] token.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.9 - MAJOR UPDATE
Post by: Gearheart on January 29, 2012, 07:26:29 pm
Tad confused as to how these turrets work. I chained them up behind fortifications, but made sure they still had a path to an enemy, and they just don't seem to be firing. I tried making them into war turrets or something, but they aren't trainable.

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.9 - MAJOR UPDATE
Post by: Putnam on January 29, 2012, 07:37:50 pm
I don't think creatures use material breath attacks through fortifications.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.9 - MAJOR UPDATE
Post by: Gearheart on January 29, 2012, 07:41:00 pm
That could be the problem then. No worries, only requires a slight layout change.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.9 - MAJOR UPDATE
Post by: Prologue on January 29, 2012, 07:52:35 pm
I don't meant to repost but...

Can you include a download link that doesn't have: DF Hack, Soundsense, Dwarf Therapist, DF Fusion, Stonesense? Even the GUI? I already have all of them and I doubt I'll ever use the GUI. I don't want to redownload them again since I'm trying to limit my internet download limit.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.9 - MAJOR UPDATE
Post by: bombzero on January 29, 2012, 08:10:31 pm
That could be the problem then. No worries, only requires a slight layout change.

I think they do... are you making sure that the turrets HAVE to be next to the fortifications? like a 1 wide hallway?

also i think the fact that chains seem to work by 'mind control' and not physical restraint is due to the pathing limitations on animals with ranged attacks.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.9 - MAJOR UPDATE
Post by: Meph on January 29, 2012, 08:20:50 pm
Ok, got Internet again. This will be a huge post, but stay with me.

@putman: It is a hexedit change in the exe. Following things are fixed: Crystal glass, wagons, magmasafe(was formerly only firesafe) and material size (as in: statues need 3 bars and so on)

@se5a: Ah... yes, that might be it, they get constantly paralyzed for 5 secs. I thought the syndrome would only affect them once for each time they are exposed to it. I WILL change it.

@ifeno: Thanks, will be fixed. Edit: Is fixed.

@gearheart: I actually never chain them, since they dont move much anyway. I will do more testing, although I usually test in the arena. I will try in fortress mode with chains. :)

@prologue: GUI is less then one mb, but I can leave out the utilities. BUT the GUI might produce error messages, if you want to open the utilities through it. I would remove the PDFs as well, since all info is in the manual now :) I try to upload it and will send you a PM when I am done.

---------------------------------------------------------------------------------------------------
NEW CHANGES:

Cave Fireflies.
Small yellow vermin that you can see even in the dark. (what i mean with this: If you scroll down and see only black, unrevealed stone, it is solid. If you scroll down, and so only black, unrevealed stone WITH little yellow fireflies, then you look at open space. As in: HERE IS A CAVERN) This is a indicator for players to find or avoid caverns more easily.
Here a picture. They move a lot, so they blink. They shouldnt affect FPS, since as vermin they have no pathfinding. If I am wrong, I will make them optional.
Spoiler (click to show/hide)

Complete building overhaul.
15 old buildings out, 5 new buildings in. I hope you like it, it should make a lot of things a lot easier. I removed no reactions, even added a few. Here the new building guide, with every change:
Spoiler (click to show/hide)
Here the proposed research lab (working title) To use the special item drops of megabeasts and demons.
Spoiler (click to show/hide)

Fixed bugs and inbalances.
30 bugs fixed.
Among the major ones: Traders bring wagons. Ammunition mint can now be built. Fortress Defense races can use the bigger weapons now.

Reworked guns.
Rebalanced fighting skills and made it easier to produce guns, ammo and gunpowder. Fixed every bug in the old reactions, added bayonets.
Musket:slow:strong:uses bullets:uses crossbow skill for ranged, uses spear skill for melee
Rifle:fast:strong:uses bullets:uses crossbow skill for ranged, uses spear skill for melee
Flintlock:slow:weak:uses small bullets:uses crossbow skill for ranged, uses dagger skill for melee
Pistols:fast:weak:uses small bullets:uses crossbow skill for ranged, uses dagger skill for melee

Pistols and flintlock pistol can be worn together with shields. All guns can be equiped with bayonets.

New Race: Automatons.
Yep, relentless terminator-like killing machines. Seriously, these guys should be tough, so take care. Are armed with the new guns. Have cs gas as blood and die in a bright flash of light, rendering nearby dwarves unconsious.

Throwing weapons.
Dagger, Axes and Hammers. They use the fitting weapon skill, so even your melee squads might enjoy a bit of ranged combat before they go into the brawl. Just think of roman soldiers, having 3 spears for the first attack, and then using the sword. Same idea here.

Bricks.
For people who like to build constructions in color. The brick oven creates up to 8 different kinds. See picture: (https://lh4.googleusercontent.com/-i5lWW7yCPVA/TyXuUuMY-sI/AAAAAAAAJ_k/DTuVWNOdLZQ/s524/brick%2520walls.PNG)

Archeogical System.
Adds 15 types of fossils, some with unique properties. Was great fun setting his up. The point I like most: Old collapsed walls, with deadly traps or treasure chests inside. Also Trex skulls, shark jaws and rusted weapon/armor/ammo bundles, hidden by adventurers long ago.

See picture:
Spoiler (click to show/hide)


FUll changelog (very long):
Spoiler (click to show/hide)

---------------------------------------------------------------------------------------------
None of the above mentioned things is uploaded yet, I want to do the optional new metals and alloys before the next upload. But I finished three of the items from the poll.

I cant get around a working system for different embark races. It is a giant clusterf*ck, because many settings only target the dwarf race. If anyone wants to help, he/she would be very welcome.

Also another stupid idea for the megabeast item drops: An item that can be used to instantly make a dwarf legendary in one skill. I already have the reaction here, it works. :) Just dont have the lore and the best setup for it. You guys think this is a good reward for beast hunting ? One skill maxed out ? I thought it is something different and more interesting, then just items or materials.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.9 - MAJOR UPDATE
Post by: bombzero on January 29, 2012, 08:47:43 pm
Wow this mod just keeps getting more badass...

now i can dump EVEN MORE stone crafts off on traders!!!

[useless_sentence]also: i find time zone differences funny. im posting this one hour from now apparently. [\useless_sentence]
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.9 - MAJOR UPDATE
Post by: Meph on January 29, 2012, 09:19:53 pm
Most of the new stuff is not aviable through trading, only by producing or finding it yourself.

I also made all constructs and warbeasts cheaper, 50%. More difficult enemies = more easily aquired allies ;)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.9 - MAJOR UPDATE
Post by: bombzero on January 29, 2012, 09:26:53 pm
I was implying about the wagons, that is if they grant their old carrying weight restrictions.

see i usually have 8 metal workers, 4 of them furnace operators and 1 of each other metalworking job.
then i usually have about 40 masons making bins and stone crafts on repeat to clean up some stones...

so umm, are you currently uploading it or something? i know you have bad internet where you are so im just gonna assume so..

EDIT: and in response to the last poll option, i find it is all of those and none, why? the settings, i can make your mod however i feel like playing it.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.9 - MAJOR UPDATE
Post by: Meph on January 29, 2012, 09:33:07 pm
I am not uploading this yet. I first want to see what people think of the proposed changes, and finish the research lab (or however it will be called in the end, the buildings for megabeast/demon items) and the new metals/alloys.

When this is done I make an update. I am also curious about the new DF version, if it really is just a short time, than I might wait for it. Make a compatible version with the new DF and upload it then.

EDIT: Another thing I will add is a new reaction for the wheelbarrow. For bodyparts. That is about the only item lying around en mass, at least in my testfort. Would collect 10 bodyparts, put it in the wheelbarrow, and move it to the unloading station, preferably next to the crematory. (or make the crematory the unloading station ^^)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.9 - MAJOR UPDATE
Post by: Putnam on January 29, 2012, 09:35:55 pm
Agh, I have enough work updating my troll mod to the next version of DF without having to update it to the next version of this, too! :P
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.9 - MAJOR UPDATE
Post by: bombzero on January 29, 2012, 09:48:41 pm
by the way, tasty drinks were being stuck in my seed only stockpile, instead of my everything but seeds stockpile. weird.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.9 - MAJOR UPDATE
Post by: se5a on January 29, 2012, 11:07:05 pm
EDIT: Another thing I will add is a new reaction for the wheelbarrow. For bodyparts. That is about the only item lying around en mass, at least in my testfort. Would collect 10 bodyparts, put it in the wheelbarrow, and move it to the unloading station, preferably next to the crematory. (or make the crematory the unloading station ^^)

food and drink might be good too. (for getting food down to the deep magma factory dwarfs dining rooms/stockpiles)

and maybe bars...

Quote
Ah... yes, that might be it, they get constantly paralyzed for 5 secs. I thought the syndrome would only affect them once for each time they are exposed to it. I WILL change it.
cool hydr fluid adds a bit of fun to the game, except when it turns into *FUN*
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.9 - MAJOR UPDATE
Post by: Meph on January 30, 2012, 01:16:25 am
Food and drink wont work, because of stack size and quality modifiers. I can only take single items, that are not crafted. As in: cant be superior, masterwork, fine crafted... and so on.

Rought metal ideas:
New building: Arc Furnace and *Magma Arc Furnace

WEAPON-ARMOR-GRADE
Damast steel - same as steel
uses ore of iron (6) for one bar
no flux needed
needs magma
smelts to bars
(an alternate way of steel production)

Mithril - super light, bit weaker then steel
Small clusters, deep in the earth.
Smelt to bars

Coarse Slade - super heavy, bit weaker then steel.
Veins and small clusters, only inside of slade. You might find an entry point through it.
Enviroment spec stone:slade
Smelt to slade bars

Titanium - light and valuable, better then steel.
take existing titanium bearing stones
Grind to powder
Smelt powder to bars

Wolfram - heavy and durable, better then steel.
take existing wolfram bearing stones
Grind to powder
Smelt powder to bars

Cobalt - medium, between bronze and iron
take existing cobalite stone
Ore of cobalt
Smelt to bars

NON-WEAPON-ARMOR-GRADE
Chrome - valuable
take existing chromite
ore of chrome (3)
smelt to bars

ALLOYS
diluted adamantine
less valuable then adamantine
slightly worse in armor/weapons
Needs: 1 adamantine bar
Produces: 3 diluted adamantine bars (maybe just two ?)

stainless steel
morevaluable then steel
slightly better in armor/weapons
Needs: 1 steel bar, 1 chrome bar
Prodcues: 2 stainless steel bars (maybe just one ?)

mirror platinum
More valuable then platinum
Needs: 1 platinum bar, 1 chrome bar
Produces: 2 mirror platinum bars (maybe just one ?)

rose gold(new)
More valuable then gold
slightly better in armor/weapon
Needs: 1 gold bar, 1 copper bar
Prodcues: 2 rose gold bars (maybe just one ?)

sterling silver
more valuable then silver
slightly better in armor/weapon
Needs: 1 silver bar, 1 copper bar
Produces: 2 sterling silver bars (maybe just one ?)

white bronze
more valuable then bronze
slightly better in armor/weapon
Needs: 1 bronze bar, 1 copper bar
Prodcues 2 white bronze bars (maybe just one ?)

EDIT: My new TODO list. Quite long and will take a while. If anything is missing, or you have another idea to add, feel free.
Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.9 - MAJOR UPDATE
Post by: Putnam on January 30, 2012, 01:24:55 am
Once again, I take the opportunity to post this (http://dl.dropbox.com/u/13790475/inorganic_metal_two.txt) and say "take anything you want from it".
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.9 - MAJOR UPDATE
Post by: Darunija on January 30, 2012, 06:59:29 am
I really enjoy the amount of options in your GUI and look forward to your new release. Keep up the good work!

Maybe you should some more stuff to your manuell like how to use wheelbarrows and shrines for casual players.
And may be a bug: While trying to forge greaves or trousers I needed 300 bars of copper to do so - might be problem.



Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.9 - MAJOR UPDATE
Post by: nukularpower on January 30, 2012, 11:58:12 am
 
Quote
Added Automatons. Late attacking evil race, metal men with ranged weapons. come in spring or summer.
Added cs gas as blood to Automaton
Added explosion to Automaton death, everyone nearby will be unconsciouss.
Added rockettube and rockets for automatons. No AOE, but powerful ranged blunt hit.

Are these guys able to be turned off?  Sound interesting but I'm not a fan of the tech-themed stuff, Robomen with bazookas don't really fit with the theme of DF imo.

Otherwise, changes look good!   I really like the archaeology stuff.  From the screenshot, it looks like treasure chests appear as gems that you mine as normal.  Is it possible to make them spawn in caverns?  Particularly in open places or in certain layers?  It would be great to actually have a reason to explore them but not sure if that's actually possible. 

Here's hoping that stupid crash I keep getting goes away!  Also just to note that wolfram would be tungsten when smelted, as in LFR ;)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.9 - MAJOR UPDATE
Post by: Meph on January 30, 2012, 03:42:00 pm
@nukularpower: Yeah, you are the only one with crashes so far. The V09 has been downloaded 250 times, but nobody else reported a crash. Hope it stays that way.

I managed to fix the most annoying bug, the unknown creature substance leather type you can get at embark. (and armor, chests, bags, and so on) Took me 3h to find it, was a tiny mistake in the raws, local_creature_mat instead of tan_mat.  8)

And yes, of course the Automatons can be turned of. They should, in the end, have a steampunk feeling though, not Sc-Fi. Maybe scrap the rocket tube (although chinese military had those a few hundret years back)

I also found a way to reduce the amount of landmines/golems/turrets that come with mirgrants by about 80%. I will make just one creature for each, and make the subtypes with castes. This way there are only 4 creature types, not 19. The graphics will be done with creative tileset use for mines and turrets, and the golems get a slight overhaul anyway, and get just one graphic.

Treasure chests are gems that only appear in collapsed walls. Same as the deadly traps. I cant make anything appear in open space in the caverns, unfortunately. But I like how it turned out. You can use both features and have special treasures, turn the archeologist of, but still have the fossils, as valuable gems for trading, or turn both of, and scrap the feature.

@darunija: Thanks, I plan to keep it up ;) The manual is quite detailed about the religion though, I wouldnt know what to add... the wheelbarrows I will change to 3 subtypes, and add a better explanation to the manual. 

@putman: Thanks. These are the actual metals, do you happen to have the minerals and or reactions as well ? When I look at the names they sound familiar, all realistic metals I suppose. Problem is that they might not be useful. I still would rather add quality then quantity. :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.9 - MAJOR UPDATE
Post by: narhiril on January 30, 2012, 04:00:35 pm
@putman: Thanks. These are the actual metals, do you happen to have the minerals and or reactions as well ? When I look at the names they sound familiar, all realistic metals I suppose. Problem is that they might not be useful. I still would rather add quality then quantity. :)

The easiest and most useful of that lot is probably cobalt, which already has its ore present in game (cobaltite).  All you need is a reaction to smelt it.  Cobalt could potentially be used for a high-strength, temperature-resistant alloy with steel.

LFR also uses neodymium (for permanent magnets) and palladium (for catalytic convertors).  Neodymium's ore is called monazite, palladium's is called cooperite.  Monazite occurs as small clusters in alluvial layers, cooperite occurs within igneous intrusive layers.  Cooperite is also an ore of platinum.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.9 - MAJOR UPDATE
Post by: Meph on January 30, 2012, 04:02:03 pm
I can also use chromite for chrome, and the stones already included that (realisticly speaking) bear titanium or wolfram. Just grind them, and smelt the powder into bars. This way I dont have to add so many new minerals, and dont screw up the balancing.

Mithril would be gemlike cluster, quite rare.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.9 - MAJOR UPDATE
Post by: Ishar on January 30, 2012, 04:04:03 pm
Using your "evil" worldgen, all the civilizations tend to get destroyed. Dunno if it's a bug or a feature, but I thought it deserved a mention. It's still possible to murder undead birds by the dozens, but no sieges and no caravans, and that's sad in my book.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.9 - MAJOR UPDATE
Post by: Gearheart on January 30, 2012, 04:04:24 pm
Can't wait for your next update man.

Which layer do collapsed walls appear in, and what can you get out of the chests?

I'm hoping for those fancy mood only weapons and armour you put in.

PS. You may want to change Wolfram to Tungsten, since I believe it's the more common name.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.9 - MAJOR UPDATE
Post by: bombzero on January 30, 2012, 04:34:33 pm
hey meph. about the new metal alloys, its possible to make a reaction produce 'half' bars as im sure you know, so why not make two bars = 1 and 1/2 so your not getting 2 better bars for 2 cheaper bars, but your also not having to dump massive amounts of resources into a few items made from them.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.9 - MAJOR UPDATE
Post by: nukularpower on January 30, 2012, 04:51:47 pm
Treasure chests are gems that only appear in collapsed walls. Same as the deadly traps. I cant make anything appear in open space in the caverns, unfortunately. But I like how it turned out. You can use both features and have special treasures, turn the archeologist of, but still have the fossils, as valuable gems for trading, or turn both of, and scrap the feature.

This is just wild goose chasing here, since I know nothing about modding aside from adding and removing grazer tags.  I'm just curious, would it be possible to make, like, an immobile, attack-less treasure chest creature that would spawn in caverns, with extremely weak health, that would drop the "real" treasure chest gem when struck?  Kinda like old-school lock bashing... xD

Though I guess it could get weird if they spawned at map edges and built up into a pile or something... Not really sure how that could work.  Just a thought
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.9 - MAJOR UPDATE
Post by: Putnam on January 30, 2012, 06:14:32 pm
All of those metals are real. I just took the real metal's properties, used MATH to convert them to DF values, and posted that. You can make the minerals yourself, reactions, etc. All I'm supplying is the metal. Cobalt is about as good as iron, the rest are up in the air, never really used them. Tungsten (wolfram) is also pretty strong. I recommend mostly using them for alloying and special reactions.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.9 - MAJOR UPDATE
Post by: Mister Dirks on January 30, 2012, 09:37:52 pm
There seems to be a LOT of air men in my world =/. Had 4 of them invade my fortress the same year. Was fun and all, until I was distracted slaying one, and batmen invaded (made a cavern fortress). Using the scorching shiv world. Am I just a lucky guy and Air People just love my fortress or is the spawn rate high? D:
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.9 - MAJOR UPDATE
Post by: Hugo_The_Dwarf on January 30, 2012, 10:33:05 pm
Treasure chests are gems that only appear in collapsed walls. Same as the deadly traps. I cant make anything appear in open space in the caverns, unfortunately. But I like how it turned out. You can use both features and have special treasures, turn the archeologist of, but still have the fossils, as valuable gems for trading, or turn both of, and scrap the feature.

This is just wild goose chasing here, since I know nothing about modding aside from adding and removing grazer tags.  I'm just curious, would it be possible to make, like, an immobile, attack-less treasure chest creature that would spawn in caverns, with extremely weak health, that would drop the "real" treasure chest gem when struck?  Kinda like old-school lock bashing... xD

Though I guess it could get weird if they spawned at map edges and built up into a pile or something... Not really sure how that could work.  Just a thought
One word "Mimics" more of a savage cave crab (cousin of teh hermit crab) that uses the solid constuction of treasure chests as their shell.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.9 - MAJOR UPDATE
Post by: Stronghammer on January 31, 2012, 07:59:15 am
ya Im always attacked by the Air men, tons of air men. However they only push my guys around, while in return my boys hack them apart (always wondered how they could hack an air man apart, but they do).
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.9 - MAJOR UPDATE
Post by: Bluesproto on January 31, 2012, 10:05:14 am
just posting to say that i've had a few crashes when generating worlds longer that 125 years and that i usually end up with lots of wounded dwarves. The injuries are always in their feet. And sometimes the landmines explode when they arrive... I think those two have something to do...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.9 - MAJOR UPDATE
Post by: Meph on January 31, 2012, 10:13:58 am
@bluesproto: I know that bug, but it should be fixed in the V.09 Landmine do not explode anymore, I am sure. Send you a PM about the rest.


Treasure chests give a random number of gold, silver and platinum bars.

Weapon bundles give random iron or steel weapon, that you cant otherwise produce
Armor bundles give random iron or steel armor, that you cant otherwose produce
Ammo bundles give a random amount of special ammo (fire, ice, blood, toxic, and acid)

The qualitiy depends on how good your archeologist is trained. Havent decided about the used labor yet, probably gemcutting.

TRex skulls give a helmet, better then steel.
Shark Jaws give between 10 and 40 shark teeth, better then steel, count as trapcomponents. For menacing spikes ;)
Unsettling fossils have a change to produce a demonic sword or armor, made of demonbone. Slightly better then steel.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.9 - MAJOR UPDATE
Post by: Malorn on January 31, 2012, 01:46:20 pm
I like a lot of the changes you've done, especially the work to simplify the game.  The leather replacement was especially impressive, as I've actually attempted that before, with strange results.  The modular component is also very welcome.

I'm less pleased with the lack of transparency.  While the simple configuration program is very useful for newer players who would have difficulty otherwise, it makes it troublesome to understand the modding logic and learn from it.  Thankfully, it is possible to retro-engineer, even so.  You might consider releasing a less polished version for other modders to work with.

Regardless, this is obviously a triumph.  Be careful that in trying to make it too user-friendly, you do not sacrifice user control.

P.S.  Just found the leather logic, you created fake animals.  That's brilliant, never thought of that.
 
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.9 - MAJOR UPDATE
Post by: Meph on January 31, 2012, 05:14:00 pm
I actually took air men out. I couldnt figure out why they are so pre-dominant, so I killed the entire race ;)

I got two other idea that randomly entered my mind:
Gem Workshop.
 - Cuts Obsidian into Obsidian Gems. (currently in stonecutter)
 - Cuts a big gem into 2 small gems. (currently in stonecutter)
 - Encrusts weapon with gems (currently in craftsman)
 - Encrusts armor with gems (currently in craftsman)
 - Encrusts gloves/pants/shoes/helm/shield (new)
 - Make gem weapons (all vanilla weapons possible)
 - Make gem armor (breastplate, greaves, gauntlets, high boots, helm and shield possible)

Profession names.
 - Blowgunner skill used for guns, and are called rifledwarves.
 - Alchemy skill used for beastlab/some alchemy stuff, and are called sciencefwarves.
 - Strand extracor skill used for the religious buildings, and are called zealots, deavout followers, something like that. (since candy cotton is a metal from the gods, it also fits, kind of. Also allows the training of strand extractors before you find candy cotton)

I'd also love to make some civilian work that trains them in weapon skills, for a nice backup militia. Similar to miners being good with a pick. I have two options for that:
Make the reaction use a weapon skill, example: Woodcrafting needs knife skill.
Make a weapon that uses a civilian skill, example: Meat cleaver, uses butchery skill.

If I eridicate some old civilian skills, the one only used in one reaction (like the woodcrafter example) I could also rename the woodcrafter profession name to something else, and use it in custom workshop.

I am currently brainstorming, since I know that this might cause epic confusion. I think I will not alter any vanilla reactions, that would mislead people. But I like the possibilities.

The gemworkshop is finished btw. :)

@malorn: Thanks. If you have idea how to make the mod better, I am listening. What exactly do you mean by: "Be careful that in trying to make it too user-friendly, you do not sacrifice user control." ?

And I know that the raws are a mess. There are many artefacts from older version, or deleted things/reworked things. I am constantly putting up with cleaning them, since it does not affect gameplay. But for other modders it is a nightmare ^^  And the GUI is not moddable anyway, since it is a compiled exe, and no source code, like the DF raws.

EDIT: Yeah, just read this in the deflog: "Generally, a body part can be assigned any number of extra items in the creature definition to drop upon being butchered." Awesome. :D

EDIT2: I made following professions:
[PROFESSION_NAME:STRAND_EXTRACTOR:apostel of armok:apostels of armok]
[PROFESSION_NAME:BLOWGUNMAN:rifledwarf:rifledwarves]
[PROFESSION_NAME:MASTER_BLOWGUNMAN:Veteran rifledwarf:Veteran rifledwarves]
[PROFESSION_NAME:ALCHEMIST:sciencedwarf:scienedwarves]

Since the poll is going towards: MOAR, and I have some things lying around already:
What do you think of blockfactory (blocks of specific materials) furniture furnace (metal furniture that is missing in vanilla) glass furnace (glass furniture that is missing in vanilla) and unraveler (makes raw mats out of cloth/silk items, maybe leather/bone as well)

I am personally against those, since they would have tons of reactions each, with little gameplay-value. It does not change the game much, if you can make metal and glass beds for example. BUT if you guys want it, I will add it as an option, as always. These are deons/mechanixs workshops, slightly altered by me. I got the permission to use them already.

EDIT3: (i wont double post, no no)
I also made this for the next manual:
(https://lh6.googleusercontent.com/-WCeW7nBNHzU/Tyh3p8NacJI/AAAAAAAAKAY/SKUoWAFccPg/s1040/race%2520list.PNG)

Currently I am adding the metals, the new building for it, and the minerals. I will then test all of it, it is quite a bit, archeology, metals, beastlab, new professions, gem weapons and armor, the new guns, the three wheelbarrow variants and the new built mats I used to make the new buildings at least a bit harder to make. Nothing serious though.

(damn, this post turned out to be a lot longer then excepted 8) )
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.9 - MAJOR UPDATE
Post by: Ghills on January 31, 2012, 06:58:13 pm
My response to the poll:  I'd like for the mod to be more modular. I really like to mix and match mods for whatever mood I'm in.  I think it's awesome that you've inspired Deon to add a modloader to the Genesis mod too. :D

More engravings/plants would be nice too. 

Thanks so much for the mod!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.9 - MAJOR UPDATE
Post by: Meph on January 31, 2012, 08:36:54 pm
@ghills: 120 new plants, 120 new trees, and 75 new engravings are not enough ? :P

Modular: If you mean that this mod should be compatible to other mods, I have to disappoint you. It is far to big for that. BUT I can add components of other mods into this.

--------------------------------------------------------------------------------------------
First testing is good. NO errorlog, and this is the dfhack prospect. Looks like I want it, the only new metal not on this map is slade and wolfram. Ilmenite is the stone that bears titanium. Might rename it.

Fossils look good as well, all there. The only curious thing is the amount of shark jaws. They have the same occurence numbers as trex skulls, but there is an immense difference in the total amount of them. weird.

(https://lh6.googleusercontent.com/-T2wDEyWqeEI/TyiUx04GczI/AAAAAAAAKAk/QMVh_NhqiKc/s512/test%2520minerals.PNG)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.9 - MAJOR UPDATE
Post by: bombzero on January 31, 2012, 09:22:14 pm
is the variance possibly due to the fact that shark jaws can produce random amounts of something? just a thought in relation due to occurrence of 'pure' ores of copper versus mixed ores.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.9 - MAJOR UPDATE
Post by: Mister Dirks on January 31, 2012, 10:17:20 pm
I actually took air men out. I couldnt figure out why they are so pre-dominant, so I killed the entire race ;)
Good! Still raging over my lost fortress, was doing pretty well.

Also, I don't know if you know this (using .9), but the Magma Safe Workshop's products still list as "Unknown Material". Also, I noticed that my dwarves don't even use any rock to construct it at all. Maybe they make them from beard hair?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.9 - MAJOR UPDATE
Post by: Meph on February 01, 2012, 12:28:29 am
A little teaser preview. I tried, and cant find many bugs. The metal reactions are (almost) done, the temple does not kill, when set on "repeat" and the research lab reactions are (almost) done. Thats it. These are some of the finished features so far.

Spoiler (click to show/hide)

Anyone got a good name idea for the "Creature Research Lab" ? It is run by alchemists, who have the profession name: Sciencedwarves, it uses items dropped by semit/megabeasts to make one combat skill instantly to Legendary. The item is called Essence (if you have a better idea, go for it) and the reaction is called: Make a "combat skill here" legend.

Hope you like it so far.

EDIT: Reserach lab reactions are done, tested and work. Metals are done, tested and work. :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.9 - MAJOR UPDATE
Post by: Crustypeanut on February 01, 2012, 02:59:02 am
I have a quick question - What skill does Gunsmithing / Ammo Minting use?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.9 - MAJOR UPDATE
Post by: Deon on February 01, 2012, 04:16:20 am
Call it a "trophy transmuter" or something. BTW, thank you for the code, I will look into that :).
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.9 - MAJOR UPDATE
Post by: narhiril on February 01, 2012, 10:11:58 am
A little teaser preview. I tried, and cant find many bugs. The metal reactions are (almost) done, the temple does not kill, when set on "repeat" and the research lab reactions are (almost) done. Thats it. These are some of the finished features so far.

Spoiler (click to show/hide)

Anyone got a good name idea for the "Creature Research Lab" ? It is run by alchemists, who have the profession name: Sciencedwarves, it uses items dropped by semit/megabeasts to make one combat skill instantly to Legendary. The item is called Essence (if you have a better idea, go for it) and the reaction is called: Make a "combat skill here" legend.

Hope you like it so far.

EDIT: Reserach lab reactions are done, tested and work. Metals are done, tested and work. :)

Two questions for you, Meph.

1) Do you mind if I write my own version of the potted plant for LFR?  (credit given, of course)

2) How exactly does the "creature research lab" work?  I tried to do a similar thing once by having a reaction produce a large number of stones which would harmlessly vaporize on creation, but this ended up causing crashes.  Also, if we're throwing out names, "altar of vanquishing" seems appropriate, though you might be looking for a more science-oriented theme.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.9 - MAJOR UPDATE
Post by: Meph on February 01, 2012, 10:49:20 am
@crustypeanut: In the current version the guns are broken, sry. You can still get them, but cant produce them. Is all fixed for the next release though. Gunpowder needs smelting skill, bullets use metalworking and the guns use weaponsmithing. In the fight they use blowgunner for ranged, and spear/knife.

@deon: No problem. I also posted some fixes/code in your thread, hope you found it useful.

@narhiril:
1. the potted plant is super simple, and done by deon ;) But i guess it wont hurt, if more people use it. It is purerly decoration though.

2. I got crashes as well when I make a boiling stone, which is weird, I dont know why, since the other boiling stone reactions work. I create 250 poweder currently, called "essence residue" and added a job to the workshop called: "Clean residue" removing it. it is set to automatic and uses no skill, so the dwarf that got the legendary skill will most likely clean it up immediatly. Might raise it to 300, since i just got a legendary +1 out of it. Dont want to disappoint with someone just becoming grandmaster ;)

Here the raw:
Code: [Select]
[OBJECT:REACTION]

[REACTION:TRAIN_BEAST_CROSSBOW]
[NAME:Clear essence residue]
[BUILDING:BEASTLAB2:NONE]
[REAGENT:100:250:POWDER_MISC:NONE:INORGANIC:ESSENCE]
[AUTOMATIC]

[REACTION:TRAIN_BEAST_CROSSBOW]
[NAME:Make a crossbow legend]
[BUILDING:BEASTLAB2:NONE]
[REAGENT:A:1:TOY:ITEM_TOY_ESSENCE:INORGANIC:PLATINUM]
[PRODUCT:100:250:POWDER_MISC:NONE:INORGANIC:ESSENCE][PRODUCT_DIMENSION:150]
[SKILL:CROSSBOW]
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.9 - MAJOR UPDATE
Post by: Meph on February 01, 2012, 03:36:36 pm
@narhiril: Redone it a bit, now creates legendary skills for sure.

Code: [Select]
[REACTION:CLEAN_ESSENCE]
[NAME:Clear essence residue]
[BUILDING:BEASTLAB2:NONE]
[REAGENT:A:750:POWDER_MISC:NONE:INORGANIC:ESSENCE]
[AUTOMATIC]

[REACTION:TRAIN_BEAST_CROSSBOW]
[NAME:Make a crossbow legend]
[BUILDING:BEASTLAB2:NONE]
[REAGENT:A:1:TOY:ITEM_TOY_ESSENCE:INORGANIC:PLATINUM]
[PRODUCT:100:750:POWDER_MISC:NONE:INORGANIC:ESSENCE][PRODUCT_DIMENSION:150]
[SKILL:CROSSBOW]
And the missing inorganic file I did forget ^^
Code: [Select]
[INORGANIC:RESIDUE]
[USE_MATERIAL_TEMPLATE:SLIME_TEMPLATE]
[STATE_COLOR:ALL:BLACK]
[STATE_NAME_ADJ:ALL:essence residue]
[DISPLAY_COLOR:0:0:1][TILE:'#']
[SOLID_DENSITY:2787]
[IS_STONE]
[MATERIAL_VALUE:20]


@ALL: Testing is done, no errorlog, no bugs, clean embark selection. I also, finally, cleaned up and sorted the raws. Modder will have it easier next time to find things in the raws, all reactions and buildings are sorted and named. Took a lot of body, body detail plans, inorganic mats, items, creatures and material templates and put them in one file for each category, called: category-name_masterwork.txt

I changed the graphics for landmines, they have now tiles instead of graphics and have castes. Just one creature now, this way you get way less of them with migrants. same for golems, I reduced them to one kind, cheaper to buy, better fighter, but weaker armor. This way you dont get so many for free, but can buy more of them. They should now be a lot better balanced.

Made Automatons a bit more steampunky.

Hydraulic fluids are now harmless. Cause only short dizziness. and dwarves should be immune to it.

Added smithing accidents. Smelting ores now has a low chance of an accident (burning wounds for the worker) and metal poisoning (syndromes, similar to arsenic poison, might be harmless, might be hurtfull, might be deadly (very rare))

Added metallurgist, a workshop for alloys
Added arc furnace, a workshop for the new metals
Added gem workshop, creates gem weapons/armor, encrusts weapons/armor with gems, cuts big gems into smaller pieces.
Added transmutation chamber, transmutes precious metals into weapon-grade metals, and the other way around. Also allows to create fake gems.
____________________________________________________________________________________

Generally speaking the next version is done. V.1 :) Only for phoebus though. I dont know about the other tilesets yet.

Testing showed no problems, I will now write the GUI for the new version, then update the manual... will take a while ;)

EDIT: New building guide is done, here the changes. The javeline caster was a copy of the soap maker, just in red, and magma and normal one was identical. I made new ones that fit better. Also redone 3 workshops, the display case, and the new buildings :)

(https://lh5.googleusercontent.com/-gDY4nLq8wCM/TymuM434e1I/AAAAAAAAKBo/kaHmMpTvkUA/s1512/building%2520changes.PNG)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.9 - MAJOR UPDATE
Post by: Meph on February 01, 2012, 08:22:15 pm
- Epic triple post -

Anyway, just wanted to say that the mod is done. I reached V1.0. Now looking for volunteers to help with more tilesets ^^

>>> NEW DOWNLOAD <<< (http://dffd.wimbli.com/file.php?id=5315)

Full change log (as always, beware, it is long)
Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1 - NEW: Wagons, +10 buildings, gem warfare...
Post by: Putnam on February 01, 2012, 09:05:58 pm
Shouldn't it be 0.10, not .1?

Or maybe 1.0?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1 - NEW: Wagons, +10 buildings, gem warfare...
Post by: Teh Zip File on February 01, 2012, 09:16:19 pm
So what do you need? Just all the tiles set to be the correct ASCII tile? I can do that.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1 - NEW: Wagons, Archeology, +10 new buildings..
Post by: Meph on February 01, 2012, 09:24:53 pm
@putman: It is V.1 as in: not 0.xxx but actually done, finished, here you go, grab it and run ;) Edit: Ah, now I know what you mean. The . is for the V. to shorten Version to V.  The actual number is 1

@teh zip file: Yes. I know it is a lot of work. I need the raws with proper tile numbers for other tilesets. Again, my problem is that I dont know if things look right or wrong while testing. I hate to ask you (again) since you have done this already... twice. :o The buildings have to be redone as well, but this I can do, with the nifty workshoppainer.exe :)

If I get a finished tileset version, I will add it to the download and the GUI as an option. Till then, it is phoebus only, since I use it for work and play.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1 - NEW: Wagons, Archeology, +10 new buildings..
Post by: bombzero on February 01, 2012, 09:36:08 pm
WOOT, its out your awesome meph. ill check into the systems i reported as broken before and see whats what. ill also scour the new stuff for bugs/odd behavior.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1 - NEW: Wagons, Archeology, +10 new buildings..
Post by: Ghills on February 01, 2012, 09:53:34 pm
I also, finally, cleaned up and sorted the raws. Modder will have it easier next time to find things in the raws, all reactions and buildings are sorted and named. Took a lot of body, body detail plans, inorganic mats, items, creatures and material templates and put them in one file for each category, called: category-name_masterwork.txt

This is what I meant when I said modular - putting this mod's changes into straightfoward sets of files that can be swapped easily. THANK YOU SO MUCH :D

And yeah,  I like lots and lots of plants. And engravings.  The world has so many different kinds! And DF has so few.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1 - NEW: Wagons, Archeology, +10 new buildings..
Post by: Weaselcake on February 01, 2012, 10:05:37 pm
Downloaded, changed settings to how I'd like it, crash upon selecting "Create World". Can't use any of the premade ones either. :(

edit: Here's my Errorlog.txt:

Code: [Select]
*** Error(s) found in the file "raw/objects/creature_pet_masterwork.txt"
WORM_NETHER:Unrecognized Creature Caste Body Token: 8EYESTALKS
WORM_NETHER:Unrecognized Creature Caste Body Token: 2HEARTS
WORM_NETHER:Unrecognized Creature Token: MAT_FIXED_TEMP
WORM_NETHER:Unrecognized Creature Token: MATERIAL_VALUE
WORM_NETHER Color Mod Ending With (BLUE,1) Was Not Used
SCHEELITE: Environment Spec Stone Not Found, Token - RHYOLITE
SCHEELITE: Environment Spec Stone Not Found, Token - SYENITE
SCHEELITE: Environment Spec Stone Not Found, Token - SKARN
CINNABAR: Environment Spec Stone Not Found, Token - QUARTZITE
PUDDINGSTONE: Environment Spec Stone Not Found, Token - CONGLOMERATE
GRAPHITE: Environment Spec Stone Not Found, Token - QUARTZITE
DEMANTOID: Environment Spec Stone Not Found, Token - CHROMITE
NATIVE_PLATINUM: Environment Spec Stone Not Found, Token - CHROMITE
*** Error(s) finalizing the creature SOUL_CM
Unrecognized Inorganic Token: GOOD_CM
*** Error(s) finalizing the creature WORM_NETHER
WORM_NETHER:FEMALE:body, layer 1: Tissue SKIN was not found, using first tissue instead
WORM_NETHER:FEMALE:body, layer 2: Tissue FAT was not found, using first tissue instead
WORM_NETHER:FEMALE:body, layer 3: Tissue MUSCLE was not found, using first tissue instead

Anyone know what's wrong? :(
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1 - NEW: Wagons, Archeology, +10 new buildings..
Post by: Weaselcake on February 01, 2012, 10:31:21 pm
Oh, nevermind, just had to disable Extra Domestic pets and Simple Stones mods...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1 - NEW: Wagons, Archeology, +10 new buildings..
Post by: Meph on February 01, 2012, 10:58:10 pm
Crap. The new nether worm from zeros mod is missing templates. I tested with the default settings, with the new creatures of. I upload a fix right away. Will take ages with the internet here though.

For everyone that already downloaded it:
Go to creature_pet_masterwork and remove the last creature, called WORM_NETHER.
 
(stupid mistake -.-)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1 - NEW: Wagons, Archeology, +10 new buildings..
Post by: Teh Zip File on February 01, 2012, 11:03:16 pm
Here's the ASCII:

http://www.mediafire.com/?4mds43ksji0k11o

Most tiles, colors, ect fixed.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1 - NEW: Wagons, Archeology, +10 new buildings..
Post by: Meph on February 01, 2012, 11:05:44 pm
damn you are fast. How did you do this ? Any nice programs I dont know about ? ;) But really, thanks a lot.

Currently uploading the nether worm fix, for the 30 people who have downloaded already: Just delete the creature, and everything will be fine.

Edit: Yeah, 25% uploaded... -.- super slow motion here
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1 - NEW: Wagons, Archeology, +10 new buildings..
Post by: Teh Zip File on February 01, 2012, 11:22:03 pm
Winmerge is the best program ever.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1 - NEW: Wagons, Archeology, +10 new buildings..
Post by: bombzero on February 01, 2012, 11:31:15 pm
hey um, meph just thought id point out that 5% isnt exactly extremely rare for arsenic poisoning... that means that 20 bars. (an armor suit or two) of metal has a decent chance of harming your smith badly.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1 - NEW: Wagons, Archeology, +10 new buildings..
Post by: Meph on February 01, 2012, 11:43:21 pm
I now, 20 bars = one blast of poison.  But have you checked the syndrome ? First three have a low severity, 10,20,10.  Coughing blood and pain does not kill, and the one syndrome  that does kill has a 25% chance, and a peak of 9000. 1028 = one season. This means he might live full two years, and the poison is killing him slowly. At least that is how it should work out in the end. This is the arsenic that other mods use as well. I did not personally test it yet, not on the long run, but I guess that it is balanced. If it turns ot to be a fun-killer then I make it weaker. (or optional, which it is currently not)

All in all it should work like this: Injured furnace operators and smiths, that might require medical attention (like in real life) giving your doctors something to do in peacetime, with the occasional death in the long run. (20 bars = 1 poisoning = 25% chance of deadly syndrome = up to 2 years of life left.)

[CE_IMPAIR_FUNCTION:SEV:10:PROB:100:VASCULAR_ONLY:BP:BY_CATEGORY:HEART:ALL:START:5:PEAK:900:END:5000]
[CE_NECROSIS:SEV:20:PROB:75:BP:BY_CATEGORY:SKIN:ALL:START:1000:PEAK:7000]
[CE_IMPAIR_FUNCTION:SEV:10:PROB:50:VASCULAR_ONLY:BP:BY_CATEGORY:LUNG:ALL:START:5:PEAK:900:END:5000]
[CE_IMPAIR_FUNCTION:SEV:100:PROB:25:VASCULAR_ONLY:BP:BY_CATEGORY:THOUGHT:ALL:START:9000:PEAK:12000:END:12000]
[CE_PAIN:SEV:75:PROB:100:BP:BY_TOKEN:LIMB:ALL:START:1000:PEAK:2000]
[CE_COUGH_BLOOD:SEV:100:PROB:100:RESISTABLE:VASCULAR_ONLY:START:1000:PEAK:20000]

PS: Nether worm fix is up.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1 - NEW: Wagons, Archeology, +10 new buildings..
Post by: bombzero on February 01, 2012, 11:53:18 pm
hmm... seems acceptable... i was just noting that off the back after a quick glance in game/at raws. so ill let you know after a few years if deaths among legendart metal smiths become too common.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1 - NEW: Wagons, Archeology, +10 new buildings..
Post by: Ashnal on February 02, 2012, 02:07:28 am
I stop checking these forums everyday and you've gone leaps and bounds ahead. I would say yes to the block factory, It was semi-useful for constructions and if you have reactions to make most rock objects out of blocks, it can give you a way to control what stone types you use without mass forbidding.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1 - NEW: Wagons, Archeology, +10 new buildings..
Post by: Vondrak on February 02, 2012, 04:47:36 am
I found a "bug", if you use "Simple minerals" options, maps have only tetrahidrite, meteoric ore and only one kind of fossils.

And the Deadly traps are called "Daedly traps", a mistake :P
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1 - NEW: Wagons, Archeology, +10 new buildings..
Post by: Dohon on February 02, 2012, 06:15:30 am
I just read through the entire changelog.

Mind = blown.

Will try the 1.0 version once free time pops up. Which can take a while, unfortunately. Nonetheless, impressive work, Meph!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1 - NEW: Wagons, Archeology, +10 new buildings..
Post by: Meph on February 02, 2012, 10:33:28 am
@ashnal: Block factory is taken into consideration.

@dohon: Thanks 8)

@vondrak: Deadly traps spelling will be fixed, thanks. And you have to use Very High Minerals (or a very low mineral scarcity in the adv. worldgen) If you want to play with simple mats. Should be mentioned in the quickstart guide.

@bombzero: Hopefully it is not too hardcore ^^

@all: I will let you guys play a bit and see what turns up. In the meantime I will test different GUI settings. I got no errorlog with my default settings, but I try different ones and eridacte every error I find.

Also two new things I am testing, one works, the other not quite:

Caste Patch for Therapist: WORKS
Spoiler (click to show/hide)

Controlable Freeze Trap: Works on a 3*3 field of water, but seriously kills FPS sometimes.
Spoiler (click to show/hide)

On my todo list is also the Ascii Version by teh zip file, fixing nails (broken nails never heal, causing infection and death) adding more creatures from zeros mod (this time testing them ;)), maybe making a caste system for turrets, instead of seperate creatures, making a bigger caste system for dwarves, now that the therapist can read them, and rebalancing everything that shows up as too weak/strong. For this I need your feedback, but I seem to get that ;)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1 - NEW: Wagons, Archeology, +10 new buildings..
Post by: Vondrak on February 02, 2012, 11:27:30 am
Of course, Meph, i play with mineral scarcity in 100, but i tried 4 or 5 fortress in the evil gen map and the same... tetra and meteor only.

And thank for your hard work!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1 - NEW: Wagons, Archeology, +10 new buildings..
Post by: Meph on February 02, 2012, 11:40:43 am
I start to hate these world gens ^^ Anyway, I gened a world with default evil (minerals 800) and got this in the prospector:

(https://lh5.googleusercontent.com/-tiZTuxH6Gg4/Tyq8HY5NAzI/AAAAAAAAKCc/s22D3bcuETk/s452/evil.PNG)

Looks all right, the low number is because the molten rock starts at lvl40. I already remade the world gen settings because of that prob, and here it is again....

btw: Yes, I and hard work... lying in a hammok in southamerica, listening to reagge and writing a mod for fun. Horrible kind of work ;)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1 - NEW: Wagons, Archeology, +10 new buildings..
Post by: Vondrak on February 02, 2012, 12:24:55 pm
Yeah... sound so bad  ;D

Well, i'm playing now the new version and is very nice, i like your idea to condense workshops, now are more useful and need less space.

And I suggest a way to remove furnace operator injuries in the menu (because i'm learning about complex contructions [Because i are scared due to the frost giants and automatons] and don't like aditionals problems) But if anyone need to remove this, search en reaction_smelter and reaction_masterwork "violent_reaction" and remove the lines in every reaction.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1 - NEW: Wagons, Archeology, +10 new buildings..
Post by: Meph on February 02, 2012, 01:49:44 pm
But I need people to play it, otherwise how should I figure out how balanced it is ? ;) I can only play one testfort at a time...  if several people come by and say: Wow, everyone is sick, my smith is burning and all the kittens are dead, I know that is is overkill.

But I like the idea of work induced injuries. Is realistic, makes sense and keeps the doctors busy. Otherwise people who bunker themselves in, or use traps and magma to kill everything wont need a hosital at all.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1 - NEW: Wagons, Archeology, +10 new buildings..
Post by: Vondrak on February 02, 2012, 02:03:19 pm
Of course, I understand, but in my cause is because i'm not so good yet with hospitals and huge battles, so need to go point to point, otherwise my fortress will be destroyed very soon :-[

Hope other people would help more than me. For other side... i tested altars and other religious workshops (except sacrifice blood option), and I think are very balanced, but maybe pray for food/booze give more than 3 items, or give others foods / booze types.

And the visual buildings are nice, maybe in the future you can make others with advantajes? For example, a mist generator, anyway, excelent work
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1 - NEW: Wagons, Archeology, +10 new buildings..
Post by: tj333 on February 02, 2012, 03:22:46 pm
Firdt thing, one change I always make to DF is to chang the macro delay from 15 to 7 so my macros run faster. If that was included in part of this mod I would not have to go into the init files for anything.

And that whole smelter catching fire thing is a right pain in the ass. Perhaps an off option for it?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1 - NEW: Wagons, Archeology, +10 new buildings..
Post by: Meph on February 02, 2012, 06:43:04 pm
Ah, i did not know about the macro thing. I will add it for the next patch. The exploding smithys, arsenic poison and so on will be made optional as well. Currently I abuse all of you as guinea pigs, I hope you can forgive me. :P

Castes are done. 4 natural skilled guys (doc, melee, ranged, siege) 9 good crafters that specialise in one type of craft (high natural skill in one craft area, but slower learning for everything else), 1 hauler caste (fast movement but slow learning), 4 castes that have different attributes/learn rates for a wide selection of skills. These are: Legion (combat) Guild (crafting and smithing) Highborn (social and medical) and Berserkers (combat, nopain, prone to rage)

How often do they show up ?
Normal dwarves make 25% of your population.
22% are natural skilled dwarves
16% are savants, these highly specialised crafters...
15% are haulers
22% are legion/berserk/guild/highborn

All of them can be found in the Dwarf Therapist under the new category: Caste. This way you dont have to check every dwarf one for one. ;) I will add the modded version of the therapist in the next patch :)

Full list:
Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1 - NEW: Wagons, Archeology, +10 new buildings..
Post by: Farmerbob on February 02, 2012, 06:46:45 pm
Looks handy.  I typically don't use mods or tilesets, but I'm marking this anyway to watch it, on the off chance I play again soon :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1 - NEW: Wagons, Archeology, +10 new buildings..
Post by: Meph on February 02, 2012, 08:10:55 pm
I did some more "work" ;)

Fixed nether worm body parts
Fixed good_cm inorganic file
Fixed scheelite environment stones
Added dwarven caste system. 22 types.
Added swimming for military caste dwarves.
Added Dwarf Therapist Patch that reads out the new castes.
Made arsenic poison and violent reactions optional
Added new option: Harder smelting
Changed marco time in init from 15 to 5 milliseconds.
Added adv. golem. Breathes cold, dont ask me why or how.
Added 30 new creatures, credit goes to deon and tomitapio

List of new creatures:
Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1 - NEW: Wagons, Archeology, +10 new buildings..
Post by: Stronghammer on February 02, 2012, 08:12:39 pm
Ya I am finding the Violent Reaction thing is really a problem. The reason is that it A, removes my smelter, B destroys all the bars that were still being stored in the smelters, C causes unneeded injuries, and D results in micro managing every smelter to ensure that nothing is in it every time my workers go to smelt a bar just in case it explodes. Just my opinion really as I can just go through the raws and delete that for myself.
Edit: So Ya good idea on the optional thing, lol and just as I was about to post this you deal with the problem in question thx again.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1 - NEW: Wagons, Archeology, +10 new buildings..
Post by: Meph on February 02, 2012, 08:22:14 pm
I didnt deal with it, it is unbalanced.

Firesafe/Magmasafe workshops should not be destroyed for example. And i did not even think about the bars/items that are in the workshop.

I have another look into the raws. Make it rarer, less hot (to avoid melting of bars/items) and I dont know what...

btw, did you find/use the nice reaction in the still I showed you?

Edit:
Changed the reaction from 7% to 2% for violent reactions.
Changed ore content from 8% to 2% for violent reactions.
Changed ore content from 5% to 3% for arsenic poison.
Changed violent reaction temp from 15000 to [MAT_FIXED_TEMP:10510]
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1 - NEW: Wagons, Archeology, +10 new buildings..
Post by: Stronghammer on February 02, 2012, 08:47:23 pm
the still reactions are nice, being able to brew specific plants into alcohol is very nice
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1 - NEW: Wagons, Archeology, +10 new buildings..
Post by: Meph on February 02, 2012, 09:15:22 pm
Thanks ;) I found that idea in another thread here.

I am just making metals. 5 Alloys using the new metals, will be added to the Metallurgist. And one new metal, called Iridium. I want to give it the same cloth-ability that adamantine has, to make metal clothing out of it.

Here the raw idea. Will now start with the raws.

Iridium
1% in every weapongrade ore-bearing mineral. (means you get one of those for every 100 bars you smelt)
Better then steel.
Can be used to make clothing. (like adamantine strands)


chrome alloy
pig iron + chrome = steel grade metal (same as steel)
Stainless Steel

titanium alloy
electrum+titanium = super valuable metal, non-weapon grade (for furniture)
Patternweld Titanium

wolfram alloy
gold + wolfram = heavy metal grade metal (for hammers)
Patternweld Wolfram

cobalt alloy
iron + cobalt = iron upgrade metal (slighly better then iron)
Patternweld Iron

mithril alloy
mithril + iron = very light iron (for archers)
Feather iron

slade alloy
slade + adamantium = epicness*100
Slademantium
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1 - NEW: Wagons, Archeology, +10 new buildings..
Post by: admiralawesome on February 02, 2012, 09:39:48 pm
Meph,

I'm still plugging away at my script to ease supporting multiple tilesets (info here: http://www.bay12forums.com/smf/index.php?topic=98196.msg2922985#msg2922985 (http://www.bay12forums.com/smf/index.php?topic=98196.msg2922985#msg2922985)).  I'm about halfway to an initial release and will put up a thread on the forums when that happens.  I'm able to do some initial testing at this point, and I've found some bugs in Masterwork 1.0 as a result.  I only tested the default configuration.


There were a couple of bugs I spotted back in 0.9 that still haven't been fixed:


I'll let you know if I find any more bugs.  My script should be ready for an initial release in a few more days.  I'll see if I can put together an ASCII+Phoebus+Ironhand-compatible version of the Masterwork raws to send you as an example, when the script is ready.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1 - NEW: Wagons, Archeology, +10 new buildings..
Post by: Farmerbob on February 02, 2012, 09:55:20 pm
But I need people to play it, otherwise how should I figure out how balanced it is ? ;) I can only play one testfort at a time...  if several people come by and say: Wow, everyone is sick, my smith is burning and all the kittens are dead, I know that is is overkill.

But I like the idea of work induced injuries. Is realistic, makes sense and keeps the doctors busy. Otherwise people who bunker themselves in, or use traps and magma to kill everything wont need a hosital at all.

Hrm, I resemble that remark.  :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1 - NEW: Wagons, Archeology, +10 new buildings..
Post by: Meph on February 02, 2012, 10:01:30 pm
@admiralawesome: You truly are awesome. I will wait with releasing other tilesets till you are done.  Great work with the bug finds, this is feedback how I wish it to be. I fixed all mentioned bugs. How I managed to overlook the double armor and no weapon skill is a mystery to me though. Did not realise the tile-extentions were important as well. Made all lower caps.

Alloys are done, Iridium is done, will start testing now.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1 - NEW: Wagons, Archeology, +10 new buildings..
Post by: Farmerbob on February 02, 2012, 10:05:18 pm
Meph, if you haven't done so already, and if you have access to the appropriate parts of the code, can you do some cleanup on the structure and naming conventions of save games?

I suspect the naming convention is out of reach, but if you can actually create a sort and display that will always indicate what it really the most recent save, that would be great :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1 - NEW: Wagons, Archeology, +10 new buildings..
Post by: Meph on February 02, 2012, 10:09:12 pm
I have the custom names for worlds, which should make it easier to identify saves.

You can also rename the folders (region1, region2....) to whatever you like. For example: Waterfall-Volcano Fortress or Bridge Megaproject.

But I cant change the way autosaves are named, as far as I know. If I am wrong, please correct me ^^
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1 - NEW: Wagons, Archeology, +10 new buildings..
Post by: Meph on February 02, 2012, 10:28:35 pm
Newest madness: Metal clothing
Spoiler (click to show/hide)

I also noticed that the new hauler caste is noticably faster then normal dwarves. As it should be. And this plus vampires, that you can spot because they move faster...  should be fun.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1 - NEW: Wagons, Archeology, +10 new buildings..
Post by: Ashnal on February 02, 2012, 11:21:48 pm
Well, if its possible to teach haulers to fight, they would be more epic than any other dwarf because of their speed.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1 - NEW: Wagons, Archeology, +10 new buildings..
Post by: Meph on February 02, 2012, 11:48:08 pm
They have slow_learner tag, so they can learn, but take a long time... they would also run ahead of the rest of the squad and arrive first, all alone... but thanks for the tip, I might remove the ability to learn combat skills from them, to avoid possible exploits.

Also made 3 new reactions for the kitchen. It looked so sad and empty, after stills, querns, craftsman, and millstone got new ones.

The reactions are:
Grind meat (takes 1 animal mats (even inedible, like some organs) and procudes ground meat)
Make sausage (3) (takes 2 groundmeat and makes 3 sausages)
Grind bone to bonemeal (flux) Takes any bone, and makes bonemeal, a flux stone. :)

This allows to use even inedible animal parts for food (after 2 refining steps) and adds regrowable bio-flux. The bonemeal thing is even realistic :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1 - NEW: Wagons, Archeology, +10 new buildings..
Post by: bombzero on February 02, 2012, 11:55:23 pm
im geussing from its presence in stockpile options, that toady was thinking along the same lines.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1 - NEW: Wagons, Archeology, +10 new buildings..
Post by: Mitchewawa on February 03, 2012, 03:10:09 am
My favourite thing about this mod is just how regularly it gets updated, fixed and toyed with. I'd personally like to see more megabeasts (and is it possible to make the current ones survive gen better and invade more often?)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1 - NEW: Wagons, Archeology, +10 new buildings..
Post by: Angel Of Death on February 03, 2012, 04:36:10 am
I don't know if these have been fixed, but I'll mention them anyway.

1: Landmines don't die after detonating. I know this is likely a DF issue, but it can be rather strange at times.

2: Making somebody an axe legend requires no skill essence.

3: Essence residue cannot be cleaned.

4: The altar to Armok crashes the game when used in a sacrifice.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1 - NEW: Wagons, Archeology, +10 new buildings..
Post by: Demiurge on February 03, 2012, 06:06:56 am
The smelter accidents are brutal, I've filled whole tombs with Dwarves killed in fire related accidents and half my fort have lung issues thanks to arsenic. They walk around vomiting blood randomly, its glorious.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1 - NEW: Wagons, Archeology, +10 new buildings..
Post by: JimmyBobJr on February 03, 2012, 08:08:50 am
Im sorry, but can someone awnser a question i have...?

Why on earth havent i ever heard of this incredible mod before now?

the Masterwork title is truly deserving.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1 - NEW: Wagons, Archeology, +10 new buildings..
Post by: Meph on February 03, 2012, 09:21:42 am
@angel of death: I fixed the axe legend reaction, will check the rest. But I doubt the claim about the landmines, the explosion is caused by their corpses, no way they can do it twice. only exception is the dust landmine, and it says in the description that it might fire several times, since it is an experimental dwarven device :)

@demiurge: Wohooo, someone who actually likes that feature. Still, next update and it is optional.

@jimmybobJr: Thanks 8) Probably because it is new. My first mod, today one month old.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1 - NEW: Wagons, Archeology, +10 new buildings..
Post by: Angel Of Death on February 03, 2012, 10:29:43 am
@angel of death: I fixed the axe legend reaction, will check the rest. But I doubt the claim about the landmines, the explosion is caused by their corpses, no way they can do it twice. only exception is the dust landmine, and it says in the description that it might fire several times, since it is an experimental dwarven device :)
That makes sense. I had a dust landmine next to others that must have been going off. Sorry for wasting your time.


[EDIT] The archeologist's workshop can only open up rough chests, not bought ones. Is this intentional?

[EDITEDIT] It appears as if plague bearer blood does nothing. I made a human in the arena crawl through it and he had no symptoms at all.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1 - NEW: Wagons, Archeology, +10 new buildings..
Post by: Meph on February 03, 2012, 11:15:18 am
And again, nice feedback. All fixed btw. :)

The Altar (and Temple) does not cause crashes anymore. Still dont always kill though. In testing showed this:
First guy: Died
Second guy: Died
Third guy: Died
Fourth guy: Survived Survived Died
Fifth guy: Survived Died
Siths guy: Surviced Survived Survived Died.
Sevenths guy tantrumed.

Residue can (and is automatically) cleaned.

Axe legend needs a reagent now (was turned off for testing)

Plaguebeares have this in addion now and kill for sure.
Spoiler (click to show/hide)

That fossils can only be used rough was intended, because of the random big gems you get at the jeweler. These would be useless. BUT with the addition of the gem workshop you can now split them into 2 small ones, so I did change it. Fossils (and treasure chests) can now be used as smallgems (the ones you get at embark) and the biggems can be cut into two. So if you are lucky and the jeweler makes a big gem, you have twice as many items in the end.

EDIT: Arena testing lead me to another bug, dwarves had bodys on their bodys. Every bodypart had a full body on it, because I added the bodyplan to default dwarves and all castes. Is fixed.

I also noticed that Frost Giants are way too strong. I used full steel equiped grand master dwarves against normal giants, one on one. It took about 10 dwarves, one after each other, to kill one giant. I made following changes:
Natural armor is iron, instead of steel.
Bodysize is 400.000 instead of 600.000
Tissue thickness of armor is 1 instead of 3.
Natural combat skills are lowered to 3.
Breath attack of freezers now causes actual Frostbite (due to temperature) instead of syndromes.

IMPORTANT

Do you want the fixes and little patch now ? I now that a lot of people just downloaded it, and will lose their fortresses, but I am concerned about the Altar/Temple Crash. I hate crashes. I also fixed about 10 bugs, the beast research works as intended, added bonemealflux, sausages, made the smelting accidents optional and weaker, added one new metal for clothing, added 6 new high end alloys, made the caste system, and wrote a custom Dwarf Therapist file that reads them out.
Changed marco time in init from 15 to 5 milliseconds.
Added adv. golem. Breathes cold, dont ask me why or how.
Added 30 new creatures, credit goes to deon and tomitapio

That should be about it. ^^
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1 - NEW: Wagons, Archeology, +10 new buildings..
Post by: Angel Of Death on February 03, 2012, 12:39:07 pm
I have a suggestion. Make cavern creatures much more common. I've had my caverns opened for a few ingame years now, and I've only seen 4 helmet snakes all up. Nothing else.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1 - NEW: Wagons, Archeology, +10 new buildings..
Post by: Meph on February 03, 2012, 01:03:22 pm
This is weird. I just genned 3 standart worlds and checked the caverns, the seem fine.

Usually new animals arrive when you kill all old ones.

How old is your world gen ?

How many caverns did you breach ? Many creatures are only in the second or third level.

How high is your savaregy ? Many monsters only appear in savage areas. Same goes for good/evil regions.

How many biomes do you have in your embark area ? The more biomes, the more diverse the creature selection.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1 - NEW: Wagons, Archeology, +10 new buildings..
Post by: Hugo_The_Dwarf on February 03, 2012, 01:06:25 pm
This is weird. I just genned 3 standart worlds and checked the caverns, the seem fine.

Usually new animals arrive when you kill all old ones.

How old is your world gen ?

How many caverns did you breach ? Many creatures are only in the second or third level.

How high is your savaregy ? Many monsters only appear in savage areas. Same goes for good/evil regions.

How many biomes do you have in your embark area ? The more biomes, the more diverse the creature selection.
Well with caverns the amount of biomes you have don't really matter as caverns count as just one big biome (but you can have mulitple types (evil,good,savage))

Also I'd like to know this too as my Urk Dashas I've never seen them in my cavern layer 2
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1 - NEW: Wagons, Archeology, +10 new buildings..
Post by: Angel Of Death on February 03, 2012, 01:08:20 pm
This is weird. I just genned 3 standart worlds and checked the caverns, the seem fine.

Usually new animals arrive when you kill all old ones.

How old is your world gen ?

How many caverns did you breach ? Many creatures are only in the second or third level.

How high is your savaregy ? Many monsters only appear in savage areas. Same goes for good/evil regions.

How many biomes do you have in your embark area ? The more biomes, the more diverse the creature selection.
I'm not too sure about most of these. My worldgen is exactly 100 years. I've only breached the first cavern. I think I'll dig deeper. I think I set minimum savagry to 40. That may have been on another world entirely, though.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1 - NEW: Wagons, Archeology, +10 new buildings..
Post by: Meph on February 03, 2012, 01:19:27 pm
Might be that the snakes just stay there, till you kill them. Dont know if they wander of the map like normal surface animals. The helmet snakes are from the flora and fauna mod if I remember correctly.

I will upload the patch now. Sorry to everyone who just started a new fortress, but I dont want new players to have a crash with the temples/altars.

If you just want to fix the crash, and dont install the new version, (to keep your fortress) you can go to dwarf fortress/raw/objects/reaction_masterwork.txt and replace the old reactions with these two:

Spoiler (click to show/hide)

No worldgen is necessary for this.

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1 - NEW: Wagons, Archeology, +10 new buildings..
Post by: Upuaut on February 03, 2012, 01:23:48 pm
Hello Meph,

I just wanted to thank you for your awesome mod! I haven´t had the time to play alot in the last weeks, but what I saw in my tests was great.
I will spend the whole weekend with your mod. :-)
Regarding your question: How about releasing patches once a week or once every two weeks. That would give us some testing-time and you some fixing-time but of cause it´s up to you. ;-)
I´m looking forward how this mod will evolve. For me it´s already in the same high rank as other mods like Genesis. Perhaps I will start a Let´s Play of this mod in the future.

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 - little bugfix and castes.
Post by: Meph on February 03, 2012, 01:43:23 pm
Amazing how well recieved this mod is :)

I dont think that I can keep up this speed. For once, because it is mostly finished. See the to do list in the first post to see what is missing.

Secondly, I am back at my bike. That means that I will spend more time on the road then in hostels. This very early update I just made is because of the crash. I hate crashes. ;)

I just uploaded the new patch. Again, if you want to keep your fort, use the reactions I posted just before this post.

Changelog:
Spoiler (click to show/hide)

One note: The bone to bonemeal reaction does not respect stack size. I could not get it to work. So please use with care. It might be that you take 20 cow bones, and then you only get 1 bonemeal. If anyone can find a fix for that, I will add it.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: tj333 on February 03, 2012, 03:32:44 pm
Still using the old version of Masterwork but the blast furnace took 6 tettrahedrite and gave me 6 steel bars. Probaly not the intended result.

I don't mind the smelter catching fire as much since I started using worthless migrants to man the smelters.

I also have not seen any of the fortress defense creates in three worlds. Should they be showing up as they do in fortress defense?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: Darunija on February 03, 2012, 03:40:06 pm
To add some user friendly stuff you might add some common templates for sqauds especially one for riflemen and throwingweapons.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: se5a on February 03, 2012, 03:46:48 pm
To add some user friendly stuff you might add some common templates for sqauds especially one for riflemen and throwingweapons.

you mean uniforms?
can that be done? if so where? I'd like to create some uniforms that carry over from fortress to fortress...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: Meph on February 03, 2012, 04:04:16 pm
The steel reaction works like it is indented. It takes 6 ores containing iron, 3 flux stones and 1 coke, to make 6 steel bars. Batch smelting is more effective then single smelting. But of course the batch furnace is harder to make then a normal smelter. A little ;)

Reaction raw:
Spoiler (click to show/hide)

Uniforms can nod be modded as far as I know. If yes, I would instantly add some templates, for rifledwarfes, javeline users and throwing weapons, sure. And padded armor, since this is quite difficult.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: tj333 on February 03, 2012, 04:23:04 pm
I did not realize that tetrahedrite was an ore of iron. My mistake there.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: Meph on February 03, 2012, 04:37:09 pm
Fortress Defense Creatures should only appear if the fitting invaders are ON btw.

And I just checked, tetrahide is [METAL_ORE:PURE_IRON:25] in addition to [METAL_ORE:COPPER:100] The reaction appearently accepts ANY ore that has the slightest trace of iron in it.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: Meph on February 03, 2012, 07:09:13 pm
Sorry for the double post, but this is a rather big thing I just found out.

Macros. Stupid me completely forgot about them. See this thread:http://www.bay12forums.com/smf/index.php?topic=100038.0 (http://www.bay12forums.com/smf/index.php?topic=100038.0)

I will make a ton of macros now, military uniforms, buildings, room designations, maybe a trap setup or two, a mist generator, a 1level pump stack that can be repeated... damn, so many possibilities. Is there a good collection of those somewhere ? I did not search yet, so ignore this question if the answer is obvious.

@Darunija: HA, you get your uniform templates after all then. :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: Vondrak on February 03, 2012, 07:14:07 pm
I don't understand about macros, but if you can implement some of the most used / necessaries would be a great help for rookies like me  :D
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: Vherid on February 03, 2012, 07:16:29 pm
Just so you know I have updated the version of the tileset you are using, so you might want to update that in the next version if you haven't.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: i2amroy on February 03, 2012, 07:22:52 pm
I don't understand about macros, but if you can implement some of the most used / necessaries would be a great help for rookies like me  :D
Macros work really easily. Basically you hit ctrl+l and choose the macro from a list, and then hit ctrl+p to start the macro. Then they will perform any number of key presses extremely fast (but still functioning the same as if you pressed them all manually). This means that when you start up a fort you could select a "set up uniforms" macro that will make all of your military uniforms and set them up in the space of 30 seconds or so instead of you taking 30 minutes to set them all up by hand. Or it could be used in a situation like in the trade depot, where instead of hitting enter+down a million times to select all of your crafts to trade, you can just hit ctrl+p and it will select them all for you.

Is there a good collection of those somewhere ? I did not search yet, so ignore this question if the answer is obvious.
Not as far as I know. There is a little bit wandering around on the forums and the wiki, but so far nobody has really uploaded that much so far. I can probably throw together a "upload your macros here" page on the wiki over the weekend though.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: smakemupagus on February 03, 2012, 07:31:51 pm
Looks fun!  Looking forward to giving a try.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: Meph on February 03, 2012, 07:38:41 pm
I will definetly add some macros to help new player. Complex setups, like:
Dodge traps
Pump stacks
Mist generator
Mass dumping room for prisoners
Danger room (?) (think of removing those from the mod)

Then rooms, like:
Living quarters
Dining room
Workshop area: Stone
Workshop area: Wood
Workshop area: Metal

Then uniform templates: (add squad to each name)
Heavy crossbow
Light crossbow
Heavy rifle
Light rifle
Heavy javeline
Light Javeline

Hammer
Axe
Spear

Throwing

Padded armor + platemail + iridium clothing = max armor squad

Just a question: Do the macros get confused if something is missing ? As in: Building a pump stack with a macro, but lacking the parts. As soon as something is not there, the rest of the macro would be quite undirected, no ?

Also the optional settings... if there are no throwing weapons, and someone runs the "throwing weapon squad"-macro, it would select something else in the list, where formerly have been the throwing weapons... ?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: Mr. Palau on February 03, 2012, 07:54:19 pm
Hi, I had been able to download the mod before, but after the update every time I try ot domnload it it stops at about 50%. Any idea what could be causeing this? firewall is off and I can't think of anything thaat would block it. Oh and I downloaded it before you found the bugs and realeased 1.1, and it was awsome. I ahve some question though, wikipedia says that anthracite is a purer form of coal than even bitumous, so does that mean it wil yeild more fuel than bitumous?

-Palau
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: Meph on February 03, 2012, 08:31:39 pm
DFFD says that 75 people have downloaded the V.1.1 Should be working fine. But I will try a testdownload.

Anthrazite produces 4 bars of coke, so Yes, it does. Glad that someone noticed ;)


About Macros: I just started this thread (http://www.bay12forums.com/smf/index.php?topic=100099.0), lets see what the people can come up with. In the meantime I run a testfort, and might do some uniform macros, although I guess that they get confused if you guys change the settings.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: i2amroy on February 03, 2012, 08:39:02 pm
Just a question: Do the macros get confused if something is missing ? As in: Building a pump stack with a macro, but lacking the parts. As soon as something is not there, the rest of the macro would be quite undirected, no ?
Yeah. They then attempt to input the remaining commands on the "you don't have a part" screen, meaning it does nothing. You also need to wait for it to finish trying before leaving the "no part" screen as well, or it will just continue the presses like nothing has happened. This is why lots of times it's better to have item macros only build a portion of the furniture at once. (So even though the bedroom macro creates 100 bedrooms have the furniture macro only give furniture to 10 of them at a time.

Quote
Also the optional settings... if there are no throwing weapons, and someone runs the "throwing weapon squad"-macro, it would select something else in the list, where formerly have been the throwing weapons... ?
For the creation of uniforms I'm fairly certain that you always can pick any type of weapon from the menu so their should be no problems there. For assigning the uniforms, however, it goes by menu position, so if they have created or removed any of the squads that your macro didn't plan for then it will mess up.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: bombzero on February 03, 2012, 11:00:08 pm
Just did some arena testing on heavy steel knuckles.

they are just as deadly as i expected...

i viciously beat a dragon in the upper body and tore apart two of his organs. heart and lung.
Title: ☼MASTERWORK☼ Dwarf Fortress - Bugreport Template
Post by: Meph on February 04, 2012, 01:45:25 am
Hello. You got here by clicking the bug report button in the settings. Well done. It works. Before you post your bugreport, please mind four things:
1. Did you use the Search Function?
2. Did you check the Manual?
3. Had a look at the Known Bugs section in the manual?
4. Is it a MasterworkDF issue? Or rather Orc Fortress, Kobold Camp, dfhack, Dwarf Therapist?


Links ::: Orc-Plugin (http://alturl.com/fbxdf) ::: Kobold-Plugin (http://www.bay12forums.com/smf/index.php?topic=123343.0) :::  Soundsense (http://www.bay12forums.com/smf/index.php?topic=60287.0) ::: DwarfTherapist (http://www.bay12forums.com/smf/index.php?topic=66525.0) ::: DfHack/dfusion (http://www.bay12forums.com/smf/index.php?topic=91166.0) ::: StoneSense (http://www.bay12forums.com/smf/index.php?topic=106497.msg3160545#msg3160545) ::: EmbarkEverywhere (http://www.bay12forums.com/smf/index.php?topic=71007.0) ::: LegendsViewer (http://www.bay12forums.com/smf/index.php?topic=72702.0) :::

If all four are Yes, continue.

Template starts here:
Code: [Select]
Bugreport
Mod version:
Tileset version:
Errorlog: (found at DwarfFortress/errorlog.txt; if empty/not there ignore this)
Bug description:

Also important:
Did you do any modding yourself?
Do you use linux or mac os?
Did you generate a new world? (most things require a new world, like changing the playable race, or changing optional parts of the mod)

If you experience a crash, feel free to write me a PM. I have a love/hate relationship with those, and would gladly see a save.


PS: Yes, I modified this old post to use it as a template.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: bombzero on February 04, 2012, 02:11:07 am
Just thought id let you know that something seems.... odd about certain dwarf castes. legion being the one i noticed.

i had the option to attack with my left/right hands on page one of attacks.
and the same options repeated on page 2.

seems you may still have some duplicates.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: Angel Of Death on February 04, 2012, 02:35:58 am
What does deadly trap do? One of my miners just struck it, and it did nothing
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: zach123b on February 04, 2012, 02:48:18 am
by chance, does mist put out fires? thinking of putting a mister near my smelter :o
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: bombzero on February 04, 2012, 02:49:40 am
What does deadly trap do? One of my miners just struck it, and it did nothing


did you actually mine it out? its supposed to kill your dwarf. but meph has been having "Fun" with boiling reactions.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: Angel Of Death on February 04, 2012, 02:51:19 am
What does deadly trap do? One of my miners just struck it, and it did nothing


did you actually mine it out? its supposed to kill your dwarf. but meph has been having "Fun" with boiling reactions.
I mined it out. It just disappeared and my miner casually walked away.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: Matoro on February 04, 2012, 03:04:44 am
I have problem with underground seeds. Looks like no one dwarven civilization have acces to them. Same thing happens in Cursed Urborg and Garden of Gaia. I haven't tried playing other maps yet. What could be a problem? Why dwarves do not have acces to underground crops?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: Meph on February 04, 2012, 11:09:15 am
@bombzero: Tested in arena, all is fine. With "option to attack" you mean in Adventure mode ?

@zach123: Ahm... maybe ? rain puts fires out, water does, but I dont know about mist.

@deadly traps work like normal stone. It might create a stone or not, depending on your miners skill. You might have been lucky, and he created none. It creates gas(boiling stone), and this has to be breathed in. Sometimes dwarves do it, sometimes dont. That has nothing to do with the mod, but with DF itself.

@matoro: Thats the adv. world gen, I have the same on my fort. It is just that your home civ has no access to them. You might still find them by gathering though. Normal worldgen should have them. When I find the time I will redo the world gens anyway. As I mentioned before I took them of the Wiki, and it seems that they cause nothing but trouble. I will make my own ones.

All minor things though. :)

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: Axl Wolf Lipid on February 04, 2012, 11:49:32 am
SETTINGS give me an error regarding .NET framework.Any idea how to fix it?
Thanks for your help.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: Meph on February 04, 2012, 12:01:34 pm
Yeah, just update it. (net framework, not the mod. thanks hugo) ;)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: Hugo_The_Dwarf on February 04, 2012, 12:07:25 pm
Yeah, just update it. ;)
What Meph meant was get the newest version of .NET framework :P
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: Axl Wolf Lipid on February 04, 2012, 12:22:00 pm
Where do i find it?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: Meph on February 04, 2012, 12:25:03 pm
Google or here. (http://msdn.microsoft.com/en-us/netframework/aa569263)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: bombzero on February 04, 2012, 12:31:04 pm
Ill get some pictures of what im talking about meph, and do some further investigation on the matter.
(also chrome really wants me to 'fix' your name to meth... not sure what its trying to say...)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: Axl Wolf Lipid on February 04, 2012, 12:35:27 pm
It's compatible with Windows XP?
EDIT:
Nevermind,it's compatible
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: Meph on February 04, 2012, 12:36:55 pm
I run XP myself, so I would assume so ;)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: Axl Wolf Lipid on February 04, 2012, 12:43:12 pm
Damn,it need WinXP SP 3.My version is SP2.
Oh well...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: Farmerbob on February 04, 2012, 12:53:27 pm
Damn,it need WinXP SP 3.My version is SP2.
Oh well...

Windows Update.  Install everything that indicates it's "critical" or "security"

Backup anything important though - SP3 didn't play well with some machines at one point.  Not quite sure how legacy your machine might be.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: Meph on February 04, 2012, 01:01:45 pm
XP, Sp2 and an old Net Framework... that is quite rare to see.

I am having fun playing this mod for the very first time (except testruns of course) I trapped half a zombie siege in the traders tunnel, had a berskering elf on my roof, a militia commander who passed out upon a cagetrap and is now stockpiled, a smelter burned down, a roofed over garden area (with philosophers garden, fountains and plants) that has an eternal winter (got snowed in in winter, then roofed over, now the snow stays and wont melt) I got a dwarven trader with 2 wagon, but I pissed him of and he left without trading, I have an artifact called: "The Boring Brain"... and all this in less then 1,5 years. And 3 kobold thieves at the same time in one spot.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: bombzero on February 04, 2012, 01:17:29 pm
alright here it is meph.

Spoiler (click to show/hide)

as you can see there appears to be duplicates of every appendage.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: Meph on February 04, 2012, 01:25:32 pm
Good find, but you are just "almost" right. The used appendages in the attack are the same, they have the same name. I spawned every male/female of every race in the arena and checked the bodyparts. They are all correct.

What you did find is this: The attacks are twice in the raws.
[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]
[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]
This is twice in the raws. Should have no negative effect, but I will remove it anyway.
   

Anyway, epic find. :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: Hugo_The_Dwarf on February 04, 2012, 01:30:22 pm
Good find, but you are just "almost" right. The used appendages in the attack are the same, they have the same name. I spawned every male/female of every race in the arena and checked the bodyparts. They are all correct.

What you did find is this: The attacks are twice in the raws.
[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]
[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]
This is twice in the raws. Should have no negative effect, but I will remove it anyway.
   

Anyway, epic find. :)
I had that issue when I ported Ross's dwarven castes into my mod, Since I declared attacks right before all castes are selected. He had declared a few attacks in a caste. It's odd that the errorlog doesn't complain about attacks that are ID'd the same :/
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: Meph on February 04, 2012, 01:39:40 pm
With me it was this:
I have 4 attacks for adults, kick, strike, bite, scratch
And 4 attacks for children, kick, strike, bite, scratch.

But actually, 2 of the attacks for children are for adults as well. This means 6 for adults, 2 for children ^^

Mh.. in theory I could give them 9 attacks that are: Strike, and one attack that is: powerful strike, with more damage. Using these: [ATTACK_CONTACT_PERC:100] [ATTACK_PENETRATION_PERC:100] then one in ten attacks would be better.

Edit: AWESOME. My expedition leader got a mood, took metals and bone. Made: The Righteousness of Reigning, an iron crown. Decorated with with bands of silver, menaces with iron spikes and is decorated with... the bones of the elven diplomat that had to be killed (went berserk) The artwork on the crown relates to the ascenion of Tekkud Helmsorgans to the position of king of the Cave of Lusters. How perfect is that ? I love this artefact, I will build a room for it and put it in a display case. Also: How about a helmet called Crown ? An actualy wearable crown...

And: The pikedwarf stabs the zombie wrestler in the lower body with her steel pitchfork, breaking away the rest of the stale blood, tearing the fat and the guts. :D
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: smakemupagus on February 04, 2012, 02:46:57 pm
Having a lot of fun on my first playthrough.  I really like the direction you're trying to go with adding balance and FPS :)  The various embark groups are very cool.  And that you still have a lot of my favorite features from other mods as options.

This game I was playing as the Engineering embark, so very quickly in the first years we have a nice fortress foundation nestled into the cliffs at the confluence of two small rivers.  In keeping with the Engineer challenge we've been short on animals and cloth industry.  Fortunately the elven caravan somehow managed to get itself caught in an ice casting pit.   :o

A couple things I noticed

Maybe a typo in raw/objects filenames?  I'm not much of a modder so I don't know if it's a problem
building_trainin_library
No "g" in the file name.  The other trainer buildings are spelled "training"

In the game, Unloading stations seem to always default to auto-job "Unloading Corpses" even when there are no corpse wheelbarrows.  This leads to poor dwarf always standing there trying to do the job until he gets thirsty

It took me a while to realize how to use your Pre-made worlds, maybe add a note specifying that they are Adv world gen sets?  I've never messed around too much with Adv world settings before now so it didn't occur to me to look there. 
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: Hugo_The_Dwarf on February 04, 2012, 02:57:49 pm
With me it was this:
I have 4 attacks for adults, kick, strike, bite, scratch
And 4 attacks for children, kick, strike, bite, scratch.

But actually, 2 of the attacks for children are for adults as well. This means 6 for adults, 2 for children ^^

Mh.. in theory I could give them 9 attacks that are: Strike, and one attack that is: powerful strike, with more damage. Using these: [ATTACK_CONTACT_PERC:100] [ATTACK_PENETRATION_PERC:100] then one in ten attacks would be better.

Edit: AWESOME. My expedition leader got a mood, took metals and bone. Made: The Righteousness of Reigning, an iron crown. Decorated with with bands of silver, menaces with iron spikes and is decorated with... the bones of the elven diplomat that had to be killed (went berserk) The artwork on the crown relates to the ascenion of Tekkud Helmsorgans to the position of king of the Cave of Lusters. How perfect is that ? I love this artefact, I will build a room for it and put it in a display case. Also: How about a helmet called Crown ? An actualy wearable crown...

And: The pikedwarf stabs the zombie wrestler in the lower body with her steel pitchfork, breaking away the rest of the stale blood, tearing the fat and the guts. :D

That just gave me the idea for that too (crowns to wear on your head, probally by turning a CROWN to a HELM:ITEM_HELM_CROWN) shame that concept would simply destroy the artifact???

And yes combat reports for zombies are funny "breaks away the rest of the stale blood X 99" lol but why is your pikedwarf using a Pitchfork :P
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: Meph on February 04, 2012, 03:37:34 pm
@hugo: Because I want to try out all the shiny new weapons ;) And what do you mean with: It would destroy the crown ? There will always be crafted crowns. I meant just adding a helmet.

@smakemupagus: Glad that you like it. I am just getting a feel for the balance, and have a list of changes at hand already. The typo in the training raws is intentional. This way the library file (with the scriptorium) is at the top of the training buildings, and is displayed as such ingame. So you have the Sciptorium for the books, and then the library sections below it.

Corpse Carts will be tested, I have enough bodyparts lying around.

About the worlds: Well, I dont want to actually gen 5 worlds, the download would be 30-50mb bigger. I will add a notice to the manual then.

Edit: My militia commander is running around with a demonic armor, a trex skull helmet, and is just installing a menacing spike, made with shark tooth tips. :) It is really weird to see all this in the actual game, and not just in theoretical form, in the raws...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: Hugo_The_Dwarf on February 04, 2012, 03:55:17 pm
 meant it would destroy the artifact crown to turn it into a wearable "helm" crown. Cause it would have been epic to have a artifact crown my king could wear.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: bombzero on February 04, 2012, 03:56:54 pm
dont know how easy it is to delete crafts from DF, but if you deleted crafted crowns, and replaced them with helm crowns, then you would get a moodable, wearable, crown.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: Hugo_The_Dwarf on February 04, 2012, 04:04:03 pm
dont know how easy it is to delete crafts from DF, but if you deleted crafted crowns, and replaced them with helm crowns, then you would get a moodable, wearable, crown.
I don't think you can mod out "crafts" but you can have a Helm_Crown ingame aswell, even have a reaction to turn craft crowns to helm crowns. But the delmma is that a Craft Artifact Crown would go from Agesplinters the Fist of Swords Iron Crown to a normal Iron Crown set apon your head :( unless you got lucky and a armorsmith liked helm_crowns and got a mood.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: Meph on February 04, 2012, 04:06:42 pm
I found the problem with the bodypar unloading. It used a single bodypart to unload... a bodypart. Then takes the just unloaded bodypart, and uses it to unload it again, infinite loop. Fixed it.

And I will definetly add crowns now. As a helmet, not the artifact destroying kind.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: Darunija on February 04, 2012, 04:10:54 pm
The Embark Groups are nice and the castes are very nice but both together might be a bit twisted. If I want to have a special dwarf for stone stuff and he becomes a legion dwarf after embark I cant use his ability or caste at the same time. Maybe it is possible to set castes after embark according to their skills? So my stone dwarf will become a guild dwarf or something like that.

And again: keep up the good work =)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: Meph on February 04, 2012, 04:19:04 pm
You can see the castes before you embark. Just view the dwarf in the embark screen.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: bombzero on February 04, 2012, 05:03:44 pm
You can see the castes before you embark. Just view the dwarf in the embark screen.
this is one of the concepts behind my forts, i assign skills by the dwarf, not my original idea. so i end up with specialized people for some stuff, but may need to wait for migrants for certain industries.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: smakemupagus on February 04, 2012, 05:22:51 pm
I found the problem with the bodypar unloading. It used a single bodypart to unload... a bodypart. Then takes the just unloaded bodypart, and uses it to unload it again, infinite loop. Fixed it.

And I will definetly add crowns now. As a helmet, not the artifact destroying kind.

Awesome.  Did you check on [REACTION:LOAD_CORPSE] as well as [REACTION:UNLOAD_CORPSE]?

It uses
[REAGENT:CORPSEPIECE:1:TOOL:WHEELBARROW_CORPSE:NONE:NONE]
But I wonder if that shouldn't be
[REAGENT:container:1:TOOL:WHEELBARROW_CORPSE:NONE:NONE]

I like that you made those not use the Alchemy skill anymore.


Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: Meph on February 04, 2012, 05:33:54 pm
Yeah, I checked and fixed both.

I also found out what causes a reaction to respect stack size (this is mostly for hugo) It is not the has_material_reaction_product tag, but the [REACTION_CLASS:XXXX] tag. Because I just used barrels stockfull of blood for a sacrifice. Had a full caravan load of blood barrels. Resultet in 1500 iron sword, given to me by armok. One for every 1 unit of blood. Ups...


Btw: All my wells are in a pool of blood, my one marksman is having fun with steel bolts on his raised archer platform, and I am just starting with the new alloys. :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: Hugo_The_Dwarf on February 04, 2012, 05:59:14 pm
Yeah, I checked and fixed both.

I also found out what causes a reaction to respect stack size (this is mostly for hugo) It is not the has_material_reaction_product tag, but the [REACTION_CLASS:XXXX] tag. Because I just used barrels stockfull of blood for a sacrifice. Had a full caravan load of blood barrels. Resultet in 1500 iron sword, given to me by armok. One for every 1 unit of blood. Ups...


Btw: All my wells are in a pool of blood, my one marksman is having fun with steel bolts on his raised archer platform, and I am just starting with the new alloys. :)
I believe both work [REACTION_CLASS] and [MATERIAL_REACTION_PRODUCT] they are pretty much the same altho:

[REACTION_CLASS:xxxx] makes a material be classed or catagorized

[MATERIAL_REACTION_PRODUCT:xxxx:parameter1:parameter2] classes it but can produce a different product
Spoiler: parameters (click to show/hide)

Both of these can be used to accept stack overflow (just makes products based on reagent, eats an entire stack)

your case of (what I think your saying) 1500 iron swords could be you did a:
[REAGENT:blood:1:LIQUID_MISC:NONE:NONE:NONE][REACTION_CLASS:BLOOD]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_SWORD_SHORT:INORGANIC:IRON]

if you want to make sure you only get one sword try using the [DOES_NOT_DETERMINE_PRODUCT_AMOUNT] on the BLOOD reagent.

EDIT:
But of course I'd like to know if I'm wrong I hate giving bad advice, like advice I thought was right but wasn't.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: bombzero on February 04, 2012, 06:39:26 pm
hey meph, do warpstone gems and warpstone ore/stone have different images.

because after mining through what appears to be the ore/stone (non lethal according to you) my miner suffocated.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: Meph on February 04, 2012, 06:52:14 pm
Yes, they have different tiles. But both have the same name, maybe I should make it slightly different. like stable/unstable or something. Your miner can suffocate from the gems, yes, but not from the veins. the veins have this:

 [CE_COUGH_BLOOD:SEV:1000:PROB:100:VASCULAR_ONLY:START:5:PEAK:900:END:2000]
 [CE_NAUSEA:SEV:1000:PROB:100:VASCULAR_ONLY:START:5:PEAK:900:END:2000]
 [CE_DROWSINESS:SEV:1000:PROB:100:VASCULAR_ONLY:START:5:PEAK:50:END:1000]
 [CE_FEVER:SEV:1000:PROB:100:VASCULAR_ONLY:START:5:PEAK:50:END:2000]

All non deadly. He will be slower, might go to sleep on the spot, and spit some vomit/blood, thats it.


About my fortress: got bumrushed from a group of giant capybaras through my wells... and hunted grand blobs in the deepest cavern, just making special ammo for my lone marksman.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: Meph on February 04, 2012, 08:50:41 pm
I collected a lot of random thoughts about unpolished stuff, some minor bugs (3 very stupid ones as well, see the first three mentionings) and balancing. If you are interested, here it is, might be a bit long to read though. I will see what I can implement from this list. Feel free to comment, if the direction I want to go is good or bad in your opinion.

List:
Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: smakemupagus on February 04, 2012, 10:05:56 pm
Logged in to post a couple small comments, like about burning skulls having pancreas, but looks like you caught most of them already.  There is some strange mixing between the Economic and Other stones.  Eg. Raw mithril and raw adamantine is Other, but gabbro and Basalt are Economic?  I don't remember how raw adamantine was in vanilla but I assumed it was economic.

I don't think a sling is really needed.  You can make a Bowyer and wood bolts immediately on embark, and Stone-tipped bolts from the stonecutter.  (... Did you incorporate the fix that treated Stone-tipped bolts as "wooden" material so that they can go in ammo stockpiles?) 

Thanks for posting about Macros.  Wow.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: Ashnal on February 04, 2012, 10:27:02 pm
@Meph: Did I see something about making weapons and armor from gems in the Genesis thread? Sounds pretty damn awesome. Not sure but I could have sworn I suggested that to someone at some point, maybe it was Deon since I can't find it in this thread ...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: smakemupagus on February 04, 2012, 10:29:55 pm


edit.  Did you do something about spiders in caves?  both my 1st and 2nd caverns are just coated top to bottom in webs.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: Meph on February 04, 2012, 10:38:11 pm
I have the epic web-caverns as well. I guess it is the addition of several webbing vermin. They never get killed by random world-gen creatures, so they live forever and spam webs.

Quote
Did you incorporate the fix that treated Stone-tipped bolts as "wooden" material so that they can go in ammo stockpiles?

What fix ? Tell me :)

@ashnal: Yes, I have all kinds of gem warfare ;) 3 types of quality, linked to the value of the gem. Currently I only have the problem that fossils are also accepted. You can make a treasury chest breastplate, what makes no sense. But I know how to fix that.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: smakemupagus on February 04, 2012, 10:46:25 pm
about stone bolts, is the way the Stonecutter was originally designed, the bolts' material was considered stone, and then ammo stockpiles don't accept them properly.  The bolts would build up as clutter and you had to deconstruct the workshop to get them out at all.  The fix was to make the bolts to be considered "wood".  If i understood correctly it was about getting the material type for the product to come from the wood reagent instead of the stone reagent.

I can't tell how it works right now in your mod because as I was in the middle of testing it i broke into a spire.  Praise the miners my @$$, lol
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: Meph on February 04, 2012, 10:49:00 pm
Wouldnt that defeat the purpose of stonebolts ? They would be the same as wooden bolts, just more expensive to make. If they ignore the stone material (which might be heavier, sharper, whatever) and just rely on the wood, they use the wooden material (which is lighter and not as sharp) for the attack.

Fix:    [PRODUCT:100:50:AMMO:ITEM_AMMO_BOLTS:PLANT_MAT:ROCKTIP:WOOD]
My version:    [PRODUCT:100:50:AMMO:ITEM_AMMO_BOLTS_ROCKTIP:GET_MATERIAL_FROM_REAGENT:A:NONE]

Seems you are right, deon applied some kind of patch. Hope I am wrong about the attack rating though.

EDIT: Aha... he uses a fake plant mat that is as strong as rock for this.
Here the code:
Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: trees on February 04, 2012, 10:51:09 pm
That's not how it works - they use a custom material that has the properties of stone with the [WOOD] token (I think) added, so they can be stockpiled properly.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: Meph on February 04, 2012, 11:00:53 pm
Not quite, but almost. They have a custom plant added, with no natural occurence, and the properties of stone.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: smakemupagus on February 04, 2012, 11:14:46 pm
Cool, glad you were able to figure it out, that I didn't lead you too far wrong
".. likes Rocktip for its sharpiness"  8)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: Meph on February 04, 2012, 11:29:02 pm
If you wouldnt have mentioned it, I wouldnt have found out about it, so, yeah, thanks :)

Updated list:
Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: bombzero on February 04, 2012, 11:40:45 pm
Silk industry can be a ridiculously lucrative business for a dwarven fort. collecting the rare webs down in the caverns and processing them into fine goods to sell to the world. buying whole caravans with one bin on cloth...

just one little problem

Spoiler (click to show/hide)

kind of removes the 'rare' part of silk dont it?



off topic, sometimes i think DF is psychic, this artifact was made after i spent an hour cleaning up after some stupid fire griefer i banned on my minecraft server... fucking RNG...
Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: Rotinaj on February 04, 2012, 11:53:28 pm
I really want to play, but I can't seem to disable graphics. All the other options seem to work fine, but toggling graphics between on and off doesn't seem to have a result. Any help would be appreciated.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: bombzero on February 04, 2012, 11:55:25 pm
I really want to play, but I can't seem to disable graphics. All the other options seem to work fine, but toggling graphics between on and off doesn't seem to have a result. Any help would be appreciated.

if you prefer ASCII or have a small monitor than youll have to wait as the current version is phoebus only, kind of sucks for people who cant/dont want to run with phoebus but meph has forgone textures for a update right now.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: Rotinaj on February 05, 2012, 12:02:56 am
A mod not compatible with ASCII? Isn't that a little backwards?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: Meph on February 05, 2012, 12:14:48 am
He ? You dont seem to know what Graphics on/off means. It only handles the creatures graphics that are added, the custom sprites. If turned OFF, you have characters or tiles.

About the Ascii thing: You can change it from phoebus to ascii, but the tilenumbers are wrong, and everything looks a bit different. I have a Ascii Version lying around, sponsored by "teh zip file" but another user, admiralawesome, is writing a tileset changing program. He uses my mod for testing, and when he is done I will add Ascii, Ascii+ (vherid), Phoebus, Ironhand and Mayday, as optional settings.

Till then, Phoebus it is.

@bombzero: about the silk: See my post:
Quote
I have the epic web-caverns as well. I guess it is the addition of several webbing vermin. They never get killed by random world-gen creatures, so they live forever and spam webs.
I will work on the vermin and the Flora Fauna creatures... giving them generic materials, sprites and reducing the count, so the (boring) (real-world) animals dont spam out all the (interesting) (fantastic) monsters.

These are the culprits:
(https://lh5.googleusercontent.com/-UuofrDAVjmI/Ty4UWAXGYkI/AAAAAAAAKC0/1iPjFXRJ4LU/s912/silk.PNG)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: MaskedMiner on February 05, 2012, 12:33:08 am
I've seen Fortress Defense races come with other mods too .-. When these mods include the FD races, are they only including the races? Are there some difference from original Fortress Defense mods and mods that come with FD races?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: Meph on February 05, 2012, 12:35:49 am
I cant tell you what other mods do with FD. But FD is only races, it adds nothing else, that is the reason it is so easy to add to a mod. no compability problems.

The original one adds 18 races, you can pick them by changing the raws. Nothing else is changed.

I include all 18 races, you can pick them by clicking a button. Nothing else is changed.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: trees on February 05, 2012, 12:37:02 am
Not quite, but almost. They have a custom plant added, with no natural occurence, and the properties of stone.

Ah, didn't see your edit. I suppose that way works too, though!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: MaskedMiner on February 05, 2012, 12:38:19 am
I cant tell you what other mods do with FD. But FD is only races, it adds nothing else, that is the reason it is so easy to add to a mod. no compability problems.

The original one adds 18 races, you can pick them by changing the raws. Nothing else is changed.

I include all 18 races, you can pick them by clicking a button. Nothing else is changed.

Oh, I see... That explains why its so commonly added.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: bombzero on February 05, 2012, 01:03:32 am
with the silk thing would CAVERN:YES be the spawning the spiders? or is that just the blobs?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: Meph on February 05, 2012, 01:09:32 am
Cavern:Yes adds everything in the creature_cavern_masterwork.txt. That includes Webbers and Spinners, two webbing vermins, that I think are the problem. No testing done though.

I will go and sleep a bit as well, for a change ;)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: Meph on February 05, 2012, 01:39:30 am
Ok... I tell you what just happened: I went to sleep... was almost asleep. Then jumped up, grabbed the laptop that was on standby, opened the df raw/objects folder, spent less then 1 minute editing the plant_standart.txt and behold:

GENERIC WOOD.

Run a quick test in fortress mode, all trees are still there, but all logs are made of a generic wood material, that can be used exactly like normal wood types. This reduces the list of building materials you have to scroll through extremely. OMG, aweseome. Dont know how I just jumped from A to Z without anything in between, but I will add a new system for wood to the mod. It will be non-optional, and feature the same 3 kind system as leather, 3 different kinds, no more. (plus special ones, like nether cap and similar)

The kinds will be: (names undecided)
Wood (normal)
Fairwood (higher value)
Toughwood/Hardwood/Goodwood (better weapons/armor/ammo)

Plus maybe the Iron/Steelwood I want to add to elves. (this might be a metal though, so you can use their armor, melt it down and so forth)

Anyway, I will fall back into the bed now.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: Ashnal on February 05, 2012, 02:11:22 am
One small thing has been bothering for me for quite a while. I know you're not a native english speaker meph, but can you take note of these please?

First, "standart" as you say it should be "standard" and "treasury" should be "treasure."

Now that that is out of the way, nice job with the generic wood. I've thought of it before, but generally I've liked the flavor and variations of wood. As long as you have some common wood and more valuable wood it'll be fine though. And I totally dig the gem armor idea. Who needs to encrust armor with gems when you can just make armor from gems ...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: Teh Zip File on February 05, 2012, 05:32:29 am
He ? You dont seem to know what Graphics on/off means. It only handles the creatures graphics that are added, the custom sprites. If turned OFF, you have characters or tiles.

About the Ascii thing: You can change it from phoebus to ascii, but the tilenumbers are wrong, and everything looks a bit different. I have a Ascii Version lying around, sponsored by "teh zip file" but another user, admiralawesome, is writing a tileset changing program. He uses my mod for testing, and when he is done I will add Ascii, Ascii+ (vherid), Phoebus, Ironhand and Mayday, as optional settings.

Till then, Phoebus it is.

I really hope he finishes that soon.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: war_man333 on February 05, 2012, 05:44:52 am
My game seems to crash after orcs+trolls lay siege to my fortress. I tried exterminating them the second they pop on the screen but regardless, the game still crashes.
It doesn't crash the instant they show up though, it takes a few seconds, then it crashes. There's nothing in the error log.
Any idea how to fix this?  :D You can get my savegame if you want.

Could it be because I've used DFHack?
I've used autodump, fastdwarf, and reveal... it's really tempting to use that crap when it launches along with Dwarf Fortress in the 'settings' program


Oh and one more thing, how do I get my dwarves to pray to Armok? I can't get the Altar or the other Armok building to work, and I got both a priest and a preacher, what am I doing wrong?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: Starhero on February 05, 2012, 08:29:42 am
-SNIP- Answered my own question.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: admiralawesome on February 05, 2012, 10:47:51 am
... another user, admiralawesome, is writing a tileset changing program. He uses my mod for testing, and when he is done I will add Ascii, Ascii+ (vherid), Phoebus, Ironhand and Mayday, as optional settings.

Till then, Phoebus it is.

I really hope he finishes that soon.
The script is functional now.  I just have to add proper support for command line parameters before it's ready for a public release.  I'm hoping to finish that today.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: bombzero on February 05, 2012, 12:55:44 pm
My game seems to crash after orcs+trolls lay siege to my fortress. I tried exterminating them the second they pop on the screen but regardless, the game still crashes.
It doesn't crash the instant they show up though, it takes a few seconds, then it crashes. There's nothing in the error log.
Any idea how to fix this?  :D You can get my savegame if you want.

Could it be because I've used DFHack?
I've used autodump, fastdwarf, and reveal... it's really tempting to use that crap when it launches along with Dwarf Fortress in the 'settings' program


Oh and one more thing, how do I get my dwarves to pray to Armok? I can't get the Altar or the other Armok building to work, and I got both a priest and a preacher, what am I doing wrong?

strand extraction has been renamed 'apostle of Armok' do the math.
so your priests will write your books, pray to Armok, and extract from adamantine, quite fitting the new skill name i think.

alchemy is for... alchemy. and wheelbarrows utilize the hauling labor corresponding to the item hauled.
i may have missed soem but im still figuring some stuff out myself.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: smakemupagus on February 05, 2012, 01:28:09 pm
GENERIC WOOD.

Interesting.  Are you thinking that you would leave the cavern trees unique but make the topside trees generic?

re: materials for the elves' armor: I liked the idea of being able to burn the elves' armor for ash
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: Meph on February 05, 2012, 01:52:18 pm
@ashnal: Some wood variations will remain.

@warman333: upload the save, I always want to have a look at crashes. Strand_extraction is the skill you are looking for. Priests are for morals support, and meet with angry/sad dwarves and help them get better.

@bombzero: Close. Book-writing uses the teacher skill, so everyone can do it. But good idea with the religious dudes doing the writing, it fits historically. Sadyl I cant add it, since you can turn libraries and religion ON/OFF independently.

Carts use Mining, Woodcutting and Butchery, since hauling-tokens are labortokens, and I needed skill-tokens for the reaction. Otherwise I would of course use a hauling skill, but they dont exist.

@admiralawesome: Good work. I am curious about how well it performs and cant wait to test it :)

@smakemupagus: Dont know yet. I will add several types of wood, see my tech tree thread. And elves get two metal grade "woods" that you might even melt and reuse. OR wooden ones that you can burn. Must test what is possible.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: bombzero on February 05, 2012, 02:34:17 pm
im geussing my priests do the writing since they are the most idle?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: Meph on February 05, 2012, 05:14:29 pm
Probably, but you gave a good idea. I made a priest caste. Natural skills in Strand extraction, consoling, pacifying and teaching (this one for writing books)

I went through the (long) list I posted, and finished 2/3 of it, mostly the easier stuff.

Importan stuff: Generic wood types, two sieging armies might fight each other, nobles for all races, pure minerals that give twice the ore, and some bugfixes (corpse cart, iridium, nails, batch smelting, bonemeal-flux, stonebolts not being stockpiled)

Changelog:
Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: bombzero on February 05, 2012, 06:02:21 pm
hmm not bad, however one thing id like to point out, bone crafts are also not getting moved in 1.1 cluttering up the craftsdwarfs workshop, im assuming this is true for ALL bone items, but have not checked yet to a combination of greed and a seemingly non-hollow spoilerite vein. which was in fact hollow.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: Meph on February 05, 2012, 06:16:06 pm
I definetly know that bone ammo is moved, dont know about crafts, never make any.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: bombzero on February 05, 2012, 06:28:14 pm
i had 3 20x20 rooms full of bones, so i made some crafts,

also with bone throwing weapons, dont get moved from shops. but crafts and thrown weapons would be a hell of a lot harder to fix...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: zach123b on February 05, 2012, 06:51:44 pm
hey i embarked on a cave and inside was a sky dragon and 5 advanced golems with bunch of others
so far the golems have sought world domination in the cave as they have killed quite a few random monsters

btw the cave is barren aside from the mass webbers and a few bat remains
on embark i can take raw titanium for $3, woflramite for $15 and marble for $3 (aren't flux stones suppose to be 6?)
also on 'some embarks i can't take any underground plants, i usually re-gen the world when this happens and i've noticed that the dwarfs typically only have 1 civ

btw any chance of a stone/metal/alloy guide? that is if u get the time of course
now to plan the capture of the beast and the demise of some tough golems..
awesome mod btw, doubt u need to hear it anymore though lol
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: bombzero on February 05, 2012, 07:00:33 pm
A updated guide on metal crafting would be nice...

heres the basis of it, advanced > normal > nothing.

some are intuitive by name i.e. fireproof.

as far as steel goes, damast is the new name for battle steel.
lightweight is for crossbow squads that you still want some protection from.
fireproof is rarely needed, unless you are interested in the Creature Research and have a overpopulation of Fire Clowns. or a dragon camping out by your front door.

pattern/arc welded metals are superior for just about everything.

also for a decent late game weapon, if you lack a heavy metal for hammers, try slade mauls.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: Meph on February 05, 2012, 07:07:26 pm
I am looking at changing the metals, so I wont make a new guide for the current ones. Although I updated the manual about them. Here you go:

NEW METALS:
Wolfram: heavy, for hammers
Chrome: valuable, for decoration
Titanium: valable and light
Cobalt: Similar to Iron
Mithril: Light, good for armor/weapons.
Slade: For everything. Hard to get.

NEW ALLOYS:
Chrome alloy
iron + chrome = steel grade metal (same as steel)
Name: Stainless Steel

Titanium alloy
electrum+titanium = super valuable metal, non-weapon grade (for furniture)
Name: Patternweld Titanium

Wolfram alloy
gold + wolfram = heavy metal grade metal (for hammers)
Name: Patternweld Wolfram

Cobalt alloy
iron + cobalt = iron upgrade metal (slighly better then iron)
Name: Patternweld cobalt

Mithril alloy
mithril + iron = very light iron (for archers)
Name: Feather iron

Slade alloy
slade + adamantium = epicness*100
Name: Slademantium
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: bombzero on February 05, 2012, 07:48:52 pm
by the way, noticed you tweaked the smelting accident occurrences a bit, much better as i don't have every one of my year 1 furnace operators succumbing to arsenic poisoning by year 6.

also, slademantium gives me a reason to get adamantium again! (never used it before as i dont really favor cutting weapons in my military.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: Putnam on February 05, 2012, 07:50:45 pm
It's adamantine, like the luster quality.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: Meph on February 05, 2012, 09:10:07 pm
Another idea of mine, this time for the last empty, modable vanilla building, the tanner. More leather reaction:

This is a lamellar leather armor. Works. :)

Production process:
skin => leather
leather+water+oil=> tough leather   (or take leather from tough creature, elephants for example have this by default)
tough leather + bone=> studded leather (does not respect stack size, might use something else? wood maybe?)
studded leather + studded leather + studded leather =>  lamellar leather.

All in the tanner. The lamellar leather can then be used in the leatherworkshop for any leather item. Same of course for tough and studded leather.

Ratings:
Leather = normal
Tough leather = lower then copper, but not much.
studded leather = lower then iron, but not much.
lamellar leather = lower then steel, but not much.

For one piece of lamellar leather you would need:
3x leather, 3x water, 3x oil, 3x bone and 3 worksteps.

Next thing I do is the new wood. Lets see what I can come up with. I would also really like feedback about the leather idea. The basic thought behind it is to make metal grade items (out of leather, bone and wood) All of this is produced aboveground. Animals, plants, trees, lifestock and butchery... designed as an alternative to metal/stone/magma, smiths and smelters. People who want to do an aboveground fortress should be able to defend themselves.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: Hugo_The_Dwarf on February 05, 2012, 10:57:03 pm
Another idea of mine, this time for the last empty, modable vanilla building, the tanner. More leather reaction:

This is a lamellar leather armor. Works. :)

Production process:
skin => leather
leather+water+oil=> tough leather   (or take leather from tough creature, elephants for example have this by default)
tough leather + bone=> studded leather (does not respect stack size, might use something else? wood maybe?)

For the bone stacks, make a toy/tool call studs. and use the [REACTION_CLASS] or [MATERIAL_REACTION_PRODUCT] tags on bones to create "bone studs" to be punched into tough leather

That way you can require like.. 5 bone studs and whatnot.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: Meph on February 05, 2012, 11:55:48 pm
I use this, but it does not respect stack size. It also creates "bone studs" that will be used to make bonestuds, resulting in an endless loop.

[REACTION:STUD]
[NAME:make bone studs]
[BUILDING:TANNER:CUSTOM_S]
[REAGENT:B:1:CORPSE:NONE:NONE:NONE][REACTION_CLASS:BONEMEAL]
[PRODUCT:100:1:TOY:ITEM_TOY_STUD:INORGANIC:BONE]
[SKILL:TANNER]

I mean, this is a simple as it gets... can it be that the CORPSE item token is broken ? Any other way to get bone, and only bone ? And not the bone items I create, because they have the same material, and therefore the same reaction_class (ok this just solved itself, I make a custom material for the studs) Still, Stack size...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: Meph on February 06, 2012, 01:21:16 am
Ok guys, I made some major changes, for leather and wood. I tried to keep it historically correct and realistic. Here you go:

Tanning:
The tanner can now refine leather, from normal leather up to iron-grade leather. All of them can be used in the leatherworker to produce armor.

How it works:

Reaction: boil leather to harden it
This needs leather and oil, and makes copper grade leather, called: hard leather

Reaction: make bone studs
This needs bones, and makes bone studs. These are used for the next step.

Reaction: stud hardened leather
This needs hard leather and 5 studs, makes a wrought iron grade leather, called: studded leather (think bikerjacket)

Reaction: make lamellar leather
This needs 3 studded leather, makes one iron grade leather, called lamellar leather


Wood:
Addition of generic tree types help FPS. A new building, the timberyard is added as well.

How it works:
Treetypes:
Normal trees leave rough logs.
Ironbark is a rare tree, mostly aviable through elves and as strong as iron
Steeloak is a rare tree, mostly aviable through elves and as strong as steel
Cavern (lvl1-2) trees leave fungiwood
Deep cavern (lvl3) trees leave netherwood, which is fireproof


Timberyard:
This building is the biggest I ever made, and uses a lot of raw materials to be built. I chose this, because it is a way of restricting early access that I did not use yet. It needs 20 blocks, 20 logs, 3 mechanisms and 2 serrated discs. I can, in the end, make 3 logs out of one tree, so the investment is worth it in the long run.

How it works:

Reaction: remove bark
This needs one rough log, and makes one smooth log. It is worth more.
This also has a small chance for a random bark item, see Spoiler:
Spoiler (click to show/hide)

Reaction: remove soft wood
This needs one smooth log, and splits it into two, the heart- and the sapwood.

Reaction: polish into fair wood (maybe it should need wax)
This needs one heartwood, and makes one fair wood. It is worth more.

Reaction: split into scrap logs
This needs one sapwood, and makes two scrapwood logs. It is worth less.

Reaction: refine ironbark (needs fuel)
This transformes ironbark wood into ironbark metal

Reaction refine steeloak (needs fuel)
This transformes steeloak wood into steeloak metal


Everything is tested and works. The only point I want to improve on is, that the "make bone stud" reaction does not respect stack size. It takes a stack of bones, and creates only one stud. If anyone knows whats wrong with it, go ahead. And, as always, criticism and feedback is welcome. If you have better names for the wood types, please go ahead. On an unrelated note: I also made silver and gold strands extractable, so you can make fancy clothing now. Oh, and crowns.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: smakemupagus on February 06, 2012, 02:44:01 am
New version looks interesting.

Hey, I'm having trouble crafting mithril (the powder step).  I have both an arc furnace and a magma arc furnace, with RAW_MITHRIL stockpiled nearby.  I also have about a zillion empty bags because I assumed that was the problem and made a ton of them.  They're not too far away, and not restricted by burrows or anything.

disclaimer: as you know by now i don't really know much about the modding, i'm just poking around

The [REACTION:MAKE_MITHRIL] seems to be looking at the REACTION_CLASS:
[REAGENT:A:1:BOULDER:BOULDER:NONE:NONE:NONE][REACTION_CLASS:MITHRIL]

But RAW_MITHRIL doesn't have a REACTION_CLASS marked.  It does have this:
[MATERIAL_REACTION_PRODUCT:MITHRIL]

For what it's worth W and Ti do have REACTION_CLASS
[MATERIAL_REACTION_PRODUCT:COBALT]
[MATERIAL_REACTION_PRODUCT:CHROME]
[REACTION_CLASS:WOLFRAM]
[REACTION_CLASS:TITANIUM]

I have no luck yet with the (magma) gun ammo mint either.  I have gunpowder made from potash, and iron, steel, and silver bars, but no reactions light up at the ammo mint. 
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: Mitchewawa on February 06, 2012, 04:15:31 am
You could create additional options for studs at the craftdwarf shop, such as separate reactions for ivory, tooth, shell. Maybe rock or metal. Preferably metal.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: Repulsion on February 06, 2012, 08:29:41 am
This is a bit odd...

Whenever I try to change something in the settings, it says that my access is denied. In the case of the things like extra buildings, races, creatures, materials, etc., it changes, but when I try to open a utility or an extra it says my access is denied and then says that the system cannot find the file specified.

So, yes. No idea what is wrong. Probably something really obvious.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: war_man333 on February 06, 2012, 09:08:00 am
@ashnal: Some wood variations will remain.

@warman333: upload the save, I always want to have a look at crashes. Strand_extraction is the skill you are looking for. Priests are for morals support, and meet with angry/sad dwarves and help them get better.

@bombzero: Close. Book-writing uses the teacher skill, so everyone can do it. But good idea with the religious dudes doing the writing, it fits historically. Sadyl I cant add it, since you can turn libraries and religion ON/OFF independently.

Carts use Mining, Woodcutting and Butchery, since hauling-tokens are labortokens, and I needed skill-tokens for the reaction. Otherwise I would of course use a hauling skill, but they dont exist.

@admiralawesome: Good work. I am curious about how well it performs and cant wait to test it :)

@smakemupagus: Dont know yet. I will add several types of wood, see my tech tree thread. And elves get two metal grade "woods" that you might even melt and reuse. OR wooden ones that you can burn. Must test what is possible.

I managed to upload a save before I fixed it myself.
I'm pretty sure the orcs or trolls caused the crash. The second they came up I killed them with Runesmith.
http://filesmelt.com/dl/region23.rar

I can't guarantee a crash anymore, sorry.




Does anyone know how to build a Stone Smasher? I can't find it.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: Ishar on February 06, 2012, 02:10:35 pm
Sorry, I'm an impatient man:

- What are your goals for the next version? (Mayday tileset, different embark races maybe?)
- Do you have any ETA for it?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: Meph on February 06, 2012, 02:51:44 pm
@smakemupagus: Nice find. Of course they are buggy, only wolfram and and titanium works. I will fix it.

@mitchewawa: It should be an alternative to metal, it should not need metal. But I can make ivory, tooth, horn and so on. Bodyparts. :) But the name of the created leather is always "studded leather" no matter what you use. It is a custom inorganic mat, and not a "improved mat" Maybe I can fiddle aournd with the raws to make it a bit nicer.

@repulsion: If the things are renamed (or the folders renamed) it cant find it. As long as you didnt change anything it should work fine. Anyway, you can just open them manualy, if it really does not work.

@war_man333: I downloaded the save, will have a look. Thanks. Deleting them solved the problem ? I got sieged by orcs, orcs on mounts and orcs with creepers, had no crashes.

Stone Smasher is called Stone Grinder ingame (ups, mixed up the words) and can be found next to the crematory in the furnace menu. It does not need fuel though, so I might move it to the workshops. I put it to the furnaces, because I have a lot of workshops, and less furnaces.

@Ishar: Next version has following:
New tanning, generic wood, timberyard building, humans sell blueprints instead of gear (this way you can  built it yourself and select the material. Before you could only order the stuff, and get it made from a random material) I want to make guns harder to get, hopefully add ascii/ironhand/mayday with admiralawesomes program. I include macros for beginners (easy fortress, first steps and so on) A macro that sets up several military uniform templates, to easier use the new weapons and armor, some new, small features, a lot of balancing and bugfixes and cosmetics (things that look weird, text with caps and so on) Oh yeah, and the different civs have a chance to be hostile to each other. Zombies killing orcs, and Automatons sniping at FrostGiants (who will just ignore it)

- ETA: No clue. A week at minimum, probably more ? I am sitting next to my packed and ready bicycle, cycling 1000km towards the northern coast. Then comes santa marta, 5 days trekking, Cartagena, and then a one week sailing crouse to Panama. I might get delayed in my modding, because of too much fun RL stuff ;) But I check by the forum in between.


I also made a couple of new weapons that use a labor skill instead of a military skill, so you can have a better last-stand militia of craftsmen, before I noticed that it does not even work. :D
Spoiler (click to show/hide)

Edit: Timberyard looks like this btw:
(https://lh4.googleusercontent.com/-_o7nE367jhk/TzAxu7_M9KI/AAAAAAAAKDA/CFxLmG3IF2g/s160/timberyard.PNG)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: Maklak on February 06, 2012, 04:06:48 pm
I ilke the fixes, generic materials, and GUI with many options. I propose adding a 'cheating' embark profile with as many DIY tricks as can be reasonably done, for example milk to be made into cheese (cheapest food), lots of 1 unit of animal meat to get many barrels, plants rather than booze to brew your own, some wood, granite, leather, and maybe thread, and most importantly enough ores of copper, tin and coal to make ~30 bronze items shortly after arrival.
I like some new workshops, but mostly those that are fixes for existing issues, like fountain training swimming. I'm not so fond of tech tree, and a lot of additional stuff. In DF sometimes less is more.
Once You have generic wood, leather, less gems and stones, maybe it is time for generic meat and organs and bones too?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: Ishar on February 06, 2012, 04:13:19 pm
That sounds awesome, Meph, keep up the good work!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: Mysterius on February 06, 2012, 05:00:31 pm
Having to play with Phoebus restrain me for playing this (seemingly) wonderful mod. I hate graphic packs, i only want simple ascii  :).
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: smakemupagus on February 06, 2012, 06:03:52 pm
hmm not bad, however one thing id like to point out, bone crafts are also not getting moved in 1.1 cluttering up the craftsdwarfs workshop

confirmed in my fort too.  they're cluttered up with Totems at least.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: Angel-of-Dusk on February 06, 2012, 08:22:42 pm
Hello, Im having a problem with this amazing looking mod and all its bells and whistles within.

Everytime I generate a world, it crashes after it finishes and I hit enter. When I goto the error log, it has a bunch of errors looking qiute like this.

Unrecognized entity weapon token: ITEM_WEAPON_AXE_THROWING

Its mostly several throwing weapons and ammo for them. I was wondering if I could obtain some help on overcomming this little issue, so I may enjoy this mod.

Thanks in advanced!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: dragonly on February 06, 2012, 09:08:46 pm
Why were the upgraded brew reactions removed from the latest couple of releases? Paired with a solid farming mod (1200-2400 dur avg) it really made growing your own plants worthwhile when you put in the work.

Was playing around with reactions and added water and sugar requirements to make them just a bit more realistic. Wouldn't mind seeing something along those lines in the mod.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: Dawnofdarkness on February 07, 2012, 10:44:16 am
This new update looks promising..... keep up the good work!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: Zeebie on February 07, 2012, 01:41:50 pm
Meph, this is fantastic. I got so excited working with the new stuff that I forgot to build a military and almost died to an orc siege  :o

Two questions:
 - In the orders queue, some tasks appear multiple times (eg, make steel bars).  Are the different entries different in some way?
  - Is there any guidance on all the new weapons? I'm not sure how to compare bearded axes,e tc.

Thanks!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: bombzero on February 07, 2012, 06:57:27 pm
possibly as those tasks take multiple items? not sure...

are you doing it at the blast furnace?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: Meph on February 07, 2012, 07:23:17 pm
Not much time, so here some answers and new ideas.

@:bombzero: I think he means the manager

@zeebie: Thanks for the praise ;) The duplicate entries in the manager screen (?) are because you can make steel in different buildings. See crucible and finishing forge, both have a reaction with the same name. The blast furnace makes batch steel (6) from ore or bars as well.

The new weapons are not sooooo different. Almost unnoticable for some. Less penetration, better against armor, more or less slashing... When I do the weaponry and the armory I will add more detail to the manual, till then it is mostly flavor.

@dawnofdarkness and ishar: I will ;) Especially with the feedback I get here 8)

@dragonly: Because the are moving to a new home, the brewery. I added the specific plant/drink reactions and noticed that the sill is quite full. I want to add a bigger, better still called brewery  that upgrades existing drinks, or makes batch drinks. I guess these were the reaction you miss, Royal drink (50) ?  I found it too easy to just make them in the same building, with the same ingredients as normal drinks. Next time, better drinks will be harder to make. If you post the water/sugar, I will see how balanced it is ingame and add it, it is a good (and realistic) idea.

@angel-of-dusk: The errorlog is because you turned throwing weapons OFF in the settings, but I am not sure if this causes the problem. with over 100 Settings I have over 5000 combinations, and I cant test all of it of course. If you found a crash that is settings related I want to see it. I only test ALL:ON, ALL:OFF and my default settings the mod comes with. What changes did you do ? Otherwise, turn throwing weapons back on, and try again, or play with the default settings. (might have to download it again, sry. Maybe I should add a "Default" button ?)

@smakemupagus: Tested it by now, same here. The stockpiles do not accept it, since it is no ANIMAL_MAT, but the generic, inorganic bone mat I added. I will add a fix for it, no problem. I just have to figure out into which stockpile they go then ^^ I know how to do plant and ammo, but havent worked with bone stockpiling. The actual bones are stockpiled correctly though, it is only bone items that lack the stockpiling. Nice little quirks the game develops, when you use generic materials. ^^

@mysterius: In time, ascii (and others) will be aviable. Next version probably. I had some before, but got tired of modding every raw 4 times. Waiting for a nifty little program that does the converting for me ;) (lazy me)


@maklak: I am not very fond of exploits. If you want to cheat, feel free, but I wont include it by default.

Quote
Once You have generic wood, leather, less gems and stones, maybe it is time for generic meat and organs and bones too?

I already did that. All animal materials are generic. Cartilages dont work for some reason, and I left the bones as they are, for proper stockpiling. All bone items are generic though. Which of course, generates a problem with stockpiling those... ^^

----------------------------------------------------------------------------------------
The bit of work I got done, since I last posted a changelog:
Raised adv. golems price to 10000. One zero was missing before.
Added new tanner reactions.
Added generic wood.
Added timberyard. A building to refine wood, needs a lot of resources to be build.
Fixed [REACTION_CLASS] for chrome/slade/mithril/cobalt
Added the ability to extract silver and gold strands, for fancy clothing.
Added blueprints to humans. Expensive trade objects.
Added weaponry and armory, needs blueprints building mats.
Added blueprints to javeline caster building mats.
Added edible and brewable fungiwood tree bark. Can be split from fungiwood at the timberyard.
Made the brewery building. NO reactions finished as of yet.

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: bombzero on February 07, 2012, 08:19:24 pm
are you telling me we could run a food industry from GIANT mushrooms as well as little ones??? awesome...

im liking the tech tree idea with 'blueprints' makes more sense than the typical RTS game style of, ok you can research this amazing technology (that we have named and know the detailed effects of without being aware of its existence) and all it takes is 30 seconds and 500 gold.

buying technology from your neighbors makes more sense.
also... the lumber yard seems quite nice as its a heavy investment for a long term gain, rather than instant gratification.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: dragonly on February 07, 2012, 08:57:21 pm
@dragonly: Because the are moving to a new home, the brewery. I added the specific plant/drink reactions and noticed that the sill is quite full. I want to add a bigger, better still called brewery  that upgrades existing drinks, or makes batch drinks. I guess these were the reaction you miss, Royal drink (50) ?  I found it too easy to just make them in the same building, with the same ingredients as normal drinks. Next time, better drinks will be harder to make. If you post the water/sugar, I will see how balanced it is ingame and add it, it is a good (and realistic) idea.

What I threw together is pretty rough, and not entirely sure if it's fully configured to your mod, but this is what I was going to use. I renamed the reaction titles, but left the names as they seemed sufficient. The water idea was from Pancho Cachondo's post, and sugar was just thrown in by me. I thought the last reaction could use a wheat base (similar to a mash). Could take it a step further by using something akin to Intensifying Mod's inorganic yeast product.

Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: vagrantelephant on February 08, 2012, 07:10:35 am
I recently downloaded this mod, and tried out the garden of gaia seed. However, no matter how many regions I made and which civilizations I chose, there were no subterranean crops available at embark. Normally it wouldn't bother me that much to not have plump helmets and pig tails, but AFAIK oil can only be made from rock nuts and I need that to make bio-fuel, one of the major things I wanted in the mod. Is this WAD or a bug? I don't understand why none of the dwarven kingdoms have subterranean crops. Thanks and I'm looking forward to actually starting up a fortress with this mod.

These are my settings changes:
white-tiger yes
undead no
warlocks no
creeper no
harder smithing no
harder smelting no
weaker traps no
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: Vondrak on February 08, 2012, 09:12:37 am
I have other great problem... i don't have access to magma workshops, and  smelts ores reactions don't work  :o

Play with standard config except creepers, giants and harder smelting.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: Dawnofdarkness on February 08, 2012, 11:00:36 am
hey Meph i was just just playing and bought a large treasure chest from a caravan but it wasnt moved to my gem stockpile so i wasnt able to open it..... i was wondering if you know whats up with this?

(oh and i did have idlers so that wasnt the problem)

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: narhiril on February 08, 2012, 11:13:28 am
hey Meph i was just just playing and bought a large treasure chest from a caravan but it wasnt moved to my gem stockpile so i wasnt able to open it..... i was wondering if you know whats up with this?

(oh and i did have idlers so that wasnt the problem)

My guess is that treasure chests are handled as gems, so the caravans (and probably you, too, at the jeweler's workshop) are able to cut them, encrust with them, and produce "large" ones as trade goods in the same way you would see "large ruby" or the like.  While it sounds like "oh cool, a LARGE treasure chest!," it's not something you can use without a reaction either specifically for it or a reaction to split "large" gems into smaller ones.

Just throwing out some possible solutions. ;)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: Dawnofdarkness on February 08, 2012, 11:44:16 am
hey Meph i was just just playing and bought a large treasure chest from a caravan but it wasnt moved to my gem stockpile so i wasnt able to open it..... i was wondering if you know whats up with this?

(oh and i did have idlers so that wasnt the problem)

My guess is that treasure chests are handled as gems, so the caravans (and probably you, too, at the jeweler's workshop) are able to cut them, encrust with them, and produce "large" ones as trade goods in the same way you would see "large ruby" or the like.  While it sounds like "oh cool, a LARGE treasure chest!," it's not something you can use without a reaction either specifically for it or a reaction to split "large" gems into smaller ones.

Just throwing out some possible solutions. ;)

The thing is is that you open a large chest at an archaeology workshop which i had. the problem is that because my dwarfs wouldn't bring the chest to the gem stockpile i couldn't open the chest and get the materials from inside.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: narhiril on February 08, 2012, 11:47:36 am
hey Meph i was just just playing and bought a large treasure chest from a caravan but it wasnt moved to my gem stockpile so i wasnt able to open it..... i was wondering if you know whats up with this?

(oh and i did have idlers so that wasnt the problem)

My guess is that treasure chests are handled as gems, so the caravans (and probably you, too, at the jeweler's workshop) are able to cut them, encrust with them, and produce "large" ones as trade goods in the same way you would see "large ruby" or the like.  While it sounds like "oh cool, a LARGE treasure chest!," it's not something you can use without a reaction either specifically for it or a reaction to split "large" gems into smaller ones.

Just throwing out some possible solutions. ;)

The thing is is that you open a large chest at an archaeology workshop which i had. the problem is that because my dwarfs wouldn't bring the chest to the gem stockpile i couldn't open the chest and get the materials from inside.

Ah, ok.  You'll have to forgive me, I'm not quite as up to speed on this mod's current features.  Looks like it's time for me to update my archive.

Curious.  Try defining a new burrow over the workshop and the current location of the chest and see if the workshop recognizes it for the reaction.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: Dawnofdarkness on February 08, 2012, 11:51:04 am
hey Meph i was just just playing and bought a large treasure chest from a caravan but it wasnt moved to my gem stockpile so i wasnt able to open it..... i was wondering if you know whats up with this?

(oh and i did have idlers so that wasnt the problem)

My guess is that treasure chests are handled as gems, so the caravans (and probably you, too, at the jeweler's workshop) are able to cut them, encrust with them, and produce "large" ones as trade goods in the same way you would see "large ruby" or the like.  While it sounds like "oh cool, a LARGE treasure chest!," it's not something you can use without a reaction either specifically for it or a reaction to split "large" gems into smaller ones.

Just throwing out some possible solutions. ;)

The thing is is that you open a large chest at an archaeology workshop which i had. the problem is that because my dwarfs wouldn't bring the chest to the gem stockpile i couldn't open the chest and get the materials from inside.

Ah, ok.  You'll have to forgive me, I'm not quite as up to speed on this mod's current features.  Looks like it's time for me to update my archive.

Curious.  Try defining a new burrow over the workshop and the current location of the chest and see if the workshop recognizes it for the reaction.

that might work. I also tried placing a gem stockpile on the same tile as the chest after i had deconstructed the trade depot.....still didn't work.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: narhiril on February 08, 2012, 12:01:14 pm

that might work. I also tried placing a gem stockpile on the same tile as the chest after i had deconstructed the trade depot.....still didn't work.

Workshops tend to do weird things with burrows sometimes.  Give it a shot and let me know if it works.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: Vondrak on February 08, 2012, 01:53:54 pm
So... anyone other having problems with magma furnaces /workshops? (Don't appears)  :'(
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: bombzero on February 08, 2012, 05:22:07 pm
So... anyone other having problems with magma furnaces /workshops? (Don't appears)  :'(

ok so i must first ask the mandatory redundant questions.

1. have you discovered the great magma sea?
2. did you embark on a volcano?
3. did you possibly get the glitch where you found a piece of the magma sea, which is actually a flooded air pocket/deep shaft and didn't get the message?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: Stronghammer on February 08, 2012, 06:20:55 pm
um im having a problem turning anthracite into coke. For some reason it doesnt appear in the smelter, yet i have anthracite and fuel.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: Vondrak on February 08, 2012, 06:37:48 pm
So... anyone other having problems with magma furnaces /workshops? (Don't appears)  :'(

ok so i must first ask the mandatory redundant questions.

1. have you discovered the great magma sea?
2. did you embark on a volcano?
3. did you possibly get the glitch where you found a piece of the magma sea, which is actually a flooded air pocket/deep shaft and didn't get the message?

Oh, shit... i don't know that because all of my others fortress are in volcanos... thanks, Bombzero.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: Mr. Palau on February 08, 2012, 07:07:55 pm
same question as Stronghammer. I was so exicited when i found out my location had a lot of anthracite and then when i tried to smelt it in the magma semelter I had no option ot smelt it. also is there a guide anywhere for metel working in this mod? becuase it is really complicated compared to vanilla.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: smakemupagus on February 08, 2012, 07:59:25 pm
same question as Stronghammer. I was so exicited when i found out my location had a lot of anthracite and then when i tried to smelt it in the magma semelter I had no option ot smelt it. also is there a guide anywhere for metel working in this mod? becuase it is really complicated compared to vanilla.

I don't know about anthracite, i haven't struck it yet.  It looks like it should be the smelter.  But here is some info on metal working.  I think a reasonable start to get a basic bronze and steel industry up would be ~2 smelters, ~1 metallurgist, ~1 finishing forge, and 1 blast furnace, and as many forges as you want (~3?)

* Most smeltable ore, are handled at a smelter as usual.  Ores of iron only produce "coarse iron" now which is fine for anvils and etc., but not weapons grade until you process it at the Finishing forge.

* The alloy (bronze, electrum, etc.) reactions are separated to the Metallurgy building.  IIRC Black bronze and rose gold are now considered weapons-grade, so those are nice options in precious metally embarks.

* The transmuter can switch  precious metals to hard metals or vice versa at 2:1 cost, also useful in certain embarks.

* You will need a finishing forge to turn Coarse iron into Iron.  Then you have options.  (1) you can process iron to pig-iron at the smelter, and pig iron & iron to steel at finishing forge.  You can do that when you're just starting out.  Later (2) use the Crucible to combine iron straight with flux and coal to skip the pig iron step. (3) use the Blast furnace to do batches of 6 at a time.

There are a few new ores which are processed in a new way at a new building called the Arc furnace.  (these are some metals in real life that use an arc furnace, plus mithril.)  First you powder the ore into a bag, then to melt the powder into an ingot.  W and Ti should be good but Mithril and cobalt might or not work in your version, Meph just recently fixed a bug in that building.  Anyway you can safely skip it if you have steel.  You can also safely skip the alchemist, steel refinery, slade works, obsidian works, magma siege factory at first.

The ammo mint may be bugged.  I'd be interested to know if anyone is successfully using it.  It's not working for me and the reaction raw looks a little odd;

Spoiler (click to show/hide)

; anyway, crossbows still work fine.

Hope that helps you get started
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: smakemupagus on February 08, 2012, 08:06:04 pm
I recently downloaded this mod, and tried out the garden of gaia seed. However, no matter how many regions I made and which civilizations I chose, there were no subterranean crops available at embark.

Sorry for the bad luck.  My wife & i have both played a Gaia world and had subterranean crops fine on each of our first tries, so it is at least possible  ???

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: Stronghammer on February 08, 2012, 08:09:29 pm
ya i was sad when i discovered my 30,000 anthracite embark would be usless :'(
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: Meph on February 08, 2012, 08:31:47 pm
Hi everyone. Sad to see so many issues popping up.

About Anthrazite
Anthrazite reaction:
Spoiler (click to show/hide)

Part that got lost when I made the fancy categories in the entity file, since I sorted it into the new buildings, and anthrazite is (should be) in the (old) smelter:
[PERMITTED_REACTION:ANTHRACITE_TO_COKE] ... just add it to your entity_default.txt and you are good to go. Will be fixed for the next release.

About no underground crops
This happens when you have no water in the caverns. I set the water level quite low in all custom worlds, to avoid big flooded (useless) caverns. But I plan on redoing all 5 worlds with the perfect world utility. But this is a DF feature, even normal worldgen can have water and plant-less caverns.

About fossils and treasures
You have to cut them first in the jeweler, think of removing debris and stone. Good thing about it: It might produce a large gem, which you can cut into two small ones. (at the gemworkshop)  This way you get twice as much stuff out of fossils :) I also renamed the items to "hidden case" , "forgotten boy" and "treasure chest" to avoid: Large small treasure chest and similar nonsense.

@vondra: Yes, you need magma for magma buildings ;)

Generally it seems that the extensive manual is actually lacking in many parts. Will be remedied.

------------------------------------------------------------------------------------------------
Prewritten post about some more modding I did:

After the timberyard and all reactions were working perfectly, I noticed that the game does not stockpile wood, since it is an inorganic material now. Back to square one. I made new "fake" plants, giving them names of the wanted woodtypes, and made trees spawn the new plant_mat:wood-types. It works, I get the same results with generic wood, and they are stockpiled. Was a bit of work though, to rewrite all reactions and trees... -.-

I fixed the stockpiling for rocktip arrows/bolts, gem-arrows and bolts. With the drawback that they are all called: gemtip arrow, instead of ruby-bolt and diamond-arrow. I would have to write a custom reaction for every gem for this, or make the game accept stone-ammunition (hardcoded, it doesnt). Therefore: gemtip arrows it is.

I also noticed that the special ammo is not stockpiled, same goes for bonecrafts and bonearmor. Bone ammo is stockpiled and used correctly. I guess it is the same "inorganic-mat-problem" as with wood, but I currently dont know how to fix it yet.

The new brewery is finished, it takes 25 normal drinks and sugar, and creates a more valuable verion of the drink, the "royal drink-name-here" You can select any individual drink for this.

The weapon and armor upgrades are done as well. This requires a bit more text.

Normal weapons: These weapons you can manufacture at the forge, business as usual:

5 twohanded weapons
Halberd (spear), maul(mace), Meteorhammer(hammer), Zweihander(sword) and Great Axe(axe)

13 one handed weapons
mace, morningstar, pike, spear, large dagger, short sword, long sword, scimitar, war hammer, battle axe, chopping axe, pick and knuckle duster

2 ranged weapons
crossbow and javelin thrower

5 throwing weapons
mechanized axe thrower, springloaded knife, bola thrower, spear thrower and the hammer sling.

5 ammo types
axe blades, knife blades, bolas, throwing spears and hammer heads.
(A note: The ammo system in the game is horribly buggy. If one dwarf uses the hammer sling with hammer heads, and you later give him an mechanized axe thrower, he will not replace the old ammo (hammer heads) with the new ammo. You have to manually forbit/dump it, and assign new ammo. Therefore I recommend that you handle these new throwing weapons with care. You also have to go into the ammunitions screen (m-f) and disable all other ammo for the squad, otherwise they just take what they want. Remember: Dwarves are stupid.)


Upgraded weapons: These weapons you can only get with human help:

Humans now sell blueprints for the weaponry and the armory, instead of weapons and armor. The reason for this is, that you could order weapon and armor type, but not the material. Getting the right material was difficult, and candy gear impossible. Now, once you have the blueprint, you can build the building yourself, and manufacture all the gear you want.

Weaponry:
Takes any normal weapon (no 2-handed/throwing) and upgrades it to a better version. Requires only a workstep and no materials. You have a low chance (2%) to get an epic weapon out of this, in addition to the upgraded one. All upgraded weapons have an adjective (like: serrated, bearded, and so on) to seperate them from normal weapons. All epic weapons have a real name (like: sigmar's hammer) The epic weapons should be really, really strong, so give them to your champions.

You can also equip any crossbow or javelin thrower with a bayonet. Again, you have a low chance (2%) for an epic outcome, the mechanized crossbow or javelin thrower, with a much higher fire rate.

Armory:
Makes armor plates out of bars.
Takes breastplates, gauntlets, helms, shields, greaves, high boots and upgrades them with armor plates. This results in a better version, called: Plate-whatever. Even bone/leather/scale/chitin armor can be fitted with armor plates, for a stronger version.


Fakeedit: I dont know if I explained everything clearly, but the system is really simple when you see it ingame. (except how the game handles new ammo types. ^^)
-------------------------------------------------------------------------------------------------------------------

I remade all 10 embark profiles, to use the new materials. Mostly replacing the battle axes with cheaper chopping axes and the new wood types. I started with the macros as well, made 2 little fortresses for beginners (only the designations) and a mining pattern. I will improve on that, I guess you will hear more in the next post :)

Unrelated: I also figured out why all fish in the embark screen is listed twice. It's simply male and female. The actual gender is not listed, because fish is a vermin. I was wondering quite a lot about that (when I cleaned up the embark selection)

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: smakemupagus on February 08, 2012, 08:41:21 pm
ya i was sad when i discovered my 30,000 anthracite embark would be usless :'(

The reactions is defined, but not allowed for the Dwarven civ.  Add the lines

   [PERMITTED_REACTION:ANTHRACITE_TO_COKE]
   [PERMITTED_REACTION:PEAT_TO_COKE]

to entity _default.  Tested savecompatable that the reaction appears.  (Although I don't actually have any anthracite in my fort, so not fully test)

ps.  argh ninjad :D
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: Meph on February 08, 2012, 08:44:23 pm
Yes, reactions should be save-compatible. No need for a new world gen.  And thanks for the heads-up on the peat. Of course, if one is missing, both are...

Edit: How in gods name (I am an atheist, but still) can I ninja you with such a long post ? ^^
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: Stronghammer on February 08, 2012, 08:49:26 pm
YAAAAAAY
 :D
the coal rich fort is saved
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: smakemupagus on February 08, 2012, 08:51:17 pm
Edit: How in gods name (I am an atheist, but still) can I ninja you with such a long post ? ^^

because you actually know what you're talking about, and didn't have to puzzle it out so slowly :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: Mr. Palau on February 08, 2012, 09:42:15 pm
Meph I couldn't tell from your post if I had to some how buy the ability to make bearded steel axes form the humans first, or just plain buy the axes directly from them, but I am able to access the reaction at the metalsmith'ss forge and have made about 10 bearded steel axes already. also thank you so much for telling me what to do about the athrancite.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: bombzero on February 08, 2012, 10:21:04 pm
hey Meph, consider adding a friendly fire warning to adv golems, a Thunderbird showed up at my 5 season old fort, adv golem saved us all but cost us 8 dwarfs by himself.

as a side note, i survived a tantrum spiral... which was related in no way whatsoever...
there was tantruming everywhere, coffins were getting busted open, tables flipped, doors ripped off their hinges, than it slowly stopped and all my dwarfs were fine.
(thank Armok i had a psychiatrist)

P.S. thanking Armok is a totally reasonable substitute for DF players who are atheists. (like myself and you.)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: Mitchewawa on February 09, 2012, 05:48:40 am
Reading the change log; you may want to remove mummies from the game considering they'll be released in vanilla this month. Don't want them to clash...

Anyway, liking the new metal system. A bit micro-managey, but balanced and very customisable!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: Couchmonster on February 09, 2012, 12:49:31 pm
DF cant create a new world with your mod here.
All worlds get rejected.
Did not use Perfect world, just your tools options.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: Zeebie on February 09, 2012, 02:20:05 pm
How do I use peat to get coke? It seems to just vanish like soil when I mine it.

Also, how about we get a wiki going for this mod?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: smakemupagus on February 09, 2012, 03:30:25 pm
How do I use peat to get coke? It seems to just vanish like soil when I mine it.

Also, how about we get a wiki going for this mod?

Yeah, it looks like Peat is set up as a soil in this mod.  My mistake for bringing it up, I assumed it was same as Genesis.  Not sure whether Meph intends to have that feature and how it fits in with simpler soils idea.

Masterwork peat
Spoiler (click to show/hide)

By contrast Genesis has a number of peaty and mire soils
Spoiler (click to show/hide)

And in Genesis the material called peat is a "stone" occuring in those layers
Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: CheatingChicken on February 09, 2012, 04:54:47 pm
There is a bug i cant quite understand. I disabled castes, then generated a new world. Now when embarking, some of the dwarves are normal dwarves without any caste description, as is to be expected. But some others have the description of high born dwarves in their description. How did that happen?

Edit: I did take a look at the testing arena with the raws of that world. there are only dwarfs and dwarfettes in the list. Why are some of my embark dwarves having that description?

Dwarf Therapist confirms that those are just normal dwarves, but the game shows a different description text. i dont really get what is going on here.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: Meph on February 09, 2012, 06:24:45 pm
Hey guys, quick update here.

@Mr.Palau: Everything I post here is for the NEXT version. Not the current one. All the proposed changes are not in the game yet. I am more or less waiting for the next DF Version... like everyone else.

@bombzero: Sure, will do. Or change it, since they should fight with dwarves, not alone. I liked the idea, did not consider friendly fire. Too bad it is not a syndrome, otherwise I could make dwarves immune to it. Did the thunderbird drop a nice little something for you Research lab ?

@Mitchewawa: Yup, mummies will go, or be renamed to avoid confusion.

@couchmonster: That is weird, but it will not matter for the next version, just finish reading this post and you will understand. :)

@zeebie: I have peat (soil) and compact peat (stone, which only appears in peat) for the next version. At least now I remember why I took out the "peat-to-coke-reaction", since peat wasnt there yet ^^

@cheatingchicken: I have to admit that I did not test turning castes on/off a lot. I am sure that you are right, and will have a look. If there is a problem, it is most likely a typo and easily fixable.
__________________________________________________________________________________

Like I said in my last post, I planned to redo the worldgens, since the sometimes cause weird errors, like a very high molten rock layer, or caverns without plants/trees. Because of this, I used the PerfectWorld Utility to make some highly customized worlds. The general geography of these worlds is always the same, but civs, river, lakes and regions differ slightly every time you generate one.

All worlds have following settings:
65*65 tiles, a small region, to help FPS.
Very high mineral count, to allow all new features.
200 Semi/Megabeasts, and many caves to allow them to survive.
Lower Megabeast attack trigger. 30 dwarves, and you are a fair target.
3 very open caverns, to avoid FPS problems.
Minimum 25-50 water in caverns, to avoid barren, plant/tree-less caverns.
I made caves visible at embark, so you can pick one if you like. The usually connect the surface to the first cavern.
25 solid levels before the first cavern. I dont know how exact the endresult is, but you should have a lot of space for your fortress.

Recommendations:
Always check the civs before you embark. You might be seperated, or allies did not survive.
Dont run long histories. With 200 titans civs might have a slight problem to prosper.
Cursed Urborg (the evil swamp world) might easily kill of allies. This is intentional.
Scorching Shiv (the desert-volcano world) might cut of trade, and has mostly no trees. This is intentional.
Remote Tolaria (the islands) has many civ-less little islands. Again, intentional, for players who like to play without invaders.
Garden of Gaia (the patchwork world) has a huge amount of biomes. It is very easy to find 3-4 biomes for one embark. This results in a bigger variety of creatures.
Blesses Serra (the plain-good world) is for beginners. It features ocean and mountains, many volcanos, forests and streams, and mostly a benign sourrounding. You can find everything you need here.

Screenshots of all five worlds and templates:
Spoiler (click to show/hide)

I added all of these maps to the manual. Same goes for a screen of the new arena, and a new macro section.
__________________________________________________________________________________________________

I made some macros as well, 2 small fortresses, one for a staircase that goes down 200z-lvl, two mining patterns (small and big) and the asked for uniform templates. This one adds a a metal clad archer uniform, all 5 throwing weapons (in seperate uniforms), a javeline squad, a 1-handed melee squad and a 2-handed melee squad. I really, really hope that I dont make any change to the forge anytime soon, otherwise I have to redo them ;)

Beginners Fortress example:
Spoiler (click to show/hide)

I added most of the new stuff to the manual as well, but cant use my VB currently. A testversion that I have to register... well, cant take to long to get it funtional again 8)

Ah yes, and I gave all vermin Penetrate_power:99. This way they can and will gnaw through barrels and eat your stuff. AND... I fixed the stockpiling and usage of the special ammo, the 15 ammo types you can make in the alchemist.

Testing for creature variations is also started, I made, in addition to the Animal Man and Giant, a new creature variation for: small/dwarf/little/large/curious/mischievious/raging/mutated. I plan to add these to all creatures that already have a creature variation. If I can make a good template, maybe more ^^ So far only penguins have them, for testing. Here the list:

   Small - 50% size, small remains and trapavoid.
   Normal - Unchanged.
   Large - 150% size.
   Giant - 200% size, building destroyer 1.
   Animal Person - Equip, can learn.
   Curious - Curious item, eater, guzzler and can open doors.
   Mischievious - Fleequick, trapavoid, can open doors and pulls levers.
   Raging - Likes fighting and is prone to rage.
   Mutated - 175% size, likes fighting, drinks blood, ambushpredator, amphibious.
__________________________________________________________________________________________________

I upped the needed building mats for the apothecarius. It now needs 1 cloth, 1 thread, 1 clutch, 1 splint and 1 traction bench. Just one test-sample of everything a hospital needs. Except soap, dont want to make it too hard. 

I upped the needed building mats for the metallurgist. Now needs 1 gold,silver and bronze bar. Base mats for alloys, so to speak. Both are just to avoid that these two buildings are done too early.
__________________________________________________________________________________________________
What I noticed when I made a testembark on a volcano:
magma steel refinery has only 4 reactions.
magma siegeworks has only 1 reaction.
magma obsidian factory has only 2 reactions.
magma slade factory has only 2 reactions.

All need the same buildings mats. All have the same background idea: Better things with magma. Maybe putting them together in some way ? Or at least into 2 buildings, one Factory, one Refinery.  What do you think ?

Another idea, inspired by narhiril, would be some kind of research lab. You assign a dwarf to reserach stuff, and he might produce rubbish, he might hurt himself, he might produce somethink awesome. A randomized item generator, with a chance for epic stuff, like all the mood weapons and armors I added. Or gun plans, gunpowder recipes, a very low chance for the weaponry/armory blueprints, something like that... one of the few kinds of tech-advancements not in the mod yet ;)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: bombzero on February 09, 2012, 06:30:28 pm
Yup, and then the EPICLY DANGEROUS one-eyed humming bird showed up........

ok so i got two of these crystals.

what labor is it , and how do i use the research lab.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: Meph on February 09, 2012, 06:37:26 pm
- Step 1:Build it, and every reaction should be aviable. Put a dwarf in the room, lock the door (so only the selected dwarf has access to it) and select whichever skill you want to improve.

- Step2: ?

- Step3: Profit. Your dwarf has an epic skill increase in one skill now.

The reactions use the combat skills, so I cant limit the selection to specific dwarves. Just station your army in the room and you should be good :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: bombzero on February 09, 2012, 06:40:06 pm
workshop profiles.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: smakemupagus on February 09, 2012, 08:21:22 pm
Yeah absolutely a good idea to combine pare down the number of furnaces.

Maybe also combine the gunsmith & ammo mint?

Does the crucible add much?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: bombzero on February 09, 2012, 10:55:57 pm
i second combining the gunsmith and ammo mint, considering those too processes were often done in the same place anyways with early guns.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: shadenight123 on February 10, 2012, 04:00:41 am
have to ask: some times my smelters simply start going on fire.
i understand it has to do with the mod, but is it a random chance of happening, or a higher skill furnace/armorsmith/weaponsmith reduces the chance?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: Stronghammer on February 10, 2012, 08:00:43 am
its currently just a stone that burns at room temperature, which is dropped on a random chance.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: CheatingChicken on February 10, 2012, 08:28:18 am
I found another minor spelling error in the settings GUI. The tooltip for Improved Glazing says "galzes".
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: Dawnofdarkness on February 10, 2012, 10:47:35 am
Hmmmmm.... i just thought of a pretty dwarfy way to kills invaders but also include friendly fire.....

I shall place hellfire turrets all around my outter fortress wall and when the enemys attack a wall of flame will kill them and hopefully a few of my dwarfs..... wait a second......
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: smakemupagus on February 10, 2012, 12:09:36 pm
I shall place hellfire turrets all around my outter fortress wall and when the enemys attack a wall of flame will kill them and hopefully a few of my dwarfs..... wait a second......

yep, i can confirm that that !!WORKS!!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: Zeebie on February 10, 2012, 12:46:08 pm
I assume the Altar of Armok is bugged? I sacrificed a couple barrels of blood and got 1500 (that's one thousand five hundred) iron swords...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: Couchmonster on February 10, 2012, 02:06:57 pm
Ok. What I would like to have from your tool:

An option to disable all new stuff from the game, but FPS boosters.
I tried turning off everythink and still had stuff like Armor of Armok and the things alike, which broke my macro :(
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: tichinoi on February 10, 2012, 03:54:15 pm
Hmmmmm.... i just thought of a pretty dwarfy way to kills invaders but also include friendly fire.....

I shall place hellfire turrets all around my outter fortress wall and when the enemys attack a wall of flame will kill them and hopefully a few of my dwarfs..... wait a second......

How do you place you turrets? Pasture? Restraint? and for the landmines?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: rex mortis on February 10, 2012, 04:41:12 pm
This seems almost exactly what I have been looking for. Time to test it out.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: Meph on February 10, 2012, 05:44:39 pm
So the general consens is:
Put guns and ammo into one building. (this would mean several pages of reaction for this one workshop though)
Put obsidian and slade factory into one.
Put steel and siege refinery into one.

This would remove 4 buildings from the list.
The crucible does not do much currently, except steel, but I have plans for it, it will stay.

@cheatinchicken, thanks is fixed.

@couchmonster: Currently impossible, because this mod is incredibly huge. It will be less work to take a vanilla version, and write the FPS-changes, Bug-fixes and a smaller GUI for it from scratch. I totally know of this and consider doing one for a longer time now. But it has to wait till the work on this mod becomes less, and till the next version of DF is out. Will be named Masterwork Lite.
___________________________________________________________________________________

Now, another pre-written post/devlog:

I went through the caste file, and yep, I found 2 typos. The female noble description was missing the YESCASTE tag from my GUI, and one of the YESCASTE tags was actually YESSELECT_CASTEYESCASTE. Not easy to find in all that YESCASTE tags ^^

Turning castes on/off works now without the accidental female noble description of course. Another little issue fixed :)

Flavor/atmosphere rant. long, but please read. Also: new friendly (evil) civ.
Spoiler (click to show/hide)

Special attacks/special weapons rant. Interesting, at least new to me:
Spoiler (click to show/hide)

New usefull reaction, if it works: Ammo stacking.
I would also like to include a reaction that takes single bolts/arrows/bullets and puts them back in a stack. Currently every single arrow/bolt that gets picked up will stay this way, and clog up stockpiles. Dont know for sure if this is possible, but from what I know about reactions it should be.  This would be added to the loading/unloading stations, to give them more uses. I dont want to add a new building for this, and the stations fit best. (at least in my mind)

tl;dr
More atmosphere, but more clutter OR less clutter, but less atmosphere
Special, rare, powerfull attacks for weapons.
Ammo stacking.
new friendly civ, in concept stage.

EDIT: Could the 7 people that voted for "I like some, dislike some. (which ones?)" please tell me which they dislike/like ?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: bombzero on February 10, 2012, 05:51:54 pm
i like the atmospheric ideas, and the clutter you add would be primarily functional...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: Meph on February 10, 2012, 05:53:37 pm
No, the clutter would be toys, instruments, tools, clothing and ill-fitting (unuseable) armor/weapons. This is not functional. btw, damn, you are fast ;)

And read the post again, I made some heavy changes.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: rex mortis on February 10, 2012, 06:10:49 pm
Let me guess, it will not work on Linux?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: bombzero on February 10, 2012, 06:13:54 pm
about 'unuseable' armor and weapons, they are meltable, elfs gear can be burned if you mod the kiln or crematorium as such, and as long as they dont bring the truly useless shit, clothing, and dont leave corpses much clutter is eliminated.

the crafts are predictably useless but consider this. if you combined the custom crafts, with the removing vanilla crafts brought by trader idea, you get less TYPES of items to scroll through, so less examining items to see if its a useful item or not.
liking the kobold idea, would make chasing them valid.

the special/varied attacks sound wonderful, and must be included no matter what as it would make reading combat logs entertaining to me again.
compared to "the recruit strikes the goblin in the lower right arm with his *copper short sword* tearing the muscle and bruising the fat" x50


so variety with only SOME clutter would be optimal, i suggest adding the items in question to a option called "flavor"

and using your modloaders custom tag system, would it be possible to make a item that could only be active if 2 options were on? might mean a small rewrite of the loader though...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: smakemupagus on February 10, 2012, 06:22:23 pm
Has anyone successfully made ammo at the ammo mint? 
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: bombzero on February 10, 2012, 06:33:05 pm
Has anyone successfully made ammo at the ammo mint?

guns are still a little buggy i think, i got some, but other times it didnt work.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: smakemupagus on February 10, 2012, 06:33:48 pm
Ammo stacking is a brilliant idea.

Special weapon attacks sounds nice.  Whether you use that to make "enchanted" or "runic" items like Narhirl's example, or just to differentiate the special heavy weapons a little bit.  I like it.

Streamlining the caravans sounds fine, but leave in some variety or flavor.  basically I agree with Bombzero's post.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: Malorn on February 10, 2012, 07:09:30 pm
I'm curious about a piece of code I found in your warpstone raws.

Spoiler (click to show/hide)

As you can see by the bolded items, it seems like there are three different syndrome entries.  I assume that was intentional, and I'm wondering what effect that would have?  Does it, by any chance, make it so that unmined warpstone produces a syndrome in people who contact it?  Would that mean living in a bedroom lined with warpstone would cause syndromes?  If not, what is the purpose of the entries?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: bombzero on February 10, 2012, 07:22:47 pm
I'm curious about a piece of code I found in your warpstone raws.

Spoiler (click to show/hide)

As you can see by the bolded items, it seems like there are three different syndrome entries.  I assume that was intentional, and I'm wondering what effect that would have?  Does it, by any chance, make it so that unmined warpstone produces a syndrome in people who contact it?  Would that mean living in a bedroom lined with warpstone would cause syndromes?  If not, what is the purpose of the entries?

 some of that seems to be to create the 2 diff types of warpstone, while the big block seems to be what makes unstable warpstone incredibly deadly via duplicate syndromes
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: Malorn on February 10, 2012, 07:40:58 pm
some of that seems to be to create the 2 diff types of warpstone, while the big block seems to be what makes unstable warpstone incredibly deadly via duplicate syndromes

No, the two different types of warpstone are actuall two different entries within the warpstone raw file.  This is only for unstable warpstone.  The last syndrome is certainly what makes it deadly, but what of the upper two syndromes?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: bombzero on February 10, 2012, 07:51:09 pm
some of that seems to be to create the 2 diff types of warpstone, while the big block seems to be what makes unstable warpstone incredibly deadly via duplicate syndromes

No, the two different types of warpstone are actuall two different entries within the warpstone raw file.  This is only for unstable warpstone.  The last syndrome is certainly what makes it deadly, but what of the upper two syndromes?

flavor, i suppose, adding extra things to the status screen?
ill just let meph answer this one when he checks the thread again. [joke](while he should be coding a mod...)[/joke]

off topic: i recently learned to make words that are links on the forum, i feel proud.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: admiralawesome on February 10, 2012, 09:05:14 pm
Let me guess, it will not work on Linux?

It works just fine under Linux (Kubuntu 11.10, here), but you have to do a little extra work.  Grab the Linux version of Dwarf Fortress from the DF main page.  Extract it and delete: raw/, data/art/, data/speech, and data/init/.  Install Wine and winetricks, if you don't already have them.  With winetricks, install the mono28 package (that's what I use, I don't know if you can use the newer mono210 package.)  Now you can use the Settings.exe application that comes with the Masterwork mod.  Change the settings to however you want them, save them, and copy the raw/, data/art/, data/speech/, and data/init/ from Masterwork to replace the ones you deleted in the Linux version.  With the current version, I think, you will have to change the file names and extensions on all the BMP and PNG files to all lowercase (or otherwise, edit each of the graphics*.txt files so the file names and references all match exactly.)  This should be fixed in the next version.

You can PM me if you need more info or if you just want me to send you the graphics files I've already edited.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: obolisk0430 on February 10, 2012, 09:55:32 pm
I can't seem to download it.  I get around 8 to 12 %, and then it tells me it was inturrupted.  If I tell it to resume the download, it restarts, and the same problem happens all over again.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: CheatingChicken on February 11, 2012, 02:24:02 pm
Who would go and set a trap miles under the earth's surface inside solid rock? :O
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: Hugo_The_Dwarf on February 11, 2012, 02:32:34 pm
Who would go and set a trap miles under the earth's surface inside solid rock? :O

Ancient civs that their fortresses have been swallowed up by the earth, just like fossels
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: Meph on February 11, 2012, 05:27:54 pm
Check the thread. See that someone checked the warpstone raw. Noticed the 3 syndromes. Damn.
Answer to the riddle: Sometimes the dwarves would not get affected, so I added stronger ones, without deleting the old ones, since they do not seem to have any negative effect.

@obolisk: That is the DFFD, not me.

I will make the flavor-clutter-related items optional then, but the other flavor-non-clutter-related items non-optional. (Hope that makes sense)

I am now in Taganga on the colombian coast, and start my trek to the "ciudad perdida", the lost city, tomorrow. This one: Cuidad Perdida (http://en.wikipedia.org/wiki/Ciudad_Perdida) 5 days in the jungle, so do not expect me to post here, or code/fix anything. But, to keep this little thread active, I have a little something for you guys: V 1.2 :)

>>> DOWNLOAD <<< (http://dffd.wimbli.com/file.php?id=5315)
Major changes: Generic wood, silver/gold thread, many fixes, some more flavor, brewery, weaponry, armory, physics lab (unfinished, but gives access to many random items), some GUI changes. Reduced building count by merging ArmorDisplay, Weapondisplay and Display case into one, Slade/ObsidianFactory into one, and Steel Refinery/Magma Siegeworks into one.

Full changelog can be found on the bottom of the first page.

I foresee a bug in the ammo, since I could not make it either. Here a quick fix, if the problem still avails. Just add it to the reaction_masterwork.txt and you are good. This removes the need for gunpowder, which seems not to be recognized as a reagent. Otherwise, buy bullets from the caravan, or from the dead cold hands of killed automatons.
Spoiler (click to show/hide)

Also, if human traders bring no blueprints, here a fix:
Spoiler (click to show/hide)

NOTE: I would otherwise never upload this with these two issues unresolved, but I have no time for testing, and did not want to postpone the upload for a week. Please understand my RL situation. ;)

Plans for the next Version (1.3)
Await DF 31.16 and make a compatible version.
Await DF 31.26 and see what new features I can do.
Add ASCII, Ironhand and Mayday. (postponed again, I know. I really just wait for the next DF version)
Add harder learning (optional) for slower skill learn rates
Add a friendly (evil) race, with evil things to buy. The caravans come very late in the game.
Add a kobold itemcorpse with a lot of loot.
Add runic weapons or weapon upgrades. (using the special attacks I explained a few posts earlier)
Add flavor/atmosphere, this consists of:
   - Make the three caverns distincly different from each other. (Cavern, Lost World, Underground-world)
   - Add civ specific items, armor, weapons and materials.
   - Add more interesting attacks to weapons, for better combat reports.
 

PS: If anyone can discretely link me to any mods/raws that managed to make a slave-pet race, intelligent, can do labor, equip gear, or anything like that, I'd be grateful. Or, if this is impossible, any slave-related modding. I want to give the new evil civ (in concept stage atm) slave pets to sell.

I also want to thank everyone for the feedback, testing, downloading an playing this. The mod is 5 weeks old, and has over 2200 downloads, 800 replies and 17000 views. Wow.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: Mr. Palau on February 11, 2012, 06:00:07 pm
Hey guys I know for a long time people have posted maps they thought were ideal (or amazingly strange/really cool) for vanilla dwarf fortress. I was wondering whether any one has found any good maps for  the most recent masterwork update, I don't mean ideal like a volcano with flux stone and iron and lot of anthracite in a good biome next to a river, but has anyone found any site with at least 2 soil layers and flux stone right underneath that with iron ore and coal that is next to either a river or a brook, I am really quite picky about my embark locations (as you can see) and it might take me 3 hours to find a good place to settle down and start a fortress. So I would really like to see if anyone have found any locations that meet those criteria, could you please post the seed for the world and indicate where the location is, or link to a download of the world (if there is any way to do that…).  Oh and if do have a location with a volcano, flux stone, iron ore, coal/anthracite (no lignite please), next to a river and brook, then by all means please post that!!!


While I am posting I would like to ask if it is possible to make coal and anthracite dust less instantly deadly or crippling. I felt that it didn’t accurately simulate the dangers of mining coal or anthracite because the death was much more sudden then black lung disease, you have to be a coal miner for quite a while in order to catch that, or at least I believe that you couldn’t possibly catch it in under a year of coal mining. Then there is the fact that only a small fraction of anthracite and coal contain the dust and it is easy to distinguish them from the normal anthracite and coal.  A much better solution would be to have all coal and anthracite veins contain an incredibly mild syndrome that by itself is incredibly mild but the effect of multiple syndromes would stack, so your miner wouldn’t die after only having mined out a single vein of coal, but would be surely dead after having mined out 5 or 6.  Also instead of having multiple syndromes just stack on each other, which would allow people to just stop having a particular miner mine coal and anthracite veins when they knew he was close to dying from black lung, you could have the effect of the syndrome increase over time, and multiple syndromes increase the acceleration of the syndrome over time. What I mean with the increasing over time is Urist McMiner mines out one vein of coal and will die in 20 years, mines out another 10 years, and so on, 5,2.5, 1.25, .75, .375, .1875, etc.  to the point where he will just fall over dead. Of course there would have to be symptoms caused by the syndrome between perfectly fine and stone dead, such as coughing, coughing up blood, wheezing, asthma, again etc. What I really want to know is that would DF’s current system of organizing syndromes work for this, and if it could work would it just be way too hard to code?

AND OMG NEW REALESE POSTED IN THE 20 OR SO MINUTES IT TOOK ME TO WRITE THIS!!!!!  :o

and again also
@obolisk: I had the same problem installing the mod, I was using internet explorer, I assume you also are, I downloaded firefox (its opensource so it is free) the download worked, I opened firefox and downloaded the mod from that browser. It worked perfectly. 


oh good god am I long winded this post was as long as the update...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.2 - Generic wood and weaponupgrades
Post by: Ishar on February 11, 2012, 06:21:38 pm
Damn I have to work this weekend... gonna check it out next week I suppose.
The briefly mentioned different embark races are postponed as well? I know this would be a larger project, just asking.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.2 - Generic wood and weaponupgrades
Post by: bombzero on February 11, 2012, 09:28:02 pm
well i think harder smithing is (still?) broken, but im pretty sure it worked last update.

i just made 2 spear throwers, 2 mail shirts, and a helm from 5 iron bars with harder smithing enabled.

EDIT: other items seem to work correctly, while armor and weapons all only take 1 bar.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.2 - Generic wood and weaponupgrades
Post by: Zeebie on February 12, 2012, 12:28:04 am
A bug report and a request:
 
Bug: I received a siege message - presumably from batmen, since they suddenly appeared on the civ screen. Unfortunately there are no bat men anywhere on the map, and thus no way to get rid of the siege tag.

Request: some kind of announcement of what comes out of a rusty armor/weapon/ammo bundle? It's very hard for me to sort through all the armor stocks and figure out what is new.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.2 - Generic wood and weaponupgrades
Post by: CheatingChicken on February 12, 2012, 11:09:27 am
Just wow.... The second artifact i get in Version 1.1 is a roll of iridium barbed wire.... i can barely imagine what this will do :D
Now where are some invaders i can test this on? Need to wait until the caravan guards finish the green glass titan though
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.2 - Generic wood and weaponupgrades
Post by: echonic on February 12, 2012, 02:55:32 pm
This mod is huge and awesome, so maybe I missed something along the way, but my rocktip bolts were not working as they were...

I changed them on mine to the following:

Code: [Select]
[REACTION:CRAFT_ROCKTIP_BOLTS]
[NAME:craft rocktip bolts (25x2)]
[BUILDING:GRINDER:CUSTOM_B]
[REAGENT:A:1:BOULDER:NONE:NONE:NONE][WORTHLESS_STONE_ONLY]
[REAGENT:B:1:WOOD:NONE:NONE:NONE]
[PRODUCT:100:25:AMMO:ITEM_AMMO_BOLTS:PLANT_MAT:ROCKTIP:WOOD]
[PRODUCT:100:25:AMMO:ITEM_AMMO_BOLTS:PLANT_MAT:ROCKTIP:WOOD]
[SKILL:STONECRAFT]


That fixed it for me.  Crossbows don't seem to like the custom bolts. Before they were coming out "rocktip  rocktip bolts" but now they are just "rocktip bolts" like I think makes sense and are finally actually being used.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.2 - Generic wood and weaponupgrades
Post by: admiralawesome on February 12, 2012, 03:31:45 pm
v1.2 crashes at worldgen during the "Placing Civs" part for me.  There's nothing in the error log, and if I run DF from a command prompt, the only error message I get is "Segmentation Fault."  I've tried with and without the extra dwarven castes: no difference.  I tried paring down the civilizations to just those in entity_cave and entity_default: no difference.  I've been looking at the 1.1 and 1.2 raws side-by-side and nothing really jumps out at me.  I am on Linux, for which there is no DF v0.31.25 "Unofficial Patch" like there is for Windows, so if Masterwork v1.2 works out of the box for you Windows players, I'd have to chalk it up to that.

Aside from that, Decoy.png and Turrets.png still need to be lowercase, but the other image files look okay.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.2 - Generic wood and weaponupgrades
Post by: echonic on February 12, 2012, 03:39:57 pm
v1.2 crashes at worldgen during the "Placing Civs" part for me.

It was crashing for me as well at first. Often at worldgen then randomly during the game.

I THINK it hast to do with turrets... I disabled turrets and land mines both and have not crashed any since then.  Could just be a coincidence but I was crashing a LOT before disabling those.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.2 - Generic wood and weaponupgrades
Post by: smakemupagus on February 12, 2012, 04:01:40 pm
I can't make boots or gloves in 1.2 :O

except maybe iridium mittens..
... possibly other things are missing too ... no MAIL armor and only Padded Leather armor ...

my guess is it's related to all these items in entity_default that used to be FORCED but are now COMMON or even RARE

   [ARMOR:ITEM_ARMOR_BREASTPLATE:COMMON]
   [ARMOR:ITEM_ARMOR_MAIL_SHIRT:UNCOMMON]
   [ARMOR:ITEM_ARMOR_LEATHER:RARE]
   [ARMOR:ITEM_ARMOR_CLOAK:RARE]

   [HELM:ITEM_HELM_HELM:COMMON]
   [HELM:ITEM_HELM_CAP:UNCOMMON]
   [HELM:ITEM_HELM_HOOD:RARE]
   [HELM:ITEM_HELM_CROWN:RARE]

   [GLOVES:ITEM_GLOVES_GAUNTLETS_D:RARE]
   [GLOVES:ITEM_GLOVES_MITTENS:RARE]

   [SHOES:ITEM_SHOES_BOOTS_D:RARE]
   [SHOES:ITEM_SHOES_BOOTS_LOW:RARE]
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.2 - Generic wood and weaponupgrades
Post by: bombzero on February 12, 2012, 05:12:22 pm
I also cannot make boots and gauntlets, however i noticed that none of meph's custom uniforms include them, so maybe they were removed for dwarfs?

however i also cannot make most cloth items, several leather items, and metal boots/gauntlets.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.2 - Generic wood and weaponupgrades
Post by: Hugo_The_Dwarf on February 12, 2012, 05:16:03 pm
I also cannot make boots and gauntlets, however i noticed that none of meph's custom uniforms include them, so maybe they were removed for dwarfs?

however i also cannot make most cloth items, several leather items, and metal boots/gauntlets.
The issue would be the "RARE" and "UNCOMMON" next to the item in the entity. Quick fix is to change them to COMMON then regenn
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.2 - Generic wood and weaponupgrades
Post by: bombzero on February 12, 2012, 05:24:30 pm
I also cannot make boots and gauntlets, however i noticed that none of meph's custom uniforms include them, so maybe they were removed for dwarfs?

however i also cannot make most cloth items, several leather items, and metal boots/gauntlets.
The issue would be the "RARE" and "UNCOMMON" next to the item in the entity. Quick fix is to change them to COMMON then regenn

Ill do that, its not that i dont think maybe meph did it on purpose, its just that if he did, i dont like it.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.2 - Generic wood and weaponupgrades
Post by: Geekkake on February 12, 2012, 05:54:27 pm
I'm sure this has been asked and answered in this thread already, but it's pretty long. Is there a wiki or other resource better than the manual that explains the assorted features and materials added to the Masterwork mod? I picked it up because it looked pretty cool, but it's screwing with my normal fortress procedures in some weird ways, and I also can't figure out, if, say, meteoric ore is better than iron, etc.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.2 - Generic wood and weaponupgrades
Post by: bombzero on February 12, 2012, 06:12:30 pm
New development on the armor/clothing issue.

i can make some of the RARE/UNCOMMON items but not others....
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.2 - Generic wood and weaponupgrades
Post by: Old Bones on February 12, 2012, 06:56:02 pm
Turrets appear to be absurdly OP. I had a slade turret that I got with a migrant wave fighting a siege's worth of zombies all on his own outside my fort's walls. He was at it for years, and eventually killed every last one of them and survived.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.2 - Generic wood and weaponupgrades
Post by: smakemupagus on February 12, 2012, 06:58:10 pm
New development on the armor/clothing issue.

i can make some of the RARE/UNCOMMON items but not others....

Yes, I think that the RARE means there is a small chance that your Mountainhome has that technology, and if so, then you can make them too too?  I'm putting it back to FORCED for now.  Too bad it takes a world regen, and I don't happen to have a human civ to buy gear from on this map. 

My best guess is that Meph was trying to make it so that the caravan didn't bring so much stuff, not realizing it affects the Fortress too. 
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.2 - Generic wood and weaponupgrades
Post by: smakemupagus on February 12, 2012, 07:14:49 pm
I'm sure this has been asked and answered in this thread already, but it's pretty long. Is there a wiki or other resource better than the manual that explains the assorted features and materials added to the Masterwork mod? I picked it up because it looked pretty cool, but it's screwing with my normal fortress procedures in some weird ways, and I also can't figure out, if, say, meteoric ore is better than iron, etc.

I don't think there's a wiki yet.  Meteoric is similar to steel quality.

some of the other metals you can read about here
http://www.bay12forums.com/smf/index.php?topic=98196.msg2961440#msg2961440

There is a picture of the workshops that comes separate from the manual, in the download, that might help you get oriented with some of the other buildings
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.2 - Generic wood and weaponupgrades
Post by: Mitchewawa on February 13, 2012, 02:20:33 am
Bug report here. I think you might have changed Burning Skulls; they went from easily dispatched to unkillable. A group of them came, I locked the doors but one managed to get in (even after getting knocked into magma by a copper spear trap). My lone (proficient) axedwarf was sent to kill it. He has been fighting it for a month, and has reached grand master in axes. The friggin' thing has been through magma, and still won't die.

Spoiler: Behold! (click to show/hide)

All he seems to be able to do with his *pair of steel tomahawks* is tear muscle. I've sic'd a warpstone turret after it, now they're both wailing on it.

E: He fell asleep from sleep deprivation so I sent a 'Skilled Fighter' after it. He is now a legendary fighter and proficient wrestler. He also had a nail shattered and is in extreme pain, so it's back to the axedwarf (who is now legendary).
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.2 - Generic wood and weaponupgrades
Post by: Deon on February 13, 2012, 02:59:50 am
I'd say that this skull is *tweaks his sunglasses* scar-y!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.2 - Generic wood and weaponupgrades
Post by: CheatingChicken on February 13, 2012, 06:01:25 am
I found some more bugs for you:


I really like wat you are doing with this mod, keep up the great work :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.2 - Generic wood and weaponupgrades
Post by: Mitchewawa on February 13, 2012, 06:08:51 am
Spoiler (click to show/hide)

Yeah, Burning Skull are set alight during the summer. This might be intentional (and hilarious), but it might not be. Just pointing it out.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.2 - Generic wood and weaponupgrades
Post by: JimmyBobJr on February 13, 2012, 07:34:12 am
Man oh man, i loooooove this mod. It is not officialy the version of Dwarf Fortress i prefer to play; even over Vanilla.

I hope that this mod continues to be refined and updated - It would be a real shame to see it all go to nothing.

Keep up the ☼Work☼!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.2 - Generic wood and weaponupgrades
Post by: Old Bones on February 13, 2012, 11:49:41 am
This object menaces with spikes of rusty weapon bundle
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.2 - Generic wood and weaponupgrades
Post by: dragonly on February 13, 2012, 02:58:42 pm
Not sure if anyone else is experiencing problems with the candy, and bread reactions, but they do not work consistently.

Once you've milled more than a couple and have them put into a stockpile (inside barrel/bags) they no longer seem to be cookable. They're still in the stockpile, but the make candy and bake bread options are disabled in the kitchen.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.2 - Generic wood and weaponupgrades
Post by: bombzero on February 13, 2012, 04:48:04 pm
he said something about changing temperature syndromes into actual temperatures. so i guess that's what happened to burning skulls.
about their invincibility, blunt weapons seem quite effective against them but still cant kill consistently, plus they get scared off by any significant number of dwarfs.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.2 - Generic wood and weaponupgrades
Post by: Electric Love Muffin on February 13, 2012, 07:33:06 pm
Hey, I was just playing around and I really enjoy this mod. I also have a bug for you. When the second caravan arrives from the mountainhomes there are three wagons and several pack animals, still following me? Anyways the all go to my Depot no problem expect after a few seconds of them unpacking their goods my trade depot instantly deconstructs! Very unsatisfying. That is about it. Any idea what is up with that?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: obolisk0430 on February 13, 2012, 08:19:32 pm
*ultra snip*
@obolisk: I had the same problem installing the mod, I was using internet explorer, I assume you also are, I downloaded firefox (its opensource so it is free) the download worked, I opened firefox and downloaded the mod from that browser. It worked perfectly. 


oh good god am I long winded this post was as long as the update...
Thanks
edit: Okay, so I downloaded the mod.  The menu thing + the map of the area are WAY to big.  I can't see enough of the actual location.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.1 -optional harder smelting, castes and bugfix
Post by: bombzero on February 13, 2012, 10:21:17 pm
*ultra snip*
@obolisk: I had the same problem installing the mod, I was using internet explorer, I assume you also are, I downloaded firefox (its opensource so it is free) the download worked, I opened firefox and downloaded the mod from that browser. It worked perfectly. 


oh good god am I long winded this post was as long as the update...
Thanks
edit: Okay, so I downloaded the mod.  The menu thing + the map of the area are WAY to big.  I can't see enough of the actual location.

Tab key
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.2 - Generic wood and weaponupgrades
Post by: Zeebie on February 13, 2012, 11:10:11 pm
Anyone else finding the invaders crazy difficult?  I just had half a dozen kobolds from the first cavern use their slade morningstars to tear through my steel-clad legendary axedwarfs!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.2 - Generic wood and weaponupgrades
Post by: bombzero on February 14, 2012, 12:06:01 am
why, the fuck did they have SLADE morningstars???? it was already tested by ASCIt that slade bolts are fucking deadly.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.2 - Generic wood and weaponupgrades
Post by: smakemupagus on February 14, 2012, 03:55:33 am
Anyone else finding the invaders crazy difficult?  I just had half a dozen kobolds from the first cavern use their slade morningstars to tear through my steel-clad legendary axedwarfs!

Huh.  That is pretty crazy.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.2 - Generic wood and weaponupgrades
Post by: darkflagrance on February 14, 2012, 04:39:59 am
Anyone else finding the invaders crazy difficult?  I just had half a dozen kobolds from the first cavern use their slade morningstars to tear through my steel-clad legendary axedwarfs!

Slade morningstars are like the ultimate blunt weapon.

This might be happening due to broken reactions that don't specify the kobolds to use any materials, or addition of the METAL_PREF tag, but it might also be...intended behavior?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.2 - Generic wood and weaponupgrades
Post by: Milkbot on February 14, 2012, 04:49:57 am
Trying the mod out today for the first time. My only feedback apart from "It's great!" is that stone is really difficult to find. I had to dig several exploratory shafts to find enough to make my initial workshops. I have a feeling this may be to do with the mineral scarcity option though. I've got magnetite out the wazoo, but only small pockets of kaolinite.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.2 - Generic wood and weaponupgrades
Post by: Dawnofdarkness on February 14, 2012, 10:42:53 am
he said something about changing temperature syndromes into actual temperatures. so i guess that's what happened to burning skulls.
about their invincibility, blunt weapons seem quite effective against them but still cant kill consistently, plus they get scared off by any significant number of dwarfs.

Golems also work in scaring the skulls off. also do a good job in killing them.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.2 - Generic wood and weaponupgrades
Post by: Malorn on February 14, 2012, 11:10:30 am
Oh Meph is going to be a busy man . . .

Also of note, I am celebrating the release with an old menace.

http://www.bay12forums.com/smf/index.php?topic=100720.0
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.2 - Generic wood and weaponupgrades
Post by: Zeebie on February 14, 2012, 01:19:21 pm
I had to kill my burning skulls with Runesmith, they were killing my FPS (120 -> 20). On the other hand, they're invulnerability meant my militia got up to legendary pretty fast!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.2 - Generic wood and weaponupgrades
Post by: Prats on February 15, 2012, 07:34:19 am
My miners bleed,suffocate and die when mining.What could cause this? I'm using V.1.1. Warpstone set NO
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.2 - Generic wood and weaponupgrades
Post by: shadenight123 on February 15, 2012, 07:52:37 am
My miners bleed,suffocate and die when mining.What could cause this? I'm using V.1.1. Warpstone set NO

you mining coal?
chance their lungs are rotting.
welcome to the new and improved mining system: be careful what you mine.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.2 - Generic wood and weaponupgrades
Post by: Prats on February 15, 2012, 07:59:26 am
My miners bleed,suffocate and die when mining.What could cause this? I'm using V.1.1. Warpstone set NO

you mining coal?
chance their lungs are rotting.
welcome to the new and improved mining system: be careful what you mine.

Yeah... Can I off those syndromes?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.2 - Generic wood and weaponupgrades
Post by: shadenight123 on February 15, 2012, 08:04:56 am
had the same problem.
either wait a while between the digs.
or i can't recall what setting it was. maybe "harder mining" or similar.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.2 - Generic wood and weaponupgrades
Post by: Prats on February 15, 2012, 08:11:55 am
I found "inorganic_zwarpstone.txt" but don't know what to do. Delete completly everything inside or what?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.2 - Generic wood and weaponupgrades
Post by: smakemupagus on February 15, 2012, 12:38:41 pm
Interesting, I see now that the coal syndromes were there in 1.1, even though only announced in 1.2.

Yeah you could delete them , but it probably requires a world regen.  I wonder if you can work around in an existing world if you leave the materials e.g. [INORGANIC:COAL_BITUMINOUS_DUST] but delete the *syndrome*.  Maybe an actual experienced modder can comment on that.

In 1.2 the dangerous coal is properly deactivated by the "Dangerous mining" button.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.2 - Generic wood and weaponupgrades
Post by: fred1248 on February 16, 2012, 02:14:16 am
I found a bug.

Leather items and soapsare not properly stored in stockpiles.
This is probly due to the generalization of materials or something
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.2 - Generic wood and weaponupgrades
Post by: Zeebie on February 16, 2012, 02:19:28 pm
Elven traders react as though I've offered wood items no matter what I'm trading (in this case, all gem war hammers).  Anyone else have this happen?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.2 - Generic wood and weaponupgrades
Post by: Nice Save on February 16, 2012, 03:03:06 pm
My second elf caravan just arrived on my map and immediately and inexplicably died. The horse and donkey they brought are both dead at the end of a trail of blood, with "his upper body is gone" in their description. I can't find the merchants on the map or the stocks screen, and their description (from the units screen) has all their body parts melted and dripping blood. There's nothing in the combat log.

Anyone else encountered this?

Edit: To be fair, I'm not too bothered about this. I didn't have enough prepared food to buy all those awesome animals anyway. Free dragons!

Edit2: Wait, do Plaguebearers do their thing from inside a cage? That might explain why all my looted animals seem to be bleeding.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.2 - Generic wood and weaponupgrades
Post by: CaptainBadwheel on February 16, 2012, 03:41:51 pm
Either the invaders for my save are broken, or they just got really smart and started avoiding fortresses built into the side of a volcano.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.2 - Generic wood and weaponupgrades
Post by: Meph on February 16, 2012, 05:41:05 pm
I am back.
I will be busy (bugs and new release)
I also regret the premature release of this half-done 1.2. I should have waited and tested more. I wanted to give you guys a treat for the time I am away, so you dont have to wait for the next DF, but obvisously it was a mistake.

About the mentioned issues:
Gloves and Boots should be forgeable, I did not know that rare/uncommon does affect it.
Burning Skull should burn, yes. Unkillable, no. (I removed bodyparts from them, I did not like them having organs)
Coaldust is taken 1:1 from the avarage coaldust mod, but I found out the problem:
The trades bring coaldust-stones, these evaporate upon entering the map, and the traders wont trade.
Coaldust can be turned off with the "harder mining" button.
Chrashes... I hate crashes. Could you guys sent me some saves ? I really hope it is not the landmines/turrets
Leatheritems / Boneitems are not stockpiled proberly, because of the generic materials, thats true. I havent found a solution for this yet. Bonebolts/ammo on the other hand works perfectly.
I have also seen an underground siege by antmen (with 3 shields each, awesome) that were using a hellwood trident. Hellwoods only grow you-know-where, and shouldnt be aviable, same goes for slade-kobolds ;) I will check the caverncivs then. I did kill them with dfhack (magma) since I was playtesting caravans/trading at the time, and even after all of them were dead, the SIEGE was still active. I dont know if this is because of the dfhack, or if underground sieges are broken. Anyone else having that problem ? I mention it, since one user had a batmen siege that wouldnt go away.
Different embarkraces are still on my list, although very low on it, since it is one of the biggest things I could do.

I will now work on a compatible version for 0.34.1, fixing the mentioned bugs, ask admiralawesome about his tileset-changing-script, AND have a look at the new version, to see what aweseome ideas can now finally be done. So, expect an update in a few days, about these issues.

Primary goal is bugfixing and the .34.1-compatible version.

A question for you: Did anyone recieve a human caravan that sold blueprints, could you order them, and how much did they cost ?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.2 - Generic wood and weaponupgrades
Post by: smakemupagus on February 16, 2012, 06:22:28 pm
Welcome back!  I for one am having fun with 1.2, and it fixed some bugs too anyway.

Not a major thing but would you consider putting in different color for the different grades of wood/leather (at least fungi and nether, but maybe fine and scrap are different shades of brown too?)

I never had underground sieges go away on their own, but the tag went away if I attack and killed them all.  I didn't notice though, if the long SIEGES mess with above ground caravans arriving.  Humans died out in the world I played longest, so I didn't get to test blueprints.  In fact, I've had trouble gen'ing a world where our Mountainhomes have surviving Queen or other leaders.  They're not necessarily extinct, the faction exists and I embarks, in most cases migrants and liason show up. 

Lets see what did I notice,

Mithril smelting works.
Shell craft stockpiling seems to be broken.
"Rocktip  rocktip bolts" are piled but not used.
Turrets, and Adv. Golems are hard to use without killing friendlies or otherwise wrecking your own base, perhaps that's as intended.
 Bread or candy reactions seem to work a couple times then stop.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.2 - Generic wood and weaponupgrades
Post by: Milkbot on February 16, 2012, 07:04:50 pm
I was just wondering if it were possible to instead of having several invader species just to have one "Vile Force of Darkness" species, which would include a melting pot of different enemies. Like the chaos hordes in Warhammer Fantasy, for example.

I just thought it was awesome when I was besieged by Tigermen and simultaneously ambushed by Frogmen. I thought it was cool to see the Beastmen working together to try and kill me.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.2 - Generic wood and weaponupgrades
Post by: bombzero on February 16, 2012, 07:08:13 pm
beastmen are a race in and of themselves, there was no working together.

also i think the point is that some of them work together and some fight eachother based on ethics.


while your idea is neat, it would mean you would ALWAYS get those races seiging together, even though it would not always make sense.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.2 - Generic wood and weaponupgrades
Post by: Hugo_The_Dwarf on February 16, 2012, 10:06:12 pm
To get the Generic leather, and bones and stuff to stockpile correctly, make a creature that has several types of your leather(s)

creature:LEATHER_GENERIC
NAME:animal:animal:animal
---then your leather/bone calls here example---
weak/thin/soft
tough/thick/rough
strong/studded/hard

in which they will show up as: "Hard Animal Leather" when processed properly by using the material pointers for the tissues/materials.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.2 - Generic wood and weaponupgrades
Post by: Zeebie on February 17, 2012, 07:49:52 am
Meph, I've noticed some weird materials available for building workshops and such, including: bacteria, brilliant light, and fire.

Oh, and I've tested this: the elves definitely think gem war hammers are made of wood.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.2 - Generic wood and weaponupgrades
Post by: Ishar on February 17, 2012, 08:32:43 am
I mention it, since one user had a batmen siege that wouldnt go away.

Well they never give up until the mission is over. They are vengeance. They are the night.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.2 - Generic wood and weaponupgrades
Post by: Zeebie on February 17, 2012, 09:55:32 am

A question for you: Did anyone recieve a human caravan that sold blueprints, could you order them, and how much did they cost ?

I have never had a caravan that sold blueprints.  Also, the human caravans seemed to stop coming after seven years or so.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.2 - Generic wood and weaponupgrades
Post by: Meph on February 17, 2012, 10:58:15 am
Thanks hugo, I was thinking the same.

I fixed some bugs, the boots and gloves can be made again, traders wont bring coaldust-stones, fixed cobalt making.

@smakemupagus: Did you say mithril works, or does not work ? (I suspect a typo)

@All: The .34.1 compatible version is done. I nibbled away the 219kb errorlog to nothing. :) I will now check how far the dfhack, therapist and the tilesets are for the new version, and might have to redo my therapist caste patch again ^^

EDIT: WOW. I just embarked, and all the inorganic mats are mixed up. I have wooden/rock food, surfaceanimal fish, coal and bone anvils, and so on. No errorlog though, and I did not change anything in the inorganic mats, so fixing this will be an awesome amount of fun...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.2 - 34.1 done, working on bugfixes
Post by: tj333 on February 17, 2012, 12:08:17 pm
I am sure thatI am using 1.2 though when I click hyelp->about it tells me 1.0. the problem I noticed is that when I went to burn wooden equipment it was burning my steel equipment instead.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.2 - 34.1 done, working on bugfixes
Post by: Meph on February 17, 2012, 12:42:42 pm
Yes, the wood reaction was for any inorganic wooden item. Since I had to change it to generic plant mats (no stockpiling otherwise) the reaction looks for a specific inorganic mats, cant find it, and then just accepts ANY inorganic mat. So all metal items will be burned. I am working on it.

The embark screen is ok btw, I had some duplicates. Currently work on my own generated bugs, so a release for the 34.1 version should be later today.

The biggest problem are the supporting third-party applications. Dfhack, Therapist and to forth. I do believe I have to remove those for now, till the authors do update them.

EDIT: Tested therapist (works, it updated automatically, even my patched version) Soundsense should still work, not much change there, and the init editor does work as well. Next on the list is dfhack, dfusion and stonesense.

EDIT2:

Fixed cobalt making
Fixed the burning of wooden equipment
Added a low chance of coal for all crematory reactions, except refuse/vermins corpses
Fixed boots and gloves.
Fixed traders bringing coaldust (untested, would need to wait for a caravan)
Fixed the inorganic mixup with the new version.
No error log with DF 34.1

Work is going good. 8)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.2 - 34.1 done, working on bugfixes
Post by: CheatingChicken on February 17, 2012, 01:12:53 pm
dfhack is something I can live without. I only ever use it for cleaning and for the vdig command. If everything else works, I'm really looking forward to you releasing the new version so i can finally try out the new DF patch ;)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.2 - Generic wood and weaponupgrades
Post by: smakemupagus on February 17, 2012, 02:32:29 pm
Yes, it works in 1.2, sorry for confusion.



@smakemupagus: Did you say mithril works, or does not work ? (I suspect a typo)

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.2 - 34.1 done, working on bugfixes
Post by: Meph on February 17, 2012, 03:56:42 pm
Ok.

I just remade the golems. No more free golems ;) I wanted to try the new fancy stuff out at least once, so I made a golem transmutation. A new building, the Golem Forge, and a new toy, the iron golem. You can take 5 iron bars, make a golem out of it. Then take a dwarf and the iron golem toy, and transform him into a golem. This should simulate that a dwarf is giving his lifeforce/soul to imbue the golem with life.

Testing is ongoing, but it looks good. Only problem that might arise is that the boiling stone does not always affect the dwarf, but we'll see.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.2 - 34.1 done, working on bugfixes
Post by: Ishar on February 17, 2012, 04:21:05 pm
As always, magma is a solution to everything.
By the way, I've been meaning to ask this before, even though it's a bit silly: how do these additional features work? Golems, turrets and the like, I mean. I had a few stray gun turrets as migrant pets, which looked kinda funny, but never bothered much. They're supposed to be stationary, right? Built like a bed or something? Golems are kind of like war animals, assigned to a dwarf, or just wander around, and you just hope they will be at the right place when the fighting starts?
I admit, I turned off these things when the first few stray turrets showed up, and didn't bother with it. But it sounds awesome in theory, so that's why I asked.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.2 - 34.1 done, working on bugfixes
Post by: bombzero on February 17, 2012, 04:37:01 pm
hey meph, its been proposed that boiling stone workshops can be replaced with workshops based off the new systems. not sure how though.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.2 - 34.1 done, working on bugfixes
Post by: Meph on February 17, 2012, 04:50:11 pm
Well, about how to use the 4 dwarven constructs:

Station decoys on a raised platform, visible but unreachable, and watch enemy archer waste all their bolts. They die super easily to blunt damage though, but are rather immune to edged.

Landmine should be in twisted corridors, OR one Z-lvl above, and then pitted. This way you can throw them at invaders below. Beware of ranged units, they will snipe your mines. ( Ice landmines freeze (unconciouss) the enemy for a short time, so use one of those, then rush with your army, as long as the enemy cant fight back... dust landmines push people around, so use them with cagetraps or deep pits.)

Golems can by wartrained and support melee units, OR you get a lot and station them as guards. I usually use them to guard my cavern entries. They can take on most unarmed monsters, never sleep, eat, drink, flee... of course they are also quite good against archers.

Turrets are the ranged version of golems. They have special abilities, use them in the situation that suits them most (fire on the surface is dangerours, webs near cagetraps is awesome, and so on.) They suck in melee, but have unlimited ammo. Station them behind fortifications, or moats. They might die to archers though.

All 4 of them act like pets. You can butcher them (gives you nothin but kills the creature for good), you can train them (giving them a slight boost) and you station them by using 1*1 tile pastures. This works quite well for me. Major advantage of mines vs. traps it that they "see" trapavoiding creatures and ambushes. Put a lot of mines in the countrieside, and watch ambushes that try to ambush the landmine, blowing themselves up. Also take out aggresive melee animals, like ogres.

____________________________________________________________________________________

I will start uploading now. Just one new features, but fixed 10 bugs, and it is compatible with 0.34.1 The new feature is: Buildable golems. You can built a golemforge, and produce golem casts. Then imbue a new golem with the life of a (volunteering) dwarf. Currently only iron golems to test the new feature. And of course, to see how you like it. I also made weaponry/armory aviable to everyone, till I work out how tradegoods work. You dont need blueprints anymore, so go ahead and upgrade your weapons and armor ;)

################################
####   PATCH 1.2.1 #############
################################

Compatible with 0.34.1 !!!

Fixed the burning of wooden equipment
Added a low chance of coal for all crematory reactions, except refuse/vermins corpses
Fixed boots and gloves.
Fixed traders bringing coaldust (untested, would need to wait for a caravan)
Fixed the inorganic mixup with the new version.
No error log with DF 34.1
removed utterances from goblins, they should have proper names now.
nerfed occurence of ironbark and steeloak. now grows in every biome, but is rarer.
Fixed cobalt making, yuhu, the second time. I added the reaction class to the metal:cobalt, instead of the stone:cobaltite. This way you were able to make metal out of metal, and nothing out of the stone. -.-
Removed [IS_STONE] from the 3 coal dust stones.
Removed adv golem and added golem forge. Test for the new abilities. Transforms dwarves into iron golems.
Changed patternweld metals to: welded metals. A lot shorter.
Removed blueprints from weaponry and armory. You can built them whenever you want.

EDIT: Well, if you figure out how, I am the first to listen. I can only see the new syndrome ingest, nothing about applying it directly. Would be great though, I use boiling stuff too much already, and with an alternative people yould turn of temperature.

EDIT2: Took the old poll down, 101 votes, mostly for more flavor without clutter, second best: flavor with more clutter. I will remember this.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - FOR 0.34.1 with Golem Forge
Post by: Morwaul on February 17, 2012, 05:36:00 pm
How about imbuing the Golems with the life force of animals, pets, or enemies, or Elvin caravans?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - FOR 0.34.1 with Golem Forge
Post by: Meph on February 17, 2012, 05:45:28 pm
Could be done. Making dwarves immune, and pasturing pets on the workshop, then running the reaction. Turns everything nearby into golems then.

Problem: Do you really want HOSTILE elves to be tunred into HOSTILE golems ? ;)

I also like the idea of dwarves sacrificing themselves to serve the greater good. And it is more balanced, turning every invader into a golem is... slightly... broken.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - FOR 0.34.1 with Golem Forge
Post by: bombzero on February 17, 2012, 05:47:41 pm
hey meph is it safe to just dump the LAA executable into masterwork? as the RAM boost would help with longer worldgens, but i dont know if any of those bug fixes you mentioned a while back would be affected.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - FOR 0.34.1 with Golem Forge
Post by: kizucha on February 17, 2012, 05:48:59 pm
1 little Question, the war with human and elves are permanent? Or are they friendly again in a "few" years or so? :-\
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - FOR 0.34.1 with Golem Forge
Post by: Morwaul on February 17, 2012, 05:54:54 pm
I also like the idea of dwarves sacrificing themselves to serve the greater good. And it is more balanced, turning every invader into a golem is... slightly... broken.

Yeah, I see your point. 
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - FOR 0.34.1 with Golem Forge
Post by: bombzero on February 17, 2012, 05:57:34 pm
pretty much just like vanilla, a number of things in Masterwork are broken, it falls to you whether or not you abuse them. that's the great thing about DF.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - FOR 0.34.1 with Golem Forge
Post by: Meph on February 17, 2012, 05:58:08 pm
@bombzero: The fixed exe is no longer included, because no 0.34.1 version exists. You can use the buffered one if you like. I thought about including it, but I wanted to wait for narhirils answer about an update first.

This also means that material size, wagons and magma/fire safe tokens no longer work.

@kizucha: They have diplomats, so you can make peace.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - FOR 0.34.1 with Golem Forge
Post by: smakemupagus on February 17, 2012, 06:08:52 pm
It will be interesting to see if Golem'ing some dwarves leads to unhappy thoughts for friends.  Either way I am picturing Golem factory as a mental health facility to rehabilitate tantruming dwarves.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - FOR 0.34.1 with Golem Forge
Post by: Ishar on February 17, 2012, 06:27:15 pm
It will be interesting to see if Golem'ing some dwarves leads to unhappy thoughts for friends.

That's almost certain, since technically, they die.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - FOR 0.34.1 with Golem Forge
Post by: kizucha on February 17, 2012, 06:31:02 pm
Okay thx for the quick answer, and thx for your work. :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - FOR 0.34.1 with Golem Forge
Post by: Meph on February 17, 2012, 06:49:09 pm
No problem.

I also found a way for dwarves to animate dead. I can make a reaction like this:
Learn the secrets of necromany. This transformes your dwarf into a Necromancer dwarf, I could even give it a custom graphics, custom profession name and so on. (abusing the NATURE_MAGIC and druid names)

He would run around and animate corpses, the same way a normal necromancher does. although I dont know yet if the animated corpses will be friendly or not. I do believe the attack everything alive, no matter what. fun fun fun is too be had... :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - FOR 0.34.1 with Golem Forge
Post by: moisesjns on February 17, 2012, 07:13:47 pm
so this mod is pretty awesome. but i need to ask is there a way to make it asc2 graphics? i like them better then phoebus now.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - FOR 0.34.1 with Golem Forge
Post by: smakemupagus on February 17, 2012, 07:17:27 pm
asc2

ascii = American Standard Code for Information Interchange :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - FOR 0.34.1 with Golem Forge
Post by: Tel Riker on February 17, 2012, 07:18:35 pm
I have a strange glitch, it seems, it may just be the world I genned, but when I try to talk to anyone as an adventurer, my game crashes and I lose all saved data. Any possible fix?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - FOR 0.34.1 with Golem Forge
Post by: Balistic604 on February 17, 2012, 07:22:22 pm
I had the same problem until I genned a new world.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - FOR 0.34.1 with Golem Forge
Post by: Master Catfish on February 17, 2012, 10:04:26 pm
Is this just modded raws, or have you altered the game code too?  I'm curious since I haven't ever seen a mod that does things like yours.  I've always wanted to be able to create creatures from workshops.  The idea of mushroom folk that grow new citizens is extremely appealing to me.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - FOR 0.34.1 with Golem Forge
Post by: Poltifar on February 17, 2012, 10:36:00 pm
Is this just modded raws, or have you altered the game code too?  I'm curious since I haven't ever seen a mod that does things like yours.  I've always wanted to be able to create creatures from workshops.  The idea of mushroom folk that grow new citizens is extremely appealing to me.

The creatures-from-workshops thing is just a newly available trick that was made possible because of the new syndromes added in the most recent release. It's still a bit iffy though, from what I understand of it. You have to make a dwarf work on a custom reaction that creates a material that instantly boils into a gas that then infects the dwarf with a syndrome that transforms him into a new creature. So you can't create a creature from nothing (at least not yet), though reading a few posts back it seems someone proposed trying to transform animals instead of dwarfs. No word on whether that has been tried though.

EDIT: Meph, is there some way to prevent random stray turrets arriving with migrants? Failing that, maybe at least some way to prevent turrets from arriving as pets of migrants? Because while stray turrets are ridiculous but useful, claimed turrets just lead either to heartaches when it dies doing its job, or mass mayhem when a dragonfirebreath turret following its master encounters a kobold thief in the middle of a crowded hallway...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - FOR 0.34.1 with Golem Forge
Post by: bombzero on February 18, 2012, 01:44:19 am
use pastures, and place the owned ones way outside your fortress.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - FOR 0.34.1 with Golem Forge
Post by: kizucha on February 18, 2012, 06:46:28 am
Hm kay~ first summer 14 burning skulls arrived burnt down everything and yeah... time for a new fortress. :'(
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - FOR 0.34.1 with Golem Forge
Post by: Jemeni on February 18, 2012, 08:26:46 am
I think I found a typo/bug thingy.
In the workshop building screen both the Library of Farmwork and Fountain use "alt-f" for the keyboard shortcut.
As well as the Alter or Armok and Archeologist they both use capital "A".
And on the Furnace screen the Golem forge and the Stone Grinder both use "alt-g".
As well as the Metallurgist and the Glass Furnace with lowercase "g"

I haven't hit magma yet so I don't know if any of those are conflicting.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - FOR 0.34.1 with Golem Forge
Post by: Dawnofdarkness on February 18, 2012, 10:05:28 am
has anyone else noticed how the medical library is gone?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - FOR 0.34.1 with Golem Forge
Post by: Meph on February 18, 2012, 10:18:25 am
Thanks guys. Just saw a DF 0.34.2... guess I have to do more compability then any bugfixes or new features...

@moisesjns: Not yet. I wait on admiral awesome and his updated tileset changer. What I saw so far was impressive, but it is not for the current version, so patience.

@balistic & riker: I never played adventure mode, so I am rather useless in that regard ;)

@master catfish: something of everthing. Modded exe, new tricks from 34.1, old tricks, dfhack, raws, my VB program... but most things could be done with normal Raw modding, nothing special. I also just read that the patched exe I used before (done by quietust&narhiril) is included in the 0.34.2 update from Today. :) Thought I never see the day that he accepts outside work into a Vanilla DF version.

@poltifar: Yes, disable turrets. Otherwise, no, sry. I am working on the issue. Making them castes instead of seperate creatures would lead to less (1/7) arriving, or I can make them from custom reaction with the new features, but only through transformation. Wouldnt work too well. So you have to live either without turrets, or with free migrant-turrets.

@kizucha: Damn, I forgot about the skulls... I wanted to nerv them, since I removed the inner organs they are rather hard to kill.

@jemeni: Thanks. These are hard to notice for me, since I mostly look at tha raws, and all the buildings are seperated. I will change it.

@dwanofadrkness: Just checked, the settings.exe has it turned to OFF by default. An artefact from testing. Just one click on the button puts it back in though ;)

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - FOR 0.34.1 with Golem Forge
Post by: Mr. Palau on February 18, 2012, 10:28:07 am
Yeah meph I was just going to say the same thing as kizucha, I have around ten burning skulls on my map now and they burnt half of it to ashes. once they started drinking my booze though I sent out the two dwarf militia team that had been training since mid-spring. This was all in the first year so the militia wasn't so good, but burning skulls apparently can't do much more then bruise dwarves so they were alright. The dwarves however started leveling incredibly fast, one is now a legendary fighter after fighting a burning skull for 20 days. The way the burnign skulls are now they are just essentialy flaming punching bags which you can manage to keep away from your booze with a militia that is just going to level to legendary training on them. rather annoying but not a bad thing.

Edit: forgot to mention one guy has two broken fingers... any idea if the burnign skulls will ever leave?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - FOR 0.34.1 with Golem Forge
Post by: Meph on February 18, 2012, 10:41:36 am
Nope, they wont, they act like animals. Like I said: DAMN, I forgot about those. I will make a 34.2 compatible version today and upload it, so no big problem. I will just take the skulls out for this and do some testing with them later. The problem is that I usually test creatures in arena mode, so I didnt foresee the problems they would cause in fortress mode. I wanted them to boil away booze, not burn down the entire map. 

But as I said, since Today brought out a bugfix, we modders have to do the same. Lets see how much I have to do for .34.2 ;)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - FOR 0.34.1 with Golem Forge
Post by: dragonly on February 18, 2012, 11:15:59 am
One of the rather nice things about the unkillable burning skulls is the weapons training they promote while your dwarves wail on them. Axelords, Macelord, wrestling masters, all from a single skull.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - FOR 0.34.1 with Golem Forge
Post by: kizucha on February 18, 2012, 12:01:42 pm
Yay go away you stupid skulls! :D My left 3 dwarfs have not a chance i have tried to kill the skulls with the 3 but they died in the fight. :'(
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - FOR 0.34.1 with Golem Forge
Post by: Mr. Palau on February 18, 2012, 12:12:14 pm
Would adding this make the burning skulls bleed to death, eventually?
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]

And would thier burning their skin and fat off induce enough bleeding to make them die? When the burning skulls entered my map they all burnt thier fat off, and some also burnt thier skin off with it.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - FOR 0.34.1 with Golem Forge
Post by: Flobulon on February 18, 2012, 12:14:45 pm
Hey Meph,
Just registered to say thank you for all your hard work, I know that I and many others really appreciate it. The new golem reactions in particular sound brilliant.
Keep up the good work!  :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - FOR 0.34.1 with Golem Forge
Post by: Meph on February 18, 2012, 12:33:33 pm
Thanks :)

And since everyone is so nice to me: The 0.34.2 comptible version is done, skulls are removed (till I have them the way I like it) and the phoebus tileset it updated to the newest version. Just packing up and uploading it.

And I enabled TRUETYPE. If you dont like it, just go to the data/init, go to [TRUETYPE:xx] and write [TRUETYPE:NO] Thought people would like it enabled by default, since Today just fixed it.

EDIT:
>>> NEW DOWNLOAD <<< (http://dffd.wimbli.com/file.php?id=5315)

This also re-adds wagons, the material size fix, magma/fire-safe tokens and everything else done by quietust and narhiril :)

EDIT2: I just edited the 2 posts... and what do I see ? 6 downloads already, lol.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: kizucha on February 18, 2012, 12:48:25 pm
Your just to good to us, who can we not be nice to you. ;) Thanks for the new version, now i hit so long reload till i see the new version. ;D

Edit: okay~ your faster as me by posting, i'm a lil turtle. xD
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: bombzero on February 18, 2012, 12:49:04 pm
you include the newest DT?

im gonna go read the last few pages of DFhacks thread to see how they are getting along.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Meph on February 18, 2012, 12:51:07 pm
DT updates automatically. DFhack is not done yet, by far...

DFFD will still claim that this is for DF version:0.34.01 since they did not update their page yet. But I put: "for 0.34.2" in the title. Should be obvious, but I dont want to confuse people. (or do I? ;) )

EDIT: Oh yes: What I will do next:
The glyphic/runic weapons.
I will add 2 new attacks with new wording to EVERY weapon.
I will change all upgraded weapons to require runes
I will change all upgraded weapons to have special attacks, with new wording.

This will take a while, but is easy and nice work, since I can be creative, not just hunting bugs. I leave all the new fancy stuff for other people, and wait till people really figure out how to use all this. My golems do work, and I will advance on this, bringing in different metals. Best-case scenario: All metals are possible. (might cut some slack for slade and candy though, both would be slightly unbalanced) I will definetly do gold, steel, and some of the new ones, mithril, wolfram... might do 7 golems, this would lead to 14 reactions, that is the golden number. A workshop with 14 reactions shows all reaction in one page, no scrolling needed. If you look hard at my mod, you guys will find this number quite often ;)

And spread the word, I need more victims testers.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Dawnofdarkness on February 18, 2012, 12:52:39 pm
hey are golems still able to be trained into war golems?

because im trying to train some war golems and its not letting me
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Zeebie on February 18, 2012, 01:01:48 pm
You are a scholar and a gentleman! Great work!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Starhero on February 18, 2012, 02:04:21 pm
You are a god among mere mortals. You are right next to Toady himself!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: narhiril on February 18, 2012, 03:06:04 pm
DT updates automatically. DFhack is not done yet, by far...

DFFD will still claim that this is for DF version:0.34.01 since they did not update their page yet. But I put: "for 0.34.2" in the title. Should be obvious, but I dont want to confuse people. (or do I? ;) )

EDIT: Oh yes: What I will do next:
The glyphic/runic weapons.
I will add 2 new attacks with new wording to EVERY weapon.
I will change all upgraded weapons to require runes
I will change all upgraded weapons to have special attacks, with new wording.

This will take a while, but is easy and nice work, since I can be creative, not just hunting bugs. I leave all the new fancy stuff for other people, and wait till people really figure out how to use all this. My golems do work, and I will advance on this, bringing in different metals. Best-case scenario: All metals are possible. (might cut some slack for slade and candy though, both would be slightly unbalanced) I will definetly do gold, steel, and some of the new ones, mithril, wolfram... might do 7 golems, this would lead to 14 reactions, that is the golden number. A workshop with 14 reactions shows all reaction in one page, no scrolling needed. If you look hard at my mod, you guys will find this number quite often ;)

And spread the word, I need more victims testers.

For LFR I was planning to play around with throwing weapons, which will work by giving literally every one-handed weapon a RANGED token with thrown ammunition that can be unlocked in the tech tree.  Feel free to borrow and play around with that idea.



This also re-adds wagons, the material size fix, magma/fire-safe tokens and everything else done by quietust and narhiril :)


I'm honored to be mentioned in the same sentence as that guy.  No one was more excited to read that in the patch notes than I was.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: UncleCern on February 18, 2012, 03:31:11 pm
The mod looks very promising. Can't wait to finally generate a world which will suit my needs.

Very important question though - does the mod support the "evil clouds"? Do they appear normally or not? Haven't seen one yet, tested 4 embarks so far.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: smakemupagus on February 18, 2012, 04:34:07 pm

The glyphic/runic weapons.


How do you craft the runes?  Metal threads, or jewels?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Whivy on February 18, 2012, 04:55:43 pm
Thx for the good work!

Don't know if it has been said before, but somes features for the new adventure mode are broken:

Your caracter doesn't wear any clothes
Only dwarf are affected by thirst and hunger, humans, elves... etc are not affected

That's the first two things i noticed earlier, maybe some other features are buggy as well, dunno.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: aantn on February 18, 2012, 04:59:27 pm
I also made an account just to say how awesome this is. I hope Toady incorporates some of this into a future version of the game.

The version number on DFFD is fine.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Zeebie on February 18, 2012, 06:12:26 pm
Dwarf Therapist isn't reading all dwarfs - I don't know if that's an update or mod issue.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Meph on February 18, 2012, 06:42:53 pm
@zeebie: It is most likely a Therapist issue. I am not sure which one to add: the updated version that reads 34.2 correctly (if it is finished) or my patched version that reads the castes correctly. I will try to combine those ;)

@dawnofdarkness: currently not trainable. More science with tranformations has to be done.

@narhiril: Yup, never saw anyone post so much absolutely correct and obscure answers as quietust.

@whivy: I dont test adventure mode, but what you say is all correct. I removed eat/drink from other races, so they survive worldgen easier. Most clothes are removed because of clutter, dwarves can only make a few...

@smakemupagus: You cant craft them yet. I plan this: Make a rune out of metal. Then take a weapon + rune = upgraded weapon. Same system as my "armorplate+armor=platearmor" and "bayonet+ranged weapon = bladed/bayonetted ranged weapon"

@aantn, zeebie, starhero: Ähm... thanks I guess ;)

@uncle cern: Of course they are included, but I havent played .34.2 yet, so I dont know how common/rare they are. All the new features are untouched, the only thing I did is the little thing with the golems.
____________________________________________________________________________________
Anyway, today is not one of my best days. First the cable from the laptop breaks, I clutch it together with tape, then some idiot drags his backpack through the cable, ripping it out, frying my laptop. Nice. Got it working agin though, otherwise I wouldnt post here. Then I check my bike, and notice that some (imagine a ton of swearwords here) just stole some of my stuff, among it my brand new 50 dollar pump, just bought in Bogota, unused. -.-

Still, I managed to finish the weapons, here have a little look. I have backsteps, sidesteps, reverse cut, forward cuts, haymakers, uppercuts, impaling, goring, running someone through, whirling around, backhanded strikes and many many more. And 2 special runic attacks, AND 2 special individual attacks for each epic weapon. I also raised the chance for epic weapons from 2% to 5%.

Spoiler (click to show/hide)
__________________________________________________________________________________
PS: Currently thinking about "extra butchery items" a new feature that allows to create any item by butchery. A cave beetle could produce chitin (as always) and a premade "chitin shield". Or a golem would leave 5 bars of its metal and a statue. Or a fluffy wambler leaves a "fluffy white fur hat" Random things like that ;) This would lead to much more insteresting options of domestic animals, and people would breed them for special items produced by them. Imagine a rock crab that has 10 stages (growing 10 times, instead of child-adult) and that produces more outcome the older it is. Or a porcupine-similar animal that drops 10 weak, but premade "menacing spikes" upon death. Breed it, butcher it, build a quick defense.

Also: Race specific trapcomponents, with the better ones only avaible through trading.
And: Good rains, appear only in good biomes, have benefitial syndromes, for example higher speed, or healing.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: bombzero on February 18, 2012, 07:07:40 pm
hey meph might wanna update your init files, as there are several minor changes to it with the new version such as the description of settings,

also traps except cage traps are on by default in vanilla adventure mode right now, as you can now detect them.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Meph on February 18, 2012, 07:20:36 pm
Init files are updated, believe me, I spend 2 hours fixing a crash. Turned out to be tileset related and was in the init.txt ;) I left the traps off (this mod does not work for adventure mode anyway), but I dont quite get what you mean with: description of settings ?

That leads me to the question: Does anyone here wants to write a adventure mode friendly version of this mod ? I certainly wont, I never played adventure mode, but with the new update it seems to become more popular. My old poll here showed that only 6% play it over fortress mode... thats why I did not really bother with it.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: bombzero on February 18, 2012, 07:27:24 pm
well what i meant was that i noticed the description of traps was the old one, and they were set to no. but traps are present in worldgen sites now.

and yes, this may be a good point to start branching out to adventure mode, as it seems to be getting more attention throughout this arc of development.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Stoutpants on February 18, 2012, 07:34:44 pm
This is amazing, I think I might replace Lazynewb with this.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: aantn on February 18, 2012, 07:35:46 pm
I'm using the 0.34.2 version and my fortress of 40+ is never attacked. I created the world with all races enabled. Is there something else I should do?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: aantn on February 18, 2012, 07:41:14 pm
One last thing: Is there any chance you can include the mod to restore dirty words?

http://www.bay12forums.com/smf/index.php?topic=100787.0

I too have replaced LNP with Masterwork. Is there a GitHub repository or whatnot for people who want to help out?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: billyfig on February 18, 2012, 07:44:55 pm
two quick questions, can the mines hurt each other, and can the turrets shoot though fortifications?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Tryble on February 18, 2012, 07:52:37 pm
Well, since the poll asked for what you liked most about the mod...I'll chime in and mention how my most favored part is alternative production paths.

I haven't seen coal in an  embark for months and don't beeline for the magma, so when I saw you could create biofuel out of plants and booze, I thought that was pretty snazzy.
Similarly, not too long ago I embarked on a location with some interesting geographical features, but there was no ore other than copper and silver.  Normally I'd have grumbled and moved on, but the mod allows suitable equipment to come from both wood and leather.  "Awesome," I thought, "I can stay in this place and just deck the warriors out in toughened leather!"  All in all I was really pleased.

That's only the half of it.  I really like what was done with trade good value and the cost of things in the caravan; you actually need to put some sort of effort into creating value now if you want to import what you want.  The special goods each race has are worth pumping out trade goods for (though I disable guns/golems/landmines for aesthetics/fluff reasons, so they don't have much of interest for me...maybe they could sell blueprints that allow the smelting/production of really high-end materials?).

A lot of other changes I really like as well; simplified trees/wood I like way more than I should, and the library system inclusion means I no longer have to download the higher learning mod.  Not having to fix whips (and all the other fixable vanilla problems) myself in every version is a major plus as well.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Mr. Palau on February 18, 2012, 08:01:11 pm

That leads me to the question: Does anyone here wants to write a adventure mode friendly version of this mod ? I certainly wont, I never played adventure mode, but with the new update it seems to become more popular. My old poll here showed that only 6% play it over fortress mode... thats why I did not really bother with it.
bombezo is right is getting a lot more attention this release, although I doubt it is actually more popular. The same people who played adventure mode before have been much more active on the forums after the release, making it look more popular. This mod is also mostly geared toward fortress mod so I figure that puting a lot of the changes into adventure mod would have little effect on adventure mod. There are also a lot of mods out there that already do mroe to make adventure mod more fun exciting than this mod probably will do for some time... being written by a primarily fortress mode player.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: SalmonGod on February 18, 2012, 08:08:39 pm
I'm using the 0.34.2 version and my fortress of 40+ is never attacked. I created the world with all races enabled. Is there something else I should do?

I genned a world earlier just to browse legends, and noticed that all of the civs were incredibly docile.  I could only find a single war in 150 years of history, between dwarves and frost giants.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: bombzero on February 18, 2012, 08:49:41 pm
hey meph despite toady supposebly fixing the number of bars for smithing, it is broken in your mod...

only takes me one bar to make weapons and armor, more for furniture though.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Emulated_Reality on February 18, 2012, 09:01:50 pm
I have generated several worlds but not one has had a necromancer tower in it. I checked legends and necromancers exist but none have written books or inhabited towers- in fact they have not done much of anything at all.

I wonder if this problem is also related to SalmonGod and aantn's findings of docile civs.

Edit: Seems that this is related to the difficulty increase from this mod and FD. With the right settings and a bit of luck it is possible to still get the towers to be built.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Rykan on February 18, 2012, 09:14:22 pm
Man, who's bright idea was it to make these burning skulls? They enter the map and immediately the entire forest is on fire with no way to stop it, making the game slow to a crawl. In addition they apparently don't die, I thought skeletons being unkillable was fixed. This made my fort a massive waste of time.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Hugo_The_Dwarf on February 18, 2012, 09:20:08 pm
Fix for your skulls meph

Make their Skull Body Part [THOUGHT] and then make the skull out of a bone material that has [FUNCTIONAL] that way when the skull is damaged the skull dies. Look at my skeletons from my mod for that kill switch Idea, of course you could have some orb/flame/wisp within the skull that damaged kills it but hey your skulls lol.

Also read about that theif that took your pump. that cheeky bastard.

EDIT:
If you like I can probally whip up some raws and post them.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: FFLaguna on February 18, 2012, 09:49:07 pm
If I enable *all* fortress defense enemy races, will I get annoying siege after annoying siege non-stop because I've enabled all of them? Or will I get sieged about the same as in vanilla? Thanks!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: jakemon on February 18, 2012, 10:37:08 pm
I'm having an issue.  All the food I buy from the caravans, and all the food I butcher, and all the food in my fields, rots.  If I set up a kitchen to make meals, it doesn't make anything.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: rohit507 on February 18, 2012, 10:37:54 pm
Thanks for the wonderful mod. It's made the game much more fun for me.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: dsi1 on February 18, 2012, 10:58:01 pm
I'm having an issue.  All the food I buy from the caravans, and all the food I butcher, and all the food in my fields, rots.  If I set up a kitchen to make meals, it doesn't make anything.
Are you getting them into stockpiles?
Do you have cats (or some vermin eater) to take care of vermin?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: jakemon on February 18, 2012, 10:59:16 pm
No.  The food refuses to go into food stockpiles either.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: dsi1 on February 18, 2012, 11:26:22 pm
No.  The food refuses to go into food stockpiles either.

There's your problem, are all your dwarves busy? It won't rot if it gets to a stockpile (and, I think, that stockpile doesn't have vermin)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: smakemupagus on February 18, 2012, 11:34:12 pm
No.  The food refuses to go into food stockpiles either.

did you accidentally turn off Dwarves Gather Food on the 'o' menu?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: smakemupagus on February 18, 2012, 11:40:19 pm
If I enable *all* fortress defense enemy races, will I get annoying siege after annoying siege non-stop because I've enabled all of them? Or will I get sieged about the same as in vanilla? Thanks!

Yes, Fortress defense has many, many more sieges than in vanilla.  additionally attacks from the weaker civs start much sooner; attacks from the stronger civs are very powerful and many of them avoid traps.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: FFLaguna on February 19, 2012, 01:37:52 am
Why are the default "advanced world gen" presets for the mod set to 100 and 200 mineral scarcity, when normally scarcity is set around 2500 in default DF? This makes minerals way too prevalent by default, it seems.

I'm using the simple materials option.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: bombzero on February 19, 2012, 01:47:42 am
mineral scarcity mainly affects how many embark sites have either shallow metal(s) or deep metal(s) with the side effect of upping the amount of on site minerals.

the purpose is to have a world with 50% of the sites supporting a metal industry instead of 10%.


just think how long you have to look for an embark with iron on it in vanilla? do you really want the presets to be like that?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Deon on February 19, 2012, 02:05:53 am
Good job, you are definitely taking the "good fantasy mod" niche from me while I am working on Wasteland. Maybe it should be like that for a while ;).
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: SammyLiimex on February 19, 2012, 02:33:00 am
I cant read 65 pages :(

Is this mod compatable with dwarf therapist? Or is there a similar mod for it?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: SammyLiimex on February 19, 2012, 02:40:28 am
I cant read 65 pages :(

Is this mod compatable with dwarf therapist? Or is there a similar mod for it?

ignore me, Im a mongoloid lol
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: jakemon on February 19, 2012, 02:44:32 am
No.  The food refuses to go into food stockpiles either.

did you accidentally turn off Dwarves Gather Food on the 'o' menu?

Holy crap, that's what it was. Thanks a lot.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: smakemupagus on February 19, 2012, 03:41:48 am
did you accidentally turn off Dwarves Gather Food on the 'o' menu?
Holy crap, that's what it was. Thanks a lot.

You're welcome!  I have no idea why that option exists. 
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Acds on February 19, 2012, 05:18:19 am
I'd post about how awesome this mod is, but I'd imagine that has been posted ad nauseam by now.

However is there a way to have the invaders leave corpses again? Since the dead reanimating in evil biomes is one of the big features of the new version, when the bodies disappear it makes my miner who just spent a season digging out the zombie moat very sad.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Rain908 on February 19, 2012, 05:38:16 am
I guess this mod isn't meant for adventure mode, corpses disappear when I kill them, so I'm unable to loot anything.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Whivy on February 19, 2012, 06:32:38 am
I guess this mod isn't meant for adventure mode, corpses disappear when I kill them, so I'm unable to loot anything.

Unfortunatly yes. Trouble me since i like to get one mod, generate one big world and play on it for a looong time before moving on. I like to switch adventure and fortress mode too.

Maybe one day we will see a "adventure compatibility" button in the launcher?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: simonthedwarf on February 19, 2012, 06:59:13 am
34.02 compatible?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: aantn on February 19, 2012, 07:00:14 am
34.02 compatible?
Yes, use the DFFD link a few pages back.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Dark Archon on February 19, 2012, 07:06:51 am
Great mod. Except for the lack of ASCII tileset. I am so used to Matrix-style image, I can't see without it anymore  :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: kizucha on February 19, 2012, 07:07:29 am
Yay~ i'm so unlucky i dont get map's with sand. :'( Otherwise, it's all ok in my game... so long. :D

@Whivy: yeah i would like a option too, to "pause" a fortress and take a break with a adventurer. But i dont have hope in that option. :-\

Edit: In adv. worldgen the isle parameterset seems a bit... uhm... strange to me? I dont know why. xD Are a few more parameter set's exists? ^.^
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: slay_mithos on February 19, 2012, 07:13:47 am
Ah, this mod is great, so far I am loving the Island preset, but I still miss the good old StoneSense and similar mods that would let me know where the caves are without showing them ingame, so that I can at least plan to not go strait into a lake.

Also, the modded DT is great, but it doesn't account for the new job, and the two bees jobs are still always shown as 0XP (bug coming from older versions and never fixed as nearly no one uses these jobs).
I have no idea if it is possible or not to mod it further to ass those added skills, but it would be really great, completing the tool.

Anyway, thanks for the mod.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: UncleCern on February 19, 2012, 07:23:52 am
This mod is great! Just tested my first proper embark using it and I enjoy it a LOT. I especially enjoy the feature which makes leather and wood names more standard. And the new orc race. And new hard farming! It's so fun on glacial embarks (sometimes even !FUN!)!


Now about a few things I have noticed. I tried 10+ evil embarks and could not see any evil clouds or rain. I may be just very unlucky though. On the other hand I did found a few regional disturbances causing dead bodies to reanimate as undead.


I'd post about how awesome this mod is, but I'd imagine that has been posted ad nauseam by now.

However is there a way to have the invaders leave corpses again? Since the dead reanimating in evil biomes is one of the big features of the new version, when the bodies disappear it makes my miner who just spent a season digging out the zombie moat very sad.

This as well. Is there a way to introduce the possibility for invaders to drop corpses again? Or can one do that himself/herself by changing some things in raws?


Final question: let's say i generated a world with 5 races and I play it. Then I enable more races in the settings. Will they appear sieging my fort or do i have to generate a new world with all those races turned on in the menu?


Ok, i'm back to my fort. Need to encrust more gobblets with those gems so I can buy all that wood elves brought with them.

Cheers and many thanks for a lot of good fun!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: simonthedwarf on February 19, 2012, 07:39:32 am
How much harder is farming? I agree that farming in normal DF is somewhat of a joke compared to say, getting up a lot of masterwork steel armor/weapons, but it can almost be hinged on a description of "somewhat challenging" if you try to have a lot of DIFFERENT types of drink in your fortress.

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: slay_mithos on February 19, 2012, 07:45:25 am
Farming has two main changes, and an optional one.

1. Crops take longer to grow
2. Underground crops can be grown all season (no season underground anyway, so it makes sense).
Optional. Add a lot of new crops.

And you can now order specific brews from your still, meaning you can make different brews and keep the dwarves happy from that.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Demiurge on February 19, 2012, 07:49:46 am
Downloading the new version now, looking forward to trying it out in an evil biome. Since undead corpses disappear now it means I only have to deal with corpses getting up once. Still though, are you considering removing that feature now with the new mechanic for undead?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: kizucha on February 19, 2012, 09:13:22 am
Hm i think i have a problem maybe a bug with masterwork, my plant harvester has harvest really mutch but nothing harvested. :-\ Not 1 plant not 1 seed exactly nothing. ???

edit: only "plant harvesting", farming is working.

edit²: ignore me... my slow stupid harvester has finaly harvest a prickle berry. wuhuuu... a larg field and only one prickle berry that was awful.^^"
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: UncleCern on February 19, 2012, 10:15:22 am
Downloading the new version now, looking forward to trying it out in an evil biome. Since undead corpses disappear now it means I only have to deal with corpses getting up once. Still though, are you considering removing that feature now with the new mechanic for undead?

I have found that the corpses like "yak skin" or "yak hair" raise like in vanila DF. Which is - you kill that and it raises again and again. I expect that those dissapearing corpses are only ->invader's<- corpses, i.e. sieges. i may be wrong on the last part though. Right now i'll be checking what happens to killed orc poachers.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: bombzero on February 19, 2012, 01:19:17 pm
Well meph, it would appear that Toady and you are at odds on this one.

the resurrection areas are a major release in the .34 releases, might wanna check if toady fixed corpses in the new release and consider re-adding them.


also, with the production of armor bug in the screwed up release a bit back, i have an idea.

you could make high boots, one of the chest armors, and helms slightly rarer knowledge than low boots, the other armor, caps.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: magmaaaaaaaaaaaaaaaaaaaaa on February 19, 2012, 01:57:19 pm
cool mod
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Zeebie on February 19, 2012, 02:23:50 pm
I'm finding that the new release and mod are running much slower - like half the FPS. Anyone else having trouble?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: kizucha on February 19, 2012, 02:25:43 pm
Have anyone else the problem that everywhere are streams with stagnate water(no swamp bioms)? The funny thing not the entirety stream have stagnate water only a few places are stagnate water the other are fresh. ???
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: UncleCern on February 19, 2012, 02:36:34 pm
Checked. Poachers are treated like the invaders - they leave no corpses, only bodyparts (the one I used for testing left a dozen of teeth laying here and there). Also I had a vampire accident. One dwarf died and zombified, then killed the other dwarf and a few animals. I had to strike resulting zombies a few times before i managed to dispose of those bodies. This means your dwarves/animals are not treated like invaders and their corpses are a threat in "resurecting biomes".
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Mr. Palau on February 19, 2012, 02:36:36 pm
Meph, are you ever going to make underground trees farmable? It would make tree farming much easier, in terms of space required, although it would require more labour.I say underground trees because all my farms are underground so I do not know if the mod includes possibile tree farming above ground.

EDIT: Also does the Crematorium allow the destruction of entire corpses, of non-vermin creatures, and body parts? That could be the solutoion to the problem of constantly reanimating corpses.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Ranik on February 19, 2012, 02:44:02 pm
Come to think of it, when exactly did corpses get broken?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: thetyler101 on February 19, 2012, 02:47:46 pm
Got an embark with rough hew cave fungus walls, when mined (yes mined, it's like some kind of stone i think) it leaves slime.  What is this slime, what dose it do, and why do my dwarf's collect it as soon as it drops?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Zeebie on February 19, 2012, 02:59:07 pm
Got an embark with rough hew cave fungus walls, when mined (yes mined, it's like some kind of stone i think) it leaves slime.  What is this slime, what dose it do, and why do my dwarf's collect it as soon as it drops?

The cave fungus replaced microcline, I believe. Instead of leaving rocks behind it just leaves slime. Your dwarfs are cleaning it up.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: UncleCern on February 19, 2012, 03:13:32 pm
Come to think of it, when exactly did corpses get broken?

As far as i know it's a feature which reduces clutter. But making that optional would be AWESOME :]

There's another strange thing concerning ghosts which i'd be more concerned about. Some guy in my fort was burried and he did raise as a ghost. Rare... Sadly I savescummed so no more info about that.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Ranik on February 19, 2012, 03:23:42 pm
Sorry I talked to meph a bit and was thinking more about using corpses as reagents. IE Bonfire -> burn corpse
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Meph on February 19, 2012, 03:41:28 pm
Ok, a bit much to answer everyone. BUT. Give me a list of things that hinder the adventure mode, and a few simple mods I should include. Wanderersfriend and deons witcher mod ? As long as they only affect adventure mode, I can easily just add them in.

And yeah, Invader corpses back in (or optional) sounds like a valid idea, with the new reanimation. About the rains: I only played once, and get a rain of dwarf blood, but no evil-transforming mist (the one spring I did play) Anyone can confirm evil rains in this mod ? I did not mod anything about them...

Harder Farming makes all plants grow half as fast btw. I might add graing to domestic animals as well to this button, to make farming even harder ;)

@Mr Palau: What do you mean by farmable ? As in: Plant them in farmplots ? this would be a bit weird. Normal treefarms are just big open spaces, and it works in masterwork just as in vanilla.

@broken corpse token: Reaction do not accept corpses as ingredients. This is all. This also means, that a funeral pyre/crematory does not work. Only bodyparts and vermin corpses.

@material size and armor/weapons: I will try using the 450*x again I had before. 1 bar for each is too easy ;)
______________________________________________________________________________________
Here a pre-written post by me:
A request: Could some people please post screenshots that show the reaction selection in a workshop ? I work on a small netbook and would like to know how much space you people have before the name of a reaction gets too long/goes of the screen. I noticed that truetype helps immensely, I guess about 2,5 times as much space for text. I would rewrite most reaction names then, to make them more informative/better sounding.  If anyone could tell me an exact number of character that would help as well. As in: 20 characters is fine, 25 might conflict with long hotkeys (Alt_X for example) and 30 is too long, the last letters cant be read.

Several people have asked about a wiki for this mod. I personally thinks that would be a bit over the top, but on the other hand I know every detail in the raws in my sleep. Do you want a wiki ? The biggest part of the work would be done by the community, as intended for a wiki. I would visit, read and correct it (if necessary) though.


I made two brand new discoveries with tranformation.

1. I can transform animals into sentient dwarves/slaves. These are tame, but can learn skills, can be assigned labors, and perform labors. Proof:
Spoiler (click to show/hide)

2. I can tranform dwarves into dwarves with special properties, WITHOUT loosing the name, and WITHOUT getting a tame tag. This means I can make sorcerers, holy-armork-warriors, witchers, whatever. You find the needed items, be it plants (make epic booze, drink, become epic for a short time), be it special itemcorpses (kill dragon, eat heart, get fireimmunity/firebreath for ever)

Besides this I discovered that tranformation into golems does not cause bad thoughts, and that I could make it temporary. Not for golems, but maybe I get other ideas.
___________________________________________________________________________________
tl;dr: I need some screens of workshop orders, a confirmation of evil rains,  a list of things I should change to make adventure mode better, and would like to know if a wiki is wanted or not.

EDIT: No comments on the runic weapon upgrades and new combat logs ? Good, bad, too silly, doesnt matter ? ^^
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: aantn on February 19, 2012, 03:44:15 pm
Any chance we can enslave other dwarves, even ones in our fortress, and work them to death without food or water in order to finish megaprojects?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Meph on February 19, 2012, 03:49:11 pm
Yep, slaves are a planned future feature, buyable from a new evil race. Brainstorming is going on, is in the theoratical state of progress. Nothing solid yet.

And I forgot the changelog, I made some stuff yesterday evening

Changelog:
Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Griz on February 19, 2012, 03:55:16 pm
Checked. Poachers are treated like the invaders - they leave no corpses, only bodyparts (the one I used for testing left a dozen of teeth laying here and there). Also I had a vampire accident. One dwarf died and zombified, then killed the other dwarf and a few animals. I had to strike resulting zombies a few times before i managed to dispose of those bodies. This means your dwarves/animals are not treated like invaders and their corpses are a threat in "resurecting biomes".

if you want corpses back, edit the raw/objects/creature_standard.txt, search for all the lines that say [ITEMCORPSE:LIQUID_MISC:NO_SUBTYPE:LOCAL_CREATURE_MAT:BLOOD] and delete them. I tested in arena mode and goblins/humans left corpses in addition to whatever bits got chopped off before they died, and all of it got reanimated by a necromancer.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Ranik on February 19, 2012, 04:09:57 pm
Maybe for the harder farming grazing values we should look at the values on

http://dwarffortresswiki.org/index.php/Grazer

to get an idea of how to properly balance things?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Mr. Palau on February 19, 2012, 04:15:46 pm
Yeah I meant as in plant in farm plots plantable. I think the kind of tree farm you are think of is more like this kind of Tree Farm (http://en.wikipedia.org/wiki/American_Tree_Farm_System#American_Tree_Farm_System) where you basicly just have a large plot of land with forest on it and the governemnt (in this case the American one) gives you a certificate a sustanible, environmentally friendly, Tree Farm that still maintains native wild life the eco-system and water quaility. Then you occasionaly harvest trees off that land at sustainable rates. What I am thinking of is the much more industrail industry of Christmas Tree Farming (http://en.wikipedia.org/wiki/Christmas_tree_farming). Basicly since people cut down all the native Christams trees farms have had to be established to grow new ones. 98% of all Christmas trees are grown this way. The farms are entirly for profit and you will see that the trees are planted in lines and treated like any other farmable crop. They use fertilizer and pesticides. Most people on the farm work full time so its not like they just walk away and let the trees grow by themselves. So I think it would be entirely possible to implement something along the lines of Christmas tree farming for trees both above and below ground, all with 15th century techniquies of course because that is form the time period the game is based on. Also this would be the explanation to how elves get their wood without cutting down trees, an ever present in universe contradiction. It wouldn't really be that hard to mod in right?

Also on the topic of slaves I would love it if we could capture invaders and turn them into slaves, would there be anyway to implement that after the planned evil race is added? Of course there is the issue of Dwarven Ethics, but first of all that hasn't stopped us before, and I am sure the Dwarves wouldn't mind a couple of Goblin or Elven slaves.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: jaxy15 on February 19, 2012, 04:26:34 pm
In all honesty, the skill for imbuing life into golems should be potash making.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Meph on February 19, 2012, 04:29:21 pm
@ranik: Thanks, that is helpful

@Mr Palau: I thought more of treefarming as done in DF in the current moment. I cant add them to farmplots without heavy modding, since trees do not act like plants. I could make a farmable tree though, but I cant make normal trees farmable. The can only drop logs, no seeds, not mulitple items, I tried. I would make a plant, called "tree" that is not edible, does leave seeds, and creates "rough wood logs" in a custom reaction, probably in the timberyard.

@jax15: Why ? They are made of metal, so I guessed a smith-labor is ok. Any other ideas ?

I took the old poll down, people liked GUI, Industries and Bugfixes most. This means I have to improve on the invader and the flavor then ;)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Tolarean on February 19, 2012, 04:32:08 pm
'lo there. I seem to have two little problems with this awesome mod of yours.
Archeology doesnt seem to work right for me. First time i tryed it out, i found lots of weapon racks, and got weapons out of it alright. In the same fort though, when i found more clusters and such, the job was red.
Also, in my new fort i dug out a "rough treasure chest" but the arch. doesnt want to recognize it.

And another problem, i guess im just not getting it... but even when i have fuel, i cant smelt anything.  (Serves me well for not wanting to use a volcano for once...)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: jaxy15 on February 19, 2012, 04:32:18 pm
@jax15: Why ? They are made of metal, so I guessed a smith-labor is ok. Any other ideas ?
Because then we can easily turn useless dwarves into golems without having to temporarily make them not use that smithing labor.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Meph on February 19, 2012, 04:37:45 pm
Archeology needs cut gems. If you get large gems, cut them in half in the gemworkshop to get two small gems for the archeologist.

No smelting aviable, even with fuel aviable should not be a problem of the mod, but I suspect a human error from your side. Sorry, but if smelting was broken, other people would have noticed.

@jaxy15: Ok, point taken. Why potash making, and how should I better limit it, ot which labor would thematically fit better ? I usually use Strand_Extraction for everything Religious, and Alchemy for everything Sciency.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Prats on February 19, 2012, 04:44:27 pm
Meph thank you for your great mod! I can't stand vanilla Df anymore  :P

Can you do something with vampires in Dwarf Fortress mod? Is there a way to disable it? Or maybe mod them that they were able to drink blood from vermins or from invaders...or maybe from babies and not from dwarfs  :D
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Meph on February 19, 2012, 04:49:12 pm
I shouldnt post so much here, but there you go:
These lines can be found in the adv. world gen. If you want to play without vampires, just set the number for them to 0. Same goes for all other weird new critters and features.
   [DEMON_NUMBER:22]
   [NIGHT_TROLL_NUMBER:26]
   [BOGEYMAN_NUMBER:26]
   [VAMPIRE_NUMBER:26]
   [WEREBEAST_NUMBER:26]
   [SECRET_NUMBER:52]
   [REGIONAL_INTERACTION_NUMBER:52]
   [DISTURBANCE_INTERACTION_NUMBER:52]
   [EVIL_CLOUD_NUMBER:26]
   [EVIL_RAIN_NUMBER:26]

So, to answer your question: Yes, they are optional.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Hugo_The_Dwarf on February 19, 2012, 05:18:05 pm
@Mr Palau: I thought more of treefarming as done in DF in the current moment. I cant add them to farmplots without heavy modding, since trees do not act like plants. I could make a farmable tree though, but I cant make normal trees farmable. The can only drop logs, no seeds, not mulitple items, I tried. I would make a plant, called "tree" that is not edible, does leave seeds, and creates "rough wood logs" in a custom reaction, probably in the timberyard.




Since tree farming farming is nice (yes I said farming twice on purpose) How you rework this for your mod is up to you, just a thanks for the golem casting factory ;)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: UncleCern on February 19, 2012, 05:27:14 pm
Checked. Poachers are treated like the invaders - they leave no corpses, only bodyparts (the one I used for testing left a dozen of teeth laying here and there). Also I had a vampire accident. One dwarf died and zombified, then killed the other dwarf and a few animals. I had to strike resulting zombies a few times before i managed to dispose of those bodies. This means your dwarves/animals are not treated like invaders and their corpses are a threat in "resurecting biomes".

if you want corpses back, edit the raw/objects/creature_standard.txt, search for all the lines that say [ITEMCORPSE:LIQUID_MISC:NO_SUBTYPE:LOCAL_CREATURE_MAT:BLOOD] and delete them. I tested in arena mode and goblins/humans left corpses in addition to whatever bits got chopped off before they died, and all of it got reanimated by a necromancer.

Many thanks in advance. I'll check if that works soon (tm). If it does my dwarves and caravans will hate you eternally, hahaha.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Mr. Palau on February 19, 2012, 05:36:27 pm
So Hugo's reaction adapted for the Lumber Yard should look like this correct?
[REACTION:PROCESS_SMALL_TREE]
[NAME:process small tree]
[BUILDING:TIMBERYARD:NONE]
[REAGENT:A:1:PLANT:NONE:NONE:NONE][HAS_MATERIAL_REACTION_PRODUCT:LOG_MAT]
[PRODUCT:100:1:WOOD:NONE:GET_MATERIAL_FROM_REAGENT:A:LOG_MAT]
[PRODUCT:65:1:SEEDS:NONE:GET_MATERIAL_FROM_REAGENT:A:SEED_MAT]
[PRODUCT:15:1:SEEDS:NONE:GET_MATERIAL_FROM_REAGENT:A:SEED_MAT]
[SKILL:WOODCUTTING]

EDIT: And I can just insert the farmable trees into the plant raws and regen the world and I should be all set for tree farming right?  Also does this mean that hter is only a 80% chance to recieve a seed from the reaction?
[PRODUCT:65:1:SEEDS:NONE:GET_MATERIAL_FROM_REAGENT:A:SEED_MAT]
[PRODUCT:15:1:SEEDS:NONE:GET_MATERIAL_FROM_REAGENT:A:SEED_MAT]

What are the odds of a tree producing a seed with this line of code (which i assume determines the number of seeds spawned when a plant is fully grown?)? Will it only always produce one seed?
[SEED:tower-cap spawn:tower-cap spawn:0:0:1:LOCAL_PLANT_MAT:SEED]
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Meph on February 19, 2012, 05:39:50 pm
In theory yes. He adds custom plants that look like trees, just what I said. But thanks a lot, a finished solution to an idea I posted 10 minutes ago, nice :)

These plants must be collected/bought first though, the woodcutter wont touch them, since they count as plants, same as plump helmets or whip vines.

@unclecern: I can confirm that this works, nothing else is needed.

EDIT: I'll be offline now, see you guys later... probably not too soon though, have some RL stuff to do.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Zeebie on February 19, 2012, 06:01:08 pm
Meph, is this what you need?

Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Hugo_The_Dwarf on February 19, 2012, 06:07:18 pm
EDIT: And I can just insert the farmable trees into the plant raws and regen the world and I should be all set for tree farming right?  Also does this mean that hter is only a 80% chance to recieve a seed from the reaction?
[PRODUCT:65:1:SEEDS:NONE:GET_MATERIAL_FROM_REAGENT:A:SEED_MAT]
[PRODUCT:15:1:SEEDS:NONE:GET_MATERIAL_FROM_REAGENT:A:SEED_MAT]
Not a %80 chance, you might want to up the "65" to "100" as this is how it works

%65 to produce a seed(s) from the plant(s)
%15 to produce a seed(s) from the plant(s)

I made it %65 because of getting spammed/ overflowed with seeds, so having a chance not to get seeds is a risk to tree farming I surpose

What are the odds of a tree producing a seed with this line of code (which i assume determines the number of seeds spawned when a plant is fully grown?)? Will it only always produce one seed?
[SEED:tower-cap spawn:tower-cap spawn:0:0:1:LOCAL_PLANT_MAT:SEED]
A plant that has [TREE:xxxx:xxxx] will not produce a seed even with a [SEED:xxxx:xxxx] tag, due to trees only being saplings and trees (not harvestable plants)
So I created another smaller plant that takes most of the needed materials from its "larger" tree version.

So I guess the answer to your question is "Vanilla system will always produce one seed if eaten/brewed with a chance to produce more"

But if your asking about my reaction it will created Logs and Seeds X stack number

so a pine[5] would produce 5 logs and %65 to make 5 seeds with an extra %15 chance to make 5 seeds

Does this help? Or have I totally misunderstood your question(s)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Mr. Palau on February 19, 2012, 09:31:41 pm
What are the odds of a tree producing a seed with this line of code (which i assume determines the number of seeds spawned when a plant is fully grown?)? Will it only always produce one seed?
[SEED:tower-cap spawn:tower-cap spawn:0:0:1:LOCAL_PLANT_MAT:SEED]
A plant that has [TREE:xxxx:xxxx] will not produce a seed even with a [SEED:xxxx:xxxx] tag, due to trees only being saplings and trees (not harvestable plants)
So I created another smaller plant that takes most of the needed materials from its "larger" tree version.

So I guess the answer to your question is "Vanilla system will always produce one seed if eaten/brewed with a chance to produce more"

But if your asking about my reaction it will created Logs and Seeds X stack number

so a pine[5] would produce 5 logs and %65 to make 5 seeds with an extra %15 chance to make 5 seeds

Does this help? Or have I totally misunderstood your question(s)
Well I didn't know about the percent chances to make new seeds with reactions, what I was really asking about was if guarnted that on being harvested the plant will always produce one seed? I'm sorry looking over my post I hadn't phrased it well, by tree I meant the now harvestable plant, I didn't make that clear. I was concerned that with only the percent chances to obtain seeds I would run out, esspecially because I still am not sure if this line of code means that the plant will only ever produce one seed upon being harvested. Thank you for answering the other question through Hugo you are very helpful  :).
[SEED:tower-cap spawn:tower-cap spawn:0:0:1:LOCAL_PLANT_MAT:SEED]
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Hugo_The_Dwarf on February 19, 2012, 09:53:16 pm
If you run out of seeds (if you got a large enough tree farm never fear) with a budding tree farm simply send your herbalists out to collect, some will acually find these (small) trees. And you are welcome.

The [SEED:xxxx:xxxx] will if it's eaten by a dwarf (not possible with the mim-tree) or brewed (also not possible) a seed will be produced. I'm acually working on making a reaction to make seeds from logs. Will take time tho

EDIT:

Also for a 100% garentee of seeds from the reaction change the 65 to 100
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Old Bones on February 19, 2012, 10:30:48 pm
A wiki would be so useful.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Mr. Palau on February 19, 2012, 10:33:08 pm
Ahhh thank you Hugo! My fortress will now prosper with an aboundant and save supply of wood thanks to you code and advice. A generation of dwarves owe thier only slightly prolonged survival to you!! :D
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: ZaZ on February 19, 2012, 11:02:33 pm
I'm having an issue that I can't narrow down as to the cause with the latest version. I have chalk on my fortress yet even with talented miners the flux stone leaves no stone when mined, I can only assume this is the case with other flux stones as all other stones leave the ore and/or stone on the ground. Any ideas? Further observation shows that sometimes when mining chalk the tile goes up in smoke?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Poltifar on February 19, 2012, 11:12:58 pm
I'm having an issue that I can't narrow down as to the cause with the latest version. I have chalk on my fortress yet even with talented miners the flux stone leaves no stone when mined, I can only assume this is the case with other flux stones as all other stones leave the ore and/or stone on the ground. Any ideas?

Apparently, chalk is one of the stones Meph modded to not drop any stone, to reduce clutter. If you really need flux and dont have any other flux stones nearby, I believe there's a new reaction to make flux from bone in the kitchen.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: ZaZ on February 19, 2012, 11:17:56 pm
I'm having an issue that I can't narrow down as to the cause with the latest version. I have chalk on my fortress yet even with talented miners the flux stone leaves no stone when mined, I can only assume this is the case with other flux stones as all other stones leave the ore and/or stone on the ground. Any ideas?

Apparently, chalk is one of the stones Meph modded to not drop any stone, to reduce clutter. If you really need flux and dont have any other flux stones nearby, I believe there's a new reaction to make flux from bone in the kitchen.

Alright, I guess my walls shall be made of red stone then  ???
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: madjoe5 on February 19, 2012, 11:49:04 pm
Quick Question:

I have been embarked for about 2 years now (in mid-winter of my second year). I have only gotten 2 caravans, both Dwarven ones.

Is it normal that I haven't gotten human or elven ones yet? I have been seiged and gotten lots of migrants, so I positive that I am not isolated from them. We are not at war either of those two races. (I always check before embarking)

So, should I just keep pumping out more wealth? Will they never come to this fort? Its not terrible, I just like a monthly source of leather, bars and random stuff; which now seems to only come yearly now...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Poltifar on February 20, 2012, 12:00:11 am
Quick Question:

I have been embarked for about 2 years now (in mid-winter of my second year). I have only gotten 2 caravans, both Dwarven ones.

Is it normal that I haven't gotten human or elven ones yet? I have been seiged and gotten lots of migrants, so I positive that I am not isolated from them. We are not at war either of those two races. (I always check before embarking)

So, should I just keep pumping out more wealth? Will they never come to this fort? Its not terrible, I just like a monthly source of leather, bars and random stuff; which now seems to only come yearly now...

Maybe their civilizations are too small to send caravans or some such? I had that problem with my Dwarven race on my previous embark, never got a dwarven caravan but often got elven and human caravans, even though I wasn't technically isolated from the dwarven race.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: madjoe5 on February 20, 2012, 12:14:03 am
Quick Question:

I have been embarked for about 2 years now (in mid-winter of my second year). I have only gotten 2 caravans, both Dwarven ones.

Is it normal that I haven't gotten human or elven ones yet? I have been seiged and gotten lots of migrants, so I positive that I am not isolated from them. We are not at war either of those two races. (I always check before embarking)

So, should I just keep pumping out more wealth? Will they never come to this fort? Its not terrible, I just like a monthly source of leather, bars and random stuff; which now seems to only come yearly now...

Maybe their civilizations are too small to send caravans or some such? I had that problem with my Dwarven race on my previous embark, never got a dwarven caravan but often got elven and human caravans, even though I wasn't technically isolated from the dwarven race.

Hmmm... I don't know of any way to check it. I genned only about 170 years if that makes a difference.

I'm also pretty sure I saw a lot of human and elven sites when I was looking for the site I'm using now.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Alexander86 on February 20, 2012, 12:39:56 am
Can Ironhand be used with this pack?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: kizucha on February 20, 2012, 02:13:00 am
Can it be that rare leather quiver dont be stored by dwarfs? i have a stock for all item's but the quiver lays on the ground. :-\ (-<<-rare leather quiver->>-) for the exact name.

Edit: okay~ my dwarfs like to tease me... 1 hour waiting and finaly the quiver is stored. (\^.^/) yaaay~
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: simonthedwarf on February 20, 2012, 03:53:27 am
Prophet of armok, does it do anything? Also my Genie (i only have 1) is not claiming nest boxes. Do i need 2?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Moogie on February 20, 2012, 04:16:40 am
I've been unabled to gen any worlds that don't use the default settings. Every time I've tried, it crashes without error at "finalizing sites".

Also, the Dwarven Tradegood 'Golems' always switches itself back on after I close the Settings exe. Yes I am saving my settings.

My error log, in case it helps at all. This log is from a fresh Masterwork install with customized Settings.exe options:

Spoiler (click to show/hide)

Oh yeah, and my settings are as follows:

Population: 100
Auto backup: No
Kobolds/Goblins/Orcs, Undead: Yes
FrostGiants/Warlocks/Automatons: No
Gremlins/Trogs/Antmen/Batmen: Yes
Fortress Defense Easy/Special/Medium: All of these No
Creatures: All of these No
Materials: All of these No, but Engravings: Yes
Buildings: All of these No, but Item Destroyer/Bonfire/Decoration/Furniture/Wheelbarrows: Yes
Misc: All of these No, but Diplomats/Aquifers: Yes


I'd really love to use this mod, because it sounds and looks awesome!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: narhiril on February 20, 2012, 05:15:47 am
All of the toe body detail plans had "_REG" added to the end of them.  Replace "5TOES_FQ" with "5TOES_FQ_REG" (do the same for 4 and 4 toes, both FQ and RQ) and that will clear up a large number of those errors.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Moogie on February 20, 2012, 05:22:35 am
I'm not particularly bothered by those errors, but thank you for the tip. :)

I've narrowed down the crash. The culprit is the Bonfire building. Setting this to 'No' stops the crash and allows me to gen successfully.

Edit: Hmm... well, it did allow me to gen... once. DF is crashing again in subsequent attempts, however. I have so many options turned off now that I might as well just be using the vanilla client, heh.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Tirion on February 20, 2012, 06:13:36 am
Meph thank you for your great mod! I can't stand vanilla Df anymore  :P

Can you do something with vampires in Dwarf Fortress mod? Is there a way to disable it? Or maybe mod them that they were able to drink blood from vermins or from invaders...or maybe from babies and not from dwarfs  :D

Maybe they feed on Tigermen. Those do sleep, right?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Zeebie on February 20, 2012, 08:54:54 am
Meph, my golems get scared and run away - could this be a side effect of the new process that makes them from dwarfs?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Xeron on February 20, 2012, 09:11:45 am
Can you please upload it to Mediafire ?DFFD has a very low download speed for me
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: slay_mithos on February 20, 2012, 10:02:07 am
I know it is asking a lot, but is it possible to mod the lastest Dwarf Therapist for this mod?

The "old" one has problems with this DF version with the "Migration Wave" groups, it doesn't recognize the groups correctly and put them in an odd order, making the group by unusable.

When you get waves of 20 and can't tell what dwarves are new, it becomes quite hard and tedious to assign them the jobs.

I have no idea of the amount of work required for this, so I figured I should at least post it, no matter if it is done or not.

Anyway, thanks again for the mods, I finally can make stone weapons for fortresses with low access to metals, at least I can defend a little now.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Mr. Palau on February 20, 2012, 10:34:48 am
I know it is asking a lot, but is it possible to mod the lastest Dwarf Therapist for this mod?

The "old" one has problems with this DF version with the "Migration Wave" groups, it doesn't recognize the groups correctly and put them in an odd order, making the group by unusable.

When you get waves of 20 and can't tell what dwarves are new, it becomes quite hard and tedious to assign them the jobs.

I have no idea of the amount of work required for this, so I figured I should at least post it, no matter if it is done or not.

Anyway, thanks again for the mods, I finally can make stone weapons for fortresses with low access to metals, at least I can defend a little now.

I've been using what I believe is the latest version of dwarf therapist with this mod and the newest version for a couple of dyas and have noticed no odd behaivor on the part of both Dwarf Therapist and Dwarf Fortress.

EDIT: NVM Dwarf Therapist is not letting me alter the labours on one of my starting seven... I have not hade this happen before though so I ahve no idea why this is happening. Both the version of Dwarf Therapist and the latest version I downloaded of my own accord.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Flobulon on February 20, 2012, 11:17:22 am
I can use the latest version of Dwarf Therapist (0.6.12) with the mod with no problems. The only minor inconvenience is the lack of a caste grouping, but I'm sure Meph will get round to updating to it soon enough.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: bombzero on February 20, 2012, 11:21:53 am
Hey Meph, it as a small recommendation you may want to look over some of your invaders and see what evil thoughts you can come up with using the new interactions.

i particularly think that maybe fireproof steel should be quite useful against warlocks (hint hint)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Meph on February 20, 2012, 11:37:10 am
Yeah, as if modding the raws, modding the Settings.exe is not work enough, of course I had to do mod the other third-party programs as well ;) Have some plans for a custom dfhack as well...

@zaz: chalk only leaves dust, and the manual says so. Try bonemeal, or alternate steel sources. Or trade for flux.

@madjoe5: Cant tell how all the civs will react in each world. I got very few human caravans for example, might have to buff up the race a bit. The frost giants/undeads/automatons are rather hostile I am afraid. ;)

@alexander86: not yet.

@simonthedwarf: The Prophet is a religious zealot, and acts a bit like the inquisition. He has: [RESPONSIBILITY:LAW_ENFORCEMENT] and [RESPONSIBILITY:EXECUTIONS] Essentially a religious hammerer.

@moogie: wow, you really did turn 90% of the mod off ^^ I never tested with this, and your errorlog can be fixed by turning "simple pets" ON and "archeology" ON, but none of thes should cause crashes. I am sorry, but I cant help. Try a clean download and hopefully you can narrow it down to one setting you changed. If this is the case, no one is more interested in it them me :) That the old golem tradegoods does not work porperly is because golems are no tradegood anymore. I have to remove it, thanks for reminding me.

@zeebie: Yep. Not much science has been done with transformation. I will manually add the no_fear and likes_fighting tag to them then. Nice find. And many thanks for the screens, it was indeed what I was looking for. A lot of space for better reaction names then. :)

@xeron: DFFD it is for now. I like to know how many downloads it has, and like the comment function. Other people can also find it by just browsing the DFFD. Ans sry, how often do you plan on downloading it ?

@slay_mythos&flobulon: Eventually, yes. I mostly wait for all the other modders to finish on tilesets, dfhack, stonesense and so forth, before I do something, and then notice that I have to do the same thing again 3 days later. Patience.

@bombzero: I am already. Warlocks should have spells, for sure. Transforming your dwarves into helpless sheeps for some time ? Raising the dead ? Zombies also will actually transform bitten people into more zombies, but this will be (add random superlative here) to balance. It can easily lead to the entire worldgen just consisting of a giant zombie apocalypse. (all races and animals dead, only zombies running around)
__________________________________________________________________________________
@hugo: Many thanks, I had to heavily modify what you gave me (generic wood, you know ;)) but everything works. I also changed how it works differently, since I have the timberyard already. This is what I came up with:

Major tree overhaul:
 - All bark removing from wood now creates a seed (normal wood:90%, rest 100% + 20/10% chance for additional seed)
 - A generic "tree", fundiwood, nethercap, steeloak and ironbark are now farmable. You can grow them in farmplots.
 - Seeds can be bought at embark or from cut down trees, in the timberyard. (no nethercap, too deep)
 - Trees need a long time to grow though, especially ironbark and steeloak.
 - Trees/Fungi/Nether: 2 Seasons, Ironbark 3 Seasons, Steeloak 4 Seasons; Use fertilizer.
 - The grown trees need to be cut in the timberyard, yielding logs (100% chance) and seeds (80% chance)
 - You can now grow your own wood, funiwood for food/booze, nethercap for fireproof hides, ironbark for iron grade metal and steeloak for steelgrade metal.
 - The seeds are called: tree seed, fungiwood spawn, nether-cap spore, ironbark corn and steeloak acorn.

 - (Maybe: I will make them cookable, to avoid being drowned in seeds, have to see how it handles in long run games)

I decided to only do this one generic tree for normal wood, because I did not want to clog up the farm-plot selection with a list of ALL possible trees. They all yield the same generic wood anyway.
__________________________________________________________________________________
Other ideas with new interactions:
zombie infections as mentioned above
trents, buyable pets from elves that do labor for you (living tree people)
Priests caste/noble that can insta-kill undeads
Magic arrows that transform the target into... a little fluffy bunny.
Special booze that makes all dwarves faster, or stronger, or anything you can think of.
Make an upgrade system for dwarves, using transformations.
SEVERAL OPTIONS: Blessing by gods (choosen warrior), potions (witcher style), Magic (sorcery and spells)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Flobulon on February 20, 2012, 11:43:52 am
@Meph
My apologies, I did not mean to sound impatient; I'm very happy with the current version. We're all very thankful for your hard work!  :)
Oh, and a priest caste that does damage to undead sounds brilliant!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Meph on February 20, 2012, 11:50:07 am
Hehe, I always come back to this thread and expect people complaining about bugs. But I only find people reporting bugs, and praise. Every time it is a nice surprise ;)

Priest caste would be like this:
Make a reaction that transforms a dwarf into a priest caste dwarf. Something done in a temple, called: "Recieve the blessing of Armok", "Undergo the initation of priesthood" or something like that. These guys are useless as workers (maybe even noble-work-exempt, if I manage to do that) are the only ones that can become religious nobles (preacher/priest/prophet and so on) and have high skill in strand_extraction. As you know, my choosen godly skill. ;)

And of course have an interaction that insta-kills undeads. (or near enough, needs testing)

Oh, and for everyone that is interested: Masterwork Challenge, play a 10 year fort and become part of the mod (http://www.bay12forums.com/smf/index.php?topic=101889.0)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Siaru on February 20, 2012, 11:56:52 am
So, I just downloaded Masterwork last night, Managed to get an embark just before going to sleep. Now, I normally embark with Two miners, a woodcutter, Carpenter, Mason, Farmer, and a Craftsdwarf. This time around however, my craftsdwarf started out as a Legendary +5 in Gem Cutting, and Accomplished in Gem Setting. Gem Dwarf is awesome, Apparently.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Meph on February 20, 2012, 12:09:34 pm
Wow. As low as the cances are, you actually found a typo with that rather random post. The gem savant caste had two natural_skill for cut gems, instead of one natural skill, and one skill_learn_rate tag. Curious enough, the two natural_skill 10 added up to 20, which is legendary +5.

Is fixed. The now start with lvl 10, and learn it faster.

MASTERWORK DF WIKI (http://masterworkdf.wikispaces.com/)  It is empty so far. You have to register at wikispaces to write on it. I think, but I am not sure, that I also have to manually invite you to it. This means: Everyone that wants to help with the wiki as to register, sent me a request, I activate you, and you can edit the MasterworkDF-Wiki as you want.  My name there is UristMcMeph btw, since both Meph and Mephistopheles were taken.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: slay_mithos on February 20, 2012, 12:34:20 pm
Meph, I found some strange things today, not sure if it is a bug though.

1. Rock bolts are not recognized by archers under the Bolts (Any material). I didn't find any setting that made them take some, so I made some wooden one and they loaded them (and unloaded them on targets soon after).
I think it comes from the fact that "Stone" doesn't appear in the material list for bolts.

2. Weaving and Moods.
As far as my tests took me, I couldn't make cloth from either wool, wool thread or cow hair thread.
I think it might come from the "simplified materials" not being recognized, but I have no certitude.

As for moods, it might totally be me not understanding, but a moody dwarf asks for "forest" (wood) "stacked clothes" (cloth?), "shiny bars" (metal bars) and "skeleton" (bones? not sure).
He have at disposition:
 - Clothes made from pig tail fibers, didn't touch it.
 - Various metal bars, he took one iron.
 - The product of butcherring a cow (a skull, cartillage, but I don't see "bone" anywhere, and I just killed the cow).
 - Some wood, he took one.
Again, it might be me not having understood what exactly he needs, but in 2010 versions, butchering a cow always made them content for "skeleton", and I don't remember having any problem with cloth materials.

As it also took me quite a bit to get an anvil, I think he might be going crazy soon, and him being my only skilled weapon smith, I would like to know if it is a bug or just me needing to do something precise.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Zeebie on February 20, 2012, 12:46:16 pm
Some more interesting golem behavior!  In an attempt to get them to stay and fight, I put the soon-to-be-golem dwarf in a military squad, then transformed him. He wouldn't move on his own (like the previous ones did), but he could be dragged to a pasture. No attack yet, so I'm not sure if he stayed put.  I did this three times, and the third time, the new golem went to his old bedroom! He had shared it with his wife, and was still listed as an owner of the bed. Also, if I gave the golem squad an order, he obeyed it! The other golems in the squad did not.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Meph on February 20, 2012, 12:50:32 pm
Code: [Select]
1. Rock bolts are not recognized by archers under the Bolts (Any material). I didn't find any setting that made them take some, so I made some wooden one and they loaded them (and unloaded them on targets soon after).
I think it comes from the fact that "Stone" doesn't appear in the material list for bolts.

2. Weaving and Moods.
As far as my tests took me, I couldn't make cloth from either wool, wool thread or cow hair thread.
I think it might come from the "simplified materials" not being recognized, but I have no certitude.

1. This should be fixed, they are actually made from plant_mats, not rock (in the raws) they dont show up in the screen for ammo, since they are custom ammo, thats normal. But they should be used like other bolts (any material), or from specificly assigned bolts. I had no problems with the new stone/gem bolts so far.

2. This came up a long time and I fixed it. I know for sure that I made cloth from shearing animals, spinning the wool, weaving thread, then making cloth. Do you spin it and have a loom for the weaving ?

About the mood: I honestly cant say anything about moods, they are completely random. No modder can access them, they are hardcoded. But you are the first to say something about it, and I never noticed problems, so I guess it is your dwarf that is a bit choosy.

@zeebie: Nice science. If I can get souless golems that do no labor, but still join the military, that would be amazing.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Ishar on February 20, 2012, 12:53:14 pm
Just an idea, if possible: if you can, rename the "tree seeds" acorns. That way, it makes sense to grow a tree out of it, and makes sense as a cooking ingredient as well. IRL, quite a few tree acorns are consumable for humans. Far from good, but edible.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Mr. Palau on February 20, 2012, 01:13:49 pm
Major tree overhaul:
 - All bark removing from wood now creates a seed (normal wood:90%, rest 100% + 20/10% chance for additional seed)
 - A generic "tree", fundiwood, nethercap, steeloak and ironbark are now farmable. You can grow them in farmplots.
 - Seeds can be bought at embark or from cut down trees, in the timberyard. (no nethercap, too deep)
 - Trees need a long time to grow though, especially ironbark and steeloak.
 - Trees/Fungi/Nether: 2 Seasons, Ironbark 3 Seasons, Steeloak 4 Seasons; Use fertilizer.
 - The grown trees need to be cut in the timberyard, yielding logs (100% chance) and seeds (80% chance)
 - You can now grow your own wood, funiwood for food/booze, nethercap for fireproof hides, ironbark for iron grade metal and steeloak for steelgrade metal.
 - The seeds are called: tree seed, fungiwood spawn, nether-cap spore, ironbark corn and steeloak acorn.

 - (Maybe: I will make them cookable, to avoid being drowned in seeds, have to see how it handles in long run games)

I decided to only do this one generic tree for normal wood, because I did not want to clog up the farm-plot selection with a list of ALL possible trees. They all yield the same generic wood anyway.
__________________________________________________________________________________
Other ideas with new interactions:
zombie infections as mentioned above
trents, buyable pets from elves that do labor for you (living tree people)
Priests caste/noble that can insta-kill undeads
Magic arrows that transform the target into... a little fluffy bunny.
Special booze that makes all dwarves faster, or stronger, or anything you can think of.
Make an upgrade system for dwarves, using transformations.
SEVERAL OPTIONS: Blessing by gods (choosen warrior), potions (witcher style), Magic (sorcery and spells)

If we can buy tree people that work for us form the evils, what’s the point of the proposed evil race that was going to sell us slaves? You could make dark elves that sell us tree people slaves.  I love the tree changes.
For the upgrade system for dwarves would it be possible for the reaction to increase dwarf’s skills, move them into a caste, or increase experience gains? I would love ot be able to turn those lowly cooks and bad armor smiths into dwarves of the crafts guild, or the new useless migrants into dwarves of the legion so they will fit well into the militia and are actually useful. Of course there is always the option of some cool cybernetic implants for the dwarves that turn them into something like half automatons. The upgrade systems for dwarves along with the parts of the tech tree you have already implemented will make the game much more interesting.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: kizucha on February 20, 2012, 01:17:15 pm
The only problems what i have now are a few places with stagnate water in streams/river without reason and that my dwarfs are really slooooow in brewing i not getting higher than 23 booze and that with two running stills. ??? unfortunately i deletet the saves(i wanted to make a new fort with fresh water) so i can't show the rivers but the water was already stagnate befor i dig into the stream's but only at a few points are stagnate not the entire water. the boozeproduction in the early game was so slow because i only start with cave wheat and in the plant/meat lack i uhm forgotten to brew. :-\ But now a ton of cave wheat and enough empty barrels and still a low boozestore. ??? but i dont know it's because the mod or only DF or... "my work". :D

so long~ no burning skulls yay... but in the 2. year 3 of my dwarfs find death because an gobline ambush. i always fail in the early game in armybuilding. :-[ to low material for weapons or ammo or i need the workpower. :-[ goblins, i'm a littly shy pacifistic girl dont hurt me! ;D

and so long again good work, maybe im just unlucky. ._.

edit: the embark was not in swamp or so it was in temperate(?) forest.

edit²: can i modify the settings behind a gamestart?so uhm turn off invaders, build a fort and than when i feel i'm ready save and switch invaders back to on?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Rywen on February 20, 2012, 01:37:44 pm
Hey Meph, awesome mod!
I would like to share some problems I have encountered, so here they are:

 - missing armoury/magma armoury/library of medicwhatever from buildings list :(
 - turrets/mines make me crash randomly, no errorlog is generated. At first I thought its the pathing problem (I use a lot of bridges), but I stash them all away in cages, so I have no idea. If I turn it off, I get no crashez at all.
 - magma hounds generate steam (probably if there is a liquid nearby) even when caged, and this confuses merchants (they refuse to trade). I wonder if plaguebear(er)s do the same, someone mentioned dieing merchants upon arriving
 - humans never (well at least for me) survive the 100 year worlds I generate
 - The next one is a bit complicated, so here is a screen:
Spoiler (click to show/hide)

For some reason merchants with wagons refuse to move and get kinda stuck in there, they have been waiting for 2 seasons now, so I deconstructed the old depo thinking this will make them move to the new one, but no, they are just chilling there  :-\ . Wagonless merchants work fine

  I am looking forward to try the rune weapons, especially in adventure mode. How about paralysing/exploding missiles? Genesis adv. reactions would be a nice treat too :P.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Poltifar on February 20, 2012, 01:38:01 pm
edit²: can i modify the settings behind a gamestart?so uhm turn off invaders, build a fort and than when i feel i'm ready save and switch invaders back to on?

This doesn't work for many settings, but AFAIK it does for the invaders setting.

EDIT: Just to be clear, it works for the Invaders setting on the main settings page, not for turning off/on specific invaders on the Races page.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Hugo_The_Dwarf on February 20, 2012, 01:52:35 pm
edit²: can i modify the settings behind a gamestart?so uhm turn off invaders, build a fort and than when i feel i'm ready save and switch invaders back to on?

goto "/%DF Directory%/data/init" and open "d_init.txt" look for INVADERS change it to NO and goblins and whatnot will not invade (note wildlife still comes) and when your ready for fightin change it back to YES
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: bombzero on February 20, 2012, 02:03:23 pm
as for my opinion on the post a page or two back,

i think being blessed by the gods makes more sense in your religion system than some other form of upgrades meph.

and it would turn religion from a sacrifice -> get system into a more in depth interesting syndrome.


EDIT: also i will contribute to the Wiki at least a bit. centralized knowledge bases are good.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: kizucha on February 20, 2012, 02:23:47 pm
@Poltifar/Hugo_The_Dwarf: Thx! :D

I found the problem with the stagnate water... i think so. Uhm it's because of the lil' pond's direktly near the stream i think the stagnate water is leaking through the damp wall's between the pond and the stream. when i dry the pond's and clear it, anyone knows that the water is again fresh? when not i test it myself and wish my dwarfs luck i'm unlucky with "waterexperiments". :D

@meph: sorry, abusing your modthread for my questions that not or not 100% related to your mod, when i shall stop it poke me. :-[
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Seraphyx on February 20, 2012, 02:59:15 pm
I've searched the entire topic and the help file and don't know where else to look. I have a stray warpstone turret (tame) on my map, is it friendly? And if it is how exactly to I place it somewhere to use it?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: CheatingChicken on February 20, 2012, 03:06:55 pm
I found the problem with the stagnate water... i think so. Uhm it's because of the lil' pond's direktly near the stream i think the stagnate water is leaking through the damp wall's between the pond and the stream. when i dry the pond's and clear it, anyone knows that the water is again fresh? when not i test it myself and wish my dwarfs luck i'm unlucky with "waterexperiments". :D
Dear fellow Dwarfling,

Stagnant water is "infectious" in just the same way as salt water. when stagnant water touches another body of water, all the water connected to it will instantly become stagnant, even if its a brook/stream/river.

Now the Problem is, when a tile contained water once, it will be flagged as stagnant for the entire game. So, even if you dry out your entire river, once there is water in there again, it will be and will stay stagnant. The only thing you can do is digging a reservoir in an area which has never contained (stagnant) water before. Then you fill it using a pump, since pumps always generate fresh water, as long as the target tile (where it pumps the water to) has never contained stagnant water before. Also make sure, that all pipes leading to and from the reservoir never did and never will contain stagnant water, or your entire reservoir is going to be stagnant again.

There is no way to directly "clean" stagnant tiles inside the game, but dfhack's "liquids" tool can remove the stagnant-flag from tiles. It's up to you to decide whether you consider that cheating, or not.

I hope my answer could help you understand this, perhaps it might also help some other dwarflings out here.

Urist McChicken
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Rices on February 20, 2012, 03:11:23 pm
i have found the same thnig with a Ice landmine (tame), i got so confused of it, that i just registered for it :D.
It seems that they are in the list of pet's what Migrants can have when they come to your fort :p

for the poll, i'm sorry that i can't work with the wiki, but my english is to bad for it. :>

Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: smakemupagus on February 20, 2012, 03:41:42 pm
I've searched the entire topic and the help file and don't know where else to look. I have a stray warpstone turret (tame) on my map, is it friendly? And if it is how exactly to I place it somewhere to use it?

Yes, they act like pets and came with a migrant.  Place it in a pasture to use it.  You could try a chain, but for some reason i don't think they fire when they're on a chain.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Zeebie on February 20, 2012, 03:48:22 pm
Even if golems are in the military, they still run away from enemies. They refuse any station or kill orders that take them into danger.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Meph on February 20, 2012, 04:11:18 pm
All read and noted. Golems need to be improved, and the turrets and mines cause crashes is bad news, if they are the culprit. But with the new syndromes/interactions I can fix it, with some work.

Everyone on the wiki has been made an "Organisator" and can do whatever he pleases ;)

Magmahounds well be nerfed, to not frighten traders.
Humans need some toughening up. (I usually play 10 years of history, so they survive my testing)
Golems need to be redone.

Tree-slaves from elves cant learn, cant equip (or at least in theory souldnt, if I make them)
Slaves can learn, can speak, can equip. (if I make them)

On the other hand: I fixed material size, all weapons and armor now need the proper amount of bars. Today changed it, and everything is now in multiples of 3. material size 3 = 1 bar, size 6 = 2 bars, and so on.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Seraphyx on February 20, 2012, 04:20:11 pm
I've searched the entire topic and the help file and don't know where else to look. I have a stray warpstone turret (tame) on my map, is it friendly? And if it is how exactly to I place it somewhere to use it?

Yes, they act like pets and came with a migrant.  Place it in a pasture to use it.  You could try a chain, but for some reason i don't think they fire when they're on a chain.

I kind of figured it out. Just made a 1 tile pasture and assigned it to that pasture. Still doesn't seem like the proper way to use them though. Hopefully they attack stuff when enemies come.

Didn't work, no idea how to do it ;p When they move to attack the enemy dwarves run out to grab them and put them back in the pasture. I'm thinking maybe surround them with fortifications since they should be able to shoot through? I feel like I'm missing something extremely easy and obvious lol... ;\
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: kizucha on February 20, 2012, 04:41:10 pm
Dear fellow Dwarfling,
how sweet. ;)

Quote from: CheatingChicken
Stagnant water is "infectious" in just the same way as salt water. when stagnant water touches another body of water, all the water connected to it will instantly become stagnant, even if its a brook/stream/river.

Now the Problem is, when a tile contained water once, it will be flagged as stagnant for the entire game. So, even if you dry out your entire river, once there is water in there again, it will be and will stay stagnant. The only thing you can do is digging a reservoir in an area which has never contained (stagnant) water before. Then you fill it using a pump, since pumps always generate fresh water, as long as the target tile (where it pumps the water to) has never contained stagnant water before. Also make sure, that all pipes leading to and from the reservoir never did and never will contain stagnant water, or your entire reservoir is going to be stagnant again.

There is no way to directly "clean" stagnant tiles inside the game, but dfhack's "liquids" tool can remove the stagnant-flag from tiles. It's up to you to decide whether you consider that cheating, or not.

I hope my answer could help you understand this, perhaps it might also help some other dwarflings out here.

Urist McChicken

Uhm yeah i know but it's a bit anoying than how i say... at least the "k" say it that not all water in the stream is stagnate only in few squares near the (not connectet) pond show's in "k" that the water is stagnate in the other it say's "water". Tell me the "k" a lie? :o unforgivable! also when i place a floor or something in the dryd stagnate square? :-\
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: bombzero on February 20, 2012, 04:56:51 pm
rivers seem to be able to sometimes posses stagnant water, but other times be clean, i suspect the old stagnant/not stagnant has been changed somehow.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: UncleCern on February 20, 2012, 05:23:42 pm
Slight success today. As I was preparing the new glacier world I have come across the evil mist (finally!). This means mists APPEAR (took me 13 embarks to find one though - must be my damn luck). Haven't seen evil rain yet which is good since I hate those (they screw the look of my glaciers by covering them with goo/filth/blood-snow).

Also - I love 95+% glacial worlds. They remind me the world of Arx.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Moogie on February 20, 2012, 06:59:10 pm
@moogie: wow, you really did turn 90% of the mod off ^^ I never tested with this, and your errorlog can be fixed by turning "simple pets" ON and "archeology" ON, but none of thes should cause crashes. I am sorry, but I cant help. Try a clean download and hopefully you can narrow it down to one setting you changed. If this is the case, no one is more interested in it them me :) That the old golem tradegoods does not work porperly is because golems are no tradegood anymore. I have to remove it, thanks for reminding me.

Thank you for the respond. :)

I did more testing with clean installs of both vanilla DF, and Masterwork. It seems that the crash is happening to vanilla DF. The crash always occurs when worldgen attempts to finalize more than 1000 "sites". The last five times I've been watching, I see the counter reach the high 900's just before it closes.

Sorry for the trouble! I'm going to go check the bug reports now to see if this is a known issue.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Meph on February 20, 2012, 07:16:57 pm
Maybe you reached the 2gb limit at worldgen.

I also have good and bad news:
Good: I fixed the errorlogs from "simple pets" and "archeology" OFF. (that moogie reported)
Good: Found a bug and fixed the Armory, which was disabled. Ups...
Good: Removed golem button, since they are no tradegoods anymore.
Very Good: Made a absolutely new system for castes. Called: Guilds. You can built a guildhall, and buy permit/letters of recommendation. This allows your dwarves to join a guild, the smiths, the crafters, the Legion, or a noble house. This way they get all the skill-learn-bonus that the castes have and select yourself who gets what. Works beautifully.

Very, very bad: I reached the limit for custom reactions. The game freezes automatically as soon as I reach a certain number. I managed to make some space by removing redundant magma related reactions, but I only have two options now:
1. No new reactions. DAMN
2. Delete old reactions. DAMN as well.

I already made a list of things I think of as unimportant. Glass beds, dismanteling of wooden furniture, the stone grinder being able to choose a specific type of stone (I could leave only 2 reactions in: grind economic/grind non-economic) and several batch reactions, that only do the same as the normal reactions.

Same goes for custom reactions for every material. I could trim it down to one material, or make it accept any material and have the results with: get material from reaction, but that would lead to a lot of micromanagement... this would be inacceptable for me.

Here is what I mean with different mats, this is just the javelin ammo:
Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Ranik on February 20, 2012, 07:29:05 pm
Maybe you reached the 2gb limit at worldgen.

I also have good and bad news:
Good: I fixed the errorlogs from "simple pets" and "archeology" OFF. (that moogie reported)
Good: Found a bug and fixed the Armory, which was disabled. Ups...
Good: Removed golem button, since they are no tradegoods anymore.
Very Good: Made a absolutely new system for castes. Called: Guilds. You can built a guildhall, and buy permit/letters of recommendation. This allows your dwarves to join a guild, the smiths, the crafters, the Legion, or a noble house. This way they get all the skill-learn-bonus that the castes have and select yourself who gets what. Works beautifully.

Very, very bad: I reached the limit for custom reactions. The game freezes automatically as soon as I reach a certain number. I managed to make some space by removing redundant magma related reactions, but I only have two options now:
1. No new reactions. DAMN
2. Delete old reactions. DAMN as well.

I already made a list of things I think of as unimportant. Glass beds, dismanteling of wooden furniture, the stone grinder being able to choose a specific type of stone (I could leave only 2 reactions in: grind economic/grind non-economic) and several batch reactions, that only do the same as the normal reactions.

Same goes for custom reactions for every material. I could trim it down to one material, or make it accept any material and have the results with: get material from reaction, but that would lead to a lot of micromanagement... this would be inacceptable for me.

Here is what I mean with different mats, this is just the javelin ammo:
Spoiler (click to show/hide)

Well the good new is very nice, particularly the guild system.

As far as the bad news though, i'm all for simplification of some of the new custom gear and items as some of them are naturally useless or very nonsensical.

EDIT: To clarify some metals shouldn't even have access to weaponry. Gold in particular from that javelin example.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: UncleCern on February 20, 2012, 07:34:25 pm
Maybe you reached the 2gb limit at worldgen.

I also have good and bad news:
Good: I fixed the errorlogs from "simple pets" and "archeology" OFF. (that moogie reported)
Good: Found a bug and fixed the Armory, which was disabled. Ups...
Good: Removed golem button, since they are no tradegoods anymore.
Very Good: Made a absolutely new system for castes. Called: Guilds. You can built a guildhall, and buy permit/letters of recommendation. This allows your dwarves to join a guild, the smiths, the crafters, the Legion, or a noble house. This way they get all the skill-learn-bonus that the castes have and select yourself who gets what. Works beautifully.

Very, very bad: I reached the limit for custom reactions. The game freezes automatically as soon as I reach a certain number. I managed to make some space by removing redundant magma related reactions, but I only have two options now:
1. No new reactions. DAMN
2. Delete old reactions. DAMN as well.

I already made a list of things I think of as unimportant. Glass beds, dismanteling of wooden furniture, the stone grinder being able to choose a specific type of stone (I could leave only 2 reactions in: grind economic/grind non-economic) and several batch reactions, that only do the same as the normal reactions.

Same goes for custom reactions for every material. I could trim it down to one material, or make it accept any material and have the results with: get material from reaction, but that would lead to a lot of micromanagement... this would be inacceptable for me.

Here is what I mean with different mats, this is just the javelin ammo:
Spoiler (click to show/hide)

Will the new mod release be compatible with already existing forts? or do I have to regen the world or start a new fort? (hope NOT as i finally found a nice evil glacier embark with deadly mists).
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: dragonly on February 20, 2012, 07:41:41 pm
I would start by doing away with the reactions for specific plant alcohols. While this is novel, it really isn't a game-breaker in the long run. You could consider leaving in the ones for the two-three highest value plants, but the rest don't do a lot for the modern fort.

As much as you say you dislike the get material from reagent type reactions, they really are worthwhile. I've done this for my glass industry, and am still able to manage the fortress specific colors I want by simply having my furnace product the colors I want and thus have that glass at the top of the pile.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Meph on February 20, 2012, 07:44:16 pm
Code: [Select]
some of the new custom gear and items as some of them are naturally useless or very nonsensical.Please enlighten me, which ones do you mean ?

And I can make space for about another 20-30 without breaking anything, really... so not a problem for the near future, but I am saddened that there really IS a limit. At one point there will have to stop.  :-[

@compability: They never are. Only reaction changes can be added to existing saves. But you can finish your fortress before trying the new version, I wont force you to download it ;)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Ranik on February 20, 2012, 07:48:04 pm
Code: [Select]
some of the new custom gear and items as some of them are naturally useless or very nonsensical.Please enlighten me, which ones do you mean ?

And I can make space for about another 20-30 without breaking anything, really... so not a problem for the near future, but I am saddened that there really IS a limit. At one point there will have to stop.  :-[

@compability: They never are. Only reaction changes can be added to existing saves. But you can finish your fortress before trying the new version, I wont force you to download it ;)

Was thinking of weapons made out of materials not suitable for weaponry. Gold Javelins for instance.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: UncleCern on February 20, 2012, 07:49:23 pm
Only reaction changes can be added to existing saves. But you can finish your fortress before trying the new version, I wont force you to download it ;)

So that means the changes regarding the fixed armoury, archeologist and things like that may be implemented in my current fortress as the new mod version comes out, right? Or am I terribly wrong about that?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: slay_mithos on February 20, 2012, 08:11:58 pm
I just figured out how to use the rock ammunitions...

The thing is, you need to add a new ammunition type (I didn't run your script, maybe that's why), and its in the "foreign" types.
Once this is done, there is no more problem, my hunter just went with a bulk of 50, so did my marksdwarves.

So it WAS a problem from my part, believing it was counted as normal ammunitions and not taking into account the PDF (just read it after finding this out).

Sorry for the false report earlier.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: smakemupagus on February 20, 2012, 08:26:31 pm
Rather than making it a totally generic reaction, how about soft metals can only be used to make hammerhead javelins & throwing hammers; while titanium and mithril only make sharp javelins and throwing axes?  You'd never probably want to make the opposite kinds anyway.  (Leave in the bad weapon choices from vanilla like adamantine warhammer, of course :)

Edit:  I see now that you kind of already do this.  Hmm.  I think if I was in charge of reduce it down farther i'd try this.  Cuts it down to 8, you never make the "wrong" kind from a material, if you have steel tech you still have any option of bolt type & finally, you won't use adamantine by mistake

Make heavy hammerhead (uses only copper, silver, gold, lead or etc.)
Make sharp pierce (uses only mithril, featheriron, etc.)
Make adamantine pierce (adamatine)
Make bronze broadhead (bronze or blackbronze)
Make iron broadhead (iron)
Make steel hammerhead (steel or damast)
Make steel broadhead (steel or damast)
Make steel pierce (steel or damast)


Guilds sound great.

Farming trees sounds too easy, unless they take a long time to grow  :o

Humans also died out in my last 2 worlds (i don't have a crazy number of civs: goblins, orcs, undead, naga, tigermen)


Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: G-Flex on February 20, 2012, 08:29:50 pm
Question.

Spoiler (click to show/hide)

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: smakemupagus on February 20, 2012, 08:32:03 pm
I am trying to tweak so some of the different wood are different colors.  Something like Scrap yellow or grey, fine red, fungi white, nether blue. I just changed STATE_COLOR and DISPLAY_COLOR.  Any idea why that doesn't work?  Does it require a new world?

[INORGANIC:FUNGI_WOOD]
   [STATE_COLOR:ALL_SOLID:WHITE]
   [DISPLAY_COLOR:7:0:1]

Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Poltifar on February 20, 2012, 08:58:33 pm
I am trying to tweak so some of the different wood are different colors.  Something like Scrap yellow or grey, fine red, fungi white, nether blue. I just changed STATE_COLOR and DISPLAY_COLOR.  Any idea why that doesn't work?  Does it require a new world?

Are you changing it in the raw folder? If so, you have to change it in the world's save's raws instead if you want to have it work in your current save without regening.

If you are already doing that and it's not working, I'm stumped, sorry.

EDIT: As for the reactions to drop, I'd have to agree with previous people for:
1) dropping most of the boosted-brewing stuff, except for the best boozes.
2) dropping the dozens of different reactions for the javelins and such, and making a generic one instead. If that's too micromanagy, then make just a few for the most sensible combinations of weapon and metal, plus one generic for anyone who feels like micromanaging to make gold weapons for some reason (I like making gold weapons for ornamental purposes. Not everything has to be made with only efficient combat in mind!)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: smakemupagus on February 20, 2012, 09:46:41 pm
Yep, I changed it in the existing worlds' raws too, thanks though!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Feb on February 21, 2012, 12:51:04 am
Took up your 10 year challenge, I didn't even get to get past digging my cave :\

Unable to mine certain part of the map, initial embark, fresh install with a few changes before gen.

Here's the save
http://dffd.wimbli.com/file.php?id=5639
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: umiman on February 21, 2012, 02:01:43 am
I tried using the Settings.exe, but all the raws changes I did there didn't actually work. I'm guessing it's either changing the wrong raws or its not doing anything at all.

Edit: Actually, I don't even know how to get it to stop using the provided tileset and revert back to ascii. I've manually changed every single init I could find and still nothing.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Mitchewawa on February 21, 2012, 04:45:36 am
The Magma Safe Workshops seem to ignore stone restrictions, and the dwarfs are making blocks out of meteorite.

E: Deadly traps hidden in collapsed are a bit unfair, because it doesn't alert you to their position. Anyway, they seem to be bugged. My miner struck one, started flashing red. 'Has sustained major injuries' recently too, but in the health screen and the wounds screen show nothing. No blood either.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: rohit507 on February 21, 2012, 05:59:05 am
hmm, the golemancy reactions don't seem to work for me. At one point i stuffed every hauler i had in that workshop and ran the reaction. The flash of light happened, but i have no golems. This is especially sad because i was counting on golemancy to cull my dwarves, and now i just have to drop them down the puppy chute with the puppies i use to make make everyone less sensitive. It's starting to clutter my dining room with mutilated corpses. :/

(great mod btw, makes the game a ton better)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: simonthedwarf on February 21, 2012, 08:03:41 am
My turrets dont seem to actively attack invaders. Do I need to give them war animal training? My beetle however, was valiantly farting on a kobold thief.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Zeebie on February 21, 2012, 09:37:57 am
hmm, the golemancy reactions don't seem to work for me. At one point i stuffed every hauler i had in that workshop and ran the reaction. The flash of light happened, but i have no golems. This is especially sad because i was counting on golemancy to cull my dwarves, and now i just have to drop them down the puppy chute with the puppies i use to make make everyone less sensitive. It's starting to clutter my dining room with mutilated corpses. :/

Sometimes the reaction doesn't work, maybe one time out of four. Just set "Imbue life /R" and it'll work eventually.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: rohit507 on February 21, 2012, 09:49:53 am
will do, but I don't really have the iron to waste :/
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: ZaZ on February 21, 2012, 09:58:29 am
Okay I have another probably easy problem to fix that seems to be a bug. I've had a few dwarves die of various causes both natural and violent, the problem is that while the dwarves appear to be 'buried' in that coffins are being occupied, the bodies are being left behind to rot! I can't dump them and I can't do anything with them except wall them off to prevent miasma spread. Worse still even though coffins are being occupied ghosts are still appearing. Is something wrong here?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Feb on February 21, 2012, 10:18:14 am
Scale waterskin and backpack doesn't get recognized for Finished Good stockpile, not sure about chitin.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Zeebie on February 21, 2012, 10:21:24 am
Meph, some interesting bugs for you:

* there's something wrong with the giant animals the elves sell - the dungeon master doesn't recognize them as trainable.  This worked ok in the last version, must be something new.
* I can assign labors to children - I have a two year old miner digging right now.
* I've noticed that your new workshops with custom reactions sometimes have trouble recognizing that a reagent is present unless it is on the same z-level. For example, the blast furnace will have make charcoal grayed out (unselectable) unless the wood is on the same level. However, if I put the orders in the manager, it accepts them fine.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Meph on February 21, 2012, 10:40:44 am
Wow, only bug reports... lets see:

@zeebie: If yes, then that is because of the new DF version. I might change them to pet, from pet exotic then. Easy solution.

@feb: is known, the reason is the generic mats. I know the solution, but had no time to actually add it yet. Same goes for bonecrafts and some leathertypes btw. I need to make fake animals bearing these mats, instead of inorganics. Was busy doing the same for trees, had to make a fake tree for all wood types. Fun. -.- (really annoying, since everything works, except the stockpiling) I am downloading the safe, quite a curious bug.

@smakemupagus: Ha. do not change the inorganic mats, I dont use them anymore. Check the bottom of plant_masterwork.txt. I had to make fake trees to produce the generic wood, to allow DF to stockpile everything. Change the colors there. :)

@zaz: that does not sound like a bug from the mod, all that is hardcoded. Check your hauler/order settings ingame.

@rohit: I know the issue and fixed it. The golem cast will stay, you only ever need one. I made 7 different types for the next version already, for different mats.

@simonthedwarf: I never had that problem, but I havent tested the new interactions. I had to replace all material breath attacks with interactions since 34.1

@mitchewawa: the workshop only respects the actual melting point of the mats. It uses the firesafe and magma safe token, ignoring everything else. No other way to do it.

@umiman: You do know that this mod does not support ascii ? And that all changes in the settings require a new world gen ?

 

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: ZaZ on February 21, 2012, 10:56:07 am
Great I'll look at that when I get home.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Mr. Palau on February 21, 2012, 10:57:36 am
Hey Meph I don't know if its your mod or Dwarf Therapist being bugy but when my first migrant wave appeared Dwarf therapist classified the 7 new guys as coming from the 1st 2nd 3rd 4th and 5th migrant waves... and said that my starting seven were part of the 6th wave of migrants... of course that is incorrect. Its proabley just some issue with the new version of dwarf fortress however.
Edit: I downloaded new version of dwarf therapist, was not your mod, sorry, ignore what I said above. I'm sure you are aware however, that the version of dwarf therapist in your current download is outdated.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: umiman on February 21, 2012, 10:59:15 am
Considering I've played this game since 2006, I think I'm pretty familiar with how the raws work.

But if you say ascii doesn't work... (why?!), then I guess I can't use it.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Meph on February 21, 2012, 11:06:49 am
Ascii does not work, since I have to manually change every tilesetting in every raw for this. I wait on admiralawesomes python script, to do it for me. He had a working test version for 31.25 and was working on it, for 34.2. I eventually will do ascii/ironhand/mayday, but I am content with waiting for the program. As soon as I ahve the 4 graphical versions, I will have to mod 4 times as many raws whenever I change something. Not looking forward to it ;)

The settings exe works here, and for everyone else, so I really dont know what could be wrong on your machine. I didnt mean to sound condescending, it just sounds like a human error on your side, because the code behind it is very simple and has not really any room for bugs. It just removed brackets from raws, so DF does not recognize them anymore. You run Windows and did not change the folder structure ? Thats the only thing I can think of.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: umiman on February 21, 2012, 11:10:07 am
It doesn't matter anyway. I don't really want to play with a tileset so whether or not the settings.exe works on my particular machine shouldn't be a problem for now.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: rohit507 on February 21, 2012, 11:18:52 am
@rohit: I know the issue and fixed it. The golem cast will stay, you only ever need one. I made 7 different types for the next version already, for different mats.

Oh huh, why did I make 30 of the damn things then? >_>

*whistles* Oh come here haulers i have something to show you. >:)

and thanks for making the fortresschunk of the game much much better :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Meph on February 21, 2012, 11:26:13 am
@all: FOR VERSION 1.3

I think I will stay with the features I have for now (kobold loot, runic weapons, farm-trees, more golems, guilds) I might add wanderers friend, or deons adventuremode reactions and make some minor changes to allow it to work porperly. Shouldnt be too hard ;)

I will mostly work on bugfixing/balancing, flavor (proper values and colors, some name changes)

Longer reaction names with more info (since truetypes allows a lot more space)

Add optional invader corpses (for reanimation purposes)

Wait for my little challenge to show results, and fix everything that shows up. I will also have to check all the new interactions and give them porper wording. I only copied the "spray jet" from the default interactions and added the proper mats and did not add new wording for attacks.

If the tilesetchanging script will be finished till then, more tilesets as well. But dont take my word for it. I am sorry that I am rather reluctant, but it is rather tedious. I might also stay a few days (5?) on a sailing boat, starting in a few days from now.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: ZaZ on February 21, 2012, 11:31:41 am
Ok so my dwarves are set to save corpses and gather bodies and i do have a stockpile for corpses so any other ideas? I can upload my save if you like
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Meph on February 21, 2012, 11:37:11 am
Are the corpses forbidden ? press d-b-c and check :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: ZaZ on February 21, 2012, 11:40:53 am
Are the corpses forbidden ? press d-b-c and check :)

They are not. I tried dumping them too the dwarves just won't touch them. Not outside of a assigned burrow or anything like that either and I'm not getting any error messages.

Here's one body (no the door isn't locked
Spoiler (click to show/hide)





Here's his coffin:
Spoiler (click to show/hide)



And here's his ghost despite being buried:
Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Meph on February 21, 2012, 12:01:37 pm
@zaz: In that case I cant really help you, but it is not from the mod, as I said: hardcoded.

@g-flex (sry, did overlook page 71 before): The reactions you show are from a rather old version. I think I have to update the first post here ^^ And obsidian can be made from magma and water in DF. My obsidian factory just makes it easier to control, you need a rock, water, magma for it. As in: Melt rock with magma, cool down molten rock with water, and you get obsidian. That it is not correct, I do know. I am more of a strategy mindset, less the simulation/realism type in this case.

@everything else on page 71:
Ranik: Gold is a weapons grade mat in this mod. Horrible, but decorative. It also needs no new reactions, only a change in the inorganic mats, so I will leave it in. I will trim down the custom ammo for bullets and javelins though, to save some space.
Unclecern: 1.3 will, as always, not be compatible, too many changes.
slay_mythos: Ok, glad that it is fixed.
smakemupagus: treefarming will be tested and balanced, currently it takes 1/2 year for them to grow, 1 year for the metal-trees.
______________________________________________________________________
Ok, so I made a little todo list, list of bugs and things that need testing for 1.3 I estimated that it will take about 2 weeks, but we will see.

Edit: Oh, and @aantn: I dont have to add the dirty words patch for the language, since I never added todays removal of them. Just had a testfortress called Ironsluts, so yeah, still in ;)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Feb on February 21, 2012, 12:03:40 pm
Spoiler (click to show/hide)

I think all flask/waterskin/backpack doesn't get recognize in stockpiles now
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: UncleCern on February 21, 2012, 12:06:44 pm
Zaz - did the guy die and reanimated as a zombie before given a burial (and then slain as a zombie)? I had one guy who died and was assigned the grave but the corpse was not hauled inside. Later he reanimated as a zombie, his grave was removed, new grave was prepared, he was then slain, he was properly buried.

...then he reanimated and left the grave again but that's normal - evil resurecting biome.

I think the key may be to have the grave ready before the dwarf dies (or before he's struck down as a zombie).

To get rid of a ghost - make a slab, engrave that in craftdwarf's workshop and place it somewhere. Ghost will be gone. I too had a single ghost who appeared despite the corpse was properly buried in the sarcophagus. Slab placed next to it solved the problem and counts as a nice decoration too.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Meph on February 21, 2012, 12:08:15 pm
@feb and zaz: PLEASE, pack your images in a spoiler, or make them a bit smaller.

Nice find though, they are not even listed in the stockpile menu anymore. wow. did not even know how I could have removed them from there. I will check the entity file and so on. btw: Flasks ARE in the list, at the top part. Flasks/Vials and Watersins are also the same item, just the name is different, for hard mat and soft mats. So they should work.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: UncleCern on February 21, 2012, 12:20:58 pm
@Meph - Will a carefull raw editting fix the armourer, smithing (3 bars / item smithing), invader corpses in the 1.2 generated world and not screw it epically? I really like the embark and a few dwarves i have now so i'd love to have this world running.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Feb on February 21, 2012, 12:21:27 pm
I mean, the stockpile don't recognize them as stockpile-able items, I know they are listed
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Zeebie on February 21, 2012, 01:03:54 pm
Meph, I have a question about how the armory and upgraded weapons work.  Do the upgraded weapons count as the regular weapon for uniform purposes? For example: if my uniform says maces, will the dwarf automatically pick up a flanged mace? Also, can the armory upgrade weapons while a dwarf is holding them? Seems weird, but I think that's what happened.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: slay_mithos on February 21, 2012, 01:34:04 pm
It seems that it is not only the backpack that are not recognized for stockpiles, I have a few items that refused to get stored, even with a stockpile with everything enabled.

While cutting gems, I somehow got a scepter and an other useless junk, I could even put images on them, but they never went to stockpiles.
Some mages ambushes (only ones I get for some reason, except for thiefs of various races) likes to come at the same exact time as the Dwarven caravans and Elven ones.
They usually kill each other, even the elves kill some mages.
The aftermath is a ton of stuff, and my limited population basically spend a full season to get stuff stored.

But Leather armours are always left on spot, and I had to mass dump them to get them inside the fortress. It works, but it is slightly strange behaviour.


@zeebie: no, they are different kind of weapons, you can see them on the W menu for equipment in the military. They shouldn't upgrade on their own if you say Mace, but I didn't get anywhere in the military, so I can't say for sure, except that there are definitely distinct categories in the equip menu.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Feb on February 21, 2012, 01:49:12 pm
Welp, have to end the challenge early on this run, first year autumn, something cause my top left corner of the map to cave in (I settled north of center), insta FPS-death.  Will try to get further on the next site (gonna respin the world, need to reduce the cavern size in case this happens again)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Meph on February 21, 2012, 03:18:49 pm
Cave Ins either happen when you embark, OR with your active participation. It is impossible to just randomly get a cave-in.

And I do know about the stockpiling. The problem is that all the base materials are inorganic, and the normal stockpiles do not accept those, since they are used to animal mats. I can fix it by creating fake animals with all the mats needed, but it will take a ton of testing. 1.3 will have it though, I am so sick of it. ^^

With that amount of people playing the mod I will have to be a lot more careful with testing and bugfixing. In the beginning it was 20 people, mostly modders, now I had over 1000 downloads in 2 days, and get several thread-pages a day. My major goal for the next version is bugfixing, not new features.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Tirion on February 21, 2012, 03:32:12 pm
I just noticed that the Hammerer in the raws is not the fresh version.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: UncleCern on February 21, 2012, 03:44:30 pm
With that amount of people playing the mod I will have to be a lot more careful with testing and bugfixing. In the beginning it was 20 people, mostly modders, now I had over 1000 downloads in 2 days, and get several thread-pages a day. My major goal for the next version is bugfixing, not new features.

Better than lazy newb pack I'd say, at least for me. Bugfixing's appreciated, hope this fort I am building will not crash after a few years of playing DF mode :] I preasume my previous fort crash (the save which I uploaded) was caused by the custom FB, so I have turned them off while generating this world I use now.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Meph on February 21, 2012, 03:59:18 pm
The hammerer has been changed ? I will check.

Custom FBs are rather impossible. I certainly did not do any. You mean Megabeasts ? and I run the little 10-year challenge, to see how the mod handles in long fortresses.

Oh, and I found the line responsible for no stockpiling:
Should be [MATERIAL_REACTION_PRODUCT:TAN_MAT:CREATURE_MAT:ANIMAL_RARE:LEATHER]
I use [MATERIAL_REACTION_PRODUCT:TAN_MAT:INORGANIC:LEATHER]
So I will replace all material reaction product from inorganic to creature_mat, and make for each one a custom creature, called bone, fat, eye, brain and so on. A lot less work then I though, but testing will take a lot of time.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: lemmily on February 21, 2012, 04:07:20 pm
These are just a few things i've noticed from my very first try at playing this mod today, they might be intentional etc etc! so apologies if they are!

I can't be certain but I'm pretty sure that the mod has somehow affected the migrant waves, I'm getting children with masses of skills, like a two year old with 'master' mason & engraver levels.. whilst this is nice, its a little .... over the top? tiny levels in things would be good, but such high skill levels kind of feels a little cheap.

I had a dwarf in bed (resting injuries) in a bedroom and I wanted to move him to the hospital - so I de-constructed the bed. But it still says he's resting and none of the dwarves have come to put him in hospital. Is there some way the mod could be affecting it?

I've noticed I can't 'commission' wooden beds from the manager? am I being derp? when I type bed I get craft rock bed, and dismantle rock bed, and dismantle wooden bed, but craft wooden bed doesn't seem to be there!

I don't want it to seem like I don't like this mod though! I am very interested in what it does! Still learning how to use everything etc :) :)

it's really cool well done! :D

I really feel like it needs its own wiki, ha! I had a prophet of armok or something hovering at the edge of my map for ages, no idea what to do with him!

also, final thing, how do I get bones? I can't butcher the horse skeletons I have? AND what on earth do I do with skill essence?!


edit: I just realised the  skill boosts etc come from which caste they are from? makes sense!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Meph on February 21, 2012, 04:15:15 pm
Ok, I did not change hospitals, I couldnt if I wanted to.

The kids are part of a caste, way overpowered right now, but I already lowered it. Way better for the next version, using castes and a guild system. Can even be mixed.

Cant tell about the manager, did no testing with it.

Bones should be same as always. I get plenty from butchering. depends on the creature size and body part though.

Skill Essence: You did kill a megabeast then, nice. Build a "Creature Reserach Lab" and get a free legendary combat skill of your choice :) PS: Manual ;)

EDIT: Just checked the new nobles, shiny. The hammerer actually has a custom skill for executions, that means you can make different types. A sword/axe executioner for decapitations, or my Prophet, you would use a staff. :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: lemmily on February 21, 2012, 04:24:08 pm
thanks for the speedy reply :)

yeah I haven't had many creatures to butcher, so the ones I did manage to maybe they were too small!

right ok, I kind of thought that might be what I needed to build. I haven't managed to make fire safe blocks yet to test it! I have the manual open, but the research lab bit says that it needed a megabeast corpse, so i thought the essence might have been something else :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Flobulon on February 21, 2012, 04:30:25 pm
@lemmily - Wooden beds are made with 'Construct Bed' - a bit counter-intuitive, but it's because in vanilla there are only wooden beds.
                - You can't butcher skeletons, it's the same in vanilla. Only animal corpses killed by hunters can be butchered I believe.
                - The manual has lots of very useful information, and I believe a wiki has been set up.
Hope that helps :)

@Meph
Bit of a random question, but having seen your achievements with transformations and reaction s (i.e. golems), I was wondering how feasible it would be to have a way of armoring war animals, e.g. War Elephant -> Armored War Elephant. It would perhaps be another use for armor plates (if they still exist in the latest version). Just a thought, although I'm sure you've got enough on your plate as it is! ;)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Meph on February 21, 2012, 04:36:03 pm
@lemmily: Bad choice of words in the manual then, I noted it.

@flobulon: Possible, although natural armor bodyparts are more hugo_the_dwarves area of expertise. Possible though, would require a custom creature for each upgrade-able creature though. Awesome idea btw, armored war dogs. I like this. I could even give them a custom graphic, but there is so much randomness with transformation as it is, that testing will be interesting. :) Really, good thinking. EDIT: Just wrote hugo about an armored dog, and I have a skeleton reaction set up for it. After some testing I will tell you how it turned out, might take a few days though.

PS: I dont work on the wiki. 20 people voted for: Yes, and I help. 5 people registered, 2 people wrote something... so much for that ;) But lets give it some time.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Feb on February 21, 2012, 04:42:22 pm
RE:  Cave-In

I've no idea what I could've done to trigger to cave-in in the last one as I was nowhere near the point of collapse.  I did channel my entrance drawbridge to the magma sea, doubt that'd drop the world though xP

But now that I've made a new world, cave-in on embark on a few embark sites on this map, not cool.  Guess I'll spin another again, to chores!  Any idea about the "can't mine designated tile" bug?  I've never encounter it in vanilla.  It's a few page back for the save, if it's a DF issue, ignore :P  I'm gonna give up on the challenge with the custom stuff, want my proper stockpiles, but in the meantime, I noticed your worldgens are WAY FASTER than vanilla.  Gonna see if I can spin a world with masterwork and then stick it into vanilla.  Newb idea, brainfart and forgot what mod means ><
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: isitanos on February 21, 2012, 06:54:11 pm
Very interesting mod with good ideas (assuming they work :P). I like the fact that everything is optional, and the FPS-improving options do seem to work, even though some of that is probably due to my using a 4x4 embark most of the time, while here I stuck with the default 3x3.

Does the archeology workshop work for anybody? I have mined out some cases and chests, and all the reactions are red and only show the reagents/products when I hit enter on them.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Zeebie on February 21, 2012, 07:09:32 pm
Does the archeology workshop work for anybody? I have mined out some cases and chests, and all the reactions are red and only show the reagents/products when I hit enter on them.

You need to cut the chests, etc., at a jewelers shop first.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Tirion on February 21, 2012, 07:44:36 pm
The Jewellers shop offers me the option to cut not only gems, but also metal ores, simple stone and even bonemeal. What happened?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Zeebie on February 21, 2012, 08:01:11 pm
The Jewellers shop offers me the option to cut not only gems, but also metal ores, simple stone and even bonemeal. What happened?

That's from Toady's update.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: bombzero on February 21, 2012, 10:25:13 pm
Well meph, about the wiki. most people have only ever messed with the more common wiki format that you see on wikipedia, magmawiki, etc etc.

after I figure out how to use the format you chose ill get to making pages for everything i can.

speaking of which, i got the main page up, and added a link to the relatively nice Caste page someone else made.

EDIT: started a page on what masterwork changes here (http://masterworkdf.wikispaces.com/What+does+Masterwork+change%3F).

Come on people we need to get the wiki up and running.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Seraphyx on February 22, 2012, 05:58:41 am

Custom FBs are rather impossible. I certainly did not do any. You mean Megabeasts ? and I run the little 10-year challenge, to see how the mod handles in long fortresses.

Is there any way to get error logs when the game crashes? Sometimes it seems to be random, sometimes it seems to happen when I alt+tab to switch windows (but I do this A LOT for reference info, so it could just be coincidence), sometimes it seems to happen after I pause, look around, designate stuff (anything) and unpause. So I'm not really sure what to tell you beyond that.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Tirion on February 22, 2012, 06:06:34 am
I got my first vampire and my first crash in quick succession. Dude was really sticking out like a sore thumb among all the butt-naked migrants, wearing 3 pages worth of jewelry that couldn't even have been created by an entity_standard/ [ENTITY:MOUNTAIN] abiding dwarf.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Flobulon on February 22, 2012, 06:46:20 am
I got my first vampire and my first crash in quick succession. Dude was really sticking out like a sore thumb among all the butt-naked migrants, wearing 3 pages worth of jewelry that couldn't even have been created by an entity_standard/ [ENTITY:MOUNTAIN] abiding dwarf.

The excessive body part jewellery on vampires is a vanilla feature.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: slay_mithos on February 22, 2012, 08:17:30 am
Yeah, vampire are walking lag bombs, and if/when they die, they suddenly take all your fortress with them as they are trying to get the items from the field...

Edit: while I am at it, let's report a strange crash.

In two of my fortresses, the game stopped at some point (with the "debug or close" window, no actual error message).
Restarting from the most recent save, it crashes everytime around the same period again and again.

On one, it is on the middle of no event, but on the other, it is during the elven caravan.
I tried saving right before the caravan, it worked without problem, but once I get in the "crash time" and try to save, it crashes too.

Unfortunately, I didn't think about keeping the fortress and world, so I have no proof for that, and it might as well be directly related to vanilla and not the mod, but I though I might as well report it.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Zeebie on February 22, 2012, 08:22:14 am

after I figure out how to use the format you chose ill get to making pages for everything i can.

Come on people we need to get the wiki up and running.

Thanks Bombzero, I'll try to help out as soon as I can.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: MYSTICBADGER on February 22, 2012, 08:30:33 am
Thank you very much for this mod, DF2012 is finally playable on weak computers ! You're my bearded hero !

One problem, though, I can't find how to make golems. I've done iron casts, and when I imbue life, it only create small "flashes of lifes" or something like that, but that's all it does.

And do you know a way to change the amount to use at embark ? I'd like to buy more turrets (do they breed ?).

Thanks for your work, again.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: CheatingChicken on February 22, 2012, 08:51:39 am
Blood Rain is definitely working in this mod.

I embarked on a half good, half evil map. The evil part of the map (also the part, where the local river starts) is filled with dwarf blood. I noticed it, as the river started running red, that was quite an awesome moment (also scary, since i noticed there were alligators in the river when i embarked).

Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Seraphyx on February 22, 2012, 09:27:51 am
Found some sort of bug. Here are some images, the last screen has a short description of what's happening, the rest are my settings for Masterwork. I have no other mods installed and this is a fresh install. I've never experienced this before:

Spoiler (click to show/hide)

A video of the problem in action, REALLY bad quality but it illustrates what's happening fine. It's not rain. I've also had caravans seem to explode when unpausing? As well as some sort of crazy rain/death originating from the caravan and covering the entire map. The starting materials are also very odd. Like some sort of "vapor" pickaxe (and axes) and anvils all that have a value of about 10-20. None of the standard items seem to be available when embarking just things I've never seen before.
(http://videobam.com/thumbnail-4467789-TXhHR.jpg)

Another embark:
 (http://videobam.com/TXhHR)
Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Stronghammer on February 22, 2012, 09:32:59 am
@mysticbadger- when you create a new world go to design an in there hit e for more options or something like that, then there will be a spot to input more embark points

@seraphyx- looks like something got corrupted possibly, try genning a new world, and then if it persists try a fresh download.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Seraphyx on February 22, 2012, 09:47:26 am
I did. I generated several different worlds all with the default DF settings in "Create a New World"

Just uploaded another set of screens in my previous post. I'm going to try and just redownload everything. Maybe something is outdated but I don't think that's the case since everything was downloaded 1-2 days ago.

I think I MIGHT know what happened. The only thing I recently downloaded was the Phoebus Tileset. I dismissed that completely because I assumed it was only graphics but it seems it also edits items? If so then that's probably it, will redownload Masterwork and test that out alone.

---------------

I think that's exactly what the problem was, everything seems normal now with ONLY Masterwork installed and the included tileset.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Zeebie on February 22, 2012, 09:49:16 am
One problem, though, I can't find how to make golems. I've done iron casts, and when I imbue life, it only create small "flashes of lifes" or something like that, but that's all it does.

Sometimes it takes a couple tries - put imbue life on /R
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: simonthedwarf on February 22, 2012, 09:57:16 am
How good is the Pike? I have a masterwork copper pike wielded by a mediocre dwarf, and he seems to murder everything he goes up against. His special attack also seems to pike their mouths, creating a spectacular shower of teeth exploding out of the entitity he is attacking.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: isitanos on February 22, 2012, 10:02:00 am
I like the idea of getting more types of invaders, but I just got several visits from "zombie thiefs", which is just silly/immersion breaking.


Edit: Oh, also, the Genies are hilarious - mainly because I imagine them "laying" items in the nestboxes. I never manage to see what they produce before it gets shoved to a stockpile or another though. And the ones I had died of old age, which didn't happen to any other creature so far. Very weird - I'd recommend making those creatures optional.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: UncleCern on February 22, 2012, 10:07:44 am
Wait for the visit of naga combat squad followed by one goblin siege and one toadpeople siege. This will fix your gaming experience provided your fort survives that :]

EDIT: My genie produced only miasma when it died (didn't even reach adulthood i think).
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: MYSTICBADGER on February 22, 2012, 11:14:09 am
One problem, though, I can't find how to make golems. I've done iron casts, and when I imbue life, it only create small "flashes of lifes" or something like that, but that's all it does.

Sometimes it takes a couple tries - put imbue life on /R


Thank you, it worked finally. Now I'm searching how to use and train them...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Zeebie on February 22, 2012, 11:52:20 am
One problem, though, I can't find how to make golems. I've done iron casts, and when I imbue life, it only create small "flashes of lifes" or something like that, but that's all it does.

Sometimes it takes a couple tries - put imbue life on /R


Thank you, it worked finally. Now I'm searching how to use and train them...

I'm afraid golems are bugged right now - the no-fear tag isn't working right so they flee enemies. When they are working, though, you use them like war animals - pasture them somewhere useful.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Stronghammer on February 22, 2012, 12:30:38 pm
wow just discovered the wonders that is the timberyard, and I have to say AWESOME. It triples my burnable fuel, no more will my metal industry be restricted by magma access.

Edit: quick question, I was smelting happily along and burning hundreds of trees when suddenly i discovered........."Pure Copper" in my smelter. The heck is that and what do i do with it. The first thing to came to mind was elven mischief, but as it hasnt exploded, burned or given off a syndrome i am now curious.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Darunija on February 22, 2012, 12:44:38 pm
You will get 2 bars of copper out of it. "Pure" metals are new too.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Meph on February 22, 2012, 12:51:51 pm
ok, lets see: One crash report, sadly without source, but thanks for reporting. One flickerin-tile bug, which is caused by duplicate raws of the phoebus you installed (why ?, it is already installed anyway) Check your errorlog, and you will see many: Duplicate Objects entries.

Boiling stone reactions dont work always, and I cant figure out why. I even made a carbon copy of a system Putman uses, and which works in his mod, but not in MasterworkDF. Very strange, and if anyone can solve this he'd be my personal hero. Maybe I should offer prices like the ones in the 10year Challenge for bugfixing. ;) But it is not a problem, since you keep the golem-cast anyway, you can try as often as you want.

Sorry about the thiefing zombies, but either they get the babysnatcher tag, OR become friendly. The only other option I found is giving them "utterances" but then they will have no names, and will be named: Zombie the Goblin Zombie... maybe the new tags, opposed to life mostly, can remedy that. I want to give them the ability to make more zombies by biting people anyway... :)

Genies give all kinds of super valuable stuff, some random things as well, but only live 1-2 years. This is intended, the service of a genie are short, before he retires back into his lamp ;) Otherwise people would buy them like crazy and get free everything.

Pure metal ores are an addition I made.. two version ago ? Essentially you can find pure_mineral in all native_mineral veins, in small clusters. This means you find a vein of "native_gold" and in it you might find "pure_gold" The metal produced from them is still simple gold, no changes. But you get 2 bars for each piece of ore, since it is pure, and therefore yields more of it. (@darunija: there are no pure metals, only the ore is new)

Bugfixes
Another note: I am making progress on v1.3 Golems now fight and dont flee (if the dwarf that was turned into a golem was in the military, they will even be considered a squad member and react to orders), rocktip/gemtip arrows are porperly named, stockpiled and used, AND, major fix, everything is stockpiled. Bone crafts, armor, leather quivers, backpacks... all the animal mats that were clogging up workshops are now working correctly :) I havent tested yet with the more exotic leather that elves might bring, but so far everything that you can take at emark or produce from butchering is working beautifully. The leather types also have different colors now :)

Next thing I have to do is remake all my leather upgrades, since they still use inorganic mats and references in the reactions. Yeah, fun. ;)

ABOUT THE WIKI: I did not know that the format would be weird to you. I just picked one from google. If you know a better wiki, or an easier one, you can change it of course. I also added another 7 members to the organisators, 13 now in total. I am curious how it will turn out. :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: UncleCern on February 22, 2012, 12:57:27 pm
@meph I think I know what caused my previous crashes. Megabeasts. those custom ones I believe. I have thought it were forgotten beasts but I'm just a village idiot and couldn't see the difference between mega and forgotten one. New fort and new world runnig for 4 years now and no crashes like the ones i experienced before.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Meph on February 22, 2012, 01:03:26 pm
If it is megabeasts, then testing it will be difficult. I will spawn them in arena for now. If this doesnt bring up anything I can give them pet tag and buy one of each at embark to test them. lot of work though, I put it in my to do list.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: simonthedwarf on February 22, 2012, 01:10:18 pm
My fort is consistently crashing - how can I contribute to bugfinding by posting save/errorlog?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Zeebie on February 22, 2012, 01:23:32 pm
Those bugfixes sound great, Meph, can't wait for the update.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Meph on February 22, 2012, 01:24:03 pm
Crashes do not show errorlogs in 99% of cases. This makes them hard to fix, since one does not know what he is looking for. If someone tells me: I have a crash, here my save, I cant really do much with it. If someone says: After I kill the creature X, or create Item Y it crashes, I can easily fix it.

So, if you dont know what it is, you can do little to help.

I personally find it strange that some people play s stable game and never had a crash, while others report crashes more often.

EDIT: This question might cause you to question my sanity, but: I made the wiki on a .com site, and I just now noticed that everyhing (the settings and so forth) are in german. I completely overlooked it, but of course you guys cant possibly all speak german. The question is: Does it automatically detect your prefered language, and everything is in english ?

EDIT2: I also found out why golems cant be trained:
Unsupported CE add tag: TRAINABLE_WAR -.-
Unsupported CE remove tag: INTELLIGENT
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Seraphyx on February 22, 2012, 01:50:53 pm
I tried installing the other Phoebus tileset because I thought it was updated and I needed the latest version, so no worries about that issue.

How can I get a proper crash report? Does DF create a log somewhere after it crashes?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: simonthedwarf on February 22, 2012, 01:51:06 pm
Gonna switch over to LFR for now then. enjoyed your mod a lot! but sadly the 10 year challenge is aborted by this reproducing crash.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: kudakeru on February 22, 2012, 01:55:43 pm
Everything I've seen so far is in English, so I'm guessing that it does detect a user's language.  Probably based on a UserAgent query.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Meph on February 22, 2012, 02:06:47 pm
@kudakeru: Alright then, was a bit worried ^^
@simonthedwarf: no worries. But check again in a few weeks, I on a great bughunt right now.
@ seraphyx: There are no crash reports, that the !fun! in fixing them.

Behold my newest creation (https://lh6.googleusercontent.com/-VgwJy1SpXRU/T0U_0JM4WwI/AAAAAAAAKE8/RpSrxJYTkuI/s16/dog_armored_single.PNG)(with a healthy dose of help by hugo) You can build armorplates and equip pets with armor. Steel clad war dogs anyone ? :) They can still be trained, and act like normal dogs, just with an armor. This way your pets are even useful late in game against sieges. Plan to do more as well, mastiffs, raptors, grizzlys, whatever... lets see. Horses ? ^^
Spoiler (click to show/hide)

I can also confirm that the rains work, just had fever inducing nauseating sludge.
Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Ranik on February 22, 2012, 02:13:01 pm
@kudakeru: Alright then, was a bit worried ^^
@simonthedwarf: no worries. But check again in a few weeks, I on a great bughunt right now.
@ seraphyx: There are no crash reports, that the !fun! in fixing them.

Behold my newest creation (with a healthy dose of help by hugo) You can build armorplates and equip pets with armor. Steel clad war dogs anyone ? :) They can still be trained, and act like normal dogs, just with an armor. This way your pets are even useful late in game against sieges. Plan to do more as well, mastiffs, raptors, grizzlys, whatever... lets see. Horses ? ^^
Spoiler (click to show/hide)

I can also confirm that the rains work, just had fever inducing nauseating sludge.
Spoiler (click to show/hide)

OH SHIT. Armored pets. When will it be out? Is it now? It should be now.  :D
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: aantn on February 22, 2012, 02:19:49 pm
Meph, a bunch of elephants attacked a landmine but it wouldn't die. The elephants kept gaining experience beating up the landmine for over a year. Finally I opened the gates and was slaughtered.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Hugo_The_Dwarf on February 22, 2012, 02:24:47 pm
Meph, a bunch of elephants attacked a landmine but it wouldn't die. The elephants kept gaining experience beating up the landmine for over a year. Finally I opened the gates and was slaughtered.
That could be from armor too thick or a broken killswitch.

@kudakeru: Alright then, was a bit worried ^^
@simonthedwarf: no worries. But check again in a few weeks, I on a great bughunt right now.
@ seraphyx: There are no crash reports, that the !fun! in fixing them.

Behold my newest creation (with a healthy dose of help by hugo) You can build armorplates and equip pets with armor. Steel clad war dogs anyone ? :) They can still be trained, and act like normal dogs, just with an armor. This way your pets are even useful late in game against sieges. Plan to do more as well, mastiffs, raptors, grizzlys, whatever... lets see. Horses ? ^^
Spoiler (click to show/hide)

I can also confirm that the rains work, just had fever inducing nauseating sludge.
Spoiler (click to show/hide)

OH SHIT. Armored pets. When will it be out? Is it now? It should be now.  :D
Still need to get other attacking parts a boost too (stronger teeth, claws) and more then the standard dog. Just got to know what kind of animals Meph wants "armored"
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Flobulon on February 22, 2012, 02:39:23 pm
@Meph - Wow, that was quick - you and Hugo must be Legendary Rawsmiths!
I'm honoured to see my suggestion implemented. Can't wait 'til 1.3  :D
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Mr. Palau on February 22, 2012, 02:41:21 pm
If we are running up agaisnt a hard-coded custom reaction limit couldn't would there be any way to just have a general armoured creature reaction? Also for another thing about the hard-coded reaction limit we could always suggest an increase in the suggestion forum. I assume it woulnd't be that hard for Toady to increase it would it?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: CheatingChicken on February 22, 2012, 02:43:58 pm
One problem, though, I can't find how to make golems. I've done iron casts, and when I imbue life, it only create small "flashes of lifes" or something like that, but that's all it does.

Sometimes it takes a couple tries - put imbue life on /R

Thank you, it worked finally. Now I'm searching how to use and train them...

I'm afraid golems are bugged right now - the no-fear tag isn't working right so they flee enemies. When they are working, though, you use them like war animals - pasture them somewhere useful.

There is an easy solution to this:
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Hugo_The_Dwarf on February 22, 2012, 02:58:40 pm
New stronger dogs have been made (metal plating, metal teeth, metal claws) if their armor breaks it can slowly repair on it's own, but if broken the soft skin and whatnot can be attacked. They also cannot breed

Spoiler: Armored Dog (click to show/hide)

I took them out for a spin in the arena and are fairly decent, a blizzardman punched the dog denting the steel plate and bruising the skin. And sometimes the dogs bite is strong enough to sever body parts.

EDIT (Response to your question in my thread):
Alright. The arena combat logs read a bit weird though. Gets hit in the leg, attacks glances away. Shoudlnt it be: Gets hit in the armor, attacks glances away ? And then: pierces the armor, pierces the skin, and so on. Combat test are ok though, they win 9 out of 10 times against normal dogs, 1:1 against unarmed dwarves, and die against armed dwarves. Maybe the tissue thickness should be slightly higher.

I will make a toy called "animal armor", which needs "armor plates" "metal claws" and "metal teeth" then. It is a bit unbalanced, since you can take 10 dogs and transform that at once, but no way around it. Just tell me when the new dog is done (with the claws/teeth) and I will use it as template for other creatures. I will now go through my pets and see what I want to have in the list. I will also do the graphics.
No it won't be "is hit in the armor" as I did not make them like the Frost Giants (normal bodyparts in armor shell) I mearly cheated and made the armor a tissue layer that covers the skin of all external bodyparts (even shells just in case) so combat should say is hit in the upper leg denting the steel plate
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Mr. Palau on February 22, 2012, 03:02:05 pm
Can the dogs be armored with diffrent metals?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Hugo_The_Dwarf on February 22, 2012, 03:06:25 pm
Can the dogs be armored with diffrent metals?
Yes the dogs will just have to be placed into different castes for different metals, I would have to re-arrage the creature file a bit to get the proper desired effect, so a STEEL, IRON, BRONZE castes can be made (that would be six castes) easy for me to make. But then Meph would have to make 4 more transforming syndromes with two more boiling rocks for 2 of the new metal types (not to mention transforming syndromes for each new armored pet) and 2 other reactions (bronze, iron) which puts meph closer to reaching the MAX reaction count.

EDIT:
Also Meph if those landmines are broken again:
Meph, a bunch of elephants attacked a landmine but it wouldn't die. The elephants kept gaining experience beating up the landmine for over a year. Finally I opened the gates and was slaughtered.
I guess I can try and fix their killswitch again.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Ranik on February 22, 2012, 03:06:38 pm
New stronger dogs have been made (metal plating, metal teeth, metal claws) if their armor breaks it can slowly repair on it's own, but if broken the soft skin and whatnot can be attacked. They also cannot breed

Spoiler: Armored Dog (click to show/hide)

I took them out for a spin in the arena and are fairly decent, a blizzardman punched the dog denting the steel plate and bruising the skin. And sometimes the dogs bite is strong enough to sever body parts.

EDIT (Response to your question in my thread):
No it won't be "is hit in the armor" as I did not make them like the Frost Giants (normal bodyparts in armor shell) I mearly cheated and made the armor a tissue layer that covers the skin of all external bodyparts (even shells just in case) so combat should say is hit in the upper leg denting the steel plate

I'm actually not sure the armored versions should have better damage or attack values. I think the armor should mainly act as a defensive upgrade for weaker pets (dogs) and help make stronger pets have more sustainability. Also purely from a realism standpoint how the hell are you going to make a dogs teeth metal? Dentistry? Putting a suit on them is one thing. Replacing their natural teeth/claws or making them use knives is only reasonable in certain situations. A dogs teeth and paws are not suitable for weapon upgrades. A Raptor? maybe their talons are able to have blades put on them like in cock fighting. So maybe look at damage upgrades a bit more skeptically?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Meph on February 22, 2012, 03:10:03 pm
@cheatingchicken: You could also mod in (with ce_add:nofear and likesfighting) the ability not to flee. Like I did for the next version ;) But yeah, your workaround will help people in the current version.

@mr.palau: Maybe. ^^ A remember someone mentioning that narhiril had the same problem after approx. 200 new reaction as well. But i still have about 20 free, no worries yet.

@flobulon: Yep, the basis was given. I had the golem system, hugo the armored bodys. Just a matter of combining both. Guess the whole thing will be done this evening, with a selection of pets, new graphics and a custom workshop for them.

@hugo: thanks.
This is the list, mastiffs easy, just a buffed up dog copy. Rest can be found here:
Raptor : creature_monster_masterwork.txt
Mastiff : creature_domestic.txt,
Horse : creature_domestic.txt,
Grizzly : creature_large_temperate.txt
Elephant : creature_large_tropical.txt

Just sent me a PM, or post the raws here when you are done, no hurry. If it takes 2 days, it takes 2 days...

@ranik: Needs testing and balancing, but even armored dogs cant hurt an armored opponent. It would be like building armor and sending your dwarves into battle without weapons. But testing will show how good or bad the idea is. I had armored dogs fight UNARMORED, but iron-weapon armed dwarves (with no skills) and the dogs had no chance. So buffing up the attack would be reasonable, even if it sounds unrealistic, which has never been a concern for me. I like strategy, not simulation.

@aantn: Thanks for the report, tested in arena: Mines survive unarmed opponents and animals. Did some changes, no Elephants (and other animals) can kill mines as well. Another issue resolved :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Hugo_The_Dwarf on February 22, 2012, 03:17:19 pm
New stronger dogs have been made (metal plating, metal teeth, metal claws) if their armor breaks it can slowly repair on it's own, but if broken the soft skin and whatnot can be attacked. They also cannot breed

*Spoiler Animal Snip*

I took them out for a spin in the arena and are fairly decent, a blizzardman punched the dog denting the steel plate and bruising the skin. And sometimes the dogs bite is strong enough to sever body parts.

EDIT (Response to your question in my thread):
No it won't be "is hit in the armor" as I did not make them like the Frost Giants (normal bodyparts in armor shell) I mearly cheated and made the armor a tissue layer that covers the skin of all external bodyparts (even shells just in case) so combat should say is hit in the upper leg denting the steel plate

I'm actually not sure the armored versions should have better damage or attack values. I think the armor should mainly act as a defensive upgrade for weaker pets (dogs) and help make stronger pets have more sustainability. Also purely from a realism standpoint how the hell are you going to make a dogs teeth metal? Dentistry? Putting a suit on them is one thing. Replacing their natural teeth/claws or making them use knives is only reasonable in certain situations. A dogs teeth and paws are not suitable for weapon upgrades. A Raptor? maybe their talons are able to have blades put on them like in cock fighting. So maybe look at damage upgrades a bit more skeptically?
Metal jaws that surround the dogs mouth? making it look like a shark with rows of teeth?, and clawed metal boot thingers? They don't acually show up as "Metal teeth" in game I simply made their material out of metal (giving them a combat boost to their defense boost) so attacking their teeth or nails (claws) will still give you "you attack the armored dogs front paw, breaking the paws nail"

I just upped the stats of the nails and teeth

@hugo: thanks.
This is the list, mastiffs easy, just a buffed up dog copy. Rest can be found here:
Raptor : creature_monster_masterwork.txt
Mastiff : creature_domestic.txt,
Horse : creature_domestic.txt,
Grizzly : creature_large_temperate.txt
Elephant : creature_large_tropical.txt

Just sent me a PM, or post the raws here when you are done, no hurry. If it takes 2 days, it takes 2 days...
Guess I will have to download Masterwork then lol, But I will make the Steel pated versions for now. As making metal castes will take time for me to rearrage the creatures raws innards to dance to my will. But the Steel versions should be a snap, could be finished this evening or tonight. Depending how long cleaning the cheese plant takes.

But like I said if you want STEEL, IRON, BRONZE it will take a bit.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Ranik on February 22, 2012, 03:19:28 pm
@cheatingchicken: You could also mod in (with ce_add:nofear and likesfighting) the ability not to flee. Like I did for the next version ;) But yeah, your workaround will help people in the current version.

@mr.palau: Maybe. ^^ A remember someone mentioning that narhiril had the same problem after approx. 200 new reaction as well. But i still have about 20 free, no worries yet.

@flobulon: Yep, the basis was given. I had the golem system, hugo the armored bodys. Just a matter of combining both. Guess the whole thing will be done this evening, with a selection of pets, new graphics and a custom workshop for them.

@hugo: thanks.
This is the list, mastiffs easy, just a buffed up dog copy. Rest can be found here:
Raptor : creature_monster_masterwork.txt
Mastiff : creature_domestic.txt,
Horse : creature_domestic.txt,
Grizzly : creature_large_temperate.txt
Elephant : creature_large_tropical.txt

Just sent me a PM, or post the raws here when you are done, no hurry. If it takes 2 days, it takes 2 days...

@ranik: Needs testing and balancing, but even armored dogs cant hurt an armored opponent. It would be like building armor and sending your dwarves into battle without weapons. But testing will show how good or bad the idea is.

That's sort of my point. Maybe armored dogs shouldn't hurt armored opponents, I see dogs as the weak but common warpet and maybe they should act more as assistant combatants rather than a full fledged dwarf soldier. Maybe the heavier war pets should be more able to represent an actual armed and armored dwarf.

TL;DR Armored warpets make more sense to me scaling from, Meatshields- who can deal with soft targets (dogs)-> Competent- comparable to a normal dwarf to a well trained dwarf (mastiffs, raptors) -> Elite- Represents more than one dwarf of combat value (Grizzly , Elephant)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: CheatingChicken on February 22, 2012, 03:20:02 pm
@meph: Why do fancy raw-editing for things that can be solved by tieing it to a rope? :D
Another thing I would like to see: Make the deadly traps found in collapsed walls toggleable. Or better yet, give us some way to disarm them. The only way i can currently think of is to let it be mined by an untrained miner for a lower chance of it dropping the rock which then boils and gives syndromes.

Before, i tried to disarm it by causing it to cavein on a lower floor. Then i remembered that natural rock doesn't get destroyed by this and had a deadly trap right in the middle of my hospital :-/
At this point i just did not care about clever solutions and told my miners to just mine it. What I did not think about was the floor on top of the roof tile, which was now disconnected to anything and dropped on my miners head -.-
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Mr. Palau on February 22, 2012, 03:39:46 pm
I don't know if you would have to sacrifice realism for armoured dogs with better attacks.  I see the golems as being dwarves who have had their armor directly attached in a non-harmful way to thier bodies. They are still dwarves on the inside but now they ahve this armoured exterior. For anyone who knows anything aobut War Hammer 40k think Space Marine Power Armor but for Dwarves. The dogs could just have their teeth shaperpened or like Hugo says artificial jaws. Perhaps non-coroding and rust resistant steel attached totheir jaw bones. I hope Dwarves have anesthesia medications.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: bombzero on February 22, 2012, 03:43:17 pm
I think golems in this mod go more with dragon age 1 lore. as in sacrifice a living creature to put its sole in a metal construct.

however your idea is also quite interesting. might go well in LFR or another mod that reaches into the higher tech era.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Meph on February 22, 2012, 03:47:03 pm
@palau: turn archeology off, and you have no more deadly traps. I wont just give people the awesomeness of free stuff found in treasures, without the danger of traps. (EDIT: Maybe, in the not so distant future, just buy a slave, tell him to mine it, and be done with it.)

@ranik: Like I said, testing will show how good/bad the idea is. But dogs are still dogs, for wardogs you need cheap dogs, and expensive steel to build the armor first. (3 bars)

@golems: Yep, bombzero is right, the golem is a statue, with the soul of a dwarf. Maybe I should write some lore for this mod (or get a talented writer here in the forum to write it for me ;))

EDIT: Just found an exploit: If you station pets near the Guildhall/Golemforge you get free dwarves/golems. I'll just disappear quickly and fix this.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Ranik on February 22, 2012, 03:49:15 pm
I don't know if you would have to sacrifice realism for armoured dogs with better attacks.  I see the golems as being dwarves who have had their armor directly attached in a non-harmful way to thier bodies. They are still dwarves on the inside but now they ahve this armoured exterior. For anyone who knows anything aobut War Hammer 40k think Space Marine Power Armor but for Dwarves. The dogs could just have their teeth shaperpened or like Hugo says artificial jaws. Perhaps non-coroding and rust resistant steel attached totheir jaw bones. I hope Dwarves have anesthesia medications.

Hmm Meph, Hugo maybe a compromise could be made. Lets say you are performing surgery? Could you add a chance to the reaction to injure / kill the dog during the process ? Ie Urist McDogsurgeon screwed up the operation and injured the dog or outright mortally wounded it?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: CheatingChicken on February 22, 2012, 03:49:26 pm
is there any way to safely deal with those traps? That would be much more !!FUN!! than disabling them

btw, those berserkers are really hardcore. My miner who had that floor dropped on him, he had his external wounds stitched and ran off from the hospital, still with most of his bones broken and his lower spine cut apart :D
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Meph on February 22, 2012, 03:51:30 pm
@hugo: If I need different types of metals for the armorclasses, I do believe that I can manage that after the steel-versions are done. Thanks a lot for your help btw, a pleasure, as always.

@cheatingchicken: No. Take a novie miner, give him a hood and a robe, and wish him luck. Nickname him Indie if he survives
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: bombzero on February 22, 2012, 03:53:06 pm
@palau: turn archeology off, and you have no more deadly traps. I wont just give people the awesomeness of free stuff found in treasures, without the danger of traps. (EDIT: Maybe, in the not so distant future, just buy a slave, tell him to mine it, and be done with it.)

by the way meph, im unsure of how i feel about warpstone. on one hand, yea its a danger encountered while mining. on the other it does not give anything useful.

so i have an idea.

unstable warpstone: same as current.
rename current stable warpstone to represent partial stability.
stable warpstone: a gem type that is several times more valuable than pure diamonds. found rarely inside of (renamed stable) and more often inside of unstable warpstone.

whats more risk/reward than sacrificing dwarfs health for super valuable gems?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Hugo_The_Dwarf on February 22, 2012, 03:54:39 pm
I don't know if you would have to sacrifice realism for armoured dogs with better attacks.  I see the golems as being dwarves who have had their armor directly attached in a non-harmful way to thier bodies. They are still dwarves on the inside but now they ahve this armoured exterior. For anyone who knows anything aobut War Hammer 40k think Space Marine Power Armor but for Dwarves. The dogs could just have their teeth shaperpened or like Hugo says artificial jaws. Perhaps non-coroding and rust resistant steel attached totheir jaw bones. I hope Dwarves have anesthesia medications.

Hmm Meph, Hugo maybe a compromise could be made. Lets say you are performing surgery? Could you add a chance to the reaction to injure / kill the dog during the process ? Ie Urist McDogsurgeon screwed up the operation and injured the dog or outright mortally wounded it?
Secondary boiling stone that causes inhales bleeding. That way both boiling stones will be competing to affect the dog (or pet) which means there could be no effect, or great success, or injury or success and injury

@hugo: If I need different types of metals for the armorclasses, I do believe that I can manage that after the steel-versions are done. Thanks a lot for your help btw, a pleasure, as always.
No problem, but when I start to dabble into interactions I might need your assistance ;)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Mr. Palau on February 22, 2012, 03:56:49 pm
@palau: turn archeology off, and you have no more deadly traps. I wont just give people the awesomeness of free stuff found in treasures, without the danger of traps. (EDIT: Maybe, in the not so distant future, just buy a slave, tell him to mine it, and be done with it.) -snip-

I didn't mention deadly traps, I believe you meant Bombzero. I also agre with Ranik there definitly needs to be a chance for the sugery to go wrong, or for the magic or whatever to misfire, and kill the animal.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Hugo_The_Dwarf on February 22, 2012, 04:15:06 pm
Meph... Looking at your raws.. in Common domestic how does this work?

Quote
!NOPET!CREATURE:YAK]
   [DESCRIPTION:A large mammalian herbivore.  It has long fur and curving horns.  It can be found in the mountains.]
   [NAME:yak:yaks:yak]
   [CHILD:1][GENERAL_CHILD_NAME:yak calf:yak calves]
   [CREATURE_TILE:'Y'][COLOR:6:0:0]
   [BIOME:MOUNTAIN]
   [POPULATION_NUMBER:30000:30000][UBIQUITOUS]15:30]
   [CLUSTER_NUMBER:3:7]
   [PETVALUE:200]
   [PREFSTRING:shaggy hair]
Would the creature right above it not get this creatures tags and other below it (as there are quite a bit of !NOPET!CREATURE:XXXX] tags)
Or does your settings device simply build raws by looking for things that start with [CREATURE and ignore !NOPET! ??

Also Raptor and Horse are done, can't find the mastif in Domestic

EDIT:
Grizzly is done, now just to finish it off with the elephant. I can't find teh mastiff so There is no way I can upgrade it to Armored
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Meph on February 22, 2012, 04:20:07 pm
Why ? Look at medieval wars and check the horses for armor. Metal hooves to kick in helmets, and metal plating to protect the horse. Why should magic, or surgery, or anything dangerous be included, when the only thing you do is: Put an armor on a tame animal.

It will be balanced by the needed ingredients. No one wants to waste 3 bars of steel for a dog that cant hurt a goblin in copper armor. My experience is that dogs are only used en-masse in random traps as a last defense, but no one assigns them to his military, because they die all the time and give bad thoughs. With better fighting pets, you actually could use them they way Today designed them to be used. 

@hugo: mastiff is in creature_pet_masterwork, sry.
And all the OFF creatures are at the top. They get turned of simultaniously. The system only respect tokens/tags with a proper object above them, which would be the first (creature:name)... believe me, it was fun figuring this out by yourself. ;)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Mr. Palau on February 22, 2012, 04:22:04 pm
(nvm I was wrong)

EDIT: Ninjaed

EDIT#2: Well yeah they would basically sling mail armor across the horse (or have plate shaped for the horse and then fit together before you rode them) but If we are able to turn our dwarves into golems then wouldn't you expect us to be able to do something better with our war animals then just put armor on them? I would assume that if dwarves can turn themselves into  golems they can use a similar procedure for their war animals. The reason we don't use war animals the way Toady designed them is because of how sad the soldiers become when their dogs die. Toady designed the game for realism and that is realistic, losing a dog you considered a pet would be a big deal, but he didn't distinguish between pets kept to keep you happy and pets kept to kill goblins. The emotional impact of the latter on your soldiers should be much less. Historically Dogs would just be released en masse to charge the enemy, very rarely were they used in any super coordinated manner, largely because dogs don't have the brain power to understand strategy. Draping the dogs in armor is certainly something we should be able to do but back to the golems, and raising the undead, many of the things in Dwarf Fortress aren't actually possible. Hence there should be something more advanced to do with war dogs than just slinging mail shirts over them.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Hugo_The_Dwarf on February 22, 2012, 04:34:25 pm
This should be all the armored pets, Untested. Some of them use your generic material/tissues but I'm sure you haven't altered BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS if you have left it vanilla then all will be well
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Meph on February 22, 2012, 04:37:49 pm
I have the most horrible vision of a dog-turned-golem, and a 2-ton iron machine just jumping around and running after a thrown stick. Thanks for that. ;)

I also add a little something to all royal drinks. It now makes your dwarves 25% faster for half a season. This way you actually have a reason to brew it. To compensate, it is slightly hader to make, and now needs 2 plants as well. In total: Drink + sugar + 2 random plants = Royal drink.
This is the line in the raws:
   [SYN_NAME:speed elixir]
   [SYN_CONTACT][SYN_INHALED][SYN_INJECTED][SYN_INGESTED]
      [CE_SPEED_CHANGE:SPEED_PERC:125:START:0:PEAK:1:END:500]


@hugo: Wow, thank you. I will finish up on the reactions/buildings/inorganic mats, and sent it to you. I guess you want to use it in Regen, in one form or another ?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Zeebie on February 22, 2012, 04:45:06 pm

There is an easy solution to this:
  • Acquire a rope or a chain made from your preferred Material
  • Tie one end of the rope to the golem's arm, leg, or any other suitable limb.
  • Tie the other end (not the one with the golem on it) to a static object, like the ground, or a floor.
  • ???

Just tried this - a chained golem doesn't fight back very effectively, but it is highly amusing to watch a dozen werewolves try to kill it  :o
Interestingly, it was very hard to chain him up - some golems appeared to free themselves and walk away.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: CheatingChicken on February 22, 2012, 04:50:32 pm
Just tried this - a chained golem doesn't fight back very effectively, but it is highly amusing to watch a dozen werewolves try to kill it  :o
Interestingly, it was very hard to chain him up - some golems appeared to free themselves and walk away.

Well, it IS a golem we're talking about. Did you expect them to be tied down by a little rope made of plant fibres? ;)

Try a more metally rope and a more static object

EDIT: Just to make sure i'm not doing something wrong: The fix for wagons doesn't work for DF2012 yet, right?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Hugo_The_Dwarf on February 22, 2012, 04:53:31 pm
Just tried this - a chained golem doesn't fight back very effectively, but it is highly amusing to watch a dozen werewolves try to kill it  :o
Interestingly, it was very hard to chain him up - some golems appeared to free themselves and walk away.

Well, it IS a golem we're talking about. Did you expect them to be tied down by a little rope made of plant fibres? ;)

Try a more metally rope and a more static object

EDIT: Just to make sure i'm not doing something wrong: The fix for wagons doesn't work for DF2012 yet, right?
Toady has already put the wagon fix in I thought???
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Meph on February 22, 2012, 05:04:25 pm
All fixes done by quietust should work, magma/fire safe, crystal glass, WAGONS as well. I know for sure that they sill work in the 34.2 version of this mod.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: damunzy on February 22, 2012, 05:30:42 pm
Just posting some feedback: Nice mod- thanks for all the hard work! :)

-newbdwarf ;)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Mr. Palau on February 22, 2012, 05:36:26 pm
Why ? Look at medieval wars and check the horses for armor. Metal hooves to kick in helmets, and metal plating to protect the horse. Why should magic, or surgery, or anything dangerous be included, when the only thing you do is: Put an armor on a tame animal.
It will be balanced by the needed ingredients. No one wants to waste 3 bars of steel for a dog that cant hurt a goblin in copper armor. My experience is that dogs are only used en-masse in random traps as a last defense, but no one assigns them to his military, because they die all the time and give bad thoughs. With better fighting pets, you actually could use them they way Today designed them to be used. 
-snip-

-snip-
@ranik: Needs testing and balancing, but even armored dogs cant hurt an armored opponent. It would be like building armor and sending your dwarves into battle without weapons. But testing will show how good or bad the idea is. I had armored dogs fight UNARMORED, but iron-weapon armed dwarves (with no skills) and the dogs had no chance. So buffing up the attack would be reasonable, even if it sounds unrealistic, which has never been a concern for me. I like strategy, not simulation.
-snip-

This is what got me talking about surgery magic and other means of making a dog more powerful. Buffing up the attack of dogs that have undergone the reaction would mean the Dwarves would have to be doing something more complicated than just putting plate armor on dogs.  Dogs normally have a hard time penetrating armor, their bite isn’t powerful enough, so to get them to actually stand a chance on an armored opponent would have to mean artificially a dogs ability to penetrate armor. We already have golems too so it’s not like we could have surgery of this kind… or the same magic process.

The reason we don't use war animals the way Toady designed them is because of how sad the soldiers become when their dogs die. Toady designed the game for realism and that is realistic, losing a dog you considered a pet would be a big deal, but he didn't distinguish between pets kept to keep you happy and pets kept to kill goblins. The emotional impact of the latter on your soldiers should be much less. Historically Dogs would just be released en masse to charge the enemy or alert the soldiers to an attack, very rarely were they used in any super coordinated manner, largely because dogs don't have the brain power to understand strategy. As you and I mentioned before realistically dogs just aren’t that lethal normally, they need to pin their opponent down and go for the throat or other internal organs, or inflict enough small bore wounds to have the target bleed to death.  They hunt in packs so you wouldn’t expect them to be that great 1 on 1 or even 2 on 1, but they would shine in 6 on 1.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Meph on February 22, 2012, 05:46:34 pm
Read and noted. Lets see how they do in tests, because even steel teeth do not penetrate deep.

Here the graphics, everything else is done, only balancing remains.

(https://lh4.googleusercontent.com/-cMQEL2Q4YWU/T0VvsIeCuQI/AAAAAAAAKFI/_4yiHOqboWw/s217/armored_pets.PNG)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Zeebie on February 22, 2012, 05:51:50 pm
I just had my first completely automated siege defense! I put my bullet and slade turrets up on to of my outer wall, and a golem chained up outside. The werewolves just circled around the golem trying to kill it while the turrets picked them off. Once there were just crippled enemies laying on the ground, I sent in the militia to finish them off. Great fun!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Ranik on February 22, 2012, 06:01:26 pm
Read and noted. Lets see how they do in tests, because even steel teeth do not penetrate deep.

Here the graphics, everything else is done, only balancing remains.

(https://lh4.googleusercontent.com/-cMQEL2Q4YWU/T0VvsIeCuQI/AAAAAAAAKFI/_4yiHOqboWw/s217/armored_pets.PNG)

Those look great :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: jayseesee on February 22, 2012, 06:03:38 pm
I've noticed that the shark-tooth spikes and the T-Rex helmets aren't going into stockpiles.  The cut gems wouldn't either of those 2 versions.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: CheatingChicken on February 22, 2012, 06:05:56 pm
@Meph: I guess then my dwarven homeland is just not big enough to save wagons :-/
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Zeebie on February 22, 2012, 06:08:32 pm
I also found out why golems cant be trained:
Unsupported CE add tag: TRAINABLE_WAR -.-
Unsupported CE remove tag: INTELLIGENT

Meph, is there some way to add these to our own raws to make our golems work?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Meph on February 22, 2012, 06:16:44 pm
@jayseesee: good find, is fixed. Was only one word that needed to be changed.

currently testing armored pets in fortress mode. You can buy them at embark, I even had two armored horses pulling my wagon, so it should not surprise me if NPC dwarves and humans use those as well. One step towards heavy cavalery for humans then :)

The transformation seems to do alright, but of course I use the same boiling stones again. The armor has only to be done once, till I figure out a way around it. Till then, unlimited steelclad elephants it is.

@zeebie: sry, I should have been clearer: I found out why it does not work, is not the same as: I fixed it. What I did find is, that the tags are not supported, as in: I CANT FIX IT. The only option would be to make dwarves trainable. By default. I have no idea how that would handle in fortress mode.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Mr. Palau on February 22, 2012, 06:44:57 pm
oh and Meph is the custom reaction cap a hard coded cap, or is it caused by a crash? I heard you talking about it llike a hard cap (which it is independant of what causes it) but was not sure if you meant that this was intended or unintended.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: slay_mithos on February 22, 2012, 07:00:54 pm
Today, I wanted to try a fortress with only the passive animals as possible threats, so I generated a world with the template Island (the templates are really great, by the way, they just lack diversity in term of size).

After some deaths by giant bees (2 of the 7 I had), and minimal two waves, I got to a mighty 16 dwarves.
Wanting to train some soldiers and not having wood nor firepower to reach Lava, I decided to close my fort for a while and breed cows and horses, along with hawks I added to the farmers template as future hunting beasts.

After three years, I had more than 4 adult of both gender for the two animals, and decided to butcher every male but one as there is no use having them except for the animals fighting because of a lack of space.

Sadly, it didn't give me any skin to make leather from, so no armour, and no books for now (bug or my butcher being really bad at his task?).

I then decided that I would test the Gem armours, said to be at least slightly lower than iron, to equivalent to steel.
First deception, no boot or gauntlets, so my army will have to do without for now.

Setting up a 2x2 room of upright spears (training spear, 1 per trap, no high rarity either), a fast hospital just in case, I enrol two dwarves, none having any skill in battle (no dwarf came with a fighting caste, sadly).

After only a few hit, they both have to be sutured at the high part or the arms or the face, then go back and get hit again.

Sadly, after three times, one of the two got a serious injury (throat pierced, no less), and he dies while trying to get to the hospital bed that is merely 10 blocks away.

Needless to say I immediately stopped the training, but it brings some questions.

1. are those armours really useful, or am I just unlucky?
2. has Danger rooms been changed since DF2010, where even clothes sufficed in most cases?

I overly used it in the last versions, and never had more that bruises, except with some high rarity spears.
From my previous tests, it was the safest way to get the recruits get a little experience before pitting them with training weapons against weapon-less enemies, so how am I supposed to train my starting "army" before they are good enough to handle real fights, be it against animals or enemies?
Sparring won't get anywhere if nobody has any skill levelled, so am I doomed when I see no fighting caste in my two first waves?

As a side note, it is confirmed that the gems equipments have the same problem as the leather that you fixed, it won't get to the piles.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Meph on February 22, 2012, 07:09:47 pm
Ok, thanks for the report. I will test the gem armors for stockpiling then. I know they are used by the military, but I did not check storage.

I took the liberty to make training spears a little more... edged. Without mentioning it in any changelog. A little sadistic maybe, but I cant help but smirk whenever I imagine peoples faces when their recruits all die in their dangerroom. I mentioned it sometime ago, I am not the biggest fan of exploits. Thats also the reason why my embark profiles use no wooden axes, and stop at 25 drinks, instead of 26 (for an extra barrel)

I am surprised about the skin though, but I worked heavily on this today.

@MR Palau: I am not even sure that it was that. I have no freezes at embark, and I only heard about a reaction cap once in a topic with narhiril. I wrote her, but she said that it was wrong, and cant be the cause. So I dont know what it was, and will continue as before. Hopefully I was wrong and there is no cap.

EDIT: Damn it, I forgot why I came here in the first place, I worked a bit on my VB program.

GUI Changes:
Added button for Golemforge
Added button for Creature Armory
Added button for Guildhall
Added button for optional corpse removal
Added button for harder learning, 50% skill learn rates for all dwarves.
       Guildmembers are excluded, which makes them rather popular I guess.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Flobulon on February 22, 2012, 07:12:44 pm
@slay_mithos - I believe Meph has made training spears do damage, and thus made danger rooms... dangerous. I understand why he did this, but it does make training dwarves in situations such as yours a lot trickier. I guess one thing you could try is using a military library to train your dwarves. On that note:

@Meph -



Thanks (and the new graphics look great)!

P.S I just had a fun encounter with 3 Frost Giant thieves - my military refused to arm themselves, meaning every attack just glanced off the giants' armour. In the end I cheated a little and edited the raws to change the armour from iron to ice, but I learnt a valuable lesson. Always keep a squad of equipped dwarves at the ready!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: isitanos on February 22, 2012, 07:15:22 pm

is there any way to safely deal with those traps? That would be much more !!FUN!! than disabling them
The best would be if the game auto-undesignated traps and warpstone just like it does with warm or damp stone, with optional pausing. But I guess it's not possible within DF's current framework... time to ask toady to generify a bit the system for "dangerous to dig" tiles?


Maybe warpstone would be better with a risk/reward system, for instance if it was found at specific depths or in specific veins that contains very valuable materials. Or if warpstone itself had uses. Right it's found even in the first stone layers and causes trouble even to dig out the first rooms.


Kinda makes me wish DF had some kind of mining explosives to safely get rid of dangerous rock clusters.


P.S I just had a fun encounter with 3 Frost Giant thieves - my military refused to arm themselves, meaning every attack just glanced off the giants' armour. In the end I cheated a little and edited the raws to change the armour from iron to ice, but I learnt a valuable lesson. Always keep a squad of equipped dwarves at the ready!

It's really infuriating that dwarves still do this in the new version (Spent two frickin' hours trying to get my woodcutter to equip his copper axe and attack a Stray Cat Gloom Thrall that was pinning 4 dogs and 3 dwarves in combat, starving them to death. Finally succeeded, but from then on stupid woodcutter switched to a wooden training axe for chopping tree, even when removed from the military)... but not more infuriating than some people telling me that the military "works fine" and that I just don't know how to use it.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Abregado on February 22, 2012, 07:19:51 pm
Suggestion: Knowing that people are going to use the boiling rock/one tile pasture exploit to transform all their dogs/animals with one reaction, why not mod it so that exploiting the the normal way to do it?

Example.
The animal conversion workshop is 1x1 size and you put it in the middle of a 3x3 pasture.
XXX
X0X
XXX

like so. Then do exploit as normal.

Except, change your syndrome so that it only has a 20-50% chance to change the animals and takes one season to kick in. This way the exploit is closed, its still balanced, people who want to effect loads of animals can but must wait several seasons to be sure they all change.

Also then you can keep the high bar cost and it becomes a bit of a gamble (DF style) :D

Stupid Idea? Like it? use it if you like I havent tested it yet (working on next Necromunda mod release)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: jayseesee on February 22, 2012, 07:25:03 pm
Ooh, what's this boiling rock/one tile pasture thing? :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: bombzero on February 22, 2012, 07:35:25 pm
It's really infuriating that dwarves still do this in the new version (Spent two frickin' hours trying to get my woodcutter to equip his copper axe and attack a Stray Cat Gloom Thrall that was pinning 4 dogs and 3 dwarves in combat, starving them to death. Finally succeeded, but from then on stupid woodcutter switched to a wooden training axe for chopping tree, even when removed from the military)... but not more infuriating than some people telling me that the military "works fine" and that I just don't know how to use it.

you have to remove his woodcutting labor, not really any other way. even then it bugs out often.

dont mix miners/woodcutters with military, those jobs use an invisible uniform.


so yes, military dwarfs are stupid.
however why didnt your actual military have their weapons and armor on? just let them wear equipment off duty and it fixes alot of problems.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Poltifar on February 22, 2012, 07:44:16 pm
Hey Meph, do you plan on expanding the Golem-transformation idea to other automatons, like the mines and turrets? Here's an idea of how it might work:

Make a new creature type, with two castes:
-Progenitor Factory cast, that can only be acquired from trading with the dwarves, and that births/lays creatures of the second caste, preferably at a slow rate.
-Generic Machinery cast, that can do nothing and can not reproduce. Their only use is to be converted to mines/turrets through boiling-stone reactions that only they are affected by.

IMO that is better than just transforming random animals to mines/turrets, and less expensive than using dwarves (Golems are worth sacrificing a dwarf, but a common frag mine probably isn't)

Though of course that might lead to getting closer to the max reaction limit (If there does happen to be such a thing, someone should ask Toady just to check)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: slay_mithos on February 22, 2012, 07:45:23 pm
@Flobulon: I would love to train using books, but neither bulls nor male horses will give me anything to tan when butcherred, and the wild is a little too wild for a hunter to actually be able to survive.
Those giant bees are by far the worst wild things I encountered until now, even Aligators are at least limited to ground near rivers, those can also fly, and when a group exits the map, an other one (or the same?) seems to enter the map at most a season later.

Ah well, I guess 4 years is not so bad for a testing fort, I'll make more tests by butchering every animals I have to see who gives what.

Also, pet turtle lay eggs, but how long does it takes to actually make the babies come out? it's been nearly 2 years they laid, there is a male and two females, I locked the door, and even my hawks had the time to have two waves of kids.

Anyway, playing dwarf fortress is still fun (and FUN), even after all this time spent on it, that's amazing.

Edit, after reading your question, I experimented a bit before with books and libraries:
As noted in the documentation, the books won't always destroy, but I never could do much more than 3 or 4 per book, sometimes even only one, so I guess we are unlucky.

To add to the danger room topic, the documentation puts it in the tips and tricks, under "honorable mention", that is cruel of you to teach the new commers something that WILL get them FUN in a way they would not want while training, a little like when you equipped Steel weapons on training in old versions, where a champion would kill his sparring partners.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Meph on February 22, 2012, 08:02:50 pm
Ok, lets see:

Books dont affect the teaching time, but there is a 5% chance that the book is destryoed. There is also a 5% chance for an epic book (worth more) with a custom name, when writing books.

I already made the workshop accept multiple pets, just wait till you see it. It looks like a little pasture with restraints, next to it armorstand/weaponrack and cage. I added a note to the manual that the 3 new features, armored pets, golems and guilds are experimetal and prone to exploitation. But I managed to limit golems and guilds to dwarves only, no cheating with pets here ;)

About creating your own landmines/turrets: Would be nice, but I dont know how to set it up. I of course wouldnt use dwarves, but other pets ? (Pet called: Landmine Case, costs only 1, can be transformed (filled) with any explosive?)

Warpstone: It should be deeper, and shouldnt conflict with fortress layout, but for people that dont like it: turn it off. ;) I personally like it, you get a sort of warning from the warpstone veins. I never lost a miner to unstable warpstone. 

About the eggs: Sometimes they are not fertilized, you need to get them out and give the poor animal another chance, otherwise nothing will happen.

EDIT: And testing shows: Gem weapons/armor are indeed not stockpiled. Ammo is, but the other items are not
EDIT2: Should be fixed now. :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Poltifar on February 22, 2012, 08:41:59 pm
About creating your own landmines/turrets: Would be nice, but I dont know how to set it up. I of course wouldnt use dwarves, but other pets ? (Pet called: Landmine Case, costs only 1, can be transformed (filled) with any explosive?)

Yes for the "Landmine Case" pet, and like I said, have another caste of the same kind of creature that actually "creates" (births) the Landmine Cases. This factory-like creature can only be obtained from a dwarven caravan, and probably at a hefty price.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: aantn on February 22, 2012, 08:46:20 pm
I took the liberty to make training spears a little more... edged. Without mentioning it in any changelog. A little sadistic maybe, but I cant help but smirk whenever I imagine peoples faces when their recruits all die in their dangerroom. I mentioned it sometime ago, I am not the biggest fan of exploits. Thats also the reason why my embark profiles use no wooden axes, and stop at 25 drinks, instead of 26 (for an extra barrel)
Thanks for that. After three recruits bleed to death I realized something was up. :/

It's the surprises like this that keep me coming back.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Mr. Palau on February 22, 2012, 08:58:47 pm
About creating your own landmines/turrets: Would be nice, but I dont know how to set it up. I of course wouldnt use dwarves, but other pets ? (Pet called: Landmine Case, costs only 1, can be transformed (filled) with any explosive?)

Yes for the "Landmine Case" pet, and like I said, have another caste of the same kind of creature that actually "creates" (births) the Landmine Cases. This factory-like creature can only be obtained from a dwarven caravan, and probably at a hefty price.

Can you make creatures give birth to creatures other then themselves? If not then Landmines cases would have to be able to reprouduce... which means we could breed our own.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: UncleCern on February 22, 2012, 09:00:18 pm
Just found a bug - when I press "i" to see the kobold swordsman items the game crashes. I will upload the save if needed.

EDIT: crash happens when i switch from v->general to v->i to check the kobold's equipment. When i prepare v->i first and then go to the kobold, the equipment is displayed and no crash. Now as i pressed v->g to go back to general view the game crashed.

WEIRD!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Poltifar on February 22, 2012, 09:40:14 pm
About creating your own landmines/turrets: Would be nice, but I dont know how to set it up. I of course wouldnt use dwarves, but other pets ? (Pet called: Landmine Case, costs only 1, can be transformed (filled) with any explosive?)

Yes for the "Landmine Case" pet, and like I said, have another caste of the same kind of creature that actually "creates" (births) the Landmine Cases. This factory-like creature can only be obtained from a dwarven caravan, and probably at a hefty price.

Can you make creatures give birth to creatures other then themselves? If not then Landmines cases would have to be able to reprouduce... which means we could breed our own.

What I'm proposing is not a different creature, but a different caste of the same creature. Think queen bee and worker bees. Only the queen bee can reproduce, although the workers are from the same specie.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: aantn on February 22, 2012, 09:43:15 pm
Couldn't you do that with male/female landmines?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Hugo_The_Dwarf on February 22, 2012, 09:45:01 pm
(https://lh4.googleusercontent.com/-cMQEL2Q4YWU/T0VvsIeCuQI/AAAAAAAAKFI/_4yiHOqboWw/s217/armored_pets.PNG)
Lovin the armored bear.
In DF
you don't hunt bear
Bear hunt you

EDIT:
For landmines make a small pet like creature that breeds, and have a reaction to add explosives/poisons and a case to make it a landmine. This will give it an excuse for being able to move on its own.

Like Shell-less turtle, or cave hermit crab. You make the landmine case look like a nice shell, cave hermit crab moves in and carries this bomb around with it.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: jayseesee on February 22, 2012, 11:01:22 pm
I've got a Stoneworker/Miner that survived 3 Deadly traps and is still ticking, though blinking red and a bit slower than before.  I need a name for this badass.  Any suggestions?

EDIT: Also finally found some Unsettling fossils.  The goodies in them aren't landing in stockpiles either.  Also, is there a way to stop autohauling of eggs?  That's annoying to have to try to catch them AS they lay to get hatchlings.

EDIT2: I can't find out how to stockpile bonemeal either.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Stronghammer on February 22, 2012, 11:10:45 pm
Just disable eggs in your food stockpiles
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: drivec on February 22, 2012, 11:12:10 pm
is there anyway to turn off the new stone types such as liveing stone and cavefungus wall.

I really like the bug fixes of this mod but dont really wanna play with anything extra is that possible?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: bombzero on February 22, 2012, 11:53:47 pm
EDIT:
For landmines make a small pet like creature that breeds, and have a reaction to add explosives/poisons and a case to make it a landmine. This will give it an excuse for being able to move on its own.

Like Shell-less turtle, or cave hermit crab. You make the landmine case look like a nice shell, cave hermit crab moves in and carries this bomb around with it.

that would be nice. adds a great backstory for the landmines too.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Seraphyx on February 22, 2012, 11:59:10 pm
Another issue I've had, I'm not sure if this is with your mod or DF in general. It seems to work sometimes, but most of the time it doesn't. Trying to dump wood, my dwarves wont do it until I put down a wood stockpile, then immediately they will take the wood to the stockpile and then the dump zone. Some wood will get left over on the stockpile but if I assign them to dump it after, it will be dumped.

I can't seem to get seeds to store in their own stockpile either, not sure if I'm doing something wrong but I just create a food stockpile, go into the settings and disable everything except the seeds category.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: omglazers on February 23, 2012, 01:46:27 am
Is there any way to get DF hack (specifically, the auto-dig tool) to work with your wonderful mod?

All I miss is being able to auto-mine veins
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: isitanos on February 23, 2012, 02:36:48 am

 :D , those war elephants from Fortress Defense are pushovers. I was looking forward to see the fight between 10 of them and my dragon, but in the entrance hallway they were distracted by a crippled and burned Dwarf Unholy Gloom Thrall who spurted boiling blood by every artery. It made the first elephant champion vomit by scratching its foot, and eventually singlehandedly made them all flee.

you have to remove his woodcutting labor, not really any other way. even then it bugs out often.

dont mix miners/woodcutters with military, those jobs use an invisible uniform.
Really, don't mix miners? Some people were advising to put miners in a squad because they fight using their picks and mining skills.

Quote
so yes, military dwarfs are stupid.
however why didnt your actual military have their weapons and armor on? just let them wear equipment off duty and it fixes alot of problems.
My military wasn't ready, I only had drafted miners and my woodcutter.


DF has so much cool stuff, I really wanted to come back to it for this version, but doing anything requires learning convoluted workarounds. Kinda kills the fun for me.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: bombzero on February 23, 2012, 02:52:48 am
when they say draft miners, they dont mean your standard miners. they mean use mining to train your military to be legendary miners, than give them picks and point at goblins.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Seraphyx on February 23, 2012, 05:05:15 am
I managed to get a save before a crash. I can't seem to play using Masterwork on any size world for more than maybe 2 or so years unfortunately. Here's the download link to my world/save: http://www.mediafire.com/?sf44518p9w8vd9z

The game seems to crash after a minute or two, I managed to save the game a little before the crash. This is exactly what I did several times and it crashed every single time:

-Went to top layer in main base and put all the stray animals in the pasture (layer 129)
-Set all available tables and chairs down in the dining room (layer 119)
-Created Leatherworks, Clothier's Shop, Carpenter's Shop, Tanner's Shop, Kitchen (layer 128)
-Claim the stones on the second level (layer 128)
-Let the game run for a minute or two, try to save, instant crash.

The first time it crashed I didn't try to save, it did it automatically, but now it crashes when I try to save and will probably crash eventually on its own.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: slay_mithos on February 23, 2012, 07:04:07 am
I just saw that DFHack was updated for 34.2, so I have a question for anyone having any idea for this:
Is it possible to add at least StoneSense to the list of utilities?
Knowing that it comes with no exe but a command line, unlike the previous version I was using, I have no clue on how to set this up, so any tip would be great.

I have no doubt that I must not be the only windows user here not being too familiar with command lines, and I don't want to screw everything with a .bat that would do it wrong.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Demiurge on February 23, 2012, 07:04:27 am
About Golems: Right now the metal cast isn't consumed when you imbue the golem which means you pay the metal cost once for infinite golems. Someone also mentioned warpstone maybe containing super valuable gems, how about warpstone being a reagent in creating a golem? Making them rare and maybe allowing you to include stronger golems than iron. Different kinds of warpstone could be included for different kinds of golems depending on the strength of their material.

LFR has a similar system to the tech tree's and it works really well for tiering your progression.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Gontro on February 23, 2012, 08:39:30 am
Hi Meph,

First off.. loving this mod, it does everything I could want with DF and is absolutely awesome!  ;D

I thought I would share a embark I regularly use using Blessed Serra (Plains - Good Biomes) that I think is superb.

Its a 2x2 embark that features surface magma, a flat embark site, flux (marble) and large quantities of adamantine!

I generally tweak the world gen settings (though this also appears with the standard settings).

World Gen Tweaks:
Spoiler (click to show/hide)

Embark:
Spoiler (click to show/hide)

Start Area:
Spoiler (click to show/hide)

Prospect:
Spoiler (click to show/hide)

Adamantine:
Spoiler (click to show/hide)

If its not too much to ask, could you put this somewhere in the initial post or in the manual so new players (or people new to the mod) can use it?  I've seen a lot of requests for this type of embark point (which your world gen naturally provides :D).

Also on a unrelated note, I just ran DFHack 'reveal' on the last game I played on this embark and found something rather unusual in the caverns...
Spoiler (click to show/hide)

It might just be me but I think there *might* be too many webs down there :P (this appears in the first 2 caverns), just thought I'd let you know in case this wasn't intended.

Cheers!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: slay_mithos on February 23, 2012, 09:20:58 am
Just so you know, even with the same seeds, the rivers and some other stuff don't always stay in the same spot, or else I have problems with my game.
Every world generated with the exact same configuration file are slightly different, and in none of my 5 attempts to find your spot did I find a similar spot.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Meph on February 23, 2012, 09:31:45 am
Hey, here is a list of finished changes for 1.3 I am unsure how much else I should do, I of course have a unlimited supply in my big to do list, but have a look:


################################
####   PATCH 1.3   #############
################################

FEATURES

RUNIC WEAPON UPGRADES
Raised chance for epic weapon while upgrading from 2% to 5%
Added between 4 and 8 new attacks to each weapon
Added 2 special attacks to runic weapons
All upgraded weapons are now called: "runic" "material" "weapon name"
Added the ability to make runes to the weaponry
All weapon upgrades require a rune to work.
Made 10 more weapons:
Runic upgrades for the five 2-handed weapons
Epic upgrades for the five 2-handed weapons
All weapons need a specific number of runes, a great axe needs more then a dagger for example.
Tested everything so far, in Arena and fortress mode, works. Might need balancing though.
Runes are made of either silver or gold thread. This adds a refining step and the need for precious metals as well. Metal thread can be made in the craftsdwarf.

RUSTY IRON
Added rusty iron, a worse version of iron.
Made a reaction to remove rust from rusty iron, giving normal iron
Removed miner/furnace operator from orcs/goblins and gave them a reaction to produce rusty iron. Lets see if it worked.

MORE GOLEMS
Added 6 new golem casts to the golem forge. Copper, Gold, Steel, Mithril, Titanium and Adamantine
Raised the needed materials for a golem cast to 10 bars of the fitting metal.
A NOTE: You will only ever need one cast for each material. (till I figure out how to do this without boiling stones)

KOBOLD LOOT
Added a custom itemcorpse to kobolds: bag of loot.
This bag can be opened in the creature research lab, and contains a wild mix of metal bars.

GUILDHALL
Dwarves can join a guild (caste) now.
Smiths, Crafters, Legion or Highborns.
They get higher skill learn rates.
You need to buy a letter of recommendation/permit for this first.
You will only need one letter for each guild (till I figure out how to do this without boiling stones)

SPEEDY DRINKS
All royal drinks give a 25% speedboost for half a season now.

CREATURE ARMORY
Added Creature Armory, that can pets with armor.
Added pet armor cast, needs 10 steel bars.
You can euip: Dogs, Mastiffs, Horses, Raptors, Grizzlies and Elephants with steel armor.
They also get a slight fighting bonus, harder claws/teeth out of this.
You will only ever need one armor cast (till I figure out how to do this without boiling stones)

TREE OVERHAUL:
All bark removing from wood now creates a seed (normal wood:90%, rest 100% + 20/10% chance for additional seed)
A generic "tree", fundiwood, nethercap, steeloak and ironbark are now farmable. You can grow them in farmplots.
Seeds can be bought at embark for those, or from cut down trees, in the timberyard. (now nethercap, too deep)
Trees need a long time to grow though, especially ironbark and steeloak.
Trees/Fungi/Nether: 2 Seasons, Ironbark 3 Seasons, Steeloak 4 Seasons.
Use fertilizer.
The grown trees need to be cut in the timberyard, yielding logs (100% chance) and seeds (80% chance)
You can now grow your own wood, funiwood for food/booze, nethercap for fireproof hides, ironbark for iron grade metal and steeloak for steelgrade metal.
I decided to only do this one generic tree for normal wood, because I did not want to clog up the farm-plot selection with a list of ALL possible trees. They all yield the same generic wood anyway.
The seeds are called:
tree seed, fungiwood spawn, nether-cap spore, ironbark corn and steeloak acorn.


FIXES/BALANCING
Fixed the unintentional removal of the Armory/Magma Armory
Fixed stockpiling for horn, hoof, ivory, bone and leather items. All standard generic items have the "common" adjetive now, as in: Common bone earring.
Fixed rocktip rocktip and gemtip gemtip arrows. Are now called: blunt rocktip arrows and sharp gemtip arrows.
Golems shouldnt flee anymore
Fixed stockpiling of gem weapons and armor.
Fixed bullet making. Bullets are used and stockpiled correctly as well.
Fixed leather upgrades (got horribly broken when I changed the leather system, from inorganic to animalmats, for stockpiling)
Added dragonfire breath back to all creatures that should have it (got accidently replaces by normal firebreath while updating for 34.1)
Added the new nobles tags (special burial, skill choice for hammerer)
Made landmines easier to kill
Made all new creatures ubiquitious and raised the population number, to avoid extinction
Lowered the population number of webbing creatures, maybe this leads to less webs in caverns.
Cleaned up the embark screen, only ONE item remains, frozen muck root oil under powder
Cleaned up stone stocks screen, ALL items are good. :)
Buffed up humans a bit, to help them survive world gen.
Fixed the spellings (adj and verbs) for the new material emissions
Made hauler caste a bit slower.
Made castes (especially savants/natural skilled ones) a LOT rarer.
Fixed the error log that showed up when Fossils are OFF
Fixed the error log that showed up when Simple Pets is OFF
Fixed the Harder Smithing to suit the new DF.exe. Now works properly again.

GUI Changes
Removed Golem Tradegood button.
Note: All two handed weapons need 5 bars, no matter that settings. This is intentional.
Added a low grazing amount (2x2 pasture for each animal) to each domestic animal for the: Harder Farming Button
Added button for Golemforge
Added button for Creature Armory
Added button for Guildhall
All three features are rather experimental and noted as such in the manual
Added button for optional corpse removal
Added button for harder learning, 50% skill learn rates for all dwarves.

Updated manual.

You guys think thats ok ? Or should I do more before the next release ? Just checked, DFhack with stonesense and Therapist are up-to-date, so I will include them as well.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Hugo_The_Dwarf on February 23, 2012, 09:37:01 am
EDIT:
For landmines make a small pet like creature that breeds, and have a reaction to add explosives/poisons and a case to make it a landmine. This will give it an excuse for being able to move on its own.

Like Shell-less turtle, or cave hermit crab. You make the landmine case look like a nice shell, cave hermit crab moves in and carries this bomb around with it.

that would be nice. adds a great backstory for the landmines too.
If Meph is up for this, I could probally make the new "Landmine Crab" (not the crab itself) because right now landmines are completely mechanical, Maybe each mine should drop a deathstone of their choosen type. That way if the mine fails to use it's "attack" being killed will yield the same result (of course if it attacks and kills itself double the explosive !!FUN!!)

Also with the reaction to get the crab into the mine makes sense if it fails, because maybe the crab refuses to ditch it's own shell. So you have to try again to coax it into the mine case again.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Prats on February 23, 2012, 09:46:22 am
Meph this new patch is going to be completly awesome!!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Meph on February 23, 2012, 10:00:16 am
Code: [Select]
Maybe each mine should drop a deathstone of their choosen type.They already do that, except the dust-landmine (which kills itself with an undirected dust attack)

I rather have them to be mechanical, but I see the sense behind it. Moving pet mines with names make no sense.

I also made a polymorph arrow (everything that is hit turns into a hamster for a short time) but it crashes the game when I enter the hamsters description. And the melt in the hands of the owner, transforming him as well. lol.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Rhazak on February 23, 2012, 10:08:28 am
Some suggestions:

And here's one I suggested for Genesis mod way back, but he said it couldn't be done, but maybe now it can?

Could you possibly give Dagger Dwarfs a graphic?

Like the one already available:

(http://img508.imageshack.us/img508/5087/daggerdwarf.png)

Because I made a squad of dagger dwarfs to act as kinda assassins but they use their second highest skill as their graphic instead and it looks kinda lame.

Also has this been reported? I can't dump corpses, vermin remains or put quivers, leathergoods, bones in a pile, this makes the mod unplayable for me :/
______
Also on a unrelated note, I just ran DFHack 'reveal' on the last game I played on this embark and found something rather unusual in the caverns...
Spoiler (click to show/hide)

It might just be me but I think there *might* be too many webs down there :P (this appears in the first 2 caverns), just thought I'd let you know in case this wasn't intended.

I think it's the new vermins you can toggle in the launcher that makes them.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Mr. Palau on February 23, 2012, 10:10:08 am
wow thats a lot of feuters for a new release. I have a question though, do the 2x2 grazing requirments include just the animals you removed grazing from before or animals that did not have it before, such as poultry or cats and dogs?

EDIT: also when will all this good stuff be posted???  :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Meph on February 23, 2012, 10:25:39 am
The grazing in harder farming only affects domestic animals that should graze (like birds, cows,sheep and so on) Cast and Dogs wont have it.

Curious enough, there is no custom graphic for daggerdwarves. Only these:
   [RECRUIT:PHOEBUS_D:0:12:AS_IS:DEFAULT]
   [WRESTLER:PHOEBUS_D:1:12:AS_IS:DEFAULT]
   [SPEARMAN:PHOEBUS_D:2:12:AS_IS:DEFAULT]
   [SWORDSMAN:PHOEBUS_D:3:12:AS_IS:DEFAULT]
   [AXEMAN:PHOEBUS_D:4:12:AS_IS:DEFAULT]
   [HAMMERMAN:PHOEBUS_D:5:12:AS_IS:DEFAULT]
   [CROSSBOWMAN:PHOEBUS_D:6:12:AS_IS:DEFAULT]
   [MACEMAN:PHOEBUS_D:7:12:AS_IS:DEFAULT]
   [LASHER:PHOEBUS_D:8:12:AS_IS:DEFAULT]
   [PIKEMAN:PHOEBUS_D:9:12:AS_IS:DEFAULT]
   [BLOWGUNMAN:PHOEBUS_D:10:12:AS_IS:DEFAULT]
   [BOWMAN:PHOEBUS_D:11:12:AS_IS:DEFAULT]

Male/Female dwarves: I think this is because males have a shorter lifespan and a charakter that allows them to make more risks in worldgen, resulting in more surviving femals. Nothing I really could do about it. Also: Whats wrong with a ton of women running around ? ;)

I tried to change the color of the slime, it did not work. Dont know whats wrong, it should be blue.

Training Dummy ?`What for ? You can train everything in the libraries.

Like the idea about damp/hot rock pausing to be toggable, I put it in my list.

Minor injuries: I want to do this, but it is difficult. I really can only do: burns, frostbites, and syndromes (even if they cause bleeding/vomiting and so on, no doctor is needed and the dwarf wont go to the hospital) But actual injuries, like cuts and bruises (edged and blunt weapon hits) I cant do.

Code: [Select]
Also has this been reported? I can't dump corpses, vermin remains or put quivers, leathergoods, bones in a pile, this makes the mod unplayable for me :/This is all fixed, as you might have noticed reading the changelog I just posted ;)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Meph on February 23, 2012, 10:42:11 am
@Mr_Palau: Dont know. I theory I can upload it know, I just go through 2 saves of users that reported crashes, although the first one seems to run perfectly fine, no crash.

I will do some more testing, and in the meantime add the nifty little patch for the damp/hot rock announcements that has been just posted.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Dark Archon on February 23, 2012, 10:43:03 am
Training Dummy ?`What for ? You can train everything in the libraries.
Well, it just strange, what you train military skills in library, not in training room ^_^ What is IMHO, of course, there is enough other strange things in DF.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Meph on February 23, 2012, 11:17:41 am
Yeah, I could choose between making a realistic one, but each one would have different names, designes and reagents, OR put everything in one place. I went for the solution that is easier to understand for new players.

I also added a "Digging Stop" button to the GUI. You can now select if you want to game to pause if you find damp/hot stones or not. The tiles will still be un-designated, so you wont just tunnel through it. You will also get an announcement, the only change is that it does not zoom/pause anymore. You can turn this on/off as you want, NO worldgen required.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Ranik on February 23, 2012, 11:24:03 am
For the grazing animals it's a flat 2x2? May I suggest either small and large or small medium and large categories? 2x2 3x3 4x4 and maybe 5x5 are all nice values.

Otherwise patch looks fantastic. Posting from tablet during class so sorry about brevity.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
Post by: Meph on February 23, 2012, 11:39:09 am
The grazers have a value of 6000. According to the wiki, that means you need 4 tiles for each creature to safely feed them. This is a lot friendlier then what DF had as default. I mostly did this, because underground "nestbox-farms" full of chickens are way to overpowered and give too much free food. Now you have to keep them fed.

Example: You have 10 cows, you need 40 tiles, a 5*8 pasture would do.

I also did some changes just now:
Added new dfack
Added new stonesense
Added new therapist (no caste patch yet)
Added the option to toggle pause upon damp/hot stones
Removed exotic greaves, they apperantly got claimed and cluttered around like normal cothing.
Added 3 custom instruments to each friendly civ
Added 3 custom toys to each friendly civ
Added 4 blueprints to humans. (THESE ARE USELESS AND JUST A TEST FOR THE NEXT VERSION)

EDIT: Just had the weirdest test embark. 2 were-elks, so I can confirm that curses work. And a demon-ruled goblin civ with a blood soaked church as symbol. Wow.

(https://lh6.googleusercontent.com/-WQbEEIqDgeY/T0ZuJdXqm8I/AAAAAAAAKFc/8zlO7_nIUzo/s780/what%2520the%2520hell.PNG)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: Meph on February 23, 2012, 12:06:33 pm
(I will now spam around in my own thread, so excuse the double post, but:)

>>> NEW DOWNLOAD <<< (http://dffd.wimbli.com/file.php?id=5315)

Short list of new features:
Fixed stockpiling
Fixed 90% of all bugs reported (only minor ones remain)
More golems, Guilds, armored Pets
Invader Corpses, Damp/Hot Stone Pause/Harder Learning (all optional)
Kobold loot
Runic weapons
Tougher humans
Farmable trees

Detailed list of new features:
Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: slay_mithos on February 23, 2012, 12:10:09 pm
Just tested adventure mode, and even if no bug found so far, it is utterly useless before the release of the new version.

I mean, in 100 years, all human towns were empty, no quest given by anyone, and even though I play a mage, just attacking wolves is cheap, and the night creature are vastly over what I could take.

I enjoyed the scyte weapon for a while, even if it makes very little sense to have it as spear where attacks are closer from swords (no "pierce" attack involved, but cutting are here).

Apart from that, stone sense seem a little buggy here, after some little time using it, it would lag/stop responding/behave strangely. Reported, but not sure where it can come from, possibly not the case for everyone.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: IronCodpiece on February 23, 2012, 12:21:36 pm
Meph, thank you for your diligence!  It is greatly appreciated, as this mod brings a great variety of flavor to my game.

One request... Could you add "Codpiece" as a piece of clothing, made of metal (perhaps at a forge), that takes up the same slot as pants but have a small object size value so that they could be worn over/under clothes or armor?

That would be swell.

Regardless, thanks for the great mod!
::Heads back to sacrificing the Highborne.::
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: Ranik on February 23, 2012, 12:28:51 pm
Yeah not trying to nitpick as any grazed value is good just figured a cow would need more space compared to a hen. Granted the far lower food production due to the cows not laying eggs and having few children which take time to mature may equalize it out. Just personally curious if they are balanced compared to each other, or if they even should be due to cows having other benefits like milk and leather :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: sayke on February 23, 2012, 12:32:44 pm
mepth, this is fantastic. downloading and testing now... let's see how stable of a fortress i can make in the face of all this stuff!!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: Vondrak on February 23, 2012, 12:40:24 pm
The news update are excelent, Meph.

I voted necromanters and evil civ (why you can't play with dwarfs like a duergar clan? :P). I will try the 10 year challenge, but i have one question... how i can change the min dwarf number to trigger the sieges of powerful invaders? (I preffer play with 50-80 dwarfs at maximun)

Thanks for your great work, Meph  ;D
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: JenniferG on February 23, 2012, 12:43:36 pm
I was having such a great time with this mod, but then, suddenly, I realized that burrows are being entirely ignored!! Is anyone else having this issue?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: Warnipple on February 23, 2012, 12:50:23 pm
I'm pretty sure this has been asked before but can someone explain guns to me real quick?

There are 4 types of guns

Musket
Rifle
Flintlock Pistol
Pistol x2

What are the benefits of each?

and ammo

small ammo for pistols
big ammo for rifles/musket right?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: TheTinCat on February 23, 2012, 12:54:34 pm
I like this mod, but only for a few various features (standardized leather and soil, etc)
I'm trying to get this as close as vanilla as possible, with the exception of a very few features from this mod.

One thing that is bugging me is I can't get the tileset completly to the default. The characters used for stone and ores are different I think? and maybe the color scheme also?

how do I go about making it as close to vanilla dwarf fortress as possible (in regards to appearence)?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: JenniferG on February 23, 2012, 01:04:04 pm
I like this mod, but only for a few various features (standardized leather and soil, etc)
I'm trying to get this as close as vanilla as possible, with the exception of a very few features from this mod.

One thing that is bugging me is I can't get the tileset completly to the default. The characters used for stone and ores are different I think? and maybe the color scheme also?

how do I go about making it as close to vanilla dwarf fortress as possible (in regards to appearence)?

I wish I could help you, but I just wanted to ask if I could get a copy of your version!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: Hugo_The_Dwarf on February 23, 2012, 01:22:42 pm
Voted for infectous zombies and a explosive pet to replace the landmines (hermit crabs :p )
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: Flobulon on February 23, 2012, 01:50:32 pm
Time for a new fortress! Great work as always Meph  ;D
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: Meph on February 23, 2012, 01:54:35 pm
Hey, dont praise me before you have played it. A new release is always a time when I sit here and wait for the first report of: My still has a reaction called: Cheat, or: It doesnt work at all... and so on. ;)

@JenniferG: Burrows are hardcoded, I couldnt change them if I wanted to.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: nukularpower on February 23, 2012, 02:32:47 pm
I would just like to request gorillas be added to the armor-able list.   For a rad Planet of the Apes vibe!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: Meph on February 23, 2012, 02:57:27 pm
Hehe, can you even buy gorillas from elves ?

I also uploaded a new version for Mac Users. I got some help and kudokeru made a pre-installed version for me. Anyone wants to go through the trouble of making a linux version ? ;)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: CheatingChicken on February 23, 2012, 03:59:40 pm
Something you might consider for more convenient editing:

Instead of declaring the same properties for male and female dwarves twice, you could just use the [SELECT_ADDITIONAL_CASTE:<name>] token.

Also, I found yet another typo in your manual. It says "Metakworking Guide"

Is there any reason why you did not include the Phoebus Tileset Assembler?

Now, on to actually playing the new version :D
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: dix on February 23, 2012, 04:12:24 pm
Hey! Thanks for your work!

How is the Mac version suposed to work? DF itself runs fine, but the rest of the utilities are windows versions. The setup itself is a windows version (and Wine complains about being a .net executable), and for what I'm seeing on DTherapist, it uses the windows memory layout files...

Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: Seraphyx on February 23, 2012, 04:24:48 pm
I have a question about all the seeds. Some of them don't appear when I create farms (for above ground and cave) and I've tried to figure out what to do with some of the seeds several times and I just can't figure it out. For example the truffle seeds (along with a ton of others that don't show up in the options to plant), they don't want to plant anywhere. Same with saffron. What am I missing? I checked all of the seasons when trying to plant them as well.

Nevermind... apparently the ONE time I don't take truffles/saffron/etc... with me it shows up in the options to plant them. DF hates me.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: Mr. Palau on February 23, 2012, 04:29:41 pm
wait Meph there could be a  problem with the grazering egg layers. Animals have to sit on their eggs, and on the nest boxs, if they get up the eggs die. If they sit on the eggs until they are starving, and then die, if they get up to graze the eggs die and animals can't reproduce. Does this happen or do the animals just get up and walk a short distance, eat and come back before their eggs die?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: slay_mithos on February 23, 2012, 04:40:20 pm
The egg problem is not that bad, my hawks had no problems, only my hens had it once (out of three times).

Your best bet is to try again later if you see an animal starving with her eggs.

While I am at it, is there a way to check if a race is still alive?
I tried copying the world and abandon the fortress to check in legends and adventurers.

So far, it seems only the human survived the gen of 225 years (adventure propse me to do a human, but no dwarf or elf).
The thing is, no caravan ever came to my fort, and certainly not the humans either.

I did 4 new generation of Plains, I stopped the generation around year 220-230 for similar setup, and all had the same result for the races.

Meph, what exactly did you modify with the races (compared to the previous version) so that neither dwarves nor elves survive the other beasts?

For the informations, I had all invaders, cave races, easy FD and medium FD (minus furies, not confident enough for now to confront flying race sieges).
The strange thing is that before, humans would be decimated pretty fast (90 years max) but the other two would still be there and send caravans.

My guess is that the modification on humans to make them survive also made them massacre the two other instead of having wars over hundreds of years, being helped by other civilisations and beasts in annihilating the few that are willing to trade...

Any other input on this matter would be greatly appreciated.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: narhiril on February 23, 2012, 05:50:24 pm

(what was written here was irrelevant to my point)


Your name just gave me a fantastic idea.  ^_^
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: Meph on February 23, 2012, 05:58:13 pm
@narhiril: What idea ? 8)

@slay_mithos: No idea about the elves/dwarves civs. I only helped humans a bit. But then again, I mostly run 10 year histories. Anyone has done science on world gen and civs ?

@mr palau: havent done testing with nestboxes, we'll see how good/bad it will be. As always.

@dix: Hell if I know. I cant test on MacOs, since I have no Mac. Ask kudakeru. ^^
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: Old Bones on February 23, 2012, 06:01:31 pm
I can never find any goddamn iron ore in this mod. Is there a way I could make it more common?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: Ranik on February 23, 2012, 06:21:21 pm
Hmm the grazer / egg layer conflict is in vanilla http://dwarffortresswiki.org/index.php/DF2012:Elk_bird


I think its now a conflict of egg incubating / pasture zone size / animal nesting AI.

I think the worst problem is that they may starve themselves, maybe down-scaling bird pasture zones to 1x1 is necessary? so they can eat while on the nest box? If the current AI makes them starve themselves or instantly kills the eggs if they move to eat then unfortunately i think its a hard coded thing that can't be fixed.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: kudakeru on February 23, 2012, 06:22:34 pm
@dix: Hell if I know. I cant test on MacOs, since I have no Mac. Ask kudakeru. ^^

Oh, uh, crap.  I'll be home in about three hours.  I kind of completely spaced the settings application.  I'll have to think about the best way to do that.  Dix, you were able to get the Masterwork version of DT to run in WINE?  I don't want to make it a requirement, but I'm probably going to have to work with Meph to merge code from his modifications with the OS X version of DT.  The settings app I'll just have to build an OS X equivalent for.  That'll actually be the easier part.

For now the OS X package runs with the default MasterworkDF settings.  Sorry about that, folks.  I put it together while on the bus on my way to work this morning.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: Poltifar on February 23, 2012, 06:24:24 pm
I can never find any goddamn iron ore in this mod. Is there a way I could make it more common?

Are you using the pre-genned world parameters that come with the mod? Those should have minerals boosted to high enough levels.

If not, you'll have to create a world with advanced parameters yourself. One of the many parameters is how common minerals are. The LOWER the number in that parameter (minimum 100, default is 2500), the more common minerals are.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: Old Bones on February 23, 2012, 06:29:07 pm
I always gen with minerals 100, and yes I have used the premade parameters.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: Mr. Palau on February 23, 2012, 06:29:20 pm
Hmm the grazer / egg layer conflict is in vanilla http://dwarffortresswiki.org/index.php/DF2012:Elk_bird


I think its now a conflict of egg incubating / pasture zone size / animal nesting AI.

I think the worst problem is that they may starve themselves, maybe down-scaling bird pasture zones to 1x1 is necessary? so they can eat while on the nest box? If the current AI makes them starve themselves or instantly kills the eggs if they move to eat then unfortunately i think its a hard coded thing that can't be fixed.

can they eat grass under a nestbox, and would the grass regrow fast enough to feed them?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: Ranik on February 23, 2012, 06:33:52 pm
Hmm the grazer / egg layer conflict is in vanilla http://dwarffortresswiki.org/index.php/DF2012:Elk_bird


I think its now a conflict of egg incubating / pasture zone size / animal nesting AI.

I think the worst problem is that they may starve themselves, maybe down-scaling bird pasture zones to 1x1 is necessary? so they can eat while on the nest box? If the current AI makes them starve themselves or instantly kills the eggs if they move to eat then unfortunately i think its a hard coded thing that can't be fixed.

can they eat grass under a nestbox, and would the grass regrow fast enough to feed them?

I have no idea. Maybe so maybe not.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: slay_mithos on February 23, 2012, 06:48:09 pm
(what was written here was irrelevant to my point)
Your name just gave me a fantastic idea.  ^_^
I'd also like to know about this idea.

I guess it uses the English signification of "slay"
For the record, it was just a nametag for "alliance Slayrick", a frensh artist group I used to play with on Diablo. They also had quite a good rpg minigame attached to their forum, and it was in 2000, when I first got 56K internet access.
Mithos is only a recurring character from the Tales of series. Though, it often is misunderstood as mythos, giving a whole other signification to the name.

From this, I could guess it involves killing those that lie, namely the vampires, maybe werebeasts?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: jayseesee on February 23, 2012, 06:58:47 pm
Hmm the grazer / egg layer conflict is in vanilla http://dwarffortresswiki.org/index.php/DF2012:Elk_bird


I think its now a conflict of egg incubating / pasture zone size / animal nesting AI.

I think the worst problem is that they may starve themselves, maybe down-scaling bird pasture zones to 1x1 is necessary? so they can eat while on the nest box? If the current AI makes them starve themselves or instantly kills the eggs if they move to eat then unfortunately i think its a hard coded thing that can't be fixed.

can they eat grass under a nestbox, and would the grass regrow fast enough to feed them?

I have no idea. Maybe so maybe not.

Just tried.  They can not.  Confirmation of grazer + egg layer = suicide.  Hilarious though.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: Ranik on February 23, 2012, 07:02:41 pm
Hmm the grazer / egg layer conflict is in vanilla http://dwarffortresswiki.org/index.php/DF2012:Elk_bird


I think its now a conflict of egg incubating / pasture zone size / animal nesting AI.

I think the worst problem is that they may starve themselves, maybe down-scaling bird pasture zones to 1x1 is necessary? so they can eat while on the nest box? If the current AI makes them starve themselves or instantly kills the eggs if they move to eat then unfortunately i think its a hard coded thing that can't be fixed.

can they eat grass under a nestbox, and would the grass regrow fast enough to feed them?

I have no idea. Maybe so maybe not.

Just tried.  They can not.  Confirmation of grazer + egg layer = suicide.  Hilarious though.

I think it's a straight out bug as it's in Vanilla as well.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: Seraphyx on February 23, 2012, 07:30:36 pm
Ok so I am having issues with planting certain seeds after all. First they were not showing up in any of the menus above and below ground (checked all seasons), then in another fort the seeds I was looking for DID show up, but when I set it to plant they never planted. And I did have seeds with me that time.

Any ideas why it would do this? Am I doing anything wrong?

The only idea I have now is if I am only allowed to plant certain things in certain biomes? But I don't know why they would show up at all if I can't plant them.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: Ranik on February 23, 2012, 07:39:46 pm
An edited Harder farming raw to comment out the grazer tag on all domestic egg layers.

http://www.mediafire.com/?p72zsc31j0z2w81

A quick Harder Farming fix since i didn't know bird grazers were bugged when i suggested grazing be reinstated. All creature options YES. NO simple pets
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: smakemupagus on February 23, 2012, 08:44:55 pm
re grazing poultry, genesis tried it and it didn't work

http://www.bay12forums.com/smf/index.php?topic=52988.msg2912509#msg2912509

i don't know whether your implementation is different.  otherwise 1.3 sounds AWESOME  good work as always :)

....

lol, wow sorry you guys already had this whole conversation and i missed it somehow
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: slay_mithos on February 23, 2012, 09:05:02 pm
After some further testing with the basic world generation, it seems that some civilisations do manage to survive a 125 years.

But the reduction is quite drastic, here are the numbers for the last world generated (didn't note it for the others, sorry):

Dwarves 12 Fortresses at year 1, not sure if every one is a different civilisation, don't know how to check. Only 3 civilisations were left after the 125 years
Elves found only one starting point, but there are 2 civilisations alive after 125 years, so no idea how to see where they started.
Humans 10 starting points found, 2 civilisations standing at year 125.

So, yeah, the more you enable enemy races for challenging sieges in the future, the more you risk not being able to have the basic trade caravans that will let you prepare for this.

Well, I guess it only proves that the simulation is quite good, given the new invaders are made to be far more powerful, but it is a little harsh for the other ones.

Making them more powerful than they are is not that much of a good idea, it would also make the caravans immune to sieges and sneaky attacks that are the main point of deciding whether or not you wish to let them enter your fort;

For now, it will be a goodbye to any chance of seeing a dragon being actually strong (1000+ years), but at least I will be able to trade with all three civilisations, let's go for a 50 years, if not, to a 20...

Edit: back to Plains to generate my world.

50 years, no elf, no dwarves...
Ok, so I go to legends, and guess what?
Elves were not here to begin with, just a civilisation of ferric elves (fortress defense easy) that won't trade.
The dwarves died in year 31, done in by the bagderman civilisation.

Are you serious??

I really would appreciate if someone could tell me how this could even happen, mostly the elves not even existing.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: bombzero on February 23, 2012, 09:14:37 pm
you know megabeasts grow up faster in masterwork right?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: slay_mithos on February 23, 2012, 09:24:58 pm
I did not, but I doubt they grow fast enough to be at full strength  by the age of 50.

Ok, after 10 more world generations, meddling with the parameters, I pushed the civilisation count from 20 to 30, and it seems to do the trick.

Year 50, got 2 human, 1 elven and 1 dwarven civilisations still alive.

It's a bit late today, but I'll play this tomorrow (it's 3:24 in the morning, so maybe "today").
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: Mr. Palau on February 23, 2012, 10:38:35 pm
Ahhh, Meph, I just embarked with an armoured horse, will i get meat if I butcher it? Will I be able to butcher it? And that's not supposed to happen right (embarking with a armoured horse that is)?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: Hugo_The_Dwarf on February 23, 2012, 11:08:29 pm
Ahhh, Meph, I just embarked with an armoured horse, will i get meat if I butcher it? Will I be able to butcher it? And that's not supposed to happen right (embarking with a armoured horse that is)?
You will get meat, you will also get "horse steel" which I think you can set for melting (not sure) It's a horse, just with metal is all. As for being able to embark, that is a question for meph :P
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: bombzero on February 23, 2012, 11:39:54 pm
the embark pack animals can be any animal that is valid for pulling wagons, armored animals are modified original raws so yes, they can be available on embark.

if you are referring to purchasing them, that makes sense too, we can bring war grizzlys on embark.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: kudakeru on February 24, 2012, 02:46:42 am
For OS X users:

Sorry, I should have written a quick readme to point out that you launch the game via the df script, like the OS X version of vanilla.  This is the "default" Masterwork settings.  I started looking tonight at the best way to get the Masterwork version of Therapist up and running.  I sent Meph a PM for some info on the settings GUI so that I can work on building an OS X settings app.

Are people interested in having just a MasterworkDF.app that they can run?  What I'm thinking is it will launch the settings/utilities GUI, and you could use the play button from there to launch the actual game.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: RysanMarquise on February 24, 2012, 04:40:34 am
There are a pretty huge number of problems with adventure mode from this mod in the current version.

Many of them I am sure just must be problems in all versions that you don't normally care about.-Hellfire imps(or whatever they are called) burn themselves to death naturally, even without using any powers.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: Torgan on February 24, 2012, 05:17:29 am
So I've found one bug, or at least it's extremely overpowered if it's meant to work like this. I embarked with a weaponsmith savant dwarf and armoursmith savant so of course I set those to the max skill available at embark (proficient?). Now I've embarked they are both legendary weaponsmith and armoursmiths. It's nice but maybe a touch overpowered? :P

Just started playing DF again after the most recent update, really enjoying this mod. Top work.

Edit: problem half solved, the armourer/miner hit unstable warpstone and died.  :'(
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: MYSTICBADGER on February 24, 2012, 05:28:57 am
Hello, having embarked on a map with no lignite nor bit. coal, I'm wondering how to use peat. I've a layer of peat, but haven't found a "compact peat". Is that normal ?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: Mr. Palau on February 24, 2012, 09:50:57 am
Ahhh, Meph, I just embarked with an armoured horse, will i get meat if I butcher it? Will I be able to butcher it? And that's not supposed to happen right (embarking with a armoured horse that is)?
You will get meat, you will also get "horse steel" which I think you can set for melting (not sure) It's a horse, just with metal is all. As for being able to embark, that is a question for meph :P

I take it armoured horses can't reproduce normal horses?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: Hugo_The_Dwarf on February 24, 2012, 10:32:01 am
Ahhh, Meph, I just embarked with an armoured horse, will i get meat if I butcher it? Will I be able to butcher it? And that's not supposed to happen right (embarking with a armoured horse that is)?
You will get meat, you will also get "horse steel" which I think you can set for melting (not sure) It's a horse, just with metal is all. As for being able to embark, that is a question for meph :P

I take it armoured horses can't reproduce normal horses?
Can't reproduce at all, all armored pets cannot breed (the dwarves didn't want any  gaps of any sort in the armor ;) ) so get a normal pair of the beasties and breed them, then armor the children up
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: Meph on February 24, 2012, 11:42:57 am
Ok, lets go again:
Suicidal birds starving themselves to death is bad. I will remove grazing from egg-laying animals then, but reduce the number of eggs further. That ok ?

Armored animals are supposed to be buyable at embark. You can also order them from the caravans. I though that there is no reason why not. They have fitting values, and are more expensive. they also do not breed, they are made sterile (as befits any well war trained animal) EDIT( Actually, I think it could be done, that armored beasts give birth to non-armored beasts. Just make the armored ones a caste with pop-ratio 0. But then say goodbye to custom graphics, so I guess I wont do it) Currently they leave a "animal steel" upon butchering, but I want to have them drop either steel bars, or the armor back upon death, but thats a minor issue.

Adventure mode: It is not that I dont care about it, it is that I cant fix it, since I have no knowledge of the Adventure mode itself. Why do you think I constantly ask about things I should do to fix it, and have the notice in the first post about it ? Sadly, I get 1-2 small suggestions, but nothing I could really work with. If you know how to fix the issues, please, go ahead and I will add those fixes.

About races: Nice findings. I will increase the number of civs for the pre-set worlds then, and reduce the total population number of zombies/giants/automatons. Dont think that they will die out, tough as they are. I never tested what FD Races do to worldgen, that is darkflragrances (the authors) domain.

@mysticbadger: keep looking, compact peat can be found in peat. Otherwise: Magma, Wood, Alcohol+Oil... many forms of fuel in this mod.

@seraphyx: plants have biome tags. Try farming on a glacier for once ;) They also have to be accessable to the home civ, or you have to harvest and find seeds first.
___________________________________________________________________________________
And now, a little piece of work I did yesterday night. got a bit obsessed about the traps, so here I present, a completely finished trap upgrade system, with some rather... inventive features:

 I tried to add several different ideas to make it more interesting. Here is what I came up with. I made 2 custom items, the "trap mechanism" which needs 2 normal mechanisms to be made, and the "trap pulley" which needs 1 mechanisms and a chain/rope. I also upped the number of bars you need to create them, spikes and wire need 2 bars, all other need 3 bars.I took spiked balls completely out and made 3 new trapcomps, ram, stake and barbed wire (these have been in the mod already)

Short Version:
Spoiler (click to show/hide)

Long Version:
Spoiler (click to show/hide)


Now... I made something totally new as well, I have never seen the like. I made two ranged weapons. Both way too big for dwarves, but you can put them into traps. You can only get them with a custom reaction.

The first one is a dart thrower. It uses blowdarts as ammo. Blowdarts can be upgraded, to have a paralyzing syndrome.  Poisoned darts need oil and 3 random plants for the coating. You can now build traps full of dartthrowers that shoot little darts at your enemies. Very Indiana Jones-like.

The second one... is a ward. A runic ward. Build a trap, add a ward, loaded with runes. Runes are a special ammo with syndromes. For testing I made 4 types: Sleep, Rage, Slow and Polymoprh. If these spells hit and get lodged in an enemy they will: fall asleep/go berserk/become very slow/transform into a hamster. Afterwards you can reload the wards with new runes. All kinds could be made. I think I can even disarm people, by transforming them for 1 tick to a creature that cant equip. They should drop all gear and be helpless. These effects sound overpowered, but remember: You need ammo, a creature without trap-avoid must step on it, get hit, ammo gets lodged. This does not happen too often. But then it is fun. :)

All is tested and works. I freely mixed all kinds of reagents and techs in this. I hope it is still understandable, I wanted to differentiate (is that a real word?) from my normal way, so you guys dont get a copy of an existing system, but a different one. More interestind, but not as easy to learn I guess.

Oh, a note: Stonefalltraps are of course still horrible, excpet if you use slade boulders, then they are only almost horrible. Cagetraps are still the non-plus-ultra, and work as always. I wish there were several trapavoid tokens, one for stone, one for weapon, one for cage-traps...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: Ishar on February 24, 2012, 12:00:24 pm
Could you SOMEHOW buff up stonefall traps a bit? Those things hurl a giant boulder on, say, a goblin. I imagine it happening like in Indiana Jones. I know, if it was exactly like that, stonefall traps would be overpowered, but currently, they aren't even worth the tile they're placed on. Maybe give them bigger damage, but make them miss most of the time or something.
Otherwise, just remove them, and use their reaction slot for something sensible. In the current state, nobody uses them.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: Meph on February 24, 2012, 12:03:24 pm
The only thing about them I can change it this: Making every rock heavier. Only solution to what you propose.

What names should I take for the new workshop for traps btw ?

architect, builder, contriver, designer, deviser, director, inventor, manager, manipulator, originator, planner, schemer, sights, surveyor, technician ? Currently I use Engineer.

And for the evil civ: Dont know about it yet. Demons, Deadras (elder scrolls demons), lovecraftian things (i like) Human/Dwarven Cultists (see warhammer chaos) or deep/dark dwarves/drows (DnD) Phyrexians/thrulls (magic the gathering) would also be feasonable. Especially the phyrexians, but of course the name is ridiculus for everyone not knowing MtG.

Words for items, gear:
sinful, immoral, evil, angry, atrocious, bad, baneful, base, beastly, calamitous, corrupt, damnable, depraved, destructive, disastrous, execrable, flagitious, foul, harmful, hateful, heinous, hideous, iniquitous, injurious, loathsome, low, maleficent, malevolent, malicious, malignant, nefarious, no good, obscene, offensive, pernicious, poison, rancorous, reprobate, repugnant, repulsive, revolting, spiteful, stinking, ugly, unpleasant, unpropitious, vicious, vile, villainous, wicked, wrathful, wrong
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: Mr. Palau on February 24, 2012, 12:13:33 pm
Stonefall traps behave as they always have in the game, as just a cheap trap that is only effective if you use a lot of them. Thats basicly how they were intended to function and making them any powerful really risks over powering them. Also if they can only be made more effective by making stone heavier then that would have implications for other things in the game unrelated to stone traps.

Or another way to buff them is to make the trap contain more than one stone, up to the point where they are actually effective, which is a better potential solution, if any is to be implemented, as it would not affect other parts of the game.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: sayke on February 24, 2012, 12:18:21 pm
"trap engineering workshop" sounds good to me. why not just add the capability to the mechanic's workshop, though? i have to say - adding tons and tons of workshops doesn't seem like the way to go. it starts to get insanely complex. do you have a target number for how many workshops you'd like to have in the mod? we should have a sense of how many workshops would just be too much - imho we're already approaching that point.

and as for an evil race... i'd say the drow =) everybody knows who they are, we already have elves, it makes sense for dwarves to have communications with them, etc!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: Meph on February 24, 2012, 12:20:57 pm
Multiple stones in a stone trap cant be done. And dont worry, I wont make heavier stones. If you want better stonefalltraps, use slade. (If you embark on a volcano, that is actually a good idea, since you can build a factory from the very start)

Just found another, if ridiculos solution: Make a stone weapon. Not a weapon out of stone, but just make a blunt weapon called "stone" as in: Bashing someones head in with a stone. Then you can load up weapon traps with up to 10 stones, doing blunt damage. Stupid, really, but the only thing I can think of. And of couse this does not really affect stone-fall-traps at all. Again, I wont do this, I have rams as low-grade blunt weapontraps already.

@sayke: Engineer's Workshop it is right now. And I cant add it to the Mechanic, otherwise I would have done so. Most players seem to disable one workshop or the other, so if you dont want to have so many, cut them down to a number you like.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: slay_mithos on February 24, 2012, 12:21:25 pm
"only metal", "wood or metal".

That's nice and all, but does it mean the stone/glass/gems (not sure for gems, but if you can make weapons...) won't exist anymore?

I really like the stone ones for an early trap system, switching to glass when I hit lava, then metals when I had enough weapons, armours and experience to make trap components of high quality.

As for the job, why not use trapper?
I mean, this job is useless, and even if originally planned to trap animals, it's still traps we are talking about, right?

You should also make the cage traps require more work, not lower their efficiency, but make them use more material, maybe more work in putting the cages in place, or something among those lines.
But please, don't remove them or make them useless, I really love to be able to capture some of my enemies to expose them and make them target practice.
Plus, there is still the chance the caged enemy escapes upon throwing it in the pit, so just making those traps more expensive sounds great to me.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: Meph on February 24, 2012, 12:28:10 pm
I use the mechanics skill, but the trapper, renamed to "Engineer" or something is way better. Nice idea.

I cant mod cage traps, so no worry.

And when I wrote metal, I forgot the glass/stone/gem materials. Any hard material will do.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: rohit507 on February 24, 2012, 12:32:41 pm
@Meph : on the evil civ, i think lovecraftian thralls is the way to go.

Code: [Select]
A corrupt human, twisted into an abomination of tentacles and ichor by the forces of the deep ones.

An elf cultist, a creature of boundless sadism and insanity, broken by the very gods they worshipped.

A dwarf thrall, a creature turned into the tool of the elder gods through arcane rituals.
Its mind burned out only to be replaced by the will of a malevolent intelligence.
It menaces with spikes of ... wait, how the hell do those even fit there?!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: Gearheart on February 24, 2012, 12:38:47 pm
Another fantastic update. Would love to see an evil civ that is friendly, as well as that trap upgrade system.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: Meph on February 24, 2012, 12:49:44 pm
For the slaves I thought of: Thralls.
Spoiler (click to show/hide)

You could buy the lobotomized version ( a pet that cant do labor) and then buy something from the evil civ (brains in jars, hehe) to transform them into a more usefull version. Fighter, Worker, Surgeon (med skills) Omg, I think I just figured out what causes some transformed creatures to perfrom labors, and others dont. They need an entity file with the "permitted_labor" tokens. I would have to make a civ for them, but make sure they die out (bonecarn, like the vanilla kobolds, or no starting site) and then I have my slaves. Yeah.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: slay_mithos on February 24, 2012, 01:50:15 pm
Sounds great, I can't wait to make elves cut trees, or other things like this.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: Cynsye on February 24, 2012, 02:06:47 pm
Don't know if this is an issue with DF itself, but I think this dwarf is way too dedicated:

(http://i4.photobucket.com/albums/y106/cynsye/Dorf.png)

Working away when his heart isn't working. (He hit one... well two of the "Deadly Trap" blocks in a Collapsed Wall vein.)

Nice mod, can see this one entertaining me for quite some time. Still being at 150FPS at 150 dwarves is something I have not seen before! :D
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: Meph on February 24, 2012, 02:13:42 pm
Still being at 150FPS at 150 dwarves is something I have not seen before! :D

This should go to the front page ^^

Anyway, I think a reaction to "enslave" captured sentient beings would be possible, according to the !science! I just did. Dont know if they will be hostile/docile, since this needs more testing. But yeah, in theory it would work.

But I dont know if I should do it, since this would make Fortress mode way, way too easy. If every member of a siege can be made a citizen (more or less) then you never run out of dwarves. I rather do a dedicated slave race that can only do labor and has to be bought. But lets do some testing, maybe I can add negative effects to "enslaving". Member becoming "crazed" randomly, are too small to equip anything dwarves make, and so on. But Goblins would be overpowered, with no_eat, no_drink and no_age. Just put one in a sealed room, and you fortress will live for ever.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: Ishar on February 24, 2012, 02:42:10 pm
Taming the attackers' mounts would be a nice option to have, but enslaving the siegers themselves... a bit over the top.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: Mr. Palau on February 24, 2012, 03:04:13 pm
and as for an evil race... i'd say the drow =) everybody knows who they are, we already have elves, it makes sense for dwarves to have communications with them, etc!

I really think this is the way to go. Who hasn't heard of DnD and the Drow? There's already a guy working on a drow mod any way so you could borrow a lot of the raws from him (if he allows you to) which would give you time to work on the slave race or other more important things. He has them as playable through which you might not want to do. I also don't know how far along he is but you can at least embark as the Drow already so I think he has them more or less worked out. I don't think we should be able to capture seigers as slaves for now because i don't think the game is ready to support a proper rebelion mechanism. The only way i could think of it working is if they had to be constantly in the prescence of their master or a guard, otherwise they would rebel, but I don't think DF could support that.

EDIT: if you decide to go with the drow here is download for drow mod http://dffd.wimbli.com/file.php?id=2176. a lot of things in there besides drow
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: vikmgn on February 24, 2012, 03:10:41 pm
Hello everyone, this mode is great, however I experienced one problem during playing it. When megabeast has arrived after continuing the game my game crashes after 3-4 seconds. Do somebody know what may caused the problem?
Here is a screenshots of this megabeast
 (http://imglink.ru/thumbnails/25-02-12/550173c3a63823f21bdab0497af57dc1.jpg) (http://imglink.ru/show-image.php?id=fe87cd2f5d4a789d5ae865ba5af150d0)
 (http://imglink.ru/thumbnails/25-02-12/2bbcaf2e53195a31062687ee71562116.jpg) (http://imglink.ru/show-image.php?id=3b9c91d54443495fe8a97e9842150f71)
Thanks for your attention.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: Dynastia on February 24, 2012, 03:29:47 pm
This might just be me, but the bonemeal grinding at the kitchen seems broke.

edit ; removing [HAS_MATERIAL_REACTION_PRODUCT:GRIND_MAT] seems to fix it...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: Meph on February 24, 2012, 03:39:25 pm
@Mr Palau: Downloaded the drow mod and will have a look. Wont promise anything though. Also downloaded a wiki page about drows, since I seem to be one of the few here who dont know much about them. Saw them pop up now and then in some RPGs, but not much. NeverwinterNights and Baldurs Gate had some, no ? Drizzt...

@dynastia: checked the raws, i dont know if it really is broken, but I worked on the bone materials, because of the stockpiling problem I had. It "might" be broken. If this is so, I just fixed it.

@vikmgn: It is a Titan, not a megabeast. The small difference is, that Titans are randomly generated, and I cant mod them. If it really is causing a crash, then there is little I can do about it.

About the slaves:
It seems that getting former pets to work is impossible. This means no buyable slaves. But, on the other hand, captured invaders would work. I think I will limit the technology required to the new evil race. Would work like this then:
You capture a ton of invaders.
You cant do anything with them.
You get a evil caravan.
You buy super evil brainwashing magic something.
You transform captured invaders into slaves.
You have a 25% chance of getting resistance (invaders runs free/goes berserk instead)
This way you get 75% slaves, have to fight with the other 25%, and need custom tradegoods from the evil civ. The evil civ should arrive late in the game, so no abusing slaves in the start for quick citizens.

Again, I cant promise anything, and testing will be slow. I have to wait for invasion, cage enemies, then run tests. If I chance one thing in the raws, again to step one.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: smakemupagus on February 24, 2012, 03:42:01 pm
What names should I take for the new workshop for traps btw ?

I like Engineer, or something with "Trap" in it.  don't use ones that are already jobs in DF like Architect or Manager.  The poison and rune traps sound very cool!

Quote
And for the evil civ: ...

Depending on which way you want to go with this, one advantage of drow or deep-dwarves is that even if you're a "good" or "neutral" fort, I can rationalize that you might consider trusting those guys just enough  to go in to the depot as see what they bring.  Daedra seems like something a lot of dwarves would attack on sight.

(By the way, !!lignite!! traps are pretty effective for looting caravans now that the wood wagons are back in, we discovered this by mistake during the Burning Skulls experience)

 
Quote
Words for items, gear:
for drow or deep-dwarves use i like your basic Vicious, Wicked, Vile.  These words it is "normal" to apply to an inanimate object

but a daedra, or worshipper of the deep ones might have weapons that were malevolent or depraved. 

Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: Meph on February 24, 2012, 03:48:21 pm
100 votes. Most want a evil race, so I focus on that. Second place was used to be the traps, they are done, but the undead-killing priests are second now. Surprise ^^

@smakemupagus: So one could build a trap with trapcomps/trapparts made of anthrazite/bituminous/lignite and have an actual, perpetual burning trap ?  Do people walking over it get heat damage ?

I coul make tar/pitch then. A custom trapcomp, with 0 hits (hope that works) that only exists to be set on fire. I always wanted someting like that :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: Seraphyx on February 24, 2012, 04:26:47 pm
I'm probably late but I think engineer would be the perfect name for a more advanced "mechanic"

Mechanic doesn't really fit even with their current job, when I think of mechanics I think of them fixing stuff not creating things. Engineer sounds like they do more creating than fixing so my vote is for that ;p

I guess I will try a glacial embark. I recently tried out a evil zone and dwarfs started getting angry REALLY fast, and I was hugely focusing on getting underground asap. Most of them still were very angry by then but I managed to save the fort and get a semi-successful embark out of it.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: Mr. Palau on February 24, 2012, 04:29:13 pm
@Mr Palau: Downloaded the drow mod and will have a look. Wont promise anything though. Also downloaded a wiki page about drows, since I seem to be one of the few here who dont know much about them. Saw them pop up now and then in some RPGs, but not much. NeverwinterNights and Baldurs Gate had some, no ? Drizzt...

@dynastia: checked the raws, i dont know if it really is broken, but I worked on the bone materials, because of the stockpiling problem I had. It "might" be broken. If this is so, I just fixed it.

@vikmgn: It is a Titan, not a megabeast. The small difference is, that Titans are randomly generated, and I cant mod them. If it really is causing a crash, then there is little I can do about it.

About the slaves:
It seems that getting former pets to work is impossible. This means no buyable slaves. But, on the other hand, captured invaders would work. I think I will limit the technology required to the new evil race. Would work like this then:
You capture a ton of invaders.
You cant do anything with them.
You get a evil caravan.
You buy super evil brainwashing magic something.
You transform captured invaders into slaves.
You have a 25% chance of getting resistance (invaders runs free/goes berserk instead)
This way you get 75% slaves, have to fight with the other 25%, and need custom tradegoods from the evil civ. The evil civ should arrive late in the game, so no abusing slaves in the start for quick citizens.

Again, I cant promise anything, and testing will be slow. I have to wait for invasion, cage enemies, then run tests. If I chance one thing in the raws, again to step one.

I know that only the dwarven caravan arrives in the first year, which means that the elven and human caravans have to have been delayed, but is it actually possible through modding to make a caravan arrive later?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: jayseesee on February 24, 2012, 04:34:26 pm
Meph, Steeloak is broken twice and Ironoak is broken once.  The reaction name in the reaction raw is different from the reaction in the Entity_Default.  One lists as STEELWOOD_MAKING the other is STEELOAK_MAKING (I think, or something similar, I don't have them with me right now to check.)

The 2nd break is for both of them, the initial reaction to take them from plants to logs makes STEELWOOD_SMALL:WOOD where the reaction to refine requires STEELWOOD:WOOD.  Same goes for IRONWOOD.  (Or maybe it is listed as OAK rather than wood, but the issue is the _SMALL tag).  I was able to fix it by adjusting the name of the reaction and adding _SMALL to the reagents of the Refining reactions and regenning.

Neat stuff by the way, but takes way, way too long to grow them.  Was debating making an industry around them rather than metal, was the only way I found the errors, but there you go!  Cheers.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: slay_mithos on February 24, 2012, 04:34:53 pm
For the enslaving, you could make this method way, way less reliable:
1. chances of damages on the enslaver
2. chances of escape (as you mentioned)
3. chances of killing the creature
4. (not sure if possible) very reduced lifespan, like a year at most.

Those would make it possible to get "easy" slave power, but not making them into real civilians.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: Hugo_The_Dwarf on February 24, 2012, 04:44:30 pm
Meph is the [PET] tag not just a caste level tag? could you have a rare breeding [PET] caste of your slaves, then have two castes that lack the [PET] tag? The castes that lack the [PET] tag would be really common so you wouldn't have the [PET] castes getting born more often. That way you can keep breeding pairs and the children (lacking the [PET] tag and thus able to work) be forced into slavery?

EDIT:
Just some theory :P
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: Meph on February 24, 2012, 04:46:31 pm
@jayseesee: Wow, good find. Your fixed break more then they fix though, since you wouldnt be able to refine natural steeloak/ironbark anymore. Or traded ones. And all farmed trees/fungiwood/nethercap had the same problem that you stated. They produced wood, but couldnt be used in the timberyard as reagents.

I fixed everything, by removing the small tag from the wood created by farmed tree-plants. This way you get the normal wood out of them. :) Nice find. Especially the steelwood/steeloak typo in the entity file.

About the long time: did you try fertilizing the farmplot ?

@mrPalau: Yes, they have triggers like sieges. I can go with population number, traded value and fortress wealth. So I can have caravans arriving late in game.

@slay_mithos: We'll see. I am far away from this now. Sadly, buyable pets are a no go it seems.

@hugo: I dont know if that would work, but I will give it a try.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: Seraphyx on February 24, 2012, 04:50:25 pm
I have a question about the pregenerated worlds. I've genned many of them around 200-500 years and none seem to get necro towers. Is there any way to make those generate the towers?

I'll scan through the params to see if anything stands out that's not enabled but figured I would ask here first in case anyone knows offhand.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: Hugo_The_Dwarf on February 24, 2012, 04:50:55 pm
@hugo: I dont know if that would work, but I will give it a try.
It's worth the try right :P we both want this to work lol
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: Meph on February 24, 2012, 04:55:11 pm
@seraphyx: The necromancers seem to die out quite easily. I will make custom ones for fortress mode to attack you.

@hugo: tested, doesnt work. Once a pet, always a pet.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: Hugo_The_Dwarf on February 24, 2012, 04:58:35 pm
@seraphyx: The necromancers seem to die out quite easily. I will make custom ones for fortress mode to attack you.

@hugo: tested, doesnt work. Once a pet, always a pet.
FUUUUUUuuuuuuu---- Have you even tryed transforming pets into dwarves?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: jayseesee on February 24, 2012, 04:58:59 pm
Maybe that's what I did, not sure.  Forgot to load it onto my pen drive from work!  Doh.  But I was able to refine just fine.  I keep trying to try all the new and different stuff that I never play before, and I gotta say, I absolutely love this mod! :)

Never tried fertilizing before, might be something to look into.  Thanks!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: narhiril on February 24, 2012, 05:00:20 pm
Hello everyone, this mode is great, however I experienced one problem during playing it. When megabeast has arrived after continuing the game my game crashes after 3-4 seconds. Do somebody know what may caused the problem?
Thanks for your attention.

I highly doubt this crash is something Meph had anything to do with.  Just out of curiosity, turn off TrueType and see if it still crashes. 
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: Seraphyx on February 24, 2012, 05:07:16 pm
@seraphyx: The necromancers seem to die out quite easily. I will make custom ones for fortress mode to attack you.

@hugo: tested, doesnt work. Once a pet, always a pet.

Thanks ;D

And I FINALLY got a necro tower after literally like 20 world gens.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: smakemupagus on February 24, 2012, 05:12:04 pm
@smakemupagus: So one could build a trap with trapcomps/trapparts made of anthrazite/bituminous/lignite and have an actual, perpetual burning trap ?  Do people walking over it get heat damage ?

I coul make tar/pitch then. A custom trapcomp, with 0 hits (hope that works) that only exists to be set on fire. I always wanted someting like that :)

That's an interesting question.  I think that it would work with any kind of "building" made of lignite.  Ours was just a small lignite stockpile that happened to be in the route the caravans would take, that was ignited by the burning skulls.  We didn't even know it was burning until the caravans came.  Noone was killed except the guys with the wooden wagons, but those went up in flames spectacularly.  It's not totally perpetual, that is it eventually burns out.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: Meph on February 24, 2012, 05:16:43 pm
Yeah, I am now (in my head) so far as making lignite/coal non-burnable, but make a reaction to create pitch/tar that is.

then you can build a 10*5 tar-road, set it on fire (it actually burns out after 9 months) and have fun with invaders. Or anything else stepping on it. Like dwarves. Ignoring fire. But hey, good enough for me. ;)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: smakemupagus on February 24, 2012, 05:35:10 pm
Cool, fire traps would be fun.  But do you know if what you like to do already work if you made the road of coal?  I might try this out tonight.

Or, maybe your pitch will have other properties such as burn hotter, or be sticky?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: Meph on February 24, 2012, 05:38:12 pm
No, you are right, you can already do it with lignite/bituminous.

I just wanted to remove that features from it, and add it to a custom pitch/tar material, made in my trap-workshop. This way it is more obvious what it does. Still very difficult to use, and no one will use it, without reading a manual first, but hey... at least it works. Wish there was a better way though.

@hugo: Turning them into dwarves would add them to your civ I guess. Worth a try, but I dont think that it will work.

USER FRIENDLINESS

Beginner World Set
I think I will also make a little beginners world. Just the "blessed Serra", without a bottom layer, with max embark points and zero of these:
   [MEGABEAST_CAP:50][SEMIMEGABEAST_CAP:50]
   [TITAN_NUMBER:200][TITAN_ATTACK_TRIGGER:30:0:0]
   [DEMON_NUMBER:22][NIGHT_TROLL_NUMBER:26]
   [BOGEYMAN_NUMBER:26][VAMPIRE_NUMBER:26]
   [WEREBEAST_NUMBER:26][SECRET_NUMBER:52]
   [REGIONAL_INTERACTION_NUMBER:52][DISTURBANCE_INTERACTION_NUMBER:52]
   [EVIL_CLOUD_NUMBER:26][EVIL_RAIN_NUMBER:26]

Autohotkey
Then add the autohotkey utility I found   here  (http://www.bay12forums.com/smf/index.php?topic=100792.msg2987460#msg2987460)
By running this program, you can:
- Scroll up/down z-levels about 10x faster than before, by pressing alt-shift-<. Tapping the key, you can scroll at about one level per frame.
- Resist carpal tunnel syndrome by holding ctrl-enter or ctrl-plus to select the current element of a list and advance to the next one. Essential for the trade screen.
- Select barrel, in trade, and advance to the next barrel by holding ctrl-pagedown.
- Freeform walls, because every essential helper for DF has to include that. Hold 'w' and press an arrow key, with the wall tool active.
- Freeform grates. See above, but with 'g' and building grates active.

Embark Everywhere
Include the "Just Embark" or "Embark Everywhere" utility. Does anyone know if one of them works on 34.2 ?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: bombzero on February 24, 2012, 05:53:25 pm
Hey meph, about the trap workshop.
the mechanic labor is currently used for only making trap components, and installing them. so there is little benefit in renaming trappers to engineers when you can just rename mechanics to something fitting their job. thus leaving trapper profession open for a future new job/workshop.

overall, i like the trap rebalances as spammed serrated discs are really the only way to go as far as traps.


i would also like to ask if the no invader corpses affects worldgen. do those races themselves leave no corpses? if so necromancers may not have anything to raise in order to get a work force construct their towers.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: Seraphyx on February 24, 2012, 05:56:53 pm
Just got an idea for the issue I was having earlier not being able to plant certain plants. Is it at all possible to remove the ones from the embark screen that you can't plant? There's no way for the average player to know which ones they will be able to plant and which ones they wont be able to plant due to certain ones only being plantable in certain biomes.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: Meph on February 24, 2012, 06:09:54 pm
@seraphyx: No. What you see at embark is what your homeciv can access (since your caravan starts from the mountainhomes) If you then go to a glacier, that is your problem. ^^

@bombzero: Point taken. The workshop is still called Engineers Workshop currently. I will keep the mechanic as it is, so people dont have to get used to a new name. And spamming serrated discs is still possible, but:
They only hit once.
You need a disc, 6 trapparts, 2 ropes/chains and quite a few worksteps for ONE large, serrated disc.

I also thought about doing special trapcomps only through trading. More spells, done by elves for example.

Uh, and good old narhiril has a beautiful mind. She gave me an idea for risky reactions. Instead of injuring dwarves, they are transformed into crazed creatures. Make a risky thing in the Temple ? Might have to fight a crazed blood demon spawned by armok. Will use this for the evil civs reactions, making necromancers and such. 

PS: I'm off then, see you tomorrow I guess.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: Demiurge on February 24, 2012, 06:23:29 pm
Uh, and good old narhiril has a beautiful mind. She gave me an idea for risky reactions. Instead of injuring dwarves, they are transformed into crazed creatures. Make a risky thing in the Temple ? Might have to fight a crazed blood demon spawned by armok. Will use this for the evil civs reactions, making necromancers and such. 


That sounds awesome. Maybe have some things like warpstone not actually kill? But mutate dwarves (if that actually works without making them hostile). Or maybe there's a way to cause a failed prayer or sacrifice at the temple to put a dwarf into a fell mood? Kill the nearest dwarf and make something grizzly. That would be pretty sweet I think.

Edit: Also I have to reiterate that I feel that the cost of golems is too low, there should be a metal cost for every golem, not just the cast.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: Mr. Palau on February 24, 2012, 06:54:06 pm
Uh, and good old narhiril has a beautiful mind. She gave me an idea for risky reactions. Instead of injuring dwarves, they are transformed into crazed creatures. Make a risky thing in the Temple ? Might have to fight a crazed blood demon spawned by armok. Will use this for the evil civs reactions, making necromancers and such. 


That sounds awesome. Maybe have some things like warpstone not actually kill? But mutate dwarves (if that actually works without making them hostile). Or maybe there's a way to cause a failed prayer or sacrifice at the temple to put a dwarf into a fell mood? Kill the nearest dwarf and make something grizzly. That would be pretty sweet I think.

Edit: Also I have to reiterate that I feel that the cost of golems is too low, there should be a metal cost for every golem, not just the cast.

could just up the cost for the cast
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: Hugo_The_Dwarf on February 24, 2012, 07:27:59 pm
Uh, and good old narhiril has a beautiful mind. She gave me an idea for risky reactions. Instead of injuring dwarves, they are transformed into crazed creatures. Make a risky thing in the Temple ? Might have to fight a crazed blood demon spawned by armok. Will use this for the evil civs reactions, making necromancers and such. 


That sounds awesome. Maybe have some things like warpstone not actually kill? But mutate dwarves (if that actually works without making them hostile). Or maybe there's a way to cause a failed prayer or sacrifice at the temple to put a dwarf into a fell mood? Kill the nearest dwarf and make something grizzly. That would be pretty sweet I think.

Edit: Also I have to reiterate that I feel that the cost of golems is too low, there should be a metal cost for every golem, not just the cast.

could just up the cost for the cast
Make it require the cast and a bar of metal for each conversion
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: Portalboat on February 24, 2012, 08:08:37 pm
Is there a way to play without the texture pack?

Everything else looks great, but the texture pack just makes things confusing, for me.

And yes, I already tried disabling the 'graphis' option. Nothing happened.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: Hugo_The_Dwarf on February 24, 2012, 08:16:57 pm
Is there a way to play without the texture pack?

Everything else looks great, but the texture pack just makes things confusing, for me.

And yes, I already tried disabling the 'graphis' option. Nothing happened.

in /data/init/ open "init.txt"

look for

[WINDOWEDX:0]
[WINDOWEDY:0]
[FONT:(image name.jpg/png)] - make sure this points to the ASCII tileset in  /data/art/

You may disable window resizing if you wish.
[RESIZABLE:YES]

Full screen info.  The 0s below mean that the game will choose a resolution for you, but you can set it yourself as well.

[FULLSCREENX:0]
[FULLSCREENY:0]
[FULLFONT:(image name.jpg/png)] - make sure this points to the ASCII tileset in  /data/art/

And look for

[GRAPHICS:YES] - make sure this says NO

Then since everything is altered to fit the Phoebus tile set you need to go through all:
Vermin files
creature_standard.txt (all the main races tiles have been changed)
inorganic(s)
Plants
and Tools

And revert all their tiles back to the default ASCII, I wish there was a script I could run to make all the changes back to ASCII in and instant.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: Warnipple on February 25, 2012, 01:20:08 am
Hi.

Magma ammunition mint still requires fuel for some reason. I have the top right corner block over lava.

Also I'm unable to make ammunition from the ammunition mint despite having plenty of gunpowder, fuel and metal bars for the process.

edit: Just read the manual. Apparently I need bags.

edit2: Okay I have bags and gunpowder yet they won't combine. wtf?? The only problem I can think of is I didn't research guns from the physics lab. The only option I have there now is "Mad Professorum" anyway.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: Tyty210 on February 25, 2012, 02:18:56 am
I'm having problems with the arc furnace, trying to make slade powder. I have empty bags, as well as slade stones from a factory. Do I have the wrong -kind- of slade or something?

I really want to make a militia completely consisting of hammerers with slade hammers.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: CheatingChicken on February 25, 2012, 07:21:28 am
I found more strangeness: The Dwarven Liaison wants to sell me "Common Skin" as Cheese (It's listed as the only thing in the "Cheese" submenu in imports). This might be a bug.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: Prats on February 25, 2012, 07:57:55 am
I found more strangeness: The Dwarven Liaison wants to sell me "Common Skin" as Cheese (It's listed as the only thing in the "Cheese" submenu in imports). This might be a bug.
I have the same thing
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: CheatingChicken on February 25, 2012, 08:33:12 am
You removed Socks? How could you?  :o
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: Pawel1997PL on February 25, 2012, 08:45:12 am
I found a gold loot bag in adv. mode, what do I do whit it?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: UncleCern on February 25, 2012, 09:12:13 am
You need a specific building (archeologist i think) and a dwarf with a proper labor assigned to open it. In other words - it's usefull in dwarf fortress mode, not in adventure mode.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: Meph on February 25, 2012, 09:32:19 am
And here we go again ;)

Bag of loot: They are dropped by kobolds. Only usefull in Fortress Mode, sry. I can make a custom adv. mode reaction to open them though.

Common Skin Cheese: When I changed all mats to fix the stockpiling, cheese got linked to a fake creature, that had no cheese template, so it took the first it had, the skin. Is fixed already, found the same thing yesterday evening.

Slade: Yep, no easy slade. You need naturally mined slade ore. Not the artifical boulders, that would be too easy. Slade veins that can be digged are very rare, and might not be aviable on every map. The metal is super-overkill, thats why it is so hard to make it. (PS: Check the Stonecutter for rock mauls. These guys just take the slade boulder. *cough*exploit*cough*)

Bullets: They should work, I made a testrun in fortress mode. Just checked,I fixed gunpoweder from saltpeter, not the gunpowder from potash. Stupid me. Is fixed. I really have no idea how I can have so much problems with these damn bullets ^^ It does require coal for gunpowder, not as a FUEL, but a reagent.

Cheap golems: Well, the three new reaction are experimental. Golems, Guilds, Armored Pets. If these boiling stones would hit 100% of the time, I could balance it. But since it is random, I cant do anything about it, sry.

Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: Prats on February 25, 2012, 09:41:50 am
I have a strange bug (or whatever it is) Trying to embark and my game just freezes (I tried 5 or 6 times, tried to reduce quantity of items). Tried to embark with set embark profile, but changed few profession assignments and add more food and animals hens,cats,ducks (nothing special). Game stoped again. So I choose the same embark profile and didn't change anything. Game loaded. Don't know what it is...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: Meph on February 25, 2012, 10:10:52 am
@prats: I get this as well, while testing. I thought it is my little netbook being stupid, since there is no reason why Df should behave like this. I expected too many reactions at first, but it shows up randomly and narhiril uses a lot more reactions then me. What machine do you use ? Does anyone else has this ?

For all: The problem is that the game freezes when pressing "e" at the embark screen. Randomly. If you do the same embark 10times, will every setting, items and dwarf exactly the same, you might get some freezes, might get none.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: Dynastia on February 25, 2012, 10:25:03 am
Hi Meph,

Making common tallow soap also produces Common Skin.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: slay_mithos on February 25, 2012, 10:28:43 am
Just saw that many reaction used CHEESE_MAT or similar (specified when you lack materials for the reaction).
Well, can't blame you for copy/paste, but it sounds quite strange.

I also wanted to know how to efficiently use the carts/loader/unloader, because I am pretty sure it could really help me, but couldn't figure out, and just made it worse than transporting by hand.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: Meph on February 25, 2012, 10:41:38 am
Soap should be called soap again, will test it now.

@slay_mithos: I am quite positive (having just checked) that not a single reaction in the entire mod uses cheese_mat. What did you mean then by it ?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: Ishar on February 25, 2012, 10:43:03 am
I have a strange bug (or whatever it is) Trying to embark and my game just freezes (I tried 5 or 6 times, tried to reduce quantity of items). Tried to embark with set embark profile, but changed few profession assignments and add more food and animals hens,cats,ducks (nothing special). Game stoped again. So I choose the same embark profile and didn't change anything. Game loaded. Don't know what it is...

I actually had the same problem with Genesis once. The problem is stunning: some codecs can't handle some .ogg files. And by 'can't handle' I mean crashing the whole system with a blue screen of death. Turn the music off, replace the audio file with something else, or get another codec. At least that fixed the problem for me.

So, the game does not freeze because of the embark. It freezes because the music starts.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: Mr. Palau on February 25, 2012, 10:43:38 am
Hey Meph I've been playing you mod for a while (pretty obvious :P) and I is it just me or does the simple gems setting drastically reduce the odds of finding gems? The other settings don’t seem to have that effect. Is there any way to increase the frequency of gems without increasing the number of types?

What you do with wheel barrows I believe is at a crafts dwarf's workshop you make mining, loging, or corpse carts and then you can use those to transport ten of those item types from a loading station to an unloading station.

EDIT: wow just got ambushed by a werebeaver...
EDIT2: that was even less uneventfull then I expected. I thought I would send out the militia and they would kill it. All it did was kill a mule foal and transform into a dwarf and run away.  :D
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: jayseesee on February 25, 2012, 10:44:51 am
I also wanted to know how to efficiently use the carts/loader/unloader, because I am pretty sure it could really help me, but couldn't figure out, and just made it worse than transporting by hand.

Mass designate for dumping, go to the tile you want stuff to be at, open dfhack, autodump, then mass designate reclaim.  But that's cheating.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: Prats on February 25, 2012, 10:49:34 am
@prats: I get this as well, while testing. I thought it is my little netbook being stupid, since there is no reason why Df should behave like this. I expected too many reactions at first, but it shows up randomly and narhiril uses a lot more reactions then me. What machine do you use ? Does anyone else has this ?

For all: The problem is that the game freezes when pressing "e" at the embark screen. Randomly. If you do the same embark 10times, will every setting, items and dwarf exactly the same, you might get some freezes, might get none.

I have
Microsoft Windows XP Professional SP3
DualCore AMD Athlon 64 X2, 2400 MHz (12 x 200) 4600+
2048 mb (DDR2-800 DDR2 SDRAM)
NVIDIA GeForce 8600 GT  (512 mb)

I never had such problem with the older versions of DF (31 and 28)


Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: bombzero on February 25, 2012, 10:58:25 am
Hey Meph, as a little peice of stupidity, whenever you designate items in the gem workshop they can take gems cut from standard rocks, my militia commander is wearing full granite.

it is roughly equivilant to iron against blunt but makes slashing and stabbing attacks look like a kitten pushing someone. (IRL not DF. i have seen a kitten push a goblins head off before in DF.)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: Meph on February 25, 2012, 11:02:41 am
Tested, soap and cheese have proper names again, sry for that.

@bombzero: I know about this, thats because of the 34.2 version. Had no time to look at it yet. Problem is the jeweler is hardcoded, guess I have to alter the inorganic files. Edit: wait a sec, you said gemworkshop. This means all cut inorganic mats are counted as gem. This means I cant change it. Only options: Remove the gemworkshop, OR make it a feature. Rock Armor. Very dwarfy.  (I would tweak the values of the stone then, to make it less good against edged)

@prats: Well, then it is not my little netbook causing mayhem. No idea yet what it could be, I got it the first time after I added the new golem reactions. This is a while back, to say the least.

@mr palau: I think it is more the fossils, since they count as gems as well. But gems are not that rare, if I judge from dfhacks prospect.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: AndyDish on February 25, 2012, 11:14:26 am
Is this for the new version? (I assume not as its alot of work to move over to the new systems) It says on original post for version 23 not any of the 3 versions. Also does this mod fix healthcare bugs? Looks awesome!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: Meph on February 25, 2012, 11:20:55 am
The mod is for 34.2. :)
Code: [Select]
version 23 not any of the 3 versionsWhere in the first post ? I will write the proper version number then.

What healthcare bugs ?

Anyway: I just removed the fill bucket reaction from the fountain (too cheaty in my opinion) and added a reaction to the still: Purify water from booze. Take booze and a bucket, make water, lose the booze.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: Hugo_The_Dwarf on February 25, 2012, 11:25:02 am
The mod is for 34.2. :)
Code: [Select]
version 23 not any of the 3 versionsWhere in the first post ? I will write the proper version number then.

What healthcare bugs ?

Anyway: I just removed the fill bucket reaction from the fountain (too cheaty in my opinion) and added a reaction to the still: Purify water from booze. Take booze and a bucket, make water, lose the booze.
Should make it from quarry leaves, "Press water from quarry leaves" also do dwarves now take buckets (even if they have water in them) and use them now?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: AndyDish on February 25, 2012, 11:26:15 am
I am sorry, I feel like an idiot, I saw the date and thought it was the version number. Also heathcare bugs:
http://dwarffortresswiki.org/index.php/DF2012:Health_care#Bugs (http://dwarffortresswiki.org/index.php/DF2012:Health_care#Bugs)
Forgotten beasts who cause necrosis mixed with healthcare bugs = purple haze (and tantrum spiral).
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: Meph on February 25, 2012, 11:29:52 am
Growing plants to make water ? why not... ^^
And no, dwarves are still stupid. No water in reagents/buildmats for now.

about healthcare bugs: I fix only this one, all other are beyond modding.
Injured nails can't be fixed by doctors, leading to eventual infection and death
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: slay_mithos on February 25, 2012, 11:34:58 am
My bad, it wasn't cheese_mat, but cheese.

I noticed it some time ago and was just remembered by the posts above.

It's the two first "new kitchen reactions", namely bread and candy.
Well, I guess they didn't have specific category to go into, but why not put them into the cooked meals?
Not that it causes any problem really, just being picky here.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: UncleCern on February 25, 2012, 11:51:37 am
I have an issue trying to equip my miners with some clothing. I conscript a miner to a civilian militia squad (all orders disabled) and assign an uniform composed of various clothing parts. All civilians except WOODCUTTERS and MINERS (which means those with woodcutting and mining jobs enabled) equip normally. Those with minig/woodcutting enabled do not equip unless i turn their jobs off. then they equip normally, but once i turn the jobs on they grab the axe/pickaxe and drop the clothing.

Any workarounds? Or do i have to stick to naked miners/woodcutters?


EDIT: another issue about melting. I have melted a round steel shield and expected to get some nice steel bars from it. I got none o.0 not a single one, heh.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: SammyLiimex on February 25, 2012, 11:55:03 am
Im getting alot of crashes during world gen and with this mod. is there anyway I can upload a save and you guys see whats happening?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: Ishar on February 25, 2012, 11:56:37 am
@prats: Well, then it is not my little netbook causing mayhem. No idea yet what it could be, I got it the first time after I added the new golem reactions. This is a while back, to say the least.

This does not help my ego, I got kind of ignored on this matter, so here it is again:

I actually had the same problem with Genesis once. The problem is stunning: some codecs can't handle some .ogg files. And by 'can't handle' I mean crashing the whole system with a blue screen of death. Turn the music off, replace the audio file with something else, or get another codec. At least that fixed the problem for me.

So, the game does not freeze because of the embark. It freezes because the music starts.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: SammyLiimex on February 25, 2012, 11:59:38 am
The crash is happening now at the same times, its repeatable, and if I try to save past a time in crashes.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: Meph on February 25, 2012, 12:03:57 pm
Sry Ishar, but I did not change anything on the music files, codecs, or anything else sound related. I did turn of sound to test it, and if the freezes wont show up again, than a hundret praises to you.

@sammylimex: Never had crashes at worldgen. But how do you want to upload a save, when the worldgen crashes, which means that there will be no save. 
EDIT: You mean at a certain year count in history ? A 100 year world is fine, a 150 year world crashes ?

@unclecern: Thats a vanill df problem.

@slay_mithos: 2 out of 200 are many ? :P It is a cheese because it has a defined material template, more or less the only choice. And because the two reactions are directly out of deons expertise, as in: These are the genesis reactions, for bread and candy. :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: xaldin on February 25, 2012, 12:04:27 pm
Was getting errors from the fortress defense races that were using ITEM_WEAPON_SWORD_2H (couldn't find it in your weapon list, changed to ITEM_WEAPON_SWORD_HANDER_ZWEI to get by it) and ITEM_PANTS_GREAVES changed to ITEM_PANTS_GREAVES_D .... Looks like the 2H and GREAVES came from original and didn't get converted to what you had called things.

Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: SammyLiimex on February 25, 2012, 12:09:03 pm
Whenever world is genning, it will crash at a certain time, so i stop it at say, year 100 before it would crash at 110 . In this save I started at 13 i think before it crashes in 15 and now that its 15 it crashes once it hits a certain time.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: xaldin on February 25, 2012, 12:10:38 pm
Had similar crashes but typically early in the generation (year 40 or so). I'd exit DF, restart it and it'd run to 650 which is my normal world gen for large just fine. It is hitting something but I'm not convinced it isn't a DF bug as I can get DF to do that too once in a while if I've genned/regenned world a number of times.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: SammyLiimex on February 25, 2012, 12:12:46 pm
Im redownloading a fresh 1.3 and Ill put it in its own folder. last time I over wrote my 1.2 game and i wonder if that caused issues. Ill gen a few standard worlds, like Gaia and see if they crash too. Then Ill make the few world gen changes I made and see if I can reproduce the bugs again.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: Meph on February 25, 2012, 12:17:17 pm
@xaldin: Thanks, is fixed.

@sammyliimex: So the worldgen crashes at 15, and you play fortress mode from year 13-15 on the same worldgen, to reach the same crash. This means that it must be something a historical figure is doing in the world, not anything on your embark, right ?

EDIT: If you overwrote the 1.2 with the 1.3 then you should not be surprised to see the weirdest stuff. I am surprised that it even runs.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: SammyLiimex on February 25, 2012, 12:30:03 pm
@xaldin: Thanks, is fixed.

@sammyliimex: So the worldgen crashes at 15, and you play fortress mode from year 13-15 on the same worldgen, to reach the same crash. This means that it must be something a historical figure is doing in the world, not anything on your embark, right ?

EDIT: If you overwrote the 1.2 with the 1.3 then you should not be surprised to see the weirdest stuff. I am surprised that it even runs.

:(

I figured it would just replace all the files. Anyway, a fresh 1.3 is working fine
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: MiamiBryce on February 25, 2012, 12:32:20 pm
I've not read to see if any of these have been addressed yet.

Not all flours have bread reaction.
Are bricks supposed to be made from (2) blocks and create (4) boulders?  Seems like that might be backwards to me.
Can we haz white [7:7:1] bricks please.
Not all stones are shown in stone stocks menu for disabling (playing with simplified minerals).
It appears cheese is called "Common Skin".

Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: Meph on February 25, 2012, 12:51:56 pm
@sammy: Glad to hear that, you had me worried for a second there ;)

@miama bryce: Nice report.
Not all flours have bread reactions. => Fixed, i only made the 3 standart flours. Made the 30 odd flours in the flora/fauna-mod bread-compatible as well.

Are bricks supposed to be made from (2) blocks and create (4) boulders?  Seems like that might be backwards to me. => yes. If I make boulders out of boulders the reaction would accept the just produced bricks for the next reaction. Thats why I have blocks instead.
Can we haz white [7:7:1] bricks please. => Sure, why not. Is added.
Not all stones are shown in stone stocks menu for disabling (playing with simplified minerals). => that is a 34.2 issue, only stones used in reactions are shown. Might fix it for the next version, just have to do a fake reaction using all stones.
It appears cheese is called "Common Skin". => known and fixed.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: xaldin on February 25, 2012, 12:56:00 pm
Don't suppose we can get a bugfix 'patch' download that has all this in it?  About to have to regen a world so trying to get it as bug free as possible before I do that.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: Meph on February 25, 2012, 01:03:35 pm
Well, here is my changelog for now:

Spoiler (click to show/hide)

I have a working necromancer and a working "holy warrior" running around, but they are unbalanced and I did not make a reaction to create them yet. But ask again in 1 hour, and they should be good.

Is there an interest for a new upload, so shortly after the last ?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: slay_mithos on February 25, 2012, 01:12:50 pm
It's me again, with the mining and logging carts.

I succeeded to wake it kind of work, but only if I have only one unloading station, else it will dispatch orders between the unloading stations, resulting in an less efficient system.

Is there any way to at least tell an unloading station to only accept stones, or wood?

If not, then the usage of it is way less than anticipated, meaning you can only gather resource to one single point.

For the record, what I was trying to do is to take my wood from my outside stockpile to my newly dug underground one, and at the same time to send the stones required for my construction above ground that should have started soon.
I ended up with wood and stone in both places, and had to use my masons as haulers like I would normally.

Possible ways to handle this:
1. make specific workshops, not that good as it is starting to be a long menu, but why not?

2. cancel the auto unload

3. have a way to tell where to unload, not sure if it is possible
What this means is you would select an unloading station upon selecting the "loading" order, a little like when linking levers, or a semi permanent destination like the "take from" in stockpiles.
Again, I am not sure if it is actually possible, but it would greatly help in transporting materials to the construction sites and stockpiles.

An other point, not tested, but I know some of us use large amount of glass for projects, and blocks in general, it could be good to have a "block cart" maybe?

if I misused the functionality or missed something, feel free to tell me.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: xaldin on February 25, 2012, 01:13:55 pm
Well that's why I'm saying a bugfix pack with just the changed files may make things a bit easier for download/setup etc.  Those that have started a fort and want to keep on can keep going, those who are about to start a fort can get the fixes in.  Core problem is that so many things require a full regen of the world. I'd hate to get a RL week into my fort and find that I can't make flour or have problems with milk or have all my birds die off cause of grazing.

Overall though rapid updates/releases aren't really a big deal. Leave a link to the prior version and let people choose what they want. Works for your setup program why not downloads :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: Dynastia on February 25, 2012, 01:22:50 pm
Tested, soap and cheese have proper names again, sry for that.

Could you please tell me what exactly I need to change to fix milk, cheese and soap, so I don't have to restart my fort?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: UncleCern on February 25, 2012, 01:35:34 pm
Well that's why I'm saying a bugfix pack with just the changed files may make things a bit easier for download/setup etc. 
Tested, soap and cheese have proper names again, sry for that.

Could you please tell me what exactly I need to change to fix milk, cheese and soap, so I don't have to restart my fort?
This and that.

I would love to be able to fix a few things which could be fixed without restarting a fort. Things like grazing, flour, oil etc.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: Dynastia on February 25, 2012, 01:42:08 pm
Grazing is easy, just open up creature_domestic and remove the [GRAZER:6000] tag under every poultry-type animal.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: aantn on February 25, 2012, 01:45:12 pm
For OS X users:

Sorry, I should have written a quick readme to point out that you launch the game via the df script, like the OS X version of vanilla.  This is the "default" Masterwork settings.  I started looking tonight at the best way to get the Masterwork version of Therapist up and running.  I sent Meph a PM for some info on the settings GUI so that I can work on building an OS X settings app.

Are people interested in having just a MasterworkDF.app that they can run?  What I'm thinking is it will launch the settings/utilities GUI, and you could use the play button from there to launch the actual game.
Yes. From experience, Qt is the best choice if you want a unified crossplatform app.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: aantn on February 25, 2012, 01:52:33 pm
I use the mechanics skill, but the trapper, renamed to "Engineer" or something is way better. Nice idea.
Call it an Igor :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: UncleCern on February 25, 2012, 01:56:53 pm
Grazing is easy, just open up creature_domestic and remove the [GRAZER:6000] tag under every poultry-type animal.

Thank you dear sir. You have just single handedly solved my fortress egg industry problem 8)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: Meph on February 25, 2012, 01:58:45 pm
I can upload a newer version of the mod later today, sure. But even if I handpick and upload only the changes I made to fix things, you would need to gen a new world. Not many things can be done with the need to re-gen, mostly reaction is think.

I am currently juggling with ideas about the spells/interactions and similar things. I quickly made those:
(https://lh6.googleusercontent.com/-GyIyiGeg8Zg/T0ktAzS97GI/AAAAAAAAKGI/IQBoEnivSiE/s780/color%2520template.JPG)

But I guess for the time being I just add necromancers and warrior priests to the temple. With a very, very dangerous reaction to produce them. They also have a pop-ratio of 1, so if you are really lucky they turn up with migrants.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: Flobulon on February 25, 2012, 02:02:48 pm
A new release today would be great, I just lost a fortress to some sort of corruption (it crashes whenever I try to save past a certain point, autosave or manual). Hopefully a new world will work fine, but I'd rather just wait 'til the next version before I start again.
The warrior priests sound excellent, but could you clarify the details of the "very, very dangerous reaction"?

edit: Oh, and I'd just like to say that I love your building designs - the Archaeologist and Timberyard look especially brilliant, as do the new designs.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: xaldin on February 25, 2012, 02:11:36 pm
I can upload a newer version of the mod later today, sure. But even if I handpick and upload only the changes I made to fix things, you would need to gen a new world. Not many things can be done with the need to re-gen, mostly reaction is think.

I am currently juggling with ideas about the spells/interactions and similar things. I quickly made those:
(https://lh6.googleusercontent.com/-GyIyiGeg8Zg/T0ktAzS97GI/AAAAAAAAKGI/IQBoEnivSiE/s780/color%2520template.JPG)

But I guess for the time being I just add necromancers and warrior priests to the temple. With a very, very dangerous reaction to produce them. They also have a pop-ratio of 1, so if you are really lucky they turn up with migrants.

Yeah the whole regen to add any entity gets a lot of stuff under that wing. Any reaction counts as an entity for that purpose. You can modify tags and such but even that sometimes has odd effects I've noticed. Pretty much what you generate is what you roll with, with maybe a few minor changes here and there.

I like those things you made there. You and I think somewhat similarly which is why I use this mod. I'd always before just built my own home grown thing and used it but I'm finding that I can use your mod and get the vast majority of what I'd have built myself with very few exceptions and those are mostly style not content as you have most of the content I'd add in some form or another.

So I'll just tinker around with worldgen to get terrain I like, that seed at least seems to work consistently, and wait for the update today before I grab a beer from the fridge and brave the terrifying rains and mists again.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: Meph on February 25, 2012, 02:32:06 pm
Well, those new buildings wont be in. Interactions are a feature that uses the longest time to test and balance. I think even I will wait till other people have done something in that direction. It was just an idea, buildings are easy ;)

For the necromancer: You need a special "black bible" bought from drows (and right now for testing purposes also from dwarves) Then you get this:
   [PRODUCT:25:1:BOULDER:NO_SUBTYPE:INORGANIC:CRAZED_STONE]
   [PRODUCT:25:1:BOULDER:NO_SUBTYPE:INORGANIC:BLOODBEAST_STONE]
   [PRODUCT:25:1:BOULDER:NO_SUBTYPE:INORGANIC:BLOODBEAST2_STONE]
   [PRODUCT:100:1:BOULDER:NO_SUBTYPE:INORGANIC:NECRO_STONE]

Necrostone makes the dwarv a necromancer. Bloodbeast transformes into a Bebilith, one of the custom demons in this mode, a giant giant cave spider. Bloodbeast2 transformes into a frost wraith, another custom demon. flier with frost breath. Crazed makes the dwarf go berserk. (Also makes him no_eat, no_drink, nostun, noexert and so forth) This means, in theory, that if you sent 4 dwarves to learn the secret of unlife, you have to fight 1 crazed dwarf, 2 demons, and get 1 necromancer.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: Dynastia on February 25, 2012, 02:33:46 pm
So the milk/cheese/soap thing will need a re-gen, instead of just a few tweaks to the raws? Damn, looks like I need to start another fort.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: AndyDish on February 25, 2012, 02:38:29 pm
Has smelting changed more then I though because I cannot smelt even with coal and ores available.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: UncleCern on February 25, 2012, 02:45:28 pm
For some specific metals you need the arc furnance. To build that you need some blocks, iron bars and an anvil i think. Didin't test that 100% yet as my world have very little iron so getting 3 bars may be quite difficult.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: xaldin on February 25, 2012, 02:48:52 pm
For some specific metals you need the arc furnance. To build that you need some blocks, iron bars and an anvil i think. Didin't test that 100% yet as my world have very little iron so getting 3 bars may be quite difficult.

Lot of times its easier to buy iron goods from traders and melt them down. Least initially to help get everything up and running.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: UncleCern on February 25, 2012, 02:50:45 pm
For some specific metals you need the arc furnance. To build that you need some blocks, iron bars and an anvil i think. Didin't test that 100% yet as my world have very little iron so getting 3 bars may be quite difficult.

Lot of times its easier to buy iron goods from traders and melt them down. Least initially to help get everything up and running.

That's my problem. Traders (human and elves) had none iron goods or iron whatever so far. But i could choose iron on my embark so i believe there's iron availible in the world. I hope dwarf caravan will bring me some.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: Meph on February 25, 2012, 03:13:18 pm
Really, if you cant find natural iron, you could:
Grow Ironbark Trees.
Use Cobaltite instead.
Transmute Gold to Iron in the Alchemist.
Pray for hard metals.
Make lamellar leather.
Order iron bars/iron ore.
Kill orcs/goblins and melt the gear down.

Of course, if you only need iron to make steel, it will be a bit more difficult.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: Flobulon on February 25, 2012, 03:30:23 pm
Sorry to bug you Meph, but is there going to be a release today then? It's obviously completely fine if there isn't, I just want to check before I gen a new world :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: UncleCern on February 25, 2012, 03:36:01 pm
I actually need iron to build an arc furnace.

Anyway - found a bug. Common hair thread can not be weaved into cloth in a loom. Silk and plant works fine.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: Meph on February 25, 2012, 03:50:20 pm
Yeah, I am just uploading. For the third time, since the internet is horrible here ^^

Dont know if that is the cleverest idea, since the 1.4 has not many new features, but you guys asked me to upload it, so why not. And I will never understand people who say: Oh, I must abandon my fortress then, because the cheese is called skin. So what, it is just the name, cheese works fine. If 3 features dont work, among 100 features the mod adds, then you still have tons of new stuff, in comparison to Vanilla DF.

EDIT:There you go


################################
####   PATCH 1.4   #############
################################

NEW FEATURES
Added oil and soap to Pig Tails. (because I use 3 reactions with oil now, and had no underground plants for it)
Added the "just embark.exe" Open DF, run "just embark", embark everywhere you want. Just 8kb big :) 
Added the "hotkey.exe" More hotkeys for trading, scrolling and building. Freeform walls, just using arrowkeys, yeah.
Added custom toys, instruments, helms, pants, shields, armor, weapons and ammo to all civs. Not much changes in terms of balancing, just to improve flavor/atmosphere. The actual amount of items stays the same.
Added another 30+ engravings
Added a reaction to make water out of booze to the kitchen
Removed fill_bucket reaction from fountain, was too cheaty/easy
Added necromancer reaction to temple. Beware, might backfire.

New friendly evil race
Added drows as a new evil race. Active in winter.
Drows sell darklight iron (needs testing), razor bows, and evil pets.
Gave drows evil plants for drinks. Lets see if it works.

Major Trap Overhaul
New building: Engineer's Workshop, builds and upgrades traps.
All trap components have 2 upgrades now.
Added the dart thrower, a ranged weapon trap comp that can shoot darts/poisoned darts.
Added the runic ward, a ranged weapon trap comp that can shoot runes/spells, with special effects.
Has 4 kinds of ammo: Sleep, Rage, Slow and Transform

Fixes and Balancing
Fixed bonemeal making
Removed grazing from birds, they kill themselves otherwise
Lowered the number of eggs by 50% (again) for all domestic birds.
Fixed farmable wood types. They can now be used in the timberyard as well.
Added a new worlggen setting: BEGINNER. Makes it as easy as possible for new players.
Max embark points. Few titans. No bottom layer. No evil things, vamps, necromancers, nightcreatures...
Changed the titannumber for all worldgens from 200 to 100. Should help civs to survive.
Raised total civ number in all custom worldgen to 30.
Fixed milk name. Got switched with skin when I made the stockable generic animal mats.
Added a maxage for elves/golbins and Wanderer and Pantheon to all entities. Even FD races.
This way there should be more necromancers, elven, goblin, kobold, and so forth.
Made all flore/fauna flours aviable to make bread.

Readme for the new hotkeys. Click on: Run Hotkey.exe in the GUI.
Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: MiamiBryce on February 25, 2012, 04:07:15 pm
Dont know if that is the cleverest idea, since the 1.4 has not many new features, but you guys asked me to upload it, so why not. And I will never understand people who say: Oh, I must abandon my fortress then, because the cheese is called skin. So what, it is just the name, cheese works fine. If 3 features dont work, among 100 features the mod adds, then you still have tons of new stuff, in comparison to Vanilla DF.

You seem to be mistaking us for normal people.  :P  Really though the common skin thing is pretty creepy.  Version 1.4 will be just in time, I've got a crash I can't get past.  It's time for the elven caravan to come and I'm guessing it was a bad idea when I asked them to bring me the Forgotten Beasts they were offering me.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: xaldin on February 25, 2012, 04:08:32 pm
Yeah, I am just uploading. For the third time, since the internet is horrible here ^^

Dont know if that is the cleverest idea, since the 1.4 has not many new features, but you guys asked me to upload it, so why not. And I will never understand people who say: Oh, I must abandon my fortress then, because the cheese is called skin. So what, it is just the name, cheese works fine. If 3 features dont work, among 100 features the mod adds, then you still have tons of new stuff, in comparison to Vanilla DF.

Not every release has to have tons of features, fixes count too at least for me.  Its just a details thing to keep stuff tidy. 

Also for bugfix releases you may want to think about just including the files that were modified. I don't know how easy or hard that'd be for you to separate them but if it is easy then may save you hassle if your internet is giving you problems. Heaven knows I know how that is. I was complaining to my ISP that I could go with a CCG unit into a third world desert and get a better link than what they were giving me in middle of the USA.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: Demiurge on February 25, 2012, 04:16:08 pm
A friend of mine did some testing with golems. It seems that the golem reaction will fail on any dwarf that's part of a caste (guild, hauler, simple minded crafter etc). But works fine with dwarves that don't have a caste tag.

It also lists in the raws that its supposed to work on just Dwarf, but I've never edited raws so I don't know if thats related.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: Meph on February 25, 2012, 04:25:20 pm
Could someone please kill me ? I just uploaded it, and get a bugreport that would have been easy to fix. I think I need a break. ^^

Yes, the golem thing works on:
         [SYN_AFFECTED_CREATURE:DWARF:MALE]
         [SYN_AFFECTED_CREATURE:DWARF:FEMALE]

Easy fix, just add all other caste names under it, like this: DWARF:NOBLE_MALE and so forth.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: kudakeru on February 25, 2012, 04:41:54 pm
I uploaded a fixed version of inorganic_zmaster_work.txt that has all of the castes added for the golem reaction.  You can grab it here: I forgot about other materials.  Grab Floblulon's fixed file here:  http://www.mediafire.com/?l7r81ilg7glo4c3

I've repacked the OS X version and sent the file to Meph so he can publish it.  Still working on a settings app for the OS X side.

@Meph Are there any instructions for how to manually change settings for the OS X users?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: Flobulon on February 25, 2012, 04:44:53 pm
I uploaded a fixed version of inorganic_zmaster_work.txt that has all of the castes added for the golem reaction.  You can grab it here: http://dl.dropbox.com/u/52718/inorganic_zmasterwork.txt

I believe that fixes only the first golem reaction (iron presumably). Here is one which should fix it for all golem reactions (i.e copper, gold, adamantium etc).
http://www.mediafire.com/?l7r81ilg7glo4c3

edit: And take a break Meph, you've earned it :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: xaldin on February 25, 2012, 04:47:10 pm
Could someone please kill me ? I just uploaded it, and get a bugreport that would have been easy to fix. I think I need a break. ^^

Yes, the golem thing works on:
         [SYN_AFFECTED_CREATURE:DWARF:MALE]
         [SYN_AFFECTED_CREATURE:DWARF:FEMALE]

Easy fix, just add all other caste names under it, like this: DWARF:NOBLE_MALE and so forth.

Isn't that always the way.  For future thought however, should all dwarve's be usable for golems?  I'm not sure all castes should be open to it from a balance point of view.

Thanks to kudakeru, saving me the typing with the patch file.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: kudakeru on February 25, 2012, 04:47:58 pm
I believe that fixes only the first golem reaction (iron presumably). Here is one which should fix it for all golem reactions (i.e copper, gold, adamantium etc).
http://www.mediafire.com/?l7r81ilg7glo4c3

Ah, crap, you're right.  My bad.  Updated my post to point at your link so no one gets the wrong file.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: UncleCern on February 25, 2012, 05:08:41 pm
Is soap making fixed now in 1.4? I tried to make a lot of soap and all i got was that "common skin"...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: Meph on February 25, 2012, 05:28:57 pm
Soap is fixed :)

And I would be very grateful about feedback about these topics:

How is the trap system ?
What do the caravans bring ?
Do drows sent caravans? (winter only)
Do drows sent diplomats and can you oder stuff from them ?
Do they have special plants/drinks and evil pets ?
Do they sell weird toys, black bibles, chalices of blood...
Elves should have root armor and special bows/ammo
Humans should have weird named platearmors. Winged helmets, shields of faith, reignplates...
Orcs/Goblins should arrive with makeshift bows/crossbows, and use ONLY rusty iron a material.
Their melee weapons should have orcish names, and the armor should be broken/illfitting.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: Hugo_The_Dwarf on February 25, 2012, 05:31:57 pm
Is soap making fixed now in 1.4? I tried to make a lot of soap and all i got was that "common skin"...
Most likely a common fix (IE look at the reaction for soap making "reaction_other.txt") You probally have to point the PRODUCT to the generic creature's soap material, and tada soap making should be fixed. least of course the generic creature lacks a soap material. If so a simple [USE_MATERIAL_TEMPLATE:SOAP:SOAP_TEMPALTE] will solve that issue (do note that tag must be inside the generic material creature)

I have no idea how Meph has his raws set up right now. So i'm only shooting in the dark for giving fixable advice

And Ninja'd lol

EDIT:
Deja Vu? what sorcery is this?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: xaldin on February 25, 2012, 05:34:57 pm
Soap is fixed :)

And I would be very grateful about feedback about these topics:

How is the trap system ?
What do the caravans bring ?
Do drows sent caravans? (winter only)
Do drows sent diplomats and can you oder stuff from them ?
Do they have special plants/drinks and evil pets ?
Do they sell weird toys, black bibles, chalices of blood...
Elves should have root armor and special bows/ammo
Humans should have weird named platearmors. Winged helmets, shields of faith, reignplates...
Orcs/Goblins should arrive with makeshift bows/crossbows, and use ONLY rusty iron a material.
Their melee weapons should have orcish names, and the armor should be broken/illfitting.
\

My world gen has crashed twice now, first during history generation, last when it was placing the sites after the 750 years were created.  I'm getting this in error log


*** Error(s) finalizing the entity MOUNTAIN
Unrecognized entity trapcomp token: ITEM_BATTERING_RAM
Unrecognized entity trapcomp token: ITEM_BATTERING_STAKE
Unrecognized entity trapcomp token: ITEM_TRAPCOMP_RAZORWIRE
*** Error(s) finalizing the entity MOUNTAIN
Unrecognized entity trapcomp token: ITEM_BATTERING_RAM
Unrecognized entity trapcomp token: ITEM_BATTERING_STAKE
Unrecognized entity trapcomp token: ITEM_TRAPCOMP_RAZORWIRE

Haven't tracked those down to see just what is broke.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: Meph on February 25, 2012, 05:40:14 pm
Why in gods name do you gen 750 years of history ? 50 is plenty. ^^

Anyway, hugo, you were dead wrong, I had to add a milk-material-template to creature:animal_common. ;) But no way you could have known this.

The error logs are insubstencial, they dont cause the crash. Did you turn: Weak Traps OFF by any chance ? That would override the trap-overhaul I just did.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: AndyDish on February 25, 2012, 05:40:29 pm
I have been playing for the last 4 hours and honestly I am impressed. It is fast yet more complex I am going to try out some new features beyond the ones necessary to set up a fort. One problem is unexpected crashes that I have no idea the cause, the auto save is useful here. There are some bugs with room quality where the game does not recognize that the requirements for room quality have been met. Also hawk eggs are not harvested (I think).
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: Flobulon on February 25, 2012, 05:45:22 pm
Hey Meph, I'll keep an eye out for those things when the caravans start arriving to my volcano fortress. For now, here's an image of a Blessed Serra 200 year worldgen in the Legends Viewer to show how much more equal the race/population distribution is now. Great work as always (that's becoming a catchphrase for me in this thread!).
Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: captain proof on February 25, 2012, 05:48:12 pm
For the life of me, I cannot find any ore when playing this mod. Even when the worldgen features frequent veins.Am I doing something wrong?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: slay_mithos on February 25, 2012, 05:49:30 pm
Err, my dwarves just milked a horse, is that normal?

I ordered to milk, supposedly my cows, but they brought a horse and harvested "horse's milk".
I suppose you could milk any mammal, but some animals are known for being milked, and to my knowledge, horses are not on the list.
I won't complain, that means you could have milk without buying the expansive cows at the start, but that's a little odd.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: xaldin on February 25, 2012, 05:49:52 pm
Why in gods name do you gen 750 years of history ? 50 is plenty. ^^

Anyway, hugo, you were dead wrong, I had to add a milk-material-template to creature:animal_common. ;) But no way you could have known this.

The error logs are insubstencial, they dont cause the crash. Did you turn: Weak Traps OFF by any chance ? That would override the trap-overhaul I just did.

I like long histories. Gives everyone a chance to get their civ settled, little background to play in etc.  Also been my method of generating more necro towers as smaller histories they don't produce the artifacts that pop necros. I've never managed to get a necro out of a large world with less than 100 years of history honestly. Maybe my system hates necros. Also for my system it is only about 15 minutes for a large world so it isn't like I'm investing as much time as many would.

Anyways you're right it was the weak traps, in the entity_default file for mountains it doesn't comment out the lines for weak traps. Few searches turned that up.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: xaldin on February 25, 2012, 05:55:44 pm
Err, my dwarves just milked a horse, is that normal?

I ordered to milk, supposedly my cows, but they brought a horse and harvested "horse's milk".
I suppose you could milk any mammal, but some animals are known for being milked, and to my knowledge, horses are not on the list.
I won't complain, that means you could have milk without buying the expansive cows at the start, but that's a little odd.

http://en.wikipedia.org/wiki/Kumis

Aquired taste to say the least. Not one I have.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: Flobulon on February 25, 2012, 05:56:19 pm
Err, my dwarves just milked a horse, is that normal?

I ordered to milk, supposedly my cows, but they brought a horse and harvested "horse's milk".
I suppose you could milk any mammal, but some animals are known for being milked, and to my knowledge, horses are not on the list.
I won't complain, that means you could have milk without buying the expansive cows at the start, but that's a little odd.

It's a vanilla feature. But it's also not totally unheard of IRL: http://en.wikipedia.org/wiki/Kumis

edit: d'oh, ninja-ed
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: Meph on February 25, 2012, 05:59:29 pm
Ok, good to know. I just took 8 minutes to run a 100 year worldgen. I will definetly not test long ones on this netbook ^^ Necro towers can be built (in 1.4) by all kinds of civs, even kobolds, elves and all the FD races, so I hope they are more frequent now.

Glad to see that the civs are balanced now, at least a lot better then before.

Horse milk is a bit... strange, but not harmful. I will have a look, but seriously not now. I am back to travelling in a short while, I did hang around here (Taganga) for long enough. EDIT: double ninja'd. Didnt even know that it was in vanilla.

About the ores: Should not be a problem, really. In normal worldgen, maybe. In adv. worldgen, no. On the other hand, you have the new tree and leather mats to compensate this. And the special metals from the arc furnace.

@andydish: glad that you like it, although I have a hard time getting rid of these crashes. they are a clear gamebreaker from my point of view. Would be nice if you could give me a little report about what you like/dislike after you played the mod for a while.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: Spray on February 25, 2012, 06:10:07 pm
well, do i need to start a new save with the new 1.4 version?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: UncleCern on February 25, 2012, 06:15:37 pm
Oh yes sir, you need to :]

It's my 4th fortress in 3 days because of this, ha!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: Spray on February 25, 2012, 06:16:51 pm
srsly?

damn, i was on about 180 dwarves....and i guess every update again new game?if so...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: xaldin on February 25, 2012, 06:20:43 pm
srsly?

damn, i was on about 180 dwarves....and i guess every update again new game?if so...

Take a look at the change log and ask yourself "Do I want the new stuff or am I good with what I have". Then decide. Don't upgrade just because it came out. When you eventually end up starting a new fort that's when you definitely upgrade to get the fixes/etc. Otherwise you really should keep going with what you have if you're happy with it and aren't going "oh I must have that feature".
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: Abregado on February 25, 2012, 06:23:40 pm
at the rate Meph releases versions, nobody would ever be able to playtest anything! just keep going until your ready. Then you get more features to try out in one go with your new fort!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: Meph on February 25, 2012, 06:25:32 pm
Hey, I was asked to release it today, otherwise I would have worked 1-2 weeks on it, like on every other update.

I can only second what xaldin said. Dont start a new fortress, just because you get a caravan more and have a trap system. In comparison to the entire mod, these are minor things. Once your fortress dies/gets boring, use the new version.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: UncleCern on February 25, 2012, 06:25:53 pm
at the rate Meph releases versions, nobody would ever be able to playtest anything! just keep going until your ready. Then you get more features to try out in one go with your new fort!
That's a good thing actually :]

Also - the new world for 1.4 i made (glacier of course) looks better than 1.3 one as there are vampires here. Definitely more fun to come.

Soap will work as well I hope!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: Mr. Palau on February 25, 2012, 06:28:46 pm
The new realease today doesn't have much stuff in it (besides the drow which is awsome) so just ride your fortress to the end of its like you normally would and then download the new version. depending on how long your fort is and how long your forts tend to last Meph could have a new release out by then. I also agreed with what abregado said though need time to discover all the bugs.

Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: xaldin on February 25, 2012, 06:32:40 pm
at the rate Meph releases versions, nobody would ever be able to playtest anything! just keep going until your ready. Then you get more features to try out in one go with your new fort!
That's a good thing actually :]

Also - the new world for 1.4 i made (glacier of course) looks better than 1.3 one as there are vampires here. Definitely more fun to come.

Soap will work as well I hope!

Soap is for elves.

The worlds are definitely coming out much more interesting really with the settings I've chosen both from masterwork and advanced world gen (sorry never use the prepackaged, I'm really picky about my world settings). 

Having a lot more crashes during worldgen though. I can't really isolate what it is either. Nothing in logs to even indicate there might be a problem. Small/fast histories work fine it seems, its the long/large combo that all of sudden is having issues. I'm wondering if it has to do with the trade caravans but I can't for life of me figure out how I can debug that. Worldgen will always make it to generating history then die then or right after allocating sites. I'm on another gen right now that seems to be running fine we'll see if it completes.  Need better logging in DF really.

Edit: Meh died on the sites again. I don't get it. there's no errorlog at all and everything seems fine for the small worlds.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: Warnipple on February 25, 2012, 06:55:14 pm
The no corpse invader option is causing some of the merchant dwarves to not leave a corpse when they die and haunting my fortress.

Is there any fix for this?

They have no corpse to put in a coffin and can't engrave a memorial slab for them.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: Spray on February 25, 2012, 07:07:16 pm
is the necromancer available in fortress mode?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: Nice Save on February 25, 2012, 07:22:59 pm
When unpacking 7-zip gives me the message:

0 Unexpected end of archive.
1 C:\mods\df\34\Masterwork DF 1.4.rar
2 CRC failed in 'Dwarf Fortress\data\sound\song_game.ogg'. File is broken.

Maybe this has something to do with that crash on embark? I'm going to play without sound anyway.

EDIT: apparently I'm not going to play at all. Must have been a corrupted download.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: Flobulon on February 25, 2012, 07:38:34 pm
is the necromancer available in fortress mode?

Yes, via the Temple to Armok. Although be careful when meddling with such dark powers!

When unpacking 7-zip gives me the message:

0 Unexpected end of archive.
1 C:\mods\df\34\Masterwork DF 1.4.rar
2 CRC failed in 'Dwarf Fortress\data\sound\song_game.ogg'. File is broken.

Maybe this has something to do with that crash on embark? I'm going to play without sound anyway.

EDIT: apparently I'm not going to play at all. Must have been a corrupted download.

Yes, I believe the dffd.wimbli servers have been struggling the last few days, so it's likely your download was interrupted.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: Flobulon on February 25, 2012, 08:15:12 pm
Okay so the Drow caravan just arrived in late winter. They're pretty awesome. Aside from wearing slade robes, scythes, creepy horned helmets and razorblade armor, they also brought some of their weird toys (black bible, bonerattle, haunting flute) and drowspider silk cloth. The only minor oddities I noticed were them selling armored dogs, turrets and landmines - not sure if this is intended, it seems a bit incongruous. Also, the "cut-of-ear" crafts, e.g "gold cut-of-ear bracelets" - I'm not sure what they are. I thought maybe they were severed ears, strung into jewellery, but I'm not sure where the metal comes from if that's the case. There wasn't a drow diplomat accompanying the caravan either.
Hope this helps Meph, loving the Drow so far!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: xaldin on February 25, 2012, 08:22:12 pm
When unpacking 7-zip gives me the message:

0 Unexpected end of archive.
1 C:\mods\df\34\Masterwork DF 1.4.rar
2 CRC failed in 'Dwarf Fortress\data\sound\song_game.ogg'. File is broken.

Maybe this has something to do with that crash on embark? I'm going to play without sound anyway.

EDIT: apparently I'm not going to play at all. Must have been a corrupted download.

Yeah my dl was good and I never have sound on anyways. It has to do with something in creature_standard and is really my fault because I have a minimod of mine that I apply and it isn't playing well at all with masterwork so I've just got to work though it and isn't his fault at all. All me :)

Edit: Well I said that then managed to crash out from stock install. Totally random when it goes and when it doesn't. I reloaded and it worked just fine the next world gen then crashed the gen after that.  It either dies before the 100 year mark or goes to completion and dies during the site portion of the post write. Or just goes through. With the exact same advanced world gen parameters (but using random seeds).

Ah well something is odd just can't identify it yet and I'm tired of troubleshooting for one night.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: Buffbot on February 25, 2012, 08:51:28 pm
Fantastic mod, Meph! 

MDF has come a very long way since 1.0. I'm not even sure I consider it a mod anymore, it's more like a total improvement package for DF.

Still waiting for my current fortress to spiral out of control before touching 1.4 though.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: Mr. Palau on February 25, 2012, 08:52:02 pm
hey my armour smith created a steel armor of war... what is that? some super suit of war armour, for the chest, head legs, arms, or all of the above, including feet?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: AndyDish on February 25, 2012, 10:06:54 pm
Kudos for MTG references.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: Replica on February 25, 2012, 10:43:23 pm
Does anyone else experience regular crashing or is it just me?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: Old Bones on February 25, 2012, 10:51:18 pm
I am too. It's debilitating, but I'm on the old version of MDF.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: GaxkangtheUnbound on February 25, 2012, 10:59:53 pm
Just note that this is a personal opinion, but I feel that the altar reaction for making armor out of dwarves is a bit too powerful. You can make multiple sets of armor from one dwarf, because the syndrome takes time to kill one. Also, I think the steel armor should have less chance of appearing, because my captain was invincible.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: xaldin on February 25, 2012, 11:34:53 pm
So after all the trials of getting a world to generate... my embark: Rains a goop on my guys that brusies them totally all over, most of my first couple layers under dirt is rock salt ... to point I'm having trouble getting rocks to use to build doors from.

And the only lava I can guarantee is like 100 levels away.

*sigh* going to be one of those.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: smakemupagus on February 25, 2012, 11:39:02 pm
Do necromancer-dwarves raise hostile undeads, or friendly?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: UncleCern on February 25, 2012, 11:45:56 pm
Ok. Encountered a major bug. It's impossible to obtain an animal cloth because the thread spinned from hair does not count as animal thread aparently (common animal thread something instead).
Caravans do not bring animal yarn/cloth so this may be the global reaction problem or something.

One may ask why is that a major bug in my opinion. Well, dwarves have those strange moods and they sometimes need animal yarn or animal cloth. And we can not provide them any... *sigh*.

So for the sake of our dwarves - meph fix that please or someone give us the solution to the problem (where and what to fix in raws). 8)

Cheers.

EDIT: there's some problem with dwarf therapist too. It does not display genders correctly. 1.2 compatible dwarf therapist works fine though.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: MiamiBryce on February 25, 2012, 11:58:29 pm
Version 1.4

A number of underground plans, including sweet pod appears in the stock pile list twice.  The second one appears to be the 'good' one. (using additional plants setting)

Grinding Bonemeal...is it supposed to use remains?  Somehow I was imagining it grinding...bone?

Bonemeal doesn't seem to be able to go into any stockpiles, am I missing something?

Beach nut flour, acorn flour:  neither have breads.

On the seeds stockpile, third from the end (between cashew nuts and thorn apples) is a blank line.

Drow brought me "finch n/a barrel".  I'm pretty sure I've seen it for wren too when embarking.

And last, but not least - thank you for the white bricks!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: Old Bones on February 26, 2012, 01:09:25 am
I have a drow bowman that teleports randomly around the map, generating an "An ambush! Curse them!" each time.

Also you can't remove drow with the settings tool.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: CheatingChicken on February 26, 2012, 01:31:48 am
Err, my dwarves just milked a horse, is that normal?

I ordered to milk, supposedly my cows, but they brought a horse and harvested "horse's milk".
I suppose you could milk any mammal, but some animals are known for being milked, and to my knowledge, horses are not on the list.
I won't complain, that means you could have milk without buying the expansive cows at the start, but that's a little odd.

I once set "Milk Animal" on repeat. When it was finished, i ended up with cow's milk. I only had 1 Bull :-/
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: xaldin on February 26, 2012, 01:39:10 am
Err, my dwarves just milked a horse, is that normal?

I ordered to milk, supposedly my cows, but they brought a horse and harvested "horse's milk".
I suppose you could milk any mammal, but some animals are known for being milked, and to my knowledge, horses are not on the list.
I won't complain, that means you could have milk without buying the expansive cows at the start, but that's a little odd.

I once set "Milk Animal" on repeat. When it was finished, i ended up with cow's milk. I only had 1 Bull :-/
Now that I dare say sounds like a bug.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: dragonly on February 26, 2012, 01:44:21 am
Shearing animals results in common hair, spinning results in common hair thread which cannot be turned into yarn cloth. Result is a lot of dead, moody textile workers.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: slay_mithos on February 26, 2012, 02:02:14 am
Animal threads not being recognized have been reported two versions ago (at least, that was when I reported it), it's strange it haven't been changed.

I'll try to look in the raws for what to change, but I am not sure you can fix it without generating a new world.

Edit: I'm no good with the raws apparently, I can't seem to find the reactions using the hairs nor the threads, except for the ones added by the mod.
We will have to wait for somebody more competent, I'm sorry.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: Alkhemia on February 26, 2012, 02:22:33 am
Instant crash when i got to legends mode and crash in adventure mode error log
Spoiler (click to show/hide)
Also I still have the world just in case you need it
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: bombzero on February 26, 2012, 03:25:16 am
Im just going to leave a nice tip here.

do. not. ever. make. a. necromancer. UNLESS you are full well prepared to deal with whatever consequences occur.

hint: undead hate all living things. dwarfs are in fact alive.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: isitanos on February 26, 2012, 03:31:56 am
Hotkeys.exe sounds nice, but what are the added hotkeys?

Also, thanks for 1.4, but personally I'd really like to see at least two versions with no new features, only bugfixes. Just like Toady's doing now, basically.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: bombzero on February 26, 2012, 04:15:20 am
Hotkeys.exe sounds nice, but what are the added hotkeys?

Also, thanks for 1.4, but personally I'd really like to see at least two versions with no new features, only bugfixes. Just like Toady's doing now, basically.

yeah i would like to see a working caste-detecting version of therapist, and you should focus on finding better/more efficient ways to do things, and fixing current bugs.


also heres a nice idea for when you are feeling a little evil.

add a 'doomsday workshop' that contains nothing but horrifyingly negative reactions that have no positive benefit at all,
purpose? for boring forts to be a little more Fun.
(though if you have a boring fort in masterwork, your doing it wrong.)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: sayke on February 26, 2012, 04:58:17 am
meph, this is fantastic =D got a fortress up and running on a decent embark site, and am going to try to test all this stuff out! just got things started, now - am underground and starting to get my industries going. however, i did notice a couple of weird things, some of which other people have mentioned already, so i'd like to confirm that they happen:

- as you noticed, sometimes the entire game locks up on embark. it looks like there's a memory leak when it happens - i notice it using more and more and more ram off into infinity, and it uses 100% of one CPU core, so i assume there's an infinite loop plus a memory leak lurking in there somewhere. no idea how this happens, but generating a new world seems to fix it.

- simple minerals seems to consistently generate worlds without any iron. other people have noticed this too, and it has happened every time i've used simple minerals. i disable simple minerals and everything seems fine, but given that simple minerals are on by default, this might confuse the hell out of people just trying out the mod!

other then that, very interesting! my initial leader/hunter embarked with a gnarly javelin thrower... look out. i've yet to test all this stuff out but i look forward to doing so! thank you very much meph and keep up the good work -
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: sayke on February 26, 2012, 04:59:17 am
oh also - i believe "drow" is both singular and plural. it shouldn't be "five drows" - it should be "five drow". not sure why but i'm pretty sure that's the case =D

cheers -
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: kizucha on February 26, 2012, 05:17:11 am
Uhm i have 1 questin again. ^.^ The pet-hawk's how can i train them? Can only train hunting dogs. ._.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: paul k. on February 26, 2012, 06:44:16 am
hey meph,
just noticed there's no way to produce pig tail oil. tried paste making, plant processing, extracting with no effect.
what was i supposed to do? is it a bug?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: slay_mithos on February 26, 2012, 06:59:22 am
Uhm i have 1 questin again. ^.^ The pet-hawk's how can i train them? Can only train hunting dogs. ._.

In fact, no, Toady forgot to change the text in the kennel menu, and possibly the workshop's name (should be training ground or something along those lines).

Put a zone on your Kennel, place your hawk in it, and ask to "train hunting dog".
You will notice that the job in the building is then "train hunting animal", not dog, and that it will work perfectly (tested it in 1.3 and got my hunting hawk, no problem.

Only thing to remember, always keep one male and one female not trained, as I am not sure the hunting ones can reproduce (same with the armoured animals).
Also note that you need to not place him in a zone if you assign him, and assigning him will make him an owned pet, with all possible bad consequences if he dies.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: smakemupagus on February 26, 2012, 07:02:52 am
Animal threads not being recognized

In inorganic_zmasterwork, if i'm interpreting these correctly it looks like the material reaction product of hair is always plant thread.

[INORGANIC:HAIR]
[MATERIAL_REACTION_PRODUCT:THREAD_MAT:INORGANIC:THREAD]

->

[INORGANIC:THREAD]
[THREAD_PLANT]

I don't know what the fix is. 
for comparison Genesis has

[MATERIAL_TEMPLATE:HAIR_TEMPLATE]
[MATERIAL_REACTION_PRODUCT:THREAD_MAT:LOCAL_CREATURE_MAT:THREAD]

and then Yarn is assigned on a per creature basis

[CREATURE:ALPACA]
  [BODY_DETAIL_PLAN:STANDARD_MATERIALS]
    [SELECT_MATERIAL:HAIR]
         [YARN]

... but i don't suggest messing with it unless you really know what's up, Masterworks materials are totally different
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: afftor on February 26, 2012, 07:55:08 am
You have problems here
[REACTION:NETHERWOOD_BARK] produce nameless seeds.
[REACTION:IRONWOOD_MAKING] would produce nameless seeds if it actually could acknowledge ironbark logs produced by [REACTION:CUT_SMALL_IRON]
All "cut farmed ***" goes by same hotkey.  And for some reason [REACTION:STEELOAK_MAKING] absent from timberyard.

added: Mmm yeah, it's because you input steelwood_making instead of steeloak_making in entity_default

added2: apparently nethercap spawns can't be planted
Also scrap/fair/whatever wood all has same value of 3.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: kizucha on February 26, 2012, 08:31:35 am
In fact, no, Toady forgot to change the text in the kennel menu, and possibly the workshop's name (should be training ground or something along those lines).

Put a zone on your Kennel, place your hawk in it, and ask to "train hunting dog".
You will notice that the job in the building is then "train hunting animal", not dog, and that it will work perfectly (tested it in 1.3 and got my hunting hawk, no problem.

Only thing to remember, always keep one male and one female not trained, as I am not sure the hunting ones can reproduce (same with the armoured animals).
Also note that you need to not place him in a zone if you assign him, and assigning him will make him an owned pet, with all possible bad consequences if he dies.

Thank you. ^.^
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: UncleCern on February 26, 2012, 09:31:06 am
Meph opens the DF Modding subforum Masterwork Dwarf Fortress thread.

Meph was struck down.

A lot of things to repair, mainly those damn hair/yarn, hehe.

I still prefer this than vanila, also hope the hair fix will not make me generate another world.

Fake EDIT: not sure if that's just my luck or something else - 2 evil mists i have encountered so far in 1.4 generate no visible evil efect (no thralls/husks).
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: Undeadlord on February 26, 2012, 10:19:35 am
I noticed too, maybe its supposed to be like this, but logs and leather produce paper for the Scriptorium, but then on the Scriptorium, if you don't have paper and hit Enter on the reaction it says you need Vellum? I wasn't sure where to get Vellum, so I just tried paper and it worked, but maybe get rid of vellum and call it all paper to make it clearer?

Just a thought. Awesome mod!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: Hugo_The_Dwarf on February 26, 2012, 10:35:08 am
Animal threads not being recognized

In inorganic_zmasterwork, if i'm interpreting these correctly it looks like the material reaction product of hair is always plant thread.

[INORGANIC:HAIR]
[MATERIAL_REACTION_PRODUCT:THREAD_MAT:INORGANIC:THREAD]

->

[INORGANIC:THREAD]
[THREAD_PLANT]

I don't know what the fix is. 
for comparison Genesis has

[MATERIAL_TEMPLATE:HAIR_TEMPLATE]
[MATERIAL_REACTION_PRODUCT:THREAD_MAT:LOCAL_CREATURE_MAT:THREAD]

and then Yarn is assigned on a per creature basis

[CREATURE:ALPACA]
  [BODY_DETAIL_PLAN:STANDARD_MATERIALS]
    [SELECT_MATERIAL:HAIR]
         [YARN]

... but i don't suggest messing with it unless you really know what's up, Masterworks materials are totally different
I guess I can download, and see if I can lean a hand in this.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: AndyDish on February 26, 2012, 10:42:25 am
The crashes may have to do with caves or trade caravans or even injuries, these seem to be common when I crash, beyond that I dont know much else to tell you about the crashes. One complaint is be careful with trap avoid gremlins and giving them weapons, it makes them a bit over powered. I do not like the large amount of new metalworking shops especially in the case of the finishing forge which does one thing, alchemy buildings require a skill that dwarves do not have and so will not be built. I have also noticed that trade caravans will leave through my caverns, dont know if that is a bug already or not. There seems to be alot of clutter and inefficiency in the metalworking field in general while other areas have become simpler with your mod, this has not. Loving the war bears I have and this mod despite these problems.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: UncleCern on February 26, 2012, 10:52:58 am
Animal threads not being recognized

In inorganic_zmasterwork, if i'm interpreting these correctly it looks like the material reaction product of hair is always plant thread.

[INORGANIC:HAIR]
[MATERIAL_REACTION_PRODUCT:THREAD_MAT:INORGANIC:THREAD]

->

[INORGANIC:THREAD]
[THREAD_PLANT]

I don't know what the fix is. 
for comparison Genesis has

[MATERIAL_TEMPLATE:HAIR_TEMPLATE]
[MATERIAL_REACTION_PRODUCT:THREAD_MAT:LOCAL_CREATURE_MAT:THREAD]

and then Yarn is assigned on a per creature basis

[CREATURE:ALPACA]
  [BODY_DETAIL_PLAN:STANDARD_MATERIALS]
    [SELECT_MATERIAL:HAIR]
         [YARN]

... but i don't suggest messing with it unless you really know what's up, Masterworks materials are totally different
I guess I can download, and see if I can lean a hand in this.

In 1.2 it worked well as far as I remember. just giving a hint as I am trying to figure what's wrong too (I'm terribad at browsing and fixing/changing/reading raws).
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: Hugo_The_Dwarf on February 26, 2012, 10:59:15 am
Give me a list of Shearable creatures... Meph's raws are like a maze, I thought he had some "generic" creature that housed all his materials? (at least animal materials)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: Hugo_The_Dwarf on February 26, 2012, 11:11:04 am
It is probally as simple as this

      [SELECT_MATERIAL:HAIR]
         [YARN]

To the creatures that are shearable (Which is the same thing sly_mithos said) just as long as you drop that below the creature (at the end of the creature) it "should" alter it's hair to be YARN. But if slay_mithos is right, then if Meph is using a plant to give the hair material it's thread then... well I don't think YARN will work.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: UncleCern on February 26, 2012, 11:11:29 am
I know lama, alpaca and sheep for sure. I also know for sure that in 1.4 any hair can be spinned too, like horse hair o.0.

Edit: Where shall I place this

[SELECT_MATERIAL:HAIR]
         [YARN]

so I can test if that works?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: Hugo_The_Dwarf on February 26, 2012, 11:18:43 am
I know lama, alpaca and sheep for sure. I also know for sure that in 1.4 any hair can be spinned too, like horse hair o.0.

Edit: Where shall I place this

[SELECT_MATERIAL:HAIR]
         [YARN]

so I can test if that works?
Hmm.. Sheep seem to have a SELECT_MATERIAL:HAIR, so has anyone done testing with sheep to see if they can spin it's hair/wool into thread/yarn?

But for testing wise just make sure the SELECT_MATERIAL_HAIR is after all the [BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE] because after that tag all materials and tissues have already been called, so thus allowing selection of materials.

EDIT:
Due note the sheep i'm looking at is right from Mephs raws, not vanilla
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: UncleCern on February 26, 2012, 11:23:01 am
Success I think. I genned a new world and I have yarn availible at the embark. Only sheep yarn things and sheep yarn as my civ has no alpaca/lama access. testing if shearing works now.

EDIT: I copied some things from 1.2 raws into 1.4 raws. trying to figure which ones now, heh.

EDIT2: Embarked in a new world. 4 sheeps. Built farmers workshop, loom, clothiers. Sheared the sheep getting the sheep wool, then spinned it into sheep yarn, then made a yarn cloth, then made a cloak from the yarn cloth. SUCCES. Uploading the raws i have now. Once i do that I'll try to figure which I changed (do not remember very well, I did not take notes - sorry for that I am just a village idiot  8) ).

EDIT3: link to the raws I changed. https://rapidshare.com/files/1524668867/objects.rar (https://rapidshare.com/files/1524668867/objects.rar) I basically searched all hair reference in those and changed them to 1.2 ones (I luckily still have 1.2 DF MASTERWORK). Sadly I'm not sure how 1.4 raws look now as i did not backup, hehe.

EDIT4: Now going to test if this thing works in my existing fort. I hope elves bring me some sheep or alpacas.

EDIT5: Sadly it does not work in my old fort... To the worldgen then! Ha!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: Hugo_The_Dwarf on February 26, 2012, 11:34:37 am
Just compare the raws from your modified raws and Meph's v1.4 raws. Then all will become aparent (which I think sheep yarn was possible all along, but the fact that every animal can have it's hair spun. means there is some yarn and some thread)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: Ishar on February 26, 2012, 12:24:36 pm
I don't know if it's a vanilla bug, or Masterwork thing, so I'm gonna post anyway.
My chief medical dwarf gave birth to twins. Awesome. Then, she became possessed. Also awesome. But finally, she claimed the craftsdwarf workshop, and doesn't do shit. I checked if she requires some material I don't have, and this is the only thing she says:
Muzishthetust (http://users.atw.hu/ishar/strangemood.png)

I believe that's supposed to be the artifacts' dwarven name. I have never previously seen something like this, dwarves always muttered the required ingredients before. Then again, this is my first major fort since the big vanilla update.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: paul k. on February 26, 2012, 12:26:03 pm
anyway, did anybody try to make oil from pig tails? seems like my question's still hanging
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: UncleCern on February 26, 2012, 12:42:05 pm
I don't know if it's a vanilla bug, or Masterwork thing, so I'm gonna post anyway.
My chief medical dwarf gave birth to twins. Awesome. Then, she became possessed. Also awesome. But finally, she claimed the craftsdwarf workshop, and doesn't do shit. I checked if she requires some material I don't have, and this is the only thing she says:
Muzishthetust (http://users.atw.hu/ishar/strangemood.png)

I believe that's supposed to be the artifacts' dwarven name. I have never previously seen something like this, dwarves always muttered the required ingredients before. Then again, this is my first major fort since the big vanilla update.

Use df hack tool and check what materials does he need using showmood command. This way you know where's the problem. Some moods do not say much about materials they need I believe. (I may be terribly wrong as well o.0)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: Meph on February 26, 2012, 12:44:35 pm
Ok. Damn whoever actually convinced me to upload the new version :P

@ishar: This is normal, he/she has a secretive mood, and dont show what materials are needed.

Fix for hair/thread.
BROKEN: [MATERIAL_REACTION_PRODUCT:THREAD_MAT:INORGANIC:THREAD]
FIXED: [MATERIAL_REACTION_PRODUCT:THREAD_MAT:CREATURE_MAT:ANIMAL:THREAD]

This is untested, but after reading the thread here I am quite sure it will work.

Pigtail oil: the old, dusty vanilla reaction to create oil, same as always ? But I guess I will make a custom reaction for it, to the millstone/quern, like all the others.

Paper/Vellum: It creates the material paper. You create paper vellums, or leather/skin vellums. But yeah, a bit clumsy, I will change it.

@afftore: Timberyard: Do you pay 1.3 or 1.4 ? I did fix this, I am sure.

Necromancers/bombzero: Even your own deads are hostile ? Mh... I did remove: opposed-to-life from them, I thought friendlies that died would come back friendly, and hostiles hostile. Well, have fun then :)

@warnipple: you can turn corpses ON/OFF in the GUI.

@flobulon: Thanks for the report, nice that they have all they should have. I will remove the cut-off-ears then, sounds strange with a material in front. Next will be removing the dwarve things from them. Did they have a diplomat/evil pets like trolls ?

@crashes: Seems you can avoid them by having short (<100 years) worldgens for now. Otherwise I have a hard time finding the sources. Sorry.

@Therapist: The new version works fine, but does not detect castes, correct. The old version might work for the castes, but cant detect necromancers/holy warriors. I would use the newer DT for 34.2 and wait for a caste patch, although I actually have no idea how to patch it. *cough* *hide*

I will also make a promise:
Next release, which is far, far away, will be balancing/flavor/bugfix only. No new features. Some people might like this, others wont. I figured that all the other modders here do this:
Mod, Test, Fix, Mod, Test, Fix, Mod, Test, Fix, Release, Fix.
While I do: Mod, Mod, Mod, Release, Fix, Fix Fix.

Although this allows me to work three times as fast as other modders, and I find bugs a lot faster, since I dont test alone, but have a few hundret players to report, it also degrades you to some kind of guinea pig.I had thought people would complain more, but this being DF you guys dont seem to mind ;) Thanks for that.

And you really have NO iron at all with simple materials ? I will test this of course, but I never noticed this before.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: UncleCern on February 26, 2012, 12:54:55 pm
Fix for hair/thread.
BROKEN: [MATERIAL_REACTION_PRODUCT:THREAD_MAT:INORGANIC:THREAD]
FIXED: [MATERIAL_REACTION_PRODUCT:THREAD_MAT:CREATURE_MAT:ANIMAL:THREAD]


In which particular raw is this? So i can test if this works.

EDIT: from what I see the broken thing is : [MATERIAL_REACTION_PRODUCT:THREAD_MAT:CREATURE_MAT:ANIMAL:THREAD] and it should be changed to the thing marked as "broken" ([MATERIAL_REACTION_PRODUCT:THREAD_MAT:INORGANIC:THREAD]).

Unsure though...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: Ranik on February 26, 2012, 12:58:47 pm
Fix for hair/thread.
BROKEN: [MATERIAL_REACTION_PRODUCT:THREAD_MAT:INORGANIC:THREAD]
FIXED: [MATERIAL_REACTION_PRODUCT:THREAD_MAT:CREATURE_MAT:ANIMAL:THREAD]


In which particular raw is this? So i can test if this works.

material template default?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: AndyDish on February 26, 2012, 01:07:51 pm
Fatal error missing item: battering ram.
Loading a world this error occured and the DF crashed
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: Flobulon on February 26, 2012, 01:20:22 pm
I'm getting hematite with Simple Minerals, so I don't think that's the cause for what people are reporting.
Re: the drow caravan - there was no diplomat, and no pets with them other than turrets/landmines to sell - armored horses pulled the wagons.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: Spray on February 26, 2012, 01:29:26 pm
Well, 10 Embarks, Dfhack->reveal->prospect->NO IRON

every single world i creat, mineral on everywhere, zero iron
no hematite, no limonite etc.find Desire location everything is on deep/multiple.

only the pregen worlds seems to have iron minerals.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: afftor on February 26, 2012, 01:32:46 pm
@afftore: Timberyard: Do you pay 1.3 or 1.4 ? I did fix this, I am sure.
Uh.. yeah, I guess it was released right after I downloaded 1.3
Also a suggestion. How about sewable cloth backpacks/quivers for military? Being restricted only to leather hurts.
edit: regarding timberyard refine ironbark/netherwood  - nameless seeds, rest looks fine tho.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: UncleCern on February 26, 2012, 01:41:11 pm
Fix for hair/thread.
BROKEN: [MATERIAL_REACTION_PRODUCT:THREAD_MAT:INORGANIC:THREAD]
FIXED: [MATERIAL_REACTION_PRODUCT:THREAD_MAT:CREATURE_MAT:ANIMAL:THREAD]


^^Fix not working^^ :[

My modified raws are working though, trying to figure where's the exact problem.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: Ranik on February 26, 2012, 01:52:00 pm
Tried both 1.4 and the earlier raw pack someone uploaded.

Animal hair skin skull and certain bones/horn seem to get left in the butcher shop and not carried to stockpile.

Even Ram wool is left in butchers workshop as if the dwarves don't know what to do with it in stockpile.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: slay_mithos on February 26, 2012, 01:56:47 pm
Is there a specific condition to be able to plant the tree seeds?

I embarked with 2 of each for a test, and I could only plant tower cap.

That, plus I have no idea where it went, because nearly a year after that, nothing was on the plot, and no luck finding the wood produced or anything.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: UncleCern on February 26, 2012, 02:01:33 pm
Tried both 1.4 and the earlier raw pack someone uploaded.

Animal hair skin skull and certain bones/horn seem to get left in the butcher shop and not carried to stockpile.

Even Ram wool is left in butchers workshop as if the dwarves don't know what to do with it in stockpile.

It might be my "fix". I think i changed only hair but i may be wrong. Testing that thing now. To fully fix the wool thread issue one have to fix raws: inorganic_zmasterwork, material_template_default, tissue_template_default. Testing that to be 100% sure too atm.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: Ranik on February 26, 2012, 02:04:45 pm
Is there a specific condition to be able to plant the tree seeds?

I embarked with 2 of each for a test, and I could only plant tower cap.

That, plus I have no idea where it went, because nearly a year after that, nothing was on the plot, and no luck finding the wood produced or anything.

I just reclaimed a fort to test this. Spring planting small trees outside just fine. Did you build your farm underground?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: Meph on February 26, 2012, 02:10:16 pm
Tower Cap ? you cant plant these at all.

You can plant: Tree, Ironbark, Steeloak outside. You can plant Fungiwood and Nethercap inside. They need up to a year to grow (without fertilizer) and get stored in a food stockpile under plants. They will also wither like normal plants in farmplots if not harvestet fast enough.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: Ranik on February 26, 2012, 02:13:30 pm
Planted small tree's outside and fungiwood inside. So working for me. Any luck on leftover animal materials?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: dragonly on February 26, 2012, 02:14:01 pm
Went ahead and added
[MATERIAL_REACTION_PRODUCT:THREAD_MAT:LOCAL_CREATURE_MAT:THREAD]
[YARN]
to material_template_default

and

[YARN]
just after [TISSUE_NAME:wool:NP] under [BODY_DETAIL_PLAN:COMMON_ANIMAL_TISSUES]
for the given animals under creature_domestic and got them producing yarn cloth again.

It's named common hair thread, then common hair cloth, this may be intended by the OP, but I don't know enough to fix the name generation.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: afftor on February 26, 2012, 02:15:12 pm
Tower Cap ? you cant plant these at all.

You can plant: Tree, Ironbark, Steeloak outside. You can plant Fungiwood and Nethercap inside. They need up to a year to grow (without fertilizer) and get stored in a food stockpile under plants. They will also wither like normal plants in farmplots if not harvestet fast enough.
Nethercap absent from farm fields though. And i hope you noticed
Quote
regarding timberyard refine ironbark/netherwood  - nameless seeds
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: Ranik on February 26, 2012, 02:20:30 pm
Nethercap did not appear in my underground farm either.


Add horse steel to the list of materials that dwarves leave in workshop.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: smakemupagus on February 26, 2012, 02:22:50 pm
I don't know if it's a vanilla bug, or Masterwork thing, so I'm gonna post anyway.
My chief medical dwarf gave birth to twins. Awesome. Then, she became possessed. Also awesome. But finally, she claimed the craftsdwarf workshop, and doesn't do shit. I checked if she requires some material I don't have, and this is the only thing she says:
Muzishthetust (http://users.atw.hu/ishar/strangemood.png)

I believe that's supposed to be the artifacts' dwarven name. I have never previously seen something like this, dwarves always muttered the required ingredients before. Then again, this is my first major fort since the big vanilla update.

It's Vanilla, In possessions, they sometimes mutter the name after they're done gathering ingredients.
http://dwarffortresswiki.org/index.php/Possessed
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: slay_mithos on February 26, 2012, 02:27:00 pm
me and the names...
Yep, it was Fungiwood, I was doing full tower caps in vanilla last summer, maybe that's why it always comes to my mind, sorry for that.

Ok, so that means I need to make outside farms once again, so much for my 1 layer thin sand/clay.

Any way to have a safe (-ish) farm that wouldn't have problems with the mages putting fire  everywhere?
I know that in previous versions, putting a roof to some place that was outside make it still be outside, but I don't know if it works for farms too.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: UncleCern on February 26, 2012, 02:31:59 pm
Tried both 1.4 and the earlier raw pack someone uploaded.

Animal hair skin skull and certain bones/horn seem to get left in the butcher shop and not carried to stockpile.

Even Ram wool is left in butchers workshop as if the dwarves don't know what to do with it in stockpile.

Tested. Using the modified raws i was able to obtain the sheep yarn thread and cloth. Also all materials go to the right storage (refuse), you must have had the o->r->o option disabled (dwarves gather refuse from outside). Sadly I was unable to get any cloth from the horse hair thread. Also I am unsure this horse thread is usable for moods. It is usable in hospitals though.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: Ranik on February 26, 2012, 02:33:58 pm
Herp derp. That's the problem with quick tests. DF's natural setting will always fuck you ;)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: UncleCern on February 26, 2012, 02:40:14 pm
Herp derp. That's the problem with quick tests. DF's natural setting will always fuck you ;)
Yeah, took me 10 minutes and 1 litre of tea to figure that damn o->r->o myself... *sigh*
  :o
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: Meph on February 26, 2012, 02:43:50 pm
Ok, now: Does anyone has the fix for the thread/cloth ? @ranik: I assume the rest would have been stockpiled as well, if the settings was on ? Because I did test stockpiling.

The materials are really a huge gamebreaker. I base every industry on them, then fix everything, and stockpiling does not work. I have to redo the material system to fix stockpiling and EVERYTHING broke, since all reaction were based on inorganic mats. I am since busy redoing the reactions, and old, fixed things like the thread/cloth turns up. Wow, the stockpiling really was a bit of work. ^^

Btw, I started a new poll, for balancing. Old poll was leading with: Evil civ, then necromancers/warrior-priests, then adventure mode stuff. Is noted.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: Ranik on February 26, 2012, 02:45:08 pm
yes setting o>r>o picks everything up fine.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: Cynsye on February 26, 2012, 02:48:38 pm
Just had something interesting pop up: An announcement that a Snatcher had been spotted (by a kitten). I unpause the game and the only description of what happened then was the Snatcher exploded, setting fire to the grass in that courtyard. (And roasting the unlucky kitten, and a few Elves. For once a goblin did something right). Any idea what could have caused that? (v1.3)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: slay_mithos on February 26, 2012, 02:52:49 pm
yep, it was a warlock, they tend to put the whole map into fire every time they are spotted, meaning you need some ground locks for the fire not to spread too much.

I had two forts that were badly compromised by a snatcher discovered by a cat because of this, but only because fire is over powered (the warlock themselves are really weak to physical attacks).
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: Mr. Palau on February 26, 2012, 02:53:20 pm
it is true that simple minerals removes 2/3 of the iron ores, specificly limonite and magnetite, which makes the vannila iron bearing ores comparitively a lot less common. However tetrahedrite also counts as a minor ore of iron now and you can use it in steel production, which is all i ever really used iron for anyway. simple minerals also appears to drasticly increase the frequencies of sedimentary layers though so it actaully makes steel production easier, because tetrahedrite and marble is almost everywhere and anthracite, coal, and lignite are very common in sedimentary layers. Combine that with the blast furnace and if you settled in a sedimentary biome, which will almost certaintly have coal or anthracite, you can have a steel industry up by the end of autumn. 

Edit: Meph I assume you either included something like the community combat overhaul or have done some rebalancing of combat yourself already right? besides the whips that is which i think I rember you saying you made less powerful.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: Cynsye on February 26, 2012, 02:57:38 pm
yep, it was a warlock, they tend to put the whole map into fire every time they are spotted, meaning you need some ground locks for the fire not to spread too much.

I had two forts that were badly compromised by a snatcher discovered by a cat because of this, but only because fire is over powered (the warlock themselves are really weak to physical attacks).
Well, I sure am glad my surface fort is 4 platforms with a 3 wide channel between them all :). If that had got to the outside...

Surprised this is the first Warlock I have seen, its usually werecreatures in excessive quantities.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: slay_mithos on February 26, 2012, 03:00:49 pm
well, warlocks are no good, really, they can't even hunt the elven caravans without dying in the process, meaning both are dead in the end.

If you ever see them coming, do not send your weapon fighters, only burns would await them, so either equip them with the awesome throwing weapons of the same category, of let your marksdwarves do the job.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: Meph on February 26, 2012, 03:02:45 pm
I did mod all the weapons, yes. I also just downloaded the community combat overhaul, to have a look and learn :)

Mostly it is about the runic/epic weapons, since they are rather new, and only tested in the arena.

warlocks are no good, really,
If you ever see them coming, do not send your weapon fighters, only burns would await them, so either equip them with the awesome throwing weapons of the same category, of let your marksdwarves do the job.
From my perspective, a job well done. Warlocks are good in melee due to their breath attacks, but weak against ranged. This is as it should be. People will need melee squads for zombies, and ranged squads for warlocks then. :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: smakemupagus on February 26, 2012, 03:05:59 pm
My post yesterday on the "Yarn" issue ...

(http://www.bay12forums.com/smf/index.php?topic=98196.msg3036482#msg3036482)

... was only valid for MW1.2.  The MW1.4 version seems to already contains the change I was going to try.  Sorry to add to the confusion. 

I'm going to do an embark now with some shepards and do some testing.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: UncleCern on February 26, 2012, 03:06:03 pm
Ok, now: Does anyone has the fix for the thread/cloth ?
https://rapidshare.com/files/1524668867/objects.rar (https://rapidshare.com/files/1524668867/objects.rar)
This is the temporal fix I made and it seems to work for now. Would be nice if you look into it as my skills concerning raws manipulation are only a little better than those of a smart chimpanzee.

I have made 3 test embarks and thread(yarn) works well except one can't use hair threads to make cloth (they (hair thread) work in hospitals, havent checked if they work for moody dwarves though).

Basically lines: [MATERIAL_REACTION_PRODUCT:THREAD_MAT:INORGANIC:THREAD] were overwritten on lines: [MATERIAL_REACTION_PRODUCT:THREAD_MAT:CREATURE_MAT:ANIMAL:THREAD]. This is for material_template_default and inorganic_zmasterwork.
Then the line: [TISSUE_MATERIAL:CREATURE_MAT:ANIMAL:HAIR] was replaced by [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:HAIR] for tissue_template_default.

All those lines I used come from 1.2 MASTERWORK DF, I just copy/pasted some crap.

Also I did not do any testing beyond the short test embarks.

I hope this helps and I did not break anything in a spectacular way 8)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: smakemupagus on February 26, 2012, 03:14:34 pm
Uncle Cern, nice.  My money would be on:

"Then the line: [TISSUE_MATERIAL:CREATURE_MAT:ANIMAL:HAIR] was replaced by [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:HAIR] for tissue_template_default."

I have a fresh reinstall of MW1.4 -- I'll try it both ways and see if I learn anything.  Or, just have a wildly uncontrolled inconclusive test, or get killed by badgers.

update.
Two hang on embark so far.  Would the Errorlog.txt be helpful?  it just has some "Error(s) finalizing the creature BIRD_HORNED_OWL_FF", and a few others
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: bombzero on February 26, 2012, 03:56:35 pm
it is true that simple minerals removes 2/3 of the iron ores, specificly limonite and magnetite, which makes the vannila iron bearing ores comparitively a lot less common. However tetrahedrite also counts as a minor ore of iron now and you can use it in steel production, which is all i ever really used iron for anyway. simple minerals also appears to drasticly increase the frequencies of sedimentary layers though so it actaully makes steel production easier, because tetrahedrite and marble is almost everywhere and anthracite, coal, and lignite are very common in sedimentary layers. Combine that with the blast furnace and if you settled in a sedimentary biome, which will almost certaintly have coal or anthracite, you can have a steel industry up by the end of autumn. 

Edit: Meph I assume you either included something like the community combat overhaul or have done some rebalancing of combat yourself already right? besides the whips that is which i think I rember you saying you made less powerful.

Hematite is still there. limonite might be, if i remember correctly simple minerals actually makes iron MORE common in that most of what it leaves is  either a pure ore, or has some percent iron content.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: Meph on February 26, 2012, 04:01:00 pm
Guys, you do realize that if you add: LOCAL_CREATURE_MAT to the thread, then you get "local creature mat" - thread, cloth and items in the end ? This would fix the issue, sure, but also "fix" my generic mats. Point is, that the finished product should only have one type.

I just made a little todo-list to work on, dont know when I really do start, but it is nice to actually see what has to be done. If you want to have a look, here it is:

Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: afftor on February 26, 2012, 04:49:33 pm
Fair and scrap wood (hence all wood) goes by same price, which sort of kills idea of Timberyard.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: smakemupagus on February 26, 2012, 04:50:08 pm
Guys, you do realize that if you add: LOCAL_CREATURE_MAT to the thread, then you get "local creature mat" - thread, cloth and items in the end ? This would fix the issue, sure, but also "fix" my generic mats. Point is, that the finished product should only have one type.

Oh, I see what you're saying.  Perhaps there need to be two generic hair mats, one for wooly creatures and one other?  In the meantime I will just add the [YARN] tag all over the place in the raws until my guys stop dying, and then patiently await your real fix :)

... Llama skin thread.  Eww.  Modding, not really as easy as Meph makes it look!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: dragonly on February 26, 2012, 04:50:43 pm
Hey Meph, the fix I recommended earlier is still resulting in common hair thread/cloth if that is what you intended for yarn production.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: isitanos on February 26, 2012, 04:52:57 pm
Meph, the bugfix list looks yummy :).


Quote
Renamde most reaction names, since truetype allows more space - This will make it easier to understand reaction needs/does what.
If this means the mod will be hard to play without truetype, I don't think it's such a good idea. You still can't see the current selection on the 'u'nits screen, and there are still several truetype-related crashes on the bugtracker.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: Meph on February 26, 2012, 05:14:44 pm
Ok, is noted. Reaction names will stay for now.

Tree/wood values is added to the list.

Dragonly: Send me the fix in a PM please, there are just too many floating around in this thread ;)

I also finished with those:
Fixed baboon body parts.
Deleted duplicate weasel and tapir.
Added wanderers friend mod for adventure mode.
Nerfed brick making. You can now use stone boulder to burn brick blocks.
Removed Furniture Workshop.
Removed metal/glass beds and dismanteling of wooden furniture. Was mostly unused.
Moved wooden mechanism, quern and millstone to craftsmans workshop.
Fixed naming for wild fig seeds. (the empty place in the seed stockpile)
Added bread mat to the 7 remaining FloraFauna flours. Missed them last time since they are in a different file.
Renamed the fake plant version I needed for the royal drink upgrades to "royal plant name" to avoid confusion. Stockpiles should now list two, the normal ones, and the royal ones.
Added diplomat and Hoardmaster (the drow trade liason) to drows.
Drows shouldnt bring dwarven constructs, gems and stones anymore.
Added reaction to screw press: Press oil from pig tails. NEEDS TESTING
Removed rock spiked ball
Changed labors in stonecutter. Now only needs mason/stonecrafter.
Applyed dragonflys patch for animal wool/yarn/thread/cloth. NEEDS TESTING
Added flobulons patch for golem making. NEEDS TESTING, but looks ok.
Fixed Guild joining reactions. Formerly only accepted normal dwarves, now savants/castes as well.
Added [ITEMCORPSE:BAR:NO_SUBTYPE:INORAGNIC:STEEL] to all armored pets. They will now leave a steel bar upon death.

EDIT: Just checked the wood values in the raws (not ingame) they seem to be alright, here the raw:
Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: Mr. Palau on February 26, 2012, 05:35:06 pm
ehy I'm playing 1.3 still and the caravans are arriving with stacks of common skin, I think thsi was adressed earlier in the thread but can't find it, is there a fix thaat would not require generating a new world? and is it actual common skin or something else misnamed?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: Meph on February 26, 2012, 05:39:12 pm
It is cheese. Should be eaten like cheese as well, it is just the name that is wrong. Cant change it without regen as far as I know, but seriously, it is a minor issue.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: Ranik on February 26, 2012, 05:42:58 pm
Unfortunately you guys have lost me in the hunt for the thread bug  ;)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: afftor on February 26, 2012, 06:10:54 pm
EDIT: Just checked the wood values in the raws (not ingame) they seem to be alright, here the raw:
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: Ishar on February 26, 2012, 06:19:01 pm
Just posting to add: I check the thread several times a day, and it's getting really hard to follow. It's kind of confusing.

About the warlocks: did some testing myself, and while they are absurdly powerful against melee oppoenents in an open field, when you get them into a corridor, with contructed/mined surroundings, my melee squad tore though them easily. Goblin bowmen tend to be more of a challenge in that situation.
So yeah, mission accomplished, they are deadly ambushers, but certainly beatable.

It was mentioned earlier (honestly, don't know who said it), but I'd like to second it: zombie thieves look kind of silly. That's a seriously uncool feature, I'd even call it a bug. Especially since the zombie thief runs faster than any of my dwarves.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: bombzero on February 26, 2012, 06:26:11 pm
Hey meph, why not remove necromancers from warlocks, and add them to the zombie race at a low %.

that way necromancers show up with hordes of zombies.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: Meph on February 26, 2012, 06:26:54 pm
Imagine being me ;)

Zombie thieves are necessary, the entity needs the babysnatcher tag to be hostile. But with the new version I can try for "opposed to life", and see if that works for entire entities as well. Believe me, I was not happy when I made the decision to add thieves to them. But it was this, or no custom names for zombies. Is taken into my todo list.

I also managed to fix:
Removed rock spiked ball
Changed labors in stonecutter. Now only needs mason/stonecrafter.
Applyed dragonflys patch for animal wool/yarn/thread/cloth. NEEDS TESTING
Added flobulons patch for golem making. NEEDS TESTING, but looks ok.
Fixed Guild joining reactions. Formerly only accepted normal dwarves, now savants/castes as well.
Added [ITEMCORPSE:BAR:NO_SUBTYPE:INORAGNIC:STEEL] to all armored pets. They will now leave a steel bar upon death.

EDIT: @bombzero: Is planned, since the old necromancer are not real necromancers, but guys with a necrosis-syndrome. useless for zombie race though, since they are already dead. Would keep them with the warlocks, when I give them proper interactions, instead of the old syndromes/breathattacks they have now

EDIT: 25% of the list done. But only the smaller things.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: bombzero on February 26, 2012, 06:30:28 pm
ah ok cool,

on that note i have noticed a bit of weirdness with fishing, meat industry is self nerfed even in vanilla, unless you butcher elephants.
farming is nerfed by you.
however, fishing produces fish faster than i can process and barrel them and makes food easy.

i dont know how much modding ability you have over fishing, but you may wanna look into it.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: Hugo_The_Dwarf on February 26, 2012, 06:31:33 pm
opposed to life

Does not make an entity hostile (I've tryed) thus just make sure they cannot speak (nameless undead is understandable)

also opposed to life has a wierd effect on invaders, they meander about and fail to accept they are in sqauds (basially imagin wildlife laying siege then instead of forming up they spread out all over the map (unless they can path to your dwarves then they home in like they are surpose to do))
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: Meph on February 26, 2012, 06:34:18 pm
Thanks a lot hugo, saved me a lot of testing. Thieving zombies it is then, I dont want "zombie master a zombie the zombie" running around, even if they steal things. Other solutions are welcome.

@bombzero: I can only affect fishing by lowering the fishing skill learn rates, but everything else is hardcoded. OR change creature files for fish, make them more hostile, but that would be stupid. But fishing is outside, and therefore a high-risk labor. Never use it much. But I can give it a try, with the skills.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: bombzero on February 26, 2012, 06:41:15 pm
meh, skill nerfing may make sense as it takes many years to become a good fisherman in real life.

also i make indoor fishing areas by routing a stream through alternating rows of grates and fortifications, then pumping it into a pool for the purpose of fishing and drinking.

but that's something else entirely.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: isitanos on February 26, 2012, 06:49:00 pm
Added [ITEMCORPSE:BAR:NO_SUBTYPE:INORAGNIC:STEEL] to all armored pets. They will now leave a steel bar upon death.
If you copy-pasted this from the raws, you might have a typo in there... just saying ;) .
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: Meph on February 26, 2012, 06:52:05 pm
No, was hand written. Checked raws, are fine.
About the fishing: Ok, skill nerf it is then.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: Zeebie on February 26, 2012, 06:57:38 pm
I have twice received the announcement "Rothe has given birth to a rothe calf."  There are no beings named Rothe in my fortress.  The only animals are horses, dogs, cats, and turkeys. Any ideas what this means?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: Meph on February 26, 2012, 07:03:04 pm
Nerfed fishing down to 15% skill learn rate. Same for fish dissection and processing.

@zeebie:
[CREATURE:RHENAYAS_DROW_ROTHE]
   [DESCRIPTION:A large mammalian herbivore, living in the undergrounds. They are domesticated for milk and meat, and also used as packanimals.]

A new creature from the drows, one of their pets. Was a caravan on screen ? They also appear to live freely in the caverns, so check there ^^
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: slay_mithos on February 26, 2012, 07:04:35 pm
while reading about not talking, adventure mode is just plain empty right now, mostly because none of the races we encounter wish to speak.

They don't attack when you wander in their houses and stuff, but there is no way to speak to them, or recruit them for the warriors.
It's a shame, as you see many villages, and most are not human ones, those not in ruin being inhabited by races not having anything for the player.

I know it's a lot of work, but if you plan on adding things for adventure mode, you should really consider making them at least act as the human civilisation does, or attack right off the bat, but not stand around doing nothing like they do.

And about skill nerf, appraiser needs to be nerfed quite a lot.
I just noticed that appointing a trader with 0 appraiser and trading two bins (roughly 800 buck per bin) levels the skill all the way to level 7.

I know for sure it was a hard to level skill before .34, so it might be some side effect of the mod, or a bug of vanilla.

Edit: by the wazy, if possible, why not make the drows underground friendly civilisation?
it would make cave exploring and settlements way more interesting instead of walling it off, no?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: xaldin on February 26, 2012, 07:05:32 pm
Guys, you do realize that if you add: LOCAL_CREATURE_MAT to the thread, then you get "local creature mat" - thread, cloth and items in the end ? This would fix the issue, sure, but also "fix" my generic mats. Point is, that the finished product should only have one type.

I just made a little todo-list to work on, dont know when I really do start, but it is nice to actually see what has to be done. If you want to have a look, here it is:

Spoiler (click to show/hide)

Small additional request for your todo list:
Additional documentation especially about the buildings and what they do and what they need to function fully. Ingame it gives very little information about what is missing just that a job was canceled so I constantly had to dig through raws to figure out what the buildings you made did and what they needed. Adjusting the docs to match the implementation at least for major revisions would make life simpler for everyone I think.

edit: for clarification I'm really referring to metalwork industry right now and other things that were in 1.3, not the inital run of things added for 1.4
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: Meph on February 26, 2012, 07:12:35 pm
Better manual is in the list. No worries.

@slay_mithos: How ? What races, what do I need to add ? remember, I dont know a thing about adventure mode.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: isitanos on February 26, 2012, 07:19:18 pm
Edit: by the wazy, if possible, why not make the drows underground friendly civilisation?
it would make cave exploring and settlements way more interesting instead of walling it off, no?
lol, Meph doesn't have the DF source code you know? In general you can assume that if something doesn't exist in Vanilla (i.e. underground civilization), modders can't add it. They can only do variations on what the game engine already does AND exposes in the raws.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: Meph on February 26, 2012, 07:24:04 pm
Well, I can test... I have underground sieges, but I dont know if underground caravans would approach. ;)

More fixes:
Gave all landmines [POP_RATIO:1], flash landmines (weakest) has [POP_RATIO:1000] Hopefully migrants only arrive with flash landmines now.
Added different colors for some wood types. NEEDS TESTING
Added this to dwarves, to nerf fishing a bit:
   [SKILL_RATE:PROCESSFISH:15:60:12:120]
   [SKILL_RATE:DISSECT_FISH:15:60:12:120]
   [SKILL_RATE:FISH:15:60:12:120]
Removed bandicoot mans, were causing errorlogs.
Removed common_domestic from drow lizards/drow rothes and set freq to 0. Should only arrive in caravan.
Added POPULATION_RATIO:0:0 to all elven warbeasts. TESTING, NEEDS ELVEN CARAVAN.

50% done with the list. Again, only easy things, no testing yet.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: isitanos on February 26, 2012, 07:31:02 pm
BTW, I hope you know that you can use diff programs like WinMerge to compare raws between two versions of Dwarf Fortress? I saw you asked Toady "which files did actually change from 34.1 to 34.2 ?", but the best way of knowing that is to install WinMerge, click "Compare With" in the context menu of the first DF raws folder, then "Compare" on the second, and then... enjoy!

If I was you I'd also use a local revision control system like Mercurial (with TortoiseHG to make it easier) to track your changes as you do them, but that has a slightly higher learning curve.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: Ranik on February 26, 2012, 07:34:57 pm
BTW, I hope you know that you can use diff programs like WinMerge to compare raws between two versions of Dwarf Fortress? I saw you asked Toady "which files did actually change from 34.1 to 34.2 ?", but the best way of knowing that is to install WinMerge, click "Compare With" in the context menu of the first DF raws folder, then "Compare" on the second, and then... enjoy!

If I was you I'd also use a local revision control system like Mercurial (with TortoiseHG to make it easier) to track your changes as you do them, but that has a slightly higher learning curve.

I was going to suggest the same but for different reasons. I was thinking a DEV folder with the most up to date RAWS, for testing purposes.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: Meph on February 26, 2012, 07:38:43 pm
Beyond Compare and Winmerge I do use, but are mostly useless in this case, since I also changed the order of creatures/items/mats. Necessary for my GUI, and to change the order they show up ingame, in reactions, workshop screens and the stocks screen/stockpile screen. The programs are horribly lost when they see my raws.

@Ranik: I have several folders. Last time I checked, my modding DF stuff was about 2gb and about 23000 files.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: xaldin on February 26, 2012, 07:41:02 pm
Beyond Compare and Winmerge I do use, but are mostly useless in this case, since I also changed the order of creatures/items/mats. Necessary for my GUI, and to change the order they show up ingame, in reactions, workshop screens and the stocks screen/stockpile screen. The programs are horribly lost when they see my raws.

@Ranik: I have several folders. Last time I checked, my modding DF stuff was about 2gb and about 23000 files.

Part of it unfortunately is the way that default and yours have a different structure. If it was me I'd have every building its own file, every reaction its own etc but that is even further from Toady's which really would make it an adventure to find the changes.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: The Scout on February 26, 2012, 08:10:59 pm
It seems I cannot turn the graphics off from the program. Could you fix that or tell me I'm doing something wrong.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: slay_mithos on February 26, 2012, 08:13:53 pm
@Meph: for adventure mode, I know even less than you, I usually just launch an elf when I am bored of fortresses, and usually end up getting him/her killed before long.

Doing this in masterwork 1.4 gives you plenty of reactions, so I made a knife, carved a bow, some arrows, all is good, until I try to find quests and companions, or even bandits or anything to fight against.

Pretty much every towns generated and that you can visit are based on the human towns and forts introduced by toady in .34.
With so many races around because of the invaders + Fortress defense, there are so few human towns and so much other races (only a few per race, but a lot of races) that you basically spend 20 minutes in this little map to try to find the only race that you can interact with, and most of the adventure stuff is nowhere to be found:

1. So far, no kobolds or goblins attacking as bandits, not to mention humans or anything else.
2. Very little low level stuff to be done (hunting bandits, human vampire...) and I even found only very few remaining beasts altogether, as they seem to be hunted by nearly every living forms on the continent.

So adding new reactions for adventure mode is great, but as it stands, vanilla is the way to go for adventures, unless you want to hunt animals for hours until you get high stats to take on an entire village or fort of an "enemy" civilisation, by initiating a fight with people merely standing around.

That being said, I am only a player, so I can only offer you the player view point on the matter, maybe try to see with the creators of the mods for adventure mode if you have time to spare (which you already spend by great amount for us).
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: smakemupagus on February 26, 2012, 08:18:59 pm
Yay, only took 9 tries!

Spoiler (click to show/hide)

I'm sure my solution is not even close to optimal,and it's probably buggy too*, but here it is for anyone interested.  Basically I made a new material in inorganic_masterwork called YARNTHREAD and gave it YARN instead of PLANT_THREAD. 

And generating 9 new worlds, I was finally able to get colored wood, albeit by brute force trial and error!

Spoiler (click to show/hide)


* for example, i wouldn't be surprised if now every animal hair produces yarn.  better than the alternative, for the time being
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: Mr. Palau on February 26, 2012, 08:40:39 pm
Meph while we are talking about fishing is there anyway for you to make fishing a more stable long term source of food? A fisherdwarf can single handily deplete an occean of fish in less than a decade in the current version and will probabley still be able to do so even with the skill train reductions. I think the skill train reductions is good, reduces fishing output to comparable levels, what I mean is making fishing a more viable long term industry. could you increase the populations of vermin fish? is it possible to make vermin fish replenish over Time> (I know not reproduce over time, because they are vermin, but just reppear in the biome?)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: UncleCern on February 26, 2012, 08:41:08 pm
Yay, only took 9 tries!

Spoiler (click to show/hide)

I'm sure my solution is not even close to optimal,and it's probably buggy too*, but here it is for anyone interested.  Basically I made a new material in inorganic_masterwork called YARNTHREAD and gave it YARN instead of PLANT_THREAD. 

And generating 9 new worlds, I was finally able to get colored wood, albeit by brute force trial and error!

Spoiler (click to show/hide)


* for example, i wouldn't be surprised if now every animal hair produces yarn.  better than the alternative, for the time being

Nice. If my solution will not pass my testing now I will use this :] Always good to have an alternative. Also brute force modding is WIN. Hehe.

Another question now - how guildshall works? I build the thing and minted one batch of copper coins. I cannot obtain any crafter-caste dwarf though. Any tips how to use the building properly as I have no clue o.0
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: CheatingChicken on February 26, 2012, 08:57:22 pm
Quote from: Meph
Turrets arrive with migrants. Landmines arrive with migrants.
 - I will give the weakest mine/turret a high pop-ratio, and all others a pop ratio of 0. This way only the weakest version

I had an idea when reading this one: Is it possible to add the [PET] token on caste level? If it is, you could just make a dummy caste with a high Pop Ratio that does NOT have the [PET] token and set all other ratios to 0.

If that does not work, then rather than setting the weakest turret to be available for migrants, make a new caste, without an attack. Call it "Toy Turret". Or make it be a "pet Rock". That one would be incredibly dwarfy :)

Maybe this helps you.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: Mr. Palau on February 26, 2012, 09:30:44 pm
How long are my dwarves likely to last after they have been hit by warpstone or warpstone vapor? not the kind that comes from the stones in the ground but the kind that comes from the turrets.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: smakemupagus on February 26, 2012, 09:55:52 pm
EDIT: Just checked the wood values in the raws (not ingame) they seem to be alright, here the raw:

I have

-rough wooden bed-     20 db
-fungi bed-                   100 db
+rough wooden bed+   30 db
+fungi bed+                  150 db

so it seems to be working for me at least.

I don't know if the order of the tags matters because i'm a noob, but one of the things i did when playing with the wood color is move the WOOD_TEMPLATE tag above the tags for value and color, in case it was over writing.

Spoiler (click to show/hide)

*edit, now that i have my timber yard in --

sap, heart, smooth wood logs (the ones i didn't mess with) are all worth 3 db, same as scrap or rough.  Fairwood logs are worth 15 db, properly 5 times more. 
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: Seraphyx on February 27, 2012, 12:24:03 am
I'm having a bit of trouble trying to make the new ores and I'm not understanding what the requirements to make them are.

To make slade powder it says I need "slade stones, empty bag"

I have a ton of slade stones and several empty bags but the option to make them is still unavailable.

Same for cobalt bars, it says I need cobalt powder (I have some), ore powder-containing item (don't know what this is, assuming powder, if it is then I have some..), refined coal?

I'm using magma furnaces for all of this. I only seem to be able to make cobalt powder, and even after making several it doesnt let me make bars. I can't make slade anything, not even the powder and I have empty bags which is the only thing it asks for aside from the stones (which I also have).

----

The slade blocks don't seem to have a reaction to make powder out of them. When I loo[K] at it the only uses it says it has is to carve into slade blocks and compress steel.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: Hugo_The_Dwarf on February 27, 2012, 12:27:33 am
EDIT: Just checked the wood values in the raws (not ingame) they seem to be alright, here the raw:

[PLANT:FAIRWOOD]
   [NAME:fair][NAME_PLURAL:fair]
   [USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
   [BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
   [USE_MATERIAL_TEMPLATE:WOOD:WOOD_TEMPLATE] --- starts the WOOD material and everything to [TREE.... overwrites the WOOD_TEMPLATE stats
   [MATERIAL_VALUE:5][VALUE:5]
      [STATE_NAME:ALL_SOLID:fair]
      [STATE_ADJ:ALL_SOLID:fair]
      [STATE_COLOR:ALL_SOLID:MAHOGANY]
      [PREFIX:NONE]
      [DISPLAY_COLOR:4:4:0]
   [TREE:LOCAL_PLANT_MAT:WOOD][TREE_TILE:22]
   [DRY][SAPLING][SOLID_DENSITY:450]
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: smakemupagus on February 27, 2012, 12:48:11 am
I'm having a bit of trouble trying to make the new ores and I'm not understanding what the requirements to make them are.

I don't know about slade.  The others cobalt, titanium, chrome, mithril, and wolfram should work like this.

First make one (mithril) powder at the Arc furnace from one (mithril) stone and a bag.  Now, you might need to wait a little while until the full bag gets stockpiled.  Then go back to the Arc furnace and you should be able to smelt a bar.  At that point you can put smelt / powder alternating on repeat, or whatever.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: Seraphyx on February 27, 2012, 01:06:05 am
I'm having a bit of trouble trying to make the new ores and I'm not understanding what the requirements to make them are.

I don't know about slade.  The others cobalt, titanium, chrome, mithril, and wolfram should work like this.

First make one (mithril) powder at the Arc furnace from one (mithril) stone and a bag.  Now, you might need to wait a little while until the full bag gets stockpiled.  Then go back to the Arc furnace and you should be able to smelt a bar.  At that point you can put smelt / powder alternating on repeat, or whatever.

Yeah I just got cobalt to smelt bars, and I knew I did mithril a few forts back, I think they were just lagging on getting the bag with cobalt to the stockpile.

I think slade is messed up though because I can't seem to do anything except make the stones and make heavy steel.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: FFLaguna on February 27, 2012, 01:21:27 am
I'm using the new Masterwork 1.4 release. Where is the Phoebus config executable at? I can't locate it anywhere.

Edit: I just confirmed that "PhoebusTilesetAssembler.exe" is not included in this latest 1.4 release. I uploaded a screenshot here (http://i.imgur.com/EJUJX.png (http://i.imgur.com/EJUJX.png))
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: gefer8 on February 27, 2012, 01:26:42 am
There's so many bugs! Gotta see it all!
I found a situation where if you look at the description of a sacred permanency, it crashes.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: Geekkake on February 27, 2012, 01:50:57 am
Something to break up all the bug madness: I gotta say, I really like elves bringing beasts now, it gives me a reason not to kill them, and giant war beasts are boss as fuck. Elven caravan showed up and they're all "hey, you want this giant jumping spider breeding pair?" and im all "fuck yeah i want that thats metal as shit bro" and they were like cool hey here's a catalogue of other metal shit let us know what you want" and i was all "fucking giant war armadillos is what i want dude"

It was great.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: bombzero on February 27, 2012, 02:05:13 am
Something to break up all the bug madness: I gotta say, I really like elves bringing beasts now, it gives me a reason not to kill them, and giant war beasts are boss as fuck. Elven caravan showed up and they're all "hey, you want this giant jumping spider breeding pair?" and im all "fuck yeah i want that thats metal as shit bro" and they were like cool hey here's a catalogue of other metal shit let us know what you want" and i was all "fucking giant war armadillos is what i want dude"

It was great.
^ what a trade is probably actually like in DF.


on another note.
@slade production. the slade factory does not make slade the metal it makes slade the rock, slade the metal is an excessively rare ore that makes the deadliest warhammers ever.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: Ishar on February 27, 2012, 03:28:56 am
It seems I cannot turn the graphics off from the program. Could you fix that or tell me I'm doing something wrong.

It's Phoebus only, for now. The massive raw changes mess up ASCII as well as other graphic sets.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: Geekkake on February 27, 2012, 05:05:12 am
on another note.

You kinda missed the point of my post.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: FFLaguna on February 27, 2012, 06:05:32 am
Is this supposed to be like this? Normal stones are available for gem-cutting at the jeweler's workshop.

(http://i.imgur.com/Rhxba.png)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: jayseesee on February 27, 2012, 06:16:03 am
Is this supposed to be like this? Normal stones are available for gem-cutting at the jeweler's workshop.


It's a change that's hard coded, on Toady's end.  Same as the last 12 people who asked. =P  I was almost 13. ;)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: slay_mithos on February 27, 2012, 06:19:23 am
Well, it has some good things:
it lets you gain experience by cutting worthless stone, and even decoration your sellable stuff with it.

You can now get rid of the ton of stones and actually divide the amount by two (one for the craft, one for the decoration).
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: Ishar on February 27, 2012, 06:24:18 am
Well, since not every stone actually leaves a usable boulder (some turn to dust, others to slime, etc), I don't think stone clutter is that much of a problem anymore. I even noticed a scarcity of it sometimes. Then again, I always build a giant dining hall with hundreds of tables and chairs, so there's that. Also, I'm a big fan of above-ground constructs, walls and such. Still, I think the current state of stone clutter is fine.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: FFLaguna on February 27, 2012, 07:08:32 am
Is this supposed to be like this? Normal stones are available for gem-cutting at the jeweler's workshop.


It's a change that's hard coded, on Toady's end.  Same as the last 12 people who asked. =P  I was almost 13. ;)

Okay. :)

What about "unstable warpstone"? How am I supposed to deal with that, just not mine it ever?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: FFLaguna on February 27, 2012, 07:15:04 am
Bug: Drows attack their horses after they arrive. I think they waited until they arrived at my trade depot, and THEN they attacked their horses.

(http://i.imgur.com/4V716.png)
(http://i.imgur.com/eNWvf.png)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: Demiurge on February 27, 2012, 07:33:41 am
Archeology stuff comes out of the wall in rough form, for example rough forgotten box and the archeologist workshop won't accept it.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: Hugo_The_Dwarf on February 27, 2012, 07:41:21 am
Archeology stuff comes out of the wall in rough form, for example rough forgotten box and the archeologist workshop won't accept it.
Yup have to cut it first then try it, and if you get a large one cut it in two for double the reward
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: magikmw on February 27, 2012, 07:50:40 am
Hey the mod looks interesting. Posting for notify, I can help with testing a Linux version when it comes out.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: Jemeni on February 27, 2012, 08:53:45 am
Hey Meph what exactly do you need done for a linux version?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: slay_mithos on February 27, 2012, 09:38:56 am
Just had my first zombie thief, and wanted to read his description.

Is there any way to remove the rotten parts from zombies?
I mean, every body part shows in the description as "is rotten", meaning a big red text block that says absolutely nothing useful. Might even be hard to see the real wounds inflicted this way, so if there is something that can possibly be done, it would be nice.

Not really a pressing matter, but I wanted to write this off so that it is said somewhere.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: Zeebie on February 27, 2012, 09:41:28 am
My golems are still cowards, are people able to use them in combat? My dwarfs don't seem to want to pasture or restrain them either.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: Demiurge on February 27, 2012, 09:57:18 am
Archeology stuff comes out of the wall in rough form, for example rough forgotten box and the archeologist workshop won't accept it.
Yup have to cut it first then try it, and if you get a large one cut it in two for double the reward

Will that even work? What if its cut into an Opal cut forgotten box? At any rate I've gone back to 1.3 too many bugs in this version :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: slay_mithos on February 27, 2012, 10:24:27 am
@demiurge, it will work, I tested it, I had a large, and some of many kinds of 'cut', the archaeologist accepted it without the slightest problem.
Got some nice armors and weapons early on thanks to this too, and aim for them as soon as my miner hits legendary skill.

What "manu bugs" are you talking about?
From my point of view, this version is way more stable than the three previous ones, but you are free to go back to older versions.
Just be carefull with chickens starving on the nest boxes if playing 1.3.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: Dynastia on February 27, 2012, 10:34:38 am
Found some bugs in the leather reactions...

- Hardening leather requires no oil or wax, only a piece of leather.
- Hardened leather can be used for the reaction.
- In practice, this means if you have 20 leathers and set your tanner to Harden Leather /R, he will repeatedly harden the same piece of leather.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: Ishar on February 27, 2012, 10:54:17 am
Just had my first zombie thief, and wanted to read his description.

Is there any way to remove the rotten parts from zombies?
I mean, every body part shows in the description as "is rotten", meaning a big red text block that says absolutely nothing useful. Might even be hard to see the real wounds inflicted this way, so if there is something that can possibly be done, it would be nice.

Not really a pressing matter, but I wanted to write this off so that it is said somewhere.

That's a vanilla thing, it's the same with every undead.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: Demiurge on February 27, 2012, 11:17:31 am
@demiurge, it will work, I tested it, I had a large, and some of many kinds of 'cut', the archaeologist accepted it without the slightest problem.
Got some nice armors and weapons early on thanks to this too, and aim for them as soon as my miner hits legendary skill.

What "manu bugs" are you talking about?
From my point of view, this version is way more stable than the three previous ones, but you are free to go back to older versions.
Just be carefull with chickens starving on the nest boxes if playing 1.3.

Well apart from the archeology stuff, necromancer caste dwarves will immigrate to your fort and raise hostile undead :D
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: Blah on February 27, 2012, 11:21:42 am
Bug report: The Soldier bludgeons the Vulture in the left wing with her *copper meteor hammer* but the attack glances away.

Doesn't look right to me.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: slay_mithos on February 27, 2012, 11:24:21 am
Well, necromancer just needs to be treated like vampires for now, I didn't expect them to raise an infinite army without possible trouble for the dwarves in the first place, but maybe that's just me.

@Ishar: good to know, and too bad that toady didn't do something about it, it really ruins the description.

Edit (not going to double post)
Just saw 4 armoured horses, but the thing is they are wilderness animals...
I mean, sure, they could be survivors from an attack and now being free, but that's still strange thing to see.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: Alexander86 on February 27, 2012, 11:59:11 am
EDIT nvm im an idiot
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: CheatingChicken on February 27, 2012, 12:12:51 pm
I am just way too picky about choosing an embark size.... All  I want want is a river, a volcano and an evil biome, all in a 3x3 site, is that too much to ask for? :D
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: xaldin on February 27, 2012, 12:15:19 pm
I am just way too picky about choosing an embark size.... All  I want want is a river, a volcano and an evil biome, all in a 3x3 site, is that too much to ask for? :D

I miss embarkfinder. It was such a good utility for those of us who are very picky about our environment.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: smakemupagus on February 27, 2012, 12:25:50 pm
I am just way too picky about choosing an embark size.... All  I want want is a river, a volcano and an evil biome, all in a 3x3 site, is that too much to ask for? :D

Try the "advanced world gen" Evil world parameters that come with Masterwork, if you haven't already.  They seem to have pretty good amount of volcanoes.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: afftor on February 27, 2012, 12:32:50 pm
I am just way too picky about choosing an embark size.... All  I want want is a river, a volcano and an evil biome, all in a 3x3 site, is that too much to ask for? :D
And right after that i realize such location don't have iron ore or flux.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: xaldin on February 27, 2012, 12:43:02 pm
I am just way too picky about choosing an embark size.... All  I want want is a river, a volcano and an evil biome, all in a 3x3 site, is that too much to ask for? :D

Try the "advanced world gen" Evil world parameters that come with Masterwork, if you haven't already.  They seem to have pretty good amount of volcanoes.

Problem with them is civilizations honestly. Can't seem to get all the ones I select to show up. So i create my own large ones. Downside is something crashes my worldgen on large very frequently. Sometimes works many times doesn't. I can get a world generated every 5 attempts it seems :/  Didn't have the problem with 1.3, something in 1.4 just really doesn't like large worlds.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: Ranik on February 27, 2012, 01:16:21 pm
Does anyone have the latest batch of fixes bundled? I just lost my current fort and will gen another later today.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: Dynastia on February 27, 2012, 02:06:34 pm
Does anybody know how silkworms work? I embarked with a couple, built some hives, tried storing them in built cage, unbuilt cages, transferred them to animal traps, put them up for adoption (no takers) and tried everything else I could think of to get them to crap out some silk. The hives just got filled up with bees, and my silkworms sit uselessly in their cages.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: Meph on February 27, 2012, 02:21:11 pm
I wont adress everything, just wanted to pop in, say: 90% of the bugs are fixed, working on balancing and flavor next, and leave again :)

About the worldgen: Only thing I changed in the worldgen settings is 50% the titan number and 30 civs for each world. font think that this causes crashes though. I noticed most problems since moving to 34.1.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: Buffbot on February 27, 2012, 02:27:44 pm
I was wondering about vampires.  This may not even be possible, but similar a reaction similar to the Golem Forge that the convicted vampires can be put inside to cure them.  This would turn them back into regular dorfs, but maybe have falsely convicted dorfs killed from the process since they aren't actually vampires.

Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: Man of Paper on February 27, 2012, 02:32:33 pm
And for those murder-oriented types, there should be a bonfire reaction to incinerate vampires.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: UncleCern on February 27, 2012, 02:44:25 pm
And for those murder-oriented types, there should be a bonfire reaction to incinerate vampires.

YES YES YES! Cleansing fire! If one could burn undead in a way they do not raise again would be cool.

Inquisition time!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: Meph on February 27, 2012, 02:54:49 pm
You guys realize that I cant specify Vampires (or any other creature) as a reagent ? Burn them yourself, you know how magma works :P

PS: The holy warrior will get a reaction to take out undeads for good. Dont know if it will work on the "undead" civ of zombies I have though. Cant make them properly undead, and still have them as a civ at the same time.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: Hugo_The_Dwarf on February 27, 2012, 03:04:33 pm
You guys realize that I cant specify Vampires (or any other creature) as a reagent ? Burn them yourself, you know how magma works :P
Make a Buring Pyre building that you that has the build zone in the middle surrounded by 8 blocked zones

so:

XXX
XOX
XXX

the builder (vampire if you micro manage it so you make the build labor something like alchemy or something not used often FISH CLEANER? (what does that skill do anyways?) vampire builds the pyre, trapping him/herself and you add the bonfire reactions to it. Tada workshop burns itself and the trapped vampire/ chosen witch/ whatever in there.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: SammyLiimex on February 27, 2012, 03:10:34 pm
Sorry for being a bother again, what do I need to make armor for my pets? It says steel bars and I have 10, but its Red out still when I go to assemble pet armor coat at the creature armory
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: SammyLiimex on February 27, 2012, 03:15:19 pm
Sorry for being a bother again, what do I need to make armor for my pets? It says steel bars and I have 10, but its Red out still when I go to assemble pet armor coat at the creature armory

Ignore me, its white now
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: UncleCern on February 27, 2012, 03:28:55 pm
You guys realize that I cant specify Vampires (or any other creature) as a reagent ? Burn them yourself, you know how magma works :P

PS: The holy warrior will get a reaction to take out undeads for good. Dont know if it will work on the "undead" civ of zombies I have though. Cant make them properly undead, and still have them as a civ at the same time.

Yes, I guess so. I just wish some magma/fire solution would be good for those damn corpses raising and raising again. Atomsmashers are nice but fire would be more entertaining.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: CheatingChicken on February 27, 2012, 03:34:44 pm
I am just way too picky about choosing an embark size.... All  I want want is a river, a volcano and an evil biome, all in a 3x3 site, is that too much to ask for? :D

Try the "advanced world gen" Evil world parameters that come with Masterwork, if you haven't already.  They seem to have pretty good amount of volcanoes.

Actually, the Cursed Urborg does not have any volcanoes at all. But that is something i can fix. I also need to do some fiddling around with the settings to get more viable placement points for all the FD civs. I want to be attacked by every single thing that DF and this mod have to offer :D

Also, why would the default history length of this be set to 1050 years? :o

I did now finally understand how you got the world gen to make just one huge evil region... It works by making the entire map basically be one biome, right?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: Prats on February 27, 2012, 03:35:05 pm
Sorry Meph, Did you figure out what cause freeze on embark?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: Meph on February 27, 2012, 03:37:57 pm
I turned Sound OFF and Volume to 0. Got no freezes so far. Seems that it was the .ogg file.

I copied everything, including the music files from the new 34.2 release. But with the horrible internet I have here, I can imagine a CRC error, and a broken file. Like I said, I only had this since I made the new version for 34.2, and it cant be anything in the raws, because it is random, in the same worlds, same embark, same items.

EDIT: Just read todays changelog. This is for the people using long worldgens:
Quote
02/26/2012  I fixed a crash from historical figure culling
02/23/2012  Still working on world gen.
02/22/2012 I started in on world gen today. ... fixed some more affiliation and migration errors that were causing all sorts of weird things to happen, especially after some hundreds of years
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: xaldin on February 27, 2012, 04:35:27 pm
I turned Sound OFF and Volume to 0. Got no freezes so far. Seems that it was the .ogg file.

I copied everything, including the music files from the new 34.2 release. But with the horrible internet I have here, I can imagine a CRC error, and a broken file. Like I said, I only had this since I made the new version for 34.2, and it cant be anything in the raws, because it is random, in the same worlds, same embark, same items.

EDIT: Just read todays changelog. This is for the people using long worldgens:
Quote
02/26/2012  I fixed a crash from historical figure culling
02/23/2012  Still working on world gen.
02/22/2012 I started in on world gen today. ... fixed some more affiliation and migration errors that were causing all sorts of weird things to happen, especially after some hundreds of years

Yeah I knew about the crash from historical figure culling. Just for some reason I'm getting it far more often with 1.4 than with 1.3 which is why my concern. Perhaps its a DF bug that is being made worse by something in which case 34.03 should fix it fine.

Stock 34.02 definitely has some embark freezes as well that are just nasty. I can typically find a few squares every map I make just by random guessing (roads/trade areas/multi-alignment and savagery areas more often than most).
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: Flobulon on February 27, 2012, 05:09:17 pm
Hey Meph,
Minor bug report for you: the SMITH_STONE turns dwarves into Craft Guild dwarves, not smith dwarves.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: UncleCern on February 27, 2012, 05:21:50 pm
Hey Meph,
Minor bug report for you: the SMITH_STONE turns dwarves into Craft Guild dwarves, not smith dwarves.

How do you use this guild thing?! tell me tell me please, I was trying to figure that but was too distracted fighting goblins so i finally removed the building.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: Demiurge on February 27, 2012, 05:57:34 pm
Hey Meph,
Minor bug report for you: the SMITH_STONE turns dwarves into Craft Guild dwarves, not smith dwarves.

How do you use this guild thing?! tell me tell me please, I was trying to figure that but was too distracted fighting goblins so i finally removed the building.

I've been trying to figure that out too. The costs seem weird and (in 1.3 at least) it won't accept coins I minted myself. Plus a legion permit is 5 steel coins but the permit is preserved which makes me think you're supposed to buy these from the caravan.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: Flobulon on February 27, 2012, 06:10:49 pm
I've had no problems getting it to work in 1.4. However take note that each stack of 500 coins is counted as a single unit. 1 bar of metal -> 1 stack.
The Guild Hall requires 5 stacks of any coins to build, and to buy a permit also requires 5 stacks of the appropriate metal (e.g. 2500 sterling silver coins for a smith permit).
You only need to buy a permit for a particular guild once, it is indeed preserved, much like animal armor/golem casts.
Use the Workshop profile to choose which dwarves join which guild.
Hope this helps!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: slay_mithos on February 27, 2012, 06:19:17 pm
While we are talking about this, what exactly are the benefits of the guilds?
I heard it gives a boost in XP learning, but is there anything else to this?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: Mr. Palau on February 27, 2012, 06:27:55 pm
hey Meph sorry my question got lost in that barage of bugs lasting 3-4 pages, but how long will dwarves last after having contact with warp stone?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: Flobulon on February 27, 2012, 06:30:38 pm
While we are talking about this, what exactly are the benefits of the guilds?
I heard it gives a boost in XP learning, but is there anything else to this?

It allows dwarves to switch castes, some of which provide substantial learning boosts. For example, a dwarf of the Smith caste will learn smithing related skills 2.5x  faster (might be less than that) than an ordinary Dwarf.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: CaptApollo12 on February 27, 2012, 06:56:29 pm
Told my jewler to cut "great shark took" .... crash.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: Poch on February 27, 2012, 07:18:23 pm
I had two crashes with a windows popup message saying something about a creature error, i can't remember exact message. I'll try to reproduce it.

Another bug i just had : got an immigrant ghost beekeeper. No clue if it is a vanilla or a mod bug.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: Hugo_The_Dwarf on February 27, 2012, 07:23:10 pm
Hey Meph Somehow my test 2 gave me unexpected results observe!
(http://tnypic.net/84233.png)
Here is the thread in which this Science is being conducted Lifesearch the Confidence of Myth (http://www.bay12forums.com/smf/index.php?topic=102929.0) I will be posting a short theory on how this worked and my other tests did not.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: UncleCern on February 27, 2012, 07:28:02 pm
I've had no problems getting it to work in 1.4. However take note that each stack of 500 coins is counted as a single unit. 1 bar of metal -> 1 stack.
The Guild Hall requires 5 stacks of any coins to build, and to buy a permit also requires 5 stacks of the appropriate metal (e.g. 2500 sterling silver coins for a smith permit).
You only need to buy a permit for a particular guild once, it is indeed preserved, much like animal armor/golem casts.
Use the Workshop profile to choose which dwarves join which guild.
Hope this helps!

Helps a lot, many thanks. Didnt know it takes 5 stacks to buy a permit. Should work now as soon as i get my hands on that copper.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: Poch on February 27, 2012, 07:32:35 pm
Does anyone knows how i can see my dwarves castes ?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: UncleCern on February 27, 2012, 08:01:20 pm
Does anyone knows how i can see my dwarves castes ?
In a dwarf description, at the bottom. In 1.4 only about 10% of dwarves are a member of any caste/guild so you might have not encountered such dwarf yet.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: FFLaguna on February 27, 2012, 08:32:26 pm
I wont adress everything, just wanted to pop in, say: 90% of the bugs are fixed, working on balancing and flavor next, and leave again :)

About the worldgen: Only thing I changed in the worldgen settings is 50% the titan number and 30 civs for each world. font think that this causes crashes though. I noticed most problems since moving to 34.1.

I haven't had any problem with world gen crashes on 34.02, and I generated almost a dozen worlds Small or Medium worlds to at least 250 years on Masterwork 1.4 (a couple of those all the way to 1050 years on Small size) with a ton of races enabled. Keep in mind that ToadyOne has fixed at least one world gen crash related to Histfig Culling.

30 civs is good for a Small size world. Also, I have noticed that Orcs have a REALLY hard time surviving world gen. Usually there are less than 100 alive in most of the world.

Suggestion: Please make ALL wheelbarrow/hauler jobs associated with the Alchemy skill or Fishcarving skill again. My miners have all hauling DISABLED so that they can mine all the faster, and it's really sad that I can barely utilize loading/unloading stations because of this.

Is this something I can edit myself in the meantime on an already on-going game? Thanks. ;)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: FFLaguna on February 27, 2012, 08:38:18 pm
Sorry Meph, Did you figure out what cause freeze on embark?

I had a freeze on embark twice in a row on the same location, so I tried embarking on a different location. It finally embarked and I had a map that was AT LEAST 5,000 z-levels deep. That's five thousand.

The culprit is DF not deleting the "data\save\current" file when you abort world gen. Make sure you delete this folder EVERY time you abort a world so it doesn't happen to you. This will be fixed whenever 34.03 comes out (it's been ten days now waiting on a new version). ;)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: Nimrod on February 28, 2012, 07:21:11 am
First: I love this mod. And its my first fort using it.

I have "copper" appear out of thin air above ground every season.

The thing is, it doesnt look like the ore (or can be used as such - so i guess RAW confusion or bug) and it gets stored with my food. and eaten...

Thats not really a problem, BUT: my dwarves leave the safety of the fort for this stuff and get ambushed by all sorts of nasties...

any input whats happening or how i can get my guys not to go out for this "copper"?

cheers

Edit: Oh, and they seem to "Clean" outside too ... (not themselves - the area)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: Nimrod on February 28, 2012, 10:49:42 am
First: I love this mod. And its my first fort using it.

I have "copper" appear out of thin air above ground every season.


It may just be, that this mysterious copper is "produced" by my turret pet ... :) okay ... but why is it collected and eaten? (and how do i stop it apart from "removing" said turret)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: McFlow on February 28, 2012, 11:02:02 am
It's still really early... but can I get this mod to work with the brand-new 34.02 version? And if so, what steps do I need to take? (I am a high-master computer user, so merging folders or files shouldn't be an issue.)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: Dudemeister on February 28, 2012, 11:10:53 am
Hi, i just looked at the raws and noticed some possible bugs.

In the inorganic_upgraded_metal.txt, all steel upgrades have [MAT_FIXED_TEMP:10000], not just fireproof steel.
In the inorganic_zmasterwork.txt, under the [INORGANIC:GOLEM_STONE_somestuff] tokens, only [SYN_AFFECTED_CREATURE:DWARF:MALE] and [SYN_AFFECTED_CREATURE:DWARF:FEMALE] are listed, though this could be on purpose.
In the same file, under [INORGANIC:SMITH_STONE] and [INORGANIC:SMITH_STONE_F], are [CE:CREATURE:DWARF:CRAFT_MALE] and [CE:CREATURE:DWARF:CRAFT_FEMALE], where it should be SMITH.

Sorry, if this has been reported/fixed or is as planned. I'm quite new to dwarf fortress and actually have no idea, how transformations/castes work, so these are just guesses.

I'm using masterwork 1.4.

And thank you for the great mod.

Edit: Everytime i change the keybindings ingame, the game crashes as soon as i place a building, instead of showing me the selection for the building material.
And please excuse my poor english.

Edit2: The keybindrelated crash only happens with this mod, not in vanilla df.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: xaldin on February 28, 2012, 11:33:10 am
It's still really early... but can I get this mod to work with the brand-new 34.02 version? And if so, what steps do I need to take? (I am a high-master computer user, so merging folders or files shouldn't be an issue.)

I'll assume you mean 34.03.

Anyways best bet is to take raws from 34.02, compare to 34.03. Find the changes, from there find the corresponding information in Masterwork and merge as appropriate. Some changes may not need to be made, others will. Some may be just guesswork as Meph may decide that a certain aspect shouldn't be that way and then you'll just need to stick it in a personal mod file to add every time you update Masterwork if you want that change. *shrugs*

Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: Meph on February 28, 2012, 12:21:48 pm
Ok. New Version... at least that will fix the damn world gen crashes.

I fixed the smith/craft mixup, and the fixed temp on all upgraded steels. Thanks for the two finds.

Otherwise I am making good progress. Here the newest changes. In short:
 - Removed 3 buildings.
 - Added 20 or so new reactions.
 - Reinstituted blueprints, since I now know how to add them as tradegoods to other races.
 - Reinstituted research (for blueprints). Physics Lab renamed to Tech Research Lab.
 - Finetuned drows a bit more.
 - Books for libraries are harder to make. (leather cover+paper pages= blank book)
 - Added hotkeys for all reactions.
 - Cleaned up engineer workshop (the new trap upgrade building)
 - Nerfed coaldust and warpstone (a tiny bit, both still deadly)
 - More GUI Options. More clothing (hurts FPS though), simpler trading, engineer.
 - ALL reported bugs fixed. (except red cave fungus slime. lol. should be blue)


Full changelog(careful, long list)
Spoiler (click to show/hide)

My todo list is down to this:
Spoiler (click to show/hide)

EDIT: Of course you have to add: 34.03 compability to the list. And hugos science brought us working slaves, so I will advance on that idea for the drows. Maybe we can buyable slaves after all.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: Meph on February 28, 2012, 12:42:32 pm
Double post, because of character limit.

I also wrote a little something for the (updated) manual. A full building list, with a short description of what everything does. Several people asked for something like that if I remember correctly: (looks nicer in the manual with correct formats and spaces.)

Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: Nimrod on February 28, 2012, 12:46:09 pm
Double post, because of character limit.

I also wrote a little something for the (updated) manual. A full building list, with a short description of what everything does. Several people asked for something like that if I remember correctly: (looks nicer in the manual with correct formats and spaces.)

Spoiler (click to show/hide)

Sir, thank you for this great Mod!

cheers
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: Seraphyx on February 28, 2012, 12:51:12 pm
Very fast update pretty amazing.

Is this new version available for download yet or are you just letting us know all of the changes?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: xaldin on February 28, 2012, 12:56:09 pm
Ok. New Version... at least that will fix the damn world gen crashes.

I fixed the smith/craft mixup, and the fixed temp on all upgraded steels. Thanks for the two finds.

Otherwise I am making good progress. Here the newest changes. In short:
 - Removed 3 buildings.
 - Added 20 or so new reactions.
 - Reinstituted blueprints, since I now know how to add them as tradegoods to other races.
 - Reinstituted research (for blueprints). Physics Lab renamed to Tech Research Lab.
 - Finetuned drows a bit more.
 - Books for libraries are harder to make. (leather cover+paper pages= blank book)
 - Added hotkeys for all reactions.
 - Cleaned up engineer workshop (the new trap upgrade building)
 - Nerfed coaldust and warpstone (a tiny bit, both still deadly)
 - More GUI Options. More clothing (hurts FPS though), simpler trading, engineer.
 - ALL reported bugs fixed. (except red cave fungus slime. lol. should be blue)


Full changelog(careful, long list)
Spoiler (click to show/hide)

My todo list is down to this:
Spoiler (click to show/hide)

EDIT: Of course you have to add: 34.03 compability to the list. And hugos science brought us working slaves, so I will advance on that idea for the drows. Maybe we can buyable slaves after all.

If you're up to adding stuff to the to-do list, could we get a flow chart for the industries along the lines of the wiki's? http://dwarffortresswiki.org/images/1/14/MetalIndustry3.jpg

An example of the metal working one, if you marked where the different buildings fit in and same for other industries. Bit of a pain drawing out but would help along with the descriptions.

I love the ore crab idea. Not fond of grazer would prefer age based. Grazer's as whole seem to cause lot of issues, I also have concerns about their fps cost for calculating their pastures).

I wonder, and this is purely pondering, if there is a way to have a building/storage/something that lets you store large volumes of stones in a non fps impacting way. Right now we mass destroy either through building or traditional atom smasher method. Problem is that is permagone. If you decide down the road 'yaknow I really could use that 14000 stones' you're out of luck, you need to find/mine/buy those stones. If there was a way to combine them into say 'Storage Building: 15000 XYZ stone'. I guess the brute force way would be series of buildings that cost staggering amounts of material that could then be later deconstructed to the base stones. Not sure if there is a more graceful solution that would let you then add to it getting Storage Building: 15374 XYZ stones.  Maybe a container built to hold stone alone and just staggering numbers for them but I think the game still treats them as individual objects then and you lose the performance gain of getting the 200k gabbo off the map.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: afftor on February 28, 2012, 01:00:42 pm
Seems like an awesome update, just one thing.

Quote
Loom

Collects webs and weaves yarn, same as always. A little more important in this mod, because you can also use gold/silve/iridium as thread.
I don't actually see why, since strands produced at craft workshop with a bar of metal. But how about make a piece of cloth required for metal strands? Pure silver/gold strands turning into runes seems too easy for me.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: sayke on February 28, 2012, 01:38:46 pm
oh my lord, meph... this is fantastic. i'm using 1.4 and trying to get a sense of all these features - i must admit i don't understand how to use them all, but i'm trying to figure them out. i've got all civilizations here... i'm exited =D

i was wondering, though - do you need any help cleaning up the manual, or making a flowchart for the metalworking and agriculture etc? one thing that concerns me is that if the basic workflow is going to change radically, it will be tough to keep updating the flowcharts all the time... but there are lots of good editors who can help with the manual, and i might be able to pitch in there.

also - some of the raw files seem to be formatted weirdly. there are big blocks of whitespace for no reason that i can divine, and just generally inconsistent formatting. do you want help organizing that sort of thing? it might be scriptable, even...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: Dudemeister on February 28, 2012, 01:45:00 pm
I wonder, and this is purely pondering, if there is a way to have a building/storage/something that lets you store large volumes of stones in a non fps impacting way. Right now we mass destroy either through building or traditional atom smasher method. Problem is that is permagone. If you decide down the road 'yaknow I really could use that 14000 stones' you're out of luck, you need to find/mine/buy those stones. If there was a way to combine them into say 'Storage Building: 15000 XYZ stone'. I guess the brute force way would be series of buildings that cost staggering amounts of material that could then be later deconstructed to the base stones. Not sure if there is a more graceful solution that would let you then add to it getting Storage Building: 15374 XYZ stones.  Maybe a container built to hold stone alone and just staggering numbers for them but I think the game still treats them as individual objects then and you lose the performance gain of getting the 200k gabbo off the map.

I think, you could make a workshop and some reactions with [REAGENT:A:100:BOULDER:NONE:NONE:NONE][WORTHLESS_STONE_ONLY] and [PRODUCT:100:1:sometoythinghere:GET_MATERIAL_FROM_REAGENT:A:NONE]
and write a custom toy "box", that would be stored in the finished goods stockpile.
Or instead of the toy, make for every kind of stone a new stone and then a reactions with 100 oldstone -> 1 newstone and one with 1 newstone -> 100 oldstone. Those could be stored at the stonestockpile. Or you could use a block instead of a boulder.

Just some wild guesses though. Not sure, if it would work.

Edit: I think the first method could be problematic, as i don't know, how GET_MATERIAL_FROM_REAGENT works. You could get a toy out of 1 useless stone and 99 you want to safe and end up with 100 useless stones. The second method would be better, but require much more work and two reactions for every kind of stone, plus one custom stone for every original one. The question would be, if it would be possible to forbid all other uses of this stone.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: isitanos on February 28, 2012, 02:00:04 pm
As far as release plans go, I'd suggest a release once you're satisfied with the bugfixing/balancing, then do another release adding just 34.03 compatibility (so we know if new problems were introduced by your fixes or by Toady's changes) and any forgotten fixes, and then start adding slaves and stuff :) .

Oh, and pet peeve of mine, I think that feature releases should be numbered 1.3, 1.4, etc, while bugfix releases to those features are 1.4.1, 1.4.2, and so on. Makes it easy to know which version to shoot for if you want trouble-free gaming rather than bleeding-edge experiments.

Thanks for your impressive dedication.


Edit: and just a heads up, 34.03 crashes if you export the map image after generating the world.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: Meph on February 28, 2012, 02:17:11 pm
NO NEW DOWNLOAD.

Just wanted to let you know what I have done so far. About the formats/white space in the raws: They dont matter, really. The only ones I keep tidy are entity_default and reaction_masterwork, since these are the most important ones.

For the next release I plan to add some adventure mode stuff, and the 34.03 version. I wont make a release for 34.02 now, since TodayOne fixed crashes. No sense in releasing a version that intentionelly includes crashes...

Storing big amounts of stone does not work, since they are still recognized by the game. Same clutter/fps probs. But if you need unlimited stone: Use the klin to burn clay. Gives you a free boulder, and just ONE tile of clay is enough for unlimited boulders. Magma Kiln + Bag + Collect Clay = free stones for constructions.  Mh... I could move my brick reactions to the kiln, making more space...

Runes: Cloth is a textile, I dont want cloth on the weapons, but metal strands woven into the weapon itself. No cloth here.

Flowcharts: Was wondering about that. The manual is updated, but I dont have any graphics for it yet.

EDIT: Wow, that way easy. 34.03 is done. No dfhack though, obviously.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: Hugo_The_Dwarf on February 28, 2012, 02:21:30 pm
I wonder, and this is purely pondering, if there is a way to have a building/storage/something that lets you store large volumes of stones in a non fps impacting way. Right now we mass destroy either through building or traditional atom smasher method. Problem is that is permagone. If you decide down the road 'yaknow I really could use that 14000 stones' you're out of luck, you need to find/mine/buy those stones. If there was a way to combine them into say 'Storage Building: 15000 XYZ stone'. I guess the brute force way would be series of buildings that cost staggering amounts of material that could then be later deconstructed to the base stones. Not sure if there is a more graceful solution that would let you then add to it getting Storage Building: 15374 XYZ stones.  Maybe a container built to hold stone alone and just staggering numbers for them but I think the game still treats them as individual objects then and you lose the performance gain of getting the 200k gabbo off the map.

I think, you could make a workshop and some reactions with [REAGENT:A:100:BOULDER:NONE:NONE:NONE][WORTHLESS_STONE_ONLY] and [PRODUCT:100:1:sometoythinghere:GET_MATERIAL_FROM_REAGENT:A:NONE]
and write a custom toy "box", that would be stored in the finished goods stockpile.
Or instead of the toy, make for every kind of stone a new stone and then a reactions with 100 oldstone -> 1 newstone and one with 1 newstone -> 100 oldstone. Those could be stored at the stonestockpile. Or you could use a block instead of a boulder.

Just some wild guesses though. Not sure, if it would work.

Edit: I think the first method could be problematic, as i don't know, how GET_MATERIAL_FROM_REAGENT works. You could get a toy out of 1 useless stone and 99 you want to safe and end up with 100 useless stones. The second method would be better, but require much more work and two reactions for every kind of stone, plus one custom stone for every original one. The question would be, if it would be possible to forbid all other uses of this stone.
Small 1x1 workshop building that appears at the very bottom of the list, takes X amount of stone/material to build. One dwarf will grab all the stones and build it. Then when you need that stone you can deconstruct it to drop the rocks again. I have done this in my Mod and It works for my need.

Also for Meph and anyone else interested
The slavery testing (giving labor to a creature) so going well. You can never make them a noble (who would want a slave noble?) but at some point you can draft them to the military. Still needs testing to see what causes them to "magically" decide to join the army. I have a theory, but if it's true. Getting to effect to happen on demand is another issue.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: Dudemeister on February 28, 2012, 02:28:47 pm
Tested the stonestockpiling. I made a custom stone:

[INORGANIC:GABBRO_BOX]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:gabbro pile][DISPLAY_COLOR:0:7:1][TILE:177]
[IS_STONE]
[MELTING_POINT:12160]

and two reactions:

[REACTION:GABBRO_PILE]
[NAME:stockpile 100 gabbro boulder]
[BUILDING:TEST:CUSTOM_G]
[REAGENT:A:100:BOULDER:NO_SUBTYPE:INORGANIC:GABBRO]
[PRODUCT:100:1:BOULDER:NONE:INORGANIC:GABBRO_BOX]
[SKILL:MASONRY]

[REACTION:GABBRO_PILE_UN]
[NAME:unstockpile 100 gabbro boulder]
[BUILDING:TEST:CUSTOM_SHIFT_G]
[REAGENT:A:1:BOULDER:NO_SUBTYPE:INORGANIC:GABBRO_BOX]
[PRODUCT:100:100:BOULDER:NONE:INORGANIC:GABBRO]
[SKILL:MASONRY]

Seems to work fine, though the first one takes quite some time, after collecting 100 boulders the workshop is very cluttered.
Maybe it would be better to include a box-thing as an additional reagent, that would have to be produced first, some custom toy or so. You would get it back in the second reaction.

Edit:
Small 1x1 workshop building that appears at the very bottom of the list, takes X amount of stone/material to build. One dwarf will grab all the stones and build it. Then when you need that stone you can deconstruct it to drop the rocks again. I have done this in my Mod and It works for my need.

Well, now that's much easier. Didn't think about that.

Edit2: On second thought, that would reduce only clutter and have no effect on fps i think, since in the workshop every single item is still listed. The other way you could reduce stone by 99% and still get it back, when needed.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: sayke on February 28, 2012, 02:36:49 pm
meph - i just noticed that some of the new tiles don't seem to have the right background in some cases. for example, the frill lizards and armored horses seem to have black backgrounds, instead of transparent backgrounds like the other animals. this is probably just an alpha channel thing...?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: Meph on February 28, 2012, 02:44:58 pm
Yes, alpha channel. When I made them I just started modding, so all my custom sprites are non-transparent from that time ^^ Another thing for the todo list.

I think the box idea would work well. Replacing the loading/unloading stations, since no one seems to be able to use them correctly, even I have problems with them sometimes.

Take wood => make box.
Take box, take 25 stones => make "stone name" box. Stockpile it in finished goods.
Take "stone name" box => make 25 stones and an empty box out of it.

Problem: I would need to make a custom reaction for each material, OR they take random stones, but only respect the first one. Takes 1 gneiss and 24 raw adamantine, makes gneiss box ;)

But really, do you guys have problem with too many stones in this mod ? Even if, there still is the stone grinder to reduce the number, and the klin/brick oven to increase the number.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: Dudemeister on February 28, 2012, 02:56:03 pm
Meph, you could send me a list of all stones in this mod (apart from those that leave only slime etc. and maybe the ores, adamantine, ...) and i could make custom stones and the reactions. Would be mainly copypasta, so not that much work. About the toybox, i could try, but i have never made anything apart from boulders. Started modding df yesterday trying to cheat a little, so i have no experience with this.

Edit: Oh, and the triggers, so it would still work, if you switch more/less stone in the .exe.

Edit2: small typo in the help. in the contents under quick guides it says metakworking instead of metalworking.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: Nimrod on February 28, 2012, 03:10:09 pm
Meh. I get a persistant crash a minute or so after my last save and i cant find the cause ... frustrating. Things were going fine so far ...

Is there an error log i could use (apart from the errorlog.txt, that doesnt tell me jack)?
Or a known bug list (aka "if you do that - bang! ctd" list)

any help would be appreciated!

thx
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: sayke on February 28, 2012, 03:15:30 pm
i don't think there's too much stone in this mod... quite the contrary. between quantum stockpiles and the stonegrinder, it's all good!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: Meph on February 28, 2012, 03:23:52 pm
I will have a look at flowcharts, wait for the updated dfhack and mouse fortress, and do a bit of balancing. But the bugfix/34.03 version will be uploaded tomorrow. Again, no new features, apart from the 3 new GUI settings and some reactions for existing buildings. Lot of balancing has been done though, but the manual is up to date.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: Nimrod on February 28, 2012, 03:34:23 pm
Meh. I get a persistant crash a minute or so after my last save and i cant find the cause ... frustrating. Things were going fine so far ...

Is there an error log i could use (apart from the errorlog.txt, that doesnt tell me jack)?
Or a known bug list (aka "if you do that - bang! ctd" list)

any help would be appreciated!

thx

Its the damn elves! I knew it!

Last entry in gamelog.txt is always:

A elven caravan from "whatever" has arrived.
A Treasury Master fro "whatever" has arrived.

Then its CTD.

So now I seem to have the cause ... but how do i stop the elves from appearing? Can i modify file or something?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: Meph on February 28, 2012, 03:54:52 pm
My best guess is that this is one of the "historical figures" bug Today fixed for 34.03. Diplomat arrives on map, world ends. If they actually make it to the map, erase them with runesmith, otherwise no idea.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: Nimrod on February 28, 2012, 04:13:51 pm
My best guess is that this is one of the "historical figures" bug Today fixed for 34.03. Diplomat arrives on map, world ends. If they actually make it to the map, erase them with runesmith, otherwise no idea.

Ah well. Thanks for the heads up. I guess I`ll just wait for your new version and start again. ;)

cheers

Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: afftor on February 28, 2012, 04:16:54 pm
Quote
But the bugfix/34.03 version will be uploaded tomorrow.
Thats disappointing.
How about cloth backpacks/quivers btw?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: sayke on February 28, 2012, 04:29:00 pm
meph - you might want to change the name of "construct bed" to "Construct wooden bed", just so it's clear what's going on here... Otherwise it gets confusing with "Construct rock bed and "Construct bed" you know?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: Meph on February 28, 2012, 04:37:14 pm
@sayke:Cant change that, its hardcoded. Cant access the carpenter.
@afftor: Well, sure, If I knew what causes it. currently I only have leather, hide, chitin and scale quivers/backpacks. Any tags I need to add to hair/thread for this ?

@all: Changed the holy warrior, he can now heal. He insta-heals people around him, tested and works. Dont know if he will be clever enough to avoid healing hostiles though. But for a super epic doctor, just keep him around. He does not clean wounds to avoid infections, and broken bones still need setting, but everything else is healed instantly :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: afftor on February 28, 2012, 04:42:20 pm
Well when I implemented it for my custom mode, i made custom reactions for clothier shop. I have no idea if Toady made specific tags for that.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: Orb on February 28, 2012, 04:47:22 pm
I have not read any of this thread, but I have to say this is an amazing mod. Good luck with it. I hope Toady takes some tips from it.


I have encountered numerous bugs in my quest to get flame turrets. They are likely known, but nevertheless, I'll post them:

The Custom Maps I tried were broke. In one case, I had a magma pipe to the sky, raining magma upon my poor embark.

Embarking in evil zones causes a crash.

I've had issues getting my military to pick up equipment. But that might just be DF in general.

For Jackels, its description talked about the color of its copper..I'm pretty sure Jackels don't have copper on them.

I don't believe my cave beetles are reproducing. Its been a year and I've given them a nesting box. I'm not sure if its just they don't reproduce, or its a REAL long time. Either way, thought I mention.

Also, a question: I've grown small fungiwoods. Now what do I do with this item? Do I use the lumberyard(I have not built one yet), or....?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: Hugo_The_Dwarf on February 28, 2012, 04:53:35 pm
@all: Changed the holy warrior, he can now heal. He insta-heals people around him, tested and works. Dont know if he will be clever enough to avoid healing hostiles though. But for a super epic doctor, just keep him around. He does not clean wounds to avoid infections, and broken bones still need setting, but everything else is healed instantly :)
What sorcery? explain?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: Mr. Palau on February 28, 2012, 05:03:52 pm
@Orb yeah there is a reaction at lumberyard to turn small fungiwoods and other small trees into logs and seeds.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: Meph on February 28, 2012, 05:07:52 pm
@hugo:
Spoiler (click to show/hide)

Spoiler (click to show/hide)

@orb: Yep, you need a timberyard for this. And thanks for the report, "sadly" I have to inform you that the bugs are all fixed you mentioned. Harvest the eggs, they might not be fertilized and clog up the nestboxes. The entire thread was commited to fixing bugs for the last 10-15 pages ;)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: Flobulon on February 28, 2012, 05:33:15 pm
I saw people talking about flow charts, and I thought I'd give one a go:
Spoiler (click to show/hide)

Is this the kind of thing that people meant? More/less specific to certain workshops?
For example, a workshop-specific information chart:
Spoiler (click to show/hide)

Thoughts welcome!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: afftor on February 28, 2012, 05:46:48 pm
Uh actually now it does not seems right to me that lignite and bituminous coal produce same amount of coke, since bituminous coal should produce 3 ea per unit instead of 2.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: Dudemeister on February 28, 2012, 05:51:50 pm
If anyone is interested, i made custom stones and two reactions for every stone in inorganic_stone_layer.txt, apart from those that leave no boulder. At the new building you can take 100 boulder and make 1 new (e.g. 100 gabbro -> 1 gabbro pack) and the other way around. So you can reduce stone by 99%, and, if needed, get the stone back. Should also increase fps (99% less stuff lying around).

Seems to work fine, though i could not test every stone, cause i didn't want to write reactions to get every single one. Those i tried, worked. Only problem seems to be schist, even if you have no schist, you can order to pack/unpack it and a dwarf will go there, pick his nose and leave. Nothing happens, no message, no job cancellation (though the job dissapears, as if done).

Meph, about those flags like !NOSTONE!, does the settings.exe look into every file in the objects folder? Or just specific ones? I have given it all reactions and new stones for stones with that flag, and did put it in the entity_default.txt, but havn't tried changing the setting yet.

Edit: Schist-problem solved, stupid typo.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: Meph on February 28, 2012, 05:58:46 pm
@dudemeister: The flag is just for specific files, otherwise the program would be quite slow. Maybe 100 is a bit much, but changing this is really easy. find and replace with any number you like. If you want to post it, make it in a seperate thread, since it will be drowned in this one quite soon. I like the idea though and see if I can find a use for it in the mod.

@afftor: Correct. My mistake, I changed it in the raws.

@flobulon: These are amazing. I will add them to the manual of course, or make a special section for them.  Must have been quite a bit of work.

EDIT: Yeah, new dfhack is out. Not much left to do then for the next version
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: xaldin on February 28, 2012, 06:10:47 pm
I saw people talking about flow charts, and I thought I'd give one a go:
Spoiler (click to show/hide)

Is this the kind of thing that people meant? More/less specific to certain workshops?
For example, a workshop-specific information chart:
Spoiler (click to show/hide)

Thoughts welcome!

Wow I gotta say both of those are really pretty awesome. That with the documentation would make it perfectly clear what each building needed and what was desired to produce a given outcome. You did a really nice job on those two, far exceeded what I was mentioning earlier in quality and detail.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: Mr. Palau on February 28, 2012, 06:15:54 pm
I saw people talking about flow charts, and I thought I'd give one a go:
Spoiler (click to show/hide)

Is this the kind of thing that people meant? More/less specific to certain workshops?
For example, a workshop-specific information chart:
Spoiler (click to show/hide)

Thoughts welcome!

Those are awsome, and provide a lot more information than the description, in the thread, on the wiki, and in the game. how did you make them?

I thought combat reports from vanilla DF were cool, but after I have been reading some of the combat reports after using the mod for a while the unimproved combat reports almost seem down right dull in comparision.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: Meph on February 28, 2012, 06:24:27 pm
I thought combat reports from vanilla DF were cool, but after I have been reading some of the combat reports after using the mod for a while the unimproved combat reports almost seem down right dull in comparision.

Mission accomplished. 8) Wait for the epic weapons. Dwarf 1 strikes the Goblin with the horrific stench given of his foul mace.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.4 - quick fix, trap overhaul and necromancers
Post by: sayke on February 28, 2012, 06:43:38 pm
meph - i don't know why, but in the trading screen, the title on the top when you view an item is blank black. that's a problem because it prevents players from seeing the detailed name, including quality tags etc, of items being traded! i have no idea why this would be happening, though...

fabulon - those flowcharts are awesome! can you make more, for agriculture, traditional metalworking workflows, etc?

great work all -
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Meph on February 28, 2012, 06:52:46 pm
Thats a truetype problem. Press F12 to toggle it ingame. OR use the new version, since TodayOne fixed some truetype related stuff.

I did not plan on uploading this so soon, but if Today offers a patch, who am I to withhold it from you guys ;)

>>>> NEW DOWNLOAD 1.4.1 for DF 34.03 <<<< (http://dffd.wimbli.com/file.php?id=5315)

Full changelog (careful, long, as always)
Spoiler (click to show/hide)

PS: If I consider the fact that 15 people signed up for it, the wiki is going quite slow. I dont like to have conflicting sources of info, in this case manual vs. wiki. You can for now copy anything from the manual as you wish, that should fill it up a bit.

PPS: flobulon: The flowcharts are amazing and it would be very nice if you find the time to make more, for whatever building you find appropiate.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Seraphyx on February 28, 2012, 07:12:46 pm
Ily ;]

-------

I signed up for the wiki but it's kind of weird, I'm not familiar with that kind of wiki but I'll try to add some things to it, directly from the manual when I get time.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: xaldin on February 28, 2012, 07:16:37 pm
Thats a truetype problem. Press F12 to toggle it ingame. OR use the new version, since TodayOne fixed some truetype related stuff.

I did not plan on uploading this so soon, but if Today offers a patch, who am I to withhold it from you guys ;)

>>>> NEW DOWNLOAD 1.4.1 for DF 34.03 <<<< (http://dffd.wimbli.com/file.php?id=5315)

Full changelog (careful, long, as always)


Cool, didn't expect the release tonight but works for me. Gives me a chance to get into it and tinker sooner.

Your mod has reached point I only adjust two things: give myself microcline back (even that I may stop doing just habit now), bauxite I have a smelt reaction to turn to aluminum (may not need anymore, bronze to aluminum is different but I can work with that) and and the skill/attribute learning adjustments (I have a set of values I've used for years that I use, but in spirit of your mod I adjust them for the caste values so the castes still have similar impact just different overall numbers). The customization of it leaves me little I have to do by hand which makes this one really popular with me :) Exciting set of features, looking forward to more to come.

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Ranik on February 28, 2012, 07:17:29 pm
Thats a truetype problem. Press F12 to toggle it ingame. OR use the new version, since TodayOne fixed some truetype related stuff.

I did not plan on uploading this so soon, but if Today offers a patch, who am I to withhold it from you guys ;)

>>>> NEW DOWNLOAD 1.4.1 for DF 34.03 <<<< (http://dffd.wimbli.com/file.php?id=5315)

Full changelog (careful, long, as always)
Spoiler (click to show/hide)

PS: If I consider the fact that 15 people signed up for it, the wiki is going quite slow. I dont like to have conflicting sources of info, in this case manual vs. wiki. You can for now copy anything from the manual as you wish, that should fill it up a bit.

PPS: flobulon: The flowcharts are amazing and it would be very nice if you find the time to make more, for whatever building you find appropiate.

Meph you are some sort of machine  8)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: bombzero on February 28, 2012, 07:38:10 pm
god damn you update fast.

anyways, i was terrified id have to keep playing vanilla, although i am having a blast in adventure mode right now, sacrificed a 30 or so mob of peasants to lure a zombie horde out of a towers first floor. nabbed a few books, nothing with the secrets of life and death though... woot run-on sentences.


anyways, still loving the mod, but getting distracted by other shit, I am become forumite, destroyer of free time.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Meph on February 28, 2012, 07:39:37 pm
Well, if I upload it now, I have a last chance to see the feedback tomorrow. also dfhack was updated, so there was no reason to wait. Have fun with it. I will travel again, 230km biking for tomorrow, then short stop in cartagena, then 3-5 days boat.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: bombzero on February 28, 2012, 07:40:50 pm
so 3-5 days of more frequent updates? being on a boat sounds like wonderful modding time.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: slay_mithos on February 28, 2012, 07:54:59 pm
I hope this biking will be in relative flat landscape, couldn't do this here (in the alps). Have a safe trip.

Anyway, as usual, you are so fast in making the fixes and updating that I still have to make my fort collapse from the previous version, even though I am not really playing well.
Now, how should we finish it properly...
Let's release those carps I trapped in the water collection system for future usage, they should make a great job at making all this blue into red.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: bombzero on February 28, 2012, 08:16:10 pm
why is simple trading off by default??

does it remove the special items or something?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Talanic on February 28, 2012, 08:19:37 pm
Please ignore this post.  Somehow my attempt to look at the latest post put me about 60 pages back.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: bombzero on February 28, 2012, 08:56:11 pm
seems that the items you replaced to make the new toys, replaced items you can make in the crafting menu in adv mode... i just sewed myself a leather waterskin using my cacame toy as a needle.....
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Poch on February 28, 2012, 09:46:06 pm
Testing it right now :) Thanks for updating.

DT is broken for now.

If anyone's interested i have a seed for this version with a 3*5 embark with river, volcano, fortress, ok-outside and 2 joyously wild biomes.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Seraphyx on February 28, 2012, 10:20:57 pm
Testing it right now :) Thanks for updating.

DT is broken for now.

If anyone's interested i have a seed for this version with a 3*5 embark with river, volcano, fortress, ok-outside and 2 joyously wild biomes.

Sounds good, can you upload it somewhere?

---------

I also seem to have a weird text display error, past few versions (even vanilla has some sort of text display issue):
Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Poch on February 28, 2012, 10:40:37 pm
Testing it right now :) Thanks for updating.

DT is broken for now.

If anyone's interested i have a seed for this version with a 3*5 embark with river, volcano, fortress, ok-outside and 2 joyously wild biomes.

Sounds good, can you upload it somewhere?

Done ! You can download it here : http://dffd.wimbli.com/file.php?id=5733 (http://dffd.wimbli.com/file.php?id=5733)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Seraphyx on February 28, 2012, 11:49:10 pm
Testing it right now :) Thanks for updating.

DT is broken for now.

If anyone's interested i have a seed for this version with a 3*5 embark with river, volcano, fortress, ok-outside and 2 joyously wild biomes.

Sounds good, can you upload it somewhere?

Done ! You can download it here : http://dffd.wimbli.com/file.php?id=5733 (http://dffd.wimbli.com/file.php?id=5733)

Awesome thanks.

------------

There seems to be some weirdness going on with my current game. I have 15 dwarves and I just got sieged by white tigermen with raptors and mostly steel equipment. Might not sound like anything weird is going on except for the fact that there are 100 of them... that just seems way too insane. Luckily I have my walls and bridges setup already otherwise I'd be screwed beyond belief. Is this normal or some sort of bug?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: bombzero on February 28, 2012, 11:58:53 pm
FD races act weirdly in masterwork sometimes, just a product of the massive amount of stuff meph added, while removing redundant crap.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Seraphyx on February 29, 2012, 01:23:54 am
I can't seem to find where to craft some trap components. Serrated discs for example, I don't see them in any of the forges only the stonecutters workshop, but I don't want to make them out of stone. I don't see the spiked metal ball anywhere either. What's the trap component that deals blunt damage?

I only see barbed wire, axe and saw blade, spikes, and corkscrew.

I also haven't attracted any migrants for 3 seasons in a row, stuck at 15. Is this just really bad luck or another bug? Created wealth is 330,000. I've had 50-70 migrants with barely over 100,000 created wealth so I'm not sure what's going on.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Ashnal on February 29, 2012, 01:58:42 am
For dudemeister and the other guy who wanted to store stone boulders ...

I solved this issue a long time ago myself. My solution? Let everything that is made out of boulders instead be made from blocks.

This allows you to cut stone into blocks and store blocks in bins normally, but be able to use those blocks for almost any reason you could want.

Just add a [REACTION_CLASS:STONE] to the STONE_TEMPLATE material template so all stone gets this. Then change all the reactions in the stonecutters (the building that lets you make extra things from stone, dont know if Meph's renamed it since then) to accept [REAGENT:A:1:BLOCKS:NONE:NONE:NONE][REACTION_CLASS:STONE] as a reagent. You'll need to write a few extra reactions if you wan't to allow things normally made at the mason's to be made from blocks at the stonecutter's as well.

This spares you from the stone conversion back and forth. Allowing you to store stone in a natural way and still use it later.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Keisari on February 29, 2012, 03:12:18 am
Hey Meph you do realize that when I got this "friendly" dwarven necromancer into my fort he just raised all the corpses which proceeded to kill everyone in my fort? I think that should be disabled or atleast made working properly. The undead attack the living, they don't really have a side.

For now I'll play without castes and priests.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: UncleCern on February 29, 2012, 03:34:45 am
Hey Meph you do realize that when I got this "friendly" dwarven necromancer into my fort he just raised all the corpses which proceeded to kill everyone in my fort? I think that should be disabled or atleast made working properly. The undead attack the living, they don't really have a side.

For now I'll play without castes and priests.
This means one thing - your Inquisitors have failed.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: smakemupagus on February 29, 2012, 04:30:55 am
New version is a lot of fun!  Thanks Meph :)

Does it seem like we're getting too many bars from the Arc furnace powders in this build?  I'll pay closer attention next time but I suddenly have a ton of wolfram.  My best guess is that the [DOES_NOT_DETERMINE_PRODUCT_AMOUNT] is getting applied to the bag rather than to the powder? 

Here's the unmodified reaction,

Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Flobulon on February 29, 2012, 05:41:18 am
I can't seem to find where to craft some trap components. Serrated discs for example, I don't see them in any of the forges only the stonecutters workshop, but I don't want to make them out of stone. I don't see the spiked metal ball anywhere either. What's the trap component that deals blunt damage?

I only see barbed wire, axe and saw blade, spikes, and corkscrew.

I also haven't attracted any migrants for 3 seasons in a row, stuck at 15. Is this just really bad luck or another bug? Created wealth is 330,000. I've had 50-70 migrants with barely over 100,000 created wealth so I'm not sure what's going on.

Haven't had a chance to play with traps in the latest version, but I know Meph changed quite a bit in the latest version.

As for migrants, that's not a bug, it's something which is present in vanilla. The first two waves of migrants are autogenerated, but the rest require a path to an active dwarven civilisation. You won't receive any more migrants if any dwarf civilisations are inaccessible (e.g. you are separated by sea) or extinct. It's annoying I know, but outside of the realm of modding I think. The only way to avoid it is by checking there are still dwarves alive in legends mode.


On another note, thanks to everyone for their kind comments about my info charts. I think the next one will be about advanced metalworking, i.e the arc furnace. I'll have to download the latest version (1.4.1) first to ensure my info is up to date.
Oh and thanks for the update Meph, enjoy your travels!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: smakemupagus on February 29, 2012, 05:42:38 am
What's the trap component that deals blunt damage?

Ram.  initially made of wood, can be upgraded with armor plates.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Nimrod on February 29, 2012, 05:57:26 am
New version is a lot of fun!  Thanks Meph :)

Does it seem like we're getting too many bars from the Arc furnace powders in this build?  I'll pay closer attention next time but I suddenly have a ton of wolfram.  My best guess is that the [DOES_NOT_DETERMINE_PRODUCT_AMOUNT] is getting applied to the bag rather than to the powder? 

Here's the unmodified reaction,

Spoiler (click to show/hide)

Jup, I just got 100+ Mithril Bars from one single bag of powder (yay!)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: afftor on February 29, 2012, 05:59:45 am
Anthracite absent from blast furnace. Actually using only 2 bituminous coal in blast furnace somewhat disappointing, since i used to think blast furnace designed for fast smelt reactions with high reagent number.
And btw why do we need magma blast furnace if it's exactly same blast furnace requiring fuel?

Edit: is that just me or dwarfs spend awfully huge amount of time drinking/eating?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Ryusko on February 29, 2012, 06:15:31 am
I'm having living stone and cave fungus drop stone instead of fluid. Furthermore I can't stop them from filling up my stone stockpiles since they're not available in the stockpile menus. I have harder mining off; I'd rather not turn it on if that's what's causing it.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Nimrod on February 29, 2012, 06:28:23 am
I'm having living stone and cave fungus drop stone instead of fluid. Furthermore I can't stop them from filling up my stone stockpiles since they're not available in the stockpile menus. I have harder mining off; I'd rather not turn it on if that's what's causing it.

Thats most definitely NOT whats causing it. I have it off and fungus walls drop slime - nothing else (i have no living walls on this map - thank Armok. I hate those ... disgusting).
Did you start a new fort/world or play with an existing?

cheers
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: UncleCern on February 29, 2012, 06:34:16 am
I'm having living stone and cave fungus drop stone instead of fluid. Furthermore I can't stop them from filling up my stone stockpiles since they're not available in the stockpile menus. I have harder mining off; I'd rather not turn it on if that's what's causing it.
What kind of temperatures do you have around? In my glacier fortress cave fungus drops no fluid but a piece of fungus stone too (1.3 and 1.4.0).
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: makpantek on February 29, 2012, 06:40:19 am
A working cursor on ALL of the selections and.... please please make full screen mode, i use a laptop and the poor graphic + small windows mode are killing me.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Ryusko on February 29, 2012, 06:46:11 am
I'm having living stone and cave fungus drop stone instead of fluid. Furthermore I can't stop them from filling up my stone stockpiles since they're not available in the stockpile menus. I have harder mining off; I'd rather not turn it on if that's what's causing it.
What kind of temperatures do you have around? In my glacier fortress cave fungus drops no fluid but a piece of fungus stone too (1.3 and 1.4.0).

That fixed it, thanks: I'd turned off temperature completely to help FPS. Turning it back on instantly flooded my stockpiles and dumps with blood and slime  :o
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Flobulon on February 29, 2012, 07:53:11 am
Anthracite absent from blast furnace. Actually using only 2 bituminous coal in blast furnace somewhat disappointing, since i used to think blast furnace designed for fast smelt reactions with high reagent number.
And btw why do we need magma blast furnace if it's exactly same blast furnace requiring fuel?
You've got me thinking about how the furnaces compare, so here are my findings:

The blast furnace requires 3 bituminous coal for 6 coke, plus a unit of fuel (charcoal, coke or magma). Thus the ratio of coal to coke at a magma blast furnace is 3:6, compared to the superior 3:9 offered by the magma smelter. However if using coke as fuel, the net gain ratio becomes 3:5 for the blast furnace and 3:6 for the ordinary smelter. Therefore for the purposes of refining coal, the blast furnace offers quicker processing of large amounts of coal at the cost of output - however the difference is fairly negligible when there is no magma available due to the need for extra fuel.

Processing lignite at a magma blast furnace gives a reagent:product ratio of 3:6 vs the magma smelter ratio of 3:6 - there is no difference, though the blast furnace is more time-efficient.
Without magma, however, the ratio for the blast furnace is 3:5 compared to the smelter ratio of 3:3.

These are the 1.4 numbers, though, so it may be different in 1.4.1.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: afftor on February 29, 2012, 07:58:12 am
1.4.1 now uses 2 piece of bituminous coal for 6 coke so its now somewhat fair amount.
Now for bugs... most wood still cost all the same and remove netherwood bark still produce nameless seeds blargh
Make plated ram, make plated stake, combine barbed wire, construct dart thrower, all requires trap component. Not sure if this intended or bug. I think this item has been removed from crafting.
Shells from fishing can be tanned into common leather (???)
By the way bonestuds and bonemeal made from remains, why not make it from bones? Bonemeal is somewhat understandable but not very balanced, but bonestuds...
EDIT: I don't think Netherwood from [REACTION:NETHERWOOD_BARK] works properly either. It's not recognized nor as wood neither as leather. In previous version i think it was recognized as leather tho.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: dragonly on February 29, 2012, 08:57:58 am
Hey Meph you do realize that when I got this "friendly" dwarven necromancer into my fort he just raised all the corpses which proceeded to kill everyone in my fort? I think that should be disabled or atleast made working properly. The undead attack the living, they don't really have a side.

For now I'll play without castes and priests.

Funny that you bring this up. One of my dwarves, or the vampire I have locked up has the mastery over life and death ability as well. Whenever I butcher creatures, they promptly come back to life as ewe hair, cow skin corpses etc. However, everything that is raised is friendly to my fortress! They just scare the bajeezus out of everyone, and interrupt their jobs.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: afftor on February 29, 2012, 09:00:03 am
Yeah.. seems like metallic powder bags produce about 150 bars at once...
Slaughtered armored horses don't produce anything.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Nimrod on February 29, 2012, 09:18:51 am
Hey Meph you do realize that when I got this "friendly" dwarven necromancer into my fort he just raised all the corpses which proceeded to kill everyone in my fort? I think that should be disabled or atleast made working properly. The undead attack the living, they don't really have a side.

For now I'll play without castes and priests.

Funny that you bring this up. One of my dwarves, or the vampire I have locked up has the mastery over life and death ability as well. Whenever I butcher creatures, they promptly come back to life as ewe hair, cow skin corpses etc. However, everything that is raised is friendly to my fortress! They just scare the bajeezus out of everyone, and interrupt their jobs.

I just had my "Master Druid" walk into the atom smasher because of that ...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Torgan on February 29, 2012, 09:49:23 am
and.... please please make full screen mode, i use a laptop and the poor graphic + small windows mode are killing me.
Don't you just need to set windowed mode to NO on the settings screen to get fullscreen?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Dudemeister on February 29, 2012, 09:53:29 am
@Ashnal: Thank you, but i did write a complete stonestoringsystem yesterday, and now that it's done, i'm going to keep it. I made a new thread, but no one seems interested, so i'll use it just myself.

About this hotkey.exe: Is there a way to choose the wallmaterial or does it allways take the nearest? I couldn't find the answer in teh net and have found no way to control it. I looked in those .ahk scripts but didn't find anything.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Hugo_The_Dwarf on February 29, 2012, 09:56:15 am
For those that are getting extra bars from the arc furnace change

[REAGENT:ore powder:1:POWDER_MISC:NONE:NONE:NONE][REACTION_CLASS:WOLFRAM]

to

[REAGENT:ore powder:150:POWDER_MISC:NONE:NONE:NONE][REACTION_CLASS:WOLFRAM]

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: afftor on February 29, 2012, 10:05:50 am
New pressing reaction doesn't give any seeds. Imo they should.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: narhiril on February 29, 2012, 10:16:07 am
Regarding different embark races - it is possible, but it's messy.  When embarking, it only shows you the names of the civilizations and not what race they are, so you have to check the neighbors screen to tell which race you've got selected (it will be on top of that list).  I did a little experimentation, but I've been putting this off until I get dwarves exactly where I want them, which will be a while.  ;)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Meph on February 29, 2012, 10:24:03 am
Hey guys, just checking in. Reports are noted down, and hugo is right, the arc smelter should have 150, instead of 1. Well, free super metal for everyone ;)

No time for anything, back on the bike then, with healthy 33° celsius. ^^
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: afftor on February 29, 2012, 10:25:47 am
My leather boiling just produced 150ea of pig tail oil without container or anything. No idea how to use it.
God this mod bugged as hell.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Meph on February 29, 2012, 10:30:57 am
Less and less with each update, also I manage to sneak in one or two new ones for you guys to discover. Keeps you on your toes ;)

(seriously, you complain about free metals/oil?)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: afftor on February 29, 2012, 10:37:47 am
Yeah, 150 semi-pointless bars cramping my stockpiles and oil in-name-only I can't actually use.
But actually that's just a small part of all what I encountered in 1.5 hours.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: xaldin on February 29, 2012, 11:26:21 am
Yeah, 150 semi-pointless bars cramping my stockpiles and oil in-name-only I can't actually use.
But actually that's just a small part of all what I encountered in 1.5 hours.

Meh in scheme of things those are pretty minor and just an atom smash away from being a non issue. I can still crash DF native almost at whim from its own settings so it isn't like he has a perfectly stable base with no bugs to work from.  Relax and report the issues so they can be fixed or you can take a break from it and wait while someone else does it or fork off your own MASTERWORK mod and code for yourself what you want with your own fixes (and bugs).

Meph's been ambitious about features which invariably means bugs, just no working around that.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Orb on February 29, 2012, 11:42:21 am
Quick Question: How "good" are gem weapons?

Also: As a balancing thing, I think turret speed needs to be reduced further. For a nigh "immovable" turret, it was moving a tile every two seconds at 100 FPS. In case this is a bug, it was seeking out an enemy.

Edit: How does assigning the noble positions of preacher/Prophet of Armok affect game play? Is it just for flavor?

These might be some good things to throw in the guide, because they aren't immediately obvious.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Flobulon on February 29, 2012, 12:24:21 pm
Quick Question: How "good" are gem weapons?

Also: As a balancing thing, I think turret speed needs to be reduced further. For a nigh "immovable" turret, it was moving a tile every two seconds at 100 FPS. In case this is a bug, it was seeking out an enemy.

Edit: How does assigning the noble positions of preacher/Prophet of Armok affect game play? Is it just for flavor?

These might be some good things to throw in the guide, because they aren't immediately obvious.

Well according to the manual "The strength of weapons and armor made of gems is linked to the value. There are ornamental gems=weaker then iron, semi-precious gems=better then iron and precious gems=steel like."

Preachers and Priests basically just conduct meetings with angry dwarves to help calm them down. Prophets of Armok act like sheriffs I believe, so are mostly just for flavour.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Zeebie on February 29, 2012, 01:27:52 pm
Well this is interesting - I figured out that my mayor was a vampire, so I turned him into a golem. But he's still the mayor.  Conducts meetings and everything.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: UncleCern on February 29, 2012, 01:33:48 pm
For those that are getting extra bars from the arc furnace change

[REAGENT:ore powder:1:POWDER_MISC:NONE:NONE:NONE][REACTION_CLASS:WOLFRAM]

to

[REAGENT:ore powder:150:POWDER_MISC:NONE:NONE:NONE][REACTION_CLASS:WOLFRAM]

God damn it. What is the name of the file this hing is... aarrggghhhhh!

EDIT: Found it but looking for that caused massive frustration  :P
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: xaldin on February 29, 2012, 01:37:34 pm
Well this is interesting - I figured out that my mayor was a vampire, so I turned him into a golem. But he's still the mayor.  Conducts meetings and everything.

Ok that is an interesting combination. Probably not a great idea to have golem be mayor but still a borderline between bug and unplanned feature :p
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: smakemupagus on February 29, 2012, 02:04:02 pm
For those that are getting extra bars from the arc furnace change

[REAGENT:ore powder:1:POWDER_MISC:NONE:NONE:NONE][REACTION_CLASS:WOLFRAM]

to

[REAGENT:ore powder:150:POWDER_MISC:NONE:NONE:NONE][REACTION_CLASS:WOLFRAM]

God damn it. What is the name of the file this hing is... aarrggghhhhh!

EDIT: Found it but looking for that caused massive frustration  :P

Get a text editor with grep or "Find in file" if you're going to be doing any coding :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Ishar on February 29, 2012, 02:26:30 pm
So, am I really the only one who still uses the Mayday tileset? That's kinda sad. Also, yay, different embark races may become a thing!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: UncleCern on February 29, 2012, 02:28:18 pm
For those that are getting extra bars from the arc furnace change

[REAGENT:ore powder:1:POWDER_MISC:NONE:NONE:NONE][REACTION_CLASS:WOLFRAM]

to

[REAGENT:ore powder:150:POWDER_MISC:NONE:NONE:NONE][REACTION_CLASS:WOLFRAM]

God damn it. What is the name of the file this hing is... aarrggghhhhh!

EDIT: Found it but looking for that caused massive frustration  :P

Get a text editor with grep or "Find in file" if you're going to be doing any coding :)
Nice to know such things exist... Oh gods, It'd have saved me a lot of time!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: HARD on February 29, 2012, 02:29:48 pm
I can't run settings exe, i got error about Net Framework, which one i need? 3.5?

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Hugo_The_Dwarf on February 29, 2012, 02:45:22 pm
I can't run settings exe, i got error about Net Framework, which one i need? 3.5?
Google myfriend, then get the latest version (if that's 3.5 very well)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: smakemupagus on February 29, 2012, 03:05:03 pm
I don't know whether this is a bug or working as intended, but the reaction for press Pig tail oil takes a "empty food storage item", whereas the vanilla press rock nut paste takes a "Liquid container" i.e. jug (according to Magmawiki the reaction token qould be  is LIQUID_CONTAINER)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Seraphyx on February 29, 2012, 03:08:54 pm
Got a question about blueprints and licences. I set my craftsdwarf to craft toys for a season or two and when I was trading those things to caravans I noticed a lot of odd items like smiths guild license (or permit, don't remember) along with several other similar things. There were also several workshop blueprints like armory, weaponry, magma armory, etc...

So I tried to build the armory and it said I need blueprints for it. Are those the incorrect blueprints or what exactly were they? Are those things of any use or should I just sell them? I also had some other things like a golem heart? some sort of casting material, crystals, and several others I can't remember. I've never set my craftsdwarf to make toys before so if this is normal then disregard it, just seems weird.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: sayke on February 29, 2012, 03:19:24 pm
seraphyx - those are probably toy versions of those items. if so, they won't work like the actual items do =D
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Seraphyx on February 29, 2012, 03:35:54 pm
Alright thanks. That's what I assumed it was. I probably wont be making any toys so I don't confuse myself.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Hugo_The_Dwarf on February 29, 2012, 03:40:40 pm
If its a case of toys then it may be a bug? They must be enabled in the entity?

Disregard this if I'm obviously not following
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: HARD on February 29, 2012, 03:53:02 pm
I can't run settings exe, i got error about Net Framework, which one i need? 3.5?
Google myfriend, then get the latest version (if that's 3.5 very well)

This is official thread thats why i'm asking here, there should be information on first page what framework u need for that soft but i cant see it.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Hugo_The_Dwarf on February 29, 2012, 04:10:02 pm
I can't run settings exe, i got error about Net Framework, which one i need? 3.5?
Google myfriend, then get the latest version (if that's 3.5 very well)

This is official thread thats why i'm asking here, there should be information on first page what framework u need for that soft but i cant see it.
Normally if an issue on something pops up, most users of their desired OS would simply update/find the update.

And yes maybe Meph should include a *requirements* list. But his mind has been on modding, bug fixing, and his travels?

But like said, normally updating outdate software/apps is not very difficult.

DO NOTE that the lastest version of .NET supports apps that run on lesser versions aswell (as far as I know)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: HARD on February 29, 2012, 05:35:04 pm
Quote
DO NOTE that the lastest version of .NET supports apps that run on lesser versions aswell (as far as I know)

Thats a sufficient response, Thanks.
I got latest version of framework and still got some errors, at least i know i dont need older versions, anyw time to fight with soft.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: isitanos on February 29, 2012, 06:06:25 pm
Nice to know such things exist... Oh gods, It'd have saved me a lot of time!
GrepWin is a program that adds a context menu item to Windows Explorer to search a whole folder worth of text files for some text or a more advanced expression. Or just get Notepad++, which besides being an awesome text editor can also do that.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Poonyen on February 29, 2012, 06:23:42 pm
I don't know if anyone else has this problem, but Therapist doesn't seem to work for me in the latest release of MASTERWORK (sorry if I missed a reference to this somewhere, Meph).

Anyhoo, it just bails when you try to Read Dwarves. I found a rickety solution by copying the 34.03 and 34.04 .ini files provided by splinterz to the relevant MASTERWORK DT folder  (*\Dwarf Therapist\etc\memory_layouts\windows).

Here a link to his fix thingy: http://www.bay12forums.com/smf/index.php?topic=66525.1230.

Some stuff in DT are still a little out of whack, but at least you can assign jobs.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Orb on February 29, 2012, 06:56:30 pm
Bugs:

For whatever reason, I am unable to produce 'fuel'(Booze + Oil). If I remember correctly, it said the item was misplaced.


I can't build a lumberyard, because the axe blades I produce..don't count? Unless I'm making the wrong kind of axeblades, but I looked through multiple workshop menus.

Unless intended, Antmen sieges might need a bit of balancing. There were sooo maaaany.  :o

Unless also intended, I got traders and immigrations while under siege by said antmen.

Finely, blast furnaces can only use coke, not charcoal.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: smakemupagus on February 29, 2012, 07:06:00 pm
I can't build a lumberyard, because the axe blades I produce..don't count? Unless I'm making the wrong kind of axeblades, but I looked through multiple workshop menus.

timberyard works for me.  Have you built 2 "axe blade", the trap component?  It is possible that you instead built 2x25 "axe blades", the throwing axe ammo?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: slay_mithos on February 29, 2012, 07:09:24 pm
@Orb:
I don't know for oil, not having used this myself yet, didn't get antmens so far, and haven't gone to blast furnaces, so I will let other answer those.

Lumberyard: you need 2 "large axe blade", these are the giant axe trap weapons, not the projectiles added by the mod. Git confused at first too.

Immigrants and caravans tends to always try to get in when there is trouble nearby, be it sieges or ambushes, mostly because the actual calculation for all those are done roughly at the same time.

For the antmens, I suppose it's a bit like all the weak races that comes mostly without weapons and/or armours, they compensate by large numbers.
Shoot a little with ranged weapons before heading head on in the fight, that should do the trick.

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: UncleCern on February 29, 2012, 07:14:40 pm
.....
Shoot a little with ranged weapons before heading head on in the fight, that should do the trick.

Or use ICE!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: smakemupagus on February 29, 2012, 07:50:05 pm
Ideas for making use of dwarven necromancers?  I have one just chilling in an isolated house outside the fort.  Using her to annoy the butcher has already been covered.

Bonus points if the danger to bad guys is >/= danger to the dwarves!

If nothing else I might try to make her hut more self sufficient (she has a farm and kitchen, but the door isn't locked and the fort dwarves currently pillage her booze supply), and maybe a room with controllable access that she can see out of.  Any idea if she can rez through windows or fortifications?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: UncleCern on February 29, 2012, 07:52:54 pm
Build him a room in your catacombs.

Also: This made my day. I was digging and I mined a strange thing called "collapsed". The description of the rock is very... umm... descriptive.
Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: smakemupagus on February 29, 2012, 07:54:41 pm
Build him a room in your catacombs.

I'll give you high marks but not the bonus points ;)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: bombzero on February 29, 2012, 08:14:51 pm
Build him a room in your catacombs.

Also: This made my day. I was digging and I mined a strange thing called "collapsed". The description of the rock is very... umm... descriptive.
Spoiler (click to show/hide)

fun bit of combining vanilla DF rock descriptions with Meph's archaeology substrate material. most normal rocks say, 'this is slate' etc etc.

collapsed is the remains of old forts buried by time, I think the stone itself was originally named 'collapsed wall' but that led to 'collapsed wall wall' and 'collapsed wall floor'.
similar to the issues people have had with evil biomes and making all trees dead in their mod. you get 'dead dead tree' (which makes a vague amount of sense, its REALLY dead').
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: FFLaguna on February 29, 2012, 08:15:34 pm
Who the hell was seriously complaining about bugs? It's buggy because of the crazy rate at which ambitious features are being added! I think it's a trade-off I'll gladly take :)

Suggestion: Turn stone and wood wheelbarrow hauling station labors into both requiring the "fish cleaning" skill. I hate having my miners and wood choppers doing the task of hauling stone. They should be mining and chopping wood![/color]

Suggestion: Make turrets and landmines FAR slower. At least 10x slower. These things are supposed to be stationary, yet they can make a decent clip across the map. Keep in mind that when you re-pasture a landmine or turret, a dwarf comes along to guide it which greatly speeds it up with a free speed boost until it arrives in its pasture. [/color]

Thanks, keep up the good work! I'm so happy with this mod and I'm looking forward to bug fixes and more features. :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Hugo_The_Dwarf on February 29, 2012, 08:21:10 pm

Suggestion: Make turrets and landmines FAR slower. At least 10x slower. These things are supposed to be stationary, yet they can make a decent clip across the map. Keep in mind that when you re-pasture a landmine or turret, a dwarf comes along to guide it which greatly speeds it up with a free speed boost until it arrives in its pasture. [/color]
Slower the turrent slower it shoots, I like to imagin the turrents as some modified crab/turtle with the gun mounted on it's back/shell.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: slay_mithos on February 29, 2012, 08:27:07 pm
I got some strange dark spots all over every menus in TrueType mode.

I can't find this issue in the bugtracker for vanilla, so I will first ask here.
Is there anyone who got dark spots that seem random on various menus (military equipment and pasture are the easiest to see)?

If there are other people, I will investigate in Vanilla to see if it appears there too.

I suspect it will, as it seems linked to what Toady said about spacing the menus in TrueType, having to di it manually and all, as it was completely absent from the previous versions.

Also, @FFLaguna, wouldn't the skills required be in stone and wood hauling instead?
I mean, seriously, it's just putting it in a storage container, that shouldn't require a specific skill apart from being allowed to haul the material, right?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: smakemupagus on February 29, 2012, 08:33:05 pm
Also, @FFLaguna, wouldn't the skills required be in stone and wood hauling instead?
I mean, seriously, it's just putting it in a storage container, that shouldn't require a specific skill apart from being allowed to haul the material, right?

Agree.  Those are already menial skills you can turn off your master miner.
Actually , I had assumed that's what the Wheelbarrow used already. ???
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: McFlow on February 29, 2012, 08:36:59 pm
@Slay_Mithos:

I have it as well, don't know if it occurs in vanilla, I am using the mod.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Orb on February 29, 2012, 08:38:11 pm
@Orb:
I don't know for oil, not having used this myself yet, didn't get antmens so far, and haven't gone to blast furnaces, so I will let other answer those.

Lumberyard: you need 2 "large axe blade", these are the giant axe trap weapons, not the projectiles added by the mod. Git confused at first too.

Immigrants and caravans tends to always try to get in when there is trouble nearby, be it sieges or ambushes, mostly because the actual calculation for all those are done roughly at the same time.

For the antmens, I suppose it's a bit like all the weak races that comes mostly without weapons and/or armours, they compensate by large numbers.
Shoot a little with ranged weapons before heading head on in the fight, that should do the trick.

Shoot a little? There were at least 40. Though, it could have potentially been multiple sieges backed on top of each other. I discovered the caverns and left them walled off for a good year and got at least 5 sieges from...whatever spawned down there. Open them up and a torrent of antmen. 5 Crossbows, 5 steel armored dwarves(One being close to master in skill), and a slade turret did nothing. Though, if I had to repeat the event, I would have built a ballista and many traps.

I was building axe blade ammo instead of trap components. =/

Thanks!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Flobulon on February 29, 2012, 08:44:28 pm

I was building axe blade ammo instead of trap components. =/



Yeah, this needs to be added to the fix list - "axe blade" (trap component) and "axe blades" (ammo) are two completely different items, yet are very easy to mix up. I don't even know what a "giant axe" compared to an "axe blade" is, presumably they're the same thing. (I'm still on 1.4 though so this may be solved already).

Edit: Oh, and armored war mastiffs may help you fight off early invaders. They're certainly extremely effective against thieves (except for warlocks which tend to suffocate them with magic) and once you have the animal armory up and running they cost nothing to produce.
Just in case you're not sure, the work flow for producing an armored war mastiff is "stray Mastiff" -> "stray Armored Mastiff" -> "stray war Armored Mastiff". I say that because it's important to note that war mastiffs can't be equipped with armor, you have to equip then train them.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: slay_mithos on February 29, 2012, 09:20:14 pm
Shoot a little? There were at least 40. Though, it could have potentially been multiple sieges backed on top of each other. I discovered the caverns and left them walled off for a good year and got at least 5 sieges from...whatever spawned down there. Open them up and a torrent of antmen. 5 Crossbows, 5 steel armored dwarves(One being close to master in skill), and a slade turret did nothing. Though, if I had to repeat the event, I would have built a ballista and many traps.

Well, I usually have sieges of 20-30 dark wrestlers, and that number is above my own population (usually around 17-22 at the time), so having a third squad would make it above the 40.

The new invaders are made to be a challenge, thus the feeble ones (and the later sieges of the strong) are made with high numbers.

The thing is they will also retreat with 3-5 death by arrows if they are not already in fights, so I tend to rain arrows (3 marksdwarves, but still) on them, sometimes even using the throwing version for the "main" military (4 guys with other jobs).

You are free not to use this, but so far, the only annoying ones are the frogmens, as I usually include the river inside my main fortifications, and they can (and will) swim bellow.

You can also use whatever war animals or turrets/mines that your immigrants come with, just be careful with the fire related ones, you might end up with some hot troubles to add to the invaders.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Mr. Palau on February 29, 2012, 09:46:39 pm
aww wish more people voted for ASCII, I dislike phobeos. Also is it intended for a strange mood dwarf to request bricks?

Who the hell was seriously complaining about bugs? It's buggy because of the crazy rate at which ambitious features are being added! I think it's a trade-off I'll gladly take :)

Suggestion: Turn stone and wood wheelbarrow hauling station labors into both requiring the "fish cleaning" skill. I hate having my miners and wood choppers doing the task of hauling stone. They should be mining and chopping wood![/color]

Thanks, keep up the good work! I'm so happy with this mod and I'm looking forward to bug fixes and more features. :)

I agree so much bugs are just unininted feutures, as DF players know well  :P. I hate when everyone useful in my fort rushes to haul the wheel barrow out of the mines and to the forges.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: slay_mithos on February 29, 2012, 09:55:21 pm
well, there are bricks in vanilla too...

But usually, you can just give them stone blocks (from maso workshop) and it does the trick.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: smakemupagus on February 29, 2012, 09:58:26 pm
aww wish more people voted for ASCII, I dislike phobeos. Also is it intended for a strange mood dwarf to request bricks?


possibly vanilla, if he's possessed, "blocks... bricks..." means Blocks.  I don' t think modders have any particular control over moods
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: FFLaguna on February 29, 2012, 10:05:59 pm
Also, @FFLaguna, wouldn't the skills required be in stone and wood hauling instead?
I mean, seriously, it's just putting it in a storage container, that shouldn't require a specific skill apart from being allowed to haul the material, right?

Yeah, that's right. So stone wheelbarrows should use Stone Hauling and wood wheelbarrows should use Wood Hauling. As it stands right now, they use Mining and Woodcutting skills, which is.... plain nuts.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: isitanos on February 29, 2012, 11:08:37 pm
aww wish more people voted for ASCII, I dislike phobeos. Also is it intended for a strange mood dwarf to request bricks?
Same here. Until there's full graphics support in df (meaning no doors on world map and other nonsense) and perhaps more common large tile sizes, I much prefer playing with a nice ASCII square tileset like GuybrushASCII_curses_square. On big disadvantage of 16x16 graphics for me is that I really have to squint to recognize some stuff, whereas recognizing letters is instant.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: isitanos on February 29, 2012, 11:42:11 pm
Just in case you're not sure, the work flow for producing an armored war mastiff is "stray Mastiff" -> "stray Armored Mastiff" -> "stray war Armored Mastiff". I say that because it's important to note that war mastiffs can't be equipped with armor, you have to equip then train them.
Hmm, hadn't tried to make those yet but this is a bit annoying. Meph, do you think that reactions could also be added to make war animals into armored war animals?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Dudemeister on February 29, 2012, 11:47:46 pm
Yeah, that's right. So stone wheelbarrows should use Stone Hauling and wood wheelbarrows should use Wood Hauling. As it stands right now, they use Mining and Woodcutting skills, which is.... plain nuts.
I think hauling jobs are not possible, as there are no tokens for those. At least there are none in the wiki.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Hugo_The_Dwarf on February 29, 2012, 11:57:33 pm
Yeah, that's right. So stone wheelbarrows should use Stone Hauling and wood wheelbarrows should use Wood Hauling. As it stands right now, they use Mining and Woodcutting skills, which is.... plain nuts.
I think hauling jobs are not possible, as there are no tokens for those. At least there are none in the wiki.
Correct
but there are HAULING build labor tokens

1 HAUL_STONE Stone hauling 
2 HAUL_WOOD Wood hauling 
3 HAUL_BODY Burial 
4 HAUL_FOOD Food hauling 
5 HAUL_REFUSE Refuse hauling 
6 HAUL_ITEM Item hauling 
7 HAUL_FURNITURE Furniture hauling 
8 HAUL_ANIMALS Animal hauling 

only for building tho not reactions
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Ranik on March 01, 2012, 12:38:16 am
Ok feedback time.

Timber yard smoothing is cool. But splitting is basically making more out of nothing. Not sure if its ok haven't looked at it much really.

Tree's need to take longer to grow imho. They should match or be slightly faster than natural tree's growth time. Iron and steel oak? Probably should have a CONSIDERABLE grow time. As you have the potential to stack seeds and then start growing them in mass.

Purchased a breeding pair of Faedogs from elves. Manual has nothing on them what are they all about?

Got 3 turrets in migrant waves. An acid, webber, and warpstone. These should probably be made MUCH more rare or not occur at all.

Haven't gotten into a lot of the higher tier stuff as my fort exploded in growth and has a lot of ambushes. Will post more later.

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: FFLaguna on March 01, 2012, 12:41:13 am
Bug: Merchants from the dorfs came in the first fall, and they started doing this over and over. There are multiple pages of this stuff:

(http://i.imgur.com/NzRxz.png)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: FFLaguna on March 01, 2012, 12:43:16 am
Got 3 turrets in migrant waves. An acid, webber, and warpstone. These should probably be made MUCH more rare or not occur at all.

I agree. Is there a way to keep them from migrating to the fort with dorfs as pets? I'd rather not have ANY until I actually have gold craft production or whatever going in full swing, and I can actually get them legitimately for myself.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: bombzero on March 01, 2012, 12:53:05 am
@turrets, hes trying, but with the way he set up the constructs  they are either tradeable for, or dont come with migrants.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: McFlow on March 01, 2012, 01:28:18 am
...

Edit: Oh, and armored war mastiffs may help you fight off early invaders. They're certainly extremely effective against thieves (except for warlocks which tend to suffocate them with magic) and once you have the animal armory up and running they cost nothing to produce.
Just in case you're not sure, the work flow for producing an armored war mastiff is "stray Mastiff" -> "stray Armored Mastiff" -> "stray war Armored Mastiff". I say that because it's important to note that war mastiffs can't be equipped with armor, you have to equip then train them.

I haven't found out yet how to armor my Mastiffs yet, but I have found that even unarmored they are quite the opponent! Three of my trained war mastiffs destroyed an ambush of twelve goblins the other day, in a manner as refined as three fully trained axedwarves would. Of course afterwards they got to chew on the bones that were left as a reward.

If you take into account a female Mastiff gives birth to around four puppies each year, taking a couple with you on embark is insane! After a few got killed when a giant forest fire because of a hellfire turret I forgot to correctly place, I still have a full squad of eight left. And I am only two years in!

(The upper blabber signifies how much fun I am having playing with the mod. The point of my writing, however, is for you, Meph, to nerf Mastiffs in some way, as they can defend your forest perfectly until sieges arrive. I would like to see them cost more on embark and have less puppies every cycle of offspring.)

Edit: And if you need help with anything, from bug tracking to !!Science!! to RAW-editing, let me know (Although I am very much an inexperienced overseer).
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: FFLaguna on March 01, 2012, 01:41:22 am
How am I supposed to deal with Druids raising buggy skeleton zombies in my fortress whenever they feel like it?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: FFLaguna on March 01, 2012, 02:07:29 am
Bug: I had a forest fire, but none of the trees burned down. Someone in #bay12games mentioned that they personally had a forest fire, and the trees did all burn down on their game. Perhaps a problem with tree raws in Masterwork Mod?

(http://i.imgur.com/uq5wl.png)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: FFLaguna on March 01, 2012, 02:43:36 am
Really ugly typo:

(http://i.imgur.com/CgAOA.png)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: smakemupagus on March 01, 2012, 03:36:18 am
How am I supposed to deal with Druids raising buggy skeleton zombies in my fortress whenever they feel like it?

* atomsmash him
* have him build his own little manor house in a quiet part of the map
* turn him into a golem and see if he still uses necromancys
* if no:  win, now you have a golem
* if yes:  seal him up cask of amontillado style until it's time to open the catacombs to HFS
* ??? 

that's all i got.  Probably in future versions i'd advocate them not immigrating ...

* Altar of Armok.  !!BFTBG!!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: FFLaguna on March 01, 2012, 03:47:08 am
Dang, I wish I had thought of ANY of those (including Shrine of Armok) before dropping a stack of 7 magma on top of him.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Nimrod on March 01, 2012, 04:25:08 am
How am I supposed to deal with Druids raising buggy skeleton zombies in my fortress whenever they feel like it?

* atomsmash him


VERY bad idea. I did that. What you get is a ghost necromancer after a few months who can walk through walls and still raise the dead.
I had my whole fort crawling with bone/skin/corpses you name it.

But after a few dead dwarfes i managed to get a slab with his name on put up - then there was peace again.

Now i only got two vampire ghosts to deal with (also atom smashed). Sadly i cant engrave slabs for them ...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Drolith on March 01, 2012, 04:27:05 am
Freaking love this mod! Keep up the good work!!!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: paul k. on March 01, 2012, 05:03:19 am
hey,
is there a possibility of adding more weather-related syndromes and stuff?
i mean, for example, if you embark on a freezing or cold biome, you should construct a stove that will require fuel, either your dwarves will suffer from cold and will eventually die.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Nimrod on March 01, 2012, 06:07:11 am
Okay. Enough fun is enough.

Is there a way to kill ghosts?

I got 2 vampire ghosts haunting and eating my dwawrfs and i CAN NOT put them to rest (there is no option to carve a slab for them and their bodies have been atom smashed)

[Runesmith isnt working with the new version atm ...]

Help a fellow dwarf!

cheers
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Poonyen on March 01, 2012, 07:04:32 am
Okay. Enough fun is enough.

Is there a way to kill ghosts?

I got 2 vampire ghosts haunting and eating my dwawrfs and i CAN NOT put them to rest (there is no option to carve a slab for them and their bodies have been atom smashed)

[Runesmith isnt working with the new version atm ...]

Help a fellow dwarf!

cheers

Indeed ya'll, please help with this. Is there no way to delete a dwarf/ghost without using Runesmith? I'm crazy about this mod and these ghosts are making my fortresses unplayable :( Can one manually edit the saves somehow?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Nimrod on March 01, 2012, 07:33:08 am
Okay. Enough fun is enough.

Is there a way to kill ghosts?

I got 2 vampire ghosts haunting and eating my dwawrfs and i CAN NOT put them to rest (there is no option to carve a slab for them and their bodies have been atom smashed)

[Runesmith isnt working with the new version atm ...]

Help a fellow dwarf!

cheers

Indeed ya'll, please help with this. Is there no way to delete a dwarf/ghost without using Runesmith? I'm crazy about this mod and these ghosts are making my fortresses unplayable :( Can one manually edit the saves somehow?

Okay i found a kind of workaround ... i renamed the Ghost using dfhack and voila his name showed up on the engrave slab menue.
Got his slab set up - first ghost down! :D

now lets try this for number two ...

hope this helps you too mate.

EDIT: damn. It doesnt seem to work for my second vampire ghost ... he just ate one of my best soldiers ... still doesnt show up on the slab list...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Buffbot on March 01, 2012, 07:42:28 am
So I take that the [POP_RATIO:0] of the Holy dorfs in 1.4.1 does not mean a zero spawn rate, just rarer than 1:1000?

Had one show up in a migration wave today...  sadly I didn't realize it until after he tragically died had FUN playing with an acid-spewing wyvern in my first year.  But at least up until he bled out he was valiantly heal-spamming my miners so they could wear down the wyvern and kill it without injury.

Now it's 2 months later and a fire-breathing zombie dragon has arrived... and no Holy dorf.  More FUN!  :P
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: andy_t_roo on March 01, 2012, 07:54:06 am
Okay i found a kind of workaround ... i renamed the Ghost using dfhack and voila his name showed up on the engrave slab menue.
Got his slab set up - first ghost down! :D
If you have a save (or even if you don't) submit a bug report on this -- it may help tody track down why some ghosts are not able to be memorialized.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: afftor on March 01, 2012, 08:57:38 am
Another bug
Steeloak shrubs never produce anything on harvest - steeloak or seeds.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: afftor on March 01, 2012, 11:44:23 am
Since it seems like new version gonna take a while I made a small reactions bug fix.
Spoiler: fixes (click to show/hide)

Regarding some other bugs to sum it up.
When you choose no nerfed traps game still leaves reactions for traps you can't actually use.
Steeloak bushes never gave me any plants/seeds, ironbark bushes likely nonexistent.
Butchering armored horses produce nothing.
Baking bread and sugar behaves weirdly: you can bake it only until bag with flour/sugar placed in a barrel. After that you have to get bag via dumping.
Wood prices for underground wood works correctly, but normal woodcutting produce wood with same value, be it scrap or fair.
Shells from turtles count as skin for tanning and produce common leather. Not sure if it's intended or bug.
Bonemeal counts as stone, but can't be blocked from stone stockpiles. On other hand it can be used for masonry.

Thats all I can remember for now.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: sayke on March 01, 2012, 12:38:49 pm
would someone be so kind as to explain how to make iron and steel with simple minerals enabled, given that it seems to remove hematite and magnetite etc? didn't someone say something about other rock types producing iron ore when smelted, or something?

meph - also, is there any way to have farmable creatures prefer "Inside" or "Outside" tiles, such that even if they don't need to graze, there's an incentive to operate partially outside and on the surface?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Flobulon on March 01, 2012, 12:52:44 pm
would someone be so kind as to explain how to make iron and steel with simple minerals enabled, given that it seems to remove hematite and magnetite etc? didn't someone say something about other rock types producing iron ore when smelted, or something?


Tetrahedrite now produces iron. Hematite is still present with simple minerals I believe.
Smelt them, then use the crucible or blast furnace to make steel.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: sayke on March 01, 2012, 12:55:01 pm
thanks flobulon! giving simple minerals a try on 1.4.1 then... before i always just turned it off... =)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: smakemupagus on March 01, 2012, 01:27:55 pm
Quote
If you have a save (or even if you don't) submit a bug report on this -- it may help tody track down why some ghosts are not able to be memorialized.

i couldn't memorialize the miner who cracked the magma duct, I assumed it's because they never found the body so he was always "missing" not dead
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: narhiril on March 01, 2012, 01:34:12 pm
Quote
If you have a save (or even if you don't) submit a bug report on this -- it may help tody track down why some ghosts are not able to be memorialized.

i couldn't memorialize the miner who cracked the magma duct, I assumed it's because they never found the body so he was always "missing" not dead

That's a DF issue, not related to Masterwork.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: sayke on March 01, 2012, 02:37:20 pm
i'm noticing that, when i turn simple minerals on, pretty much the only thing that shows up in large clusters seems to be cave fungus...! at least, that's the case for the first 35-odd z-levels... is that how it's supposed to be?

i do have iron ore, though, and various other minerals - yay!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Zeebie on March 01, 2012, 02:44:56 pm
Two rune questions:
    - Is there any difference between silver and gold runes?
    - My weaponry is happy to put runes on axes and hammers, but refuses to do swords. Any ideas?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: afftor on March 01, 2012, 02:54:50 pm
    - Is there any difference between silver and gold runes?
If you mean effectiveness wise, then no.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: HeshieokFasla on March 01, 2012, 04:02:23 pm
Hi, I've been making use of this mod for awhile, though I'm not completely sure about the 'Simple Minerals' option that can be chosen.
 
Would anyone be able to clarify which specific metals stop showing up when it's enabled?

I only ask because I've had significant difficulty in finding Zinc and Nickel ores. Are those removed?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: tichinoi on March 01, 2012, 04:33:49 pm
I have a baby necromancer of 18 days old. His first ride outside turned into zombies day.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: bombzero on March 01, 2012, 04:49:21 pm
Hi, I've been making use of this mod for awhile, though I'm not completely sure about the 'Simple Minerals' option that can be chosen.
 
Would anyone be able to clarify which specific metals stop showing up when it's enabled?

I only ask because I've had significant difficulty in finding Zinc and Nickel ores. Are those removed?

just to clarify on simple minerals. it does NOT remove any metals from the game to my knowledge, it simply removes ores that are essentially 'duplicates' of each other.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: dukea42 on March 01, 2012, 04:56:31 pm
Any tips for dealing with warpstone for the miners?  I don't want to deviate from my quickfort design (nearly perfected fort-ina-box), but appreciate the extra challenge.  So far I'm making extra miners and preemptive caskets and made sure they get their own rooms so they can rest up more easily.  It seems like the hospital is useless to their recovery though.  Will leather armor help against the dust/vapor from contacting the skin? Also thinking that the miners in a squad with a low requirement will keep them from all hitting the same death cloud at once, but not sure how effective that would be (would help with defence later on though).  My last resort is to send in my suspected vampires to do the dirty work.

Also for a new add/ask for the mod...  Are power requirements an editable option for workshops?  Seems like more things should need power (instead of always using fuel as power) to be useful.  The timbermill and stone grinder are two that come to mind., but even the blast furnace and other high teir buildings should use it.  Could expand with other ways to create power - pump-operator generators (aka hamsterwheel)  and even fuel based ones.

Anyway, loving the mod bringing the best game-ness out of this simulation!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: bombzero on March 01, 2012, 05:01:24 pm
if you REALLY, must get rid of unstable warpstone, give a low skilled miner hoods and masks and cloaks and such in excess, and then have him alone mine out the stones. id say 40% chance he lives each one.

also, just tear out stable warpstone, it only causes coughing up blood, mild vomiting, and a bit o' unconsciousness.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Meph on March 01, 2012, 05:53:13 pm
Hi. I arrived in Cartagena, beautiful city, might do some modding this evening though. And to make sure: When I said 3-5 days on a boat I did mean a sailing yacht = sailing = no modding.

I noted all the reports, thanks for those, helps greatly. I might even be able to upload a fixed reaction_masterwork.txt. That would be save compatible.

About the war pets that cant be equipped with armor: Good find, dont know if this is hardcoded though. Might be able to fix it, no promises though.

about healers/necromancers: There is only so much I can do. Interaction AI seems to be difficult for dwarves to comprehend, they ALWAYS target every valid target. Healers will even try to heal unharmed/hostiles creatures. Stupid ^^ This means that a magic system might be a bit tricky (the leading poll item) but I will have a look.

Normal warpstone does only force your miners to take a rest in bed, slowing down the progress, otherwise they will be fine.

@flobulon: Any progress on those epic flowcharts ?

Thanks to everyone for the nice feedback, afftor for the criticism/buglist and the usual suspects for answering questions while I was away. Btw: Simple Mineral settings does remove plenty of minerals, even complete metals. No zinc, lead, tin... who needs those anyway.  But yeah, more stuff for the manual I guess (faedogs as well, they are a genesis addition)

PS: You shouldnt get necros/healer as migrants/traders anymore, they have pop ratio 0. HAve to change it I guess, to make them a complete seperate creature.

Same goes for the blueprints. How can you make those ? They are not enabled in the entity file, and only aviable through trading. Or should be ^^
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Buffbot on March 01, 2012, 05:53:51 pm
One slight problem with dwarves spawning as Holy or Necros:  children.

It seems children can have the power of life and death also, which is much worse than an adult with them.  At least with an adult you know who the culprit is and you can take measures to contain the situation, or use it to your advantage.  But with children, the reports don't show their names, it only shows, "Dwarven child gestures ~ something's corpse shudders and begins to move!".  And when you have 30 of these little useless buggers it's near impossible to cull them out before its too late. 

Funny that my 88 dwarves in my not-even 2-year old fort are all dead (replaced with zombies of course), not due to the 3 megabeasts showing up in the first year, but a stupid unnamed child.  :D

Is it possible to set Holy and Necros to not spawn at all, and just have ones you want read the books; or does removing their spawn entirely break the caste?

EDIT:  and, yes, this is with 1.4.1 version.  Pop rate is set to zero still.  I double checked the raws for both to be sure.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: SecondBreakfast on March 01, 2012, 06:09:39 pm
Ordering ale to be made form pig tails at the still is producing "drink" for me. Still seems to more-or-less work, shows up in the right place in stocks and I think the beards have been drinking it, might just be a simple name change.

Enjoy your sailing adventure, Meph!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Hugo_The_Dwarf on March 01, 2012, 06:24:18 pm
To make your Holy/Necros work properlly don't let them have thier powers right away, and make it one caste know as "enlightened" and you can choose his path by reaction in the temples. Say his first reaction makes the "enlightend" into a necro, first power is "life drain" its a perm syndrom that gives him a SYN_CLASS:DARK_ART and thus stops him from being able to use holy spells. Or keep them both seperate and make it so they have to learn their powers (not an innate power, must pray at their aligned temple) this will stop random necros raising dead and still allow them to be super rare castes
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Meph on March 01, 2012, 06:35:12 pm
Interesting Idea, but that would limit magical castes to rare migrants, and normal dwarves couldnt learn it at all. If I understand you correctly. btw, almost did not recognize you with the new avatar ;)

And, since several people sent me a PM about it, here my travel-route. Red is done, blue is planned. I gradually add more blue every time I get close to the end. Dots are for boat, thin lines for plants, rest bicycle. (not all flights are marked, would be too confusing)
Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: FFLaguna on March 01, 2012, 06:57:14 pm
Holy crap, that must have been an amazing trip so far.

However, I noticed you missed a continent. No biking across the snowy cold southern lands? ;)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Flobulon on March 01, 2012, 06:58:28 pm
@Meph - no progress on the flowcharts yet I'm afraid, been snowed under with work recently, and it looks like that'll be the case for a while. Still planning to do some more though!

Enjoy your sailing!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: xaldin on March 01, 2012, 07:10:19 pm
Interesting Idea, but that would limit magical castes to rare migrants, and normal dwarves couldnt learn it at all. If I understand you correctly. btw, almost did not recognize you with the new avatar ;)

And, since several people sent me a PM about it, here my travel-route. Red is done, blue is planned. I gradually add more blue every time I get close to the end. Dots are for boat, thin lines for plants, rest bicycle. (not all flights are marked, would be too confusing)
Spoiler (click to show/hide)

Interesting trip. Suffice to say much of that I can't travel to due to particulars of my career. Well I could but only if we've invaded and set up shop and even then I'd just get to see the base unless I wanted 10+ years of headaches afterwards.

Anyways back to topic I can talk more about: I personally would prefer that the various caster types be created in fort and not come in from anywhere. Eliminates child problems, bad timing or spell abilities going batcrazy because they don't really understand no don't heal the titan I'm beating on. Wish more folks had gone for random features.

Also the customization in the UI needs more 'turn off/turn on' ability especially with all the new features whenever possible.  Also Drow are just as populated as elves and other races, is that intended or should they be more limited?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Buffbot on March 01, 2012, 07:43:21 pm
Re: casters - Hugo's idea certainly sounds like it has promise.  Would certainly sort out the randomness I'm currently seeing.  I guess it all comes down to whether or not it is doable, and as I haven't delved into DF modding yet, I'll leave that for those with the 'spikes of raws' skillset  :)

@Meph, wow epic trip!  Always wanted to do something like that, and am currently working towards a round the world trip, albeit on a smaller scale than yours.  I bet you're having a blast though.

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Seraphyx on March 01, 2012, 07:52:18 pm
I agree about more turn off/on for new features. In my opinion this is by far the best thing about this mod, the ability to select what you want and what you don't want. Personally I don't want to overcomplicate the game, yet. I'd like to get accustomed to the current difficulty level and when I feel comfortable, enable the more difficult and advanced/interesting things.

Also, I want to put together a chart/guide for all the plants. Mostly what biomes you can plant it in and whether they are above ground or below ground. I found the file that lists all the information, however, I'm not positive on what certain things mean so if anyone can point out all the basic information so I know where to look for certain things, that would help a lot. As it is now I can only include what biome and season you plant them in, I would like to include other things as well, like if a plant does something specific (used to create dyes, drinks only, thread and drink, etc...) I'd like to include that as well.

If someone has already done something like this let me know so I don't waste time doing it as well. I tried to search the wiki for something that explains the info contained in these files like it explains with the advanced world gen but couldn't find anything:
Spoiler (click to show/hide)
1. What does [dry] mean? You can plant it without having to "water" the ground or something else?
2/3. You can make syrup out of it, and it is edible, and you can use it for cooking meals at the kitchen. Is this correct or am I misunderstanding?
4. No idea what this is, growth rate? And is it important to know or more of behind the scenes things a majority of players wont notice or know about?
5. Anything in this that's useful to the average player?

Thanks in advance.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: slay_mithos on March 01, 2012, 08:06:21 pm
Just had two consecutive assaults by creatures that evade traps.

How am I supposed to get rid of goblin archers in a starting fortress when their number is above my whole population?
Good thing I built a little fortification, I let my two marksdwarves unload all my wood supply onto them, but now I need to grow more, and zombies show up.
Somehow, they are elven ones and also evade traps (yeah, my weak stone weapon traps aren't that great, but how many invaders will just pass through?), and somehow, my archers didn't even try to help my military (3 armoured from caravan deaths, level 3 in weapon and armour) that got slaughtered.

This mod is a little harsh on forts that try to limit population, even more than vanilla was.
At least we could rely a little on traps to injure the goblins before fighting them with lower numbers and skills, but now, it's just a destruction, and none of my attempts went past the fifth year because of this.
Might as well try to get the last "stable" save for the lastest fort, because apart from the trap evade, it was doing great, even managed to save some caravans thanks to my crazy bridge entrance (just about 10 bridges and 3 ways, to redirect caravans in danger).

That being said, are the elven "war beasts" able to reproduce themselves?
The dragons laid eggs, when they are in the world (not always the case apparently, as my elves didn't propose them in this one), but I didn't have the time for them to keep the eggs safe.
The magma hounds didn't seem to reproduce at all after 2 years, neither did the raptors.

Also, a little note:
Beware of the "Fortress defense" easiest mobs, some can and will ride animals, including the raptors, brown bears or other animals that are basically a bigger threat than the entire invasion force itself.
But if you are not prepared to receive them with a rain of ranged weaponry, it quickly gets messy because they immediately become as strong as middle strength invaders that comes way later.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: smakemupagus on March 01, 2012, 08:37:09 pm

reproduce at all after 2 years, neither did the raptors.


I had a nice Raptor farm in a MW1.2 fort.  You need nest boxes, and whatever trick to prevent dwarves from harvesting them that you would use for Turkeys or anything else.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Ranik on March 01, 2012, 08:41:07 pm
Just had two consecutive assaults by creatures that evade traps.

How am I supposed to get rid of goblin archers in a starting fortress when their number is above my whole population?
Good thing I built a little fortification, I let my two marksdwarves unload all my wood supply onto them, but now I need to grow more, and zombies show up.
Somehow, they are elven ones and also evade traps (yeah, my weak stone weapon traps aren't that great, but how many invaders will just pass through?), and somehow, my archers didn't even try to help my military (3 armoured from caravan deaths, level 3 in weapon and armour) that got slaughtered.

This mod is a little harsh on forts that try to limit population, even more than vanilla was.
At least we could rely a little on traps to injure the goblins before fighting them with lower numbers and skills, but now, it's just a destruction, and none of my attempts went past the fifth year because of this.
Might as well try to get the last "stable" save for the lastest fort, because apart from the trap evade, it was doing great, even managed to save some caravans thanks to my crazy bridge entrance (just about 10 bridges and 3 ways, to redirect caravans in danger).

That being said, are the elven "war beasts" able to reproduce themselves?
The dragons laid eggs, when they are in the world (not always the case apparently, as my elves didn't propose them in this one), but I didn't have the time for them to keep the eggs safe.
The magma hounds didn't seem to reproduce at all after 2 years, neither did the raptors.

Also, a little note:
Beware of the "Fortress defense" easiest mobs, some can and will ride animals, including the raptors, brown bears or other animals that are basically a bigger threat than the entire invasion force itself.
But if you are not prepared to receive them with a rain of ranged weaponry, it quickly gets messy because they immediately become as strong as middle strength invaders that comes way later.

One word, PETS.

My animal yard is at the entrance of my fort. I haven't even trained or armored any of the damn things and through shear ZERG they slaughtered several undead ambushs and a couple of orc raids.


EDIT: Does 34.04 Fix any of the hard coded bugs? IE rock nuts not grindable and such? If so has anyone tried copy and pasting to the new version?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Meph on March 01, 2012, 09:12:41 pm
How should it fix hardcoded bugs ? But for the rock nuts: I can add a custom reaction, that would "fix" it.

@slay_mithos: You say the mod is too hard and trapavoid enemies kill you. How about a military, pets, tactics, clever entry hall to trap/seperate invaders, bridge-death-pits, magma, water, ice, fireturrets, not raising your wealth that fast, or, simply: Not adding as many races ? I know there is no setting for goblins on/off, but really, just because they have trapavoid they overrun you ?

@seraphyx: Good luck with your plant list. Some people have done this in vanilla, but not for this mod. Note: All underground plants should grow everywhere with a underground lake and grow all season, while all surface plants grow not in winter. At least the vanilla ones. I did not go through the 250+ Flora/Fauna additions, and I'd be surprised if you do. Positively, but still surprised ;)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Morwaul on March 01, 2012, 09:22:49 pm
Just did some arena testing.  If this has already been done I apologize.

I noticed that although Raptors and Grizzly Bears readily destroy Mastiffs, the Armored Mastiffs beat all the other Armored Animals including the A. Bears and A. Raptors, A. Elephants, etc.

I am not sure if this is intended or a balance issue.  In the mean time, Fire up the Kennels and the Forges Boys, We making some Armored Mastiffs!! 
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Meph on March 01, 2012, 09:29:21 pm
Yep, I buffed up mastiffs long before I made the armored upgrade, since they should be significantly better then dogs, and should take on armored opponents. This + Steel seems to be a bit much.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Ranik on March 01, 2012, 09:32:50 pm
How should it fix hardcoded bugs ? But for the rock nuts: I can add a custom reaction, that would "fix" it.

@slay_mithos: You say the mod is too hard and trapavoid enemies kill you. How about a military, pets, tactics, clever entry hall to trap/seperate invaders, bridge-death-pits, magma, water, ice, fireturrets, not raising your wealth that fast, or, simply: Not adding as many races ? I know there is no setting for goblins on/off, but really, just because they have trapavoid they overrun you ?

@seraphyx: Good luck with your plant list. Some people have done this in vanilla, but not for this mod. Note: All underground plants should grow everywhere with a underground lake and grow all season, while all surface plants grow not in winter. At least the vanilla ones. I did not go through the 250+ Flora/Fauna additions, and I'd be surprised if you do. Positively, but still surprised ;)

I simply wasn't sure if the ungrindable rock nuts was part of Masterwork or if it was Toady's doing. If it was toady's then 34.04 might have fixed it.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: slay_mithos on March 01, 2012, 09:41:46 pm
@Meph:
Well, I am still not a good player when it comes to defense, and I never have time to set up a 250 Z-level magma pump to help.

Next time, I will try to have a dwarf dedicated to lever pulling and some kind of water trap at least, that should help a bit.

Anyway, don't get me wrong, I am not complaining and saying it should be easier, else I would go remove the trap avoid and stuff myself, but it's kind of funny how it almost always end the same for all my forts for the whole year I have been playing dwarf fortress. Basically, some ambush kill enough for a start of tantrum spiral, I manage to get the dwarves back, more or less, and when my military gets a little stronger and geared, I think I can take on a little group of invaders and get corpses of my whole military back instead.

Also, I noticed a big lag starting when I kill the first few geared invaders, which is odd because the added items are way less than what I add by mining, farming and all, getting from 190 FPS to 90 with killing like 10-12 goblins, sometimes a little caravan too, but nothing that big, maybe a hundred items , compared to the 3k stones lying around everywhere, tons of pots, crafts, bins and ammo, multiplicating chickens (serve as chained sentinels instead of cats in my forts) and all.


I never seem to find an embark in relatively peaceful environment, flat terrain (or nearly), river, and a magma pipe not too far down, but still a lot of place without caverns.
For all except magma, I like your embarks a lot, the 25 layers minimum before the first cave really help to get a good basic layout before possibly having to confront the beasts bellow.

Also, I didn't manage to set my marksdwarves to train at archery range, even using the old trick of multiple separate ranges, they just wouldn't use them at all, even if Toady said it should be fixed with 34.03, did anyone manage to use them at all, am I the one not understanding their usage?

EDIT:
Reloaded the save from just before the zombies attack, and even while I managed to save my military, I still have the strange "bug" with the ranged dwarves:
They shot one or two zombies, apparently a dwarf one, didn't kill him, and stopped firing for no apparent reason.
There are zombies on their line of sight, merely 5 squares away, no fortifications, they are on top on a wall. They do have ammunitions, rocktip ones if it has anything to do with the matter.

Upon asking them to kill the targets, they drop their ammo on the spot and complain about not having a path for a fist fight.
Seriously? the fully metal geared didn't stand a chance, yet they want to try teir luck without real armours, and with no contact weapons.
They used to fire all they could and then complain, not reloading.
Also, civilians do get scared when seeing the zombies, so it's not a weird "semi ally" bug.

If it happens to anyone else, I would love to know why they won't target them, I made a copy of the save while having the zombies "trapped" in my airlock entrance in the fort, sadly this fort has only one path for the caravan, and it is trapped just a bridge farther (or closer to my fort).
I can post my save if you think it can help with understanding the problem.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Meph on March 01, 2012, 09:52:39 pm
Try making 2 person squads, using one high skilled teacher as captian, and 1 untrained recruit. Also: Libraries. They train combat skills as well.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: erendor on March 01, 2012, 10:42:52 pm
How do I remove the Phoebus tileset and play with the curses font again?  I'd like to try some of the 'utility' aspects of the mod, but the phoebus font is bugging out window resizing and causing no end of problems.  I went into the 'init editor' and put back in font: curses_640x300.png - I even manually searched for every init.txt in the folders (six of them!?) and changed the windowed and fullscreen mode lines to read Font:curses_640x300.png - but it's STILL the awful phoebus one, and the window problems persist.

Solutions?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Nice Save on March 01, 2012, 10:43:17 pm
I agree about more turn off/on for new features. In my opinion this is by far the best thing about this mod, the ability to select what you want and what you don't want. Personally I don't want to overcomplicate the game, yet. I'd like to get accustomed to the current difficulty level and when I feel comfortable, enable the more difficult and advanced/interesting things.

Also, I want to put together a chart/guide for all the plants. Mostly what biomes you can plant it in and whether they are above ground or below ground. I found the file that lists all the information, however, I'm not positive on what certain things mean so if anyone can point out all the basic information so I know where to look for certain things, that would help a lot. As it is now I can only include what biome and season you plant them in, I would like to include other things as well, like if a plant does something specific (used to create dyes, drinks only, thread and drink, etc...) I'd like to include that as well.

If someone has already done something like this let me know so I don't waste time doing it as well. I tried to search the wiki for something that explains the info contained in these files like it explains with the advanced world gen but couldn't find anything:
Spoiler (click to show/hide)
1. What does [dry] mean? You can plant it without having to "water" the ground or something else?
2/3. You can make syrup out of it, and it is edible, and you can use it for cooking meals at the kitchen. Is this correct or am I misunderstanding?
4. No idea what this is, growth rate? And is it important to know or more of behind the scenes things a majority of players wont notice or know about?
5. Anything in this that's useful to the average player?

Thanks in advance.

1: I think [DRY] lets it grow away from rivers/murky ponds and [WET] lets it grow near them, but it could refer to biomes. You can use both if you want. Either way it has no effect on farming.

2. Yes, syrup.

3. This part means the syrup is edible and cookable. This was established for the plant itself up under [STRUCTURAL_PLANT_TEMPLATE].

4. Frequency defines how often this plant appears as a shrub, and cluster size is how many you get when you harvest it as a shrub (affected by herbalism, but I don't know the exact relationship). I'm pretty sure neither of these affect farming, but I could be wrong with cluster size.

5. This gives a plant seeds. Unless you care what colour the seeds are, all that matters is whether or not this line is present. No seeds, no farming, although the plant will still grow as a shrub. Also, you can make the seeds edible and cookable from this section. IIRC rock nuts are edible raw in vanilla.

Further reference:
http://dwarffortresswiki.org/index.php/v0.31:Plant_token (http://dwarffortresswiki.org/index.php/v0.31:Plant_token)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: bombzero on March 01, 2012, 11:09:33 pm
Hey Meph, as a small aside, weaker traps makes a whole bunch of really cool balanced and changes to traps, making them utterly awesome instead of spammed disks...

it then makes most of the invaders trap immune -_-

just sayin, i really like the new trap ideas but the only thing they have 'caught' so far is some random ass wildlife.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: sayke on March 01, 2012, 11:11:23 pm
meph - the automatons always seem to die on worldgen. it's extra-weird because they seem to die shortly before i interrupt the worldgen process, even if it stop it at like 50 years of generation... i've genned like 8 worlds straight, using the normal (not advanced) world generation system, and in the vast majority of them, the automatons just get conquered consistently...!

and btw, your trip sounds awesome =) i've worked all over europe, central asia, and the middle east, and i've never gone to half those places =D
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: bombzero on March 01, 2012, 11:12:28 pm
meph - the automatons always seem to die on worldgen. it's extra-weird because they seem to die shortly before i interrupt the worldgen process, even if it stop it at like 50 years of generation... i've genned like 8 worlds straight, using the normal (not advanced) world generation system, and in the vast majority of them, the automatons just get conquered consistently...!

and btw, your trip sounds awesome =) i've worked all over europe, central asia, and the middle east, and i've never gone to half those places =D

umm... automatons are loosing world gen fights???
that's strange..
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: sayke on March 01, 2012, 11:30:04 pm
bombzero - how would i buff em up a little bit?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Seraphyx on March 01, 2012, 11:34:46 pm
I agree about more turn off/on for new features. In my opinion this is by far the best thing about this mod, the ability to select what you want and what you don't want. Personally I don't want to overcomplicate the game, yet. I'd like to get accustomed to the current difficulty level and when I feel comfortable, enable the more difficult and advanced/interesting things.

Also, I want to put together a chart/guide for all the plants. Mostly what biomes you can plant it in and whether they are above ground or below ground. I found the file that lists all the information, however, I'm not positive on what certain things mean so if anyone can point out all the basic information so I know where to look for certain things, that would help a lot. As it is now I can only include what biome and season you plant them in, I would like to include other things as well, like if a plant does something specific (used to create dyes, drinks only, thread and drink, etc...) I'd like to include that as well.

If someone has already done something like this let me know so I don't waste time doing it as well. I tried to search the wiki for something that explains the info contained in these files like it explains with the advanced world gen but couldn't find anything:
Spoiler (click to show/hide)
1. What does [dry] mean? You can plant it without having to "water" the ground or something else?
2/3. You can make syrup out of it, and it is edible, and you can use it for cooking meals at the kitchen. Is this correct or am I misunderstanding?
4. No idea what this is, growth rate? And is it important to know or more of behind the scenes things a majority of players wont notice or know about?
5. Anything in this that's useful to the average player?

Thanks in advance.

1: I think [DRY] lets it grow away from rivers/murky ponds and [WET] lets it grow near them, but it could refer to biomes. You can use both if you want. Either way it has no effect on farming.

2. Yes, syrup.

3. This part means the syrup is edible and cookable. This was established for the plant itself up under [STRUCTURAL_PLANT_TEMPLATE].

4. Frequency defines how often this plant appears as a shrub, and cluster size is how many you get when you harvest it as a shrub (affected by herbalism, but I don't know the exact relationship). I'm pretty sure neither of these affect farming, but I could be wrong with cluster size.

5. This gives a plant seeds. Unless you care what colour the seeds are, all that matters is whether or not this line is present. No seeds, no farming, although the plant will still grow as a shrub. Also, you can make the seeds edible and cookable from this section. IIRC rock nuts are edible raw in vanilla.

Further reference:
http://dwarffortresswiki.org/index.php/v0.31:Plant_token (http://dwarffortresswiki.org/index.php/v0.31:Plant_token)

Thanks for the link, that will be very useful. Didn't know they're called "tokens" ;p
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Meph on March 02, 2012, 12:26:02 am
Got a little bit done, not much, here the changelog, this time in a new style.

Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: slay_mithos on March 02, 2012, 12:39:49 am
Back again with moods,
He asks for:
stone (took two, so I assume this one is good)
wood (didn't take any, only rough available)
"thread...cloth..." (didn't take any, could take yarn or pig tail ones) The previous took all the silk ones.

I think that might be the second dwarf I loose to mood in this fort, due to them not taking something that is there.

I verified in his description, neither a specific wood or a specific cloth appears, last time it was shells misteriously disapearing and not being used.

I guess 2 out of 5 is not that bad, but I don't remember having that much trouble in DF2010 versions, except when I couldn't get my hands on the materials at all (shells with no shells in the maps and no merchants arriving soon).
Is it possible that at least a part of the simplified materials are not correctly recognized for moods?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Seraphyx on March 02, 2012, 12:42:20 am
How do I remove the Phoebus tileset and play with the curses font again?  I'd like to try some of the 'utility' aspects of the mod, but the phoebus font is bugging out window resizing and causing no end of problems.  I went into the 'init editor' and put back in font: curses_640x300.png - I even manually searched for every init.txt in the folders (six of them!?) and changed the windowed and fullscreen mode lines to read Font:curses_640x300.png - but it's STILL the awful phoebus one, and the window problems persist.

Solutions?

I'm not positive if this is what you're looking for but ...Dwarf Fortress/data/init
The init text document,  find TRUETYPE and set it to NO.

I changed this to NO from whatever it initially was and it fixed all the graphical glitches with the font. If you are having some other issue then just ignore this. If it works though then yay for random guessing!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Meph on March 02, 2012, 12:46:16 am
Curses, or ascii is not supported. Dont try to change the init, because you have to change EVERY raw that has a tile as well. If you just change the init, you get random results, but no working ascii version.

If you dont like truetype, press F12 ingame, that toggles it ON/OFF

About the mood: Try silk and more wood types. I know that dfhack reads the wood types wrongly (it claims they are still specificly named, since the trees are there) and I dont know if the mood searches for wood the same way. Hope not, but testing this will be horrible, since I cant force moods.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: erendor on March 02, 2012, 01:23:28 am
Curses, or ascii is not supported. Dont try to change the init, because you have to change EVERY raw that has a tile as well. If you just change the init, you get random results, but no working ascii version.

If you dont like truetype, press F12 ingame, that toggles it ON/OFF

About the mood: Try silk and more wood types. I know that dfhack reads the wood types wrongly (it claims they are still specificly named, since the trees are there) and I dont know if the mood searches for wood the same way. Hope not, but testing this will be horrible, since I cant force moods.

Ah, thanks very much.
I guess I'm too set in my ways to accept these newfangled fonts.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: UncleCern on March 02, 2012, 01:46:41 am
I never have time to set up a 250 Z-level magma pump to help.

ICE! Use ice :] And if you cant use ice use water traps (goblins and other crap usually cant breat under water very well if at all). In case of watertrap i suggest making a nice sink system so items, corpses, water gets somewhere where you can collect loot and the water & blood/corpse mix will help you to grow a nice underground forest there. Fungi love corpses and miasma ;]

For the case of that mood. Run dfhack and "showmood" command to verify what's needed. My bet would be on the cloth (silk).
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: sayke on March 02, 2012, 02:08:59 am
meph - am having a ball testing out all these features =) i'll try to keep reporting back everything i find! here's the outstanding things that i'm not sure anyone else has mentioned:

- any luck on the alpha channel stuff? your new sprites are still on black backgrounds, at least on my install...

- it seems rare to generate a map where the player is in contact with all races. usually, for me, the automatons don't survive, but sometimes the undead don't make it instead... i've been running a bunch of tests with small worlds, with 125 year histories, many civs, and lots of minerals (simple minerals off).

- sometimes work orders don't seem to take, but i'm not sure if that's a Masterwork thing, a vanilla DF thing, or whether I'm doing something wrong somehow... right now, i've got 4 consistently idle dwarves whose stats wouldn't indicate that they'd be idle for no reason, and there's plenty of stuff that needs hauling!

cheers  man -
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Torgan on March 02, 2012, 03:04:49 am
I don't think this was mentioned above but stone stockpiles aren't able to accept clay, the Clay type is automatically greyed out and the rightmost column is empty.

I had something odd happen last night as well, my legendary druid (first immigrant  >:() raised some dead cave tortoise and turkeys when the first dwarf  caravan got to my depot however there weren't any in the fort or on the dead/missing unit list, is there a chance they were already dead inside the caravan cages?  I am in a hot biome and had a frilled lizard immigrant die at the map edge when it appeared but that might be unrelated.

One other thing, the Make Soap order is in the job manager but doesn't send anything to the soapmakers workshop, it needs to be make soap with tallow or oil but I don't know if it's possible to remove that command as it's from vanilla? Not really a big deal though.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Seraphyx on March 02, 2012, 04:01:19 am
Finished putting together the plant info. Only for the seeds from the plant_florafauna_ff

I probably wont be doing it for the trees, I just wanted to see what exactly I can do with the things available at embark so I don't waste points on many seeds that will be useless (to me).

I don't know how the trees work, if they drop seeds you can plant or how you turn them into something drinkable, so I didn't do a chart for them.

Anyways, here's the image, it's large:
Spoiler (click to show/hide)

Any suggestions on how to simplify it further or change something to make it easier to understand is welcome. Let me know if something is wrong and I can change it. I ran into a few plants that don't have biomes or seasons listed. I don't know if that's an error or if it has a default value automatically assigned to it when one isn't manually assigned.

If there's a blank it means "no", and if there are no's on everything that means you can't do anything with that plant except farm and eat/cook it. Savagery isn't added yet but I can add it pretty easily later on. There aren't that many exclusive to good and evil biomes anyway (only 2 of each).
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: shadenight123 on March 02, 2012, 04:46:10 am
ehm...cough..
how does an adventurer work with a firebolt/fireball?
all i get is burning adventurers of doom who won't stop burning even in lakes.
should i create it and throw it immediately, or is there something else i'm missing?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: slay_mithos on March 02, 2012, 04:57:34 am
@shadenight123: you need to throw/fire it as fast as possible, else you will have some serious damages on your hand, as you are basically holding a burning item.
"t" will let you throw it, or "f" to fire it, if you have the appropriate weapon equipped (crossbow for the bolt).

It's basically a cast and launch spell, way over powered in my opinion too, but that goes for pretty much every of the adventure reactions (create a weapon out of virtually nothing, never need to go to a shop for arrows or bolts, no cost, no draw back).

Also tested vanilla 34.04, I couldn't reproduce the TrueType problems I have with this version, but as I couldn't get my hands on a 34.03 vanilla, the problem might come from the texture pack instead of purely the game itself.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Poch on March 02, 2012, 06:21:22 am
What about the relative strength/role of arrows sold by the elves ? I can't find any info on them in the mod manual.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: afftor on March 02, 2012, 06:34:54 am
Got a little bit done, not much, here the changelog, this time in a new style.

Spoiler (click to show/hide)
This seems quite good. But actually mastiff nerf seems redundant. Why would you also increase their price if you already lowered their main stats and skill? Well maybe it's only my personal problem, but I always have a hard time buying expensive creatures on embark screen.

Also here some suggestions.
Press pig tails for oil should produce seeds imo.
Blast furnace should have a reaction for anthracite.
How about a bone workshop, which you can use bones to make mechanisms, cages, furniture and such? Also wooden totems?
Also could it be possible to make all animals to drop same bones and skulls? Maybe that could fix overclutter in workshops.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: slay_mithos on March 02, 2012, 07:26:47 am
A quick remark:
Magma-proof workshop doesn't produce everything that needs to be magma-proof.
What I mean is that it should have all the components for at least the magma pumps (block, pipe, mechanism, screw, if I am not mistaken).
As it stands right now, only the floodgates are usefull (and the related mechanisms), but you still need metals or glass to make your first pump to launch most "secure" magma workshop designs. By secure, I mean Fortifications and then pumping it at least one level higher than the top of the magma sea, but that might be an unnecessary step I add.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Zeebie on March 02, 2012, 09:35:27 am
Does anyone know if items like paladin armor and reignplate are actually better than normal armor? I looked at the raws but couldn't see anything useful.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: slay_mithos on March 02, 2012, 09:55:52 am
They are not as good as PlateMail.
Let's compare it to the standard Breastplate.
1. Armor level are the same, meaning same basic protection (still, dependent from the material)

2. Paladin has UBSTEP, and the wiki says that it helps to protect parts connected to the upper body (neck, face, arms...) apparently buggy, but still offers some protection.

3. Layer size is lower, and layer permit just a bit higher, meaning you can fit two, and still have 10 permitted space on the "armor" layer (main body). would cost quite a bit to double layer everyone, and would slow them down, but would offer even more protection. For example, you could put 2 and a padded shirt (costs 10).

The rest is identical.
All the other race specific armors are the same, so it is a matter of preference, but they are a little better than your standard breastplates.
Still, you should try to aim for the Platemail armors, as their armor level is 4 and ubstep + lbstep are at "MAX".

Hope it answers your question, this is all from the raws, no personal experiment on dwarves to see the slight differences.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Meph on March 02, 2012, 10:06:46 am
slaymithos and zeebie: To quote the manual, in Human Tradegoods:
Code: [Select]
Armor: Their armor, while having fancy names, are not better or worse then those of other races. The only exception is the plate armor and the tower shield, both belong to the better items in the game.

Suggestions are noted, but stone pipes and corksrews are very unrealistic and too easy to make. In my opinion at least. Bone workshop wont go in, there is plenty you can do with bone already. Wooden totems is an interesting idea, but would make totems a lot easier as well. What would you use them for ? (except my religious buildings that are build for the blood god, and therefore need a totem made of the skull of a killed creature)

@seraphyx: Wow, nice list. Did you use a program to read it out ?

EDIT: Just noticed that the mod is 2 months old now... 6500 downloads, 1800 replies, 43.000 views. :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: isitanos on March 02, 2012, 10:45:48 am
I simply wasn't sure if the ungrindable rock nuts was part of Masterwork or if it was Toady's doing. If it was toady's then 34.04 might have fixed it.
Toady publishes a changelog every version. Why don't you go check it instead of spreading rumors about what a version might or might not have fixed? I think there's enough confusion in this thread, let's not mislead even further people looking for information. What you said is all the more ridiculous as 34.04 only fixed a single bug with map export after worldgen.


Also, hardcoded. "You keep using that word. I don't think it means what you think it means."
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Myiagros on March 02, 2012, 12:02:53 pm
I tried using this mod last night for the first time and the key bindings are different, how can I get the +/- to work again? Is there a file that stores key bindings that I can just copy to the directory?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Ranik on March 02, 2012, 12:08:49 pm
Hard-coded meaning something not introduced with the mod. I have no idea why your panties are in a bunch, the mod is complex enough to possibly have silly errors.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Meph on March 02, 2012, 12:13:30 pm
The keybindings are not different, I never changed them.

And hardcoded means that it is written in the hex-values of the df.exe, not in the txt. files of the raws. I can mod the raws, I cant mod the exe. So hardcoded has nothing to do with what the mod adds or not. Ranik, you are confusing people again :P
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Flobulon on March 02, 2012, 12:16:04 pm
Hard-coded meaning something not introduced with the mod. I have no idea why your panties are in a bunch, the mod is complex enough to possibly have silly errors.

Actually no, hard-coded means something is contained in the program itself, and thus in this context means anything that can't be modded/changed by anyone other than Toady.  :)


On another note, I'd just like to apologise for my earlier declaration that war animals can't be armored - they most certainly can.
Sorry about that!


Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: SecondBreakfast on March 02, 2012, 12:17:52 pm
meph - the automatons always seem to die on worldgen. it's extra-weird because they seem to die shortly before i interrupt the worldgen process, even if it stop it at like 50 years of generation... i've genned like 8 worlds straight, using the normal (not advanced) world generation system, and in the vast majority of them, the automatons just get conquered consistently...!

Good. Stops them showing up with two full ambushes in early Autumn, year two, and murdering your military and the human caravan.

Technically the fort is still fine; abusing danger rooms allowed my three-strong, leather-and-stone military to hold them off long enough to raise the bridge and wall off the one access corridor. They plus the human guards might well have been enough to drive them off if the damned things didn't paralyse and knock out anyone who damages them in close combat. As it is there's about fifteen of the things, incredibly damaged, sitting outside the entrance to the trade tunnel. I might yet manage to recruit a new force after the tantrums die down and finish them off, but it's the dead human caravan that's particularly worrying. Is that them hostile for good, now?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Ranik on March 02, 2012, 12:21:16 pm
The keybindings are not different, I never changed them.

And hardcoded means that it is written in the hex-values of the df.exe, not in the txt. files of the raws. I can mod the raws, I cant mod the exe. So hardcoded has nothing to do with what the mod adds or not. Ranik, you are confusing people again :P

I don't intend to and if its not part of the mod its part of the program or at least that's what I meant. It's very hard to type via touch tablet so I try to type very little  ;D
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: shadenight123 on March 02, 2012, 12:29:47 pm
hope healing magic gets in soon.
possibly some sort of SHIELD for adventurers on ranged attacks.
because Javelin especially steel ones which every brigand seem to possess, coped with *mechanized javelin thrower* are DEADLY.
though my new adventurer with his spear and his dodging to sky high deflects them in the air...
it's still pretty close.
btw...
what was the mental attribute to increase to have better aim, spatial sense?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Myiagros on March 02, 2012, 12:39:53 pm
The keybindings are not different, I never changed them.

And hardcoded means that it is written in the hex-values of the df.exe, not in the txt. files of the raws. I can mod the raws, I cant mod the exe. So hardcoded has nothing to do with what the mod adds or not. Ranik, you are confusing people again :P
Thanks, I'll try it again tonight, found it odd when I couldn't change the skills of dwarfs on embark, exited out and ran Phoebus pack and the keys worked fine. I'm mainly interested in the feature to remove all the useless clothing as there is way too much of it laying around in my fort since I started actually using smithing industries.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: narhiril on March 02, 2012, 12:45:53 pm
because Javelin ... are DEADLY.

My work here is done.  ^_^
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Nimrod on March 02, 2012, 01:20:45 pm
Don't know if it has been brought up, but after a zombie attack the killed DWARFEN walkers will fill up your burial receptacles, which is very annoying (and it doesnt matter if you lava burn or atom smash them first)

Would be nice if you could do something about that ;)

cheers
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Meph on March 02, 2012, 01:30:39 pm
You mean dwarven zombies in the undead civ are buried in your normal coffins ?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Nimrod on March 02, 2012, 01:57:55 pm
You mean dwarven zombies in the undead civ are buried in your normal coffins ?

If those are the one that come when you get the "The dead walk"-Siege, the yes. those are put into my normal coffins (they are also put into the "corpse" designation zone, like friendlies).
Tons of "Dwarf Corpse" and "Dwarf Corpsettes"...
I am at this very moment putting up like 50 stone coffins to get my own dead put to rest ;)

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Meph on March 02, 2012, 02:02:59 pm
Nope, I meant my custom zombie race. There are sieges with" the dead walk" ? Nice. Mind you, I never played DF34.XX, no time ;)

But int his case it is a DF feature, nothing from the mod.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Nimrod on March 02, 2012, 02:04:51 pm
Nope, I meant my custom zombie race. There are sieges with" the dead walk" ? Nice. Mind you, I never played DF34.XX, no time ;)

But int his case it is a DF feature, nothing from the mod.

Ah, i see! I thought you put them in :D

Love your Mod btw, thanks mate!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Poch on March 02, 2012, 02:41:40 pm
Yes, it's pretty awesome and you're doing great work IMHO. Very impressive for only 2 months of existence. I thought this mod was way older !
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Meph on March 02, 2012, 02:46:25 pm
Thanks guys 8)   

Yeah, this mod is new and the very first mod I did for DF ;)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: CheatingChicken on March 02, 2012, 02:52:48 pm
What exactly did you do here? I am now in my second winter and my dwarves start multiplying. But not like dwarves should, theyre multiplying like rabbits. I have had 20 babies from my 90 dwarves, this season alone.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: sayke on March 02, 2012, 03:01:49 pm
meph - i just wanted to let you know that cafe fungus still seems to be dropping red slime, which i thought you mentioned fixing. also, why not bundle quickfort, legendsviewer, etc? you've bundled all kinds of other great tools =)

and i'd like to second all concerned by saying that this is the best DF mod out there. it's awesome, and i sincerely sincerely hope you keep maintaining it! thank you and absolutely all the best -
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Meph on March 02, 2012, 03:10:18 pm
:)

I wrote in the changelog that I fixed it with a TESTING behind it. I honestly have no idea why it is still red, I know this issue of course. I changed all the colors, even made a special template for it, so it does not use the stone template... still, it's red.  I just opened a little thread about it, since I cant seem to find the fault in it. Guess a fresh pair of eyes is needed.

It is being maintained, working on a 34.04 version right now :)

@cheatingchicken: Nothing really. Kids grow up faster (5 years) but dwarves give the same amount of births. BUT with the new historical migrants a lot more families show up.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: afftor on March 02, 2012, 03:37:59 pm
Brewing pig tails really produce nameless drink.
By the way is there any fix for ghost you can't put to rest? I think they are the reason my fps dropped to 40.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Spoonz on March 02, 2012, 03:41:54 pm
Im trying to play adventure mode with this mod, yet lairs always cause a crash? Is there a known cause/solution for this issue?

Great mod by the way.

EDIT: Hmm, appears to be an issue with the Garden of Gaia map.
EDIT2: And the desert map Scorching Shiv. The good biome map caused no problems.
EDIT3: Looks as tho its proberly a bug from vanilla (http://www.bay12games.com/dwarves/mantisbt/view.php?id=5128)
EDIT4: Actually no, that bug is meant to have been resolved for 34.02
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Hiiri on March 02, 2012, 04:13:14 pm
What exactly did you do here? I am now in my second winter and my dwarves start multiplying. But not like dwarves should, theyre multiplying like rabbits. I have had 20 babies from my 90 dwarves, this season alone.

In the new version many of your immigrants are already married with someone in your fort, thus they start the making babies right away. Earlier they had to somehow get married first (which was rather rare), then start making babies.

Apparently dwarves don't have pre-marital sex. Odd, considering their short, dangerous, booze-filled lifestyles.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: HeshieokFasla on March 02, 2012, 05:17:43 pm
Hi, I've been making use of this mod for awhile, though I'm not completely sure about the 'Simple Minerals' option that can be chosen.
 
Would anyone be able to clarify which specific metals stop showing up when it's enabled?

I only ask because I've had significant difficulty in finding Zinc and Nickel ores. Are those removed?

just to clarify on simple minerals. it does NOT remove any metals from the game to my knowledge, it simply removes ores that are essentially 'duplicates' of each other.

I started a new world, and started messing about. However, despite obliterating a number of Gabbro layers, I still found no nickel. So I looked in the raws...

Spoiler (click to show/hide)

Both Sphalerite and Garnierite are removed. Considering the "Simple Minerals" option should only remove duplicates, like Limonite and Horn Silver as seen in the above option, those two ores should NOT be taken out of the game, as the absense of them makes a number of alloys, especially in nickel's case, inacessible. Hopefully this is addressed for the next versions. Oh well... Time to generate a new world, I guess...

On a separate note, how I haven't noticed any information in the manual (which is pretty much impossible to navigate through...) explaining how good the newer metals are. I know that Wolfram is supposed to be a dense weapon metal, and Mithril is a light one, but how do they compare to say, Titianium, Cobalt, Stainless Steel and the vanilla metals?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Meph on March 02, 2012, 05:39:39 pm
Quote
Considering the "Simple Minerals" option should only remove duplicates
No one ever claimed/said that.

It removes reduntant features, like non-weapon grade metals no one needs, like tin, nickel, lead, zinc...

If you find the manual to be impossible to read, do you have a better idea, how to structure it ?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: bombzero on March 02, 2012, 05:58:33 pm
why do you need all the decorative metals? still have silver and gold, everything else is weapons grade i think, works for me.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: afftor on March 02, 2012, 06:25:31 pm
Eh... actually tin needs for bronze, and bronze needs for metallurgist. And you need metallurgist to make sterling silver for furnace operators tickets for guild. Reconsider this please.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: bombzero on March 02, 2012, 06:26:58 pm
hang on... i have made bronze bars in this version of masterwork with simple minerals on. must leave tin in i suppose.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Seraphyx on March 02, 2012, 06:34:13 pm

@seraphyx: Wow, nice list. Did you use a program to read it out ?

EDIT: Just noticed that the mod is 2 months old now... 6500 downloads, 1800 replies, 43.000 views. :)

Just notepad. Someone much smarter or more clever may have found an easier and more automated way of doing it but I pretty much went through everything manually and copied it over.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Flobulon on March 02, 2012, 06:34:26 pm
It is still possible to make bronze, the metallurgist and sterling silver with 'Simple Minerals' turned on.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Meph on March 02, 2012, 07:37:16 pm
True.

But he has a point. Nickel Silver ? Bismuth bronze ? you can get them with trading, but you cant make them yourself. I think I should either remove those, or make the GUI switch the reagents for those as well.

@seraphyx: With your permission I would add your list to the mod/manual :) Are these the plants_ff only, or did you do the plants_default as well ?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: G-Flex on March 02, 2012, 07:47:39 pm
I'm still curious what's up with things like "fireproof steel". How is that any different from regular steel?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Meph on March 02, 2012, 07:58:17 pm
Steelclad dwarf against dragon = dragon melts dwarf and armor.
Fireproof steel will never, ever melt. It is fire, magma, dragonfire and anything else proof. It has a fixed temperature, so it even protects the wearer a lot better from fire attacks. It is based on the old trick of making shields from nether caps. Nether caps are cold, and withstand dragonfire as well.

EDIT: I also got a new idea. I could make very rare castes of dwarves that might arrive with migrants. These have an interaction that only targets themselves, can be done about once a month, and adds a syndrome that transformes the dwarf after a long time, lets make it 6 months.

Whats the point of this ?

#1 You get a migrant that "suspiciously stares" once a month.
#2 You get a migrant that "mumbles to himself" once a month.
#3 You get a migrant that "looks hungrily at the others" once a month.
#4 You get a migrant that "paints pentagrams when no one is looking" once a month.

You have a chance of spotting this in the log of course...

If you did not spot the dwarf and isolate/kill him, he will transform.

#1 Spy, transforms into a warlock
#2 Mentally unstable, goes berserk
#3 Infected, turns into a zombie, bites others.
#4 Possessed, turns into a demon.

I think this would add to the fun. :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: bombzero on March 02, 2012, 08:03:43 pm
yah, dragonfire actually kills more often by cooking the dwarf through setting all his armor to extremely high tempature, baking him alive,

no baking armor, no dead dwarf. until he gets bitten that is...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Flobulon on March 02, 2012, 08:05:06 pm
Just in case anyone was wondering, it's really not a good idea to keep pet dragons in your main meeting hall, even temporarily. All it takes is one sneaky thief, and...


Guess it's time to start a new fortress!  ;D
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: HeshieokFasla on March 02, 2012, 08:06:13 pm
Quote
Considering the "Simple Minerals" option should only remove duplicates
No one ever claimed/said that.

It removes reduntant features, like non-weapon grade metals no one needs, like tin, nickel, lead, zinc...

I figured it was meant to remove duplicates. Fair enough.

If you find the manual to be impossible to read, do you have a better idea, how to structure it ?

The main issue is this "HTML Help" thing can't be scrolled down effectively. I can't read all the text in the manual. As mentioned already, a basic .txt file would be more than sufficient.

Steelclad dwarf against dragon = dragon melts dwarf and armor.
Fireproof steel will never, ever melt. It is fire, magma, dragonfire and anything else proof. It has a fixed temperature, so it even protects the wearer a lot better from fire attacks. It is based on the old trick of making shields from nether caps. Nether caps are cold, and withstand dragonfire as well.

Maybe you should rename that to "Unmelting" Steel? Fireproof doesn't really explain what it's actually supposed to do, since Steel itself is already fireproof.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Seraphyx on March 02, 2012, 08:06:52 pm
True.

But he has a point. Nickel Silver ? Bismuth bronze ? you can get them with trading, but you cant make them yourself. I think I should either remove those, or make the GUI switch the reagents for those as well.

@seraphyx: With your permission I would add your list to the mod/manual :) Are these the plants_ff only, or did you do the plants_default as well ?

They are only the plants from the file: plant_florafauna_ff

I think most people should already be familiar enough with the default DF plants so I didn't do those. And information on them is likely already available at the wiki. And yes feel free to include the list in the manual and/or the wiki for Masterwork. Hopefully this will help people decide what to bring with them from the 180 or so new plants instead of bringing along random things and hoping they do what they want.

--------

I actually like the html help file, scrolling down is annoying sometimes because when you hover over images it wont scroll down (with the mousewheel) so you have to kind of work around that. Nevermind, I guess scrolling is fine even with images, you just have to click on the window to the right when you select something new. I'm not sure what other problems there might be with that but it seems fine to me now.

Also the search function is good except if a page only contains images, the search obviously wont find anything since it can't read text in the images. Images are fine but I would keep the main information out of the images (like descriptions and other things like that) so people can find it through searching.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: FFLaguna on March 02, 2012, 08:37:03 pm
Can someone give me a quick run-down of how to upgrade an in-progress game to a new Masterwork version? Am I supposed to 1) unzip new Masterwork version and set up the config how I like it 2) copy the new raws to my old version DF raws folder 3) copy the new raws again to my DF save\raws folder

Is that right? Thanks :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Meph on March 02, 2012, 08:40:56 pm
Not quite correct. You do it like this:

Delete old version.
Download new version.
Done.

What I mean with this is: Different mod versions are not save-compatible. Sorry, but best solution is to play your current fortress to the end, then start another one using the new version. Nothing I could do about it, it is just how DF handles changes in the files.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: RaidSoft on March 02, 2012, 08:57:26 pm
Something I would love to see is documentation about the different materials, like Deon did for genesis like you can see here: http://df-genesis.wikidot.com/metals (especially the "By compressive yield/fracture, By weight/density and By edge so you know what materials to use for what type of weapon)

I don't know nearly enough about reading the raws to extract stuff like this into a good readable format or I would do it myself... Same goes for different plants and their values, would be nice to have a chart of what plants can be used for what as well as their value so you know what's best to be farming.

This is all stuff that would be nice to have and all but obviously people are busy doing other more important stuff but I hope to see something like this some day when someone with the knowledge and time puts something together :D Awesome mod regardless and I love your work, cheers!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: FFLaguna on March 02, 2012, 09:06:34 pm
What I mean with this is: Different mod versions are not save-compatible. Sorry, but best solution is to play your current fortress to the end, then start another one using the new version. Nothing I could do about it, it is just how DF handles changes in the files.

Okay, cool. Did you already go on your three-hour cruise? ;)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Seraphyx on March 02, 2012, 09:08:15 pm
would be nice to have a chart of what plants can be used for what as well as their value so you know what's best to be farming.

I actually did the plants last night, here is the image:
Spoiler (click to show/hide)

I didn't add their value, but most of them were the same value from what I noticed.

--------

Here's a download link: http://www.mediafire.com/?2uocr9kpj5zzczp
This includes the image, a html document (so you can search using ctrl+f for specific plants), and an OpenOffice spreadsheet file which is what I used to make the actual list.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: RaidSoft on March 02, 2012, 09:21:55 pm
I actually did the plants last night, here is the image:
Spoiler (click to show/hide)

I didn't add their value, but most of them were the same value from what I noticed.

--------

Here's a download link: http://www.mediafire.com/?2uocr9kpj5zzczp
This includes the image, a html document (so you can search using ctrl+f for specific plants), and an OpenOffice spreadsheet file which is what I used to make the actual list.

Yeah I saw this and it's definitely a help! How much work was it to put this together btw? And how much more work do you think there would be to add values to it?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Seraphyx on March 02, 2012, 09:52:19 pm
I actually did the plants last night, here is the image:
Spoiler (click to show/hide)

I didn't add their value, but most of them were the same value from what I noticed.

--------

Here's a download link: http://www.mediafire.com/?2uocr9kpj5zzczp
This includes the image, a html document (so you can search using ctrl+f for specific plants), and an OpenOffice spreadsheet file which is what I used to make the actual list.

Yeah I saw this and it's definitely a help! How much work was it to put this together btw? And how much more work do you think there would be to add values to it?

Well judging from my posts it looks like it took about 6 hours. Granted I knew nothing about all the information in there so I had to kind of learn as I was doing it. It shouldn't be too much work just to add the values but I'd say it would probably take at least an hour more or less. I still don't know what the values mean though. I'd say 90% of them have a value of 2 or 3, I don't recall seeing anything higher. I don't know what that 2 and 3 mean though.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: RaidSoft on March 02, 2012, 10:07:22 pm
Well judging from my posts it looks like it took about 6 hours. Granted I knew nothing about all the information in there so I had to kind of learn as I was doing it. It shouldn't be too much work just to add the values but I'd say it would probably take at least an hour more or less. I still don't know what the values mean though. I'd say 90% of them have a value of 2 or 3, I don't recall seeing anything higher. I don't know what that 2 and 3 mean though.

That's a fair bit of work and it's quite appreciated!

http://dwarffortresswiki.org/index.php/Crops not sure how they extract that information or if that is manually done as well, but from what I've understood better value means it will bring more happiness to your dwarves as they eat/drink it? Thus you'd want to produce your top value crops that you have access to while still keeping a variety of stuff so they don't grow bored of the same old booze/food or have I misunderstood this whole system?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Buffbot on March 02, 2012, 10:07:50 pm
Possible idea for simplifying the Guildhall (Sorry if I missed this earlier in the thread if it came up already)

What about dropping the permit items all together and just have the reaction cost a baseline 1x(500) coin?  Would add more weight to the system by paying to improve each dwarf, rather than just an entry fee to unlimited fast learners.  Also would remove the one-time use reactions for those that don't understand how the guildhall works yet.

Also, any thoughts on expanding the number of guild choices, maybe by specializing some of current ones and covering skills not used by the current guilds?   For instance adding a farmer-based guild, or cooking/brewing-guild?  Maybe specialized military choice for close combat and ranged combat?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: bombzero on March 02, 2012, 10:16:35 pm
Buffbot, ill be nice and save Meph some time. (though hell probably respond anyway)

the many reactions that take 1 reagent, then infinite stuff, are implemented as such due to the fact that the boiling stone trick doesn't work 100%
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Seraphyx on March 02, 2012, 10:20:46 pm
Well judging from my posts it looks like it took about 6 hours. Granted I knew nothing about all the information in there so I had to kind of learn as I was doing it. It shouldn't be too much work just to add the values but I'd say it would probably take at least an hour more or less. I still don't know what the values mean though. I'd say 90% of them have a value of 2 or 3, I don't recall seeing anything higher. I don't know what that 2 and 3 mean though.

That's a fair bit of work and it's quite appreciated!

http://dwarffortresswiki.org/index.php/Crops not sure how they extract that information or if that is manually done as well, but from what I've understood better value means it will bring more happiness to your dwarves as they eat/drink it? Thus you'd want to produce your top value crops that you have access to while still keeping a variety of stuff so they don't grow bored of the same old booze/food or have I misunderstood this whole system?

I guess if it's only for the purpose of seeing which has a higher value it can work. I just didn't know what exactly a value of 2 means compared to a value of 3 (aside from the fact that the 3 just means it's higher). I'm assuming they're modifiers for the actual value (if you were to sell it). Either way I guess I can add that to it eventually but like I said almost all of them are equal value so you probably aren't losing out on much.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Meph on March 02, 2012, 10:36:03 pm
Yes, sure I'll answer ;)

The values for the plants are base values. Every item takes these and multiplies them. If the plant if worth 3, the alcohol will be worth 3*10 normaly, if the brewer is good and makes masterworks, it is a lot higher, but I cant tell you from memory how much each is. This makes lavish meals so expensive, they take 4 items-stacks. W*X*Y*Z=Value of food.

And yeah, I'd love to change the guildhall, petarmory, golem forge and temples/altars. But sometimes the boiling stone/gas is breathed in at the first try, sometimes not for 10. I cant possibly make people sacrifice something everys time, hoping for luck. I already upped the density to create more gas, but other modders have the same problem.

@FFlaguna: Three hours ? ;) More 3-5 days ;) And no, we are currently looking for a yacht to take us with them. A little trip to the Club Nautilus de Cartagena is planned for tomorrow.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Buffbot on March 02, 2012, 11:00:23 pm
@Bombzero and Meph

Ah, gotcha.  Thanks for the reply.  I knew I'd missed something earlier in the thread.

So many quirks to modding it seems.  I'm a bit shocked more modders don't get fey moods and end up going berserk.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: narhiril on March 02, 2012, 11:06:00 pm
But sometimes the boiling stone/gas is breathed in at the first try, sometimes not for 10. I cant possibly make people sacrifice something everys time, hoping for luck.

Come over to the dark side.  ;)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: bombzero on March 02, 2012, 11:37:46 pm
@Bombzero and Meph

Ah, gotcha.  Thanks for the reply.  I knew I'd missed something earlier in the thread.

So many quirks to modding it seems.  I'm a bit shocked more modders don't get fey moods and end up going berserk.

I don't personally understand modding all the way myself, but toady made it quite easy to do what the Raws do allow, it is however quite difficult to do what they don't allow.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Meph on March 03, 2012, 12:55:06 am
Nothing is impossible :P Even it is a horribly convoluted workaround requiering a ton of work, to make something totally minor. Thats the dwarven way ;)

@narhiril: Maybe... can you confirm anything about boiling stones with higher density/mass creating more gas, creating a higher chance of infection ?


I got some stuff done btw, here the newer additions, mostly random stuff, to pass the time while testing slaves at the same time.

 - Added bars, blocks and gems as options to the loading/unloading stations.
 - Fixed the brewing of pig tail ale (now properly called ale, not "drink")
 - Added reaction to cut normal leather into 3 thinner/weaker parts.
 - Added reaction to create a bone throne to craftsman. Just for flavor.
 - Converted all reaction in the Stonecutter to the Stonecraft skill. (was stonecraft, mechanic and mason)
 - Added reaction to create a boulder from a block.
 - Added reaction to make tallow/wax candles in craftsman. No use as of yet, but high value tradegood.
 - Fixed blueprints/plans appearing as random toys/crafts.
 - Added all jobs back to automaton entity file. Hopefully they can now forge again.
 - Added reaction to press coke into diamonds to screw press. Yes, dwarves are that strong.
 - Added reaction to make rope out of rope reed.

(the blueprints have been crafted, because simple trading removes all toys, but the vanilla: create toy reaction is still there. Since the game cant find the entity specific toys (there are none) it takes a random selection, among them the blueprints.)

(automatons seem to lose in worldgen since they are UNARMED. I gave them custom weapons, but they cant make them, because I removed some necessary labors accidentaly. Lets hope they arrive armed now)

(slave testing is slow, since I have to breed them. 1-2 years every test run.)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Seraphyx on March 03, 2012, 01:02:45 am
For the slave testing can't you just lower how long they take to breed purely for testing purposes? Or temporarily modify things to speed up the process. If they act how you want them to just bump up the values to what you normally want them to be and release ;p
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Meph on March 03, 2012, 01:25:04 am
I can mod how fast the grow up, but now how fast they got offspring. Only how much... not when.

I also added this:
[PERMITTED_REACTION:COLD_COPPER]
[PERMITTED_REACTION:COLD_TIN]
[PERMITTED_REACTION:COLD_BRONZE]
[PERMITTED_REACTION:COLD_SILVER]
[PERMITTED_REACTION:COLD_GOLD]
[PERMITTED_REACTION:COLD_IRON]
[PERMITTED_REACTION:COLD_ALUMINUM]
[PERMITTED_REACTION:COLD_PLATINUM]

Take 3 ores to the crucible, hammer it into a metal bar. needs no fuel, but has a bad ratio, 3:1, instead of 1:1 and 1 fuel. Lets see how balanced that is in the end.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: bombzero on March 03, 2012, 01:51:02 am
I like it, setting up a copper industry in a haunted desert with no fuel is now possible!!! for some reason...

on the topic of the boiling stone thing, i started a suggestion thread about adding direct syndromes to workshops.. its worth a shot  :-\
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Hugo_The_Dwarf on March 03, 2012, 02:23:30 am
@Meph
Are you trying the effects of NON-MAIN RACE slaves? or are you going with my research thus far?

Also I see you added tallow/was candles, would you also like to have my paper making/ink/acid industry aswell? Made it as close as I could to RL standards
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Seraphyx on March 03, 2012, 03:53:17 am
One of the dwarves I embarked with is apparently a legendary druid, should I be worried about this or can I count on him to not do anything to get me killed?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Ishar on March 03, 2012, 04:00:51 am
One of the dwarves I embarked with is apparently a legendary druid, should I be worried about this or can I count on him to not do anything to get me killed?

Dude, this is Dwarf Fortress. Of course he'll get you killed.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Seraphyx on March 03, 2012, 04:11:18 am
One of the dwarves I embarked with is apparently a legendary druid, should I be worried about this or can I count on him to not do anything to get me killed?

Dude, this is Dwarf Fortress. Of course he'll get you killed.

Well yes, but I mean if he's going to do something ridiculous to get me killed within the first year because he resurrects/summons all sorts of nasty stuff there's little point to continue the fort. Either I kill him or just start a new one.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Nimrod on March 03, 2012, 05:17:56 am
One of the dwarves I embarked with is apparently a legendary druid, should I be worried about this or can I count on him to not do anything to get me killed?

Dude, this is Dwarf Fortress. Of course he'll get you killed.

Well yes, but I mean if he's going to do something ridiculous to get me killed within the first year because he resurrects/summons all sorts of nasty stuff there's little point to continue the fort. Either I kill him or just start a new one.

He WILL resurrect about everything around him, which will make your fort quite fun. So yes, be done with him or restart ;)

QUESTION: How can I use slademantine bars? i cant find a way to stack them or use them in my magma forges...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Chivalry on March 03, 2012, 05:42:03 am
Does anyone know of a way to re-enable the therapist sort by caste function, my current version doesn't contain it, and its solely missed :D
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: slay_mithos on March 03, 2012, 05:47:01 am
*cut*
- Added bars, blocks and gems as options to the loading/unloading stations.
 - Converted all reaction in the Stonecutter to the Stonecraft skill. (was stonecraft, mechanic and mason)
*cut*
Horray, that sounds especially good for my forts.
for the loading/unloading, could you also differentiate boulders and ores, if possible?
Not asking a reaction per stone type (even though I would like to know how to make them myself, no luck so far), but it sounds strange that they consider ores as stone, at least to me.
And now the stone cutter will be able to really run without having a multi tasked dwarf being tied to it, good news for starting forts that desperately need to maximise the usage of these workshops to create the basic goods they will need to survive (rock bins anyone?).
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Fairin on March 03, 2012, 07:41:24 am
new story from me, - really, really missing the castes option from dwarf therapist btw

gen'd a world. perfering gaia. stoped it immidately at year 5, embarked in a haunted lake with a haunted forest took with me, 5 miners a recordkeeper and grower/broker, idea is to get in . get in fast.. 

one of my dwaves however to my suprise. is a white mage! constantly spamming . knocking things down with the heals...

skip ahead a year, 26 dwarves, got a 4 dwarf milita running survived 2 sieges from stranglers with relative ease.. their corpses reanimateing WHILE IM BUTCHERING (all 20 of them) managed to kill two of my workers (a dark stranglers floating false rib punches zCitizen in the the head! blah blah..

after i get them cleaned up and tanned . gonna make the "good stuff" for leather, i thought it'd be fun to make a library to train my grower(s) or whatever.. set my tanner to make 4 book bindings.. and .. i get attacked by a thunderbird!.. so im a little distracted as i dont have an aerial prevention plan

the bird manages to kill one dwarf. and sever the spine on my commander - set him in my hospital i had kitted out. (the whitemage is also my doctor nao=D )

look back. and my tanner made 4 book covers out of lamen leather.... *fuuuuuu!!!!*

, fastforward an entire year... my commander is walking with a crutch now. what i did was make my white mage a squad by herself. and force her to "train" on one spot, the bed in the hospital was her barracks. she must have healed him millions of times...

no dwarves seem to want to show up to my haunted fortress, another siege by dark stranglers and 2 more thunderbirds, i was down to 16, the painful thing was.. it was 10 children 2 wounded milita (her upper leg is gone! yet she survived yay white mage squad!) and my third milita... died of thirst .. in his barracks bed, the ineveitable end to this fort was from the dark strangler rib bones comming to life and punching everyone in the face while they were "helpless" in the hospital...

no more haunted embarks for me.. at least not at year 5 and the dwarven civ can have civvies to send me lol
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Nimrod on March 03, 2012, 08:08:52 am
Spoiler (click to show/hide)

Haha! :D
Great story!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Seraphyx on March 03, 2012, 10:34:06 am
So this white mage, they also raise the dead?

Just got done having lots of "fun" with a druid that managed to sneak in around 60 dwarves. Killed about 20-30 dwarves until I found the person bringing stuff back to life. Wasn't really sure how to deal with him either. Confined him to some burrows but I think he ran back in the fort when he got hungry and thirsty and brought back more things at which point I think he may have died (but later new things started coming back to life so maybe I had two in that same migrant wave).

Little later got sieged by 60 white tigermen with mounts and what not, I had no military left and people were already throwing tantrums so I said hey lets let these tigermen in what's the worse thing that can happen? I figured if I can't beat em maybe the druids will raise a zombie army and kill them, at least they were part of my fort, sort of.

Apparently the three crappy traps I had setup was enough to "defeat" the siege even though only 3 of them died, which is odd since killing even half of the siege sometimes doesn't make them run away. So in the end I did not get to see a zombie army fighting the white tigermen, oh well.

So how do you effectively deal with druids/whatever that cause trouble. I was going to get my military to just plain kill them but I don't think it let me.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Zeebie on March 03, 2012, 10:39:42 am
More golem fun! You may remember the vampire mayor that I turned into a golem who kept being mayor - well, he finally got voted out of office. Naturally, the new mayor was also a vampire!  I decided to do the same thing with the new gal.  She marched to the golem forge, but it turns out she's almost completely resistant to disease, so the transformation doesn't take (tried for a year straight!). Alas, the baby she was holding was not so resistant, so now the vampire mayor has a golem baby that she carries around!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Meph on March 03, 2012, 10:59:35 am
Zeebie, you are just crazy. A vampire mayor with a golem baby ? Mental image, go away ^^

And healers dont raise the dead, but I seriously have to do something about the necromancers, if they kill your fort as often as the enemy ^^

EDIT: I just raised the wait time between interaction from 10 to 200, lowerd the range of the spells, made the pop-rate 1, (instead of 0, maybe it was set to default 50 since 0 is not supported ?) and gave them a frequency of 0. Lets see how it works out.

PS: Lock necromancer in a room with fortifications towards your moat. Throw dead enemies in the moat, get a zombie filled moat. :) Everything that enters gets killed, and resurrected, that way your moat is always refilled :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: UncleCern on March 03, 2012, 11:47:48 am
PS: Lock necromancer in a room with fortifications towards your moat. Throw dead enemies in the moat, get a zombie filled moat. :) Everything that enters gets killed, and resurrected, that way your moat is always refilled :)

My moat refills automatically "thanks" to teh terrifying biome. Or it used to as I breached it accidentially and now zombies run all over the glacier. Training a squad equipped with some warhammers to deal with the problem.

Also - still having issues with the guildhall. build the damn thing, then got a permission. No dwarves want to become crafters. Do I need some coins for them to become crafters or what?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Meph on March 03, 2012, 11:55:48 am
Oh, thanks for reminding me. I tried to use multiple skills, but it did not work out, so I had to use one. For carfters it is [SKILL:STONECRAFT]... have to put something like teaching/student in there.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Ranik on March 03, 2012, 11:58:09 am
Does anyone know of a way to re-enable the therapist sort by caste function, my current version doesn't contain it, and its solely missed :D

I tried fiddling around with therapist with no luck. Even the newest version the caste system isn't quite functional.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Goncyn on March 03, 2012, 12:44:39 pm
The help file says that grazing is completely removed, but I had an ox or something starve to death. Is the help file out of date? Is there a way to disable grazing? I find the amount of menu-wrangling required to assign pastures unpalatable.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Ranik on March 03, 2012, 12:47:48 pm
The help file says that grazing is completely removed, but I had an ox or something starve to death. Is the help file out of date? Is there a way to disable grazing? I find the amount of menu-wrangling required to assign pastures unpalatable.

The manual is a bit out of date. Livestock AKA cows pigs etc need 2x2 grass zones each. Birds and dogs are exempt
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: slay_mithos on March 03, 2012, 12:50:04 pm
The first release of masterwork had it, but I am certain it was due to someone, possibly Meph, modifying it to add the castes.

You can still look at the migrants descriptions as they come, even if the long migration waves makes it a little harder sometimes.

@ranik: it is only if you enable harder farming, still no graze in other cases.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Ranik on March 03, 2012, 12:57:11 pm
The first release of masterwork had it, but I am certain it was due to someone, possibly Meph, modifying it to add the castes.

You can still look at the migrants descriptions as they come, even if the long migration waves makes it a little harder sometimes.

@ranik: it is only if you enable harder farming, still no graze in other cases.

I got over a hundred migrants pretty quick so manually checking started terrifying me.  ;D Guess i'll just have to do it per wave as you suggest.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Torgan on March 03, 2012, 01:09:05 pm
Are you meant to be able to butcher goblin remains? Also I think someone else mentioned this but turtle shells are being tanned into leather.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Flobulon on March 03, 2012, 01:27:59 pm
On the topic of guilds - if you're having difficulty getting dwarves to join a guild, check they have the appropriate labour enabled. I can't remember what they are off the top of my head, so it maybe worth checking in the reactions_masterwork raw if it's not in the manual. Also only regular caste dwarves can join guilds in 1.4, may no longer be the case in 1.4.1.

I'm still planning to do some info charts, so maybe I'll do one on guilds. Not for a while though.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: slay_mithos on March 03, 2012, 01:47:36 pm
shell tanned?
That explains why one of my moody couldn't get his hands on one even by having an indoor place I store them and plenty turtle cleaned already...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: SecondBreakfast on March 03, 2012, 01:53:31 pm
I dunno if anyone else has noticed this:

Automaton ambushes give the "Curse all friends of nature!" message, kind of strange.
I've got an "Apostel of Armok" hanging around outside the fortress. All else aside, it's "Apostle".
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: bombzero on March 03, 2012, 02:07:31 pm
meph may i suggest not giving dwaves any kind of fire mages/necromancers/etc etc. aka ones that kill your dwarfs as much as the enemy.

i do like the idea of having one caste that trains in a schools of magic, makes it so the player chooses. and you can keep the dangerous casters.


it just that right now i have to either atom smash druids, or send them against an 100 strong siege of humans... which one of them survived btw.

he killed the human who ran out in front, raised him, the two of them killed another 3, who got raised as well. then they slaughtered one other, who got all of his pieces raised.
so to sum it up, if a druid strikes first, he strikes last.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Fairin on March 03, 2012, 02:26:47 pm
alright, got a golem heart form the dark elves, yay!

readsomewhere. makem into a squad and you can tell them where to go.. excellent...

went ahead and made 10 mithril golems.. ready for some head smashing...

oh .. -another- wave of dark stranglers... go on boys! (and probably girls!) skillless immigrants.. new defense!!

enemy breaches the edge of my fortress.. my golems scatter to the wind leaving trails of urine and the stench of cowardice

>> 1.41 version... - doing a .. lets check and see if someone else posts the same problem, and possibly a solution!.. cause ive always wanted to make golems (not cowards.. got plenty of those in the fort) to guard restricted areas...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Nimrod on March 03, 2012, 02:58:23 pm
alright, got a golem heart form the dark elves, yay!

readsomewhere. makem into a squad and you can tell them where to go.. excellent...

went ahead and made 10 mithril golems.. ready for some head smashing...

oh .. -another- wave of dark stranglers... go on boys! (and probably girls!) skillless immigrants.. new defense!!

enemy breaches the edge of my fortress.. my golems scatter to the wind leaving trails of urine and the stench of cowardice

>> 1.41 version... - doing a .. lets check and see if someone else posts the same problem, and possibly a solution!.. cause ive always wanted to make golems (not cowards.. got plenty of those in the fort) to guard restricted areas...

Same thing here ... my golem runs back to mommydwarf as soon as the enemy shows up....
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Siaru on March 03, 2012, 03:05:29 pm
So, I'm not quite sure if this has already been brought up before, but I found something rather odd just now. A group of 7~ Armored horses came onto the map..They also all had limbs and body parts smashed open. It's rather odd, and I'm not sure if it is supposed to do that.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Fairin on March 03, 2012, 03:08:18 pm
im starting to think its because they're just transformed regular dwarves, and the "station here" is just a bug that works in our favour, they're not really assigned to the military in the sense that military dwarves are bloodthirsty omg a fox RAAAAAAARRRGH!!!

maybe a transformation to make them a pet.. to train for war would be better, heard somewhere you could make pets into skillable yet (tame)

gonna try - making their squad active  training 1/10 max and see if i can get them to become a golem while -active- duty

^ no difference. just 2 more wasted dwarves, well i guess some creativity .. chain them behind a long line of traps.. Enemy lures!, Even better than stone decoys!

i have a better idea meph.. lets rename the golem function into "create sissy golem" for now... >:)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: slay_mithos on March 03, 2012, 03:17:26 pm
For the golems, it has been said to chain them, they will fight if cornered.
Didn't try them myself because they basically cost way too much for my little forts, but it sure would be good to have them act a little more like turrets or war animals?

Speaking about animals, the "spirit" thing the elves bring, some have a job, at quite a high level, but is it possible to make them actually use that job?
I had a weaver, and I didn't develop that branch at the moment, so I thought I could use him to make cloth, but he never did a damn thing.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Torgan on March 03, 2012, 03:22:24 pm
Just had something a bit odd with the Drow caravan. It was at the depot which is outdoors and I kept getting ambush messages although there were no enemies around, my combat reports just showed 'Drow Merchant used cloud of darkness', which I could see when I zoomed in. I have my squads training around the depot so they would have spotted anything wandering around I think.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: UncleCern on March 03, 2012, 03:30:02 pm
So, I'm not quite sure if this has already been brought up before, but I found something rather odd just now. A group of 7~ Armored horses came onto the map..They also all had limbs and body parts smashed open. It's rather odd, and I'm not sure if it is supposed to do that.

Looks like those run from some battlefield. That'd be my guess.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Nimrod on March 03, 2012, 03:32:43 pm
So, I'm not quite sure if this has already been brought up before, but I found something rather odd just now. A group of 7~ Armored horses came onto the map..They also all had limbs and body parts smashed open. It's rather odd, and I'm not sure if it is supposed to do that.

I am at this very moment sieged by zombie wrestlers riding war raptors.
Talk about odd ;D

EDIT: Wow there are many of them. And they are as smart as bread. ran right into my kill box ... great shooting practice :D ... but i sure as hell wont open my gates ...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: AndyDish on March 03, 2012, 04:28:57 pm
With all the economy things you have added (guilds, better trade, more nobles) are you going to try to fix and eventually re-add the dwarven economy? That would be awesome!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: SecondBreakfast on March 03, 2012, 04:35:51 pm
So how does one employ hellfire turrets in a manner that doesn't incinerate all topside activity? I thought I was protected behind my schist bridges but apparently schist bridges burn quite cheerfully. As does... well... everything, really. What building materials are resistant to hellfire?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Meph on March 03, 2012, 05:10:53 pm
Only magma safe stuff survives a blast from a hellfire turret.

The automatons have [ETHIC:KILL_PLANT:UNTHINKABLE], think that caused the weird "death to friends of nature" message, I changed it.

Shells to leather is noted, but couldnt find the culprit yet.

Testing is going well, I also nerfed the mages. I will add some random features, hopefully slaves, some bugfixes and a 34.04 compatible version before the next upload. Magic system will be a ton of work, so this will take a while.

Economy is hardcoded. Cant change that, sorry. I can mod in banks and merchants though, see stronghammers mod about it.

Zombies riding mounts is ridiculus of course, is noted and will be fixed
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: SecondBreakfast on March 03, 2012, 05:42:32 pm
My turrets are refusing to stay at their guard posts for longer than a few minutes. Is this a masterwork thing or a more general issue with pastures? Annoyingly, even if I pasture them on a strip of land, completely channel out the area around it and remove all access ramps, they still make it back to the hall. Dwarves would stand ?ing till the end of time in that situation but the turrets somehow manage it no trouble.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: smakemupagus on March 03, 2012, 05:54:41 pm
My turrets are refusing to stay at their guard posts for longer than a few minutes. Is this a masterwork thing or a more general issue with pastures? Annoyingly, even if I pasture them on a strip of land, completely channel out the area around it and remove all access ramps, they still make it back to the hall. Dwarves would stand ?ing till the end of time in that situation but the turrets somehow manage it no trouble.

Pastures work fine on turrets for me, except in rare case that an enemy attack knocks them out of the pasture
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Nimrod on March 03, 2012, 05:54:49 pm
My turrets are refusing to stay at their guard posts for longer than a few minutes. Is this a masterwork thing or a more general issue with pastures? Annoyingly, even if I pasture them on a strip of land, completely channel out the area around it and remove all access ramps, they still make it back to the hall. Dwarves would stand ?ing till the end of time in that situation but the turrets somehow manage it no trouble.

I usually wall the turrets in with fortification facing towards the enemy ( optional with a moat around it). So it has to stay exactly where i want it.
I also build a roof so the shooter turrets wont target flying "whatevers" so that slade/copper is raining down around the map, which my dwarfs will run out to collect (and later on eat - that has to be a bug)  ;)

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: RaidSoft on March 03, 2012, 05:55:12 pm
My turrets are refusing to stay at their guard posts for longer than a few minutes. Is this a masterwork thing or a more general issue with pastures? Annoyingly, even if I pasture them on a strip of land, completely channel out the area around it and remove all access ramps, they still make it back to the hall. Dwarves would stand ?ing till the end of time in that situation but the turrets somehow manage it no trouble.

This is what I did for my turrets/mines, I made a zone into a pasture then assigned them to it ;D bam they never move!

As some ninja's were kind to point out as I was typing this post ;)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: aantn on March 03, 2012, 05:57:03 pm
My turrets are refusing to stay at their guard posts for longer than a few minutes. Is this a masterwork thing or a more general issue with pastures? Annoyingly, even if I pasture them on a strip of land, completely channel out the area around it and remove all access ramps, they still make it back to the hall. Dwarves would stand ?ing till the end of time in that situation but the turrets somehow manage it no trouble.
How can you remove access ramps without trapping the miner?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Nimrod on March 03, 2012, 06:01:46 pm
My turrets are refusing to stay at their guard posts for longer than a few minutes. Is this a masterwork thing or a more general issue with pastures? Annoyingly, even if I pasture them on a strip of land, completely channel out the area around it and remove all access ramps, they still make it back to the hall. Dwarves would stand ?ing till the end of time in that situation but the turrets somehow manage it no trouble.
How can you remove access ramps without trapping the miner?

stairs and then floor/wall the top would be one possible way
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: aantn on March 03, 2012, 06:03:05 pm
So how do you effectively deal with druids/whatever that cause trouble. I was going to get my military to just plain kill them but I don't think it let me.
The only entrance to my fort is a twisted labyrinth filled with tame animals, turrets, and mines. Near the beginning are a few walled-in coffins. All the migrants walk by that coffin - if the dead comes back to life, I know one of the migrants is guilty.

Also, to minimize damage, I started building a massive underwater pyramid to bury all my dead, far from the main fortress. I learned my lesson about keeping coffins near the entrance.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Ishar on March 03, 2012, 06:05:58 pm
Testing is going well, I also nerfed the mages. I will add some random features, hopefully slaves, some bugfixes and a 34.04 compatible version before the next upload. Magic system will be a ton of work, so this will take a while.

So, about that. Is there any chance of a Mayday version anytime in the foreseeable future?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: smakemupagus on March 03, 2012, 06:08:50 pm
So how do you effectively deal with druids/whatever that cause trouble.

Play Europa Universalis instead for a few days until Meph mods them back out of the immigrant waves ;)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: slay_mithos on March 03, 2012, 06:34:35 pm
So, about that. Is there any chance of a Mayday version anytime in the foreseeable future?
If you look up, you will see that the poll result is that only very few people voted for this.

Meph tries to go for the options that the most want, every feature being quite time costly.
I personally am not a fan of mayday, so I might not be the best opinion here, but we already have one texture pack supported, which is already good, and logically, the next graphical support would be the ascii because it is what the game originally uses.

If, in the future, many people come to want Mayday, then you might see it come.
The other solution is to do it yourself/find someone capable and willing to do it and present the completely functional thing to Meph.

Meph's time is limited, and it is already quite amazing that he is making and supporting such a mod by himself.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: SecondBreakfast on March 03, 2012, 06:46:41 pm
My turrets are refusing to stay at their guard posts for longer than a few minutes. Is this a masterwork thing or a more general issue with pastures? Annoyingly, even if I pasture them on a strip of land, completely channel out the area around it and remove all access ramps, they still make it back to the hall. Dwarves would stand ?ing till the end of time in that situation but the turrets somehow manage it no trouble.
How can you remove access ramps without trapping the miner?
By intending for the miner to end up on the same level as the ramps he's removing. The turrets are pastured on a square block of land, you channel out two squares in every direction, this will become two layers of ramps. The inner layer leads up to the pasture, the outer layer leads out to the rest of the world. Then you make sure the turrets are pastured and no one is trapped in the middle and order the inner layer of ramps removed. The miners end up at the bottom of a pit but there's ramps all around them to get out back to the fort, the turrets are at the top of a 1 z level tower with no way down. Make sense?

But still they escape back to the hall. Always.

edit: On reflection, I think they're dodging down the z level. Dunno what they're fighting. Some flying critter? Each other?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: bombzero on March 03, 2012, 07:19:40 pm
about the poll... seeing as their are some major roadblocks with mages, id say put them as a 'continuous' project. as in devote a decent amount of time to them, but not letting it interfere with fixing older issues and other new stuff.

slaves should be limited to possibly hauling, and other simple jobs, possibly military conscription, depends how much you figure out here.

careful with random features, ideas become bloat, bloat becomes bugs, bugs become wasted time.

seems to be a decent demand for tilesets, but that one is time consuming by what i understand...

reactions are of course difficult in the current DF capabilities. so lets just hope someone makes another breakthrough.


just putting in my opinions on the higher voted poll items.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Meph on March 03, 2012, 08:51:11 pm
Well, bombzero, we think alike on this one. Next version wont have the mages yet, since I plan to invest a lot of thought on that one, it is about the most difficult thing to balance ever. (the stupid dwarves spam around with their interactions all the time)

I am almost done with the next update, testing slaves is still slow, and I just made a new thread with a couple of questions about the last bugs I want to wrap up. Otherwise it is good, just need some GUI changes.

New random features are all tested this time btw, I learn from my mistakes.

My biggest issue with the tilesets is not the work to set them up, but the fact that I have multiples of the raws then. Every modding change from then on will be done twice, or four times if I do all tilesets.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: bombzero on March 03, 2012, 08:59:12 pm
the automatic raw changer isn't updated yet? damn. i see your point then, if doing it once sucks, doing it four to five times would be unbearable.

i know about random features, weve seen it  :). just sayin.

glad to hear about the magic, better to take an idea slow, rather than toss it in half-baked and end up with crap.

(double spacing FTW‼)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Ranik on March 03, 2012, 09:08:02 pm
Well, bombzero, we think alike on this one. Next version wont have the mages yet, since I plan to invest a lot of thought on that one, it is about the most difficult thing to balance ever. (the stupid dwarves spam around with their interactions all the time)

I am almost done with the next update, testing slaves is still slow, and I just made a new thread with a couple of questions about the last bugs I want to wrap up. Otherwise it is good, just need some GUI changes.

New random features are all tested this time btw, I learn from my mistakes.

My biggest issue with the tilesets is not the work to set them up, but the fact that I have multiples of the raws then. Every modding change from then on will be done twice, or four times if I do all tilesets.

Haven't been able to test traps as undead overran my fort a while ago. Mainly had some barb wire traps out as at the time i was dumping mass steel into armor and weapons and the change to how many materials traps need made me go easy on them :) Earlier sentiment about harder to make traps and many trap avoid races may be a good point to look at on current balance. Mastiff changes seem good in that they are weaker than grizzly bears but weaker and more expensive (i think you posted that a while back) may be a bit much. I'm also not sure about the sterilizing of armoured animals as i like to keep as many female pets around as possible for breeding and i had no control over which mastiffs i was armouring. Really loving a lot of the simpler things about the mod like grinding bones into bonemeal flux. Still a bit concerned about tree farms being pretty damn quick compared to natural tree's but it's not game breaking.

PS: Goblin archers are still the devil.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Meph on March 03, 2012, 09:11:42 pm
I could make tree farms slower, but then again people already need a herbalist/grower, the fitting farmplot area, and the timberyard for them, so I think it is not too easy ;)

Other new features/fixes I added:
 - Added new reclaim reaction to the craftsman. Unravel any cloth, rip any silk item, rip any yarn item, rip any cloth item.
 - Renamed goblin/orcish adjectives for their weapons for better flavor.
 - Changed zombie syndrome. Biten people have a 15% chance to turn into a zombie after half a season. Beware.
 - To compensate this fact I removed CE_NECROSIS, CE_PARALYSIS and CE_UNCONSCIOUSNESS from the zombie bite.
 - Renamed the rock trap components in the stonecutter to reflect the names of the trap overhaul.
 - Fixed Apostel/apostle spelling error. The german came through for a second there ;)
 - Armored pets now leave items upon butchering again.
 - They also leave a "name"-steel which counts as refuse. (battered destroyed armor)
 - Removed Variable_positions:all from undead entity. Might fix the fact that they bring mounts, needs testing.
 - Added [MATERIAL_FORCE_MULTIPLIER:INORGANIC:ADAMANTINE:3:1] to Frost Giants. This means they should take 3 times as much damage from adamantine as usual. Holy dwarven metal for the win.
 - Fixed hotkeys for the new soap reactions (stack of 10 soap tallow & oil)
 - Added reaction to make black ink from ash+jug to scriptorium
 - All bock writing now needs ink.
 - Splitted combat books into melee and ranged.
 - Added 2 new epic books for them, "Be water my friend" and "47 ways to headshots"

Just waiting for the slave tests to finish, then I can add them.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Ranik on March 03, 2012, 09:17:31 pm
Meh I just thing fertilizing should be pretty encouraged for trees. I didn't fertilize a damn thing and they came through quick enough  ;D
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: FFLaguna on March 03, 2012, 09:48:14 pm
Quote
Masterwork Dwarf Fortress - Version 1.4.1 - Last updated: 28.02.2012

Is this date correct? Just curious. I'm about to start a new fortress and want to make sure I grab the most up-to-date bugfixes, even if that means waiting a little bit until the next official Masterwork version release. :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Neyvn on March 03, 2012, 10:24:05 pm
I am just... Overwhelmed by the different kinds of rocks and what the stones do and can be used for. I can't go and look them up on the wiki cause its just not there, where is all this information to inform me one whats what? What is this Slime that drops when you mine cavern fungi what is cavern fungi's use why is it there? Living Walls? What? HUH? Whats going on?!?!?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: bombzero on March 03, 2012, 10:34:38 pm
living walls and cave moss are just rock types that dont leave waste stone to be dealt with, same for several others.

the rest are well, rocks. there is a magma-safe workshop just for making magma safe stuff, and ores can be examined with k-enter to tell you what they are for.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: SecondBreakfast on March 03, 2012, 10:43:35 pm
living walls and cave moss are just rock types that dont leave waste stone to be dealt with, same for several others.

I really wish there were fewer of these, to be honest. At the very least at material that forms whole layers (such as sandstone) should always drop rock. I've had to abandon forts due to no useable rock before the cavern layers. Even considering it from a realism point of view; I've lived in houses made of sandstone, half my home town is made of sandstone, why does it just puff into dust?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: JimmyBobJr on March 03, 2012, 10:46:37 pm
Hey, I just have another question about the latest version of the mod.

I am currently besieged by a Undead Drow army (60 Undead!) And they've been there for over a year and a half.

They wont go away, and its getting annoying, since i still don't have a anvil and the caverns aren't generating enough wood. Are they designed to hand around out there for massive amounts of time? Ive already had a smithy go insane due to a lack of a Workshop, and he managed to berserk and kill a child.

On another note, after finishing a random wooden amulet my fortress is having a population boom; 19 baby dwarves (In a fortress of only 40) have been born in the past three or so months alone. I cant go 2 minutes without getting a message that Urist McRandom Farmer has had a baby girl. Seriously.

Finally, the combat report is going mad with reports that every single dwarf or animal is "Now fully healed" or "Blessing" Something. It makes it nearly impossible to read proper combat reports under Pages upon pages of dwarves or kittens being "Fully Healed". Any reason that this is happening?

I still love this mod, it makes the game so much more awesome.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Meph on March 03, 2012, 11:20:33 pm
About the stones: Good solid rock to build with is hard to find. As it (in my opinion) should be. With simple materials on 75% is cave fungus... and for firesafe you have to go a few z-lvl deep, for magma safe a lot deeper. Once I had to dig 64 levels till I reached magma safe stone. This is an important feature of the mod and works exactly as intended.  I can make the 6 normal rocks optional, and probably add this option to the next upload, but living stone/cave fungus will stay. They are part of the core idea of removing clutter and helping FPS.

@jimmybobjr: 60 undead drow ? Ehm... wow ? I did not add drow to my zombie race, so these are DF generated, DF takes any intelligent race and makes undead versions of them... I think I have to nerf drows then, because they are seriously serious. Like sam serious stone. 

About the healing spam: I know about it, and already nerfed it a bit. Hope these damn healers spam around less now, but they still cant figure out who is healthy and who is injured. -.-

@FFLaguna: Yes, that is correct, but I did a lot of work on the next version already, and might upload it by tomorrow. (please dont crucify me if I dont)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Seraphyx on March 03, 2012, 11:24:17 pm
I am just... Overwhelmed by the different kinds of rocks and what the stones do and can be used for. I can't go and look them up on the wiki cause its just not there, where is all this information to inform me one whats what? What is this Slime that drops when you mine cavern fungi what is cavern fungi's use why is it there? Living Walls? What? HUH? Whats going on?!?!?

There's a file called "Masterwork Manual" that includes A LOT of information. You can also access that manual by opening the settings program (where you select all the options you want to include in the game), go to extras and click Manual.

That should help you out with 90% of the new things.

Finally, the combat report is going mad with reports that every single dwarf or animal is "Now fully healed" or "Blessing" Something. It makes it nearly impossible to read proper combat reports under Pages upon pages of dwarves or kittens being "Fully Healed". Any reason that this is happening?

I still love this mod, it makes the game so much more awesome.

Not sure about the other problems but it seems like you have a dwarf healer that's healing everyone lol. (I wonder if they can heal undead to life? Like opposite of necromancy. Probably not ;p) Maybe it also blessed your dwarves with extreme fertility and/or other things we shall not speak of.

--------------

I had an idea for adventure mode, if possible. I don't think there is any way to heal except over time, it would be good if there was a doctor in towns or if companions could learn those skills, or hell even have a healing spell if there isn't one. Just something to be able to somewhat recover from wounds after battles or heal your allies.

Another thing is to be able to equip your companions. I don't know if there's already a way to do this, if there is ignore this.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: moldisgold on March 03, 2012, 11:28:09 pm
1. anyone have any advice for turret placement? I kind of formed a perimeter around the surface to detect any thieves and ambushes, but after a werebadger caused a scorched earth situation I don't think I want my fire turrets up there anymore.

2. are the various dust/poisons permanent damage? My furnace operators are covering the place from coughing up blood. From their hospital screen it doesn't look like severe damage, but will they get better if I just give them a break for a season or two?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Meph on March 03, 2012, 11:38:22 pm
Fireturrets inside, behind fortifications, next to the entry tunnel
T= turret, F= fortifications, # = wall.

Code: [Select]
#############################

#################F##########
                #T#
                ###

I also added 2 more new things, both tested and work. Different leather armor, made from shell, scale and chitin. These all were standart leather, I fixed it, now they have specific materials again AND are stockpiled. :)

 - Fixed shell  tanning => now produces shell  plate
 - Fixed scale  tanning => now produces scale  plate
 - Fixed chitin tanning => now produces chitin plate
If you have better names for them, be my guest. Currently they are common/rare/exotic shell/scale/chitin plate

The other new thing: A ton of reactions now produce dust. Just harmless (or in some rare cases, near harmless) dust, for flavor. It creates the illusion of an animation. Hammering metals makes yellow sparks, burning stuff creates black smoke... and so on. Will make it optional I guess, since it only works with temperature on. Here the list:

 - Added violent reactions 2% to all new smelting/fuel needing reactions. (optional)
 - Added a variety of smoke effects to reactions:
    - Black smoke (harmless) for everything that uses fuel or has to do with burning. always.
    - Grey dust (harmless) for everyting that cuts/works with stones. always.
    - Yellow sparks (harmless) to the "hammer metal" reactions in the crucible. always.
    - Brown sawdust (harmless) for all timberyard reactions. always.
    - White alcohol vapors (dizzieness) for all alcohol related reactions. low chance.
    - Violet(miasma colored) stench (nausea) to tanning. low chance
    - Green bacteria dust (nausea, dizzieness, fever) to all reaction using raw food stuff. low chance.

EDIT: about the wiki: I am not working on the wiki, it is an unfinished community effort. Please check the manual first.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: JimmyBobJr on March 04, 2012, 12:29:01 am
Ive got a update on the "Randomly Healing Dwarves" thing.

I just found a Farmer who was blessed by a Hauler, right? Well, i checked his wound screen and found that he was "Numb".

Interesting.

I just through of a theory; Perhaps there is a syndrome in the fort that is constantly being repelled by the massive amounts of healing.

If i seperate one of the dwarves from the fortress, he cant heal, right?

Time for !!SCIENCE!!

EDIT: RESULTS!

I have found the source of the healing problem.

Upon searching some more of the reports menu, i found that one of the entrys - For that random hauler - and found that he was healing everyone else. Upon using the "K" function to examine the dwarf i found that, among loving Arsenic Fumes, she has "Learned in White Magic, This dwarf has mastered the skill to heal life!". What i find this means is that whenever she passes another entity - Be it a dog or a Dwarf - That entity is immediatly "Healed" For little reason. Im re-assigning this dwarf to medical care.

On another note, the Undead Siege is entering its third year.

EDIT 2:

-The Great Irony-

Well shit. Almost immediatly finding out about Urist McWhiteMage, a Giant mole enters the fort through the caverns. I immediatly sick my 10 wrestelers on the mole, only for two to immediatly die. Urist McWhiteMage/Medic runs over to help the wounded, only to immediatly die.

So, the random healing problem is fixed!

HURRAH!

Also, what the hell, my dwarf was killed leaving several pages of bone Amulets Idols and Hair bracelets and so on on the floor. Where did he get those? I dont have a bone carving industry.

I found out who those bone items belonged to; one of the other medics wounded in the mole chaos. Turns out, he has over fifty-five kills, most of which are giant animals (Kangaroos seem to be a favourite) And turkeys.

Huh.

Well, this dorf lost his right arm in the fighting, so no more slaughtering for him.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Thoth on March 04, 2012, 12:31:43 am
Enjoying the mod, good work, look forward to the next release, just trying to get to the 10 year mark on a 1.3 game atm.

As a random mention, the shortcut to the manual tries a modding df folder on my desktop i don't have and the start in is;
"C:\Dokumente und Einstellungen\Mephidross\Desktop\MODDING DF\MasterworkDwarfFortress\Content"
Maybe you could just use another bat file to link to it, something like:
Spoiler (click to show/hide)

Cheers
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Meph on March 04, 2012, 12:52:11 am
Yup, healing makes numb, since numbness gives temporary pain immunity. An added bonus for people passed out because of pain. And yes, if he has no targets, he wont spam around.

Quote
Also, what the hell, my dwarf was killed leaving several pages of bone Amulets Idols and Hair bracelets and so on on the floor. Where did he get those? I dont have a bone carving industry.
Migrants arrive with them. Too much jewerly = might be vampire btw.

@thoth: In a purely manly way: I love you. I did specificly ASK if this link works, and got no negative feedback, so I assumed the link works on every machine. That people dont have my folder structure is obvious but I thought it would recognize the subfolder. THANKS. Weird that about 2000 people downloaded it so far, and you are the first to mention it. Took me about 10 secs to add your bat file. Works. Beautiful. Will be added for the next release. :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: smakemupagus on March 04, 2012, 01:03:23 am
Weird that about 2000 people downloaded it so far, and you are the first to mention it.

Are you guys talking about the Manual link?  it already worked for me

edit:  Both the GUI and the folder link work.  This computer is Vista.  Wow, this might be the first thing that works better in Vista!  Thanks for the unique experience Meph :D
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Meph on March 04, 2012, 01:06:09 am
Yes. The one in the folder. The Button in the GUI should work regardless of any outside changes.

To avoid confusion: Which systems are you running (thoth and smakemupagus) Both Win7 ?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Nimrod on March 04, 2012, 01:14:26 am
. Weird that about 2000 people downloaded it so far, and you are the first to mention it. Took me about 10 secs to add your bat file. Works. Beautiful. Will be added for the next release. :)

I just wanted to give you the opportunity to find this yourself :)
(seems to work on german setting Desktop though)

One thing i found:
Tower shields. There are two kinds to select in the Equipment page, that look exactly the same. If i choose the first one, my dwarves wont equip ( I have traded and produced ones in my stocks) - the second (further down) seems to work though.

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: JimmyBobJr on March 04, 2012, 01:26:12 am
Quote
Also, what the hell, my dwarf was killed leaving several pages of bone Amulets Idols and Hair bracelets and so on on the floor. Where did he get those? I dont have a bone carving industry.
Migrants arrive with them. Too much jewerly = might be vampire btw.


Ah jeez. Great, that just what i need. Well, i hope he isnt a vampire, simply because hes had two children since arriving at the fort, and also arrived already married and with his father in tow.

But other than that, SUCCESS!
THE SIEGE IS OVER!

Some random ambushes occured with just "Zombie Humans" Elves and dwarves. The Zombie Drows and the newcomers immediatly fought it our, with the 20 or so Newcomers killing about 20 of the already present invaders.

However, the newcomers all died (re-died?) and the Drows decided that it might be a good idea to pack up and leave. Huzzah! Now the only problem is whether i should open the gate in the knowledge that the siege is over, or whether i should keep it shut in the knowledge that there might be more newcomers out there.

I need the wood, and the trade, and i cant get the wood out of the caverns anymore since theres a FB in there in the shape of a Scaled Earthwork that has nauseous fumes.

What do i dooooooooooooooooo.

On a unrelated note, the population boom seemes to have ended.

Edit: Scratch that, The boom is still happening. Litteraly the second i hit "Post" For this message, two girls were born.

I litteraly hit space to unpause and BANG! More baby dwarves.

EDIT2: Also, i found out that you can make stone anvils. Awesum.  >:(

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Thoth on March 04, 2012, 02:24:54 am
To avoid confusion: Which systems are you running (thoth and smakemupagus) Both Win7 ?

Win 7 x64 English UK, hh.exe is on every windows platform going back to at least xp afaik, so should be unaffected by odd file structures, language settings etc.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: UncleCern on March 04, 2012, 02:39:01 am
Something fishy going on with the hospitals. Instead of being hauled there my wounded end up in random beds/their rooms 95% of the time.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Nimrod on March 04, 2012, 03:25:14 am
Something fishy going on with the hospitals. Instead of being hauled there my wounded end up in random beds/their rooms 95% of the time.

[INORGANIC:SLADE] is [UNDIGGABLE] ... okay ... how am I supoosed to get it then? o.O?



Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Thoth on March 04, 2012, 04:22:04 am
Quote
@thoth: In a purely manly way: I love you. I did specificly ASK if this link works, and got no negative feedback, so I assumed the link works on every machine. That people dont have my folder structure is obvious but I thought it would recognize the subfolder. THANKS. Weird that about 2000 people downloaded it so far, and you are the first to mention it. Took me about 10 secs to add your bat file. Works. Beautiful. Will be added for the next release. :)

I have somewhat improved upon the previous bat after some head scratching, use this instead;
Spoiler (click to show/hide)
that'll do the same job but not leave the empty cmd window.

Cheers
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Iax on March 04, 2012, 04:22:55 am
Something fishy going on with the hospitals. Instead of being hauled there my wounded end up in random beds/their rooms 95% of the time.

[INORGANIC:SLADE] is [UNDIGGABLE] ... okay ... how am I supoosed to get it then? o.O?

There is a magma factory that turns a bunch of regular stone into one slade.

my problem is I think gypsum plaster is broken,  i have magma kiln and tons of yellow gypsum stones sitting around but It cancels on me, looking for gypsum stone.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Nimrod on March 04, 2012, 04:58:09 am
Something fishy going on with the hospitals. Instead of being hauled there my wounded end up in random beds/their rooms 95% of the time.

[INORGANIC:SLADE] is [UNDIGGABLE] ... okay ... how am I supoosed to get it then? o.O?

There is a magma factory that turns a bunch of regular stone into one slade.

my problem is I think gypsum plaster is broken,  i have magma kiln and tons of yellow gypsum stones sitting around but It cancels on me, looking for gypsum stone.

Slade, yes (to make heavy steel).
Slade BARS (powder first), no (for weapons).

So i guess i have to mine the stone to make the powder. The stuff that comes out of the factory cant be used for that.

EDIT: Also another question: Is it intentional that Heavy Steel doesnt have [ITEMS_ARMOR]? (so it can NOT be used for making armor)
Seems strange since even damast steel can be used for that...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: slay_mithos on March 04, 2012, 06:31:08 am
- Fixed shell  tanning => now produces shell  plate

Wait, tell me I misread this one...
I know most people have concerns about shells accumulating and not being of any use, but the tanning of shell (automatic by default) is a potential threat to any moody dwarf, particularily those that go into crafting.
Just lost my second to this.

If there is no way to get a shell "easily", please don't put the shell tanning into the automatic feature.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Fairin on March 04, 2012, 06:53:23 am
lately the worlds ive been genning (usually gaia, tried some islands. tried some volcanoes not done good/evils yet) make me a little unhappy with their depth to caverns

in vanilla its usually what . 10~15 before the first cavern. and so on, however in the games i play here it - can - be up to 100 Z-levels difference between cavern layers

in one map i decided i survived a good 4 years on mineing / woodcuting for coal.. time to actually smelt the 500 iron i got sitting around . need some magma.. start diggin down

0.o 250 z-levels later i locate magma

srsly? so i started checking my embarks - yep . every bloody one of them was 250+ to magma

while i apprechiate the -complexity- and spending about dunno.. 8 hours working on the advanced parameters - then looking on wiki then spending even more time on it.. still cant get over the extensive depths to the cavern layers. is there a workaround so i can get it to a more reasonable number.. , honestly i'd have plenty of fun with 50. hell even 30 would be interesting - to not have to deal with a volcano spanding 80 z-levels up 1 tile ramps at a time that my caravens / immigrants / invaders LOVE to come from. -- just for magma...

on a more fun note with bottom layer 100 and 5th layer at 100 i did get some extensive.. i mean bloody extensive candy veins before the hfs

-Fairin the not looking forward to making a 250 zlevel pumpstack, angreh at his sissy golems- Overlord
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: rohit507 on March 04, 2012, 07:44:18 am
@meph :

Pretty please can we have a bug fix release? and then you can take a month off to do !!SCIENCE!! or whatever you want :P
Specifically, golem fear, and druids arriving with the migrants.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: slay_mithos on March 04, 2012, 08:12:51 am
@Fairin
you can easily change this in the world parameters.
in the second-to-last page, there are 5 "layer #" with a number, basically, reduce the first two numbers to have the first cavern closer from the top, and reduce all to 5 2 1 2 1 to have vanilla default parameters.

I personally always up these numbers in vanilla so that I can have more vertical space to build at very top and very bottom layers, so I am content of the defaults here, but now you know how to change it to your liking too.

Be aware that even in vanilla, it does happen to see some 40 levels before first cave, it is still based on some random generation, nothing is really fixed values here.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Nimrod on March 04, 2012, 08:38:55 am
. Weird that about 2000 people downloaded it so far, and you are the first to mention it. Took me about 10 secs to add your bat file. Works. Beautiful. Will be added for the next release. :)

One thing i found:
Tower shields. There are two kinds to select in the Equipment page, that look exactly the same. If i choose the first one, my dwarves wont equip ( I have traded and produced ones in my stocks) - the second (further down) seems to work though.

I just checked the raw item_shield_masterwork.txt - there are two entries for tower shields:

ITEM_SHIELD_TOWER_SHIELD

and

ITEM_SHIELD_TOWER

both with different values, so i am not sure whats what... maybe have a look at it meph.

cheers
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Flobulon on March 04, 2012, 09:10:00 am
Question/suggestion for you Meph - I'm wondering what the motivation behind having different Guild-joining reactions require different labours is. I'm guessing it's so you can assign specific dwarves to join specific guilds - but couldn't this simply be achieved through the workshop profile? I just feel it adds an unnecessary complication, and would be easier to use if no specific labours were required.
Cheers!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Nexaduro on March 04, 2012, 09:51:15 am
I wish I didn't have to ask this here, but damned if I can find it elsewhere-

Having installed the .rar file, what the hell do I do with it?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Nimrod on March 04, 2012, 09:55:49 am
I wish I didn't have to ask this here, but damned if I can find it elsewhere-

Having installed the .rar file, what the hell do I do with it?

I am not sure if I understand your problem correctly, but Ill try to help ;)

After the download you have to unpack "Masterwork DF 1.4.1.rar" into the location of your choice (with unrar or another such program) and then simply start "Settings.exe".
Then you choose your prefered settings and strike the earth

Is that what you wanted to know?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Nexaduro on March 04, 2012, 10:00:00 am
Thanks, I thought I would need something like WinRAR.

Now I just need to figure out how the raws work, so I can do a bit of modding myself. =P
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: fungee on March 04, 2012, 10:02:04 am
This looks really nice. Now I just need to try it out...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: isitanos on March 04, 2012, 10:09:04 am
About the stones: Good solid rock to build with is hard to find. As it (in my opinion) should be. With simple materials on 75% is cave fungus... and for firesafe you have to go a few z-lvl deep, for magma safe a lot deeper. Once I had to dig 64 levels till I reached magma safe stone. This is an important feature of the mod and works exactly as intended.  I can make the 6 normal rocks optional, and probably add this option to the next upload, but living stone/cave fungus will stay. They are part of the core idea of removing clutter and helping FPS.
Honestly if I was you I wouldn't force living stone/cave fungus on people... Many find them disgusting or annoying, and they do generate a spam of useless cleaning jobs. How much FPS people get is their own problem, just make it optional with a warning in the tootip, I say.


The other new thing: A ton of reactions now produce dust.
Pretty cool. One interesting flavor thing would be to rarely (so it doesn't spam us) make dwarves who work in smoke or dust cough, or sneeze. But doesn't it go against your FPS-improving goals? The game has to process all those particles moving around.
Also, handling food making you sick doesn't make much sense to me. The ones getting sick from contaminated food should be the ones eating it... Do we need dwarven hygiene inspectors now who close down the kitchen if they see corkroaches :P ?


@meph :
Pretty please can we have a bug fix release? and then you can take a month off to do !!SCIENCE!! or whatever you want :P
Specifically, golem fear, and druids arriving with the migrants.

This.

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: slay_mithos on March 04, 2012, 10:46:26 am
"bug fix" is not going to happen, as there is also a new DF version to use anyway.

Apart from this, the releases here are set to "very often", meaning we get new versions of the mod every now and then, meaning we got one every two weeks approximately.

Every new release means that you have to start a new fort to use the newest version too, so more frequent would just hurt the interest over time.


I need to point out that, even if the mod was basically about making the game run at higher FPS without removing possibilities, it now adds quite a lot to the game, in pretty much every aspect, while still having less clutter than vanilla, thanks to common materials and other specific points.
Also dusts dissipate quite fast, so it is of no concern for FPS, decay and miasma producing much, much more "cloud" computing, and still not having much impact in the end.


As for fixing the druids, you can still remove them completely as a "fix"
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Morwaul on March 04, 2012, 11:03:41 am
Meph, I have to say I do not care for the Cave Fungus / Living Stone thing either. 

Every time I run into Cave Fungus I thing why cave fungus?  There is no cave here.  Why not use something that makes more since like sand.  Not only would it not cause clean up jobs but it could ad interesting locations for tree farms, etc. 

Living stone is cool.  I mean way cool.  It should be much rarer and much deeper.  It should also be usable/useful for something.  Maybe Mages could craft Golems out of  it without taking a life, or maybe it could spawn living stone monsters or something.  How about a chance that it absorbs the Miner mining it and turns him into an automation 25%/75% friendly/hostile or something.  (doubt this is possible but would be awesome)  Another idea would be to have Living Stone drop wood, plants, or meat when mined.  Guess it depends on what living stone is.  Is it stone that looks and feels like stone but is somehow alive, or maybe stone that is more like flesh that bleeds, or could it be stone that is like plant life (a mass of roots and foliage )(could you do root tentacles that grab miners and seek out anime dwarves)

Awesome Mod, Thank you for all your effort.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: MiamiBryce on March 04, 2012, 11:07:21 am
Meph, out of curiosity...why, after going through all the trouble to simplify so many things about the game, leather, wood, etc, did you add so many additional metals?  I mean...SIX new types of just steel (Meteoric, Damast, Heavy, Light, Fireproof, Stainless)?

Thanks
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Goncyn on March 04, 2012, 11:08:47 am
Found this typo while trying to figure out how to farm wood (NETER_CAP_SMALL):

Code: [Select]
[REACTION:NETHERWOOD_BARK]
[NAME:remove netherwood bark]
[BUILDING:TIMBERYARD:CUSTOM_E]
[REAGENT:A:1:WOOD:NO_SUBTYPE:PLANT_MAT:NETHERWOOD:WOOD]
[PRODUCT:100:1:SKIN_TANNED:NONE:INORGANIC:NETHER_WOOD][PRODUCT_DIMENSION:150]
[PRODUCT:100:1:SEEDS:NONE:PLANT_MAT:NETER_CAP_SMALL:SEED]
[SKILL:WOODCUTTING]
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: JimmyBobJr on March 04, 2012, 11:09:56 am
Quick question; are the "Blunt Stone Bolts" That you can make at the Stonecutters workshop bugged?

My marksdwarves refuse to pick them up.

Or am i missing something?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Nimrod on March 04, 2012, 11:16:56 am
Quick question; are the "Blunt Stone Bolts" That you can make at the Stonecutters workshop bugged?

My marksdwarves refuse to pick them up.

Or am i missing something?

They work just fine for me. I have designated them to the squad(s) with the Training only Flag.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Flobulon on March 04, 2012, 11:18:10 am
Meph, out of curiosity...why, after going through all the trouble to simplify so many things about the game, leather, wood, etc, did you add so many additional metals?  I mean...SIX new types of just steel (Meteoric, Damast, Heavy, Light, Fireproof, Stainless)?


I obviously don't speak for Meph here, but this is my understanding of the matter:
The new metals have a purpose - they are another (optional!) way to specialise your fortress and dwarves.
The leather/wood variations in the vanilla game are basically identical in all but name/appearance, and as such have no real purpose other than 'flavour'.
Hope this clears things up a bit.


Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Morwaul on March 04, 2012, 11:25:35 am
Meph, out of curiosity...why, after going through all the trouble to simplify so many things about the game, leather, wood, etc, did you add so many additional metals?  I mean...SIX new types of just steel (Meteoric, Damast, Heavy, Light, Fireproof, Stainless)?

Thanks

I like the addition of multiple types of Steel.  Usually I go straight for Steel for military production and never make anything else until I find the Candy.  Thus expanding Steel expands what I would actually use.  I think what Meph is trying to do is get rid of some of the stuff we never use (Tin, Zinc, Cobalt, etc) and expand upon what we do use (Steel *queue angel choir*).
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Meph on March 04, 2012, 11:29:19 am
@flobulon: Guildhall: Yes, that was my intention, but it does not work very well, but I already changed it to the teacher skill, so everyone can do workshop profiles on it now.

Quote
Is it intentional that Heavy Steel doesnt have [ITEMS_ARMOR]? (so it can NOT be used for making armor)
  Yep. Heavy means it weights more, and would be worse then normal steel for armor. Only use: Blunt weapons.

I will delete the double tower shields, good find.

About the living stone/fungus: It certainly helps FPS a ton, when I see that 75.000 stones are fungus on average. I can make them optional though. And since you guys asked (for the first time) I will. :)

The 6 new version of steel are:
Stainless: Alterante way of making steel without flux.
Meteoric: Rare to find surface almost-steel.

And now the 4 uprades that can only be made from steel:
Damast, Light, Heavy and Fireproof. This means that steel is not the best, and you have to decide to either have a light/fast squad, a damast/egded squad, a heavy/blunt squad or a fireproof/vs. dragons/hellfireturrets squad. This allows specialisation, since you can only pick one of 4, and dont end up giving everyone just steel all the time.

Stone bolts work. Check the military screen they should be there somewhere.

Typo in netherwood reaction is already fixed, but thanks for the heads up.

The flavor dusts from workshop do really not affect FPS, since they evaporate immediatly and leave no item the game needs to keep track of. And they will be optional, so yeah, no problem there.

Fixing Mages and fleeing Golems is the major problem right now. There seem to be only workarounds. I COULD make golems a dwarven caste, that would allow them to join the military and fight, but they also do labor then. And count as citizens. But if it is the only solution, why not.

Oh, and about the shells: You can fish or have a couple of turtle/cave tortoise pets around. I dont want to take the AUTOMATIC from the tanner, since skins rot otherwise.

PS: Things I will definetly do befor the next upload:
NEXT:
- Split turrets into 3 creatures with 2 castes, with the better ones having a low pop ratio.
- Add golems to dwarven race as caste, removing the adamantine version. sadly. (graphics ?)
- Raise the pop ratio of all other dwarves, to make golems/mages appear close to not at all.
- Add special secret feature (muhaha) as well, make 5 versions for now.
- Test slaves with hugos new setup.
- Make drow interactions have a higher cooldown time.
- Remove double tower shield.

GUI:
- Make the 8 dust rocks optional
- i need a new pet button
- drow on off button
- human/goblin/elf/kobold on/off (?)
- vanilla buildings new additions button
- leather upgrades button
- Dust effects optional

UPDATE MANUAL
- Fun.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Hugo_The_Dwarf on March 04, 2012, 12:33:53 pm

Fixing Mages and fleeing Golems is the major problem right now. There seem to be only workarounds. I COULD make golems a dwarven caste, that would allow them to join the military and fight, but they also do labor then. And count as citizens. But if it is the only solution, why not.

PS: Things I will definetly do befor the next upload:
NEXT:
- Split turrets into 3 creatures with 2 castes, with the better ones having a low pop ratio.
- Add golems to dwarven race as caste, removing the adamantine version. sadly. (graphics ?)
- Raise the pop ratio of all other dwarves, to make golems/mages appear close to not at all.
- Add special secret feature (muhaha) as well, make 5 versions for now.
- Test slaves with hugos new setup.
- Make drow interactions have a higher cooldown time.
- Remove double tower shield.

GUI:
- Make the 8 dust rocks optional
- i need a new pet button
- drow on off button
- human/goblin/elf/kobold on/off (?)
- vanilla buildings new additions button
- leather upgrades button
- Dust effects optional

UPDATE MANUAL
- Fun.
IN case you have to make golems a dwarven caste, to deter players from still using them for common labor, Make sure only combat skills can be raised and then any other labor cannot be learned and rusts quickly:
[SKILL_RATES:NONE:NONE:NONE:NONE] (ok I don't know how to make all skills rust super fast without forcing the combat skills to rust quickly as well)
[SKILL_LEARN_RATE:WRESTLING:100]
[SKILL_LEARN_RATE:DODGING:50]
[SKILL_LEARN_RATE:STANCE_STRIKE:100]
[SKILL_LEARN_RATE:GRASP_STRIKE:100]
[SKILL_LEARN_RATE:MELEE_COMBAT:100]

Shame there are only workarounds thus far, btw how is the tests with PET LABOR doing?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Flobulon on March 04, 2012, 12:35:05 pm
Here are a couple more info charts, this time for the Guildhall:

Spoiler (click to show/hide)
Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Torgan on March 04, 2012, 12:56:51 pm
Just another small bug, when you check the description of a dwarf the first line is often repeated. So 'He is skinny. He is skinny', although some of them are different 'He is muscular. He is wiry.'

Also just reclaimed my fort after a huge lasher goblin ambush of 70 odd goblins with beasts and they are all now friendly but that appears to be a vanilla bug according to the wiki. I guess that is hardcoded? At least it will be something to train my military on.

Oh and I was getting ambush messages from within the caverns even though I hadn't explored that area yet so not sure what was happening there (this was before the reclaim), there was a tribe of batmen around but they weren't friendly to me on the unit list.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Vhorthex on March 04, 2012, 01:01:13 pm
First off,

Kudos to anyone who had a hand in making this mod. I'm just surprised I hadn't noticed it before!

So, I had just a few quick questions about some of the settings that you can modify. Under the Races menu, does putting a Race to YES, mean that they will be more invasions of that specific race, or does it simply make it available in the world you create?

Meaning that if you create a world and that, let's say, Minotaur are flagged as NO. That means that no Minotaur will exist in the create world at all?

I was looking forward to playing this all weekend, but I catched some insane head cold, so my brain is not working properly, making DF sessions a little uncomfortable. :(

Thanks in advance!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Meph on March 04, 2012, 01:04:47 pm
The friendly invaders after reclaim are a vanilla bug. The ambush worked like this I suppose: You reached the trigger for the underground civ to attack, it send and ambush party that arrived in the caverns, the party bumped into a wild animal and is revelead.

I will check the double descriptions, might be the dwarf body + the dwarf caste that causes this in some dwarves.

@vhortex: Setting a race to NO deletes them completely. Not the creatures, but the civilizations. You can still encounter wild creatures of these kinds. Setting a race to YES adds them to the game, and they will attack/siege you. Creepers are an exception, they are just optional pets for invaders to bring.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Hugo_The_Dwarf on March 04, 2012, 01:07:00 pm
Oh and I was getting ambush messages from within the caverns even though I hadn't explored that area yet so not sure what was happening there (this was before the reclaim), there was a tribe of batmen around but they weren't friendly to me on the unit list.
That would be "Cavern" campers fighting "Cavern" ambushers. Since Cave Civs lack the "CAN_SPEAK" they are all at war with each other, and somehow "Camper" cave people seem to be their own little civ. So there will be "Batman" ambushers attacking the Campers. And if a camper kills a ambusher he/she will become friendly to your civ.

@Vhothex
Thank you, I'm kinda an on off helper for Meph depending on what SCIENCE or working on my mod.
But I'm not the only one :P I think this has to be the only mod I know that has had every major modder work on this, Thus the name "MASTERWORK" :P
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: UncleCern on March 04, 2012, 01:07:06 pm
Here are a couple more info charts, this time for the Guildhall:

Spoiler (click to show/hide)
Spoiler (click to show/hide)
Now this helps quite a lot. Though I still cant figure how to use the building. What labors are needed to be enabled for 1.4.1?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Flobulon on March 04, 2012, 01:11:19 pm
Now this helps quite a lot. Though I still cant figure how to use the building. What labors are needed to be enabled for 1.4.1?


In 1.4.1, they are:

Join the Legion - Siege Engineering (SIEGECRAFT)
Join the Smiths Guild - Armor Smithing (FORGE_ARMOR)
Join the Crafters Guild - Stonecrafting (STONECRAFT)
Enter a noble house - Diagnosis (DIAGNOSE)


edit: Oh, and I just realised I accidentally put 250 coins when I meant 500. Will fix and edit my initial post.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Morwaul on March 04, 2012, 01:42:04 pm
How about a Farmers Guild - Farming, Herbalist, Cooking, Brewing, Etc. or are these already contained in another guild?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Torgan on March 04, 2012, 01:45:00 pm
Thanks for the answers, sorry forgot to mention this other thing that I'm getting where there are gaps in the writing as below. I've turned off/on truetype with F12 but that didn't help. It's not really a big deal again, just makes seeing some prices a bit harder on the trading screen. I think when I was playing last night it seemed to get progressively worse the longer I played, by the end I would look at the military equip screen and most of the options in the rightmost column weren't visible.
Spoiler (click to show/hide)
Anyway don't meant to complain, Masterwork is great fun so far.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress -1.3 - Armored Pets, Farmable Trees, Runic Weapons
Post by: treskies on March 04, 2012, 01:50:06 pm
Mac user here.  I was wondering if there had been any updates on the settings app port?

@dix: Hell if I know. I cant test on MacOs, since I have no Mac. Ask kudakeru. ^^

Oh, uh, crap.  I'll be home in about three hours.  I kind of completely spaced the settings application.  I'll have to think about the best way to do that.  Dix, you were able to get the Masterwork version of DT to run in WINE?  I don't want to make it a requirement, but I'm probably going to have to work with Meph to merge code from his modifications with the OS X version of DT.  The settings app I'll just have to build an OS X equivalent for.  That'll actually be the easier part.

For now the OS X package runs with the default MasterworkDF settings.  Sorry about that, folks.  I put it together while on the bus on my way to work this morning.

I've switched to running Masterwork DF in Wine to get it all working, but so far the only functioning things are DF itself, DFHack (sort of), and Dwarf Therapist - the settings.exe wont work.

Truth be told, I was really interested in Masterwork DF more for the integration of all the add-on utilities, which to my knowledge hasn't been done for OSX ever.  The additional content is nice, but its hard to figure out all at once, and I'd rather turn off most of the new things.  If there's a way to do this independently of the settings executable, I'd appreciate the help.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: UncleCern on March 04, 2012, 02:15:37 pm
Thanks for the answers, sorry forgot to mention this other thing that I'm getting where there are gaps in the writing as below. I've turned off/on truetype with F12 but that didn't help. It's not really a big deal again, just makes seeing some prices a bit harder on the trading screen. I think when I was playing last night it seemed to get progressively worse the longer I played, by the end I would look at the military equip screen and most of the options in the rightmost column weren't visible.
Spoiler (click to show/hide)
Anyway don't meant to complain, Masterwork is great fun so far.

I have the same thing. Restarting DF fixes the issue for a while (not for long though). Also many thanks on that guildhall :]
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Buffbot on March 04, 2012, 02:50:09 pm
I have the same thing. Restarting DF fixes the issue for a while (not for long though). Also many thanks on that guildhall :]

My solution has just been to quickly hit F11 to switch to windowed mode then back to fullscreen.  Seems to clear it up completely, but it's just a temp fix obviously - it comes back shortly after.  Though it does allow me to get through a trade session without giving away something worth 6k by accident.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Meph on March 04, 2012, 02:54:21 pm
Turning Truetype Off doesnt help ? Thats new.

Apart from that: The mod is a wild mix of all kinds of modders. Mostly my stuff by now, even if I started with hugos/rephikuls help, and could use raws from deon/narhiril. Since this is my first mod I mostly did copy/paste in the beginning, but now I am quite good with making stuff myself. Lucas gave me the sourcecode for the LNP, so I build the settings.exe based on that.

About the MacOS: I wont work on that, but kodukeru wrote me about a possible Mac Settings.exe. I already sent him the source code. I could write a little readme about changing it manually, what do you want to remove/toggle ? It would be a long readme, for sure ^^

Next version will have an updated MacOS version as well.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: AndyDish on March 04, 2012, 03:27:43 pm
I cant seem to figure out how to get my dwarves to use the spear throwers. I have them assigned ammo and the throwers and I ordered them to attack across a river but they wont shoot. Any suggestions?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Ishar on March 04, 2012, 03:42:04 pm
The friendly invaders after reclaim are a vanilla bug.

I always though of that as a feature. Lightens up the mood.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: slay_mithos on March 04, 2012, 03:46:35 pm
Turning TrueType only helps with non TrueType, once we hit F12 again, it comes back.

Couldn't test it with a vanilla 34.03, so I don't know if it comes from there or not, but vanilla 34.04 definitely don't have this problem, or at least not in the many cases I encountered it in this version.

It could as well come from the fact that the police used is different, thus the spacing made by Toady ending getting in the way, but it becomes worse and worse as you go though menus, having more and more black squares in those, sometimes so much it becomes really hard to read.
I even once got confused thinking I was nearly out of drink (showed 10) when 1 had 1040, making me having troubles with putting animals in pens (not always shows if the animal is in a pen or not).

I didn't know about the F11 solution, might be a little better than quit and restart the game.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: afftor on March 04, 2012, 04:07:10 pm
I'm not sure about shell "feature". I mean fishing is quite complex depending on area and pets are not really good way to save up. Now you can't store shells untanned, because they rot improbably fast. Well i am actually not sure if moody dwarfs demand shells now. Why not make different kind of armour which would use vanilla shells?
Also I like farmer guild idea. Maybe doctor guild would be helpful too?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: slay_mithos on March 04, 2012, 04:19:13 pm
moody dwarves DO ask for shells, I am certain of it as the second one that asked for it, I used dfhack command to show the ingredients wanted, and it said "any shell".
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Torgan on March 04, 2012, 04:24:29 pm
The friendly invaders after reclaim are a vanilla bug.

I always though of that as a feature. Lightens up the mood.
itsatrap.jpg

Just killed a zombie goblin snatcher and all the 72 goblin lashers scattered around my fort just went hostile! Plus the female Rutherer that's been pumping out twins and triplets in the year since I reclaimed. Holy crap there's a page and a half of rutherer children. Ha, and a goblin ambush turns up at the same time. Bugger.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: bombzero on March 04, 2012, 04:29:03 pm
just a tip Meph, you are condemning moody dwarfs to death with your changes for shells, they a, rot. or b, get tanned into uselessness right?
unless you find a work around to allow your tanned shells to be used.

i would also like to point out that we have shell armor by default in DF i think.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Buffbot on March 04, 2012, 04:51:53 pm
Also I like farmer guild idea. Maybe doctor guild would be helpful too?

I wouldn't mind seeing a food production caste myself.  Though to get around bugging Meph for it, I just added the learn rate for growing to my hauler caste in the interim.  Adding a whole caste to cover farming doesn't look too hard, but I haven't taken the time yet.

Doctor skills are already covered by the noble caste, as they get a 250% learn rate to all social and medical skills.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: thetyler101 on March 04, 2012, 05:13:28 pm
My dwarfs have recently struck a large deposit of fine quality COLLAPSED!
(http://i1072.photobucket.com/albums/w373/Tyler_Neveau/collaps.png)

Not game breaking, but annoying. Looks like it's just regular old stone too.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Flobulon on March 04, 2012, 05:18:44 pm
My dwarfs have recently struck a large deposit of fine quality COLLAPSED!
(http://i1072.photobucket.com/albums/w373/Tyler_Neveau/collaps.png)

Not game breaking, but annoying. Looks like it's just regular old stone too.

The problem here is I'm not sure what the alternative would be - calling it "Collapsed Wall" would give you "Collapsed Wall Wall" and "Collapsed Wall Floor". I suppose Ruins might be better, or perhaps Ancient Brick/Flagstone?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Ishar on March 04, 2012, 05:33:40 pm
My dwarfs have recently struck a large deposit of fine quality COLLAPSED!
(http://i1072.photobucket.com/albums/w373/Tyler_Neveau/collaps.png)

Not game breaking, but annoying. Looks like it's just regular old stone too.

Cave-ins are now officially trade goods! It's craft material, right? Right?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: bombzero on March 04, 2012, 05:49:30 pm
collapsed is a container for the archaeology stuff. if you don't like it, disable the fossils.


also Meph, my butcher is currently butchering a goblin bowman, and the the meat was made into sausages....???!!! AWESOME!!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Meph on March 04, 2012, 05:50:44 pm
It does not exist in solid form after mining. Ruins I tried first, Ruins Wall, Ruins Floor... not much better. If anyone has a better name then "collaped" (collapsed wall/floor) I will add it.

And how come all of you think that shell rots ? It does not. Worst case is that you dont notice your tanner automatically tanning all your shells. I could add a reverse-engineering reaction, to make shell out of tanned shell/shell plate. I only condemn those moody dwarves to death if you tan all your shells, or dont keep a few lying around in animal form (turtle)   I mostly thought of it as another way to make backpacks/quivers, since you can make them from shell now.

The truetype errors must be a phoebus thing.

Farmers Guild I wont do, food is easy enough as it is. And historicly speaking: There was no farmers guild as far as I know. Smiths, Crafters, Builders, Masons and so forth, but farmers were too low in the social ladder.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: slay_mithos on March 04, 2012, 06:02:55 pm
crap, got my first time with a necromancer, and guess what?

He is a baby, and 8 members of his family came alongside with him in the last wave.

I have a secure-ish fort, but some badger fought an aligator at the start of the map, and now there are skeletal ones roaming the river side just outside my fort.

I guess I am glad I didn't enable my hunters now, but any suggestion on how not to make him destroy the whole fort before I can even try tu burrow him alone?
His mother is a legendary butcher, and I really don't want to loose her, not to a tantrum or by outright killing her.
Oh, yeah, one of his cousins came as a quite good warrior, and became militia captain, I don't want him to go against the whole world either as none of my other soldiers could stand their ground against him.

Edit:
TO add for the shell stuff, you could make shell shields, and it is almost one of the best shields in the game as it weights nearly nothing. By best, I mean, as a defense thing, not a weapon, because bone/shell shields sucks at attacks.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: bombzero on March 04, 2012, 06:03:43 pm
water pushes babies through fortifications, that is all.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: afftor on March 04, 2012, 06:05:58 pm
How about 'collapsed stone'? It's not really different but sounds better. Also collapsed structure possibly, but collapsed structure wall would be uncanny.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: bombzero on March 04, 2012, 06:07:22 pm
@poll, as i said tanning shells has annoying implications, i am strictly against it unless the new tanned shells can replace shells for moods.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Meph on March 04, 2012, 06:11:54 pm
Put butcher in military, station on menacing spike, hit once.  Btw we are talking about killing babies here, but then again he is a necromancer ^^

collapsed stone is good, gave me the idea of: collapsed brick. This sounds more like something manmade. collapesed brick wall/floor is ok as well.  Another option would be "rubble" but it does not quite sound right.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: slay_mithos on March 04, 2012, 06:35:22 pm
well, if he was at least a child, I would try to make use of him, effectively walling myself off and letting zombies roam as the ultimate defense, but an adult would be the best for this (can get food/drink for himself).
I think I will go for the pike solution, it might also level my doctor if the mother somehow gets struck.

In dwarf fortress, we don't talk about killing baby, we talk about how to do it in a way that will cause the least problem to the rest of the fort, shame that the cats' way is no good (atom smashing), it is no fun (or too much) when they rise again as ghosts.

EDIT:
training spike killed the baby (cutting it in two in the lower body...) and "only" cut open the right arm of the mother.
Neither she, nor any family member seem to really care about the death, they all remain green in therapist, so crisis adverted, thank for the tip Meph.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: mglarev on March 04, 2012, 06:41:58 pm
In my 34.03 game, Automatons and Frost Giants are immune to magma. Could be a bug. (Temperature is enabled, Goblins, Drows, Humans, etc. can easily killed with magma.)

Also (not a bug, but annoying) it is extremly hard to maintain a good relationship with other civilizations. Since ambushes with 20+ hostile creatures are coming the same seconds as the trading caravan, the trader dies quickly. Drows and humans are now sending attack forces instead.

Also, maybe interesting: I never got a baron or anything in ~7 years.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: SecondBreakfast on March 04, 2012, 07:12:38 pm
Put butcher in military, station on menacing spike, hit once.  Btw we are talking about killing babies here, but then again he is a necromancer ^^

collapsed stone is good, gave me the idea of: collapsed brick. This sounds more like something manmade. collapesed brick wall/floor is ok as well.  Another option would be "rubble" but it does not quite sound right.

Broken masonry? Shattered stonework? Buried ruins? Potsherds? Vast, non euclidean construction of soapy, greenish stone set at impossible angles of cyclopean dimensions?

I expect all of these to be in the next release. 

edit: ^^^ No Baron sounds odd, they definitely can be appointed though so if it's bugged it's specific.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: mglarev on March 04, 2012, 07:23:35 pm
The baron should appear after a while. The liaison normally approaches you about it. Does not happen to me.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Meph on March 04, 2012, 08:04:38 pm
Baron should work, I had reports about them. Never played a long game myself though, so cant be too sure.

Quote
Also (not a bug, but annoying) it is extremly hard to maintain a good relationship with other civilizations. Since ambushes with 20+ hostile creatures are coming the same seconds as the trading caravan, the trader dies quickly. Drows and humans are now sending attack forces instead.

This is an absolutely intended feature. Even the manual and the very first post here say: Protect your visitors, keep them happy. ;) Try more scouts, watchtowers, chained animals, or make only one 3 wide path to a map edge, the caravan will always spawn there then.

I finished with another feature, tested golem (they can now be drafted as militia captians) but even if I assign kill labors (they accept the order and walk towards the creature) they flee upon contact. Stupid golem. Gave them prone to rage for the next test run. -.-

The free turrets should be nerfed now, the good ones (slade, warpstone, hellfire) shouldnt arrive with migrants anymore. Necros and Holys are nerfed as well.

Testing is slow, I need about 1,5 ingame years to do one slave testrun, and then wait for drows as well.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: mglarev on March 04, 2012, 08:36:14 pm
Baron should work, I had reports about them. Never played a long game myself though, so cant be too sure.
Okay, I will test it again. Maybe the liaison gets always killed or something like that.

Quote
This is an absolutely intended feature. Even the manual and the very first post here say: Protect your visitors, keep them happy. ;) Try more scouts, watchtowers, chained animals, or make only one 3 wide path to a map edge, the caravan will always spawn there then.

Okay, see if it works.

Anything about the magma immune hostiles?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Seraphyx on March 04, 2012, 08:37:24 pm
Looking forward to the next update ;p

Also, I don't know if this is some sort of bug but on almost every single generated world with the custom ones included, I never found lignite, or coal, or any other similar fuel source. But when I gen a normal world I almost always find both types of fuel sources.

Any idea why this is?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Neyvn on March 04, 2012, 08:51:54 pm
What does Warpstone even do???
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: mglarev on March 04, 2012, 08:53:24 pm
Looking forward to the next update ;p

Also, I don't know if this is some sort of bug but on almost every single generated world with the custom ones included, I never found lignite, or coal, or any other similar fuel source. But when I gen a normal world I almost always find both types of fuel sources.

Any idea why this is?
I found lots of lignite and other fuels in the garden of gaia world.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Seraphyx on March 04, 2012, 09:07:33 pm
Looking forward to the next update ;p

Also, I don't know if this is some sort of bug but on almost every single generated world with the custom ones included, I never found lignite, or coal, or any other similar fuel source. But when I gen a normal world I almost always find both types of fuel sources.

Any idea why this is?
I found lots of lignite and other fuels in the garden of gaia world.

I usually use the "diverse" one. I'll try garden of gaia since I've only been embarking in good biomes lately anyway.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: slay_mithos on March 04, 2012, 09:09:26 pm
I got a nice way for caravans to have more chances to be safe:

Take an embark where a corner of your embark includes the corner of a river.
Even better if this corner is the only part of this river on the embark site.

It will leave you with a thin band of land in a corner of your map, barely enough to fit a wall, ramp or bridge.

Make this your only access to your depot, and place a turret/chained animal for extra safety.

Now, your caravans will only have two things to fear: archers that shoot as soon as they arrive on the map (you can't build a wall all the way to the edge), or enemies that spawn in that little corner too (quite unlikely, except for thiefs that will also try to choose an open way to your fort apparently.

Be careful about the rest of the map, and provide easy access points, because liaison officer tends not to spawn with the caravan, thus being in terrible danger in lands you nearly never even scout usually, that is if you wall yourself in.

Doing this, I managed to get both my fort and my caravans to survive after the first couple years, and I set up some air locks for the migrants in the access points to be sure not to take enemies in while migrants come.

The only problem left is the liaison, except when you can basically let your military roam freely on the map, you will always have trouble protecting them.

Hope it helps, and if someone has other tips like this, don't hesitate, it's always good to have a way to make some things safe in these worlds with so many civilisations out to kill us.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: G-Flex on March 04, 2012, 09:11:28 pm
Looking at the OP, it mentions "autistic dwarves". Looking at the raws to see how much of a horribly insensitive trainwreck it is, I noticed that there actually isn't any mention of autism at all; it seems like you're going more for savants, which is what it's called in the mod anyway. I would recommend not referring to them as "autistic"; being autistic and having savant syndrome are not the same thing.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Vhorthex on March 04, 2012, 10:33:28 pm
Looking forward to the next update ;p

Also, I don't know if this is some sort of bug but on almost every single generated world with the custom ones included, I never found lignite, or coal, or any other similar fuel source. But when I gen a normal world I almost always find both types of fuel sources.

Any idea why this is?

I think it's a random curse, I had the same issue a few times in past games. But started my first one with this version and boom, bituminous coal everywhere. :D
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Meph on March 04, 2012, 11:09:04 pm
Savants vs. autism: Well, the "savants" have slow learner for every other skill, so they are autists in a way. But I did not alter the social/speaking skills, that would mess them up too much, so I settled on savants.

The magma safe invaders: Frost Giants has melted/solidified. This is what I get when I put them in magma. They also drown, so no problem with them. Automatons are made a magma-proof metal and dont care about a little bit of molten rock, and since they dont breathe... just forget magma traps against them. Ice/Obsidian still works though.

Diverser World is the Garden of Gaia ;)

I am making slow progress. The golem can be drafted in the army now, as milita captians, but still flee, even when they have a kill order. -.-

Slaves work, you buy broodmothers, they breed you slaves. Takes 1-2 years for a fully working slave, but they have big litter sizes. Problem: Sometimes the game crashes when I view the description of the slaves. It is maddening, since I do brute force modding, pecking around in the dark, and have to wait 1-2 ingame years every time. But they do labor. :)

I will let the game run in the background and work on the GUI a bit, but a new download wont be ready today.

Changelog for my latest bit of work:
 - Worked on Turrets. Hellfire, Slade and Warpstone (the good ones) should not appear with free migrants anymore. Only 1 in 1000 should be a good version.
 - Renamed Zombie Thieves to [PROFESSION_NAME:THIEF:wanderer:wanderers] As in: A lone zombie wandered close to your fortress and was spotted, a good sign for coming hordes.
 - Added 6 secret additions. Collect them all. Check your gamelog, there might be a strange message once a month.
 - Changed living stone tile to avoid confusion with metals
 - Removed duplicate Tower Shield
 - Raised blob frequency from 20 to 40
 - Added a custom language for drow
 - Added custom profession names for slaves. Laborers: Enslaved "laborname" Fighters: "name" gladiator
 - Updated Therapist and Mouse Fortress to 34.04
 - Removed the tanning of shells. The people have spoken. :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: bombzero on March 04, 2012, 11:21:30 pm
sounds good, im sure you'll make the 'secret' dwarfs toggleable separately, but just reminding you to do so if you haven't. those might be too confusing for new players.

however im liking the number of inside stuff, keeps the fort fun.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Meph on March 04, 2012, 11:26:03 pm
Yes, they will be optional. And be quite, they should be a surprise ;) Even the Button will read: Secrets ON/OFF.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Buffbot on March 04, 2012, 11:37:34 pm
I like what I'm seeing for what's coming!

Back to the truetype issue, the only reason I'm personally putting up with it, is because using the default text I end up with icons replacing a number of letters for some reason.  I hadn't seen this happen since some of the .31 updates.  Not sure if its Phoebus thing.  I'm sure it'll get straightened out at some point.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: !!Urist Unfortune!! on March 05, 2012, 12:32:14 am
Keep up the good work!! oh and i would love to see an ascii version, i know youve already said this will be alot of work... but i have my fingers crossed
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Talanic on March 05, 2012, 01:01:28 am
For "Collapsed"...try "Ancient Rubble".  You have struck Ancient Rubble.  It's an Ancient Rubble Wall.  There is an engraved Ancient Rubble Floor.

I think that works.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Nimrod on March 05, 2012, 01:24:59 am
water pushes babies through fortifications, that is all.

That is so evil. (I almost spilled my coffee) :D
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: AndyDish on March 05, 2012, 01:27:04 am
Awesome Colbalt Statue
Spoiler (click to show/hide)
Awesome Artifact: Iriduim Demon
Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Nimrod on March 05, 2012, 01:31:19 am
I like what I'm seeing for what's coming!

Back to the truetype issue, the only reason I'm personally putting up with it, is because using the default text I end up with icons replacing a number of letters for some reason.  I hadn't seen this happen since some of the .31 updates.  Not sure if its Phoebus thing.  I'm sure it'll get straightened out at some point.

I have the black boxes over writing (true type off) problem you described earlier. True Type ON = no black boxes (but i dont like the font)
It does not seem happen in vanilla+Phoebus (but i will double check today).
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Fairin on March 05, 2012, 01:38:15 am
Looking at the OP, it mentions "autistic dwarves". Looking at the raws to see how much of a horribly insensitive trainwreck it is, I noticed that there actually isn't any mention of autism at all; it seems like you're going more for savants, which is what it's called in the mod anyway. I would recommend not referring to them as "autistic"; being autistic and having savant syndrome are not the same thing.

autisim is a broad spectrum term

i am considered an autistic savant (aspergers)

being a savant is Definitely under the umbrella of autism

@Fairin
you can easily change this in the world parameters.
in the second-to-last page, there are 5 "layer #" with a number, basically, reduce the first two numbers to have the first cavern closer from the top, and reduce all to 5 2 1 2 1 to have vanilla default parameters.

I personally always up these numbers in vanilla so that I can have more vertical space to build at very top and very bottom layers, so I am content of the defaults here, but now you know how to change it to your liking too.

Be aware that even in vanilla, it does happen to see some 40 levels before first cave, it is still based on some random generation, nothing is really fixed values here.

5 2 1 2 1 worked like a charm - 70 floors from 0 to magma - the lowest part of my map is the waterfall . and its 30 z-levels to magma, epic fortress incomming, beware my sissy golems!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: ItchyBeard on March 05, 2012, 01:39:53 am
It does not exist in solid form after mining. Ruins I tried first, Ruins Wall, Ruins Floor... not much better. If anyone has a better name then "collaped" (collapsed wall/floor) I will add it.

How about "debris"?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Mr. Palau on March 05, 2012, 02:15:40 am
What does Warpstone even do???
If you are familier with warhammer fanasty than warpstone is what makes up the ground near the poles of the world where demons and the warp have broken through. Warpstone carries a certain amount of chaos taint, originating in the warp. Warpstone also has magical properties, because it is form the poles and chaos that all magic in the world flows from. The chaos taint present in the warpstone will cause mutations over time, which is represnted in this game as full body rot. It is a doubled edged sword, as the skaven and other warhammer fanasty races know well.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Ashnal on March 05, 2012, 02:17:32 am
My vote is for "Collapsed Ruin"

You have struck Collapsed Ruin!
Collapsed Ruin Wall
Collapsed Ruin Floor

Or you could go Ruined Brick

You have struck Ruined Brick!
Ruined Brick Wall
Ruined Brick Floor

Basically <adjective> <noun>

Where <adjective> describes a broken down unmaintained condition and <noun> refers to something you can build with or a structure.

Oh and Meph, you could consider doing what is mentioned in this thread for improving adventure mode without much effect on fort mode.
http://www.bay12forums.com/smf/index.php?topic=103668.0
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Nice Save on March 05, 2012, 03:38:55 am
This is how I protect my merchants:

Code: [Select]
...▲...
0═════0
╦+++++╦
║+▼▼▼+║
║+++++║
║+++++║
╩+++++╩
That's a wall at the top and a raised bridge to either side. The single ramp lets me floor over the z-level above to keep out fliers, while the three ramps inside lead into my fort. I floor over the inside to keep trees from appearing inside.

I think I read that sieges only spawn where they can path to a dwarf, so don't make this the only open entrance (obviously it needs to be the only one wide enough for a caravan).

If you like to mod your raws to get multiple trade caravans in a season, make the whole thing much wider, or they might try and spawn on top of each other and crash the game.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: vorpal+5 on March 05, 2012, 04:20:11 am
I know there are difficulties in updating the mod, but is it possible to know if the mod can be out within one week? Just so I know if I wait, or start a new game. TIA  :D
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: sayke on March 05, 2012, 04:26:44 am
meph - i have to say that "rubble" instead of "collapsed" doesn't sound weird at all. "You have struck rubble", "Rubble wall", etc - all are perfectly fine, and would be a significant improvement over "collapsed", which is grammatically incorrect and sounds weird!

and the dust/smoke/etc effects sound fantastic! well done man =)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: FFLaguna on March 05, 2012, 04:54:28 am
I know there are difficulties in updating the mod, but is it possible to know if the mod can be out within one week? Just so I know if I wait, or start a new game. TIA  :D

I'm obnoxiously wondering the same thing.  ;D
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Demiurge on March 05, 2012, 05:21:49 am
Question: Is a single reaction for Mithril bars in the arc furnace supposed to produce 150 mithril?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Nimrod on March 05, 2012, 05:29:04 am
Question: Is a single reaction for Mithril bars in the arc furnace supposed to produce 150 mithril?

Answer: No. But atm it is ;) (will be fixed - in this thread is a quickfix for the raw if i am not mistaken)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Demiurge on March 05, 2012, 05:31:15 am
How many is it supposed to produce? I'll fix it myself instead of digging through the thread :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: gzoker on March 05, 2012, 06:10:11 am
I don't know if it matters, or if i should even mention it here, but the Masterwork Manual.chm.lnk points to the wrong file.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: UncleCern on March 05, 2012, 06:11:44 am
@Meph - New bugs found while I am playing this fortress called Silverterror.

I have a steel robe from some random drow which is now claimed by a dwarf -> robes being claimed.

I got some x(Golden Exotic gloves)x (or something like that). This means clothes/armour like this degenerates like normal clothing used to (I think so at least).

Some difficulties with hospitals & burrows. I had to delete all burrows so my dwarves start hauling wounded comrades. (Might be hardcoded)

Pig tail oil production seems to produce to much coal I think. Too easy  :P

For the 6th year of this fortress this is all I have found. I'm back to reclaiming the surface from zombie infestation. (Underground tunnel network with airlocks is win - 2 caravans made it to the depot with no loses! Only 1 dwarf wounded and 3 idiot cats dead.) 8)

Cheers.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Hugo_The_Dwarf on March 05, 2012, 06:53:15 am
How many is it supposed to produce? I'll fix it myself instead of digging through the thread :)
In the smelter reactions there will be a REAGENT that will be lacking a PRODUCT_DIMENSION

and it will probally have this:
1:POWDER_MISC:NONE:....
or this:
1:BAR:NONE:....

change that "1" to "150" and that shall fix this issue
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Nimrod on March 05, 2012, 07:08:59 am
How many is it supposed to produce? I'll fix it myself instead of digging through the thread :)
In the smelter reactions there will be a REAGENT that will be lacking a PRODUCT_DIMENSION

and it will probally have this:
1:POWDER_MISC:NONE:....
or this:
1:BAR:NONE:....

change that "1" to "150" and that shall fix this issue

Actually these reactions are found in "reaction_masterwork"

Heres the code

--------
[REACTION:SMELT_MITHRIL]
   [NAME:make mithril bars]
[BUILDING:ARC_FURNACE:CUSTOM_SHIFT_M]
[BUILDING:MAGMA_ARC_FURNACE:CUSTOM_SHIFT_M]
   [REAGENT:ore powder:1:POWDER_MISC:NONE:NONE:NONE][REACTION_CLASS:MITHRIL]
   [REAGENT:ore container:1:NONE:NONE:NONE:NONE]
      [CONTAINS:ore powder]
      [PRESERVE_REAGENT]
      [DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
   [PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:MITHRIL][PRODUCT_DIMENSION:150]   !NOSMELTING!PRODUCT:2:1:BOULDER:NONE:INORGANIC:VIOLENT_REACTION]!NOSMELTING!PRODUCT_DIMENSION:150]
   [FUEL]
   [SKILL:SMELT]

--------

This is the line
[REAGENT:ore powder:1:POWDER_MISC:NONE:NONE:NONE][REACTION_CLASS:MITHRIL]
that needs to be changed to
[REAGENT:ore powder:150:POWDER_MISC:NONE:NONE:NONE][REACTION_CLASS:MITHRIL]

if I am not mistaken (same goes for cobalt, wolfram, etc)

or set it to 15 to cheat just a little :D

cheers

P.S: If i am wrong, please correct me ;)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Goncyn on March 05, 2012, 07:42:15 am
Am I right that all these random "YESBLAH" and etc. in the masterwork raws outside the tags are markers for the GUI to change settings?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Fairin on March 05, 2012, 07:55:06 am
arrrgh - had a mood that needed a silk, so what do i do? obviously i open the caverns with and escourt someone to get a few threads

ive done this before tons of times. love romping through the caverns, rediclious xp on the military - only had a squad of 5 for this outing, only 40 dwarves in fortress.

its year 2 1/2 - autumn fended off 4 seiges of beakwolves already with hellarious after effects. was in the middle of making my lamenlar leather padding

anyway. open up the cavern. send someone to get silk keeping an eye on him with my squad

AMBUSH!! troglodytes. armed with something like - deamon bone meteor hammers, or blood steel warhammers ..

check the log. its only 16 vs my 5 dwarves. no problem for my boys

AMBUSH! AMBUSH AMBUSH! .. 61 vs my 5..

seriously? FML

each one is armed with a -better than steel- hammer or 2handed maul.. you know the armor punching kind of mauls...

didnt even get a chance to wall off the damned entrance, what a sucktastic end to a week long fort

yey for the die command and reloading the last season save. it cant end like that. im not done building magma land mines for grins ><
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: slay_mithos on March 05, 2012, 08:11:12 am
The shells are definitely odd.

they are recognized by mood (yeah, first moody asking for them that didn't die), but are not stored correctly in stockpiles.
My refuse area, outdoor for corpses and vermin, only accept the rotting stuff (corpses, body parts and Item Types), the latest being rotten food and all the stuff you really don't want inside basically.
Then, and indoor refuse (in fact, many, but let's make it simple) accepting skulls, bones, shells, teeth, horns/hooves and hair/wool.

Could you explain me why they put the shells in the outdoor refuse?
My guess is thay lack a tag the vanilla ones have, thus being considered as body parts and not shells.

I did test it in vanilla, and it works as intended, so it is definitely yours that have this problem.
Not sure if you fixed this along with the other shell related stuff you did, but I wanted to write it down as I didn't read it previously.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Demiurge on March 05, 2012, 08:16:11 am
Hm I can't make pig iron or steel. I have tons of iron (not coarse), tons coal fuel and marble but the reaction doesn't work. What gives?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: FFLaguna on March 05, 2012, 08:53:23 am
@Meph - If I missed this in the upcoming changes, whoops in advance. Please see about giving us an option to disable necromancers coming to fortress mode. The corpses they raise don't attack my dorfs, but my military dorfs rush to attack the corpses.

What's worse, sometimes when a necromancer dies and their body cannot be located, you get a ghost necromancer who runs around reviving everything he can find. Sometimes he sits their reviving the same corpse over and over and over while your armored mastiffs kill it over and over and over. I've actually put my current fortress on hold because of this issue. Thanks. :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Nimrod on March 05, 2012, 08:58:19 am
@Meph - If I missed this in the upcoming changes, whoops in advance. Please see about giving us an option to disable necromancers coming to fortress mode. The corpses they raise don't attack my dorfs, but my military dorfs rush to attack the corpses.

What's worse, sometimes when a necromancer dies and their body cannot be located, you get a ghost necromancer who runs around reviving everything he can find. Sometimes he sits their reviving the same corpse over and over and over while your armored mastiffs kill it over and over and over. I've actually put my current fortress on hold because of this issue. Thanks. :)

I read it will be an on/off option called "Secrets"
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: mglarev on March 05, 2012, 09:35:37 am
The magma safe invaders: Frost Giants has melted/solidified. This is what I get when I put them in magma. They also drown, so no problem with them. Automatons are made a magma-proof metal and dont care about a little bit of molten rock, and since they dont breathe... just forget magma traps against them. Ice/Obsidian still works though.

Diverser World is the Garden of Gaia ;)

Maybe it is my not-so-good english (my native language is german), but I can not make sense of this. Are Frost Giants supposed to be magma-immune or not? The help file says:
Quote
- If anything else fails: KILL IT WITH FIRE!

Also I like to mention: While I criticize, this is still a mod that makes the game much better.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Torgan on March 05, 2012, 10:55:36 am
Hm I can't make pig iron or steel. I have tons of iron (not coarse), tons coal fuel and marble but the reaction doesn't work. What gives?
Not sure about your specific problem but I find it easier to make steel using the (magma) blast furnace. The furnace operator gathers enough flux, coal and an iron ore and makes 6 bars at a time. It's also a lot faster for making coal as well.  Flobulon posted an image for how it works a few days ago I think.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: slay_mithos on March 05, 2012, 11:18:52 am
By any chance, does the mod modify the fluidity of Magma?
Or maybe it's Vanilla, but the magma from the pipe went nearly as fast as river water to fill the tank I made for it, and I didn't have the time to close the floodgate.
Magma industry under tons of magma now, ok, time for the "die" command again I guess...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Hugo_The_Dwarf on March 05, 2012, 11:20:29 am
By any chance, does the mod modify the fluidity of Magma?
Or maybe it's Vanilla, but the magma from the pipe went nearly as fast as river water to fill the tank I made for it, and I didn't have the time to close the floodgate.
Magma industry under tons of magma now, ok, time for the "die" command again I guess...
Screw pumps presserize magma

EDIT:
I probally misread that wrong, and baddly
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Meph on March 05, 2012, 12:00:25 pm
@mglarev: Was ich sagen wollte ist, dass Eisriesen schmilzen oder, da sie wasser als Leiche dalassen, direkt in Obsidian eingeschweißt werden. Eisriesen sterben also in Magma. Automatons nicht, die sind feuerfest ;)

@goncyn: Yes, they are markers for the GUI

@the rest: Cant mod fluids... so no different magma. Otherwise I would have added oil a long time ago.

Trogs shouldnt have such epic stuff, but they take random metals. Was probably just bad luck, i had one with a slade hammer once. But then again they also show up with rusty iron sometimes.

Shells are a bodypart and are stockpiled in the refuse.

Necros and Healers are nerfed for the next release, so no worries. The Secret thing will be about something else though... *dramatic-thunder-in-background* It will make the game harder, to say the least. (optional)

My progress:
Golems fight.
Slaves work.
No crashes.
Robes/exoticGloves/exoticBoots are fixed, they shouldnt have wear now. (no XxclothxX)

Added options to the GUI:
Elves, Humans and Drow can be toggled.
Dust effects
Vaporstones (the 6 stones and living/fungus) is optional now.
Added 8 buttons for the 8 vanilla buildings with new reactions. These reactions are optional now as well.

I now have to do some more testing with different GUI settings and eliminate error logs, and I have a little more work to do on the tradegoods of the drow. They dont bring slaves, except when dwarves also bring slaves. Difficult to seperate it. Testing, yet again, is slow, need to wait for the drow.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: mglarev on March 05, 2012, 12:06:29 pm
@mglarev: Was ich sagen wollte ist, dass Eisriesen schmilzen oder, da sie wasser als Leiche dalassen, direkt in Obsidian eingeschweißt werden. Eisriesen sterben also in Magma. Automatons nicht, die sind feuerfest ;)

Ah. Okay. Bei mir gestern sind sie nicht gestorben (Eisriesen). Ich habe sie mit DFHack probeweise in der Lava versenkt. Sie meiden sie zwar, aber bleiben definitiv am Leben. Ich teste das aber nochmal.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Meph on March 05, 2012, 12:15:00 pm
Ich habs nur in der Arena getested, da funktionierts auf jeden fall, dauert aber was. Ansonsten haben die auch den "drowning" tag, also wenn du die in magma versenkst dann ertrinken die zumindest.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Vhorthex on March 05, 2012, 12:29:13 pm
Hello everyone!

I'm new to using Masterworks, so perhaps this is a very noobish question. But I seem to be having issues with my smelter. I have plenty of coke, bitumous coal and even a few pieces of charcoal. But all my smelting options are red. Is it that you can't use coke in smelters?

I tried looking in the manual but didn't see anything about this.

Thanks in advance!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Ranik on March 05, 2012, 12:36:33 pm
Hello everyone!

I'm new to using Masterworks, so perhaps this is a very noobish question. But I seem to be having issues with my smelter. I have plenty of coke, bitumous coal and even a few pieces of charcoal. But all my smelting options are red. Is it that you can't use coke in smelters?

I tried looking in the manual but didn't see anything about this.

Thanks in advance!

You do have metal ore right?  :P
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Vhorthex on March 05, 2012, 12:38:22 pm
Hello everyone!

I'm new to using Masterworks, so perhaps this is a very noobish question. But I seem to be having issues with my smelter. I have plenty of coke, bitumous coal and even a few pieces of charcoal. But all my smelting options are red. Is it that you can't use coke in smelters?

I tried looking in the manual but didn't see anything about this.

Thanks in advance!

You do have metal ore right?  :P

Hehe, yes I do. I even have left over bituminous coal left that I could turn into coke, but that option is "red" too. I'm leaning towards tearing it down and building it again?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Meph on March 05, 2012, 12:38:22 pm
I have a test fortress running just now, smelting works fine. Besides that, I dont even have access to most of the smelting reactions, so I cant mod them anyway.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Meph on March 05, 2012, 12:42:28 pm
Aha, you have coal, but no coke. Build a woodburner and make one unit of coke, then start making coke from the coal. You cant use coal before you refine it. (But this is standard DF procedure, nothing I did mod)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Vhorthex on March 05, 2012, 12:46:53 pm
Aha, you have coal, but no coke. Build a woodburner and make one unit of coke, then start making coke from the coal. You cant use coal before you refine it. (But this is standard DF procedure, nothing I did mod)

I didn't express myself properly, I do have coke. Plenty of it. 2 bins full, stored right underneath the smelter (1 z level below it). At this point I have several pieces of Tetrahedrite available, pieces of coke, bitimunous coal, even 2 pieces of charcal left over from the wood burning furnace (so I could start making coke). And now no idea why but all the actions are red. :/ I even tore down the smelter, and built a new one. It's made of granite (is that bad?)

I didn't want to blame the mod, I'm just wondering if anybody would know if I could have done something wrong? :(

Thanks in advance!

EDIT: Ahhh, ok... I tried putting my smelter on the same Z level as my coke/fule/minerals, and now it's working. Is it maybe a bug in the core game then?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Flobulon on March 05, 2012, 01:09:31 pm
EDIT: Ahhh, ok... I tried putting my smelter on the same Z level as my coke/fule/minerals, and now it's working. Is it maybe a bug in the core game then?

Very odd. That would suggest your smelter didn't have access to the coke/flux/ore. Glad you got it working though.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Vhorthex on March 05, 2012, 01:12:10 pm
EDIT: Ahhh, ok... I tried putting my smelter on the same Z level as my coke/fule/minerals, and now it's working. Is it maybe a bug in the core game then?

Very odd. That would suggest your smelter didn't have access to the coke/flux/ore. Glad you got it working though.

I do have a bit of an odd setup. My workshop areas are 11X11, and I put an equivalent 11X11 underneath it, and there are 4 stair cases leading to it. Maybe it's because it was nearly on top of it maybe? Anyways, it's working! :D

Also, I did the test and put just a single bin of coke on the same floor as my previous smelter, and right after the bin was dropped, it suddenly gained access to all the smelting options for the ores I had. So it seems like it's maybe only fuel that isn't properly detected across Z levels?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Meph on March 05, 2012, 01:19:31 pm
Everything is setup, just testing a lot. (for a change, so you guys wont need to download a bugfix after 2 days :P )

So I guess this evening I will upload the next version. Mostly drow traders not selling slaves is the problem. Rest is done.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Nimrod on March 05, 2012, 01:34:57 pm
EDIT: Ahhh, ok... I tried putting my smelter on the same Z level as my coke/fule/minerals, and now it's working. Is it maybe a bug in the core game then?

Very odd. That would suggest your smelter didn't have access to the coke/flux/ore. Glad you got it working though.

I do have a bit of an odd setup. My workshop areas are 11X11, and I put an equivalent 11X11 underneath it, and there are 4 stair cases leading to it. Maybe it's because it was nearly on top of it maybe? Anyways, it's working! :D

Also, I did the test and put just a single bin of coke on the same floor as my previous smelter, and right after the bin was dropped, it suddenly gained access to all the smelting options for the ores I had. So it seems like it's maybe only fuel that isn't properly detected across Z levels?

Any burrows set up? Those can get in the way ...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Zeebie on March 05, 2012, 02:14:38 pm
EDIT: Ahhh, ok... I tried putting my smelter on the same Z level as my coke/fule/minerals, and now it's working. Is it maybe a bug in the core game then?

Very odd. That would suggest your smelter didn't have access to the coke/flux/ore. Glad you got it working though.

I do have a bit of an odd setup. My workshop areas are 11X11, and I put an equivalent 11X11 underneath it, and there are 4 stair cases leading to it. Maybe it's because it was nearly on top of it maybe? Anyways, it's working! :D

Also, I did the test and put just a single bin of coke on the same floor as my previous smelter, and right after the bin was dropped, it suddenly gained access to all the smelting options for the ores I had. So it seems like it's maybe only fuel that isn't properly detected across Z levels?

Any burrows set up? Those can get in the way ...

I've had similar problems with MasterWork buildings - if the materials aren't on the same z-level, the workshop won't allow the order to be given directly. BUT - if I do it through the manager, it works fine.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: slay_mithos on March 05, 2012, 02:47:54 pm
strange, I am sure my gem workshop has no problem with cut gems above it, and my smelter shows everything he can possibly do with no ore or fuel on the same level. It's a magma one though.

I have a little problem, now that I got my starting forge running out of magma (copper tool for everyone), the dwarven caravan didn't show up after the first year, the human and drows never showed up after 6 years and massive wealth.
The drows, I am not sure they are still alive, because they didn't show up at embark, but both human and dwarven civilisations were present and at peace.
I can't make some of the special magma buildings because they require blueprints (from dwarves and humans).
Is there any way to force them to come and/or to cheat to be able to build it if they never come?

It's the first time a fortress of mine come that far with this mod, so I would like to explore all the high end stuff while I am at it.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Flobulon on March 05, 2012, 03:09:26 pm
On a somewhat relevant note slay's post above:
It's always a good idea to check the legends after genning a world to make sure certain civilisations are still alive, especially in Masterwork where the added races make the situation a lot more volatile.
I would very highly recommend the Legends Viewer (http://www.bay12forums.com/smf/index.php?topic=7) for this, in particular because of the feature which allows you to view all existing civilisations overlayed on the world map, and their respective populations. Perhaps Meph could bundle it with the mod, but in any case I find it absolutely invaluable when genning new worlds to play in.

(Unrelated) Edit: Meph, couldn't find anything in the changelogs, but just in case - do you know if there have been any changes to dwarf castes since 1.4 (including in the newest unreleased version)? Specifically in regards to skill rates. Just working to get an info chart on castes together, thought I'd better check. Want to make sure my info isn't outdated  :)

Cheers
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Bodyless on March 05, 2012, 03:30:09 pm
I didnt check all posts but incase you missed it: the magma furnace produces 150 out of one powder bag.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Zeebie on March 05, 2012, 03:37:59 pm
Everything is setup, just testing a lot. (for a change, so you guys wont need to download a bugfix after 2 days :P )

So I guess this evening I will upload the next version. Mostly drow traders not selling slaves is the problem. Rest is done.

Great! Did you figure out hoe to fix the golems?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: slay_mithos on March 05, 2012, 03:47:31 pm
well, my fort has 95 dwarves (nearly half babies or children...) and the civilisation is said to 205 dwarves, and it seems I have most of the dogs, cows and sheeps, but not the decoys and turrets.

The human civ counts 66 human and nearly the same number between horses and donkeys.

The only thing is they both are located in the far north while I am nearly at the south, but I don't remember this being a possible implication.

I guess I will have to restart a fort, but this one had started so well that it is harsh to abandon it like that.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Meph on March 05, 2012, 04:09:44 pm
If anyone can figure out why the civs die that easily I could tweak it. IF it's just the fact that they lose wars against Giants/Automatons then it's fixable.

@flobulon: The castes did change, since I had to tweak the pop-ratio to avoid necros/healer turning up. I can sent you the new file in a PM, or you wait a few hours
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Flobulon on March 05, 2012, 04:13:25 pm
I'm happy to wait, if it's the only the pop ratios then I'll work with what I've got right now. Thanks!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: UncleCern on March 05, 2012, 04:15:28 pm
ETA on the update/new version? (I have accidentially the circus and I need a new fort, eh...)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: mglarev on March 05, 2012, 04:36:43 pm
The value of the rock tip bolts is too high. A single stack of 50 is worth 500 or so. It can easily get much more.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Flobulon on March 05, 2012, 04:43:31 pm
Meph, on the topic of savants - is the [SLOW_LEARNER] overridden by SKILL_LEARN_RATE tokens? I can't figure out whether stone savants for example have a higher than average learning rate for masonry etc. because of [SKILL_LEARN_RATE:STONECRAFT:150] or if the [SLOW_LEARNER] halves this to 75, i.e less than average.
Cheers
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Ishar on March 05, 2012, 04:49:07 pm
If anyone can figure out why the civs die that easily I could tweak it. IF it's just the fact that they lose wars against Giants/Automatons then it's fixable.

I don't have proof, but it's a possibility that the huge number of monsters and forgotten beasts that you added may be too much for them. Or it's just that there are too many of them for a small world: since the world is much more crowded than in vanilla, they have more encounters with each other, and more of these develop into wars, and more of these wars end with one of them going extinct.

I don't have anything to back me up but common sense (no real testing or special knowledge of game mechanics), so I may be totally wrong about this.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Meph on March 05, 2012, 04:53:51 pm
Well, I was hoping more for solid science ;)

The savants have 150% learn rate for the skills I added, and slow learner for the rest. Default is 100% I think, but I dont know if you can find out how slow slow-learner is in detail.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: slay_mithos on March 05, 2012, 05:02:07 pm
quick update, the dwarves just showed up (at the very same place as an ambush of warlocks, so they flew, but the liaison managed to get to my fort, I can now ask for them...

... Wait, they don't have any blueprint in what I can ask.
Ok, now we'll wait 10 years for the human civilisation to show up I guess.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Meph on March 05, 2012, 05:11:24 pm
Good that I anticipated that problem and added a failsafe:
Humans trade blueprints.
If humans are extinct, drow also trade blueprints.
If drow are extinct (really?), you can make them yourself. Yes, you can.

Build a Tech Research Lab and give the blueprint reactions a go :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: bombzero on March 05, 2012, 05:21:13 pm
hey Meph, on the topic of worldgen.

the 'rampages' of megabeasts and titans kill off historical figures only, if all the historical figs in a civ die, it is unable to visit you in some cases. may be causing the issue. however on the other hand its quite nice to fight a couple of thunder birds/cyclops/etc every single fort, without depopulating the world.


and on the topic of shells, i do believe the majority of no votes were due to implications that they were unusable for moods, if they can be made useable in the stead of shells i think that could be ok, but it would require some interesting tag edits more than likely.

new version sounds nice, remember to include the various fixes people have posted. (i know, just that i have seen modders forget to do this before. :) )
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Meph on March 05, 2012, 05:30:45 pm
Yeah, I dont want to lower the megabeast amount any more. They are fun and should be.

Shell tag to tanned_shell does not work, already tested. Like I said, I removed it, no tanning of shells. Scales and Chitin also works, and a new addition: Drakescales, bronze-grade, you get them from shearing drakes. The reptiles, not the birds ;)

And I did add all the fixes posted by people, that is the sole reason I make everything puplic here ;)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: UncleCern on March 05, 2012, 05:34:11 pm
Yeah, I dont want to lower the megabeast amount any more. They are fun and should be.

Shell tag to tanned_shell does not work, already tested. Like I said, I removed it, no tanning of shells. Scales and Chitin also works, and a new addition: Drakescales, bronze-grade, you get them from shearing drakes. The reptiles, not the birds ;)

And I did add all the fixes posted by people, that is the sole reason I make everything puplic here ;)

Technical question - is such shearing lethal to the subject? I think it should be 8)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: G-Flex on March 05, 2012, 05:40:03 pm
Yeah, I dont want to lower the megabeast amount any more. They are fun and should be.

Shell tag to tanned_shell does not work, already tested. Like I said, I removed it, no tanning of shells. Scales and Chitin also works, and a new addition: Drakescales, bronze-grade, you get them from shearing drakes. The reptiles, not the birds ;)

And I did add all the fixes posted by people, that is the sole reason I make everything puplic here ;)

Out of curiosity, and since I'm not about to scan so many pages of posts: What's up with this subject of shell-tanning? That concept confuses the hell out of me.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Thoth on March 05, 2012, 05:56:15 pm
Hey Meph,
How about Archae or a variant, http://www.merriam-webster.com/dictionary/archae- (http://www.merriam-webster.com/dictionary/archae-), well it'd have my vote anyway since the meaning is ancient / beginning.
Did you see my one line improvement on the batch file for the manual?
Oh and 1 other thing i noticed common skin is listed under cheeses on the trade screen.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Meph on March 05, 2012, 06:04:23 pm
common skin cheese is from mod 1.3 as far as I now. is long fixed.

Shell tanning would be the same as scale and chitin: You take the raw material, and make a item-grade material out of it, for example for quivers, backpacks or armor. But since people want the shell for moods, I did not include it. Otherwise you could wear Shell backpacks ;)

1.5 is done btw. Uploading... very... slowly....
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Ranik on March 05, 2012, 06:05:48 pm
common skin cheese is from mod 1.3 as far as I now. is long fixed.

Shell tanning would be the same as scale and chitin: You take the raw material, and make a item-grade material out of it, for example for quivers, backpacks or armor. But since people want the shell for moods, I did not include it. Otherwise you could wear Shell backpacks ;)

1.5 is done btw. Uploading... very... slowly....

This pleases me..... :o
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: mglarev on March 05, 2012, 06:11:55 pm
Armok is pleased! No save game compatibility, I guess?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Seraphyx on March 05, 2012, 06:15:02 pm
Armok is pleased! No save game compatibility, I guess?

Unlikely. Meph said earlier that the only way to "update" is delete your current Masterwork folder/files and redownload the new version.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Nighthawk on March 05, 2012, 06:17:58 pm
Can I still add modded workshops into the game if I'm using this launcher?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Meph on March 05, 2012, 06:21:16 pm
Reconnect at 39,9% Trying again...

Not a chance for save compability, not after you see the 12 new options in the GUI ;)

Shearing is NOT lethal, thats the point. You could also just butcher the drake and get the scales, once. Hope no one gets confused with drake (small reptile dragon thingy) and drake (male bird thingy pet) Should be obvious, the prices are slightly different ;)

@nighthawk: Sure you can.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: mglarev on March 05, 2012, 06:26:06 pm
What type of internet connection from hell do you have? :)
Perhaps just upload it to a public bittorrent tracker?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Meph on March 05, 2012, 06:27:03 pm
>>> NEW DOWNLOAD <<< (http://dffd.wimbli.com/file.php?id=5315)

List of changes:
 - 12 new GUI options
 - Drow should sell slaves
 - Golems fixed
 - 6 Secret creatures. Turn the SECRET Setting to OFF if you are a new player.
 - Nerfed necros/healer/drow interactions
 - Fixed all reported bugs
 - New reactions for a lot of the vanilla buildings
 - New reactions for blast furnace, crucible and loading stations
 - Zombie bites might turn people into zombies
 - Custom Truetype Font. Toggle Truetype with F12.

Full Changelog:
Spoiler (click to show/hide)

PS: @mglarev: I am in colombia, travelling. hostel wifi.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: slay_mithos on March 05, 2012, 06:44:28 pm
Good that I anticipated that problem and added a failsafe:
Humans trade blueprints.
If humans are extinct, drow also trade blueprints.
If drow are extinct (really?), you can make them yourself. Yes, you can.

Build a Tech Research Lab and give the blueprint reactions a go :)

I think my drows never existed in the first place.
In their stead, there are two elven civilisations, and a couple of invaders also got two spots.

If you know a way to weight a civilisation more than an other, maybe put a little more weight on the "friendly" to make sure they get a spot.
It happened three world in a row that the drows didn't get a spot, so I decided to play anyway.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: bombzero on March 05, 2012, 06:52:47 pm
Im supposing that shearing drakes is done by taking the scales that only provide additional armor, not protect raw flesh, at least that's how its done in several of the book series on the uber-nerd section of my bookcase.
must armor military in drakescale armor. just because.
and have dragons for war animals.

off topic: yes my bookcase seriously is organized by nerdiness. don't ask.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: sayke on March 05, 2012, 07:06:34 pm
meph - this is fantastic, but now i'm faced with a dilemma!! do i abandon my finally-finding-its-feet 1.4.1 fort and start over with 1.5 or not??? =D absolutely all the best and thank you again -
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: bombzero on March 05, 2012, 07:15:22 pm
@sayke, id say keep playing in 1.4.1 but maybe try a bit harder to fight sieges  ;)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: Meph on March 05, 2012, 07:40:08 pm
Dont know about the civs. I think it goes through the list once, then start again from the top. And kobolds/cave civs dont count (?) 30 civs should be enough for all though, even with all the FD races.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: Ranik on March 05, 2012, 07:57:43 pm
Um I don't seem to have humans spawning even with them enabled.... The pre-genned gaia biome doesn't have them and several 5 year quick worlds with max civilizations don't have them.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: Meph on March 05, 2012, 08:00:44 pm
I knew that something would go wrong. Check the entity_human.txt, there is a line on top saying:
YESHUMANRACE[OBJECT:HUMAN]   should be:YESHUMANRACE[OBJECT:ENTITY]
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: Ranik on March 05, 2012, 08:04:21 pm
I knew that something would go wrong. Check the entity_human.txt, there is a line on top saying:
YESHUMANRACE[OBJECT:HUMAN]   should be:YESHUMANRACE[OBJECT:ENTITY]

Ah easy fix, it worked fine. Thanks
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: Seraphyx on March 05, 2012, 08:06:15 pm
Something always goes wrong with coding ;p It's expected.

meph - this is fantastic, but now i'm faced with a dilemma!! do i abandon my finally-finding-its-feet 1.4.1 fort and start over with 1.5 or not??? =D absolutely all the best and thank you again -

You can always just download the new version and put it in a completely different folder if you don't want to abandon your old fort yet. That's usually what I do.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: Meph on March 05, 2012, 08:13:17 pm
>>>>>>IMPORTANT<<<<<<<

For the 55 people who did download V1.5 till now:  You human race is not working.
 - Go to raw/objects/entity_human.txt
 - Find the line: YESHUMANRACE[OBJECT:HUMAN] (second from the top)
 - Replace if with: YESHUMANRACE[OBJECT:ENTITY]
 - Gen a new world.

Sorry for that mixup, I had to seperate the entities to make them optional in my GUI.

For everyone else: I uploaded a new version. Fixed the human race, and renamed drakes (male ducks) to ducks.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: xaldin on March 05, 2012, 08:25:23 pm
>>>>>>IMPORTANT<<<<<<<

For the 55 people who did download V1.5 till now:  You human race is not working.

It is ok, I'm used to that in RL so why should my game be different :p
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: Seraphyx on March 05, 2012, 08:37:50 pm
For the new poll I chose that I turn off frost giants and automatons and add FD races (very few of them), but also turn off maybe 25% of the mod like the harder ______, leave weaker traps on since I like that. (but also add options turned off by default like more trees, plants, animals etc...).

Typo in the GUI under misc features on milling: "Adds several different reactions to the wuern ..." Supposed to be quern.

------

Idea for a more accurate way to see what people leave on and off. If possible make a GUI function that reads what is on and off and allows users to export all of the settings into a easy to read text file which they can copy paste in this thread or if it's possible to automatically upload it somewhere that you can access. Or create a quiz on a website that's basically identical to the gui where people can select "on" or "off" as the quiz answers and submit it (maybe I can do this if you want?)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: Meph on March 05, 2012, 08:51:29 pm
That would be an insane amount of work for something I dont really need. ;) Was just curious, and these polls here have 100+ replies in one day.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: xaldin on March 05, 2012, 08:56:30 pm
That would be an insane amount of work for something I dont really need. ;) Was just curious, and these polls here have 100+ replies in one day.

Wish the poll had three selections.  I turn about half off, disable automatons (leave frost giants disable warlocks) and turn on numerous FD races.  Kinda mixes subject matters in the poll.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: slay_mithos on March 05, 2012, 09:01:22 pm
>>>>>>IMPORTANT<<<<<<<

For the 55 people who did download V1.5 till now:  You human race is not working.

It is ok, I'm used to that in RL so why should my game be different :p

Can't help but sig this one, it's just great.

Just managed to make my fort fall down thanks to the good old "kill that liaison" spiral.
Now, let's sleep a little and try the new version tomorrow.

The new additions and fix sounds great, but it is 3AM here, so should try to sleep some hours every nights.

Edit for the poll: I disable mining, smithing and smelting, sometimes also guns. I also removes the creepers, having too much to worry in minecraft with them, don't want to ever see them elsewhere. I also add all FD except for the Furies, as I am not good enough to protect the sky when I already have troubles with land.
I used to add plants and food, but it became harder to make specific stockpiles, so I abandoned them, sadly.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: Seraphyx on March 05, 2012, 09:23:43 pm
That would be an insane amount of work for something I dont really need. ;) Was just curious, and these polls here have 100+ replies in one day.

Yeah the polls are probably much faster.

I also wish I had three options ;p

Anyways, IF you want to use a survey, here it is: http://www.surveymonkey.com/s/QQBW5N7
You can probably just stick the link in the main post and leave it alone, if someone wants to give that information then cool, it can be an ongoing thing just to see what people like/don't like. Can't hurt right? But it's totally up to you, you wouldn't have to do any work.

I can change the username and pass for you to use/modify it whenever or just check up on it myself occasionally. If anyone wants to do it it will probably take like 5-10 minutes. It's in the same order the GUI is in.

Also, I love the new font personally.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: Goncyn on March 05, 2012, 10:28:01 pm
Thanks for the new version, Meph. Been playing your mod since 0.34 came out, and it's a lot of fun.  :D
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: bombzero on March 05, 2012, 11:38:47 pm
I really just play with the defaults, and occasionally turn on a few FD races. i really like the mod.

EDIT: i don't know why i don't just wait for 30 minutes after every new version.... lol
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: Goncyn on March 05, 2012, 11:45:13 pm
New version keeps crashing during world gen when I choose the "plains (good biomes)" preset. Generating on the second option, the "varied" one, worked.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: Neyvn on March 05, 2012, 11:57:21 pm
This is from the last version, not sure about the new one yet, but my Animal Trainers wouldn't train anything, even with NORMAL Dogs available, he would say that there was no animals ready for Training...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: Ranik on March 06, 2012, 12:15:56 am
This is from the last version, not sure about the new one yet, but my Animal Trainers wouldn't train anything, even with NORMAL Dogs available, he would say that there was no animals ready for Training...

I'll give it a quick test to see if i get it as well.

EDIT: Just embarked and quick trained 4 dogs into war animals. Do you have them locked up in cages or assigned to pastures perhaps?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: Neyvn on March 06, 2012, 12:25:15 am
I think they were pastures... Oh well...

Also. Current version, prob just the Graphics but the Male/Female symbol isn't showing up under the animals tab...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: Ranik on March 06, 2012, 12:42:18 am
I think they were pastures... Oh well...

Also. Current version, prob just the Graphics but the Male/Female symbol isn't showing up under the animals tab...

I appear to be getting that as well. I switched the fonts through phobeus assembler and it's still not fixed it. Setting truetype off in the init seems to though
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: Meph on March 06, 2012, 12:51:49 am
Yeah that is the font, but a quick F12 will solve it. Figured that it is not a big problem, since the gender items ingame work fine, even with Truetype. Thought that only the ones at embark are faulty. The animals screen as well ? Have to talk to phoebus then, about what changed I have to make to the font.

Mac Os Version is being uploaded.

I also made a little something, based upon flobulons work. Not quite as fancy, but they should be understandable. These ones are more a little test, and if the feedback it good, I might make more:
Spoiler (click to show/hide)

EDIT: MacOs Version is updated. Thanks to kudakeru yet again. I also wrote phoebus about the truetype/gender symbol problem, should be easily fixed. And this one will not affect savegames for a change ;)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
Post by: Nimrod on March 06, 2012, 01:20:56 am
>>> NEW DOWNLOAD <<< (http://dffd.wimbli.com/file.php?id=5315)

List of changes:
 - 12 new GUI options
 - Drow should sell slaves
 - Golems fixed
 - 6 Secret creatures. Turn the SECRET Setting to OFF if you are a new player.
 - Nerfed necros/healer/drow interactions
 - Fixed all reported bugs
 - New reactions for a lot of the vanilla buildings
 - New reactions for blast furnace, crucible and loading stations
 - Zombie bites might turn people into zombies
 - Custom Truetype Font. Toggle Truetype with F12.

Full Changelog:
Spoiler (click to show/hide)

PS: @mglarev: I am in colombia, travelling. hostel wifi.

Ich glaube ich bin ein ganz klein wenig verliebt in dich meph ... ;)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: Meph on March 06, 2012, 01:48:13 am
Solange du dem weiblichem Geschlecht angehörst ist das ok :P

@all: I got some requests about the new metals, a better explanation about what is what... I think I might just have found a very nice solution, with the new "Raw Explorer" The author of it was so kind to write me a little custom script that reads out all inorganic files and puts them in a table. Then sorts them after any tag you want, value, tensile strength, density, anything... I will use it to set up a couple of nice tables for all importand materials. :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: afftor on March 06, 2012, 01:56:53 am
'Cold hammer iron' unavailable for me. Maybe because all iron stones bear coarse iron instead of normal one?
Golden goose doesn't seems to do anything with its nestbox(intended?).
I also couldn't get any non-armored/trained mastiffs with me, maybe its only my created world's guilty though.
Curiouser, I got 3 children in 1st immigrant wave, 2 and 3 year old. 1 of them is accomplished(10) stonecrafter, mason and engraver, another is accomplished jewelcrafter/setter.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: bombzero on March 06, 2012, 02:10:18 am
wow meph, drakes and mastiffs cost about the same on embark... seems fair, mastiffs are some big mother fucking dogs.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: Blah on March 06, 2012, 02:15:15 am
Meph, is there a guide to the new metals somewhere? There are so many new metals and alloys it's hard to understand how they rank in terms of power.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: Alem on March 06, 2012, 02:29:50 am
I apologize if it has been recently answered, I tried to find mention of this, but I am having the damnedest time with the rocktip bolts. My marksdwarves simply refuse to use them, I have stockpiles of 500+ and they opt to instead grab random single iron bolts laying around from previous caravans. Any advice on this one?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: Nimrod on March 06, 2012, 02:32:18 am
Dwarfes still CLEAN the "ammo" from slade turrets (i guess copper too) - can that be changed somehow?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: Nimrod on March 06, 2012, 02:33:48 am
I apologize if it has been recently answered, I tried to find mention of this, but I am having the damnedest time with the rocktip bolts. My marksdwarves simply refuse to use them, I have stockpiles of 500+ and they opt to instead grab random single iron bolts laying around from previous caravans. Any advice on this one?

Specify the rock bolts for training (T) only in the ammo menue for squads. Set the metal ones for combat (C) This should do the trick.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: Meph on March 06, 2012, 02:54:02 am
Cant you assign them specificly to the squad ? I got some reports from people who couldnt find a way to use them, but that is more a problem of the military screen, not of how the bolts are made. I know they work. Hope you get it to work.

And someone said metal guide ? Good timing my friend, here you go:
Spoiler (click to show/hide)

If this does not answer every important questions about metals I'll be damned.

Here again the building guide examples. I would really like some feedback about the two guides, metal and building, to see if I should continue in that direction, or not. (I personally like flobulons more, but I guess he does not have the time to simply make one for each building/reaction)

Buildings:
Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: Alem on March 06, 2012, 03:04:48 am
I can specifically assign then to use bolts made of Rocktip material, but the bolts never show up as items they recognize and use. And i've tested them in the arena and they work fine there, so I am just a tad confused heh. Marksdwarves never have been an easy thing for me to set up for some reason, so I imagine if it wasn't this it would be something else  ;D.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: Torgan on March 06, 2012, 03:15:47 am
Golden goose doesn't seems to do anything with its nestbox(intended?).
I noticed that as well, and when I checked the description of the golden goose I had bought from a caravan it was described as an It rather than a He/She so is it possible golden geese are missing a gender tag?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: Prats on March 06, 2012, 03:17:11 am
Great job Meph. Thanks for new version and guides (it helped a lot)!!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: Bodyless on March 06, 2012, 03:55:02 am
rocktip bolts are not considered "normal" bolts, you need to edit the ammo of the squad and add " rocktip bolt (foreign)" to them
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: Demiurge on March 06, 2012, 04:00:50 am
Good changelog. I didn't spot the 150 Mithril bars bug in there though. Did you fix that?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: afftor on March 06, 2012, 05:18:49 am
Cant you assign them specificly to the squad ? I got some reports from people who couldnt find a way to use them, but that is more a problem of the military screen, not of how the bolts are made. I know they work. Hope you get it to work.

And someone said metal guide ? Good timing my friend, here you go:
Spoiler (click to show/hide)

If this does not answer every important questions about metals I'll be damned.

Here again the building guide examples. I would really like some feedback about the two guides, metal and building, to see if I should continue in that direction, or not. (I personally like flobulons more, but I guess he does not have the time to simply make one for each building/reaction)

Buildings:
Spoiler (click to show/hide)
what about armours? And btw how do demonic/armok and other custom stuff scale with the rest?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: Alexander86 on March 06, 2012, 06:03:32 am
New version! Meph you rock. So glad i gave your mod a chance, it adds so much to the game, keep up the good work :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: slay_mithos on March 06, 2012, 06:09:31 am
Meph, the Blessed Serra - Plains (Good biomes) could need a seed change maybe.

At least, with the given seed and most of the additionnal races, I get goblins, 2x automatons, and a bunch of other races eliminated before year 150.

Also, it won't spawn the Drows civilisation, at least it didn't in 5 attempts (legend viewer to make sure of it).

I will make new tries with random seeds, maybe it will help.

It's sad, because the three other civilisations get spawned in the south, and one additional elf all along the coast from south to north, so there would be no problem with trading at least.

Edit, while I am at it, here is the errorlog.txt:
*** Error(s) finalizing the entity SERPENTINEFD
Unrecognized entity gloves token: ITEM_GLOVES_GAUNTLETS
*** Error(s) finalizing the entity RAPTOR_FD
Unrecognized entity gloves token: ITEM_GLOVES_GAUNTLETS

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: JimmyBobJr on March 06, 2012, 06:18:36 am
Just another question/report to submit to this great mod.

My fort is in its 4th year, and a "Apostle of Armok" Showed up at my fortress.

The thing is, every single body part in his wound menu was yellow. Everything from his head to his Second join, Third Right toe was "Missing some function" upon arrival.

Despite everything i could ot get this dwarf to change job descryption; Whenever i changed his job to "Pleb" (A Hauler) , his job still claimed he was a Apostle of Armok.

After using the "K" Function to examine him, i found that he had over 4000 bone trinkets of some sort. So i Atom-Smashed the obvious vampire, and he is now dead though"Creative" usage of bridges.

Whiiiich on hindsight might not have been the best idea.

:/

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: Nimrod on March 06, 2012, 06:25:22 am

Whiiiich on hindsight might not have been the best idea.

:/

Get ready for the obvious vampire ghost :D
(And pray to Armok he will show up on the "engrave slab" menue)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: JimmyBobJr on March 06, 2012, 06:46:30 am

Whiiiich on hindsight might not have been the best idea.

:/

Get ready for the obvious vampire ghost :D
(And pray to Armok he will show up on the "engrave slab" menue)

I was thinking more about all those bone crafts lost! With 4000 crafts, i could have bought out several entire caravans!

Oh well, i guess those caravans will have to stick to the millions of stone crafts i usually give them.

In unrelated new, Goddamn Vampires are annoying.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: JimmyBobJr on March 06, 2012, 06:50:40 am
And goddamn, another update?

IM CONFLICTED!

Do i stick with my 7 year fort and miss out on the new updates?

Or do i get the new updates, and lose hours of work?!

I DONT KNOW WAT TO DU.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: Goncyn on March 06, 2012, 07:02:56 am
New version keeps crashing during world gen when I choose the "plains (good biomes)" preset. Generating on the second option, the "varied" one, worked.

Doesn't happen with a freshly unpacked version, so it must be a setting I changed. Here are some screenshots of the settings that cause the crash. Always crashes on year 16 using "plains (good biomes)".

Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: Nimrod on March 06, 2012, 07:04:13 am
Good changelog. I didn't spot the 150 Mithril bars bug in there though. Did you fix that?

Yes its fixed. Just made a single puny mithril bar out of the powder ... a sad day ... no more mithril militia :D
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: afftor on March 06, 2012, 08:10:55 am
Rip fiber item allows to rip... wood for cloth. Unravel cloth produced 3 rough wooden threads. I wonder if they are stronger than normal cloth  :P
Even better make rope from rope reed produce rope reed fiber rope out of nowhere.

Unsurprisingly make boulder from blocks allows to use wood blocks turning them into a wood... boulder? Or something. Which can be used as boulders. Although i like to feel like this a feature.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: Vhorthex on March 06, 2012, 08:22:12 am
I feel i'm going to ask a redundant question, but what will are we able to do with slaves? I tried to so a search of the manual and didn't get any hits and well, since the title of the thread has "slaves" in it, search this thread with slaves gives you a hit for each post. lol

Thanks in advance! :D
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: Neyvn on March 06, 2012, 08:27:27 am
Ok, can't seem to work it out, I think its the water draining from the map in streams and rivers, but when I updated to the current version of Masterwork DF and started a new game (just to be clear there), an odd thing happens were it would "Lag" until I hit a key or waited for a second, this was with it going just over 100 fps...

EDIT:: On another note, my Garden of Gaia is more of a hell hole of madness, the ocean in the middle is Savage+ and alot of the area around the middle is evil in some shape of form. I am adding the Defence Mode civs in but that shouldn't leave my Ocean Savage+ unlike that of the Ocean/Map Preview in the Manual. This is with THIS and the Last Version...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: Nimrod on March 06, 2012, 08:39:11 am
Ok, can't seem to work it out, I think its the water draining from the map in streams and rivers, but when I updated to the current version of Masterwork DF and started a new game (just to be clear there), an odd thing happens were it would "Lag" until I hit a key or waited for a second, this was with it going just over 100 fps...

EDIT:: On another note, my Garden of Gaia is more of a hell hole of madness, the ocean in the middle is Savage+ and alot of the area around the middle is evil in some shape of form. I am adding the Defence Mode civs in but that shouldn't leave my Ocean Savage+ unlike that of the Ocean/Map Preview in the Manual. This is with THIS and the Last Version...

Did you embark on a volcano (i usually do)? The tube/crater is (always?) empty and cuts through all caverns and a lot of liquid movement is going on (i had to dhfack some walls to seal the waterflow off to get the framerate back to normal)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: Neyvn on March 06, 2012, 08:42:22 am
Unless it was happening underground in the caverns then no...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: isitanos on March 06, 2012, 08:59:43 am

Thanks Meph for the new version, especially all the bugfixes!

Here again the building guide examples. I would really like some feedback about the two guides, metal and building, to see if I should continue in that direction, or not. (I personally like flobulons more, but I guess he does not have the time to simply make one for each building/reaction)
I find the font in the building guides really hard to read. Stick to a nice readable font with serif, not a fancy one, IMO, and definitely don't use italics or caps for the whole text.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: Cynsye on March 06, 2012, 09:08:27 am
And of course Toady releases a new version of DF straight away. :D
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: Stronghammer on March 06, 2012, 09:14:02 am
Just an idea, for are fortresses were we want to raise an undead army to protect us. Would adding NO_FEAR to the dwarfs prevent the non military from running away from the friendly walking corpses?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: Nimrod on March 06, 2012, 09:16:16 am
Just an idea, for are fortresses were we want to raise an undead army to protect us. Would adding NO_FEAR to the dwarfs prevent the non military from running away from the friendly walking corpses?

I guess so. And itd prevent them to run from anything else too ...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: Vhorthex on March 06, 2012, 09:18:20 am
Is it possible to tweak the size of migration of dwarfs with the mod tools?

I just always feel like in the span of 2 years I'm already at over 100 dwarfs. I'd like for it to go a little slower if possible. Any way of accomplishing this? :D
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: Torgan on March 06, 2012, 09:22:52 am
I think you just need to adjust the population cap, then you can increase it later if you want more migrants. This can be done from the first page of the settings (or the init file if you weren't playing Masterwork).
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: mglarev on March 06, 2012, 09:25:01 am
New Version, within 12 hours of the Masterwork release. Of course.

I don't think it is possible to alter the migration wave size. But personally, I am glad having so many dwarfs. There are times when a migration wave arrives and I greet them with "welcome to the military, here is your axe".
For now, just alter the population cap.

Also: Is it a Masterwork of a Vanilla DF feature that you can get necromancer dwarfs with your migrants?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: Vhorthex on March 06, 2012, 09:48:43 am
Ahh ok, I'll consider the pop cap setting. But I'd feel it'd be undwarfly of me.

Can the "No Corpse" setting impede on hunting? Like getting tallow and such?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: slay_mithos on March 06, 2012, 09:50:32 am
the only way I know to "control" population is by setting cap (you can change it after a while if you want).

The only way to control the size of an migration wave is wealth. if you make a ton of wealth, your migration waves will be big, far too big (I saw waves of 40, some say they had even more).

Control yourself, and cap the population, you might succeed like this.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: Vhorthex on March 06, 2012, 09:57:28 am
the only way I know to "control" population is by setting cap (you can change it after a while if you want).

The only way to control the size of an migration wave is wealth. if you make a ton of wealth, your migration waves will be big, far too big (I saw waves of 40, some say they had even more).

Control yourself, and cap the population, you might succeed like this.

Ahh ok. I think what made everything go insane is a legendary... rock door. it was worth 40k. lol

Would anyone know how if it's possible to increase the size of the new font that was added with the latest patch? I think it looks great, but a little small for my old man eyes.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: slay_mithos on March 06, 2012, 10:03:03 am
No, the truth is you already had a good amount of wealth before, because there is a minimum requirement in wealth for moods.

Basically, start the game a little slower (no more mass craft at the start basically), and all will be much smoother.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: mglarev on March 06, 2012, 10:21:33 am
One of my dwarfs crafted a legendary bag of loot recently. I actually sold it (lost the fortress and reclaimed it). I bought everything in the first caravan :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: Vhorthex on March 06, 2012, 10:31:43 am
I'm trying to figure out if I the drow survived world gen. Set it to 125 years to try and avoid exterminations.

I see all the races I added, Frogmen & minotaurs. But the only race I don't see is the drow. (not even as a wanderer) Although I'm using the adventure mode to verify this. Perhaps drow aren't a playable race period?

Also, trying to use the "*world_sites_and_pops.txt" export from legends mode, I get errors in the latest version of legends viewer. Anybody else getting this issue?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: Torgan on March 06, 2012, 10:37:10 am
You can check what races your embark site has access to by pressing tab a couple of times while on the world map. This cycles through some options on the right most column that default shows the biome details, if you tab it can show elevation and races you have access to there.

If a race isn't there it is either exterminated or you don't have access, say it's on a different continent.

And no bodies is just for invaders, you can still butcher things without any problem. I've also been able to butcher goblin feet and hands I think but shhhhhhhhh.:-X Meat is such a usefully non descriptive term, eat up little beardlings.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: slay_mithos on March 06, 2012, 10:55:25 am
with so many races, they won't all show up even if present, not enough place in the window...

Legend viewer is a reliable way to check, or manually check all civilisations in legend mode (viewer is way faster to identify present civilisations, dead ones and if present at all).

As for butchering, well, they can survive years eating and dinking only one mushroom type, so even goblin meat should be better.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: Vhorthex on March 06, 2012, 10:56:18 am
You can check what races your embark site has access to by pressing tab a couple of times while on the world map. This cycles through some options on the right most column that default shows the biome details, if you tab it can show elevation and races you have access to there.

If a race isn't there it is either exterminated or you don't have access, say it's on a different continent.

And no bodies is just for invaders, you can still butcher things without any problem. I've also been able to butcher goblin feet and hands I think but shhhhhhhhh.:-X Meat is such a usefully non descriptive term, eat up little beardlings.

Great thanks!

Strange, I had forgotten about the TAB and cycle through the list of features. Indeed, the civs are displayed... Which made me realize that the world I create, had a single haunted area, on small island with only dwarfs and automatons. :( Back to the gen board!

Thanks for the help again!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: Meph on March 06, 2012, 11:27:51 am
Really ? 34.05 ? I cant find a proper smily to express my feelings about that, since I dont really know how what to think about it. The timing on the other hand was beautiful of course.

PS: Wood has fiber, rip fiber item takes wood as well. Feature. The free rope reed rope is of course not a feature ;) Worldgens have not been changed a lot, so they shouldnt cause more or less trouble then before. Would you guys like it if I added the vanilla DF adv. worldgen settings back in, in addition to the fancy ones ?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: afftor on March 06, 2012, 11:31:25 am
Really ? 34.05 ? I cant find a proper smily to express my feelings about that, since I dont really know how what to think about it. The timing on the other hand was beautiful of course.

PS: Wood has fiber, rip fiber item takes wood as well. Feature. The free rope reed rope is of course not a feature ;) Worldgens have not been changed a lot, so they shouldnt cause more or less trouble then before. Would you guys like it if I added the vanilla DF adv. worldgen settings back in, in addition to the fancy ones ?
It may be a feature, but is it really ok to rip 1 cloth into 3 threads, than weave 1 and rip it again, so you get 5 threads and can go infinitely.
I would really like to see update to .05 version hoping for ghost fix
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: Meph on March 06, 2012, 11:45:23 am
Ah, overlooked the infinity loop there. I will reduce it to one thread then.

PS: Slaves should be tradegoods from drow. More or less still has to be tested, they were quite difficult to set up.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: slay_mithos on March 06, 2012, 11:53:17 am
For all those that have problems with the worlds, you can still do like I did:

Take "Perfect world" tool, and generate some landscapes.
Basically, after a few tries, you should be able to generate worlds of any size relatively fast and fitting your current wish.
You can set Rain, Elevation and all other basic parameters live, by simply moving a cursor and clicking some buttons.

Hope it helps those like me that didn't manage to gen a world with the civ and biomes they wanted.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: sayke on March 06, 2012, 12:08:04 pm
meph - adding the vanilla worldgen settings back as an option would be fantastic =) that would help people (like me) who don't know that much about the world generator but might want to experiment with a few parameter tweaks in a controlled way. what are the problems with the vanilla worldgen settings, btw?

also, your building illustration manual graphics are awesome! i do notice that the philosopher's garden has the statues and blocks mixed up, but that should be a pretty trivial fix.

further, i agree with whoever said that the new font, while beautiful and cool, is too small! even zoomed in it doesn't get much bigger, and the sprites get a lot bigger, which isn't ideal. if you could bump up the default size a couple of points i think it would be perfect.

finally, i advocate a 1.6 version here in a bit because toady has made significant bugfixes in 34.05, and i would suggest a slightly slower bugfix-focused release cycle for the next release, tracking toady's changes to the extent possible. this is the best mod out there, hands down, and its becoming increasingly polished... further balancing, tweaking, manual updates, etc would really round it off, though, and give more people a chance to get into it before a new version comes out and they feel inclined to start a new fortress =D

thanks again for all your work/play on this, meph!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: Meph on March 06, 2012, 12:11:44 pm
I just checked the filechanges, and it is not too much, quite easy for me to update the mod. But I have to wait for the other utilities before I can upload anything.

Funny, I figured that I spend just a small amount of work on the actual modding, it is more like this:
20% raw modding, 20% extra content (manual, guides, worldgens) 20% updating third party programs, 20% testing and 20% forum support.

I will see about the font size, but quite frankly, the init only has the option of truetype ON, or OFF. No sizes.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: afftor on March 06, 2012, 12:25:54 pm
Since we got gold and silver bars for blast furnace, how about copper? And iron, which is always annoyingly required for random buildings, blast furnace including. And then you can't make iron from iron ore, but have to hammer it too...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: slay_mithos on March 06, 2012, 12:45:27 pm
Other graphical bug detected: "Exceptional" becomes the "unknown character" square in TrueType.
It's sad when you begin to have only masterpieces and those, it really messes the whole list.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: Meph on March 06, 2012, 12:51:33 pm
Ok, guess I have to manually mod the font then. Just altered the size, then found out the the demo of the program does not allow you to save anything. WTF ?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: slay_mithos on March 06, 2012, 01:19:43 pm
Err, I think I found some of the special stuff, but it IS odd, don't even know what it means.

I disabled all vampire curses, yet an administrator showed up, with a lot of "former member of".
That is not the strange stuff, when you compare it to...

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: Meph on March 06, 2012, 01:24:19 pm
Answer: Keep playing. 2 at once is a bit surprising, they should be quite rare.

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: Flobulon on March 06, 2012, 01:29:03 pm
@Meph - Those info charts are great. As you suspected, I just haven't had the opportunity lately to spend as much time as I would like on them. Mostly because I find making them to be very time consuming, although I do enjoy it. And the metal chart is great, very useful indeed - I would never have guessed that gold hammers are better than steel! And congrats on the new release.

Cheers
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: Vhorthex on March 06, 2012, 01:40:54 pm

Also: Is it a Masterwork of a Vanilla DF feature that you can get necromancer dwarfs with your migrants?

I don't know but it's happened to me twice now... and he doesn't attack my camp he just spooks people near the entrance... lol

Boo! :O
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: Goncyn on March 06, 2012, 01:48:17 pm
I forgot to mention that I like the workshop info charts quite a bit, too. It's not always obvious how to use something in-game, so those help get the idea across for custom workshops.

Speaking of which, when a job is red in a workshop because you don't have one of the materials, when you hit enter, it shows you the reaction inputs and outputs. Is there any way to see that information when the job is NOT red? (I.e. hitting enter queues the job?)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: fredmaehn on March 06, 2012, 01:50:09 pm
Am I missing something, or am I just stupid:

How do I run the setings GUI on MacOS?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: slay_mithos on March 06, 2012, 02:02:50 pm
Spoiler: To Meph (click to show/hide)

Good, now these two will go into military stationing outside of the fortress, hopefully before they make too many comrades...

Nice to see what you did there with those though, but it was on by default in the settings, when you said you would put it to false, try to change it next time or all the new players will not give it many more tries after some of those I think.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: sayke on March 06, 2012, 03:48:03 pm
meph - those charts are awesome! they really help shed some light on one of the more complicated parts of the mod... but in looking at them, i wonder if there aren't perhaps a few too many weapon/armor materials! as far as i can tell, one of the core aspects of this mod's design philosophy has been elegance through simplicity - hence the simplified but more useful wood/leather/meats/drinks/etc. in that light i can't help wondering whether some things are a bit unnecessary!

for example, what's the point of sladmantine, if it's worse then slade for blunt weapons and worse then adamantine for edged? is it the strongest material for armor? if so that makes sense, but isn't clear from the charts =D

but aren't there just too many kinds of iron and steel? as it stands now we can have items made from "iron", "pure iron", "pig iron", "rusty iron", "meteoric iron", and "feather iron"... either "iron" or "pure iron" seems perhaps a bit unnecessary - doesn't "pure iron" ore just produce two iron bars? if so, should it even be reasonable to construct "pure iron" or "pig iron" weapons/armor/etc? and the "feather iron" seems like a bit of a contradiction to me, and should perhaps be renamed... "hardened mithril", maybe? it should be clear that there's an incentive to get better armor by teching up, and being able to use materials like steel, titanium, wolfram, mithril, and adamantine, not to mention the advanced leathers and woods... which are actually light and good for armor.

speaking of steel, how many kinds of that do we have now? "steel", "battle/damast steel", "fireproof steel", "heavy steel", "lightweight steel", and "stainless steel", not to mention "steeloak" and "steeloak metal"... i say if you want lightweight armor etc, you should have to seek out mithril or adamantine, or build up advanced leatherworking capabilities, no? and if you want heavy blunt weapons, you should use one of the heavy metals or woods, right? in that context, doesn't it make sense to keep the materials simple and remove redundancies from the industrial toolchain, or at least give people the option to do so?

i'm also not sure why "steeloak metal" needs to be there - perhaps for more technical reasons...? if so you might want to rename it to something clearer. same with "slade", "weak slade", "slade mineral", and "slademantine". is it feasible to make the "weak slade" and "slade mineral" ones redundant? also, i urge you to revisit "fireproof steel" - there should be some disadvantage to it, because right now there's no reason not to just make all your otherwise-steel armor out of the "fireproof" variety. maybe some other armor material progression, like meterioric iron, titanium, wolfram, hellwood, and slademantine, should be fireproof instead...?

another way to think about this would be that because different military materials should have different roles, one kind of economy shouldn't be able to fill all the niche roles very easily. for example, in order of usefulness, here's a rough layout (leaving out many misc materials) of what a simpler progression could look like:
- blunt weapons: ironwood, iron, cobalt, steelwood, steel, meteoric, wolfram, precious metals, iridium, hellwood, slade
- edged weapons: copper, bronze, ironwood, iron, cobalt, meteoric, steelwood, steel, hellwood, slade, adamantine
- ranged weapons: ??? probably similar to blunt, but there should perhaps be reasons to seek out other materials for these at the high end...?
- light armor: leathers, titanium, mithril, hardened mithril, adamantine
- normal/heavy armor: similar to edged, with slademantine the best...?
- fireproof/extra-heavy armor: meterioric, titanium, wolfram, hellwood, slademantine

of course, this doesn't include the patternwelds, which have their niches, and it should maintain an appropriate progression of woods, leathers, shells, etc, so non-metal economies should be feasible but perhaps not quite as effective as metal economies.

you might want to make an armor chart, and perhaps a ranged-weapon chart, in addition to your previous charts, to help clarify those things so everyone can see what the advantages and disadvantages of all the different materials are...

i guess what i'm proposing is, at least, a simplification of the apparently-redundant or otherwise weird military metal variants. that would involve renaming a few things (like "feather iron" -> "hardened mithril", using a steel bar instead of iron), and removing as forge-able materials things like "pure iron", "pig iron", "battle steel", "heavy steel", "lightweight steel", "fireproof steel", and maybe "stainless steel", "weak slade", and "slade mineral", although i'm not sure what those ones are for. this would hopefully simplify raws and menus, reduce the types of items, clarify things for the users, incentivise more diverse economies, and maybe even help FPS a bit!

sorry for the length of this post - these are just ideas =) again, absolutely all the best -
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: SecondBreakfast on March 06, 2012, 04:09:39 pm
The huge variety in metal types might be more attractive if there was an incentive to explore them. As iron is now smelted from tetrahedrite, 90% of sites have so much iron and so much flux (from marble) that getting large quantities of good quality steel simply isn't the problem it is in vanilla Dwarf Fortress. I'm hesitant to call this a problem though, since even in vanilla DF resources for steel are either so abundant you'll never run out or nonexistent. Masterwork has just shifted this to always abundant to match the threats you face.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: Meph on March 06, 2012, 04:22:13 pm
@goncyn: No way to see what a reaction needs when it is green.

@fredmaehn: You cant run it on Mac, but kudakero is working on it I think. He has to write a different program for MacOs. I told him he is crazy, since it is a ton of work, but he started anyway ;)

@slay_mithos: I didnt say it will be off by default, I said that newer players should turn it off. The pop ratio is rather low, compared to the rest. Guilds+Standart dwarves make about a pop-ratio of 4000 together. 10 is in comparison 1:400. Thats why I said I am surprised that you got two. But then again, with 6 castes, that makes 60, this means 1:66... still ok I think.

@sayke: I love long and well thought of feedback. This might come as a surprise, but this is the very first time I see all these materials side by side, just like you guys. The 4 steel upgrades are ancient, from V0.5 for example. I noticed some oddities, that otherwise would have been hard to find in the raws, since I only see a wall of numbers, but now I can see a wall of number, side by side. I will change this quite a bit, just need to get a grasp of things. I think the steel upgrades are good to go now, with all the other stuff added by now. I might also be able to seperate the list into the actual METALS ingame that you can use for different items (like: Edged, Blunt, Armor, Ammo, Furniture/Goods) since this table I posted only show the inorganic_materials directly from the raws. But might take a while ^^

@secondbreakfast: Dont forget that the material costs also did rise. For ONE runic Steel Halberd you need 5 steel bars and 5 gold/silver bars. I made metals easier to get, but items need of them. This way people should mine more, smelt more, need more fuel and so on. Only way to give this option to them is to give them more raw materials of course.

PS: I just wanted to start a fortress... after a month a blighted fog appears, ravens fly in, get numb. Nothing else, so ok, no problem. Then it rains dwarf blood, and shortly after normal rain. EVERYTHING on the surface instantly bled to death. Sole survivor: My miner that was digging out the farm area and the nearby chickens. Mh... time to start again.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: mglarev on March 06, 2012, 04:22:15 pm
I can't get the brewery to season drinks.

I need:
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: Meph on March 06, 2012, 04:26:02 pm
Quote
Plants (check)
Dwarven Wine (check)
Drink containing Item (a barrel? check) <<== BARREL
Sugar-containing bag (check)
Unrotten CANDY-MAT-producing powder (wtf?)  <<<=== SUGAR :)

I think DF has a problem finding the sugar, since your dwarves store Sugar in Bags, and Bags in Barrels. The candy/bread reactions in the kitchen have the same problem. Once the sugar bag is stored inside a barrel, the actual sugar is stored "too deep", in 2 layers (barrel, then bag) and DF only checks the first one, barrel. It sees only bags in the barrel, but no sugar, and tells your reaction: Sry, no sugar here.

Store the sugar in a stockpile that does not allow barrels, or use it directly. This is nothing that I could fix, apart from making the reaction use a barrel instead of a bag in the first place... mh... might do this.

PS: @sayke: I also just noticed that the tables also list the ores as well, and not just the metals. Once I remove them, the list will be about 1/3 shorter :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: Siaru on March 06, 2012, 04:34:16 pm
It is possible that I'm not looking hard enough or in the right place, But I can't seem to find the Finishing Forge in either the Furnaces page or the Workshops page, any idea where it would be? 

Nevermind, looked at the Reaction and realized it is at a Crucible..
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: Meph on March 06, 2012, 04:41:53 pm
Finishing Forge has been removed, since it only had 2 reactions. The reactions are now in the Crucible.


@all (sayke got me thinking) My thoughts on the metals:

I just cleaned up the list, removed ores and stones and wood. List is only 50% the size and should be much easier to read. I made the other one yesterday night at 0300, so excuse the mess. There are no absolute infos about what makes a metal better for armor, so I will sort them by the number as before. I try to make a list that shows only weapons grade, only armor grade, only decorative metals. Another list for the leather (hope that works) and another one for the woods. (not really important that one, but hey)

I will remove the 4 steel upgrades.
I will remove the slade metal and slade alloys. Too much confusion.
I will rename the feather iron and stainless steel, to pattern chrome/mithril
I might make the arc furnace metals harder to get.
I will make meteoric iron (steelgrade, doe) drop steel ore directly.
I will keep special named metals for other races for flavor, but these are iron/steel copies. Easy to identify what is what.
I will rebalance all metals a bit, since I can now see them side by side and compare directly.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: mglarev on March 06, 2012, 04:50:35 pm
Confirmed the sugar bug. Also created http://masterworkdf.wikispaces.com/Known+Bugs

Edit: Also, I started to like slade. Maybe just simplify the making process it a bit?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: Meph on March 06, 2012, 04:58:40 pm
But there is slade:stone and slade:metal, and weak slade:stone you can dig and that drops slade:ore.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: mglarev on March 06, 2012, 04:59:34 pm
Err.. I did not notice this. Maybe it is much too complicated.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: bombzero on March 06, 2012, 05:04:51 pm
the slades had no effect on my game due to their rarity... so no opinion.

you do plan on having valid substitutes for removed metals right? fireproof steel is the only item fulfilling its role, and battle steel is a feasible strong weapon material.

i like renaming feather iron and stainless steel to more... independent names.

small problem with meteoric, there is no such thing as 'steel ore'.... so yeah... lol. would just be adding one and removing one.


looks good i think, maybe it IS about time this mod entered a 'refinement' stage, i.e. removing useless things, streamlining current features.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: afftor on March 06, 2012, 05:12:45 pm
I think slade metal should stay. How else would we get our hands on those nasty slade bludgeons besides mauls?
As I remember from tables meteoric iron was surprisingly good, and would like it to stay. However Its quite rare, so wouldn't impact me much.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: Meph on March 06, 2012, 05:13:25 pm
Metal_Ore:"inorganic mat here" should work on direct steel. I could also make it drop wood ore if I wanted :P It is mostly renameing the meteoric iron to something more steel like, since it is close to steel, and not iron.

Valid replacement for fireproof steel: Netherwood bark. ;) For the fireproof coat/robe above your steel armor. Damast steel will be replaced by one of the alloys. Chrome+Steel or so.

Streamlining is always good, same for flavor, balancing and fixes. I am also very, very curious about narhirils and sethcreyds progress on mages, since both work on this right now.

PS: Just checked my hell. Besides soul webs and my special demons down there... EVERYTHING is made of slademantine. That means you can dig in hell. And channel the lowest z level, to go deeper... this might als cause digable curious underground structures that give slademantine ore. Wow, slightly unbalanced it is.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: Flobulon on March 06, 2012, 05:21:28 pm
Slowly but surely making progress on info charts... here's one for Dwarven Castes.
Warning - it's big! Could probably reduce it a bit for those with smaller monitors...
Spoiler (click to show/hide)

All info is correct as of 1.4, and as far as I'm aware nothing has changed since then except for pop ratios, which aren't included on the chart anyway.
Also, I haven't included "non-standard" dwarven castes as I didn't think it necessary, but I could if people wanted. Finally, here's a link to the album with the rest of my charts. (http://imgur.com/a/rNdEV)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: Blah on March 06, 2012, 05:24:27 pm
In my opinion the following is a good approach to metals:

1) Each metal should occupy a unique position on the effectiveness scale. That is, no duplicates that only differ in name, no metals that are very close to each other in terms of effectiveness.
2) New metals should be better than steel.
3) New metals should be worse than adamantine.
4) Each new metal should be clearly harder, expensive or more work-intensive to obtain than the previous ones.

So between steel and adamantine I can see room for 3-4 new metals. Let's say

1) Titanium: straight upgrade from steel but its ores are scarce. Can be ordered from the caravan.
2) Mithril: straight upgrade from titanium but its ores are scarce and only found deep and thus cannot be ordered from the caravan.
3) Hellwood: straight upgrade from Mithril, must conquer hell to obtain but is available in sufficient quantities. To be honest, this should be a metal and not wood.
4) Adamantine. Best of the best but there is only so much of it.

Also Titanium/Mithril/Hellwood should require increasingly demanding refining techniques.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: bombzero on March 06, 2012, 05:24:32 pm
you got Netherbark clothing working then? good. havn't tested it myself yet but i heard some people had issues.

also, maybe just meteorite? that's what the ferrous metal that is found in meteors is typically called irl.


so a cloak, robe, and padded under armor of netherbark will protect from fire?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: Meph on March 06, 2012, 05:28:33 pm
The bowyer savant lists Armorsmithing ;) Besides that they are glorious and will be added by default to the next version. :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: afftor on March 06, 2012, 05:30:31 pm
Slowly but surely making progress on info charts... here's one for Dwarven Castes.
Warning - it's big! Could probably reduce it a bit for those with smaller monitors...
Spoiler (click to show/hide)

All info is correct as of 1.4, and as far as I'm aware nothing has changed since then except for pop ratios, which aren't included on the chart anyway.
Also, I haven't included "non-standard" dwarven castes as I didn't think it necessary, but I could if people wanted. Finally, here's a link to the album with the rest of my charts. (http://imgur.com/a/rNdEV)
Non of the fighters use fighter skill...? Rangers could also use ambush and how about teacher/learner skill for fighters? I don't think it's used anywhere else anyway.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: sayke on March 06, 2012, 05:31:10 pm
meph - aha! i like the way you're thinking on this =) good call on the pattern chrome/pattern mithril, for example - hell, all those planned changes look spot-on. the one thing you might want to consider is a fireproof armor upgrade path, such that people do have options for fireproof armor if it seems like they need some fireproof squads or platoons! what do you think about this upgrade path:

- fireproof armor material progression: titanium, wolfram, hellwood, slademantine

that would yield a light-ish but not terribly strong (i think) fireproof armor, a heavy strong rarer-then-steel fireproof armor, a wood fireproof armor, and an ultimate fireproof armor whose exact properties i'm not sure of but are probably plenty badass =D

also, i note that the leathers are now a bit weird! scales should be generic, no? as it stands i see "drake scale" and "darter scale", which seem suspiciously similar to the "cow leather" this mod is trying to avoid by using "common leather", right...?  should it just be "scale plate" instead? also, where does scale fit on the chitin -> leather -> tough hide non-metal armor/value progression? if scale was the heaviest/best one in that progression, i think it would make perfect sense! it should then be more expensive, make better armor, etc...

also, in the interest of making more materials have one-word names, you might want to rename "tough hide" just "hide - that way you could have chitin (5p) -> leather (10p) -> hide (30p) -> scale (50p?), for that material progression.

finally, i note that frill lizards still seem to have black backgrounds! i really love this mod but seeing some of the more interesting creatures (the ones you added) stick out like a sore thumb makes it feel less polished. it's the little things like that that people notice right away - the devil's in the details, man! =D

in general, though, awesome. i really like where this mod is at now, and where it's going. i'll continue to test it out and give feedback and suggestions. cheers!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: slay_mithos on March 06, 2012, 05:33:11 pm
@Flobulon:
Great chart, could help all of us that don't quite understand how it really works.
But, bow savant have a boost in armor smithing?
Copy/paste and forgot to rename maybe?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: Flobulon on March 06, 2012, 05:34:13 pm
The bowyer savant lists Armorsmithing ;) Besides that they are glorious and will be added by default to the next version. :)

No it doesn't, don't know what you're talking about...
(Fixed :P)

And thanks, glad you like it!

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: Meph on March 06, 2012, 05:39:51 pm
Ok, great :) Will add the fixed chart. EDIT: Found another small error, but I can fix it myself: The berserker/legion dwarves have NO natural skills, only higher learn rates.

I will see that I will do the alpha channel/transparency as well then, for the creatures. Problem is my little netbooks is dieing a thousend deaths if I run gimp or photoshop. Any other programs you could recommend ?

The darter/rager scales should be listed as drakescales as well, fixed this. Drakescales are scales, I cant add them to leather upgrades, it just makes no sense. They are bronze grade. And it is not too much, some leather types for upgrades, 2 scale types, 1 chitin type. Compare this to one for each creature :P
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: mglarev on March 06, 2012, 05:42:44 pm
Concerning simplifying the mod: If I read the RAWs correctly, there is no difference between:

I can get all three from human caravans (still 1.4, though). Maybe reduce them to one, or let them only trade one?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: Meph on March 06, 2012, 05:44:16 pm
All races have different sounding items. The manual states that these are just names, nothing more. It is just for flavor. I'd like to keep them.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: mglarev on March 06, 2012, 05:48:45 pm
I like the flair, too. But since DFs military menu is so damn broken, there are the following things showing up in the uniform Armor dialogue:

Equipping is the horror.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: Meph on March 06, 2012, 05:52:30 pm
The mod has over 100 custom items for moods only. All of them appear in that menu, regardless of the items being enabled as tradegoods or not. A small price to pay for the special stuff you can get by moods and temple/reserach lab. Is no one using the "experiment" reaction of it ? ^^

My to do list:
 - Fix all reported bugs

 - Metal overhaul
   - Remove 4 steel uprades
   - Remove slade stuff
   - Rename new alloys
   - Change values a bit
   - Rename meteoric
   - Make new metals harder to get
   

 - Read through the entire manual once, correct all the outdated stuff.
 - Make a Building guide picture for every building. This will take a lot of time.
 - Make a Material Guide for the new materials. Seperate in 3: Metals, Leather, Wood.

 - Fix the Graphic transparency

 - Update to DF 34.05
 - Make secrets harder to spot.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: Flobulon on March 06, 2012, 05:54:00 pm
D'oh, fixed the skills. Hopefully mistake-free version: http://i.imgur.com/gmuLq.png (http://i.imgur.com/gmuLq.png)

In regards to the graphics transparency - there's a great program called the DF Tile Resizer 3.0 which has the capability to do a batch of images and remove the background/insert an alpha channel. I already have it all set up (it uses Octave) so I'd be happy to do them and .zip them up and send them to you if you want, wouldn't take me long.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: mglarev on March 06, 2012, 05:57:33 pm
@meph: I guess its true. Since it takes a while to get the plate stuff, it is wort the effort to manage the equipment.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: afftor on March 06, 2012, 06:01:52 pm
Does it mean 34.05 update gonna take a while?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: Meph on March 06, 2012, 06:20:03 pm
Maybe ? I dont know. Depends on how many/easy the bugs are fixable, and if I really make a buildings guide for everything. Othewise no, the metal overhaul is one extra day.

@flobulon: I also found another error, the siege savant has natural skills, not learnrates. BUT I fixed it and changed the layout a bit. the 5 natural skilled are on top, the 10 savants are below, and the 5 guilds are at the bottom. Here, have a look:

Spoiler (click to show/hide)

EDIT: Just noticed that the legion dwarf is a lone dwarf with the % number in the box. I think I might add it to all the castes, makes sense. Are you ok with this ? After all, it says at the bottom that you made it ;)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: UncleCern on March 06, 2012, 06:34:48 pm
Meph - are you interested in a nice glacier kind of world? I can send you parameters. Ice coverage is about 95% of the map with only some reasonable temperatures at one of the "poles".
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: slay_mithos on March 06, 2012, 06:46:14 pm
@UncleCern:
That would be for experimented players only, knowing what lies on these caves down there that this mod adds.
Could be a nice challenge though, requiring the usage of magma to melt ice and/or breaching the caves for their potential water.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: Meph on March 06, 2012, 06:48:10 pm
Yes, why not, if it fits the other worlds from the other parameters (minerals, civs, caverns, titans and so on) But wouldnt it wreck havoc with the civs ?

PS: Finished Version for the caste guide. I moved the slow learner tag to the top, looks more even with all red ones in a line, and added the % values and total skill gain to each caste.

Thumbnail:
(https://lh3.googleusercontent.com/-orCa2ptGuU0/T1ahnIPc-nI/AAAAAAAAKIw/bMtlnCY2zik/s500/Caste%2520Guide%2520Meph.png)

Spoiler: FULL GUIDE (click to show/hide)

EDIT: Mh... Haulers also have a lower view range, so they dont spot wildlife as easily and dont flee as often while doing labor. Might add that as well.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: UncleCern on March 06, 2012, 06:53:14 pm
Yes, why not, if it fits the other worlds from the other parameters (minerals, civs, caverns, titans and so on) But wouldnt it wreck havoc with the civs ?

PS: Finished Version for the caste guide. I moved the slow learner tag to the top, looks more even with all red ones in a line, and added the % values and total skill gain to each caste.


I have just genned a world with humans/drows/elves/automatons/frogpeople/orcs/goblins/kobolds/frost giants/undead. Only ferric elves did extinct. History is about 100 years. Population numbers are 1000-5000 of each race I think. Took 5 generating attempts to get this world.

Also aquifiers are win for water.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: Flobulon on March 06, 2012, 06:53:42 pm
@flobulon: I also found another error, the siege savant has natural skills, not learnrates. BUT I fixed it and changed the layout a bit. the 5 natural skilled are on top, the 10 savants are below, and the 5 guilds are at the bottom. Here, have a look:

Spoiler (click to show/hide)

EDIT: Just noticed that the legion dwarf is a lone dwarf with the % number in the box. I think I might add it to all the castes, makes sense. Are you ok with this ? After all, it says at the bottom that you made it ;)

Ah, that looks much better, the grouping especially - I didn't notice the 5/10/5 pattern of the castes. Also, from the raws I'm looking at the Siege Savant does have learn rates.
In regards to the legion dwarf, it was more a case of laziness on my behalf - typing out 150% for all the other natural-skill-and-learning-rate dwarves seemed redundant, so I just specified it in the key. But I agree, it reads better to have it on every caste.
And yes, of course I'm okay with it :)

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: Meph on March 06, 2012, 06:58:31 pm
Ok, great. I will do offline now, laptop energy is low, need more power 8)

The raws for the siege dude: ;)
      YESCASTE[NATURAL_SKILL:SIEGECRAFT:5]
      YESCASTE[NATURAL_SKILL:MECHANICS:5]
      YESCASTE[NATURAL_SKILL:SIEGEOPERATE:5]

      YESCASTE[SKILL_LEARN_RATE:SIEGECRAFT:150]
            YESCASTE[SKILL_LEARN_RATE:MECHANICS:150]
           YESCASTE[SKILL_LEARN_RATE:SIEGEOPERATE:150]
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: slay_mithos on March 06, 2012, 07:15:13 pm
Hotkey.exe is nice for trading, but I wanted to try it for the wall feature, and it's a mess, as it will automatically select the material at the top of the list, meaning you need to make df consider your stone/metal/wood/random block to be the closest, usually by hauling it in the right place.

So much for my easiest outside wall with this, and back with "u" and "k".
Sad, because I would have loved if it had been properly working.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: 12oz Jesus on March 06, 2012, 07:35:06 pm
Searched manual can't find this.  What are the "natural abilities" of the Mad Sorcerer and Witch in Adv Mode?  Selecting "weave spell" (mad sorcerer) only seems to catch me (and any enemy within a square of me) in "a burst of lightning".  What does that spell do?  Thanks.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: mglarev on March 06, 2012, 08:56:44 pm
Are the Archpriest and the Prophet of Armok actually good for something? Or just mandates and demands?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: Ranik on March 06, 2012, 09:04:38 pm
Are the Archpriest and the Prophet of Armok actually good for something? Or just mandates and demands?

They console dwarves that are unhappy.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: mglarev on March 06, 2012, 09:17:02 pm
Are the Archpriest and the Prophet of Armok actually good for something? Or just mandates and demands?

They console dwarves that are unhappy.

I am not sure they do. The respective skills are not listed in the noble selection screen, contrary to preacher and priest.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: CheatingChicken on March 06, 2012, 09:17:39 pm
Hotkey.exe is nice for trading, but I wanted to try it for the wall feature, and it's a mess, as it will automatically select the material at the top of the list, meaning you need to make df consider your stone/metal/wood/random block to be the closest, usually by hauling it in the right place.

So much for my easiest outside wall with this, and back with "u" and "k".
Sad, because I would have loved if it had been properly working.

I did rebind those commands from u and k to alt+ arrow/numpad key. Its a lot more convenient that way
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: Meph on March 06, 2012, 09:47:52 pm
Cant change the wall materials, it is a third party program, I did not write it ;) But the issue is in the manual.

The Archpriest should be elected by your priests when your fortress becomes bigger, and just run around making mandates/demands. Like the good clergyman that he is. The Prophet acts like a hammerer, in theory, some kind of mad inquisition dude.

About the adventure mode stuff: This is the wanderers mod. I will include it's readme for the next release then.

@all: I finished with the metal overhaul. List is about half as long. Removed the old steel upgrades, buffed up mithril, nerfed wolfram and cobalt, changed slade a bit, renamed feather iron and stainless steel (pattern mithril and pattern chrome) and changed a whole lot of values. Here the new list:

Spoiler: METAL GUIDE (click to show/hide)
Spoiler: WOOD GUIDE (click to show/hide)
Spoiler: MISC MATERIALS (click to show/hide)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: Seraphyx on March 06, 2012, 09:51:01 pm
I dunno about making metals harder to get. I think even steel is annoying since it requires so many steps.

Maybe I've just gotten REALLY bad at DF since I only recently started playing it again after about a year or so, but it's a huge hassle and with sieges of 40-80 units when you have 20-30 dwarves, all using iron or greater equipment I don't even see how it's possible to have a steel (and maybe even iron) industry running by then.

I'd like to try out all the new features but I mean if new metals are going to be added and made more rare than they currently are, and/or harder to make than steel, I'm just going to toggle it off. Just expressing some concerns. There's still nothing to really bridge the gap from iron to steel. Not everything new has to be hard(er) to get. If absolutely everything is focused on being hard to create or obtain it's going to feel like too much of a chore to get or create these things (for me personally). And that makes it less enjoyable.

Even the process to make cobalt stuff is tedious because you need bags, which means you're going to need a weaver and something to turn into thread.

(this isn't really directed at the current changes, just a general concern)

I don't know if this is a vanilla related issue but migrant waves are getting annoying. First two or three I'll get like 3-6 dwarves each, then all of a sudden I'll get a wave of 40 dwarves (not even joking) then a little later get sieged by a massive group of enemies when I haven't really even had time to prepare for anything since I just got those 40. My created wealth wasn't that huge either, I made almost no stone crafts or anything especially valuable.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: Putnam on March 06, 2012, 10:02:41 pm
I saw the word "slave" and entered immediately.

How do they work? What is the method for attaining them? How are they modded in? What combination of tokens are required to make slaves work? Is it a special caste for the main race, or a special creature? If it's a special caste, must others be forcibly transformed?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: Meph on March 06, 2012, 10:03:06 pm
Quote
I dunno about making metals harder to get. I think even steel is annoying since it requires so many steps.

The mod makes metals easier. Really. With cold hammering (needs no fuel) and the blast furnace (much faster). The better/more valuable then steel things require a bag, that is not a big drawback. You can also directly find meteoric metal in the soil, steelgrade. For free. Or skip metals, and take good leathers instead. Or skip metals and leather, and grow your own metal-grade trees in farms. Or bring a drake and use drakescale armor (fast and easy bronze grade)

If the invaders are too much for you, enable less invaders ;)

@putman: I write you a PM
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: Seraphyx on March 06, 2012, 10:14:57 pm
Quote
I dunno about making metals harder to get. I think even steel is annoying since it requires so many steps.

The mod makes metals easier. Really. With cold hammering (needs no fuel) and the blast furnace (much faster). The better/more valuable then steel things require a bag, that is not a big drawback. You can also directly find meteoric metal in the soil, steelgrade. For free. Or skip metals, and take good leathers instead. Or skip metals and leather, and grow your own metal-grade trees in farms. Or bring a drake and use drakescale armor (fast and easy bronze grade)

If the invaders are too much for you, enable less invaders ;)

@putman: I write you a PM

Yeah I'm still learning everything. It's just that with mods sometimes when people add new content I see a lot of them get progressively harder. Which makes it more difficult for new players to get into it.

Right now I don't know how to do any of the leather stuff, and still trying to get used to how to make all the new stuff (like.. the steps to making them). Ironbark and steeloak take I think a year to grow, and with the limited points it will take at least two years to get a decent amount to outfit your military and you get sieged wayyyy earlier than that.

With the drake, I actually tried shearing it(?) and it said it cancelled the action, handling dangerous creature. What am I doing wrong? I had them in a pasture. Does the shearer also need the animal training or animal care labor?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: Meph on March 06, 2012, 10:36:58 pm
Shearing works fine. Try pasturing them near the farmshop. Sometimes dwarves get scared of the creature they handle (even if it is a sheep) or get distracted.

And my mod can be hard. Very hard. But you disable most invaders, turn SECRETS off, all balancing "harder something" off, embark on Serra and you have a very easy game.

Turn all FD races on, disable the weapon/armor upgrades and guns, and the new metals, leave all "harder something" on, embark on Urborg and you have... fun. Shortlived, bloody fun.

EDIT: YEAH. Just did a little test, and a small pet project of mine seems to work. First cavern has green grass in it, second one has blue/cyan fungi, third one has those moving tendrils from evil biomes. I CAN make the three caverns look different. :) Number 2 and 3 were even connected by a passageway, and the grasses did not mix, the passage was barren. But I think once you breach several ones you get them mixed up. Still, good news.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: Seraphyx on March 06, 2012, 10:49:14 pm
Wow that sounds really interesting, is that going to be in the new release?

I'll try shearing again whenever I embark with or get another drake.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: Talanic on March 06, 2012, 11:05:03 pm
Did you say earlier that netherwood bark padded armor is supposed to protect from heat?  If it's supposed to, then something is wrong...using it (under steel) didn't work; it catches fire from Frost Giant attacks quite readily.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: bombzero on March 06, 2012, 11:26:57 pm
yeah please don't make all the metals rarer.

to everyone complaining about this, the mineral freq. in the adv gen is set extremely high, so that you can actually experience all the mod has to offer, many parts are also toggleable, so their is no need to complain about many of the features, just turn em off  :)


anyways, im starting a fort after getting distracted for hours by that vile thing called a TV in my living room...


EDIT: can you please create a caste compatible dwarf therapist? manual checking sucks...

EDIT2: also you mistakenly dropped some of the 'flavor' moves into the knuckle dusters, they have reports of slashing and stabbing...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: afftor on March 07, 2012, 12:20:33 am
@Seraphyx If you have problem with creating steel you should stick to blast furnace. You only need iron bar and some leather for it, but it makes steel making(heck most smelting) easier than farming.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: Ranik on March 07, 2012, 12:32:36 am

EDIT: can you please create a caste compatible dwarf therapist? manual checking sucks...

Seconded. Meph I know it's not in your list of things to do but holy hell castes working in Therapist would make things so much easier :P

Also the metal changes look fantastic.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: Meph on March 07, 2012, 12:59:09 am
Well, I cant. I had a look at the therapist and all the hex values are just a wall of nonsense to me. But I wrote 2 coders (and Dwarf Engineer, the author of Dwarf Therapist) about the caste patch. Hopefully one will go through the trouble and write one. Would be good for every mod out there, not just this one.

New Cavern layout is in work and will be included. One little problem: After you breach all three they slowly mix the plants/grasses among them. Here a few pics, this is WIP, just a proof of concept:

THESE ARE JUST RGB TESTS. Super colorful, I added it for now as an optional setting. If people thing it is just too much eye bleeding I will do a version that is more harmless and blends in better, but will still be different. The lowest cavern has 6 unique plants now as well.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: Nimrod on March 07, 2012, 01:01:28 am
Well, I cant. I had a look at the therapist and all the hex values are just a wall of nonsense to me. But I wrote 2 coders (and Dwarf Engineer, the author of Dwarf Therapist) about the caste patch. Hopefully one will go through the trouble and write one. Would be good for every mod out there, not just this one.

New Cavern layout is in work and will be included. One little problem: After you breach all three they slowly mix the plants/grasses among them. Here a few pics, this is WIP, just a proof of concept:

WoW. A lot has happened here in a short time...

Sooo .... how long till the new version comes out? :D

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: Meph on March 07, 2012, 01:47:16 am
From my side ? I am pretty much done, tomorrow I guess. If something in RL comes up it might take longer. But I have to wait for the dfhack, mouse fortress and Therapist for 34.05. I am sure that I am done with the changes on the mod itself till then. The caverns are optional, the new font as well, so people cant complain about unfinishes / slightly buggy things. I fixed most bugs, removed the refinery, redid all the materials, the material guides are done, the manual and the GUI is updated.

To do list is down to
 - Fix all reported bugs (about 25% left)
 - Make a Building guide picture for every building. This will take a lot of time. (about 90% left)
 - Update to DF 34.05
 - Make secrets harder to spot.
 - Fix the new truetype font.

Changelog (finished stuff)
Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: bombzero on March 07, 2012, 02:04:49 am
EDIT2: also you mistakenly dropped some of the 'flavor' moves into the knuckle dusters, they have reports of slashing and stabbing...

knuckle dusters are only ones that seem to have report errors just to save you some time.


im liking having drakes around, my war animals produce my padded underarmor  :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: Meph on March 07, 2012, 02:14:24 am
Spoiler (click to show/hide)

Again, good find with the knuckle duster, is fixed.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: Seraphyx on March 07, 2012, 02:21:32 am
So I finally got the dwarves to shear the drakes after a few tries, but where do you make the armor from drake scales? Is it in the clothiers workshop under cloth or leather or something else?

Oh and I can't make walls out of Olivine, is that normal? It has no other purposes.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: Nimrod on March 07, 2012, 02:28:12 am
From my side ? I am pretty much done, tomorrow I guess. If something in RL comes up it might take longer. But I have to wait for the dfhack, mouse fortress and Therapist for 34.05. I am sure that I am done with the changes on the mod itself till then. The caverns are optional, the new font as well, so people cant complain about unfinishes / slightly buggy things. I fixed most bugs, removed the refinery, redid all the materials, the material guides are done, the manual and the GUI is updated.

To do list is down to
 - Fix all reported bugs (about 25% left)
 - Make a Building guide picture for every building. This will take a lot of time. (about 90% left)
 - Update to DF 34.05
 - Make secrets harder to spot.
 - Fix the new truetype font.

Changelog (finished stuff)
Spoiler (click to show/hide)

Great!

Say, will/does your update also include the newest Phoebus graphics (0.34.05v01)? They got TONS of shiny new animal pics and other stuff...

cheers!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: JimmyBobJr on March 07, 2012, 02:51:09 am
Reporting a new issue; I am unable to make bread from Cave Wheat flour at the kitchen.

I have the flower, its in a bag, its available, but the option remains disabled.

Just a heads up and all.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: Torgan on March 07, 2012, 03:10:02 am
That sounds the same as the sugar bug Meph mentioned above where DF can't find the item because the sugar/flour is in a bag which is then stored in a barrel.

Just had a question about the awesome caste diagram from Flobulon, I'm sure I've had immigrants that loved to experiment and had a really high science skill. Is that the same as the alchemy caste?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: JimmyBobJr on March 07, 2012, 03:17:56 am
That might be it; the bags ARE stored in barrels.

I dont know how to remove them, however.

(And its not a problem, since my dwarves are starving and the plump helmets are still growing)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: FFLaguna on March 07, 2012, 03:19:48 am
Wooo. Looking forward to a game tonight, hopefully 34.05 will be in by then, but if not who cares.

Thanks for all the hard work putting this together every day, Meph. ;)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: Nimrod on March 07, 2012, 03:20:12 am
That might be it; the bags ARE stored in barrels.

I dont know how to remove them, however.

(And its not a problem, since my dwarves are starving and the plump helmets are still growing)

Try to dump the bags (not the barrel). Wait and see if the dwarfes go and pick them up (else use dfhack autodump). Then set up a zone with "no barrels" to collect sugar, reclaim the sugar bags ... voila!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: JimmyBobJr on March 07, 2012, 03:51:47 am
Derp.

thats a brilliant idea; ill give it a shot.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: afftor on March 07, 2012, 04:34:43 am
I have an idea regarding powder bags for kitchen. Try making a stockpile with only milled plants (ex dyes) allowed, and forbid barrels in it (in stockpile settings).
@Meph so slade metal stays? if so woohoo
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: Darkness on March 07, 2012, 04:58:16 am
Just need to say, the best MOD for DF i ever played, thanks for your work.  8)

And to Nimrod: seas bro ;)

LG Darkness
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: Meph on March 07, 2012, 07:11:41 am
Thanks guys :)

Here some more random stuff I got done. Mostly waiting for dfhack/therapist to update. I also increased the font size, should be much better now.
Changelog
Spoiler (click to show/hide)

Pics, 1 screenshot of new font, 6 new building guides.
Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: mglarev on March 07, 2012, 07:57:25 am
Nice new font. The Q looks familar, though ;)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: Cato on March 07, 2012, 08:46:41 am
First wanted to say that I like the mod a lot. On the golden geese though I know the female tag isn't required for egg laying. It's possible that doing so might fix the golden goose egg laying, but I'm not sure that the problem is there. I noticed that the unusual eggs tag for the golden goose isn't the same as for the genie even though both have the ability to lay gold.

So the original golden goose has
[LAYS_UNUSUAL_EGGS:BOULDER:NATIVE_GOLD]
If I change that to
[LAYS_UNUSUAL_EGGS:STONE:NO_SUBTYPE:INORGANIC:NATIVE_GOLD]
which is what the genie has  then I find that they lay golden ore eggs as they are presumably supposed to.

Another tweak I did that might be worth thinking of to make it easier to manage if you try and breed them out of geese is adding
[CHILDNAME:golden gosling:golden goslings]
to the caste. Makes it a little easier to cage/pasture the valuable ones apart from the ones who will grow up to be alarm posts for the fortress.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: FFLaguna on March 07, 2012, 09:23:16 am
Why is my farmer spying out production facilities?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: Nimrod on March 07, 2012, 09:49:24 am
Why is my farmer spying out production facilities?

Thats a "Secret"(TM)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: FFLaguna on March 07, 2012, 09:53:28 am
Why is my farmer spying out production facilities?

Thats a "Secret"(TM)

Thanks, I thought so, but it seems rather benign. I'll investigate further. ;)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: FFLaguna on March 07, 2012, 10:08:16 am
Text field error.

(http://i.imgur.com/uCqUl.png)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: SecondBreakfast on March 07, 2012, 10:18:12 am
That's a feature. The Warlock Spy is so mysterious he attacks your with [REDACTED].
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: Hugo_The_Dwarf on March 07, 2012, 11:16:01 am
Thanks guys :)

Here some more random stuff I got done. Mostly waiting for dfhack/therapist to update. I also increased the font size, should be much better now.
Changelog
Spoiler (click to show/hide)

Pics, 1 screenshot of new font, 6 new building guides.
Spoiler (click to show/hide)
How did you go about the custom sprites for castes?
EDIT:
Found your thread you posted this in.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: greywar on March 07, 2012, 12:34:47 pm
Just to check, the current MW version is still for .04 and not .05 right?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: Neyvn on March 07, 2012, 12:36:12 pm
So have you fixed the ♂ and ♀ signs not showing up under the animals tab of stocks???
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: FFLaguna on March 07, 2012, 12:50:36 pm
Just to check, the current MW version is still for .04 and not .05 right?

This is correct. Meph is still waiting on dfhack to update to 34.05, but they're not 100% sure when that'll happen.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: greywar on March 07, 2012, 12:52:18 pm
Just to check, the current MW version is still for .04 and not .05 right?

This is correct. Meph is still waiting on dfhack to update to 34.05, but they're not 100% sure when that'll happen.

Thanks!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: Ranik on March 07, 2012, 01:01:09 pm
Just to check, the current MW version is still for .04 and not .05 right?

This is correct. Meph is still waiting on dfhack to update to 34.05, but they're not 100% sure when that'll happen.

Thanks!

Hmm to be fair i have no idea what dfhack does and never use it. I am furthermore annoyed that it runs everytime i run DF  8)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: narhiril on March 07, 2012, 01:12:06 pm
Just to check, the current MW version is still for .04 and not .05 right?

This is correct. Meph is still waiting on dfhack to update to 34.05, but they're not 100% sure when that'll happen.

Thanks!

Hmm to be fair i have no idea what dfhack does and never use it. I am furthermore annoyed that it runs everytime i run DF  8)

Vdig alone makes it worth it.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: slay_mithos on March 07, 2012, 01:17:08 pm
stonesense is also a good part of dfhack, as well as showmood.

Most people think it's all about plainly cheating because of the name, and there are plain cheat commands (spawn liquids and others), but some are just utilities or read informations that we don't have access to directly.

Showmood is great when testing if the new materials are correctly recognized, as you can see what they ask for exactly.

vdig is kind of limit cheat, as it designate the whole mineral vein to be dug out, even the parts you don't see yet, but you still need to see at least a tile of it, so it just speeds up the designation.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: UncleCern on March 07, 2012, 01:30:37 pm
With DF hack you can basically fix some bugs which would make your fort unplayable. (example - clothing in vanilla DF).
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: sayke on March 07, 2012, 02:31:42 pm
the vanilla DF "vanishing text" bug is another big outstanding issue that only toady can fix, but we don't need to wait till toady fixes that before releasing a new version of masterwork. my understanding of the "vanishing text" bug is that it happens when the TTF engine writes text, it reserves and draws over the same area of the screen that the non-TTF drawing method would use... so when that area is larger then the area the TTF text would use, the text that should be on the right of the TTF text drawn first just vanishes, instead of making use of the space saved by using TTF.

i'm pretty sure only toady can fix that, and that's going to happen, and when it does there will be a new version for sure...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: Meph on March 07, 2012, 02:50:45 pm
The biggest part of dfhack is cleanmap. At least for FPS.  For me it is about testing. Without reveal, fastdwarf and prospect I cant tell if many features work as intented, for example the caverns I did. Digging through all three of them, whenever I change a plant ? No thanks.

So I wait for DFhack, then update to 34.05, then test. Then upload. Also Therapist. If I upload a version without Therapist people will crucify me :P
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: Hiiri on March 07, 2012, 03:51:23 pm
So I wait for DFhack, then update to 34.05, then test. Then upload. Also Therapist. If I upload a version without Therapist people will crucify me :P

Err.. doesn't Therapist update itself automatically?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: Meph on March 07, 2012, 03:56:38 pm
Well, it updates to the new version automatically. But the new version does not write itself. I upload a 34.05 version of the mod, and the therapist wont work.

EDIT: Started doing a bit of brainstorming on the magic system. Here a weapon using the druid/magic_nature skill. Works beautiful, they train the Druid skill, no problem. There is no labortoken for it, so I dont know if I can use it in reactions. But I will test.

(https://lh6.googleusercontent.com/-PC0v6t2Ei2A/T1fNEtOAfMI/AAAAAAAAKKo/U4OJ1p4GhyU/s1640/list.PNG)

I might also do special materials that do extra damage against specific creatures. A heat/fire metal against frost giants for example, or a blessed/holy metal against undead. These metals would be really bad against anything else though. So you might make ONE holy crusader dude with them, and only send him to battle against the undead.

Generall outline of my thoughts. 10 classes. Way too much ^^
Healer = Healing, Resurrections.
Paladin = killing undeads, positive effects like speed.
Evil = Fighter, Necromany, making people crazed, negative effects like slow down.
Blood/Demon = Possesions, tranformes into hulk, transformes others into husks, stat boosts (?)
Plague/Disease = Starts epidemics. Might backfire. No idea how to impliment yet.
Ice = Ice spells, doe. Freezing stuff. Ice traps possible ?
Water = Underswim, breathes underwater, water spells. (dont know about the spells yet)
Earth = Magic rock missiles, earthquake (more or less) and rock skin.
Fire = Fireimmune, starts fires, fireballs.
Magic = Raw magic. Very powerful, hard to control. No ideas yet.

They should all get magic weapons and ammo, maybe a custom material here and there, that is only be used in these reactions, nothing else. No idea if I really to that many, but that is what I came up with. Probably focus on Good/Evil and Ice/Fire for now. The rest is rather experimental, to say the least.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: mglarev on March 07, 2012, 04:22:01 pm
I really like the idea of the special materials. I once had an epic dwarf who single-handed took out two goblin sieges... a one-handed (I always imagine he had his shield strapped to his arm) god of combat - and all that without a danger room. I would really like to see this again.

On the magic system: Thats hard. Maybe just elements and associations?

Like:
Earth => Life, Healing, earthquake, roots..
Fire => Fire, more fire, lots of fire, magma, armok himself unleashed..
Water => Underwater Breathing, swimming, knockback on enemies..
Ice => Slow, Death, Raising walls...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: Flobulon on March 07, 2012, 04:28:47 pm
Meph: The Therapist memory layouts for 34.05 are done (http://www.bay12forums.com/smf/index.php?topic=66525.msg3069558#msg3069558) I believe. So I guess its just DFHack we're waiting on.

Also, did you get my pm with the finished caste chart (with view ranges on)? Can't remember whether I sent it or not, and I forgot to save a copy in my outbox if I did.
The magic weapons sounds great. I agree that 10 classes sounds a bit overboard at the moment though... :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: Meph on March 07, 2012, 04:40:54 pm
Ah, Therapist is done then, nice. :) I am talking with splinterz about a caste patch though, but is looking good, he already showed me a screenshot. Next version should have the caste patch back in. Just some finetuning must be done, since I dont want to have it show the secret castes.

dfhack might take a while, I saw quietusts post in the thread. But I am fairly certain that he knows what he is doing. And thanks, I got the chart, already added it and replaced the old one. :)

10 Magic casts are overkill, sure. Like I said, ideas only... will focus on 1 at a time, people would lose the overview if I add too many anyway. I still try to keep it kind of basic. Maybe one magic figher and one magic spellcaster, plus fitting euqipment. This for one good building, and one evil building. This sounds about right for now. Death Knight & Necromancer, Paladin & Healer. (wip names, I would love to have better ones, these are pretty generic) Just to keep with the Df spirit of melee and ranged squads.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: bombzero on March 07, 2012, 04:52:09 pm
I like the elementalist idea that mglarev posted, but even that may be a bit much.

the one good ranged, one good melee, one evil ranged, and one evil melee sounds like a nice idea, for names though...


I don't know if i see Armok as a good or evil force, but one of the types could be named after him, just for simplicity. ties in with religion etc. aka "Soldier of Armok".

necromancer is fine, considering they exist in vanilla anyways, but perhaps some adjective to define them apart from the enemy necromancers...
Death Knight/Paladin: no, too overused, possibly go with Unholy Warrior/Holy Warrior?
Healer: overused, but im at a loss for a feasible replacement name...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: Meph on March 07, 2012, 04:56:01 pm
Dont know about religion and armok yet. Should be magic, not religion. Otherwise people get confused with the temples and nobles.

I want to use strand_extraction (apostle) for religion.
Then magic_nature (druid) for magic.
And alchemy (sciencedwarf) for tech.

This way people can turn seperate things ON OFF without messing everything up. If I interlock religion and the good part of magic I wouldnt have that option.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: bombzero on March 07, 2012, 05:04:26 pm
im aware of that, just spitballing ideas...

it will be hard to stay away from stereotype fantasy here, as it IS where the concept of this kind of magic came from.


Druid unfortunately cant be used, as thats the skill for it.
we want to stay away from Holy/Unholy/Armok with the naming.

necromancer is fine imo so that's one down.
Life Mage is at least more interesting than 'healer' and opens up the possibility of giving them nature based attacks. (i.e. paralysis by growing vines  mushrooms around them, etc)

well, if you go with life and death as the center of your magic system its easy, but stereotypical.
Life Mage/healer
Death Mage/necromancer
i suppose 'Holy' warrior types may work, as the melee kinds do focus around the concept of specializing at killing different things. i don't have any ideas for these ones.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: Meph on March 07, 2012, 05:12:16 pm
Here a rough draw:

Good
Building
   => Holy/White Halls of something, Ivory Tower, Blessed whatever, you get the drift.

Reactions
   => Transmute dwarf into melee or ranged unit. Makes 2 special weapons, 1 special ammo.

Melee Unit
   => Kill undead right away with long cooldown (once a week)
   => Immunity against craze/fear/stun
   => cant be turned undead after death (?)
   => Extra damage against evil units (can this be done?)
      If I cant restrict the weapons, I will leave them out.

Ranged Unit
   => Heal friendly units. 
   => Speed up friendly units.
   => Ressurect with low chance/epic cooldown. (once a year)

Weapons
   => Magic Ward/Wand/Staff. Shoots ranged spells
   => Holy Warhammer. Extra damage against Undead. (should be restricted to good only)

Spells (one type, with 3 syndromes)
   => Makes creature benign/friendly for a short time (possible?)
   => Extra damage against undeads
   => Loweres damage done by enemies

Evil
Building
   => Dark church, Bloodpool, necromancers pit, bla bla and so on.

Reactions
   => Transmute dwarf into melee or ranged unit. Makes 2 special weapons, 1 special ammo.

Melee Unit
   => Causes nausea and blood vomit on enemies (only very close ones)
   => Immunity against craze/fear/stun
   => Raises automaticall from the dead for a second go as a friendly undead (possible?)
   => Extra damage against good units (can this be done?)

Ranged Unit
   => Animates the dead
   => Short range flee/hide spell, see octopus
   => Normal damage, throws solid blood spike

Weapons
   => Magic ward/wand/staff. Shoots ranged spells
   => Unholy battle axe. Extra damage against living things. (should be restricted to evil only)
      If I cant restrict the weapons, I will leave them out.

Spells (one type with 3 syndromes)
   => Slows down enemy units
   => Adds slow disease
   => makes targets crazed
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: UncleCern on March 07, 2012, 05:16:52 pm
Just a quick idea which poped out of my head. MAGMA magic? Not fire, fire is for sissies, MAGMA!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: Siaru on March 07, 2012, 05:27:07 pm
So, the thieves have decided to start assaulting my dwarves with cloth bags. Just cloth bags, Except for one, After that, They all try and kill my dwarves with cloth bags... Rather odd..
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: UncleCern on March 07, 2012, 05:45:45 pm
Last time I remember an orc thief attacking my dwarf with a cloth bag. Dwarf lost most of the teeth and his skull was pretty much demolished. Looks like the bag was not empty...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: Flobulon on March 07, 2012, 06:21:53 pm
Finally got around to 1.5 - Just looking at a world's legends, and it appears the queen of one of the dwarven civs is a "rhenayas drider". Shouldn't that just be "drider"? It may just be a bug with Legends Viewer though, because I can't find anything in the raws that would cause that.
Anyway, after having a poke around it appears she was a dwarven queen who was cursed during her reign and became a "drider" (half drow / half spider) and has remained queen ever since. Just wanted to say how cool that was, I didn't know such a thing were possible. In any case, I think I know what my dwarves' home civilisation is going to be!  ;D
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: Meph on March 07, 2012, 06:35:39 pm
It is a legends viewer thing, it reads out the Id, not the name. The name is just drider. But: How awesome it that ? I always have to grin when I get reports about flavor stuff that actually works.  Wonder what happends if she turns up in your fortress.

Magic system is slowly progressing. I will stick with Good/Evil for now. Here the buildings:

(https://lh4.googleusercontent.com/-xOVmkt0vL6E/T1fv57U9K7I/AAAAAAAAKK0/LRN1CgvoazQ/s487/Buildings.PNG)

I wanted them to be hard to make, so I added adamantine for good (obvious) and slade for bad (also obvious) The slade can be produced in this mod in the magma factory, so finding magma will be enough, no need for fancy digging operations in hell. (yet)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: narhiril on March 07, 2012, 06:54:01 pm
Urn of sacred ashes made me giggle.  Subtle.  ;)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: mglarev on March 07, 2012, 07:28:22 pm
Found this in the RAWs of the 1.4.1 version. maybe it is still in.

[REACTION:BATTLE_STEEL]
   [NAME:Fold steel(+15% edge/armor)]
   [BUILDING:MAGMA_REFINERY:CUSTOM_D]
   [REAGENT:copper:300:BAR:NONE:INORGANIC:STEEL]
   [PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:BATTLE_STEEL][PRODUCT_DIMENSION:150]
   [SKILL:SMELT]

Is it me, or can i make battle steel out of copper?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: GaxkangtheUnbound on March 07, 2012, 07:29:19 pm
Does this urn of ashes have to do with a certain prophet?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: narhiril on March 07, 2012, 07:35:52 pm
Does this urn of ashes have to do with a certain prophet?

Urist McWorshipper cancels worship sacred urn: Interrupted by Father Kolgrim.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: Zeebie on March 07, 2012, 07:43:13 pm
Meph, I think I'm getting your new specials more often than you intend - I've received three "special" immigrants out of my first 40.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: Meph on March 07, 2012, 07:47:59 pm
Urn of sacred ashes made me giggle.  Subtle.  ;)

Well, he doesnt mumble "Enchantment" :P

Noted about the special castes, will trim the number down.

@mglarev: the "copper" is just the name, has nothing to do whatsoever with how the reaction works. I could write: bubblegum, and it would still make steel. And the entire building with the reaction in it has been removed anyway. No more steelupgrades.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: Zeebie on March 07, 2012, 08:08:55 pm
Is anyone having trouble making gypsum powder? My kiln doesn't acknowledge gypsum boulders as GYPSUM STONES. 
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: mglarev on March 07, 2012, 08:11:59 pm
@mglarev: the "copper" is just the name, has nothing to do whatsoever with how the reaction works. I could write: bubblegum, and it would still make steel. And the entire building with the reaction in it has been removed anyway. No more steelupgrades.

Ah okay. Im getting better at reading raws, but sometimes...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: bombzero on March 07, 2012, 08:15:57 pm
Hey Meph, you cold potentially fold the other spells into good/evil, pick two of the 4 primary elements for each side, and add a small chance of receiving those spells as a bonus.
adds a bit of randomness to magic, and keeps it a adventure instead of a dull weapon.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: mglarev on March 07, 2012, 08:50:03 pm
I suppose there is nothing you can do about the ambushes spawning right the same second as the diplomats?

I lost my last two diplomants because the ambushes spawned within a 15 tile radius. Insta-kill.

The trading caravans spawn in my safe, walled entry, with watchtowers and everything... but the diplomats never have a chance.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: Meph on March 07, 2012, 08:57:53 pm
A solution would be watchtowers, pets on chains and constant patrolling. Buy a couple of decoys and landmines, and put them out in the countryside.

Good news everyone. Magic wands and rune spell ammo work in Fortress mode, and the users learn the druid skill from it. ;) AND:

(https://lh4.googleusercontent.com/-cQK4QVIF4ck/T1gROOg7iCI/AAAAAAAAKLA/dKP2yTBKX5g/s640/list.PNG)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: mglarev on March 07, 2012, 09:00:11 pm
Ah, nice Dwarf Therapist patch  :D
Dwarfette.

My fortress is in the second year, not much time to get decoys. Will see if I can get them set up before they start to hate me.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: zach123b on March 07, 2012, 09:19:21 pm
i got a little excited reading that you're thinking about adding classes like rpg games into this, aside from straight warrior/archer
why not add something like nightshades (rogue) that used the shadows to fight/escape, saw someone made an interaction that made your guy vanish
or a utility user like a batman minus the muscles to disrupt the enemy? push spells/blinding powder/other disables
maybe specialized archers like snipers that can teleport to get away or use a weapon like quincys from bleach from there life energy(but no ill effects)
or a monk that fights bare handed (or staff) with aoe and stun-like kind of skills
i feel dwarfs lack some speed elements ;)

i feel magics shouldn't be to complicated.. (imagines the dwarfs from snow white casting spells to take down that witch)
magma sounds dwarfy as... UncleCern suggested
why not make it so dwarfs can only use certain magics like magma, stone and death stuff.  elves having nature, transform and water.  then humans having holy, fire, and lightning.  maybe goblins get death, transform and fire? and so on for the other races
maybe have something like blueprints but incantations or books to be traded for use but that might take a bit..
~end excitement rush~
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: Meph on March 07, 2012, 09:23:40 pm
Only roguelike ability in Df is ambush/sneak and that is done only be hunters, and very badly so. Melee and ranged I can do. Small system for now, 2 sides, black and white.

The big question for me now is this:

Do I upload the new version now, or do I finish the 2 mages first ? Dfhack is updated, font is fixed, bugs are fixed, therapist patch works, gui is finished and manual is kind of updated.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: slay_mithos on March 07, 2012, 09:28:21 pm
If you think the mages might take less than a week, then take your time on the mages, else it would be good to have the new version vithout them.

That being said, my current fortress is about to crumble, so I am ready any time.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: zach123b on March 07, 2012, 09:39:36 pm
upload with mages and let us be guinea pigs :D
but i'd advise keep the older version up or without mages for the less inclined
having a button that removes mages would work nicely as well
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: Nighthawk on March 07, 2012, 09:50:05 pm
Are Landmines supposed to walk around like animals? Because mine are. (Heh, "mine")

I now have a "Stray Acid Landmine (Tame)" and a "Stray Frag Landmine (Tame)".
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: Meph on March 07, 2012, 10:02:00 pm
No way to make landmines immobile. Same for turrets. Pasture them in a 1x1 pasture, and then they are still.

About the mages:
Buildings are finished.
Melee weapons (one good against the undead civ, one good against orcs/goblins) are done
Ranged weapons are done
Holy ammo is done, transformes the hit creature for a short time in a harmless hamster
Unholy ammo is done, target becomes crazed
Reactions for the 4 transformations are done, they are currently for free, need to add reagents
4 Creatures (Demonbound=unholy melee, Necromancer=unholy ranged, Paladin=holy melee, healer=holy ranged) are set up, but the special abilities are missing. Thats all.

Better names are welcome as well. Holy fighter, holy spellcaster, unholy fighter, unholy spellcaster.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: Ranik on March 07, 2012, 10:05:30 pm
A solution would be watchtowers, pets on chains and constant patrolling. Buy a couple of decoys and landmines, and put them out in the countryside.

Good news everyone. Magic wands and rune spell ammo work in Fortress mode, and the users learn the druid skill from it. ;) AND:

(https://lh4.googleusercontent.com/-cQK4QVIF4ck/T1gROOg7iCI/AAAAAAAAKLA/dKP2yTBKX5g/s640/list.PNG)

OH THANK GOD. :Worships whoever fixed it:
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: Seraphyx on March 07, 2012, 10:05:38 pm
I'd upload it without the new magic stuff first just so you can have more time to refine it a bit. If you upload right now as it is chances are a lot of people are going to report bugs you're probably aware of or are in the process of fixing.

But up to you.

The new magic stuff seems really complex but I like the idea behind it if you can give players decent control over what the mages do.

I like the idea of splitting them into good and evil. Maybe have only a few elements that encompass certain ideas. For example ice would be debuffs/crowd control, freezing an area to slow enemies down + some damage, slow their attack speed (if possible), lower their dodging ability temporarily. Earth could be poisons (make them throw up and all sorts of fun stuff), add some damage over time effects if possible (maybe inflict bleeding to make that happen?). Basically evil would be the higher damage mages, good would be the lesser damage but they would help your own dwarves by buffing them in certain ways (speed, faster regeneration of wounds if possible, more pain resistance, etc...).

Just an idea ;p
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: MiamiBryce on March 07, 2012, 10:10:49 pm
I was wondering what everyone thought of the trading races having [EQUIPMENT_IMPROVEMENTS] (it means they decorate objects).  Personally, I'm annoyed by something who's base value is 50 being priced at 6000 because it's been masterfully decorated with slademantium or some such thing. Is it just me?

Thanks
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: bombzero on March 07, 2012, 10:19:25 pm
If they don't have equipment improvements, you lose other minor flavor features, such as their civ symbol on their chestplates etc etc.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: Meph on March 07, 2012, 10:29:47 pm
It makes trading harder, so it is a good thing.

I noticed that my dark church, which is partly built from bodyparts, does emit a miasma odor. I wonder if the built in bodyparts do rot away after some time. Otherwise nice, unintended effect. The building itself reeks of evil. (EDIT: Yep, they rot away and the building crumbles. Sad. Liked the need for bodyparts.) Replaced it with bones. The church is now build with slade, bones, skull totems and candles. :)

Transformations and magic ammo work fine in fortress mode. Will now start with the interactions, and test them in arena. Also nerfed the secret castes, they are 30% rarer now.

EDIT: Ok, everything is set up. Now for the interactions...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: bombzero on March 07, 2012, 11:02:23 pm
so we might have a new version very soon?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: Meph on March 07, 2012, 11:08:10 pm
Yep. I will now recline and give my laptop some fresh power, and wont be online. Actually thats good, cant spend time writing here, and work more :P
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: Octopi on March 07, 2012, 11:12:50 pm
Just throwing it out there but... Will demons be tameable sometime in the future? Perhaps by a Workshop relevant to Alchemy? Perhaps Dwarf sacrifices. :v
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: sayke on March 07, 2012, 11:14:57 pm
upload upload upload upload!! i need to start a new fortress - my 1.4.1 is getting fragile and unstable, and i'd love to try with just the bugfixes thus far =)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: sayke on March 07, 2012, 11:31:41 pm
No way to make landmines immobile. Same for turrets. Pasture them in a 1x1 pasture, and then they are still.

About the mages:
Buildings are finished.
Melee weapons (one good against the undead civ, one good against orcs/goblins) are done
Ranged weapons are done
Holy ammo is done, transformes the hit creature for a short time in a harmless hamster
Unholy ammo is done, target becomes crazed
Reactions for the 4 transformations are done, they are currently for free, need to add reagents
4 Creatures (Demonbound=unholy melee, Necromancer=unholy ranged, Paladin=holy melee, healer=holy ranged) are set up, but the special abilities are missing. Thats all.

Better names are welcome as well. Holy fighter, holy spellcaster, unholy fighter, unholy spellcaster.

meph - might i suggest "biomancer" as a name for the healer character? it's kind of the opposite of "necromancer", right? barring that, and in the same spirit, "lifeweaver" might work... but also, "theurge", "hierophant", and "thaumaturgist" are generically good names for mage-like characters because nobody knows exactly what they mean, and they all imply that those specific characters might do more then just heal =D

add lots of complicated reagants, if they're powerful. this stuff shouldn't be easy to get.

also! given that drakes probably shouldn't be the only things that drop scales (dragons should too, no?) maybe they should be more expensive and armor made from their scales should be better...? that's where i was going with the whole "why aren't scales generic" like of questioning i was asking about earlier. does that make sense?

also! are the skeleton/ghost graphics working properly? i was poking around in the raws and it seems the keywords got replaced or something... wtf...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: bombzero on March 07, 2012, 11:51:10 pm
^we actually have a system similar to this right now I think... I havn't messed with scaled creatures too much though.

also Meph, assuming you have read the news about the new animal training system for the next DF release. i think your mod may get more interesting...


EDIT: an idea for the knuckle dusters, the messages almost make sense, if you were to say replace stab, with jab, slash with backhand, etc etc it would make it sound like the dwarf was simply employing interesting fighting techniques instead of doing the impossible.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: Neyvn on March 08, 2012, 12:50:23 am
How do I reveal Hell. I don't know if there is something leaking into hell or not but this lag is getting annoying. DFHack's Reveal doesn't show hell or anything "You have discovered X" things by the looks of it...

EDIT:: It looks like there is something draining somewhere, just loaded a different location and NO Lag at all. It sits at around 560 fps while on this flatter area where I want to play it is going down to 100 fps
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: bombzero on March 08, 2012, 12:52:42 am
"reveal hell" i think does it, reveal with no arguments does not show the secret stuffs.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: Neyvn on March 08, 2012, 01:01:12 am
Right, so I revealed everything.... And nothing is leaking. I don't understand. The only thing that could be my problem with this map is a small Cavern Lake that is attached to the map edge, it could be draining out of the map or something...
Gonna upload the save, asking if someone else could figure out why I am getting this annoying lag fest with this map...

http://dffd.wimbli.com/file.php?id=5813

EDIT:: There is the file. ALSO is anyone else getting a Graphics problem when it comes to the symbols for Gender and Quality???
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: bombzero on March 08, 2012, 01:09:45 am
ill take a look if you upload it.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: Nimrod on March 08, 2012, 01:10:24 am
ill take a look if you upload it.

me too, mate
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: Nimrod on March 08, 2012, 01:11:32 am

EDIT:: There is the file. ALSO is anyone else getting a Graphics problem when it comes to the symbols for Gender and Quality???

This is fixed in the next version (see changelog)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: Nimrod on March 08, 2012, 01:30:54 am
Right, so I revealed everything.... And nothing is leaking. I don't understand. The only thing that could be my problem with this map is a small Cavern Lake that is attached to the map edge, it could be draining out of the map or something...
Gonna upload the save, asking if someone else could figure out why I am getting this annoying lag fest with this map...


Its not a pathfinding issue with your dwarves ... i did some science on that (walled em in)
You have some massive multi Z level caves underground, thats the only thing i could think of.
Rest seems perfectly normal.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: Neyvn on March 08, 2012, 01:52:56 am
Are you getting lag spikes???
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: Nimrod on March 08, 2012, 01:56:08 am
Are you getting lag spikes???

Yes, i see all the effects you describe.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: Meph on March 08, 2012, 02:35:41 am
I am done. Is being uploaded.

Demonbound, Necromancer, Oathkeeper and Lifeweaver. Hope it is clear who is the melee and who is the support/ranged unit. To quote the manual:

Quote
Magic

-This adds two high end buildings to the game.

The Urn of Sacred Ashes and the Church of the Dark Depths.

You can learn good/white and evil/black magic in these.

These features are experimental and are more a test then anything else. See the forum for more info, since this feature is in development. The added features so far are:

Bound a demon to you = Demonbound = evil melee mage

Learn the secret of death = Shadowmage = evil ranged mage

Recite the warrios prayer = Oathkeeper = good melee mage

Recieve the blessing of life = Lifeweaver = good ranged mage

These guys have a variety of spells, from killing undeads, to resurrecting your fallen dwarves, blinding enemies or striking them down in a hailstorm of blood. Have fun testing these, friendly fire should not be a problem. To transform you need a couple of item, most notably the white or black bible. Buy those from humans or drows. Apart from that, candles, adamantine, bones and corpses.

You can also create the undead and greenskin slayer. A giant sword that uses the druid skill for combat and makes 50 times as much damages against the noted enemies then anything else. Again, more a test then a balanced feature. You need 5 runes and steel for this massive weapon.

Last item are the wands. You can create holy or unholy wands. These ranged weapons use spells. You can create 4 kinds of spells. Raging adds crazed to the hit target, great for bigger groups. Sleeping makes targets fall asleep, send you melee to finish them. Polymorph turns them into cute little hamsters, easy target, while slowing runes reduce the speed by 50%. You need runes and steel for the spells, and runes and training staffs for the wands.

@all: I will have a look at the posts when I am done updating. :) The gender symbols are working so-so, I only have ONE item for both. -.- cant find the identifier in the font file. But the masterwork symbol has am item now and the font looks better, I increased the size.

(https://lh3.googleusercontent.com/-AIMcaGxFp10/T1hiJb7VCaI/AAAAAAAAKLM/JQCXr-nT-YE/s712/list.PNG)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic
Post by: Meph on March 08, 2012, 02:45:42 am
>::: DOWNLOAD ::: PHOEBUS (V1.5.1 for DF 34.05):::< (http://dffd.wimbli.com/file.php?id=5315)

Changelog:
Spoiler (click to show/hide)

Good luck testing them. One buildings needs adamantine to be built, the other slade. One of the reactions needs a bible, trade from humans, the other a black bible, trade from drow. Should be rather difficult to set everything up. Shadowmages might be a bit overpowered when you get them behind good fortifications, and lifeweavers should be sent to your coffins. They can resurrect your dwarves. Not as living dead, but as proper civilized dwarves. Dont know if they can target things in coffins though, and what happen to lost bodyparts and such. I am curious about the reports i might get in a few days.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: sayke on March 08, 2012, 02:58:34 am
yessssssssss...!! downloading  8)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Neyvn on March 08, 2012, 03:18:07 am
Well thats annoying... Certain letters are showing up as Symbols...
l and n by the looks of things...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: ItchyBeard on March 08, 2012, 03:34:00 am
Hmm, my download didn't contain any of the sound files. Is that intended, or did I click on the wrong link or something?

I copied the sound files from a previous version of DF so I have sound now anyway. I actually like the default music :D.

Edit: My desert map generated with this:
Spoiler (click to show/hide)

Guessing I won't be getting a lot of kobolds or orcs.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Tigrath on March 08, 2012, 04:07:47 am
Hello there Meph.  I've been interested with your mod, but a complete lack of free time has prevented me from playing df lately.   I've got a few suggestions for the magic stuff if your still working on it conceptually.   Good/Evil magic doesn't seem different from holy/unholy religious type magic.  Good magic would fit better with humans than dwarves, since all dwarves are Slaves To Amtrack, God Of Blood.  Unholy would be a better fit to evil races like the drow.  Here are some basic ideas:

Dwarves
         Fireborn:  firemage, fire immune, speed buff, fire or explosion on death
         Hammerhands:  earthmage focused on strike attacks and personal protection by stone skin, skill buffs to mining and smithing
         Shaman:  healer, potions

Elves 
         Bard:  buffer for nearby friendly units
         Warlock:  curses, shapeshifter, debuffer 

Humans
          Charlatan:  holy magic
          Apothecary:  healer, potions
          Wizard:  firemage
 
Orks
           Witch Doctor:  healer, potions, curses   

Drow
           Warlock:  curses, debuffer, shapeshifter
           Nightshade:  stealth, poison touch/skin/miasma
            Incarnate:  evil/unholy/demonic

edit:  I see you released a new version while I was writing.  It looks quite interesting!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Darkness on March 08, 2012, 04:29:46 am
Sehr gute arbeit ;) Bin schon am laden und gespannt wie a gummiringal :D

Eine kurze Frage noch, bei der Vorversion hatte ich immer wieder Anzeigeprobleme der Schrift bei sämtlichen Ingamestacks und Workshops, hab das nur ich oder is das n Bug?`

LG
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Alu on March 08, 2012, 05:40:29 am
Tried the mod for the first time. Really impressive, but there are some things that are.. well.... yea..

"Stray Fire Landmine (Tame)"
"Stray Acid Turret (Tame)"(http://i.imgur.com/BU3eL.jpg)
Shouldn't they be buildings/traps instead fo cattle or something?

Also, is it possible to deactivate Genies?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Neyvn on March 08, 2012, 05:45:46 am
The turrets as buildings idea wouldn't work as they wouldn't shoot......


Wait, Idea, couldn't they be built at a siege workshop and work like Balista???


Also Gender of animals isn't showing right again, its appearing as *
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: sayke on March 08, 2012, 05:56:36 am
Tried the mod for the first time. Really impressive, but there are some things that are.. well.... yea..

"Stray Fire Landmine (Tame)"
"Stray Acid Turret (Tame)"
Shouldn't they be buildings/traps instead fo cattle or something?

Also, is it possible to deactivate Genies?

they have to be implemented as creatures, because there's no other way to do it. to make em be more turret/landmine-like, just stick em in a 1x1 pasture. done!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Alu on March 08, 2012, 06:06:53 am
Tried the mod for the first time. Really impressive, but there are some things that are.. well.... yea..

"Stray Fire Landmine (Tame)"
"Stray Acid Turret (Tame)"
Shouldn't they be buildings/traps instead fo cattle or something?

Also, is it possible to deactivate Genies?

they have to be implemented as creatures, because there's no other way to do it. to make em be more turret/landmine-like, just stick em in a 1x1 pasture. done!


ok but.. isn't a landmine technically nothing more than a stone-fall trap?
And, as neyvn says, a turret something like a self-controlled ballista?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Seraphyx on March 08, 2012, 06:19:36 am
I mentioned this earlier but but olivine is completely useless (which is just annoying). You can't build out of it or make crafts or do anything except grind it into rock dust. Can it possibly be changed to at least build stuff out of it or create stone things like doors, floodgates, etc...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Neyvn on March 08, 2012, 06:31:28 am
Oh dear.......

One of my new migrants is talking to himself and laughing like a crazed dwarf. I think I am in trouble with him...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: sayke on March 08, 2012, 06:42:23 am
Tried the mod for the first time. Really impressive, but there are some things that are.. well.... yea..

"Stray Fire Landmine (Tame)"
"Stray Acid Turret (Tame)"
Shouldn't they be buildings/traps instead fo cattle or something?

Also, is it possible to deactivate Genies?

they have to be implemented as creatures, because there's no other way to do it. to make em be more turret/landmine-like, just stick em in a 1x1 pasture. done!


ok but.. isn't a landmine technically nothing more than a stone-fall trap?
And, as neyvn says, a turret something like a self-controlled ballista?

i think of them more as semi-magical dwarven constructs then simple traps or machines - i mean, there are ice, fire, acid, and many other kinds of mines, and there are at least six kinds of turrets, including bullet and fire... so they've got some complicated tricky stuff going on inside em, and probably clockwork legs etc so they can scuttle around. that's how i think of them anyway! =D
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Torgan on March 08, 2012, 07:20:15 am
I mentioned this earlier but but olivine is completely useless (which is just annoying). You can't build out of it or make crafts or do anything except grind it into rock dust. Can it possibly be changed to at least build stuff out of it or create stone things like doors, floodgates, etc...
Just go to the z-Stone menu and select Olivine as a non-reserved stone (or whatever it's called, press Enter when it's highlighted) and your dwarves will use it for everything. At least I did it yesterday but that was before the newest release unless something has changed. Worked fine for my magma floodgates and mechanisms yesterday.

This works for any stones if you want to start making stuff out of raw galena etc.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: LastDawn on March 08, 2012, 07:30:11 am
Awesome work.. but i think i stumbled upon a bug in Version 1.5 (for Dwarf Fortress 34.04)
Spoiler (click to show/hide)
Also i cant get my hunter to hunt since he embarked with a Javelin thrower wich he doesnt want to switch for the nice wodden crossbow i made for him..
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Seraphyx on March 08, 2012, 07:43:07 am
I mentioned this earlier but but olivine is completely useless (which is just annoying). You can't build out of it or make crafts or do anything except grind it into rock dust. Can it possibly be changed to at least build stuff out of it or create stone things like doors, floodgates, etc...
Just go to the z-Stone menu and select Olivine as a non-reserved stone (or whatever it's called, press Enter when it's highlighted) and your dwarves will use it for everything. At least I did it yesterday but that was before the newest release unless something has changed. Worked fine for my magma floodgates and mechanisms yesterday.

This works for any stones if you want to start making stuff out of raw galena etc.

Thanks for that. Got them to use it now.

Another thing I found, I'm pretty sure this is an error but trying to make oil at the screw press from pigtails, it's not working. I made a few barrels of oil and the reaction is still unavailable. When I hit enter to see what I need it says I also need lye stuff to make it:
Lye
Lye-containing item
unrotten soap_mat-producing liquid
oil-containing item

If this isn't an error then my question is what's the point of making soap out of oil when it needs the lye anyways?

Last thing is that whenever tanning an item the shop instantly gets extremely cluttered which is weird. It's the purple *CLT* with the gem graphic/asterisk looking thing on the sides of it. There's only 1 item in the shop so I don't really understand why it does that. I don't THINK it used to do that, I was able to tan pretty damn fast but now it takes extremely long.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: FFLaguna on March 08, 2012, 08:06:54 am
I don't play vanilla anymore, but has anyone noticed more world gen crashes with 34.05? I'm not sure if it's Masterwork's fault or ToadyOne's fault, but I'm getting tons more world gen crashes than ever before, even with 34.01.

Anyone notice any trends like this?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Seraphyx on March 08, 2012, 08:16:23 am
I haven't genned too many worlds yet but out of the maybe 5 or so it did crash once. I was playing with the default medium and large worlds not the custom ones in advanced.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Meph on March 08, 2012, 08:17:58 am
Quote
Well thats annoying... Certain letters are showing up as Symbols...
l and n by the looks of things...
This is the phoebus tileset. Although I think phoebus just changed the V layout a bit, but kept the n. He is using the tiles twice, to use the N for hills and V for grass to make space for other things.

@itchybeard:Yep, between offering the 25min backgroundmusic on the frontpage, and including soundsense I thought not a lot of people do turn the music on. Brings down filesize.

@darkness: The blank spaces with truetype are a hardcoded DF bug.

@alu: If you can make buyable exploding landmine traps I can scatter over the landscape and that explode when people come near, be my guest. Same goes for modded siege engines... there is not a lot of room for such things. People proposed once to make the landmines a hermitcrab-like creature that the dwarves fill with explosives though ^^

@seraphyx: All things you reported are standard Vanilla DF things. All stone can be made aviable/forbidden in the stone stocks screen. Very useful if you have no magma safe rock,since you can also directly use metal ore as rock that way. This is a very basic DF feature.

Soap ALWAYS needs lye, how could you make soap otherwise ? The point is that you can coose between tallow from animals and oil from plants for it. Planning a mineral soap from inorganic mats as well, but even that one will need lye.

Tanning shop (and most other stuff like kitchen, butcher, anything bone related and so forth) ALWAYS gets cluttered with a single item. A well known Vanilla DF issue.

@lastdawn: Ah, good find. Zombie bites should turn dwarves into zombies, seems that they do affect every creature they bite. I only tested them on dwarves, shouldnt cause crashes though. I will change the syndrome to only affect dwarves then.

@fflaguna: Did not test worldgens much, only my normal short ones. Netbook is too slow for long worldgens anyway. How long are the histories you do ?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: CheatingChicken on March 08, 2012, 08:52:27 am
Yor prefstrings for landmines seem to be broken. Or does this mean that this dwarf likes landmines just for being Landmines?

(http://puu.sh/jVy6)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: mglarev on March 08, 2012, 08:58:08 am
I suggest "shattering explosions"
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Seraphyx on March 08, 2012, 09:01:45 am
I dunno about the tanning shop, in the previous version I'm almost positive it never got this cluttered with just one item. My tanner would tan things in a few seconds (even a novice tanner) but now it's up to a few minutes which I just thought was odd. The butcher only gets cluttered after it actually butchers the item (which I understand because of all the bones and other things it produces) not while it is butchering. Same with the kitchen, it's not getting cluttered while it's making the meal. I'll pay attention more just in case they actually do, but I don't think they are. Just the tanners shop is doing this for me. edit: making lavish meals, and kitchen isn't cluttered at all while items are in that workshop. If it's a vanilla bug with the tanner's shop that's fine, but I honestly never saw it get cluttered the moment they bring an item to tan until 34.05. If this is actually vanilla DF bugs/issues then that's fine, I just figured I would mention them in case it's a problem with masterwork mod. But honestly I don't recall ever having an issue like this with the tanners shop before this new version.

About the lye, I misread the requirements to make it. I thought the oil reaction ALSO required tallow but I didn't read carefully. So that's why I said I don't get the reason why there's a choice to make it out of oil, my mistake.

About not being able to build with certain stones, someone replied telling me to unrestrict them in the stocks menu. I completely forgot about that I'm an idiot sometimes ;p I didn't even stop to think that that's why it's not letting me use it as building material.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Replica on March 08, 2012, 09:48:43 am
I don't know if this has been mentioned yet, but you might want to fix the pyromancers.

They have a tendency to set fire to themselves and their own invasion force. :I
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: FFLaguna on March 08, 2012, 10:16:06 am
@fflaguna: Did not test worldgens much, only my normal short ones. Netbook is too slow for long worldgens anyway. How long are the histories you do ?

It crashed three times in a row (different random seeds) while genning a large world, between years 200-350 or so.

I've decided that now I'm only going to gen to year 75 anyway, since it seems 98% of world gen megabeasts will be dead by year 150 if you let it go that long.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Morwaul on March 08, 2012, 10:52:16 am

Civilized World Population
   119702 Warlocks
   30609 Undead
   198 Orcs
   24405 Frost giant
   29310 Drows
   67109 Dwarves
   17973 Humans
   3773 Elves
   10518 Goblins
   396 Kobolds

   Total: 303993


What do I need to use to get this information?  (If it is not intuitive please go over the steps or point me at some instructions)

Thanks
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Meph on March 08, 2012, 10:59:41 am
When you gen a world andit is done, dont press: "Use world as it currently exsists" but press P for"export world image" Then you get a picture and three txts in your dwarf fortress folder.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: olopi on March 08, 2012, 11:25:00 am
So as i understand this makes no changes to adv. mode, or does it?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Xyon on March 08, 2012, 11:27:56 am
155 pages, amazing, anyhoo I would just like to suggest that maybe the graphics could be optional instead of default, less work for the people who want to switch back to the ascii?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: nocker on March 08, 2012, 12:04:58 pm
This is such an awesome mod, I will download it tonight and try it playing it - I'm on a Mac right now, so I downloaded the PC version just to read the RAWs and see what it changes.

One thing I'd LOVE to see in this mod would be an option to cut down the complexity bloat down. I don't like how the game today tries to individually track every mitochondria from every creature. Yeah, this was a slight exaggeration, but the game actually does track each individual tooth, finger, toe, and rib. It also gives individual organs to vermin (prepared fly brains, right). I think that having things detailed down to the individual finger that has its individual nail (probably - I didn't check) in a game that simulates a world is just a waste of memory/processing power (because I imagine that these larger structures have to be actually individually realized for each creature to track wounds, contamination, etc)

So, could the mod-keeper please work on adding a checkbox to cut down the, uh, physiological bloat? It'd be very much appreciated. I wouldn't seriously if the atomic grasping component was just a "hand" for instance (so what if they're now legoman dwarves? the game should run faster) and if the body of vermin were composed of a single "BODY" atomic part that had all the needed tags for it to live and survive.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: MarineMorton on March 08, 2012, 12:12:39 pm
Quick one here I have put some animals in a pasture sheep mostly and they are now hungry thought grazing was off?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Seraphyx on March 08, 2012, 12:24:45 pm
Quick one here I have put some animals in a pasture sheep mostly and they are now hungry thought grazing was off?

That's kind of odd. I had horses and a few other animals(no sheep) pastured and none of them got hungry.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Torgan on March 08, 2012, 12:34:27 pm
Quick one here I have put some animals in a pasture sheep mostly and they are now hungry thought grazing was off?
1.3 added it back in, but it's not as extreme as in vanilla. If they are pastured it could just be the animals have eaten all the grass/moss, just press k and check the tiles in the pasture.

Quote
Added a low grazing amount (2x2 pasture for each animal) to each domestic animal for the: Harder Farming Button
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Demiurge on March 08, 2012, 12:40:48 pm
This is still my favorite mod right now, but I've been toying around with LFR as well (and I know Meph watches that mod closely also) and I'd love to see a few features brought over. For example rare minerals that exist inside other veins, we already have that in pure gold/silver variants but I'd love to see mithril put into big veins of other minerals so I don't have to hunt the whole damn map for those small deposits and I can just follow the big veins and get lucky. That way rare minerals would just be an added bonus that are nice to get and not something you feel you should hunt for.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: afftor on March 08, 2012, 12:59:10 pm
Rope reed rope still made out of thin air.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: smakemupagus on March 08, 2012, 01:06:45 pm
@itchybeard:Yep, between offering the 25min backgroundmusic on the frontpage, and including soundsense I thought not a lot of people do turn the music on. Brings down filesize.

oh i'm glad you guys mentioned that.  my wife has been really confused about no sound.  guess it's time to d/l Toady's version to get it :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: olopi on March 08, 2012, 01:45:57 pm
Sorry for this question, but: How do you install tis mod?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: closedu on March 08, 2012, 01:46:44 pm
i've noticed a possible bug in the scriptorium - when i create the ink it seems to fill 1 jug then just creates 150 inks afterward as in the other jugs are not filled with ink... so what i have to do is create the ink take the jug disasemble the scriptorium rebuild it and proceed creating more ink. any insight on this or an idea of whats going on? thanks!!

GREAT MOD BTW!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Meph on March 08, 2012, 02:08:11 pm
Rope reed rope still made out of thin air.
My eye is twiching a bit right now. Checked the raws, there is [ missing in the reagent. Well, free ropes for now.

Sorry for this question, but: How do you install tis mod?
Download, extract rar, done. It is pre-installed.

i've noticed a possible bug in the scriptorium - when i create the ink it seems to fill 1 jug then just creates 150 inks afterward as in the other jugs are not filled with ink... so what i have to do is create the ink take the jug disasemble the scriptorium rebuild it and proceed creating more ink. any insight on this or an idea of whats going on? thanks!!

GREAT MOD BTW!
Will test, but when I used the scriptorium it worked fine... maybe jugs have too little capacity ?

About the grazing: Read the manual, it states that grazing is a part of the "harder farming" button. You can turn it off if you want.

About the simpler bodyparts: Could be done I guess, but would serve no purpose, since bodyparts dont slow the game down too much. Mostly temperature, pathfinding and item count.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: olopi on March 08, 2012, 02:15:21 pm
I get the error :  Not found: data/art/curses_640x300.png
I downloaded the version on the OP
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: closedu on March 08, 2012, 02:19:18 pm
for scriptorium make a work order to make like 20 or so inks you'll see what i mean.. you'll have 1 jug then the rest of the inks will remain in the scriptorium and clutter it up and they cannot be dumped nor will they get put into jugs.. i can upload my save if you want

on the other hand.. ;) maybe i'm doing something wrong? is there a certain stockpile for inks maybe?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Seraphyx on March 08, 2012, 02:42:11 pm
Blah. I can't seem to make anything at the arc furnace again. I have everything required. Empty bags and the stones.

Now what am I doing wrong? ;\

Screenshots:
Spoiler (click to show/hide)

------------

Got it. I thought I remembered someone saying that their furnaces didn't want to smelt things unless they're on the same z-level. I moved the arc furnace to the z-level with cobaltite but now it also lets me do the wolfram stuff as well. So yay.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
Post by: narhiril on March 08, 2012, 02:59:17 pm
No way to make landmines immobile. Same for turrets. Pasture them in a 1x1 pasture, and then they are still.



Not to be a smartass, but try [IMMOBILE]. 
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: afftor on March 08, 2012, 03:02:01 pm
Brew swamp whiskey produce nameless drink and no seeds.
Rip yarn item took hair yarn and turned it into hair cloth... Then it took that one hair cloth and turned into in... hair cloth. well you know the drill. Wouldn't surprise me if cloth/silk reactions would act similarly weird.
Loading carts are stored at any closest stockpile.
Blah. I can't seem to make anything at the arc furnace again. I have everything required. Empty bags and the stones.

Now what am I doing wrong? ;\

Screenshots:
Spoiler (click to show/hide)

------------

Got it. I thought I remembered someone saying that their furnaces didn't want to smelt things unless they're on the same z-level. I moved the arc furnace to the z-level with cobaltite but now it also lets me do the wolfram stuff as well. So yay.
try bring everything on the same level with furnaces.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Altaric on March 08, 2012, 03:58:48 pm
Hey!

First of all, thanks for the great work, i love Masterwork.

I've noticed a bug that might be related to MW: Take from stockpile doesn't get saved
I've tried to set the order and save straight after, reload, it's gone.
Tried with fresh .34.05 vanilla version and it retains the order
MW is the only mod I'm using.

Did I miss something ?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Orb on March 08, 2012, 04:07:16 pm
This was on an old version (two releases ago, I believe), but after sacrificing many, many dwarves to my altar to Armok, the totem became so tattered the building just fell apart. Not sure if its fixable, intended, or already fixed, but thought I'd mention it.


I also could not upgrade steel swords of Armok with runes. Made them kind of useless, so I just started putting the 50+ swords in weapon traps.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Meph on March 08, 2012, 05:06:30 pm
after sacrificing many, many dwarves to my altar to Armok, the totem became so tattered the building just fell apart. Not sure if its fixable, intended, or already fixed, but thought I'd mention it.
Ah, never happened to me in testing. So totems get worn as well, that is a sideeffect from the boiling stones. I might be able to fix it, by lowering the temperature and boiling point. not sure if it will work though.

I've noticed a bug that might be related to MW: Take from stockpile doesn't get saved
No idea about that, does not seem like something I could have altered.

Brew swamp whiskey produce nameless drink and no seeds.
Rip yarn item took hair yarn and turned it into hair cloth... Then it took that one hair cloth and turned into in... hair cloth. well you know the drill. Wouldn't surprise me if cloth/silk reactions would act similarly weird.
Loading carts are stored at any closest stockpile.
You have the hardest time with this mod^^ I will check swamp wishkey and all the other drinks. Will check the rest, but dont know how I could fix it. I can make cloth to thread easily, but item to cloth would require a custom reaction for each item, similar to the ones I use in the crematory. I think I rather remove it then.

Not to be a smartass, but try [IMMOBILE]. 
You are funny ;) And not the first one to bring this up. The immobile tag only works on creatures with aquatic that are on land. (i.e. drowning fish) Giving a creature immobile, aquatic and nobreathe does not work as well, tried. I would need the drowning tag for it to work. Mh... I could add a syndrome that removes nobreath for a few seconds, then disables it for one tick, and enabled it again. Will try. EDIT: OMG. You damn smartass. You are right. :D It is a new tag for 34 I did not know about, it works. Landmines and Turrets stand still. You can move them by pasturing, but they never move. AMAZING. What would I do without you ? :*

for scriptorium make a work order to make like 20 or so inks you'll see what i mean.. you'll have 1 jug then the rest of the inks will remain in the scriptorium and clutter it up and they cannot be dumped nor will they get put into jugs.. i can upload my save if you want
I'll check. might be the capacity of the jug. Would add more jugs for the reaction then :) easy fix.

I get the error :  Not found: data/art/curses_640x300.png
I downloaded the version on the OP
The file is definetly there. Downloaded and unpacked to test it. No idea why you have a problem with that. Try another download, thats all I can offer.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: bombzero on March 08, 2012, 05:27:06 pm
Meph, i would suggest you look over any new/modified tags every major release, as now you won't have to deal with every new player to masterwork bitching about turrets and landmines moving!

on the note of mages, havn't tested them myself yet but they sound great. also not really possible to be OP considering the requirements for making them are to dig all the way down.

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Meph on March 08, 2012, 05:35:53 pm
Dark Magic can be reached sooner, by embaring on a volcano. Then you can make a demonbound in the first year. I plan to make it harder, MAYBE add adamantine to all magic related stuff. It is the dwarven über-metal anyway and should have special properties, besides looking shiny and cutting everything in half. Regard the current magic system as a test to see how people like it.

I think I will fix some issues (have a small list again already) and add bloodwine, an alternate booze source. Extract blood from bodyparts in kitchen, brew drink in still, upgrade drink in brewery.

I think I am slowly getting rid of all the bugs, as impossible as it sounds. If you compare the current build with V.1.3... ;)

I also genned and exported five random worlds, the offset for civs looks ok. Drow did not make it in one world, but I dont know if they got extinct, or never found a starting biome.

Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Buffbot on March 08, 2012, 05:49:54 pm
So all we need to do until the next patch is add [IMMOBILE] to our turrets and landmines for them to work as intended? 

Sounds easy, almost too easy.  :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: bombzero on March 08, 2012, 06:03:10 pm
changelog on dffd still says your mod adds wagons, good job, glad you fixed that meph. [/sarcasm]
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Ishar on March 08, 2012, 06:07:47 pm
Not to be a smartass, but try [IMMOBILE]. 
You are funny ;) And not the first one to bring this up. The immobile tag only works on creatures with aquatic that are on land. (i.e. drowning fish) Giving a creature immobile, aquatic and nobreathe does not work as well, tried. I would need the drowning tag for it to work. Mh... I could add a syndrome that removes nobreath for a few seconds, then disables it for one tick, and enabled it again. Will try. EDIT: OMG. You damn smartass. You are right. :D It is a new tag for 34 I did not know about, it works. Landmines and Turrets stand still. You can move them by pasturing, but they never move. AMAZING. What would I do without you ? :*

What about migrant turrets and mines? Stuck at the edge of the map, or do they move to the meeting hall with everyone, THEN becoming immobile there?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Seraphyx on March 08, 2012, 06:34:28 pm
Really glad to hear you can make turrets and stuff immobile now, that will be great.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: bombzero on March 08, 2012, 06:46:47 pm
Not to be a smartass, but try [IMMOBILE]. 
You are funny ;) And not the first one to bring this up. The immobile tag only works on creatures with aquatic that are on land. (i.e. drowning fish) Giving a creature immobile, aquatic and nobreathe does not work as well, tried. I would need the drowning tag for it to work. Mh... I could add a syndrome that removes nobreath for a few seconds, then disables it for one tick, and enabled it again. Will try. EDIT: OMG. You damn smartass. You are right. :D It is a new tag for 34 I did not know about, it works. Landmines and Turrets stand still. You can move them by pasturing, but they never move. AMAZING. What would I do without you ? :*

What about migrant turrets and mines? Stuck at the edge of the map, or do they move to the meeting hall with everyone, THEN becoming immobile there?

roughly beneficial, they become temp ambush spotters until you actually place them.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: FFLaguna on March 08, 2012, 06:47:19 pm
EDIT: OMG. You damn smartass. You are right.  It is a new tag for 34 I did not know about, it works. Landmines and Turrets stand still. You can move them by pasturing, but they never move. AMAZING.

Fantastic! Excellent! Neato! :D
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Meph on March 08, 2012, 07:01:04 pm
Yes, just add immobile to them and you are done. Easiest thing ever. :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: bombzero on March 08, 2012, 07:03:57 pm
awesome, now if youll excuse me, im going to get off the forums to play DF for a bit instead... seriously i have a bad case of forumiteitis.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: narhiril on March 08, 2012, 07:31:27 pm
Yes, just add immobile to them and you are done. Easiest thing ever. :)

In case you were wondering, that token is new for 0.34 and wasn't in the file changes list of tokens.  It's found on sponges.  The old token you were thinking of is [IMMOBILE_LAND] which has some other weird behaviors attached to it (i.e. drowning).
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: isitanos on March 08, 2012, 07:55:47 pm
Is 1.5.1 mostly save compatible with 1.5? I know your releases usually aren't but then it's a minor release, so...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Ranik on March 08, 2012, 08:05:29 pm
http://www.mediafire.com/?u392nsbhj2aia73,lxgsre6j0a302ua

A quick patch for the free rope reed and adding immobile to turrets, landmines and decoys. Not tested. Mostly default settings with simple options off
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: mglarev on March 08, 2012, 08:05:56 pm
Has anyone else problems with squads not picking up ammunition? I checked and double-checked all assigned weapons, ammunition and the actual equipment. But the ammunition stays on the stockpile. Still 1.4.1, though, but I had the same problem in 1.4.0.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Vherid on March 08, 2012, 08:19:44 pm
-Just nevermind-
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: mglarev on March 08, 2012, 09:01:55 pm
I just found out about the system of armor upgrading. I have to say: Simply great. I cant wait for my dwarfs steamrolling over the next goblin invasion. Makes military equipping really nice.

Also:

Am I correct? The dwarven-made plate stuff is better than the human made plate?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: slay_mithos on March 08, 2012, 09:09:25 pm
Has anyone else problems with squads not picking up ammunition? I checked and double-checked all assigned weapons, ammunition and the actual equipment. But the ammunition stays on the stockpile. Still 1.4.1, though, but I had the same problem in 1.4.0.
Let me guess, you are using one of the two awesome new bolts (stone or gems)?
In that case, you need to add new ammo, they are called rock tip bolts and gem tip bolts, both in the "(foreign)" part of the list.

As for the other ammunitions, it's the same, roughly, try to deactivate the ammunitions you can't use.

In 1.2, I had rare cases where my hunter would take bolas and a crossbow and then complain about not having ammunition, and not changing it either.

Basically, make sure:
1. They have the weapon and a quiver.
2. They have orders to take the right ammunitions for the weapon, and that only.
3. They can access those ammunitions (burrows, doors/bridges, etc).

If they still refuse to take ammunitions, then order them (s menu, them "m"ove works great), then cancel when they are all on positions, and after a minute order them again.
This should fix it, or at least it was the hardest I needed to try to get them pick stuff up.

@Vherid: don't take this bad, but your whole post seems like "I don't really like your work, but can I make a review of it? Oh, and the graphics everyone says it takes ages to change, I'll make it even not knowing how for now, should not be hard anyway."
I hope I have completely missed the whole point in the post though, because it feels insulting to the people having investing lots of time in it, to the people using it, and to yourself altogether.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Orb on March 08, 2012, 09:14:17 pm
So, I typically find tetrahedrite(I have never found another ore of iron) in odd layers, at least compared to regular DF.

For instance, in my current embark, I found tetrahedrite in marble, instead of the limestone 5 Z-lvs above it. Unless...that's supposed to happen, but taking a peek at the wiki, I believe tetrahedrite is available only in sedimentary layers.

Either way, I have never found a source of coke nor a different source of iron. Might be worth taking a look at, as I've seen similar comments earlier in this thread.

Also, it seems that whenever I embark on a map with flux, Flux is always the FIRST stone layer, with usually another layer of flux deeper down. I don't recall that ever happening in regular DF either, but then again, I usually didn't get steel production in regular.

"Edit" Suggestion: Would it be possible to add a search function for surfaced magma pipes, but NOT volcanoes? I know those used to exist in the old world gen, and it was possible to find them by editing the init a bit. I want this because volcanoes just have waaaay too many Z-lvs for me to be comfortable with, along with the extra challenge/!fun! of having magma lava immediately available.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: isitanos on March 08, 2012, 09:16:36 pm
persay
"per se (http://en.wikipedia.org/wiki/Per_se)", please.


(Why people insist on using latin words they can't spell/understand is beyond me. It gets annoying to read, like the other gem "mustof" for "must've" that's also spreading like a disease, and I'm not even a native english speaker.)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Vherid on March 08, 2012, 09:30:08 pm
@Vherid: don't take this bad, but your whole post seems like "I don't really like your work, but can I make a review of it? Oh, and the graphics everyone says it takes ages to change, I'll make it even not knowing how for now, should not be hard anyway."
I hope I have completely missed the whole point in the post though, because it feels insulting to the people having investing lots of time in it, to the people using it, and to yourself altogether.

Yeah you did, but never mind.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Seraphyx on March 08, 2012, 10:01:24 pm
So, I typically find tetrahedrite(I have never found another ore of iron) in odd layers, at least compared to regular DF.

For instance, in my current embark, I found tetrahedrite in marble, instead of the limestone 5 Z-lvs above it. Unless...that's supposed to happen, but taking a peek at the wiki, I believe tetrahedrite is available only in sedimentary layers.

Either way, I have never found a source of coke nor a different source of iron. Might be worth taking a look at, as I've seen similar comments earlier in this thread.

Also, it seems that whenever I embark on a map with flux, Flux is always the FIRST stone layer, with usually another layer of flux deeper down. I don't recall that ever happening in regular DF either, but then again, I usually didn't get steel production in regular.

"Edit" Suggestion: Would it be possible to add a search function for surfaced magma pipes, but NOT volcanoes? I know those used to exist in the old world gen, and it was possible to find them by editing the init a bit. I want this because volcanoes just have waaaay too many Z-lvs for me to be comfortable with, along with the extra challenge/!fun! of having magma lava immediately available.

I posted earlier about never finding sources of coke like lignite or coal. I was also embarking on volcano maps. It seems like they don't generate in volcanic zones? Probably not a glitch and just how it's supposed to be, at least that's what I'm assuming since I randomly tried out probably 10-20 forts on volcanoes and never found them. But if I embark pretty much in any other place away from them, I find a ridiculous amount.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Orb on March 08, 2012, 10:04:57 pm
Hm, maybe its the flux? I always start with Flux, multiple shallow/deep metals, and sometimes a river. I know one time, in a forest(or some biome that has a dirt top layer) had a flux stone at the surface. There was no dirt, but thankfully the nearby river solved that problem.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: isitanos on March 08, 2012, 10:07:30 pm
English is a shitty language.
If you mean internet english, I wholeheartedly agree with you :P . Proper english especially of the Shakespeare era is fantastic and has a richer vocabulary than most contemporary languages, but it doesn't get much use.

I wish Ancient Greek was still the business language like under the Roman Empire, he he. Then the common language would all make us smarter through its subtleties rather than increasing the general dumbass-level.


/totally off-topic (sorry)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: LucasUP on March 08, 2012, 10:22:02 pm
Wow Meph, I had not seen any of your work here until just now.
I haven't actually played around with this thing yet, but the mention of landmines and turrets and other crazyness really piques my interest.

Good to see you really made great use of my contribution of code and expanded on things amazingly for this. This may be the first large-scale mod I give a good try. I'll tell you how playing it goes (After I update my own pack.... )
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Ranik on March 08, 2012, 10:28:38 pm
Wow Meph, I had not seen any of your work here until just now.
I haven't actually played around with this thing yet, but the mention of landmines and turrets and other crazyness really piques my interest.

Good to see you really made great use of my contribution of code and expanded on things amazingly for this. This may be the first large-scale mod I give a good try. I'll tell you how playing it goes (After I update my own pack.... )

I think the real strength of the mod is that it's all optional. Customize as you like and each person has their own tailored game.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Meph on March 08, 2012, 10:55:13 pm
@Well, Ranik, you cant know it, but the very person you told this, is the author of the original code I used to make the GUI/Settings.exe. :)

@lucasUP: Thanks again for the code. Most stuff is based upon the code for changing the aquifer, since I knew this must edit raws, so why not edit them a bit more ? I hope you like the mod and await your feedback. But dont ask for the sourcecode, you would be struck down instantly if you open it. ;)

@vherid and the rest: Wtf is going on here ? Care to send me a PM, since I have no clue what you guys were up to in the first place.

About the flux/coal: Do you guys use the preset worlds I made, or the normal worldgen ? Because the normal worldgen is unsuitable, since the mineral settings cant be set high enough.

CHANGELOG for today:
 - Fixed landmine movement
 - Fixed turret movement
 - Fixed rope reed rope reaction.
 - Made secrets rarer
 - Zombie bites should only transform bitten dwarves now.
 - Gave picks back to automatons, they should have access to materials now
 - Removed pyromancer caste from warlocks. Did burn down their own invasion force.
 - Fixed swamp whiskey brewing
 - Fixed leftover ink on scriptorium
 - Removed the three "rip item" reactions
 - Raised the value for blood slightly
- Added reaction to extract blood from animal parts and corpses
 - Added reaction to brew bloodwine, from blood


The last part is a big change. Before you could only make booze from plants, nothing else. Now you can make booze from butchered animals OR killed animals/invaders. Goblin Blood Wine anyone ? (will be shown as "blood wine" ingame, since I like generic mats) Best of all: The new reactions for this dont require a new building. Extract blood is in the kitchen, distill bloodwine is in the still, and season bloodwine is in the brewery :)

EDIT: Since I am in a good mood here you go: http://dl.dropbox.com/u/60111839/objects.rar (http://dl.dropbox.com/u/60111839/objects.rar) Just copy this in the raws and gen a new world.

My good mood is based upon this:
Spoiler (click to show/hide)

PS: This happened while testing: (https://lh5.googleusercontent.com/-R9vnIbGXMNQ/T1mCqteVIDI/AAAAAAAAKLY/mGH_3ttMi28/s473/ghostfire%2520for%2520the%2520win.PNG)
Next thing I will try to do is a Shapeshifter unit. Is quite high on the poll, and since I have no idea what RawMagic should do so far (open for ideas) I will make a good/evil shapeshifting reactions. Turn into a demon OR an angel for a short time. Maybe a month ? Enough to sent you last remaining soldier to it, become an Angel of Vengeance and make a last stand to protect the sealed in dwarves in the dining room. Something like that. It will not be a new Caste with a shapeshifting ability, but a reaction that can transform any dwarf for a short time.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: bombzero on March 09, 2012, 12:29:05 am
I think for raw magic, it should just be untamed power, possibly a focus on area and breath attacks, with randomized effects.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Vherid on March 09, 2012, 12:41:11 am
I wouldn't worry about it, I had ideas on how to expand some workshops further, fix some redundancies, maybe some other things and maybe get the ASCII working for you, that I like a lot of the mod but now theres a few things I don't like so I don't really know if I'm going to use it at this point, and I knew it would be taken in a way where I'm some douche coming in and trying to hijack your mod or something, so I lost that motivation. Don't worry about it.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: bombzero on March 09, 2012, 12:57:37 am
I wouldn't worry about it, I had ideas on how to expand some workshops further, fix some redundancies, maybe some other things and maybe get the ASCII working for you, that I like a lot of the mod but now theres a few things I don't like so I don't really know if I'm going to use it at this point, and I knew it would be taken in a way where I'm some douche coming in and trying to hijack your mod or something, so I lost that motivation. Don't worry about it.

ignore the people who don't understand that someone can not like something, and still judge it fairly. (i know right? impossible!  :o)

anyways, i would say pointing out what you don't like may help the mod's thread a lot more than hurt it.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Executer on March 09, 2012, 02:20:24 am
I'm in year 3 or 4 after embark, and I've just noticed that one of my dwarves is laying unconcious in bed, with a leg missing and almsot every body part wounded yellow.  He's also wearing over 10 pages of rings/amulets/etc.
I can't get my doctor to examine him, for whatever reason, and there is no combat log of him ever sustaining those injuries.
I'm also not sure if its a bug in Masterwork, or in dwarf fort in general; I can't find any posting of it elsewhere (though the search function is rather terrible)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Torgan on March 09, 2012, 02:55:16 am
He may be a
Spoiler (click to show/hide)
.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Meph on March 09, 2012, 03:11:02 am
Quote
I had ideas on how to expand some workshops further, fix some redundancies,
Well, I am all ears for those.

Also, major changes:

 - Added soap to tradegoods/embark.
 - Generic fluids, ichor, blood, milk and pus! (troll still blue, warlock still purple, insects still white)
   This only changed the names. No more "pool of stoguslop bodskins blood". Now only: pool of blood.
   I left "race blood" in, so people can see the difference between "dwarf blood" and "goblin blood" ;)
 - Generic silk!. Only three types now:
   - Silk. Standart.
   - Rare Silk. Found in deeper caverns, twice the value
   - Soul webs/silk. Found only in hell. worth a lot.
 - Renamed hair to wool. (wool thread, wool robe and so on)
 - Fixed boiling iridium (value was so high, it was registered as negative again)
 - Added boozebelly goat. Milk it, make cheese, ferment the cheese to booze. Second alternate way of alcohol making.
 - Added custom boozebelly goat sprite.

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Buffbot on March 09, 2012, 03:14:46 am
One small oddity in the creature_standard.txt for 1.5.1.  It seems female necro's, holy's, necrofighter's and holyfighter's are missing the [SLOW_LEARNER] tag, while the males all have it.  Not sure how I ended up noticing this little detail.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Nimrod on March 09, 2012, 04:00:58 am
Found something:

Tanner - "Make Bone Studs" also takes your bone crossbows/throwers and makes bone studs out of them.

Nicht wirklich im Sinne des Erfinders, oder? ;)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Demata on March 09, 2012, 04:16:52 am
Hey guys, i really love the mod, most fun i've ever had with DF :D

I have a couple questions, messing with the warlocks in adventure mode, are the spells you start with ( like ice, acid etc) supposed to hit the tile you're standing on, thus start melting you as well? Or am i doing something wrong?

Also, i can't seem to get the animate corpse spell to work, i highlight a corpse but nothing i press seems to confirm it to animate :(.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Neyvn on March 09, 2012, 04:17:30 am
I remember there being a mod or something (maybe it was vanilla) which allowed you to "Hive" Spiders. It makes silk farms a little more easier that way...

Any chance???
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Seraphyx on March 09, 2012, 04:21:24 am
About the flux/coal: Do you guys use the preset worlds I made, or the normal worldgen ? Because the normal worldgen is unsuitable, since the mineral settings cant be set high enough.

I always embarked using the custom set profiles. But every single time I embarked on a volcano, which is literally at least 20 or so random forts, I was never able to run into coal or lignite or any other form of fuel. However, still using your custom world gen profiles, if I embark absolutely anywhere else, coal, lignite, etc... is very abundant.

Even in the generic DF world generation I can find coal and lignite (haven't tried on a volcano because of the low frequency at which they spawn). I'm just thinking it's because if there is high volcanism or something it eliminates the generation of lignite and fuel sources. I'm just going completely off of assumption here, I have no proof other than I have never encountered them in at least 20 forts on volcanoes.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Nimrod on March 09, 2012, 04:49:37 am
About the flux/coal: Do you guys use the preset worlds I made, or the normal worldgen ? Because the normal worldgen is unsuitable, since the mineral settings cant be set high enough.

I always embarked using the custom set profiles. But every single time I embarked on a volcano, which is literally at least 20 or so random forts, I was never able to run into coal or lignite or any other form of fuel. However, still using your custom world gen profiles, if I embark absolutely anywhere else, coal, lignite, etc... is very abundant.

Even in the generic DF world generation I can find coal and lignite (haven't tried on a volcano because of the low frequency at which they spawn). I'm just thinking it's because if there is high volcanism or something it eliminates the generation of lignite and fuel sources. I'm just going completely off of assumption here, I have no proof other than I have never encountered them in at least 20 forts on volcanoes.

I am also a "volcano embarker" and i can confirm that there is no coal near them (ever).
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Torgan on March 09, 2012, 04:53:49 am
I don't think this is in the manual, I was looking in the materials part.

What is iridium best used for? I saw you can weave clothes out of it if you extract strands, weave to cloth, make clothes but is it better than steel for weapons and armour as well? I assume it's better than leather for my padded mittens, hood, shirt combo.  I always have a few bars left lying around and have never actually got round to using it for anything. It's the one bad thing about Masterwork, too much to do at once!  ;D

+1 to not finding coal/lignite near volcanoes yet. I have found hematite in addition to tetrahedrite for iron production though. But I've never found it a big deal, means you actually have to venture outside your fort for stuff until you feel safe breaching the first cavern or get tree farms on the go. And with up to four caravans a year that's quite a lot of wood.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Seraphyx on March 09, 2012, 05:12:15 am
About the flux/coal: Do you guys use the preset worlds I made, or the normal worldgen ? Because the normal worldgen is unsuitable, since the mineral settings cant be set high enough.

I always embarked using the custom set profiles. But every single time I embarked on a volcano, which is literally at least 20 or so random forts, I was never able to run into coal or lignite or any other form of fuel. However, still using your custom world gen profiles, if I embark absolutely anywhere else, coal, lignite, etc... is very abundant.

Even in the generic DF world generation I can find coal and lignite (haven't tried on a volcano because of the low frequency at which they spawn). I'm just thinking it's because if there is high volcanism or something it eliminates the generation of lignite and fuel sources. I'm just going completely off of assumption here, I have no proof other than I have never encountered them in at least 20 forts on volcanoes.

I am also a "volcano embarker" and i can confirm that there is no coal near them (ever).

It's unfortunate since a lot of things require "refined coal" as part of the actual reaction, so embarking in places without trees kind of suck, gotta try to tree farm if possible and that will take quite a while to build up enough wood for reactions etc.. It's still possible but very inefficient with my experiences (at least in the beginning, compared to embarking on a pretty forested area). Unfortunately I don't think Meph can do much about not finding lignite or coal if this is a hardcoded feature to world gen.

Maybe it's better that way (balance stuff), but yeah, it sucks ;p
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Nimrod on March 09, 2012, 05:14:24 am
Quote

It's unfortunate since a lot of things require "refined coal" as part of the actual reaction, so embarking in places without trees kind of suck, gotta try to tree farm if possible and that will take quite a while to build up enough wood for reactions etc.. It's still possible but very inefficient with my experiences (at least in the beginning, compared to embarking on a pretty forested area). Unfortunately I don't think Meph can do much about not finding lignite or coal if this is a hardcoded edition to world gen.

Maybe it's better that way (balance stuff), but yeah, it sucks ;p

I like it that way. You get magma near the surface but have to trade for coal or use trees. Would be boring if every embark were the same, no? ;)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: mglarev on March 09, 2012, 06:12:21 am
@slay_mythos: Tried all that already.

Let me guess, you are using one of the two awesome new bolts (stone or gems)?
In that case, you need to add new ammo, they are called rock tip bolts and gem tip bolts, both in the "(foreign)" part of the list.
Already done, did not work.
As for the other ammunitions, it's the same, roughly, try to deactivate the ammunitions you can't use.
Already done, did not work.
Basically, make sure:
1. They have the weapon and a quiver.
2. They have orders to take the right ammunitions for the weapon, and that only.
3. They can access those ammunitions (burrows, doors/bridges, etc).
Already checked, and they are not complaining.
If they still refuse to take ammunitions, then order them (s menu, them "m"ove works great), then cancel when they are all on positions, and after a minute order them again.
This should fix it, or at least it was the hardest I needed to try to get them pick stuff up.
Tried that before. Nothing.

I noticed: Their are only two stacks of rocktip bolts / bin. Maybe the dimension of these things is to big for a quiver?

Edit: Also its is not this bug: http://www.bay12games.com/dwarves/mantisbt/view.php?id=1374
I changed the default Archer profile from individual choice ranged weapon to crossbows.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: CheatingChicken on March 09, 2012, 06:20:54 am
What the hell? :D

(http://puu.sh/k31L)

I've got a suggestion: Could you add a reaction to just boil eggs in the kitchen, to make them edible without creating meals of some kind?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Nimrod on March 09, 2012, 06:22:03 am
Quote

Edit: Also its is not this bug: http://www.bay12games.com/dwarves/mantisbt/view.php?id=1374
I changed the default Archer profile from individual choice ranged weapon to crossbows.

Dont use the standard profile (my dwarfs tend to ignore changes i make there half of the time).
NEVER put bolts in a bin - this is a DF vanilla bug (if it was ever fixed i stand corrected)

try that -> profit!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: mglarev on March 09, 2012, 06:31:47 am
Quote

Edit: Also its is not this bug: http://www.bay12games.com/dwarves/mantisbt/view.php?id=1374
I changed the default Archer profile from individual choice ranged weapon to crossbows.

Dont use the standard profile (my dwarfs tend to ignore changes i make there half of the time).
NEVER put bolts in a bin - this is a DF vanilla bug (if it was ever fixed i stand corrected)

try that -> profit!

This bug? http://www.bay12games.com/dwarves/mantisbt/view.php?id=3106
Should be fixed, but I will try that when I am home again.


- Renamed hair to wool. (wool thread, wool robe and so on)
Thats good. I always found that creepy.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Dark Archon on March 09, 2012, 06:41:50 am
I have created over 20 worlds with low mineral scarcity - pregenned and normal. In all of them I didn't found even one piece of iron ore. I practically bathe in copper, gold, aluminium, tin and platinum, but never get even a small vein of iron. What I did wrong?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Orb on March 09, 2012, 07:05:05 am
Ah. I have been using normal world gen. That would make more sense.


However, when I genned Urgoh(Evil Swamp thing), I couldn't find a location that had flux. Do all locations have Flux, and its not showing up, or is that map supposed to be so hard you can't do steel production without trading for it?

"Edit" When I genned the volcano world, it crashed at some point. I was busy doing other things, so I'm not sure what caused it. Might be just a freak accident, will test it again at another point in time.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Nimrod on March 09, 2012, 07:13:52 am
QUESTION: essence residue

I killed a dragon, got the platinum essence - trained one of my guys to legendary with it - research lab is cluttered with like a million "essence residue"

PROBLEM: the "clear  essence residue" job in the crature research lab is red and my dwarfs carry the stuff to my metal ore depot (only "metal ores" enabled - no way to stop them carrying the residue)

@ meph: I guess thats a bug? Or am I missing something here?

EDIT: Another BUG: "Slade Bars" dont show up under "Bars:Metal" (or anywhere else I can see)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Esta on March 09, 2012, 07:46:38 am
Meph, while looking through and comparing your and Narhiril's raws, I found that they added a way to add tags through syndromes.

I'd suggest replacing
Code: [Select]
[CE_IMPAIR_FUNCTION:SEV:5000:PROB:100:BP:BY_CATEGORY:EYE:ALL:START:1:PEAK:5:END:33000]
[CE_IMPAIR_FUNCTION:SEV:5000:PROB:100:BP:BY_CATEGORY:EYE:ALL:START:10:PEAK:5:END:33000]
[CE_IMPAIR_FUNCTION:SEV:5000:PROB:100:BP:BY_CATEGORY:EYE:ALL:START:25:PEAK:5:END:33000]
[CE_IMPAIR_FUNCTION:SEV:5000:PROB:100:BP:BY_CATEGORY:EYE:ALL:START:50:PEAK:5:END:33000]
with
Code: [Select]
[CE_ADD_TAG:NOFEAR:START:1:PEAK:5:END:33000]
That should make it so the Drink of Courage doesn't have the downside of blindness while still doing its objective. Credit to Narhiril for the tag used.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: alagon on March 09, 2012, 07:59:18 am
Meph,

Guess I will never finish the 10 year challenge with this amazing speed of update!!

Anyway, I had starting my second fortress under 1.51 since yesterday. By the first mid summer I got surrounded by 14 burning or freezing skulls, AWESOME!! I was lucky that I constructed a rising bridge and a moat up in the inner fort earlier, so I was able to lock every dorf in for the whole summer. I don't know are they really frightening foes, but I guess it is better stay clear of their way, lol.

Now, today I seem to find a bug on the dwarf therapist side (which I did not observe in the vanilla 034.04 version of the therapist). I got 19 dorfs, and normally it appeared fine in therapist. However, after the first dwarven caravan arrived, my dorf number rise to 23 in therapist (however, the number stays the same 19 in-game). Then I found the military escort of the merchants had become my population in the therapist. Might be a bug??

Again, thank you for your effort of making this amazing mod!!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Goncyn on March 09, 2012, 08:01:44 am
However, when I genned Urgoh(Evil Swamp thing), I couldn't find a location that had flux. Do all locations have Flux, and its not showing up, or is that map supposed to be so hard you can't do steel production without trading for it?

If I recall correctcly, if you have a layer stone that is also a flux stone, it won't show it on the embark screen as "Flux Stone". The embark screen only displays "Flux Stone" if you have veins/clusters of flux stone. I've found that marble layers are very common in the worlds I generate with this mod, but that might be a fluke.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: GaxkangtheUnbound on March 09, 2012, 08:54:31 am
I'm having issues getting drow to appear in the Garden of Gaia and Remote Tolaria worlds. I increased the civ count, but it doesn't seem to do much. I only have 3 FD races enabled.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: thistleknot on March 09, 2012, 09:23:07 am
any chance that civilization forge stuff might appear in this mod?  I would love to see it, and the author is having a hard time just getting his mod up to date for 34.xx, he has an interim release.  Maybe someone should contact him?  His name is Mephansteras
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: aantn on March 09, 2012, 09:26:30 am
Meph, did you upload the wrong version of the Mac version for 1.5.1? The in-game version number still reads 0.34.04.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: DorfMeister on March 09, 2012, 09:33:37 am
Hmmmm... "The Dwarven Baby paints a pentagram in blood!"
- should I be worried? 
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: mglarev on March 09, 2012, 09:40:53 am
Meph, did you upload the wrong version of the Mac version for 1.5.1? The in-game version number still reads 0.34.04.

In the first post, it says

Quote
> ::: DOWNLOAD ::: MAC-OS (V1.5 for DF 34.04)::: <

I guess it is intentional.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: slay_mithos on March 09, 2012, 09:41:19 am
As with any strange dwarves you don't know how it will turn, you need to watch it closely and take some precautions in case it goes bad.

I won't spoil you, but you should treat him as a potential threat, just like you would with mood dwarves when you are not sure about the materials.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Werdna on March 09, 2012, 11:16:27 am
I've been playing around with embarks on Scorching Shiv, and in examining my sites, there is very little in the way of water even in the caverns.  One of the sites had a tiny pool down on the third cavern layer; my current one has two large ponds at the 3rd layer but neither is connected to the side of the map, so I am afraid they will not refill, and a bustling fortress will eventually drain these.

Are there tricks I'm unaware of for replenishing water, if there is no river, too hot for topside pools, no aquifer, and cavern pools are unconnected to map edge?  At this point I'm planning on making copper blocks, making copper walls out of them, and making a pretend 'condenser' where I can dfliquid some water in as needed.  Would be a neat idea for a building-type.

If there isn't, Meph, you may want to make it very clear on the Shiv description that water will be a massive limiting factor on those fortresses.  Or add a 'condenser' to help with Shiv's desert embarks?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: thistleknot on March 09, 2012, 11:26:19 am
The creator of Civ Forge is down with merging his mod with Masterwork

http://www.bay12forums.com/smf/index.php?topic=31157.msg3077919#msg3077919

anyway we can get this passed on/integrated?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: SecondBreakfast on March 09, 2012, 12:15:03 pm
I've been playing around with embarks on Scorching Shiv, and in examining my sites, there is very little in the way of water even in the caverns.  One of the sites had a tiny pool down on the third cavern layer; my current one has two large ponds at the 3rd layer but neither is connected to the side of the map, so I am afraid they will not refill, and a bustling fortress will eventually drain these.

Are there tricks I'm unaware of for replenishing water, if there is no river, too hot for topside pools, no aquifer, and cavern pools are unconnected to map edge?  At this point I'm planning on making copper blocks, making copper walls out of them, and making a pretend 'condenser' where I can dfliquid some water in as needed.  Would be a neat idea for a building-type.

If there isn't, Meph, you may want to make it very clear on the Shiv description that water will be a massive limiting factor on those fortresses.  Or add a 'condenser' to help with Shiv's desert embarks?

Check the still and the press. I'm sure Masterwork adds a reaction somewhere to produce water from plants. Obviously you'll have very limited quantities but it's better than nothing.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: CheatingChicken on March 09, 2012, 12:20:49 pm
You can make water from alcohol at the still.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: alagon on March 09, 2012, 02:06:58 pm
Becasue I really like the idea of minig cart, I spent quite some time into make it work.

I just notice several things might be a bit of problem (not game breaking though).

First of all, there is no difference between Load Stone/Ore and Load only Ore options at the loading station. I mean they did exactly the same thing, by loading both metal stone (ore?) and economic stone altogether. Guess they are both stone in the first place, so there is no difference for dwarves to tell. My work around is to forbid the economic stone around the loading station, and make sure my dwarves carry only metal containing stone in the cart.

Second, a Kea just stole my logging cart. LoL, I mean, it must be a gigantic Kea. Might because the cart is so light (weight 2* only), so the Kea can fly away with it at ease. Funny yet not game breaking though in my opinion.

Last is that I found the dwarves are surely stubborn animals. To load a logging/mining cart full, they sometimes went deep in the inner fort, so to bring the wood up to the loading station on the surface. After that he will move the cart back into the the depth again. Kind of stupid, eh? LoL. So far cannot find any workaround for this. Again, funny yet a bit annoying.

Other than that, the mining cart work like a charm. It did take some times to understand and use to the system well. 
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Talanic on March 09, 2012, 02:24:53 pm
Please don't add adamantine to all magic interactions.  Players like me never reach the adamantine; my computer slows down to 50 fps far too soon.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Meph on March 09, 2012, 02:39:34 pm
Ok, many replies today. Lets see:

Load ore needs [REAGENT:B:1:METAL_ORE:NONE], should not take any boulder.

Shiv, the desert world, has low amounts of water by design. Shouldnt surprise anyone. Same goes for volcanoes having no coal nearby. People dont need much of it when they have magma, and I rather have more metalveins in the map, then coalveins. This is also for balancing, since volcano embarks are already way easier then normal ones. Unlimited fuel, instant magma moat, magma traps and access to high tech buildings. (slade ballista bolts anyone?) Same goes for the swampworld and flux. Just realisitcly speaking anything that is a swamp wont have nice marble lying around. Intended, the map should be harder.

I wrote the author of the CivForge Mod, but I dont really know what exactly you want to see added here.

I noted all the bugs/balances, but already I tested every single ammo in the game, they do work.
___________________________________________________________________________________

I made up my mind about the magic system. People want good, evil, fire, shapeshifting and raw magic. So here is what I came up with.

"Magic Type"
"Ranged mage"
"Melee fighter"
"Shapeshifter" - only for one season

Magic - The dwarven way
Magmamancer
Rockbound
The Mountainking

Evil
Necromancer
Demonbound
The Unamed One

Good
Soulmancer (Lifemancer?)
Oathbound
The Angel of Vengeance

This way people can learn/remember the system easier. A x-mancer is ranged, a x-bound is melee, and the high-caps name is Shapeshifting. Any dwarf can shapeshift with the reaction, but will turn back to normal after the time is up.

I also finished another 3 building guides, magma-safe workshop, crematorium and stone grinder.
Spoiler (click to show/hide)

And added boozebelly goats as an alternate way to make alcohol. They are taken from gustavos science mod, but I added a custom sprite for them as well. I also made generic milk for all other creatures, and renamed hair to wool. A wool rope and wool shirt makes more sense then a hair rope.

@talanic: Then offer an alternative please. The mages are super powerful, how should I restrict them, if not with adamantine ?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: smakemupagus on March 09, 2012, 02:41:25 pm
Please don't add adamantine to all magic interactions.  Players like me never reach the adamantine; my computer slows down to 50 fps far too soon.

50 isn't that bad!

@talanic
If the mages are pretty end-game stuff (resurrect the fallen dead, for example) i think it's good idea to have them very hard to get.  On the other hand nothing will stop you from mod-the-mod, would probably have to change less than 10 lines of code to make the whole building and reactions cost whatever you like.

@meph: brainstorming, what other materials are hard to get

adamantine, of course is perfect for the dwarven mages

you could also restrict it by making it complicated instead of deep

slade boulder + totem + 4*trap pulley +  4 barrels of spiced bloodwine = "dark avatar"
4*dark avatars + 4*candles + coarse iron throne + slade maul + whatever  = dark altar

iridium thread + 4 silk cloth + 2 large gems + 4 fine wood = "holy tapestry"
4*holy tapestry + 4*fine pewter goblet + electrum throne + steel longsword + whatever = holy altar
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Dark Archon on March 09, 2012, 02:54:19 pm
Ah. I have been using normal world gen. That would make more sense.
Same with the normal worldgen (if you were adressing me).
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: HARD on March 09, 2012, 02:54:42 pm
the game is crashing everytime im trying to create new world, any ideas whats wrong? it crashes randomly when creating history.

Anyw maby someone is up to upload some generated world? i'm looking for some large map with alot of ppl and few kk events, kinda for adventure mode mostly.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Werdna on March 09, 2012, 03:15:28 pm
Shiv, the desert world, has low amounts of water by design. Shouldnt surprise anyone.

Actually, it was a surprise.  Not a rage-quit thing, but certainly a "How long can a fort last with only 100 tiles of water?" conundrum. I've played vanilla DF desert embarks before, and one simply has to plan around drilling down to water in the caverns, which almost always have some offmap replenishment.  In the three Shiv embarks I looked at (perhaps an unlucky sample), there was no replenishable water, and very little standing water at cavern level.  I'm not asking you to change the difficulty, I was merely suggesting that the Shiv description in the manual should prepare a player for this major difference.  Hinting to prepare alternative water sources would be perfect.  BTW, I love the visual cavern changes. 

Thanks SecondBreakfast and CheatingChicken for suggesting the water-making alternatives.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Nimrod on March 09, 2012, 03:27:10 pm
Shiv, the desert world, has low amounts of water by design. Shouldnt surprise anyone.

Actually, it was a surprise.  Not a rage-quit thing, but certainly a "How long can a fort last with only 100 tiles of water?" conundrum. I've played vanilla DF desert embarks before, and one simply has to plan around drilling down to water in the caverns, which almost always have some offmap replenishment.  In the three Shiv embarks I looked at (perhaps an unlucky sample), there was no replenishable water, and very little standing water at cavern level.  I'm not asking you to change the difficulty, I was merely suggesting that the Shiv description in the manual should prepare a player for this major difference.  Hinting to prepare alternative water sources would be perfect.  BTW, I love the visual cavern changes. 

Thanks SecondBreakfast and CheatingChicken for suggesting the water-making alternatives.

dfhack - liquids

enough said ;)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: CT on March 09, 2012, 03:29:11 pm
It has been so long since i last played dwarf fortress and I wanted to say that this mod looks fantastic! I do have a small problem in that my dwarves don't want to take stone or ore to a stockpile, I have to dump and reclaim it to get them to move it. Any idea whats going on with that?

EDIT: Fixed the issue by genning a new world. Guess it was just one of those bugs that happens every now and then. On an unrelated note; I made an adventurer and went exploring only to find out that all the cites and towns had zombies who were tame and could talk to me. -_-
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Meph on March 09, 2012, 03:39:22 pm
@CT: thanks, but I am sure that something as major as stone/ore stockpiling would have been mentioned before. Hope you get it to work, I know that I dont have problems with those. Obvious question: Did you check all the stockpile settings ?

Quote
BTW, I love the visual cavern changes.

First comment I get on them :) Glad you like it, I thought the extreme RGB difference would put people of. Hope your fort will survive with the water from booze and water from pressed leaf.

@HARD: Try shorter worldgen ? I also dont know what settings and worldgen settings you use, so there is little I could say to help.

@smakemupagus: As you know I try to avoid super complicated stuff. The mage-building mats are bad enough as they are, in my mind ;) Simply saying Adamantine = Magic is the best solution I found. It is easy to understand, makes magic an high-game tech, and only needs one item. :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: smakemupagus on March 09, 2012, 03:54:33 pm
@smakemupagus: As you know I try to avoid super complicated stuff. The mage-building mats are bad enough as they are, in my mind ;) Simply saying Adamantine = Magic is the best solution I found. It is easy to understand, makes magic an high-game tech, and only needs one item. :)

yep, i was just trying to put some idea out there but i think i prefer your solution too. 

@shiv -- i haven't gone there in the 1.5.x series but, in older versions i played there several games and water wasn't *that* bad (maybe i made a point of embarking on oasis?  i don't remember it being a major issue).
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Talanic on March 09, 2012, 04:04:19 pm
Complexity is really only annoying when it involves a number of counter-intuitive steps and items with no interim uses.  I don't want to make five different types of Rune Totem in order to summon booze, and I'm glad this mod doesn't require us to do so.

For an alternative to Adamantine, how about requiring a Masterwork full suit of plate armor assembled onto a masterwork statue as a host to an Avatar of Light (or Darkness), making it a building component (in addition to making a higher-quality Armored Statue as something for fortress decoration, perhaps).    If you can restrict the building materials required to need masterwork, it'd take some serious effort to make such a suit, and would add more flavor than just putting in adamantine bars.

Marble statue for Avatar of Light, Obsidian for Darkness.  Perhaps a pair of gemstone eyes as well.

Just my feedback; not like I'd think the mod any less awesome if it's disregarded. 
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Meph on March 09, 2012, 04:15:45 pm
I cant use masterwork tags anywhere. Quality modifiers for reagents and building materials are sadly missing. The major problem I have with juggling these complex building mats is this: You disable the weaponry/armory, and cant make plate armor. This would mean (in your example) that the magic system would rely on them, since I cant build them without. Every single piece should be self sustaining. I have some issues with that already, the runes for example, or the armorplate for heavier trap components. Or the Tech Lab researching blueprints for guns, even if people disable guns. It is all layers upon layers and a nightmare to manage ;) (now you know the problem a GUI causes)

Plans for now:
 - Finish the third magic building
 - Make the 2 new mages
 - Make the 3 shapeshifting reactions
 - Add hugos adv. bone system (cant use the hand, when your arm is broken for example)
 - Make a "boil egg" reaction, to make eggs themselves edible
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: bombzero on March 09, 2012, 05:01:02 pm
yes Meph, keep it simple please. i hate when stuff is made on a basis of do this, then this, then this, then this, then this, ad infinium.

also, adamantine is a reasonable reagent for good magic, slade is good for evil magic but has a drawback, you can A, use the ore and only get evil mages once every eight forts, or B, use the stones and volcan.... actually hang on, volcanos are often viewed in ancient legends as outlets of evil and rage for spectral beings/gods.  maybe volcano embarks SHOULD get you evil magic sooner...


alternative,

good: adamantine.
dwarfy: magma based item of some kind.
evil: slade/bones.

also, is it possible to make the damage of a magic attack scale with a skill level?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: isitanos on March 09, 2012, 05:05:34 pm
Tried the stonecutter workshop, and being able to make stone beds, stone weapons (spears, etc), stone bins and stone trap components which usually come from wood is sure handy. We also can make metal bars without charcoal/coke, and now we're gonna get booze without plants, which will make things easier in that department as well.

All things considered, I'm kind of worried that this kills the gameplay. It seems to me that no resource is meaningful if you more or less end up using them interchangeably. A wood-less embark is less of a challenge since wood is now redundant, no need to rush for the caves or to trade for some to make beds/bins/charcoal. Metal is much less of an urgency, since stone spears from what I saw are pretty effective weapons, at least compared to the wooden ones (I'd love to know how you make an all-stone spear that doesn't break, btw :P ).

Maybe I'm missing something and it's all part of your design philosophy. Meph, care to expound on this?


(Edit: Ouf of the blue comparison, but anybody played Total Annihilation back in the days? I kinda got a similar feeling of diluted gameplay when they started adding official extra units to the game. At the beginning you had very distinct land/sea/air combat. Then they added hovercrafts, anti-air turrets you could build on water, underwater metal extractors, and so on, making land and see combat pretty much the same thing. Some mods went even further, making them completely identical. It may seem original and interesting at first, but actually it's a case of more being less...)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: CheatingChicken on March 09, 2012, 05:09:42 pm
(http://puu.sh/k6zC)

This does not seem right. Are Goblin Eyelids supposed to be that tough? :o

Edit: Might be because that crazy goblin put his mail shirt over his eye O.o
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: bombzero on March 09, 2012, 05:13:12 pm
@isitanos
Stone stuff from stonecutters because of this.

ever tried to make enough bins in a 200 dwarf fort? not easy in a desert, or even an area with only moderate vegetation.

the cold hammer reactions take 3x as much ore, so are horrifyingly wasteful. still need fuel to shape it.

wood farming is excrutiatingly slow, and is really intended to help with barren embarks. you can turn it off i believe.


stone spears are effective as weapons? btw most stuff at stonecutter takes a secondary reagent. beds need cloth, weapons need wood, so that stone spear is a stone tipped wood spear.

@CheatingChicken, eyelids/small parts act really really wierd. and remember, his mail shirt covers his eyes.  ;D
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: isitanos on March 09, 2012, 05:25:09 pm

Edit: Might be because that crazy goblin put his mail shirt over his eye O.o
Secret goblin tactics! It's harder to go straight and you don't know where the enemy is, but they can't hurt you!

1. ever tried to make enough bins in a 200 dwarf fort? not easy in a desert, or even an area with only moderate vegetation.
2. the cold hammer reactions take 3x as much ore, so are horrifyingly wasteful. still need fuel to shape it.
3. wood farming is excrutiatingly slow, and is really intended to help with barren embarks. you can turn it off i believe
4. stone spears are effective as weapons? btw most stuff at stonecutter takes a secondary reagent. beds need cloth, weapons need wood, so that stone spear is a stone tipped wood spear.
Slightly edited your post for ease of reply.
1. Well that's kinda the point, you embark in a desert to challenge yourself. And if you breach the caverns and excavate the top 1 or two layers of sand completely, you have a safe and efficient underground tree farm. This said bins are always an annoyance to make, but I'm still ambivalent about wood being made redundant. Especially since you don't even need barrels anymore in vanilla, with pottery and rock pots.
2. I guess that's decently balanced, but it contributes in making wood even more useless.
3. Never even used that... too much to check out in this mod. It makes the problem even worse in a sense, because not only do you use wood less but it makes it easier to acquire.
4. Effective enough to kill two megabeasts at least... Didn't know about the secondary reagent at stonecutter, it's not as bad as I thought I guess.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Neyvn on March 09, 2012, 06:18:41 pm
I remember there being a mod or something (maybe it was vanilla) which allowed you to "Hive" Spiders. It makes silk farms a little more easier that way...

Any chance???
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Meph on March 09, 2012, 06:27:20 pm
@silk from farmable spider: I dont know if you checked, but slikworm pets you can buy already ;)

@bombzero: Yep, I will keep it simple, as simple as I can. Hope you like he mancer=ranged, bound=melee for all classes of magic. It will only be those two, and no complicated setups with custom reagents. Except the candles, but they are in to give wax at least ONE use ^^

@isitanos: Thanks for the feedback. I am actually a bit worried myself that some things are too easy to get, for example the blood from bodyparts. Kill an army, make epic amount of booze. I will try to balance these things, but I need people to play and report to me first about it. I cant test everything myself.

The core idea is to give people seperate ways to run the same industry. If you cant have A, you might use B or C. I try to make seldom used things like farming (everyone spams plump helmets in vanilla) or breeding (does anyone bother with milking and shearing in vanilla?) more uses. If you want to run a surface fortress which is essentially a giant farm and make everything from fields and animals, then this should be possible. Even metal-grade armor, booze and whatnot. It should not affect normal fortress buil up to much, because even with some boozebelly goats you cant run a 200 dwarf fort. Or equip your army with drakescales, since they only give so many scales, and only bronze grade.

If you really want to help, then go though the list of items you think need balancing and present your findings to me. I dont know how much of the thread you did read, but you will notice that I take feedback seriously :)

On this very topic: Someone asked about a reaction to boil eggs to make them edible. Is added and works. Eggs are not stockpiled as eggs though, had to use a "cheese" food item, same problem as with candy and bread. But it works and shouldnt be a problem, this way "edible" boiled eggs are not mixed up with raw eggs as well. If I were ironic I'd call it a feature ;)

Changelog:
 - Fixed slow learning for female mages
 - Fixed bone stud reaction accepting bone items as well
 - Slade bars are now stockpiled correctly
 - Slade bars can now be used to make weapons and armor in the forge
 - Fixed warlock necromancers. They can now really raise the dead.
 - Added reacion to boil eggs in the kitchen. Takes 1 egg, makes 1 boiled egg, now edible.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Talanic on March 09, 2012, 06:29:46 pm
I cant use masterwork tags anywhere. Quality modifiers for reagents and building materials are sadly missing. The major problem I have with juggling these complex building mats is this: You disable the weaponry/armory, and cant make plate armor. This would mean (in your example) that the magic system would rely on them, since I cant build them without. Every single piece should be self sustaining. I have some issues with that already, the runes for example, or the armorplate for heavier trap components. Or the Tech Lab researching blueprints for guns, even if people disable guns. It is all layers upon layers and a nightmare to manage ;) (now you know the problem a GUI causes)

Great point about that.  How about I amend my suggestion to Gold statues with Steel armor and two Large Gems (eyes), cutting out the armory.  A dozen of those would take a huge time investment to make, regardless of quality.  Granted, I still see a problem - the dwarves would gladly create temples chock full of statues of armored demons. 

Or perhaps another route would be the 'Temple of Solomon' motif - have a lot of components that must be incorporated, similar to how the Timberyard takes a fairly hefty investment to make.  If the building requires ten blocks of Gold and ten of Obsidian, fifteen bars of Copper, Iron, Steel, Silver, and Platinum...well, you get the picture.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: smakemupagus on March 09, 2012, 06:46:51 pm
On the stonecutter:

It is so powerful and flexible, I do really like having it, but Isitanos does have a point that it does kind of change the game (bins & anvils are the ones I think of especially).  I thought of making stone bins require a mechanism, and making the stonecutter a big, more expensive building like the Timberyard.

cold hammering and rock weapons are OK i think, for the same reasons that bombzero say.  The tree-farms, I was one of the first to worry about, but in practice they grow so slow and processing the trees ties up a Timberyard full time anyway.   I think it's OK. 

somebody, set up a desert succession game once Meph gets a stable version up :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: bombzero on March 09, 2012, 06:50:59 pm
I cant use masterwork tags anywhere. Quality modifiers for reagents and building materials are sadly missing. The major problem I have with juggling these complex building mats is this: You disable the weaponry/armory, and cant make plate armor. This would mean (in your example) that the magic system would rely on them, since I cant build them without. Every single piece should be self sustaining. I have some issues with that already, the runes for example, or the armorplate for heavier trap components. Or the Tech Lab researching blueprints for guns, even if people disable guns. It is all layers upon layers and a nightmare to manage ;) (now you know the problem a GUI causes)

Great point about that.  How about I amend my suggestion to Gold statues with Steel armor and two Large Gems (eyes), cutting out the armory.  A dozen of those would take a huge time investment to make, regardless of quality.  Granted, I still see a problem - the dwarves would gladly create temples chock full of statues of armored demons. 

Or perhaps another route would be the 'Temple of Solomon' motif - have a lot of components that must be incorporated, similar to how the Timberyard takes a fairly hefty investment to make.  If the building requires ten blocks of Gold and ten of Obsidian, fifteen bars of Copper, Iron, Steel, Silver, and Platinum...well, you get the picture.

except these things are not garunteed to be obtainable, and also you may say order from caravans... no ordering bars from caravans is extremely annoying.

On the stonecutter:

It is so powerful and flexible, I do really like having it, but Isitanos does have a point that it does kind of change the game (bins & anvils are the ones I think of especially).  I thought of making stone bins require a mechanism, and making the stonecutter a big, more expensive building like the Timberyard.

cold hammering and rock weapons are OK i think, for the same reasons that bombzero say.  The tree-farms, I was one of the first to worry about, but in practice they grow so slow and processing the trees ties up a Timberyard full time anyway.   I think it's OK. 

somebody, set up a desert succession game once Meph gets a stable version up :)

Anvils are OP from stonecutter, but what if you don't have a metal anvil? how do you make a metal one? fixes infinite logic loop.

@using mechanisms to make stone bins... this would be annoying and tie up the mechanics shops, and also give you either a spam of high value bins, or waste the value of the mechanism, i would be strongly against requiring extra reagents to make a simple bin.
more stones to build it. (i.e. 2) can be done in 34.xx i believe. but do you really want added complexity to something so core to running a fortress.

tl;dr, don't use it if you don't like it, like danger rooms.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: mglarev on March 09, 2012, 07:01:11 pm
I like the stone anvils. That the quality of the anvil does not affect the product quality of the forge is a DF Vanilla problem. Untils it is fixed there, I see no problem.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: smakemupagus on March 09, 2012, 07:10:43 pm
Anvils are OP from stonecutter, but what if you don't have a metal anvil? how do you make a metal one? fixes infinite logic loop.

absolutely agree, there should be some way to start up or "bootstrap" the metal industry.  but i'd like it better if it were just hard enough to do that i'd consider bringing an anvil, or look forward to the caravan.

@using mechanisms to make stone bins... this would be annoying and tie up the mechanics shops ... but do you really want added complexity to something so core to running a fortress.

personally i'd probably make it an expensive building OR a more expensive reaction.  just my opinion, but yeah, i would really want "proper" metal anvils and wood bins to be simpler to make than the stone versions.

Quote
tl;dr, don't use it if you don't like it, like danger rooms.
yep :) (certainly everyone has their own specific idea of what is the perfect version .. for example i thought that my post was *agreeing* with Bombzero that the stonecutter was at least 90% balanced ;) )
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: bombzero on March 09, 2012, 07:25:33 pm
meh, stonecutter is a little too essential to a fortress to make it an expensive building, however as Meph said its just another means to an end. minor increase in part req. would be fine.

also, i would like to respectfully request that people don't strongly to remove/supernerf a part of the mod because it doesn't fit with their playstyle. just a request, as its quite annoying to have to defend parts of the mod i like for fear of them being made nigh-unusable.
(the above posts were fine btw, as they were more worded as suggestions, my main concern is that previous favorite mods of mine across various games were ruined by the "OMG ITS TOO EASY" people)

(and for anyone curious, i also have a phobia of, griefers, trolls, idiots who can't spell, and immature fools, as all of those have trashed my past favorite games/forums. humans suck.)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: GaxkangtheUnbound on March 09, 2012, 08:03:13 pm
I have an idea of a dwarven superweapon:
The Will of Armok.
Basically, you sacrifice some expensive stuff in a reaction that produces a hyper-dense stone, which evaporates into a massive cloud. The cloud envelopes all it can reach, and strikes them with insanity (read: Intense drowsiness). It'll require a dwarf to be sacrificed.
I also have a basic idea on what materials should be used:
Megabeast Essence
4 Grand Blood Gems
20 blocks
What do you think?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Meph on March 09, 2012, 08:06:24 pm
@bombzero: Still ranting about vherid ? ;)  I still have no idea what that was about.

Anyway. I thought previously that a reaction for the smelter to make anvils from metal would be ok, instead of the magma-safe block anvils. But magma-safe blocks makes so much sense ^^  for the smelter: take 4 wrought iron bars, make a rough anvil or something.

I can alter the stone bins/barrels(pots) a bit, but only adding more stones is a bit silly. Even with 3 rocks for 1 bin it is still easier then 1 wood. I could use blocks for them. Stone => block => bin. Adds a refining step. Other then that no ideas spring to mind.

@gaxkang: Nice name btw, but how would you use it ? The dwarf would die (or I can just make dwarves immune to it, no problem) but civilians wont do the reaction when near hostiles, they cancel and flee. Soldiers on the other hand do not do reactions. PS: This is how the landmines work, with boiling stones.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: GaxkangtheUnbound on March 09, 2012, 08:09:14 pm
Supposedly, you'd have the dwarf in question have a courage drink to stop them from running, or position the superweapon somewhere far away enough from the invaders that by the time they reach the sacrifice, they'll be driven mad.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Meph on March 09, 2012, 08:15:41 pm
Would be easier to take a landmine, fill it with "will of Armok" and put it out for the invaders to find. Can be done by transformation.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: closedu on March 09, 2012, 08:16:16 pm
hey meph, that bugfix you did for the jugs and the extra ink do is it sufficient to just patch my raws or do i have to gen a new world for it to take effect?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Meph on March 09, 2012, 08:18:21 pm
EDIT: Since I am in a good mood here you go: http://dl.dropbox.com/u/60111839/objects.rar (http://dl.dropbox.com/u/60111839/objects.rar) Just copy this in the raws and gen a new world.
Seriously ?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: lemmily on March 09, 2012, 08:21:28 pm
I searched this thread but couldn't see anything for this, is it possible to remove warpstone (or its effects) -after- genning? I started up my fort and am fairly happy with the way it's going so don't wanna start over, but there's several veins of warpstone right where my main entrance plans are going. I even found some unstable warpstone right on my main staircase. I haven't dug it as of yet. :(

I'm a bit of a modding noob so I don't know if changing this stuff is possible? Or what file to look in :$

I know this is wimpy btw, but I only decided after experiencing it that I don't really like it :P
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: closedu on March 09, 2012, 08:22:46 pm
sorry i'm kinda new to understanding how modding raws actually effects the game - i was most interested in the scriptorium changes and figured if you edit the raws for that particular effect it would work -  ...so would i be correct in saying that whenever you edit a raw in this fashion you must generate a new world to experience any changes you introduced?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Meph on March 09, 2012, 08:28:54 pm
@lemmily: You cant remove warpstone after genning a world. Try novice miners for the unstable warpstone, if no rock is created the stuff is harmless. Normal warpstone you can mine btw, it makes the miners only sleepy/drowsy, and they will be fine afterwards.

@closedu: You can change the reactions, so the scriptorium fix should work for you. Just copy the reactions_masterwork.txt and replace the old one. But make a back up of your save first. As far as I know only changing reaction should be fine, but better safe then sorry. And sorry for me being an ass, I did not realize that you only asked about this one fix, not the entire patch I did.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: lemmily on March 09, 2012, 08:34:16 pm
ok thank meph! I'll find my most feeble dwarf and send him in ! sorry Urist mcWeakling!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: bombzero on March 09, 2012, 08:34:23 pm
I can alter the stone bins/barrels(pots) a bit, but only adding more stones is a bit silly. Even with 3 rocks for 1 bin it is still easier then 1 wood. I could use blocks for them. Stone => block => bin. Adds a refining step. Other then that no ideas spring to mind.

ok, i like the block idea, simple to mass produce, but still requires an extra step -> more labor. just didn't want some super complex system for making a storage container.

on the note of anvils... as a fun fact the cold hammer reactions make it possible to make the metal to make an anvil, but theres no way to make an anvil...
the only issue i have with vanilla anvils is it is a bunch of points you either HAVE to spend, or possibly not get a metal industry till year 4.


liking the super weapon landmine idea, could use frags for it, makes the most sense...
also i like the immobile mines, i can just pasture them and forget, not having to worry about them getting pushed off by passing animals and bumping into a kobold thief in my meeting hall. (actually happened, frag mines kill clustered dwarfs quite well.)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: closedu on March 09, 2012, 08:52:00 pm
no offense taken meph - you're doing great work on the mod i've been playing DF for quite some time now good way to relax and zone out heh - its not until recently that i became interested in the mechanics of the game - due to your mod actually..  anyhow i did replace my raws with your file however the ink still seems to stack in my scriptorium - i'm using ROCK JUGS if that means anything.  it happens when i put the make ink order on repeat.. it actually works fine if i make the ink the jug is filled and then taken to stockpile however.. if they try to make more ink while the completed jug is present the jug overfils and the excess ink is created so they dont actually bring another jug if theres one already there wether its filled or not - is this what you tested?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Seraphyx on March 09, 2012, 09:28:50 pm
Just like to give my opinion on a few things that has been mentioned. The cold hammering making ores less valuable, I disagree that it takes away from the game, it is EXTERMELY expensive to even try and run a fort that way, the only time I would cold hammer stuff is if I have absolutely no choice and I need the ore immediately. Definitely a last resort type thing.

Making rock bins/barrels more expensive, definitely don't agree with that either personally. Rock pots were even added to the main DF a while back so to me that kind of confirms that an alternative to wood was needed. It's especially hard to keep up with the demand of barrels (sometimes bins) once you get near 100 dwarves. (Just saw the suggestion to make them out of blocks, that could be a decent alternative but all you would need to do is have a mason create blocks on repeat and you're fine. Imo that only makes it more tedious and annoying to create them by simply adding another step to the process)

About an alternative to the adamantine for mage reactions. Why not just make your own custom ore that gets generated in every biome but only below a certain depth (if possible). Maybe have it spawn similarly to adamantine (a small spire of the material) where you have to dig down several levels to get it all. Or make it spawn only in the caverns if possible, like have the some of the cavern walls made out of it.

The other alternative I thought of was to add a new item that every monster drops (goblins, kobolds, humans, elves etc...) at a certain rate (if possible, I don't know if you can create loot tables in DF). So every time you kill a hostile monster you get this item (a soul, essence, or whatever you want it to be) that you use for the mage reactions.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: FFLaguna on March 09, 2012, 09:30:04 pm
Quote
BTW, I love the visual cavern changes.

First comment I get on them :) Glad you like it, I thought the extreme RGB difference would put people of. Hope your fort will survive with the water from booze and water from pressed leaf.

Well, here's another comment. I also love the new cavern color changes. I don't think they're extreme at all. The red is a deep red and the blue reminds me of Terraria's glowing blue mushroom areas. The cavern blue is my favorite color of the three, actually. ;)

Edit: You really need to link to the help file from the "Help" menu in the toolbar. Make it the top option and make it obvious that that is the game manual or whatever that players want to look at.

Double Edit: I also patched my game with your mini-release. That was great, thank you!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Kalsifer on March 09, 2012, 11:48:40 pm
How come when I use this (amazing) mod, my farming is always screwed up? and yes I have easy farming turned off :)

It seems like it gives me only 1 plant per seed, whereas in normal DF I get 3-4 plants per seed T.T
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Meph on March 09, 2012, 11:59:10 pm
Today sneaked in a little farming patch of his own. Several people reported in the forum that farming seems to be harder since 34, but no one knows why or how. Quite funny to see actually. ^^ See this thread (http://www.bay12forums.com/smf/index.php?topic=104109.0) For now I changed the bin/barrel to be made from blocks. Shouldnt be too hard on you people. About the anvil: I meant making an anvil in the smelter directly from metal bars. Build smelter, smelt ore, take 5 bars, make anvil. Just as a backup for people without homeciv/anvil at embark. Someone must have build this first anvil, you know ^^

New changes:
 - Nerfed reactions in the stonecutter a bit. Mostly changed boulder for blocks.
 - Lowered value of rocktip and gemtip ammo
 - Lowered netherwood value by 30%
 - Changed graphic of Magma Metallurgist
 - Slighty changed the needed ingredients for alloys
 - Removed all direct ore-to-alloy reactions. Now only bar-to-alloy left.
 - Finished 6 more buildings guides
   Arc Furnace, Magma Arc Furnace, Metallurgist, Magma Metallurgist, Blast Furnace, Magma Blast Furnace
 - Added new Blast Furnace graphics.
 - Changed Build materials for Blast Furnace. Instead of 1 Iron bar, now needs 3 Steel bars.
 - Added hugos ABS - Adv. Bone System. Much fun was had that day.

Here the pics for the new buildings, AND a combat report with hugos bone system. This is so awesome, you will love it. :D
Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: CT on March 10, 2012, 12:03:18 am
I am having an issue now where the words in the game will sometimes black out. It is never a whole word or anything always just spaces of words. Could an incompatibility in the graphics i chose be causing this?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Meph on March 10, 2012, 01:13:43 am
no offense taken meph - you're doing great work on the mod i've been playing DF for quite some time now good way to relax and zone out heh - its not until recently that i became interested in the mechanics of the game - due to your mod actually..  anyhow i did replace my raws with your file however the ink still seems to stack in my scriptorium - i'm using ROCK JUGS if that means anything.  it happens when i put the make ink order on repeat.. it actually works fine if i make the ink the jug is filled and then taken to stockpile however.. if they try to make more ink while the completed jug is present the jug overfils and the excess ink is created so they dont actually bring another jug if theres one already there wether its filled or not - is this what you tested?
Long story short: Sometimes I am a noob. I see the problem, and a missing [EMPTY] tag in the reaction. ^^ Is fixed now. They could use ANY jug, even already full ones, spilling the new ink. Stupid dwarves, stupid me.

New addition: Gem scarabs. Vermin that roams 3rd cavern lvl, drops diamonds of differect colors upon death. But vermin can only be killed be cats/frill lizards. So you need to make pastures down there, and hope your little vermin hunters are not hunted by bigger monsters. Just a little fun something I had in the back of my mind for quite some time. Untested in fortress mode, but I will look for them next time I breach 3rd lvl.

@CT: Press 2 times F11. Or turn truetype off by pressing F12. It is a truetype problem, not caused by the mod. Hope next version of DF fixes it. I like the new Font :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: sayke on March 10, 2012, 01:26:52 am
@meph - totally in favor of gem scarabs, advanced bone system, and making rock pots etc harder. imho everything should be possible without metal, or wood, etc, but it should be harder, slower, and not as good... and that's the direction things are going. everything should have substitutes, but not perfect substitutes.

@lemmily - you can try the dfhack "changevein" command. i've had good luck with it, but sometimes the results are a bit weird... i haven't tried it with warpstone but it might work. lemme know what happens!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: olopi on March 10, 2012, 02:11:49 am
There's one thing i don't like about this mod: My dorfs move in Lightspeed D:
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: isitanos on March 10, 2012, 02:22:08 am
@Meph Alright, I followed the discussion and I like how you're going about things. Every object should have a preferred way of making it, and less convenient alternatives. In that perspective the slight nerf to some stonecutter items to require blocks makes sense, too. Maybe if DF modding allows it, you could make rock bins/pots/beds much more heavy or large and therefore less convenient to use than wood ones, because they take significantly more time to haul? It makes sense both from a realism and gameplay perspective.

There's one thing i don't like about this mod: My dorfs move in Lightspeed D:
The mod changes the default FPS to 150. Just change it to something else in the mod launcher (I think vanilla speed is 100), don't even need to directly edit init files. You can tweak it as much as you want, the game reads that value every time it starts, i.e. it's not stored in your save.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: bombzero on March 10, 2012, 02:24:09 am
There's one thing i don't like about this mod: My dorfs move in Lightspeed D:
umm? huh?


also meph, on blocks for rock bins/barrels... while i said it makes sense im really just going to have to see how it plays out in practice. if its too damn tedious its just gonna piss me off...


liking the ABS thing hugo..... although... if you can do it via Raws, why hasn't toady?

@isitanos: i don't think making rock bins/barrels should have significant disadvantages over wood/metal ones. wood and metal ones are painfully expensive to make, and impossible in some biomes in the case of wood. meph just provides slightly slower alternatives to some things, and all out alternatives to annoying things. (i.e. barrel demand versus wood supply.)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Morwaul on March 10, 2012, 03:30:13 am
Anvils:  Honestly I never understood why anvils require an anvil to make.  You would never hammer 40 lbs of steel into an anvil.  You would make a form out of plaster, stone, ceramic or something and poor the liquid metal into it.  Thus I would think anvils should be made at the smelter or crucible anyway.

Bins:  I like having options and thus see nothing wrong with stone bins.  From a realism stand point they would have to be very thick to avoid breaking and would thus be insanely heavy.  In DF though, I cannot think of a difference between a stone bin and a stone coffin.  They are the same (except a coffin has a lid) and should be made in the same fashion.  But hey, if you want to make it use blocks instead of stones that is fine with me.

Garden of Gia:  I like the Garden because I like starting on mixed magic biomes.  When I create new worlds (about 10 so far) using the Garden everything is the same every time.  The good biomes are always good, evil=evil, etc. and the same races are always present with nearly the same numbers.  I expect the land to stay the same but figured the civs and biomes would at least have some variance.  The population numbers do change but only slightly.  I can change which civs are present by changing the active Races but see no way to alter the biomes. I am not sure if this is by design or not so I figured I would mention it.  Assuming it is by design, is there something I can change to make the biomes change allegiance and have a bit more randomness with the civs when creating new worlds from the Garden template?  Also, I have not tried the other worlds yet so no clue about them.

Also, a great big Thank You Meph.  I am enjoying the heck out of your mod.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Iax on March 10, 2012, 03:35:24 am
I dont know if im just doing it wrong, but you might want to update the tips and tricks section of the manual and remove the part about danger rooms.
I tried making a danger room with just using 1 wooden training spear per upright, and it killed my steel outfitted squad (with cloaks and hoods) in like 5 seconds.

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: olopi on March 10, 2012, 03:48:47 am
Ok, so i just gor 30 migrants, all of them are legendary in atleast one social skill
also i found great shark jaw, dug it out, but my archeologist still shows it red...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Seraphyx on March 10, 2012, 04:08:12 am
Ok, so i just gor 30 migrants, all of them are legendary in atleast one social skill
also i found great shark jaw, dug it out, but my archeologist still shows it red...

You have to cut them at the jewler's workshop first, then you can use them at the archaeologists workshop.

I'd also like a bit more randomness to the advanced params. At least volcanos, rivers, and other things moving around a bit so it's not the exact same map in every way every single time.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Dark Archon on March 10, 2012, 04:23:55 am
I have created over 20 worlds with low mineral scarcity - pregenned and normal. In all of them I didn't found even one piece of iron ore. I practically bathe in copper, gold, aluminium, tin and platinum, but never get even a small vein of iron. What I did wrong?
Found the mistake - it seems that turning off option "simple minerals" restore iron ore in all her glory  ::) but these are still small numbers, compared to copper and gold. That is fine too, I guess.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Torgan on March 10, 2012, 04:57:05 am
I remember there being a mod or something (maybe it was vanilla) which allowed you to "Hive" Spiders. It makes silk farms a little more easier that way...

Any chance???
Bit late but my dwarfs were collecting silk that has been fired by the web turret so you could probably easily rig up a couple of web turrets behind some fortifications and an enemy for them to shoot at. I am playing in 1.5 if it makes a difference.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: olopi on March 10, 2012, 08:00:27 am
I really like the crafting in adenture mode, my orc is now running around with aaaaa giant leopard boot :D
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: mglarev on March 10, 2012, 08:55:47 am
I dont know if im just doing it wrong, but you might want to update the tips and tricks section of the manual and remove the part about danger rooms.
I tried making a danger room with just using 1 wooden training spear per upright, and it killed my steel outfitted squad (with cloaks and hoods) in like 5 seconds.

Interesting enough: Does it do the same with a group of invaders?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: CT on March 10, 2012, 09:34:53 am
Thanks for the help, and should my dwarves have turret and landmine pets?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: MarineMorton on March 10, 2012, 10:33:35 am
Seems that my squad is storing their food in the goods stockpile  just wondering if this a bug with DF or masterwork?

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: JimmyBobJr on March 10, 2012, 10:42:58 am
I just have to share a story that occured in my fortress during this mod.

Spoilered material is Spoilerific.

With the new
Spoiler (click to show/hide)
addition to the mod, the
Spoiler (click to show/hide)
happened in my dining room, which was carved out of Limestone and the new coal material (Beginning with "A" i forget its name). Unfortunately, a nearby drake happened to be this Dwarfs pet. Immediately initiating combat, the drake thought it would be a brilliant idea to use its flame breath in the;
1) Dining room filled with 50 dwarves
2) Dining room carved out of coal
3) Direction of my barracks
This resulted in two things; It killed about 25 dwarves and set all the coal (Which, i must remind, the room was built out of) on fire.
I immediately told my two strong military to move through the (Burning) piles of coal, only for them to immediately die.

The fortress descended into chaos, with smoke and fire filling the bedrooms and workshop. I immediately burrowed the entire surviving population outside to escape the smoke and the (Now burning) demon.

After a week or so of fighting, the demon eventually was killed by the drake, (Which i think was also on fire) and then, the drake too, died. I disabled the burrow order (The dwarves were getting thirsty) and the dwarves returned to work.

Unfortunatly, it was at this point the (Now massive) fire reached the booze. Tantrum spiral, Abandoned fort.

100% !!FUN!!

So, in the end, i learned a few things;

1) Those Spoilerific People are Evil and should be killed on sight
2) That drakes should not be penned anywhere near dwarves if i can avoid it, and
3) Coal burns for years on end.

Just had to share that :P
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: SecondBreakfast on March 10, 2012, 10:54:46 am
I don't know if this is reported but leather industry isn't working for me. Specifically the "boil leather in oil" function. The dwarf will grab a tough hide and repeatedly apply oil to it till there's no oil left, then cancel the job and leave.

Also, a lot of what's good about Masterwork is cleaning up boring, petty micromanagement and slowdown problems and adding exciting higher level problems. I'd be careful about adding in more petty micromanagement problems by making bins and barrels an issue all over again. Just seems to be problems for the sake of problems.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: olopi on March 10, 2012, 11:40:01 am
I think this is a bug: In adv. mode human Blowguners(Musketeers) hcan't use their muskeets, because the bullets don't exist
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Nimrod on March 10, 2012, 12:07:23 pm
I don't know if this is reported but leather industry isn't working for me. Specifically the "boil leather in oil" function. The dwarf will grab a tough hide and repeatedly apply oil to it till there's no oil left, then cancel the job and leave.

Also, a lot of what's good about Masterwork is cleaning up boring, petty micromanagement and slowdown problems and adding exciting higher level problems. I'd be careful about adding in more petty micromanagement problems by making bins and barrels an issue all over again. Just seems to be problems for the sake of problems.

+1 to the boil leather thing (happens all the time) = BUG

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Hugo_The_Dwarf on March 10, 2012, 12:39:36 pm
liking the ABS thing hugo..... although... if you can do it via Raws, why hasn't toady?
Thanks, it's one of the  many things I'm proud of. And I withheld it from the other modders since I made it :P but I felt like sharing it now :)

And I think Toady tryed but it failed, Bone tissues have STRUCTUAL which I think toady had intended would have affected LIMBs but it didn't, it only affected GRASP and STAND body parts (broken hand, foot)

Through some science I found that NERVOUS effects child/connected bodyparts. Found this out since I had a two dwarves, one broken his spine (upperbody) and the other borken her lower spine (lowerbody)

The male dwarf (spine injury) suffocated (spine is connected to the upperbody thus lungs, causing suffocation)
The female dwarf (lower spine) was only crippled (spine connected to lowerbody and child bodyparts where the legs, etc)

SO long story short-er I decided to create the ABS
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: CheatingChicken on March 10, 2012, 01:14:52 pm
Training my Militia Commander, who was given my artifact steel Long sword, to a Legendary Swordsdwarf, using the essence of a red dragon (impaled on a Spear trap :D), made him develop some strange fighting habits....
(http://puu.sh/kdjT)

Are drakes supposed to die that easily? I'm talking about the non-fire-breathing pet drakes here. Goblins seem to take them out incredibly fast, even when trained as war drakes.

(http://puu.sh/kdpA)

Wait a minute.....
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Nimrod on March 10, 2012, 01:15:55 pm
liking the ABS thing hugo..... although... if you can do it via Raws, why hasn't toady?
Thanks, it's one of the  many things I'm proud of. And I withheld it from the other modders since I made it :P but I felt like sharing it now :)

And I think Toady tryed but it failed, Bone tissues have STRUCTUAL which I think toady had intended would have affected LIMBs but it didn't, it only affected GRASP and STAND body parts (broken hand, foot)

Through some science I found that NERVOUS effects child/connected bodyparts. Found this out since I had a two dwarves, one broken his spine (upperbody) and the other borken her lower spine (lowerbody)

The male dwarf (spine injury) suffocated (spine is connected to the upperbody thus lungs, causing suffocation)
The female dwarf (lower spine) was only crippled (spine connected to lowerbody and child bodyparts where the legs, etc)

SO long story short-er I decided to create the ABS

Outstanding job, sir! Thank you!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: olopi on March 10, 2012, 01:34:18 pm
Bug: Tombs make adv. mode crash...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Meph on March 10, 2012, 01:47:33 pm
Awesome story :) Two minor things I like to add: Coal should "only" burn for 9 months, dont know about coal constructions though. And drakes most certainly do not breathe fire. Just made double sure before I posted that and looked it up in the raws. No firebreath. ^^

@olopi: Thanks about the tombs.  Is noted. Any idea why, what is the last entry in the gamelog ?

I will have a look a tthe leather reaction again, Might be a reaction class gone wrong.

Drakes should be pets for their scales, dont know how good they are in combat, I did not test them in fortress mode in fights.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Nimrod on March 10, 2012, 01:55:52 pm
Drakes should be pets for their scales, dont know how good they are in combat, I did not test them in fortress mode in fights.

They seem as good as dogs but a little tougher. And they seem to breed faster.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: olopi on March 10, 2012, 01:57:13 pm
I don't know if that needs to be like that but crafting a bone Twohander with dingo spine, bone and lether made me a hand gun...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: bombzero on March 10, 2012, 02:04:40 pm
About the bins,

Also, a lot of what's good about Masterwork is cleaning up boring, petty micromanagement and slowdown problems and adding exciting higher level problems. I'd be careful about adding in more petty micromanagement problems by making bins and barrels an issue all over again. Just seems to be problems for the sake of problems.

this is a good point. micromanagement shouldn't be required for something so essential to fortress life. using blocks pushes that to some degree but not much.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Nimrod on March 10, 2012, 02:06:51 pm
About the bins,

Also, a lot of what's good about Masterwork is cleaning up boring, petty micromanagement and slowdown problems and adding exciting higher level problems. I'd be careful about adding in more petty micromanagement problems by making bins and barrels an issue all over again. Just seems to be problems for the sake of problems.

this is a good point. micromanagement shouldn't be required for something so essential to fortress life. using blocks pushes that to some degree but not much.

I would also vote to leave it as it is.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: bombzero on March 10, 2012, 02:10:07 pm
well heres my idea.

stone bins/barrels being easy removes the need for wood even more, so if you want ot nerf stone bin making, you must simply nerf every other item carved from stone as well! simple. [/sarcasm]

so either say "fuck it, wood sucks" and stick with the current method, or make tons of stone stuff require tedious micro of block production...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Meph on March 10, 2012, 02:14:12 pm
Quote
I don't know if that needs to be like that but crafting a bone Twohander with dingo spine, bone and lether made me a hand gun...
Ah, the fun of adventure mode. The wanderers friend reaction for twohanders links to a weapon not included in the raws, Df cant find it, takes random weapon. (acutally, this could be used for nice reactions, "make random weapon" ha. Good find)

About bins and blocks:
I personally see the stonecutter as a sort of upgraded mason. But currently the stonecutter works very well all alone. If I make blocks needed for many reactions in it, then people have to run the mason, and then the stonecutter next to it. For me, this makes sense. The stonecutter is of course no replacement for the mason, but almost for the carpenter. The three Bs. Beds, Bins, Barrels. They should be a bit harder to make then wooden ones. Not easier.

PS: @bombzero: Damn you are in a bad mood these last days. Three mason running "make blocks" on repeat is not tedious micromanagement.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: olopi on March 10, 2012, 02:21:58 pm
Other things:
A Necro slab( Life and Death) didn't work, probably because i was a Frost giant
Frost giants should not lay ambushes, or be easyer to kill, i lost 5 good adventurers to them, because everything(even Magic) just glances away



Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: GaxkangtheUnbound on March 10, 2012, 02:27:00 pm
I think that there should be an option for more tools; meaning that stonecutter's workshop uses a 'chisel' that has a 5% chance to break with each task, and the same for the gem workshop. It would mean that you need wood to produce chisels before you can make everything with stone, and even then woodworking would be much less micromanagement-intensive. I think it would satisfy the parties who want stonecutter's to not make the carpenter's shop obsolete, and people who just want stonecutter's as it is.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: MiamiBryce on March 10, 2012, 02:27:08 pm
Meph,

I read back several pages and didn't see any reference to this.  I finally got around to being able to play 1.5.1 since you released it:

Regular elf caravan came
They had blood steel.
I have war pets turned on and they didn't offer any for trade.

FYI I noticed in an older game it's not safe for regular elves to bring magma hounds in wooden cages.  Highly amusing, but not safe.

P.S.  Having cremating remains and grinding meat cause dwarves to be sick is a little silly.  I mean, i can see getting momentarily nauseated by the sight/smell of something...but they leave trails of vomit everywhere.

Thanks.

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: bombzero on March 10, 2012, 02:51:37 pm
@Meph, yeah i know, just concerned about how making blocks on repeat will work out in the long run, go for the block idea, i modded it in myself to test it, and it works out alright.
makes slightly more sense too, considering that making a stone item from a stack of blocks, is probably easier than making it from piles of boulders.

@current magic system: loving it, never been one for dealing with crossbows or other ranged weapons, i usually only have one ranged squad.
but the magic system allows me to create effective ranged units that are free of the frustrating vanilla bugs.


EDIT: simple trading option auto resets to NO in the GUI, just though id let you know.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: ItchyBeard on March 10, 2012, 03:00:29 pm
About bins and blocks:
I personally see the stonecutter as a sort of upgraded mason. But currently the stonecutter works very well all alone. If I make blocks needed for many reactions in it, then people have to run the mason, and then the stonecutter next to it. For me, this makes sense. The stonecutter is of course no replacement for the mason, but almost for the carpenter. The three Bs. Beds, Bins, Barrels. They should be a bit harder to make then wooden ones. Not easier.

PS: @bombzero: Damn you are in a bad mood these last days. Three mason running "make blocks" on repeat is not tedious micromanagement.

I'm assuming this will increase stockpile micro a little (I'm assuming stonecutting will work on colored bricks for example).

If you do go down the blocks route, it might be a good idea to make the crafting job names more descriptive e.g. "Make stone bin from block", otherwise it's non-obvious when queuing jobs through the job manager what the requirements for a job is. I don't mind the change to blocks overall - blocks are a lot easier to transport from place to place than stone. It would be nice to have some rapid block producing jobs though (e.g. a 'batch of ten blocks' type of deal on the stone grinder maybe?)

My current fort has upwards of 800barrels/bins in year 6 with 4 full-time stonecutters/masons and a constant supply of stone (I built a large scale manually operated obsidian factory - produces somewhere around 440 stone each time it's operated).

What was the nature of the fix for slade bars? Can it be applied to a running fort? I''m 6 years into my current fort and just got a slade factory up and running and wanted to try out slade weapons... but they don't work in my current version.

Tallow candles also don't seem to be valid 'candles' for the purposes of constructing the evil nasty temple thing. Does it have to be wax candles, or a special candle I don't have? It says I need 2, but I have 7 tallow candles. Going outside to find bees for wax is not practical right now... might have to wait until the humans, zombies, and unicorns finish fighting.

Currently trying to get plans for a magma weaponry but I've been under siege continuously for 5 years so no traders are arriving. Managed to get a magma armoury out of my resident mad scientist, but the tech factory is really really slow.

Had a food scare earlier on - all my cats got vaporised by a hellfire turret (which actually saved the day by also melting my entrance bridge - yay), and the 'vermin eating food' thing seems to have a fairly big effect. Also no ash due to no cats/lizards. Is it possible to have a reaction which takes vermin from animal traps and turns them into ash at the crematorium? (burn trapped vermin?). My current plan is to assign a couple of dwarves to vermin capture, but I don't know how to dispose of the vermin afterwards.

I think that there should be an option for more tools; meaning that stonecutter's workshop uses a 'chisel' that has a 5% chance to break with each task, and the same for the gem workshop. It would mean that you need wood to produce chisels before you can make everything with stone, and even then woodworking would be much less micromanagement-intensive. I think it would satisfy the parties who want stonecutter's to not make the carpenter's shop obsolete, and people who just want stonecutter's as it is.

That would overly complicate things and slow down crafting jobs (any jobs requiring a preserved reagent go more slowly as they have a tendency to get re-stockpiled - they also go slower because the workshop gets more cluttered due to the added item). It would also be inconsistent with every other workshop in the game (why don't we have anvils wear out? I don't think that would add anything.

My suggestion for 'fixing' the stonecutter is somewhat different, though I honestly don't think it's broken in the current form:
 
If you classified it as 'refuse', this would tie up haulers without causing the workshop itself to be any more annoying. It makes sense to me that a job which makes a bin out of a boulder would have a lot of leftovers. If not disposed of / dumped, this would slow down stonecutter jobs over time as the workshop becomes cluttered. Tying up haulers is preferable to tying up my masons. My masons are already overworked making doors, coffins, etc.

I also don't buy any arguments along the lines of "bins would have to be really thick and heavy!". If dwarves can carry the boulders which make the bins, they can surely carry the bins themselves. Maybe they add wheels? Maybe they're just that dwarfy. ;)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: bombzero on March 10, 2012, 03:16:32 pm
  • Make each stonecutter job produce some sort of waste product (e.g. 'stone debris').

im not sure if meph wants to add waste products that accomplish nothing but tying up haulers with dumping something...


but on the candle thing: Meph, beekeeping is horribly broken ATM, it has multiple serious caveats. and can become permanently bugged in any given fortress...

EDIT: current dark necromancer interaction is broken, no ability to raise corpses for warlocks or dwarf necromancer.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: UncleCern on March 10, 2012, 03:36:59 pm
I tried 1.5.1 and had some severe crashes in 100% embarks after 3-5 minutes. Gamelog shows crap. No idea why game crashes.

Back to 1.5.0 - this one works well for me. Having tons of fun with my current fort right now. Especially after drows came and immediately something called blood beast appeared as they started unloading goods. Infected 30% of my population with necrosis (only feet luckily so only one died thanks to quick medical staff response).

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: ItchyBeard on March 10, 2012, 03:50:44 pm
  • Make each stonecutter job produce some sort of waste product (e.g. 'stone debris').

im not sure if meph wants to add waste products that accomplish nothing but tying up haulers with dumping something...

Yet he's perfectly ok with artificially tying up my masons with crafting/hauling things ;). I just hate the idea of not having easy access to bins/barrels. I murdered one of my vampires and he was carrying over 1000 amulets/rings/etc. That all needs to go somewhere. :(

My suggestion above was an attempt to avoid these two situations:
These are very minor issues though. I'm ok with blocks for bins.

You're probably right though... extra hauling jobs would probably slow the game down.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Iax on March 10, 2012, 03:52:11 pm
One quick bug,  I just tried out the uniform macro and for all the new uniforms it sets up, it doesnt specify any armor for the uniforms, just legs/helm/gloves/boots.
Other than that I really like the uniform macro,  I hate having to go through and set up the different stuff every time.

Also any reason why the macro picks low boots for everything,  whats the difference?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: bombzero on March 10, 2012, 03:57:43 pm
the throwers are supposed to be light armored shock troops i think... decimating the enemy with thrown weapons and then following up with a quick cleanup. btw throwing weapons have same stats as the standard type of that weapon... theirs no reason NOT to use throwing weapons...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: smakemupagus on March 10, 2012, 05:03:47 pm
the throwers are supposed to be light armored shock troops i think... decimating the enemy with thrown weapons and then following up with a quick cleanup. btw throwing weapons have same stats as the standard type of that weapon... theirs no reason NOT to use throwing weapons...

There is a trade off, attacking at range with it uses the throwing skill rather than the axe (etc.) skill, so if your guys fight in close combat too they'll need to level up two combat skills
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: slay_mithos on March 10, 2012, 05:20:53 pm
No, most throwers use and train the related weapon skill (spear, axe, sword), making it a good way to use recruits in battle, while still keeping them mostly away from the main fight.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Iax on March 10, 2012, 05:27:54 pm
Its just that the included macro doesnt give them ANY torso armor or head armor,  I think thats by mistake or is it on purpose?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: alagon on March 10, 2012, 06:07:57 pm
Hey Meph,

I also encountered the crossbowdorf not equiping rock-tip bolts problem like someone earlier in this thread.

I was besieged by 28 dark stargelers in the late winter of the 1st year. Luckily my simple moat and bridge were up, and also they were just sit outside and wait. So i try to make some quick copper and iron weapon and armor, and decided to strike them once the core team is ready. In the second month of the next year, I assmebled a markdorf squad of 3, a heavy melee squad of 2, and a sucidal miner squad of 5. However, when the time comes, I found none of my markdorf were bring ammo with em.

1. I tried to let them equip specific ammo, namely rocktip blunt bolts under both "bolts" and "foreign bolts" category. Not working.
2. I tried to give different order, moving em around and disbanding them. After awhile, re-actived them to see if they would equip ammo. However, they did not.
3. I tried to move the ammo from and to different stockpile, and to see if option 1 and 2 will work. Again failed. My squad would just stand next to the stockpile full of bolts but did nothing.

After trying for the last 2 hours, I cannot but give up trying. I still have the last save before I assembling the squads to break siege. I will post the save file up, and see if you want to have a try.

http://dl.dropbox.com/u/7708225/region1-sum-252.rar

All the ammo is currently on the big stockpile of 1st fort floor. All the military team were set up already, you only need to change the ammo type in the military screen to see if you can make any difference.

I will try a bit more after I went back home later!

Btw, I am using v1.51 of the mod, plus the quick "object" update from yesterday!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: smakemupagus on March 10, 2012, 06:17:58 pm
@alagon, I've had my guys use rocktip bolts in 1.5.1, but i don't think I do anything different than you describe  :-\

@everyone:

Silkworms.
How do you use em?  They're in cages.  I can take them out of cages to put them in animal traps, that doesn't seem too useful.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Meph on March 10, 2012, 06:33:34 pm
Silkworn need hives, like bees. And instead of harvesting wax, you harvest silk. :) Needs the beekeeping skill.

The wax problem is not really a problem, since candles can be made from tallow as well. I think the problem is (was, i fixed it) that the reaction wants candles, but the produced candles are produced in a box. I added [REAGENT:Box:1:BOX:NONE:NONE:NONE]     
    [CONTAINS:A][PRESERVE_REAGENT]
         [DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
to the reaction, should work fine. I also took out candles from the building mats for the dark church. Did they work fine in this ?

The armor macros are from 3 versions back, maybe something has changed in that regard. The problem is that macros are stupid, if I alter ONE item, then the macros might get confused. I will test them. Same goes for disabling certain parts of the mod, the macros wont work then. They need the default setting, or at least no changes to the items.

Funny that there is such a big discussion about the bins... ^^ I make them from blocks now. End of story. Just playing a game with this change, and it is barely any extra work.

Throwing weapons use the weapon skill in close combat, and the throwing skill in ranged combat. I intended them to be different, but smakemupagus noticed that. I included a throwing training to the libraries btw, just for those.

The slade bars fix was simple, I just removed the slade mineral, and made the reaction to accept the slade stone, but produce the slade ore/metal. This way people can make slade in the factory, grind it to powder and smelt the powder to slade bars. Currently the value of slade is super low (still vanilla value) so you can embark with a full set of slade armor.

@Alagon: I will have a look later. Thanks for the upload.

Quote
Regular elf caravan came
They had blood steel.
I have war pets turned on and they didn't offer any for trade.

FYI I noticed in an older game it's not safe for regular elves to bring magma hounds in wooden cages.  Highly amusing, but not safe.

P.S.  Having cremating remains and grinding meat cause dwarves to be sick is a little silly.  I mean, i can see getting momentarily nauseated by the sight/smell of something...but they leave trails of vomit everywhere.

This is odd. I will test this, since I play a testfort just now anyway. But really difficult, I have slime raining all day, everyone hit gets major bruises and falls asleep. Even invaders, birds and caravans. The map is... fun... kind of.

PS: OMG, so much balancing. I have a long list of balancing, some few bugs remaining, a lot of flavor/refining that is not terribly important but makes the mod look better, and 11 pages in my "eternal to do list" What would you say about adding diseases ? :) (i'll do it anyway :P )
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: smakemupagus on March 10, 2012, 06:58:28 pm
What would you say about adding diseases ? :) (i'll do it anyway :P )

if doctors can treat it, cool.  if it just randomly kills dwarves with no remedy, please no :O
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Meph on March 10, 2012, 07:00:42 pm
Doctors cant do a thing. I am still working on a possible workshop that cures them, or a plant you grow and make into drinks. I plan to add 3 diseases for now, all rather harmless, as a test. You will notice it, but dwarves wont die. Hopefully
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: MiamiBryce on March 10, 2012, 07:00:45 pm
Meph,

Update (1.5.1)  Drow caravan finally came too.  No pets were listed in items to request from them, they brought no pets either.  I was really looking forward to messing around with slaves.

Anyone else have these pet issues with 1.5.1 or is it just me?

Thanks.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Meph on March 10, 2012, 07:03:49 pm
Well, I made a poll about it, and most people ticked: Drow bring broodmothers (the slave pets) so I dont know whats wrong. Like I said, I run a testfort currently, will see for myself then.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: MiamiBryce on March 10, 2012, 07:25:50 pm
The Drow in my raw files have these pet tags:
Spoiler (click to show/hide)

Slaves only have the [PET] tag and the following biomes:  [BIOME:FOREST_TAIGA], [BIOME:ANY_TEMPERATE_FOREST], [BIOME:SHRUBLAND_TEMPERATE].

Now, if I'm reading the wiki correctly Drow would only have access to creatures with the COMMON_DOMESTIC_* tags.  Another possibility, I'd guess, is Drow are mountain dwellers and slaves aren't.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: bombzero on March 10, 2012, 07:33:31 pm
@diseases, sounds nice if done right, just make sure you consider both large populations and small populations of dwarfs when adding cure methods.

about the ABS, i think it will probably be my favorite part of the next release... why you ask? my legendary hammerdwarf got strangled by a bronze collosi, AFTER breaking both of the collosi's upper arms.  :(



another fun fact: i have never had a furnace operator die of arsenic poisoning, Reason? they are also my emergency militia.  :D

Hey meph, something to check out if you havn't noticed already. http://www.bay12forums.com/smf/index.php?topic=104222.0
know how you mentioned adding the various tissue/bone/body overhauls to Masterwork? well their doing a communal mod.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: mglarev on March 10, 2012, 09:23:41 pm
Bug (?): I have embarked in MW 1.5.1 in blessed serra. I can not chose nether-cap seeds at the embark screen, nor can I request them from the dwarven diplomat. The caravan did not bring any.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Iax on March 10, 2012, 09:34:35 pm
Could you change the bit about who can use guild halls back to how it was in the previous version? 
How only the sortof related skill is the only one who can activate it.

in the older version i would just turn on siege engineer for my future military squad and only them, and they would be the ones to go and join the legion,  now everyone tries to join the legion, and using profiles is super slow, trying to find the right dwarf in a huge list.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Iax on March 10, 2012, 09:36:00 pm

Now, if I'm reading the wiki correctly Drow would only have access to creatures with the COMMON_DOMESTIC_* tags.  Another possibility, I'd guess, is Drow are mountain dwellers and slaves aren't.

Drow showed up with brood in my game right now.  What do you do with them?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: UncleCern on March 10, 2012, 09:36:13 pm
Ok - a few things I have found in 1.5.x

Armour layers are not working as intended. Can't make dwarves wear breastplates over mail shirts, nor breastplates over padded shirts nor any metal armour over padded armour.

Ghost problem - dwarf caravan came, one hammerdwarf died, corpse dissapeared-decayed after a month (due to heavy snowstorms). I can not engrave the guy on a slab now - looks like his name was not the real one. Pretty big problem as Runesmith is not compatible with the latest DF build and I can not remove the damn ghost.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: mglarev on March 10, 2012, 09:41:09 pm
Ghost problem - dwarf caravan came, one hammerdwarf died, corpse dissapeared-decayed after a month (due to heavy snowstorms). I can not engrave the guy on a slab now - looks like his name was not the real one.

This is a vanilla DF problem, not a Masterwork problem.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Hugo_The_Dwarf on March 10, 2012, 09:41:33 pm

Now, if I'm reading the wiki correctly Drow would only have access to creatures with the COMMON_DOMESTIC_* tags.  Another possibility, I'd guess, is Drow are mountain dwellers and slaves aren't.

Drow showed up with brood in my game right now.  What do you do with them?
You need one brood mother, and at least one brood lord. Their offspring should turn into slaves for you. All depending on how Meph tweaked my science
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Goncyn on March 10, 2012, 09:48:03 pm
The caste guide image is really handy. The metal lists would be better if you provided a little note about what each sort order is good for. I'm not familiar enough with the material and combat systems to know what the columns mean exactly. Is one list for the best armor? One for the best swords?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Meph on March 10, 2012, 10:05:13 pm
For the caste guide you have to thank flobulon :)

The guildhall actually works better as it is now... Use workshop profiles, you can allow individual dwarves to use it.

Quote
  [USE_EVIL_ANIMALS]  >>> Slaves.
   [COMMON_DOMESTIC_PACK]  >>> horses
   [COMMON_DOMESTIC_PULL]  >>> wagens
   [COMMON_DOMESTIC_MOUNT] >>> mounts in sieges
Drow work fine, in my game they brought broodmothers/lords. Cant tell you why you have a problem with that, maybe a world specific problem, might have gotten extinct.

I plan to make the guides a bit better, I already finished 23 building guides by now. The material guides get a little legend, to show what is what.

Padded armor... ok, I have a look.

Nether Cap seeds: They should not be aviable. They have depths 2:3, dwarves have only access to depths 1 plants and animals. You can get fungiwood seeds, but nethercaps are so good, you have to find them yourself in the caverns ;)

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Orb on March 10, 2012, 10:10:32 pm
Hellfire turret completely melted a frogman squad. I was trying to prevent a siege from antman from below, so my soldiers were already tied up. The lone Hellfire/Acid turrets stood alone against the incoming frogman squad. When I look again, all I see is smoke, and when the smoke clears, its as if the squad never tried to run, they never moved an inch, they were just completely obliterated, and their armor was placed neatly in a squad formation on my bridge. Perhaps the hellfire turret might need to be tuned down a bit? I mean, I could understand routing the army. But the entire army, melted(in presumably one shot).

Also, would it be possible to not have weapons you just "got" sacrificed again to Armok at the Temple to Armok? I know there are micro intensive work arounds, but I'd just like to put it on repeat and have all improved weapons/armor, if possible.

"Fake Edit" I have definitely traded for nethercap seeds in the past, and I think one time embarked with them. Must be a problem with vanilla, I suppose.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Meph on March 10, 2012, 10:18:37 pm
The weapons would prove a difficult project, since the reaction is designed to take "any" weapon. Otherwise I would have to do a reaction for each material, or each weapon.

The hellfire turrets use dragonfire, melting everything. The drawback is that it also evaporates dwarves, anything remotely not-magma proof, even metal bridges have been known to melt. And it starts massive fires topside. I keep it like it is, a powerful weapon that might backfire if used incorrectly. The only problem I have with them is that some migrants bring free ones, but I found a way to reduce the chance for this by exactly 16,6% ;) Next version should see less free turrets. Same that I did with landmines, since 2 mod version they are a lot rarer.

Anyway, I have a massive list of things to do again, thanks to the reports and my own test fortress, which is one of the hardest games I ever played. Berserking Orc thieves, rains that causes massive bruising and unconciousness, a hill titan made of vomit that fought for 2 months against my entire militia of 40 dwarves, constantly webbing them, and the second tantrum spiral by now. Damn this rain, people are forced to drink contaminated water, slime and vomit all the time.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: MiamiBryce on March 10, 2012, 10:37:21 pm
I was looking sites & pops file I made, only 3,501 broods left.  Doesn't sound like much when looking at the rest of the totals...like 102,580,000 GIANT ELEPHANTS...One Hundred and Two MILLION GIANT ELEPHANTS?  I'll try more genning and see about a higher pop of broods.

Speaking of giant elephants, they've always been listed twice  (and I mean four times, not one-for-male-one-for-female twice) from the elves (they've never brought me any I asked for either).  In addition they are listed twice in this sites & pops file.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: AndyDish on March 10, 2012, 10:43:46 pm
We need dwarven prosthetic arms, one dwarf just tried for several seasons to grab soap before dieing of thirst and hunger. Sad and hilarious at the same time, but yeah they need arms.

EDIT: He had almost every part of his body pelted by a goblin ambush with bolts, survived without legs arms or a left lung for years while the doctors preformed surgery. Then for some reason they stoped treating him, and ,using his teeth I guess, he pulled himself up to my soap stockpile. DWARF FORTRESS, no arms, no legs, fuck it, use your teeth!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: JimmyBobJr on March 10, 2012, 10:50:39 pm
Awesome story :) Two minor things I like to add: Coal should "only" burn for 9 months, dont know about coal constructions though. And drakes most certainly do not breathe fire. Just made double sure before I posted that and looked it up in the raws. No firebreath. ^^

Really? Well, im certain there was firebreath ("DragonBreath") And i presumed that i came from the drake (Being a species of Dragon, and all) But i guess its completely possible it came from the !!FUN!! monster, as he appeared in the dining room.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: ItchyBeard on March 10, 2012, 11:52:07 pm
Armour layers are not working as intended. Can't make dwarves wear breastplates over mail shirts, nor breastplates over padded shirts nor any metal armour over padded armour.

Odd. My last 1.5.1 fort had a similar problem w/ my guys not wanting to wear "gold padded leggings" underneath their "steel plate graves". I'm assuming it's a vanilla problem related to the order they put the items on - I'm sure there was a bug along those lines at one point. I had no problems with padded shirts under platemail breastplates though. Mittens under gauntlets also worked, as did padded hood under plate helm.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: bombzero on March 11, 2012, 12:26:16 am
as long as your not trying to super stack, (i.e. regular shirt, padded shirt, mail shirt, breastplate.) dwarves are capable of putting items on in the right order, the old bug concerning this disappeared sometime in the 31.xx versions i believe.

EDIT: drakes breathe fire?!?! well im just gonna move that pen real quick...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: JimmyBobJr on March 11, 2012, 12:30:47 am


EDIT: drakes breathe fire?!?! well im just gonna move that pen real quick...
Im not certain, Meph stated that they dont, buy i did see Dragon Fire.

If they cant, it was certainly a Spoilerific thing instead.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: daxp on March 11, 2012, 12:35:16 am
Ok, I'm noticing some rather odd behavior from some dwarves.

First of all, for some reason food is getting placed in a custom stockpile that should not accept it. This might just be something I've overlooked, but the food does not seem to show up on my status screen (I 'ran out' earlier despite there being a fair bit of food in the wrong stockpile). I haven't figured out how to get my dwarves to move it...which is a big problem now, because it's starting to rot. And I still can't figure out how to move it. =/

Another odd thing (could be intended?)..my preacher seems to be stockpiling (mostly rotten) food in his office. And he's not just dragging food down there and forgetting it, I just watched him drag a withered plump helmet and then rotten meat down there. o.O

***EDIT: Just used DFHacks autodump plugin to get rid of the rotting food, was tired of all the miasma.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Ashnal on March 11, 2012, 01:17:12 am
  • Make each stonecutter job produce some sort of waste product (e.g. 'stone debris').

im not sure if meph wants to add waste products that accomplish nothing but tying up haulers with dumping something...

Yet he's perfectly ok with artificially tying up my masons with crafting/hauling things ;). I just hate the idea of not having easy access to bins/barrels. I murdered one of my vampires and he was carrying over 1000 amulets/rings/etc. That all needs to go somewhere. :(

My suggestion above was an attempt to avoid these two situations:
  • Needing craft blocks on auto-repeat - this causes me to run out of stone (both in a local stockpile and in general) and is a problem when other items (e.g. tables) are made of boulders. I don't want my masons turning all my stone-which-is-going-to-be-a-table into blocks.
  • Needing to queue up two crafting jobs when I just want 30 more bins. I don't want to have to queue up 30 block jobs, then 30 bin jobs, and then get a bunch of spam because one job is going faster than the other. The problem is magnified when I want 100 more bins because my furnaces are going all out...
These are very minor issues though. I'm ok with blocks for bins.

You're probably right though... extra hauling jobs would probably slow the game down.

There's an easy fix for the "I don't want my masons turning all my stone-which-is-going-to-be-a-table into blocks" problem. Simply add reactions to the stonecutter that take blocks and make all the things a normal masons workshop can make.

I've actually used my own mods before, one that allowed you to make specific blocks from specific stone, and one that allowed me to do all the things with blocks that you can do with boulders. This means you can happily store stone in bins as blocks and use them in any way you wish later. It has the side effect of allowing easy stone transport too, since you can have a mason on mining site to make blocks and stock them into bins near the shop.

@Meph: Bout time you took my "Make the stonecutter use blocks" advice. Even though it was way back before this thread had hit 50 pages. Now all you need is the extra block reactions in the stonecutter for normal mason things.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Meph on March 11, 2012, 01:26:09 am
Never heard about the food stockpiling before, which food is it, and what are the stockpile options for the stockpile it should be in ?

About the padded armor not working: It most certainly does work. They have to put on the underlayer first though. So assign specific padded stuff first, then assign the actual armor. A bit micromanagy, but the only way. Most people wont use it I guess. I think the best is padded drake/lamellar leather stuff, then adamantine plate armor, and a nice fireproof cloak/hood/robe above it. :)
Spoiler (click to show/hide)

And I succesfully transformed thieves that flee into single ambush untis that attack. Think no one did that before. This thief here sneaks up on people and tries to murder them, instead of fleeing. Think of them as assassins, I might even rename them to that ;)
Spoiler (click to show/hide)

Fun stuff: (or wtf)
Spoiler (click to show/hide)

@ashnal: Currently Beds, Bins, Barrels and Beds need blocks. I still have problems with a block factory, it collides with the simple settings (will have to do a lot of modding there) and worse: All stones that are used in a reaction are economic stones since 34. (or even earlier ?) This would mean that ALL stones are economic, and every player would have to manually change them in the stone stocks screen in every game. Any way around that ? If the used stones could stay non-economic I will add it at once.

EDIT: I also tested the macro for uniforms. True, it selects cloaks instead of armor. I think the new optional clothing did throw it of. Will make a new one. I also thought about chainmail overarmor. Essentially mittens, hoods and cloaks made of chainmail. Should also add extra protection, especially against cutting, while the actual armor protects against piercing, and the padded stuff blocks blunt. In theory. Of course equipping just one dwarf with all this will take enormous effort.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: UncleCern on March 11, 2012, 01:36:09 am
As far as I tested. Dwarves equip that damn steel armour and then easily equip trousers, while they drop steel graves to equip padded leggings. Same goes with mittens/padded mittens. they use mittens under the steel armour, but refuse to use padded mittens. I can't make them to equip breastplate over the mail shirt. And can't make them equip anything-steel over the cloth padded shirt. I have not tested leather padded armour, all I use for this testing is pig tail cloth & steel. Cant equip cloak over any steel armour like mail/breastplate too.

Aaaarrggh.

Reminder - I use version 1.5.0.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Ashnal on March 11, 2012, 01:38:42 am
@meph: I seem to remember back when I was playing Mechanixm's Genesis sub-mod that it had a stone pulverizer and block factory but didn't make all the stone economic.

In any case, here's a random idea to toss at that particular problem. Give each (tedious work) stone a unique reaction class and have the block factory refer to that reaction class? Then perhaps the game won't see the stone as economic since it isn't specifically used in a reaction. I haven't tested this but it's a theory.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Meph on March 11, 2012, 01:41:54 am
Padded armor is included since the very first release, never changed a thing on it. I tested it once before the release, but that is long ago ;)

@ashnal: Nope, the stone will still be identified. When you "view" it it will still know that it can be used in that reaction. And yes, the old genesis/mechanixm has it, I have the raws lying around, but it does not work since Df34. because Today changed the stone stocks. Some stuff does not even show up at all anymore, it is weird. One other modder claimed that only stone that can be used somewhere is shown, and made a fake reaction that just lists all the stones, so that they can be selected in the stocks. Sadly, even this made them economic. I am contemplating changing the stone grinder because of this as well, since it works (in theory) like the blockfactory, just backwards ;)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: bombzero on March 11, 2012, 01:47:27 am
about the armor,
stop trying to put regular clothes under it, if you plan on max stacking, regular clothes DO take up an armor 'slot'.

also Meph, im confused, is it with extra clothes on or off that the macros don't work? because the macros should work optimally with default setting, AKA the way alot of people seem to play it(with minor changes).
just making sure you arn't prioritizing optimizing macros for the laggiest possible extra addition instead of for people who keep it off... (not that i would expect you would.)

having fun with alternative weapons and armor since im trying a metal free fort, so far i got drake leather padded armors, llamaler armor over that, then cloaks, hoods, etc over that.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Meph on March 11, 2012, 01:50:16 am
It affects both, does not matter if the clothing is actually included in the entity or not. As long as the item is in the raws the uniform setting can find it. Thats the reason it lists all these weird stuff (vampireslayer cloaks, reignplate armor and so on) that are mood-only special items. Nothing I could do about it, every time I add/change anything in the items I might need new macros. Stupid, but cant change it.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Ashnal on March 11, 2012, 01:50:40 am
@meph: Ah I see. I haven't actually played DF since the .25 version, I just like to read the thread, watch your amazing progress, and store up bits and pieces of motivation to give it a go sometime.

In the end, you could just package a macro meant for the stone stocks screen. That would be a band-aid fix for the problem.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: HapexIndustries on March 11, 2012, 01:54:56 am
Is it just me or can I not see the inventory on any of my dwarfs?  I highlight them with 'v' and hit 'i' and... nothing is there at all.  Actually, it looks like I can only see their weapons, if they have them...  so it's not a font issue like I thought at first.  Am I doing something wrong?  Is there some other way to see the general inventory?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: bombzero on March 11, 2012, 01:55:52 am
It affects both, does not matter if the clothing is actually included in the entity or not. As long as the item is in the raws the uniform setting can find it. Thats the reason it lists all these weird stuff (vampireslayer cloaks, reignplate armor and so on) that are mood-only special items. Nothing I could do about it, every time I add/change anything in the items I might need new macros. Stupid, but cant change it.

i see what your saying, i would suggest running the macros yourself right before a release to make sure its all ok, i personally set up my own uniforms, as mine are quite... stacked.

Is it just me or can I not see the inventory on any of my dwarfs?  I highlight them with 'v' and hit 'i' and... nothing is there at all.  Actually, it looks like I can only see their weapons, if they have them...  so it's not a font issue like I thought at first.  Am I doing something wrong?  Is there some other way to see the general inventory?

no its ok, your dwarfs just don't have any clothes on.


EDIT: btw Meph, you unintentionally fixed the most obvious sign of a vampire. they all have simply 'bone' jewelry, no race specific stuff.
also all furniture in villages are made of 'unknown'. unimportant but notable.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: HapexIndustries on March 11, 2012, 02:13:10 am
no its ok, your dwarfs just don't have any clothes on.


Wow... so my dwarfs are running around completely naked?  That seems... dangerous.  I guess I'll be buying as much leather and cloth as I can come the traders.  Thanks for the response.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Nimrod on March 11, 2012, 03:25:35 am
Ok - a few things I have found in 1.5.x

Armour layers are not working as intended. Can't make dwarves wear breastplates over mail shirts, nor breastplates over padded shirts nor any metal armour over padded armour.

Ghost problem - dwarf caravan came, one hammerdwarf died, corpse dissapeared-decayed after a month (due to heavy snowstorms). I can not engrave the guy on a slab now - looks like his name was not the real one. Pretty big problem as Runesmith is not compatible with the latest DF build and I can not remove the damn ghost.

There is a new plug in for dfhack -> "tweak clear-missing".
This lets you set the "missing" status to "deceased", which might help you with your ghost problem.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Torgan on March 11, 2012, 03:40:35 am
no its ok, your dwarfs just don't have any clothes on.
Wow... so my dwarfs are running around completely naked?  That seems... dangerous.  I guess I'll be buying as much leather and cloth as I can come the traders.  Thanks for the response.
I assumed that was intended behaviour? My dwarves have always been naked in Masterwork unless they are in the military. I thought it was to stop you ending up with worn clothing everywhere and part of the less clutter with invaders change.

Regarding armour layers - my militia commander was happily wearing a padded shirt, breastplate and cloak. I then got round to making platemail to replace the breastplate but he will only wear it if I remove the cloak and shirt. I then added the cloak back on and he removed the platemail and is only wearing the cloak on his upperbody. I tried to get my military to wear a mail shirt plus breastplate plus cloak (no shirt) as that worked in Genesis and vanilla but they don't want to do it here. I was assuming plate+shirt+cloak would work as that's the recommended gear in the manual.

My attempted military gear at the moment is helm (T-Rex skull if I can :P), padded hood, breastplate/plate, cloak, padded shirt, padded mittens, gauntlets, greaves, high boots, shield, weapon, flask, no backpack.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: DorfMeister on March 11, 2012, 05:55:31 am
If there is a way to implement it, how about making dwarfs to wear best armour available in the fort by default or just as an option in Uniforms screen "Wear best armour available". They would automatically go and choose best armour combination there is. That would really make things easier.

Maybe they would start wearing those foreign pieces as well without micromanagement.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: olopi on March 11, 2012, 08:50:45 am
Bug: In adv. mode you can only play female characters...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Morwaul on March 11, 2012, 09:46:48 am
Meph, I think I have a bug or 2. 

So far all my grazing animals are starving to death.  I have a maximum sized pasture zone with plenty of grass.  They walk around and eat the grass but the starving indicator never goes away.  Sooner or later they die.  I am on the Gia map in a good/evil biome if that matters. 

I have dug out areas on the first few Z levels.  They are Peat, Clay, Peat, then Sand.  They have been dug out for over a year but are not growing anything yet.  Maybe I need to get the floors wet.  I'll try that and let you know.

Lastly, would it be possible to get a Grazing: On/Off button added to Settings.exe?  I would just as well turn it off as I find it irritating.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Meph on March 11, 2012, 09:51:31 am
Quote
Bug: In adv. mode you can only play female characters...
Seriously ? Sounds strange, since I did not change anything in that way.

MAGIC SYSTEM IS FINISHED.

The three buildings
(https://lh3.googleusercontent.com/-FjkC9RHJnzg/T1y3ELSq5CI/AAAAAAAAKM0/cY_s5p7OQCs/s780/3%2520magic%2520buildings%252C%2520final.PNG)

Mountainking, the Dwarven Magic Shapeshifter:
(https://lh6.googleusercontent.com/-W3zThyuY-PA/T1y3EQYg52I/AAAAAAAAKM8/V_x3DnSmMF4/s780/mountainking.PNG)

The Unnamed One, the Evil Shapeshifter:
(https://lh5.googleusercontent.com/-J1W2CtdsJ5U/T1y3H_ylpCI/AAAAAAAAKNE/amTKehxqV6U/s640/most%2520epic%2520combat%2520log%2520i%2520ever%2520did.PNG)

I came up with a system based on adamantine, and some magic specific items. Not much. Evil takes totems, bodyparts and bones, good takes weapons, armor, food and drink, dwarven magic takes obsidian, wood(for fire) and ash. Thats all.

Each type has 2 units and 1 shapeshifter (lasts for 10 days)

Evil
Shadowmancer = Raises dead, shoots solid blood, can vanish into shadows
Demonbound = Makes people slow, sick (vomit) great melee fighter, can vanish into shadow
The Unnamed one = Super unit, kills entire sieges. Problem: 50% chance that he will be hostile. Back to normal after 10 days.

Good
Lifemancer = Ressurects dead, heals injured, makes people faster.
Oathbound = Great melee fighter, blinds people (against archers) and has nofear, nopain and so on.
The Angel of Vengeance = Super Unit, might be too strong, will test more. Can shoot fire and ice.

Dwarven Magic
Magmamancer = Ranged fireballs, fireimmune, IF he ever gets hurt and flees: Blows up. Kills everything nearby.
Stonebound = Stoneskin (actually a bit better then stone) earthquake (all nearby enemies are stunned) and petrify (stops one unit)
The Mountainking = Super Unit. Cant equip, but is indestructible. Must test more, but looks good.

Each magic class has also a special weapon (undead slayer, greenskin slayer and frostgiant slayer) that should make short work out of the named race. You have a training reaction in each building to train the "magic_nature/druid" skill. You can make a ranged weapon, a wand, and 2 ammo types for each magic type. IF the ranged weapons/ammo are too micromanagy then I will remove them. Seems some people have problem with stonetip/gemtip and throwing weapons as it is.

I also did the two changed from the poll (automated archeologist for example, he now cuts and processes every found fossils automatically) and refined the ants a bit, with nicer custom castes, profession names and so on.

Here the full changelog, mostly minor flavor stuff and fixes/balancing:
Spoiler (click to show/hide)

I will now drop dead and sleep. :)

EDIT:@morwaul:
Quote
Lastly, would it be possible to get a Grazing: On/Off button added to Settings.exe?  I would just as well turn it off as I find it irritating.
It already exists. Just turn "harder farming" off. Farming includes animals and plants, not just the farmplots.
You must breach the cavern to make underground grass grow. About the grazing: All grazing creatures in this mode only need 4 fields, so I cant really believe that your pasture is too small. You probably have no edible grass in there. Cant really tell, sorry. Can you just open the "raw/objects/creature_domestic.txt and check the grazer value ? should be Grazer:6000. Please report back what you find, the only way your animals starve is when this value is lower.

EDIT2: Oh, yeah, almost forgot: Better designes for the "Hall of the Mountain King" (the red center building with the statue in magma) and better names for the mages are welcome. Same goes for ingredients, reaction and so forth.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: UncleCern on March 11, 2012, 10:32:56 am
Magma magic - THIS IS WIN, sir.

Anyway - back to testing 1.5.1 armour layers.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Morwaul on March 11, 2012, 10:34:04 am
Thanks for the Super Fast reply Meph.

Ah, Would it be to much trouble to separate grazing from farming in settings?  I really like the hard farming but really hate grazing. 

Here are some excerpts from my creature_domestic.txt for the cow and horse.  Could the YES[GRAZER being together cause the issue?
Spoiler (click to show/hide)

Here is the area where the pasture is.  The dark area is where the 2 horses and then cow ate most of the grass before starving to death.  The zone is a full 30x30 squares that goes from the edge of the river out.

Spoiler (click to show/hide)

If all of that looks fine, maybe this embark is just messed up.

Thanks Again
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Torgan on March 11, 2012, 11:19:36 am
I have dug out areas on the first few Z levels.  They are Peat, Clay, Peat, then Sand.  They have been dug out for over a year but are not growing anything yet.  Maybe I need to get the floors wet.  I'll try that and let you know.
You usually need to breach a cavern before underground plants start spawning on dirt or mud floors, you shouldn't need to muddy dirt rooms. I have carved out huge rooms in my current 1.5 fort for farms and pastures and it's worked straight away, Meph did change some cavern stuff in 1.5.1 so maybe that could have changed something if you have breached a cavern? Weird it is happening outside though.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Morwaul on March 11, 2012, 11:27:07 am
I actually did not know about the breaching the cavern thing.  Usually I dig straight down until I breach it just to see how many Z levels I have to work with.  This time I did not bother for some reason.  I have breached it now and will update if that does not work.

Edit: Add
LOL, Some babies are harder to raise than others.....
Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: alagon on March 11, 2012, 12:19:40 pm
Hey Meph and guys,

After another hour of trying, I finally figure out how to make my markdwarf equip rock-tip bolts. The system works fine but it is really a bit confusing in the first place.

It is true that we just need to tick the rocktip bolts (foreign) on the ammo menu. However, there are many rocktip bolts in different submenus, and that was where I went wrong in the first place.

For example
1. My initial reaction was to go directly to create "bolts" first, then changed material specifically into "rocktip" in the submenu.
2. After option 1. not worked, I again create "bolts (foreign)", then changed material into "rocktip".
Then I just stuck in the loop between 1. and 2.
3. It was after a few hours, I finally realized there is another option just 1 page down under the create bolts menu (no need to change material), which is to create "foreign rocktip bolts" directly.

It went like a charm afterward. Everyone is using the new bolts as intended, even the hunters. (Now I knew why my hunter is not hunting). I was like huge *face-palm* when I found this out, and almost murdered myself with me keyboard.

It is definitely not a bug, but really confusing for a N00b like me. A bit tweak to make it more direct and simple?? Like removing the unnecessary rock-tip bolts from material sub menu??
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: sayke on March 11, 2012, 12:56:35 pm
MAGIC SYSTEM IS FINISHED.
Spoiler (click to show/hide)

I came up with a system based on adamantine, and some magic specific items. Not much. Evil takes totems, bodyparts and bones, good takes weapons, armor, food and drink, dwarven magic takes obsidian, wood(for fire) and ash. Thats all.

Each type has 2 units and 1 shapeshifter (lasts for 10 days)

Evil
Shadowmancer = Raises dead, shoots solid blood, can vanish into shadows
Demonbound = Makes people slow, sick (vomit) great melee fighter, can vanish into shadow
The Unnamed one = Super unit, kills entire sieges. Problem: 50% chance that he will be hostile. Back to normal after 10 days.

Good
Lifemancer = Ressurects dead, heals injured, makes people faster.
Oathbound = Great melee fighter, blinds people (against archers) and has nofear, nopain and so on.
The Angel of Vengeance = Super Unit, might be too strong, will test more. Can shoot fire and ice.

Dwarven Magic
Magmamancer = Ranged fireballs, fireimmune, IF he ever gets hurt and flees: Blows up. Kills everything nearby.
Stonebound = Stoneskin (actually a bit better then stone) earthquake (all nearby enemies are stunned) and petrify (stops one unit)
The Mountainking = Super Unit. Cant equip, but is indestructible. Must test more, but looks good.

very interesting developments on the magic front! can't wait to try it out =) some initial thoughts, though:

- the old unholy building looks, to my eye, considerably better and more building-like then the new one. the chains are an interesting addition - keep them for the dwarf/magma one, but for the old one, why not keep the more solidly-walled temple feel?

- i honestly like the old blood/summoner building quite a bit, too - maybe better then the dwarfmagic magma one with the chains, if you brighten up the middle pool. maybe i'm just not a huge fan of the chains-as-walls look, and think that having the buildings appear somewhat consistent is an asset...! that must be it =D

- why not call "The Unnamed One" something like "Unnameable One"? for starters, removing the "The" from all of them cleans up the text and makes more sense considering you can conceivably have more then one at once - and "unnamed" things can always be named, thus taking away their claim to fame, while "unnameable" things just can't be, by definition =D

- why not change the "Mountainking" to "Mountain Spirit"? "king" would seem to imply actual royalty, and if you've already got a noble king in the mountainhalls, there might be some confusion...

- no need to have three different "mancers" if it sounds weird! i say stick with the "Lifeweaver" - it sounds better then "lifemancer", because "lifemancer" is a weird combination of english and latin that doesn't really make sense. you could have a "biomancer", or a "vitamancer" (vitamin magic!?), or something, but doesn't merging english and latin like that just sound off??

- you should probably change it to "spinning blur" rather then "spinning insanity" - insanity is a bit too abstract of a concept to  physically rotate in space, and so it just sounds wierd, IMHO =D maybe "bloody spinning blur"? similar idea - "lures other to the dark side" could become "lures souls to the dark side", which seems like it would work better. also, "does unspeakable horrors" could be "utters unspeakable horrors", because to "do" an unspeakable horror, while conceivable, might take a little while, and perhaps has other problems as well. finally, the "drain life" text could be changed to "drains the life of those nearby, adding it to their own!"

- also, the transparency in the .png graphics files still doesn't seem to work. i can change the background color, and set transparency (i think) when my photo editor saves the file, but it doesn't seem to be recognized in the game! with BMPs it works fine, but i'm not seeing it work right in .png files. i'm using xee as a graphics viewer and editor, btw, which is fantastic - very lightweight and fast.

Here are some excerpts from my creature_domestic.txt for the cow and horse.  Could the YES[GRAZER being together cause the issue?

the syntax on that grazer tag looks weird. shouldn't it just be [GRAZER:6000], not YES[GRAZER:6000]?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: HeshieokFasla on March 11, 2012, 01:09:19 pm
I just got attacked by a Thunderbird in the First Winter of my fortress. I only have 23 dwarves.

I'm pretty sure that shouldn't be happening. Just thought I'd let you know.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: GaxkangtheUnbound on March 11, 2012, 01:11:27 pm
I just got attacked by a Thunderbird in the First Winter of my fortress. I only have 23 dwarves.

I'm pretty sure that shouldn't be happening. Just thought I'd let you know.
I had a roc attack when I only had 14 dwarves. It got murdered by a bull kicking its skull in, though.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Varyag on March 11, 2012, 02:34:31 pm
Speaking of things that shouldn't be happening, changelog says golems work but mine keep running away, anyone have an idea what i'm doing wrong?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: bombzero on March 11, 2012, 02:58:25 pm
@sayke: ok please don't quote massive posts without spoilering them.

I like some of your grammatical corrections, but the 'mancer' and 'bound' ending are supposed to reduce confusion for new players, not to be the best sounding names, consider others too  ;)

Mountain spirit and Mountainking are pretty similar, so im not sure if that change is needed, but it would be ok. i just think meph is trying to pick a name that just screams, this guys gonna crush everything.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: DorfMeister on March 11, 2012, 03:51:17 pm
I have no fighting sounds in soundsense, only when someone dies. Any way to turn battle sounds on?

...no matter, found it!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: mglarev on March 11, 2012, 04:02:02 pm
I like the name "mountainking". Reminds me of Edvard Grieg. But I think it has to be "Mountain King"
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: sayke on March 11, 2012, 04:11:33 pm
bombzero - fair enough! fixed the spoiler thing - i thought that tag would be copied automatically but alas it was not =) i don't think the "mancer" and "bound" thing would drastically reduce confusion for new players because they're going to read the manual... and it's not clear what a "bound" and a "king" would have in common, regardless, right? either way - i'm largely interested in the aesthetics, and i think people will look at the guides etc and know what's going on.

but i could be wrong!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Morwaul on March 11, 2012, 04:19:58 pm
I like Mountain King better than Mountain Spirit.  Some others could be Mountain God, Stone God, Adamantine Avenger ;D, Candy Man..ok, I digress...Mountain King is as good as any.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: zach123b on March 11, 2012, 04:21:03 pm
googled greek god of stone, came up with hephaistos, sounds a bit weird to english but... he was in charge of metalworking, most armor/weapons used in greek mythology was made by him

in roman mythology there's vulcan, governed volcanoes and fire of harm and beneficial

the arch angel Micheal governed fire but Micheal doesn't have much of a mysterious sound to it

hows "Vessel of Vulcan" or "Host of Hephaistos" or vice versa instead of mountainking?
(just ideas)

~most of this was from wikipedia btw :p
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Torgan on March 11, 2012, 04:24:34 pm
I distilled water from booze in the still but it gives me a stack of 25 water just sitting there, not in a barrel or bucket. Tried to dump it but that does nothing so it's just sitting there defying the laws of physics.  The press water from leaves reaction seems to work fine though. I needed water to clean a wound in the hospital but the doctors didn't use the still water so I had to get the press out.

I have got a magma pool underneath my frozen ponds at the top of the volcano but they have frozen over again for some reason, deconstructing my wells. :<
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Ranik on March 11, 2012, 04:30:41 pm
After a bit of playing.

Can the elemental blobs from elven caravans reproduce? if so at what rate? Having them reproduce at a decent pace may help in the  special ammo industry.

My elven caravan got goblin jacked and that left me with 4 free if wounded magma hounds a wounded grizzly bear and some blobs  :o  The drakes burned in the magma hounds counter attack or at least got killed somehow in the scuffle :(


Copper and iron barb wire is damn serious. I had a hallway for trade caravans to enter partially covered by barb wire (the first level of barb wire un-upgraded) i'm not sure how it worked but at one point I saw a few orc and zombie corpses just pop up on the barb wire. Apparently a 3x5 hallway of the stuff is enough to bleed an orc/zombie to death. IF the old way you described barb wire as being 3x weak attacks it may need to be LVL 1 = 1 attack LVL 2 = 2 attacks LVL 3 = 3 attacks. Either that or copper and iron are bugged to be seriously deadly. Granted a goblin archer squad made it past the traps so the orc/zombies might have just been unlucky. If zombies bleed that should probably not be happening to avoid situations like this. Zombies should require battering rams mashing them into paste  :D

I share torgons problem with purify water from alcohol. It just sits in the workshop and no one will pick it up.

Do not open potential spoilers within
Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: smakemupagus on March 11, 2012, 04:52:09 pm
Silkworn need hives, like bees. And instead of harvesting wax, you harvest silk. :) Needs the beekeeping skill.

Cool, right.  Any idea how do I get them in the hive?  My hives are all filled with bees.  How do I even get the silkworms out of the cage?  When i build the cage and use the (a)ssign menu the dwarves will move them back and forth between an installed cage and an empty animal trap.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Zeebie on March 11, 2012, 05:20:59 pm
One of my turrets has started shooting at my dwarfs! :o  It has killed half a dozen, but the military won't acknowledge it as a valid target. Anyone else have this happen?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: GaxkangtheUnbound on March 11, 2012, 05:34:08 pm
Granted a goblin archer squad made it past the traps so the orc/zombies might have just been unlucky.
It's actually because goblins are [TRAPAVOID]. That doesn't mean it's a fair match against my axelord, though.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Meph on March 11, 2012, 05:37:20 pm
Spoiler (click to show/hide)
Tha black area above your wood stockpile seems to be grazed, it is darker then the rest. And the YES[GRAZER is fine, the YES[ changes to NO, wehn the feature is turned of, just a little tag for my other program to find.

@alagon: I will include it to the manual, and renamed "bolts(foreign)" to syndromebolts. These are the bolts you get from the alchemist/ammo bundles, with the syndromes attached. But nothing I can do about rocktip bolts and rocktip materials, just ignore the material ^^

@ sayke: Thanks as always for the long and detailed feedback. Although this time I have to disagree with most things. I personally like the "chains" optic, it makes the building look darker. I can make a poll about it, but this is a really minor thing, considering that it does not affect gameplay and only high-end fortresses will ever see this building, IF they decide to do the evil magic.

The Unnamed One should do unstpeakable things and throw around hurting people with insanity and horrors, just for fun. Should read that way. The other names are standardized for people to easier recognize what is what. I'd prefer the Lifeweaver over a -Mancer as well, but it does not fit in the list. Any better ideas for 3 similar sounding names, that still show that they are good/evil/fire ?  I also liked the Oathkeeper more then Oathbound, same "problem"  And again, same with the "The" Just an indicator that this is THE shapeshifter, and standardized in every building of the three. With 9 magic units it is complicated enough. They also do keep their names and profession names, which kills the effect a bit. I currently have combat logs: The milita commander, or the cook, is hitting someone with insanity. Would be awesome if someone knows a way to fix this.

Quote
- also, the transparency in the .png graphics files still doesn't seem to work. i can change the background color, and set transparency (i think) when my photo editor saves the file, but it doesn't seem to be recognized in the game! with BMPs it works fine, but i'm not seeing it work right in .png files. i'm using xee as a graphics viewer and editor, btw, which is fantastic - very lightweight and fast.
This is interesting. I am unfortunatly still a noob when it comes to alpha channel and transparency, also based upon the fact that my netbook cant really run the photoshop, to slow. I will try out xee. Flobulon did the transparency btw, but I did notice that it does not seem to work. Will have a look again. Would be nice to find a solution once and for all. The three shapeshifters have a custom sprite btw, although they could be better ^^

I wont use greek or latin names, no one would know what they mean.

The water overflows. The alcohol stack you used was too big, still working on a fix. The problem is that a full barrel has more capacity then a full bucket, so the water is not added to the empty bucket. Maybe I should use barrels for the water as well, but I dont know if dwarves will use it. Otherwise no idea.

Quote
One of my turrets has started shooting at my dwarfs!   It has killed half a dozen, but the military won't acknowledge it as a valid target. Anyone else have this happen?
What ? Is it marked as berserk ? What turret, was it friendly fire ? Since both being a hostile unit, and being no valid target is impossible, just by DF AI standards.

Quote
Cool, right.  Any idea how do I get them in the hive?
Ehm... actually... I have no idea. Surprised myself, I never actually tested them. They were a creation by another modder. I even have fungi producing leaf-cutter ants, thread producing orb-spiders and silk-moths lying around, from another modder. In theory your beekeeper should accept them as valid target, put them in a hive, and they produce "hiveproducts" just like the bees, just instead of honey they do silkthread.

About traps/razorwire: Will check again, but they should cause bleeding, thats right. No cut of limbs, no organ damage, only heavy bleeding after crawling through it. Sounds about right that they cant cross a corridor full of it.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: alagon on March 11, 2012, 05:44:50 pm
Oh man, I really love this mod.

One of my miner dwarf just hit some minor warp stone, and she was immediatelly got dizzy, fevered, and vomiting her way up to the surface layer. The epic part was, during her struggle climbing up, she gave birth to a healthy baby girl. She vomit so hard, that she had to leave her baby deep in the mining area. Cannot wait to see what happen next!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Meph on March 11, 2012, 06:00:36 pm
lol :)  Just got an idea for the "harder mining" thing: Make very deep occuring small clusters (like gemstones) that have the [AQUIFER] tag. Of course not realistic, but hitting "tears of armork" and making them magic would work. I think I like that idea, havent seen it anywhere else. Makes mining harder, causes flooding (but not the fortress, only the mining shafts) allows access to unlimited water for people who have the skill to use it, and make obsidian-factories easier. What do you guys think ? Good idea, or horrible ?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: UncleCern on March 11, 2012, 06:01:59 pm
Oh man, I really love this mod.

One of my miner dwarf just hit some minor warp stone, and she was immediatelly got dizzy, fevered, and vomiting her way up to the surface layer. The epic part was, during her struggle climbing up, she gave birth to a healthy baby girl. She vomit so hard, that she had to leave her baby deep in the mining area. Cannot wait to see what happen next!

Vomiting while giving birth. Speaking of hardcore experience...


Also - 1.5.1 Dwarf Therapist shows genders CORRECTLY! HELL YESS! (My military is usually 90% male so this helps to manage all those dwarves now).
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Ranik on March 11, 2012, 06:03:26 pm
It's not that they don't cause bleeding it's that they don't make it past them at all unless trap avoid.

WWWWWWWWWW
     *****
<-  ***** <---
     *****
WWWWWWWWWW
       l    l
       l    l
     
That was basically the kill zone if i remember correctly. I didn't exactly let entire seiges in to test it but some  orc/zombie ambush parties apparently bit the dust without me even knowing they were there
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Orb on March 11, 2012, 06:05:18 pm
lol :)  Just got an idea for the "harder mining" thing: Make very deep occuring small clusters (like gemstones) that have the [AQUIFER] tag. Of course not realistic, but hitting "tears of armork" and making them magic would work. I think I like that idea, havent seen it anywhere else. Makes mining harder, causes flooding (but not the fortress, only the mining shafts) allows access to unlimited water for people who have the skill to use it, and make obsidian-factories easier. What do you guys think ? Good idea, or horrible ?

Sounds good. However, would it be possible to cause a pause in the game when you hit one? I'd rather not have another thing to watch out for in the announcements besides warpstone. =/
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Zeebie on March 11, 2012, 06:05:29 pm

Quote
One of my turrets has started shooting at my dwarfs!   It has killed half a dozen, but the military won't acknowledge it as a valid target. Anyone else have this happen?
What ? Is it marked as berserk ? What turret, was it friendly fire ? Since both being a hostile unit, and being no valid target is impossible, just by DF AI standards.

It was a slade turret. I don't know when it started shooting, I only noticed it when it killed my manager. It sat it one place and fired on every dwarf that came near it (it was in the middle of my farm).  No enemies were around. It got named as it racked up kills, but it didn't appear as an option on the kill list.  Only other animals would fight it - in the end, a bullet turret took it out.   
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Meph on March 11, 2012, 06:15:40 pm
Quote
However, would it be possible to cause a pause in the game when you hit one?
Maybe. You can select the pause for damp stones in the GUI, your choice ;) But it will be un-designated automatically either way, so you cant mine it accidently. I think upwards ramp from directly underneath it is the only thing it wouldnt realize. ^^ (like digging slade in vanilla)

@orb: Strange. But good that the problem is solved. It is a pet, and only attacks when crowded in one place. But I dont think that you stacked severl turrets in 1 tile.

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: UncleCern on March 11, 2012, 06:28:49 pm
lol :)  Just got an idea for the "harder mining" thing: Make very deep occuring small clusters (like gemstones) that have the [AQUIFER] tag. Of course not realistic, but hitting "tears of armork" and making them magic would work. I think I like that idea, havent seen it anywhere else. Makes mining harder, causes flooding (but not the fortress, only the mining shafts) allows access to unlimited water for people who have the skill to use it, and make obsidian-factories easier. What do you guys think ? Good idea, or horrible ?

Well, if one needs top quality water he/she embarks with an aquifier anyway. Or digs to the caves. Such small aquifier stone clusters would screw many fortress designs and wont be very useful. Exploding gem clusters would be better than this as at least it would not spoil the fort design (just explode the cluster and build that hall/tunel/bedroom anyway).
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: isitanos on March 11, 2012, 07:01:52 pm
lol :)  Just got an idea for the "harder mining" thing: Make very deep occuring small clusters (like gemstones) that have the [AQUIFER] tag. Of course not realistic, but hitting "tears of armork" and making them magic would work. I think I like that idea, havent seen it anywhere else. Makes mining harder, causes flooding (but not the fortress, only the mining shafts) allows access to unlimited water for people who have the skill to use it, and make obsidian-factories easier. What do you guys think ? Good idea, or horrible ?
Good idea, and pretty original! (Muhaha)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Linkeron on March 11, 2012, 07:30:23 pm
SO, first impressions of your mod?

OHGAWDOHGAWDOHGAWD!

Using your no-item embark in a terrifying zone. Instantly undead barn owls spawn. Frantically working to get all my dorfs equipped with wooden weapons and armor currently.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: mglarev on March 11, 2012, 07:41:59 pm
Question: What is scrap wood good for? (Value: 0)

edit: ah, good for coal. If it there where only a way to tell the wood burner only to use this type of wood...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: GaxkangtheUnbound on March 11, 2012, 07:42:52 pm
Question: What is scrap wood good for? (Value: 0)
Beds for the common people (or nobles, if you're into that), charcoal, ash. There's quite a few uses.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Linkeron on March 11, 2012, 07:43:56 pm
SO, first impressions of your mod?

OHGAWDOHGAWDOHGAWD!

Using your no-item embark in a terrifying zone. Instantly undead barn owls spawn. Frantically working to get all my dorfs equipped with wooden weapons and armor currently.
Yeah...

A herd of undead boars came in. Wrecked everyone hardcore. Maybe a wall would've been a better option...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Goncyn on March 11, 2012, 08:03:39 pm
Question: What is scrap wood good for? (Value: 0)

edit: ah, good for coal. If it there where only a way to tell the wood burner only to use this type of wood...

You can do exactly this kind of thing using a combination of the "workflow" and "job" commands in dfhack.

On the dfhack console, first, enable workflow using the command "workflow enable". This activates workflow's feature of preventing any job set to repeat from being deleted/canceled. You can do a lot more fancy stuff with workflow, but this one feature is handy just to prevent us from having to do the second step more than once. Then, go to your wood furnace, queue up a "make charcoal" job, and set it to repeat. Keep the workshop 'q' menu open with the "make charcoal" job highlighted. Back in the dfhack console, type "job item-material 1 SCRAPWOOD:WOOD". That makes it so the job only uses scrapwood as its input.

You have to remember that you customized that job (and don't delete it later by mistake), but it does what you want!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: mglarev on March 11, 2012, 08:07:56 pm
Question: What is scrap wood good for? (Value: 0)

edit: ah, good for coal. If it there where only a way to tell the wood burner only to use this type of wood...

You can do exactly this kind of thing using a combination of the "workflow" and "job" commands in dfhack.

On the dfhack console, first, enable workflow using the command "workflow enable". This activates workflow's feature of preventing any job set to repeat from being deleted/canceled. You can do a lot more fancy stuff with workflow, but this one feature is handy just to prevent us from having to do the second step more than once. Then, go to your wood furnace, queue up a "make charcoal" job, and set it to repeat. Keep the workshop 'q' menu open with the "make charcoal" job highlighted. Back in the dfhack console, type "job item-material 1 SCRAPWOOD:WOOD". That makes it so the job only uses scrapwood as its input.

You have to remember that you customized that job (and don't delete it later by mistake), but it does what you want!

Thank you very much. Is this modified job saved when I save/load the game?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: quintilius on March 11, 2012, 08:09:47 pm
i'm in year 5... i set mineral scarcity to 4000 - so i havent seen any ore (and as a result, no dwarves want to move in... funny how that works).  This seems to have discouraged the local goblins/warlocks/orcs/undead... i can only imagine them sitting around 'hey, lets go hit those dwarves' - 'what? why - all they have is granite'  I wish invaders TOOK the stuff from caravans they whack though - if i suddenly find myself inheriting a wagonload of metal i'm going to go from challenged to bored pretty fast.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Meph on March 11, 2012, 08:11:01 pm
The aquifer gems should only be super rare and appear deep. still working on it. While testin I found something that is just too beautiful not to share. Beware, spoilers, but sooooo epic. Have half a mind to play the map.


Will start with diseases next, after the occurence of the aquifer (tears of armok) are balanced. I also made about 5% of the cave fungus drop a solid fungus. Can be used as a normal stone, or made into fungi-cheese in the kitchen.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: mglarev on March 11, 2012, 09:29:29 pm
What the hell is that? Hm, hell?

Possible bug report: I got 5 turrets with my migrants until now: 1 slade turret, 1 bullet turret, 1 hellfire turret, 1 fire turret, 1 acid turret.

Whatever you did to make the bullet turrets more rare with migrants waves: It did not work.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: DVNO on March 11, 2012, 09:50:12 pm
Great Mod! An automaton/Drow dual siege made me shout F**K on my bus route today!!

So I've been tooling around the RAWS and gave all entities [DEFAULT_SITE_TYPE:CITY] [BUILDS_OUTDOOR_TOMBS] out of gross curiosity and have to say the results were quite stable and fun. see with these tags every CIV makes a city and tombs. makes adventure mode just filled with content. made 7 worlds like this. pocket, small, medium, large worked fine with histories up to long.

might be worth an option in the launcher.

TY, meph!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Meph on March 11, 2012, 09:58:14 pm
Quote
[DEFAULT_SITE_TYPE:CITY] [BUILDS_OUTDOOR_TOMBS]
If this does not affect the world gen too much I will add it, sure. :)

@mglarev: Yeah, what I tried does not work for the turrets. I will use the same system I use for landmines next. Know that this works. ;)

@all: Finished 3 more building guides, about the magic buildings, since they might cause the biggest question in the next release. Here you go:

Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Goncyn on March 11, 2012, 10:02:08 pm
If it there where only a way to tell the wood burner only to use this type of wood...

You can do exactly this kind of thing using a combination of the "workflow" and "job" commands in dfhack.

Thank you very much. Is this modified job saved when I save/load the game?

Yes, it is saved with your game, as are any workflow settings. I keep a bunch of workflow commands in a text file that I copy and paste into the dfhack console when I start a new fortress. It takes a little bit of effort to get used to it, but once you do, it simplifies a ton of the busywork of keeping your stockpiles full of what you need. Here's my current collection. Note that the "job item-material ..." commands are to be used for specific workshop jobs, just like the scrapwood setup I described, but all the "workflow ..." commands can just be pasted into the console wholesale. Workflow constraints don't do anything unless you have a workshop job set to repeat that produces the constrained item.

Spoiler (click to show/hide)

(this is at least vaguely on-topic because it has some masterwork-specific stuff I figured out in it, hehe)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: smakemupagus on March 11, 2012, 10:02:12 pm
Frost Wyrm started a pretty nasty fire.   It was using both "frost wyrm dragonbreath" and "stream of steaming juice".  Not sure if that's working as intended. Also not sure whether i want to think too hard about that second attack ;)

1.5.1 is a lot of fun
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Linkeron on March 11, 2012, 11:01:55 pm
Okay, now that I've pretty much decided I'm going to keep using Masterwork, I've got a major (But not game-killing) bug with your program. Whenever I try to run 'Masterwork Settings,' I get an 'Unhandled exception has occurred in your application' error with a big ol' details screen.

Spoiler (click to show/hide)

I have the option to continue, which loads the program anyway, but every button brings up another error. Most brings up the same error in the spoiler, others bring up a 'Can not find file: *.txt' error, followed by a 'Tried to save to empty file' error.

Now, I don't know what's wrong. .Net's updated, I'm using XP SP3, I haven't done any tweaking on your files at all.

EDIT: >.o Okay...

Some unrelated-to-DF screwin' around, and I find some of the files that 'Masterwork Settings' references under 'C:\'. I try moving them around, and they work, but only that one time. They disappear, and go back to 'c:\.' This is some crazy computer voodoo shit here, man. WHAT. THE. HELL.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: bombzero on March 11, 2012, 11:50:12 pm
@aquifer gem: yes Armok has always struck me as the mixed blessing type.

@magic: hang on, can we actually generate MORE adamantine with the training reaction???
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: AndyDish on March 11, 2012, 11:54:48 pm
Zombies can turn non dwarf creatures into dwarf zombies, and thereby crash the game. Sound Sense game log says it all.
(http://i.imagefra.me/266j1r9p.png)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: bombzero on March 11, 2012, 11:56:48 pm
Zombies can turn non dwarf creatures into dwarf zombies, and thereby crash the game. Sound Sense game log says it all.
(http://i.imagefra.me/266j1r9p.png)

yeah, somone pointed this one out, I believe Meph fixed it for next release, and it MAY be in the hotfix posted a few pages back.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Meph on March 12, 2012, 12:25:17 am
Yes, the zombie bite should be fixed. My arena testing is screwed though, the zombies always kill their prey. ^^ Will do some more testing, but the syndrome only affects dwarves now. Should lead to no crashes.

@linkeron: I use XP with SP3 and newest Net.Framework as well. My C:\ is caps though. I have honestly no idea how I could help you with this. Hope you can enjoy the mod regardless of the settings.

@smakemupagus: Might have to check all the materials emmisions. Some still have the original verbs. steaming juice from  frost wyrm sounds... even more unpleasent then the frostbreath. 

@bombzero: Yeah, i figured: Why not ? If the reactions deplenish your adam resources, maybe there should be a small chance (2%) that you get something out of it. Cant hurt too much, since the game balance will be pretty messed up with the mages running around anyway. I also noticed that the shadowmancer can be made without any adamantine. Only slade, bodyparts and the black bible. Btw: the fire bible is of course the dwarven one, you can produce it yourself. Black/unholy is drow, and white/holy is human. Leaves elves, but I dont really know if I should add another magic building. 3 buildings for one theme is a lot already. And no one likes elven magic ;) the only thing I miss is dudes that can swim/dive underwater. *glare towards legends of forlorn realms*

Anyway, the Tears of Armok are a TON of fun. They are awesome and will be included for sure. Single gems that generate water on every tile around them. You dig to them, you get flushed away. Gives unlimited water, power and obsidian, OR floods your mineshafts and caverns. Point is: They are both good and bad for you, depending how good you play. Best of all ? Once the actual gem is mined, they stop. If you have an emergency and start to flood everything, just dig them away from the other side, or channel them from above. No gem, no water. It's brilliant. Will be part of the "harder mining" button.

Also finished two more building guides, timberyard and engineer. They are not remotely as nice as the ones done by flobulon, but by now I managed to do 29 buildings. :)
Spoiler (click to show/hide)

Another addition is an anvil you can create out of 5 metal bars in the smelter (for this first anvil) and about 2-5% of the cave fungus now leaves solid fungi. Can be made to cheese in the kitchen. One boulder = 1 cheese, shouldnt be too much. Thought mining as food production (as low as the outcome is) would be fun. Mind that these new things I added (boiling eggs, fungi cheese, bloodwine, booze-goats) cant replace the normal way of doing things, but they offer more variants. They can help in emergencys and offer more fun for players who like it, while others can just ignore them.

I am torn between doing the diseases next, balancing magic more, or adding ascii. Since ascii would also allow ascii+ and this new jolly tileset everyone seems to like (me included, it is just too original) and the old matrix one, for really crazy people. I would get 4 tilesets for the price of modding the raws once. ^^

EDIT: Testin also showed that the "simple trading" is fundamentally flawed. If a civ has no assigned toys or instruments they will produce a random selection from all toys in the raws. That explained why dwarves could do blueprints in one version a while back. It is also the reason I set this button to OFF by default, till I know what to do with it.

 I am also thinking about removing ironbark_metal and steeloak_metal. Would be much easier for everyone if the ironbark just produces iron, and the steeloak steel. Would remove flavor a bit, but the trees would remain untouched. But the trading/forge/material/stockpile screen would have 2 unecessary items less to scroll through. Of course it would also remove a bit of flavor. Dont know yet.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Buoyancy on March 12, 2012, 12:26:23 am
Workflow constraints don't do anything unless you have a workshop job set to repeat that produces the constrained item.

Thanks so much, I've been looking for exactly this kind of automation help.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: daxp on March 12, 2012, 01:08:21 am
I think I figured out my food stockpile problem. The food should just go to a normal food stockpile, but it wasn't. I finally checked an item though and saw that it was owned by a dwarf, and a quick clean owned command from dfhack seems to have fixed it. I have no idea why the dwarves are claiming food and then not eating it though...could it be military dwarves who are mobilized while eating? If they do it again I'll check to see if its just military dwarves that have claimed and left food in the wrong stockpile.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: isitanos on March 12, 2012, 01:34:34 am
@Meph, think you could call the good/evil books something else than "Bible"? It doesn't fit well in DF's fantasy world. Maybe Tome of Light for the good one, and Tome of Evil or Necronomicon for the bad one? (a little Cthulu reference never hurts, I guess... at least I prefer it to references to the Christian mythos)

Another thing: in my current game (1.5) I'm pretty sure I disabled guns (I always do), but I'm still getting flintlock pistols, gunpowder recipes and other related stuff.

Lastly, it may very well be a vanilla DF bug, but I have a "hair amulet" lying around which dwarves refuse to stockpile. It's not forbidden and there are no burrow restrictions, I have idle haulers aplenty, I have finished goods stockpiles that between them cover all the possible types/materials of items. Yet they just leave it lying around.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: bombzero on March 12, 2012, 01:43:44 am
@Meph, think you could call the good/evil books something else than "Bible"? It doesn't fit well in DF's fantasy world. Maybe Tome of Light for the good one, and Tome of Evil or Necronomicon for the bad one? (a little Cthulu reference never hurts, I guess... at least I prefer it to references to the Christian mythos)

Another thing: in my current game (1.5) I'm pretty sure I disabled guns (I always do), but I'm still getting flintlock pistols, gunpowder recipes and other related stuff.

Lastly, it may very well be a vanilla DF bug, but I have a "hair amulet" lying around which dwarves refuse to stockpile. It's not forbidden and there are no burrow restrictions, I have idle haulers aplenty, I have finished goods stockpiles that between them cover all the possible types/materials of items. Yet they just leave it lying around.

"Bible" is a generic term for a religious book, "The Bible" is the religious book of the various branches of christianity.

also Meph, liking the new food additions, making cheese from something mined is very dwarfy.

about the magic, im actually quite fond of the current system, mages are basically super units with a high cost.... can you make a dwarf menial labor exempt, but able to join the military? sounds like mages/paladinesque dwarfs to me.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Torgan on March 12, 2012, 03:00:39 am
I think I figured out my food stockpile problem. The food should just go to a normal food stockpile, but it wasn't. I finally checked an item though and saw that it was owned by a dwarf, and a quick clean owned command from dfhack seems to have fixed it. I have no idea why the dwarves are claiming food and then not eating it though...could it be military dwarves who are mobilized while eating? If they do it again I'll check to see if its just military dwarves that have claimed and left food in the wrong stockpile.
That does sound like military dwarves claiming their meals, just turn off that in the military option. m->u I think, whatever the supplies button is. I always turn it off as they claim food and leave it lying around, then upgrade their food as higher quality meals get made, the same as they do with their gear. They don't need to eat that often though, and if they are eating from their backpack they won't get a happy thought from using a dining room.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: FFLaguna on March 12, 2012, 03:37:55 am
Is anyone having trouble getting dorfs to stock medical stockpiles?

(http://i.imgur.com/97vhU.png)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: FFLaguna on March 12, 2012, 03:40:13 am
Less than two minutes later, I finally found the unusual source of the problem. I had an empty "bedroom" created from one of the beds to prevent non-ill dorfs from sleeping there. Apparently this conflicts with the (i) hospital zone, because when I freed the "bedroom" my dorfs ran to fill the hospital. Hooray. :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Solifuge on March 12, 2012, 03:50:37 am
@Meph, think you could call the good/evil books something else than "Bible"? It doesn't fit well in DF's fantasy world. Maybe Tome of Light for the good one, and Tome of Evil or Necronomicon for the bad one? (a little Cthulu reference never hurts, I guess... at least I prefer it to references to the Christian mythos)

"Bible" is a generic term for a religious book, "The Bible" is the religious book of the various branches of christianity.

Still, calling the book "Bible" carries a lot of Christian connotations, which just calling the Good Book a "Tome" and the Evil Book a "Grimoire" wouldn't. On a similar note, mentioning Al Capone, Daedra from the Elder Scrolls, Poseidon, and so on really... ruins the immersion for me. I think porting ideas from history and from fantasy settings is fine, but citing specific Earth mythology and historical figures, and the creations of other fantasy worlds, really breaks from the spirit of DF, with it's rich generation of original histories, and strongly Not Earth world-feel.

That aside, this looks really nice, and I'd like to commend you on a pretty extensive and well-built mod. Much Kudos!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Seraphyx on March 12, 2012, 05:02:13 am
I have nothing against using Bible as a name for items. I mean the mod DOES add religion, and even though when mentioning Bible you probably think to Christianity it still kind of fits.

Buttttt, I think calling it a Tome and Grimoire sounds much better and cooler.

Also loving all the building guides, they are very helpful.

Question about the stakes in the Engineer's workshop, what does making them heavier do? I imagine they are piercing weapons that pop out of the ground so what exactly would that do? Also, I've seen other civs making rams out of materials other than wood, how come this is not possible for the dwarves? And if we buy those metal rams and upgrade them with plating is that going to make the game explode?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Hugo_The_Dwarf on March 12, 2012, 06:18:25 am
Names for the new 'Bibles' (personally I don't care as I'm christian and I don't instantly think the 'bible' is a ref to christianty, it's just a name for a book damnit)

Holy Bible:
Tome of Light - Mentioned by someone else
Chronicles of Life
Spirits and Redemption
Lightened Tunnel
Tome of Lucifer (no not satan, ORIGIN Latin, 'light-bringing, morning star')

Evil Bible:
Book of the Dead
Darkness at Bay
Necromancy for Dummies
Angels and Demons - this could almost fit for both books, altho there is a lack of angels in DF so no idea if it fits
Darkness Within
Blood Rituals
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: mglarev on March 12, 2012, 07:32:29 am
Is anyone having trouble getting dorfs to stock medical stockpiles?

I have no problems here:

Checklist:

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Undeadlord on March 12, 2012, 08:03:55 am
Has anyone been having weird graphical errors on this newer version of DF and Masterwork? Not sure were the problem is coming from, DF or Masterwork, but it happens on multiple machines and only using TT fonts, either the new one or the original. The built in font has no problems when not in TT mode.

http://dl.dropbox.com/u/415895/DFerror1.png
http://dl.dropbox.com/u/415895/DFerror2.png
http://dl.dropbox.com/u/415895/DFerror3.png

Not game breaking, but very annoying.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Torgan on March 12, 2012, 08:44:39 am
Yeah I have and a few other people have as well, if you fullscreen on and off with F11 it fixes it temporarily, Meph has said it's a Phoebus issue rather than a Masterwork one.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Undeadlord on March 12, 2012, 09:42:48 am
Ah yes, I just was over reading the the Phoebus thread, hopefully it can get fixed soon. So annoying :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Morwaul on March 12, 2012, 09:50:09 am
Also finished two more building guides, timberyard and engineer. They are not remotely as nice as the ones done by flobulon, but by now I managed to do 29 buildings. :)
Spoiler (click to show/hide)


Meph, your building guides are wonderful.  My only question is, other than this forum, where can I find them?  I do not see them in the wiki.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Linkeron on March 12, 2012, 11:04:07 am
Under the 'Guides & Readmes' folder in your Masterwork directory.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Dwarf_Fever on March 12, 2012, 11:29:31 am
Quote
Names for the new 'Bibles' (personally I don't care as I'm christian and I don't instantly think the 'bible' is a ref to christianty, it's just a name for a book damnit)

"Bible" is a christian thing. Although it can be used in other ways, this is even the primary definition of the word in the dictionary, and what immediately comes to mind for most people - especially ones who aren't from a christian culture. It's all in the perspective. If you're christian, bible is synonymous with "your holy book." If you're not, bible is synonymous with "the book of the christian religion."

Quote
Tome of Lucifer (no not satan, ORIGIN Latin, 'light-bringing, morning star')

The origin is in fact the hebrew helel ("shining one") translated via other languages from the book of Isaiah originally to the bible and it is very much a term of the judaic/christian religions, used virtually nowhere else.

I'd prefer keeping real-life religions out of dwarf fortress for the most part, I mean what's next, goblins dropping a "Quran?" ("It only means 'Recitation' which is generic!") Please no.

Other titles for religious works might be,

"Teachings of High Priest Urist"
"Scriptures of Prophet Colthan"
"Revealed Wisdom of the Circle of Gathwad"
"Esoteric Secrets of goblin cultist Grushnak"
"Divine Revelations of Urgoth"
etc.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: sayke on March 12, 2012, 12:23:11 pm
i say "tome of life", "tectonic grimore", and "necronomicon" =D
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: alagon on March 12, 2012, 12:35:13 pm
Found two issues might cause some problems.

First, every now and then, it will auto generate "weave thread into cloth" in the Loom.

Second, also every now and then, it will auto queue "burn bone armor" in the Crematorium.

Don't know if these were intended feature, but I found it quite a disturb to manullly cancel this order. If I don't keep a watchful eyes, my threads and bone armor will just gone, lol.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Myiagros on March 12, 2012, 12:39:00 pm
The weaving of thread is a vanilla feature, go into (O)rders then Workshop and you can disable it.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: alagon on March 12, 2012, 12:50:31 pm
Thanks man!!

Both issues solved
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: bombzero on March 12, 2012, 01:37:34 pm
i say "tome of life", "tectonic grimore", and "necronomicon" =D

im liking your idea sayke...

those all sound very nice,
and before someone complains about necronomicon being from something else, its translates roughly to book of the dead, and is therefore totally reusable.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Werdna on March 12, 2012, 02:11:16 pm
I'd like to second removing any real-world references, as it does break immersion for me.  There's so many possible DF references - a Carp God instead of Posiedon, etc. 

Re: Removing steeloak and ironoak metals and losing flavor - I have to say one of the things I enjoy in this mod is the effort to remove 'redundant' items, if they don't add enough flavor.  I feel that the 'method' of raising and harvesting steeloak and ironoak is quite flavor enough - I like the gameplay and decisions it involves, that to me is meaningful flavor.  Having the final end materials made of those things falls more on the redundant side than the flavorful side to me.  A player that creates steel/iron using this method is well aware that it came from special oaks, even if the end item just says 'steel'.  I also suspect players will typically use oaks to supplement maps with a thin normal supply of steel, and the ability to pool all the steel bars for item making would probably be welcome.  Only issue I can see flavor-wise is that I can see one wanting a siege of elves to show up in stealoak armor and not steel armor, but I think you already define special armors for them anyway.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: bombzero on March 12, 2012, 02:29:58 pm
^good points.

i do believe meph already gave elves some strange custom armor.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Meph on March 12, 2012, 02:46:23 pm
Elves will show up in iron and steel then. I can either give them metals, OR only wood, so they would mix steeloak and ironbark with scrapwood swords and fungiwood armors. Damn elves ;)

Quote
auto queue "burn bone armor" in the Crematorium.
This is definetly not automated.

About the books: generally I have three options:
1. give them standardized names, thought *-bible was obvious.
2. Give them nicer sounding names.
3. Get rid of them and use adamantine directly.

The books, however they are called, limit the reactions to trading. I do not quite like it. I would rather add a reaction to the magic building to write one (similar style to the scriptorium)  While adding a custom reagent, it would be one people already know from the mod, so they can adapt easily to it. All depends on the poll (which looks undecicive) and my final decision on the matter, if I base magic on Adamantine alone, or differentiate the three schools of magic, so one is weak and can be accessed early, another one only with magma, and another one with adamantine. This would of course lead to horrible inbalances, for people who embark on volcanos and such. I personally lean towards Adamantine, while still looking for a way to make them mutually exclusive to each other. People can only choose one in each Fortress. But except ridiculus useage of syndromes I couldnt find anything. (I could, of course, make the choice in the GUI. Instead of turning Magic ON/OFF, you can turn magic ON/DWARF/EVIL/GOOD. But this would remove the choice from the actual game and I do not prefer to do so) Any ideas ?

Other Ideas I had:
Living tree - cavern lvl3 => a tree you can butcher. More for flavor then use, since no one will go through 3 cavern levels just for meat.
Living rock drop => same as cave fungus right know, 2-5% of them leave a stone you can butcher.
raise value of all seeds by 1 => Makes farming slightly harder since you cant take as much on embark.
steeloak just steel / ironbark just iron ? => Will be done, I like the idea of less redundancy.
Landmine Upgrades. => Done in pet armory ? (or rename golem forge to something techy, do all constructs there)
Turret upgrades => take fire turret, make hellfire turret, bullet => slade, acid => warpstone.
Negative syndromes for cheap booze => dizzinesss, blindness, fever, vomit.

I finished one very, very basic disease, a migrant that carries a infective vomiting syndrome. Nothing harmful, just colorful, for about 1/2 season. A test, I guessed that people will notice this the most, while not harming anyone with my little testrun.

And a surprise for everyone: What would you say if the next release would support Phoebus, Ascii, Ascii+/Vherid, Matrix and JollyBastion ? I just ask, because, well... it does. 8) I also added a truetype ON/OFF button to the GUI for people who cant find F12 ;)

Quote
I'd like to second removing any real-world references, as it does break immersion for me.  There's so many possible DF references - a Carp God instead of Posiedon, etc. 
I will ponder upon this. Maybe an easter egg option ? Would be a lot of work, since so many things are in so many different places. If anyone goes through the raws and gives me a list of things he finds too real-life, or immersion breaking, I'd be glad. One comment on this: No matter what, the epic/foul morningstar will stay :P

PS: I support the notion that a bible is indeed christian and does not fit. I had it first as the human tradegood (since in my mind they are crusader types) and just expanded on it, without questioning the symbology.

EDIT:@bombzero: Custom armor, yes. Custom materials that armor will be made of ? No, impossible to control this. DF does not allow specific items of a specific material to be added. I give them a reaction to make an armorgrade metal, only to the elves ? This is ok, they trade it. I give them a reaction to directly make a full armorset of this metal ? Does not work... otherwise the flavor would be much easier to do, and I could take away these last metals from the civs. I have no idea where drows get rose gold from for example.

EDIT: Forgot: Most of the building guides are for the NEXT version. I include them in the next download, till then I just posted them so people can have a look. If anyone wants to put them on the wiki, be my guest.

Changelog:
Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: bombzero on March 12, 2012, 03:05:23 pm
Hey Meph, dwarfs shouldn't be able to use morningstars one-handed. morning stars are rather large maces in most examples i could find.
also another fun fact, im so far unable to figure out what era of war hammer dwarf fortress portrays. the fuedal era kind were pretty much blunt halberds, the imperial era kind were specialized sledgehammers. the most likely match is the earlier example of a stick with a heavy weight. aka.

  ______
 /         \
 \______/
      |
      |
      |
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: UncleCern on March 12, 2012, 03:09:31 pm
About the diseases. How would one cure them? Alchemy compounds % potions? Medicines? Or just quarantine the damn thing (my favorite)?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Meph on March 12, 2012, 03:26:39 pm
You cant cure it. A plague hits the fortress, you poor doctors are helpless. This is the middle ages, so no one knows about virii and bacteria. Like I said, it is just explosive vomiting currently ;) I wuite like the idea: A plague has hit your fortress. Detect it and let the migrants die a slow death outside, OR half your fortress dies. You have to recover afterwards. Oh, a plague hits your fortress at the same time of an invasion ? Tough luck, have fun. (all optional of course, but still. More fun for the fungod)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Werdna on March 12, 2012, 03:38:57 pm
Morningstars are just blunt trauma weapons with a puncturing spike or more.  Anyone could make one tailored to size.  Since horsemen used them, they certainly can be used one handed.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Morwaul on March 12, 2012, 03:42:16 pm
@bombzero:  I could be wrong but I thought a morning star was a mace with spikes whereas a mace can be blunt, spiked, bladed, etc.  Similarly a flail is a mace with the ball connected to the shaft by a chain.  Thus they can be both 2 handed or 1 handed depending upon the weight and balance of the weapon.

@Meph or whoever:  I just had a "The Ice Wizard whoever" show up.  At first I though oh crud...FUN.  Then I noticed in the units screen that he was friendly and I thought Yeah!, Gandalf come to defend us.  Then he walked into my depot where all my mastiffs are....and they ate him....   Does the Friendly reading in units not work?

@Meph, My Grazing animals still die of starvation outside regardless of how much grass they eat.  I assume this isn't happening to anyone else as I haven't heard about it so it must be a glitch in my embark.  I have some caves growing and will try them in there next to see if it may be something with the grass outside. 
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: UncleCern on March 12, 2012, 03:52:47 pm
You cant cure it. A plague hits the fortress, you poor doctors are helpless. This is the middle ages, so no one knows about virii and bacteria. Like I said, it is just explosive vomiting currently ;) I wuite like the idea: A plague has hit your fortress. Detect it and let the migrants die a slow death outside, OR half your fortress dies. You have to recover afterwards. Oh, a plague hits your fortress at the same time of an invasion ? Tough luck, have fun. (all optional of course, but still. More fun for the fungod)

Awesome! I just hope there will still be a chance that not EVERYONE will be affected by the disease, or some will eventually recuperate. Like 10% of the population, hehe.

@Morwaul - are you sure they are actually spending time on the grass? maybe it looks like grass but is not grass? Just my thought.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Meph on March 12, 2012, 04:11:07 pm
Some more fixes:
 - Changed layer permit of platemail. Should be able to wear padded shirts underneath now.
 - Nerfed barbed wire. Now 1:2:3 hits for the different versions, instead of 3:3:3
 - Fixed all the wording for material emissions. Now refer to the proper attacks, each creature has custom text.
 - Replaced all [SOFT] tags with [HARD] even in the new optional clothing, to stop rot.
 - Nerfed turret occurence (one creature with castes, instead of 7, ~85% less turrets with migrants)
 - Acid and Warpstone vapor is green now, as it should be.
 - Removed steeloak_metal and ironbark_metal. Now produce steel and iron instead.
 - Raised value of plants and seeds every so slightly. 1 point. (no spamming seeds at embark)
 - Added [DEFAULT_SITE_TYPE:CITY] [BUILDS_OUTDOOR_TOMBS] [BUILDS_OUTDOOR_FORTIFICATIONS] to all friendly civs. For adv. mode.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: quintilius on March 12, 2012, 04:45:36 pm
ok - year 7.  I make enough money to buy stuff and outfit my guys now - but it's been dicey.  Trap avoid is a pain in the ass - as is doing everything with only 20 dwarves. Still no ore - so still no migrants.
From a balance standpoint - i'd say the stonecutter's workshop is abusive. The ability to make rock bins and rock beds makes this a bit easier than it should be.  I'd say the shrines too... i've just avoided using them both because they seem cheaty.
I dont mind the timberyard though - that's interesting - and the plans to make advanced shops is very cool (though they shouldn't be quite so easily available via trade).  It's certainly an interesting mod.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Dynastia on March 12, 2012, 04:47:23 pm
In regards to the book names....

If you want to use "Bible" as a suffix it should be -biblia (latin) or -biblion (greek). That minor correction also seems to take away a lot of the Christian connotations (at least from my perspective ; I never think of Christianity when I hear the word "bibliography").
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: bombzero on March 12, 2012, 04:48:52 pm
ok - year 7.  I make enough money to buy stuff and outfit my guys now - but it's been dicey.  Trap avoid is a pain in the ass - as is doing everything with only 20 dwarves. Still no ore - so still no migrants.
From a balance standpoint - i'd say the stonecutter's workshop is abusive. The ability to make rock bins and rock beds makes this a bit easier than it should be.  I'd say the shrines too... i've just avoided using them both because they seem cheaty.
I dont mind the timberyard though - that's interesting - and the plans to make advanced shops is very cool (though they shouldn't be quite so easily available via trade).  It's certainly an interesting mod.

i've just avoided using them both because they seem cheaty.
there you go... i like smart people like you, you understand the concept of "don't like it, don't use it"
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Meph on March 12, 2012, 04:51:17 pm
Thanks for the report.

I changed the stonecutter for the next release, the bens, bins and barrels need blocks now, so you need to run your mason for this all the time. Beds also need cloth, so they are harder to do then wooden beds.

Shrines... well, the entire religion system is from 31.25, before all these shiny new interactions. I might make a better system, but not high on the todo list. But 3% is too high for your taste ? You have to pray 33 times for one success.

Blueprints should be more expensive to buy, but it is hard to make civs create an item of a specific material. I am still working on this though. But it does not look like I can fix it...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: bombzero on March 12, 2012, 04:53:21 pm
There is always the research lab.  ;D
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: quintilius on March 12, 2012, 04:54:55 pm
i've just avoided using them both because they seem cheaty.
there you go... i like smart people like you, you understand the concept of "don't like it, don't use it"
[/quote]

it's worse if a caravan dies and i inherit all that crap... that's the fastest way to a successful and boring fort.  I go out of my way to defend them as a result - not because i care about them particularly - but because i dont want to deal with the temptation of 'if i just go outside and pick that crap up i'll be set'...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: UncleCern on March 12, 2012, 05:05:42 pm
Some more fixes:
 - Changed layer permit of platemail. Should be able to wear padded shirts underneath now.
 - Nerfed barbed wire. Now 1:2:3 hits for the different versions, instead of 3:3:3
 - Fixed all the wording for material emissions. Now refer to the proper attacks, each creature has custom text.
 - Replaced all [SOFT] tags with [HARD] even in the new optional clothing, to stop rot.
 - Nerfed turret occurence (one creature with castes, instead of 7, ~85% less turrets with migrants)
 - Acid and Warpstone vapor is green now, as it should be.
 - Removed steeloak_metal and ironbark_metal. Now produce steel and iron instead.
 - Raised value of plants and seeds every so slightly. 1 point. (no spamming seeds at embark)
 - Added [DEFAULT_SITE_TYPE:CITY] [BUILDS_OUTDOOR_TOMBS] [BUILDS_OUTDOOR_FORTIFICATIONS] to all friendly civs. For adv. mode.

I'm afraid to say that but armour layer permissions need more fixing. My dwarves stil can not equip Breastplates over mail shirts. Other issues are padded things not being worn under regular armour.

Military screen shows they have all equipped though normal screen says they do NOT.

Here are some screenies:
Spoiler (click to show/hide)

EDIT: The guy in the example (Edzul - he's a damn psycho btw) was wearing the mail shirt originally, the breastplate was looted from some poor frogpeople and equipped which resulted in Edzul dropping his mailshirt.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: bombzero on March 12, 2012, 05:06:32 pm
i've just avoided using them both because they seem cheaty.
there you go... i like smart people like you, you understand the concept of "don't like it, don't use it"

it's worse if a caravan dies and i inherit all that crap... that's the fastest way to a successful and boring fort.  I go out of my way to defend them as a result - not because i care about them particularly - but because i dont want to deal with the temptation of 'if i just go outside and pick that crap up i'll be set'...

[/quote]

well thats in vanilla also... btw if you dont like the temple stuff you can turn it off...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Dynastia on March 12, 2012, 05:08:43 pm
Oh, and try not to get impractical fantasy-world weapons confused with real ones.

Hey Meph, dwarfs shouldn't be able to use morningstars one-handed. morning stars are rather large maces in most examples i could find.
also another fun fact, im so far unable to figure out what era of war hammer dwarf fortress portrays. the fuedal era kind were pretty much blunt halberds, the imperial era kind were specialized sledgehammers. the most likely match is the earlier example of a stick with a heavy weight. aka.

Morningstars are just normal-sized spherical maces with spikes. They're designed to be one-handed, but you could add heft to your strike by using two. There are lots of mace designs to decrease the impact zone (flanged, winged, knobbed, etc.) but the morningstar is just one that happened to get a cute nickname.

The "sledgehammer" you mention is called a "maul", and it's already in vanilla DF and masterwork. It's a civilian tool for splitting firewood, and in warfare was only ever used for engineering (such as putting in anti-cavalry stakes) and occasionally by archers and levies who had literally nothing better to use. If you think about how quickly you'd be fatigued swinging one, you'd see how useless a weapon it would be (pitchforks and knives were preferred) Generally warhammers had smaller heads than a modern claw hammer, but with a longer handle (especially if they were horseman's hammers) and a spike on the end for stabbing.

Similarly a flail is a mace with the ball connected to the shaft by a chain.  Thus they can be both 2 handed or 1 handed depending upon the weight and balance of the weapon.

Flails were usually just a heavier version of agricultural flails ; a wooden club with a rope hinge. They were popular with Russians and Hussites and almost always were two-handed. The heavy end was sometimes barred, studded or weighted with a metal core. The "metal ball on a chain" type flail are mostly a fantasy-weapon, that design was incredibly rare in history and it's unknown if it ever saw use (outside of one blind Bohemian king who insisted on fighting in battles). In any case, the chain was never more than two or three links long, so it was more like a ball & hinge than a ball & chain.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: bombzero on March 12, 2012, 05:28:27 pm
The "sledgehammer" you mention is called a "maul", and it's already in vanilla DF and masterwork. It's a civilian tool for splitting firewood, and in warfare was only ever used for engineering (such as putting in anti-cavalry stakes) and occasionally by archers and levies who had literally nothing better to use. If you think about how quickly you'd be fatigued swinging one, you'd see how useless a weapon it would be (pitchforks and knives were preferred) Generally warhammers had smaller heads than a modern claw hammer, but with a longer handle (especially if they were horseman's hammers) and a spike on the end for stabbing.

I know about the difference between mauls and warhammers, i was more referring to the weapon with a head like the long handled warhammer you mentioned, but with a shorter shaft, it was used quite frequently in the later medieval era when fighting often involved siegeing a fortress, the main advantage of the weapon was being usable to break walls/barricades like a maul, but the narrow contact point was good for breaking skulls.

hmm... ok so reading your post extra carefully i think i get what you mean, the halberd-esque one i was refereeing too was the one used by foot soldiers, the sledgehammer like one i was talking about was the cavalry one, and the shortened one i was talking about was like the crappy text art one from above, which was used in close combat.
im aware that warhammers are pointed weights, but the short blunt thing on a stick is also a warhammer. not a maul, mauls are war sledgehammers.


(P.S. i know quite a bit about ancient weapons, and i am well aware of the difference between fantasy weapons and RL weapons, please don't act haughty and imply otherwise, no offence, just most people start getting condescending towards me during a debate like this.)

[/rambling undirected likely to be misunderstood post]
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Morwaul on March 12, 2012, 05:39:35 pm
@UncleCern: Yep, I can watch them step on to a bright green square call Grass and step off a dark green square called peat.  I assume they are eating it.  Maybe they are trampling it before they can eat it but that doesn't seem right.

@Meph and those interested: Update on starving grazers.  I moved them into the caves I made and they are no longer starving.  There is something about the grass outside that is broken.  Not a big deal but I wanted to let you know in case you get this again.  It may be a one time glitch though.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Flobulon on March 12, 2012, 05:41:46 pm
Glad to see you're still making progress at an incredible rate Meph   ;D

Haven't had much downtime for DF lately, but I still like to keep an eye on things here when I get the chance - even if I don't have time to actually play the game. You'll probably want to remove my metalworking/blast furnace guides from the manual if you haven't already, I should think they're probably outdated by now with the changes to steel production. Your building guides are excellent - pure informational content is much more important than pretty design with these sorts of thing, and I'm too much of a perfectionist to get them done in a reasonable time.
All the best, and I hope your travels are going well!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: UncleCern on March 12, 2012, 05:45:28 pm
@Meph and those interested: Update on starving grazers.  I moved them into the caves I made and they are no longer starving.  There is something about the grass outside that is broken.  Not a big deal but I wanted to let you know in case you get this again.  It may be a one time glitch though.

One thing comes to my mind. The grass on the surface is CONTAMINATED BY THE NUCLEAR FALLOUT!

...ohwait.

I'd gladly see if i could reproduce this grass issue but my glaciers have no grass on the surface anyway. Also - what biome did you embark? Evil maybe? Regional disturbance causing grass being contaminated (with nuclear fallout that is)?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Meph on March 12, 2012, 06:02:19 pm
This was super complicated, but I nailed it. Blueprints will be a bit more expensive next time you check.

PS:Bonuspoints for people who recognize the quote.

About the armor layers: Mailshirts and breastplates are mutually exclusive. You cant mix them. Padded armor and mailshirts are fine, and padded armor and breastplates. Next version will also support padded armor and platearmor.

PPS: @flobulon: I still have about 50% of the building guides ahead of me. It is maddening, I did not realize that there are about 70 buildings I modded.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: UncleCern on March 12, 2012, 06:14:14 pm

About the armor layers: Mailshirts and breastplates are mutually exclusive. You cant mix them. Padded armor and mailshirts are fine, and padded armor and breastplates. Next version will also support padded armor and platearmor.

Nice to know. Double testing padded now. I do hope those mailshirts and padded shirts will work.

Also - in vanila one could use mailshirt and breastplate at the same time. Just saying  8)

Also no.2 - what about cloaks? Which clothes/armour do they work with? Finally, does the option "more clothing" enable socks? And if yes - can a dwarf wear socks under boots?

EDIT: padded armour works very nicely with metal armour. I preasume it'll work with leather as well, can't check that atm due to leather shortages (all goes into boots).
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Sanguinis on March 12, 2012, 06:31:04 pm
When I'm in the embark land-select screen, the world cursor flies to the top left and I can't move the viewpoint. When I got in the game, the view again goes to the top left, really quickly. Has anyone else had this problem? How do you think I could fix it?
Thanks.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: mglarev on March 12, 2012, 06:34:49 pm
WTF. Goblins riding on giant bats are flying past my defenses and are slaughtering my marksdwarfs. FUN.

Remember to always make a roof on your towers, even if the top of the tower is not reachable otherwise.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Sibilantjoe on March 12, 2012, 07:00:48 pm
Hello, this mod is awesome and I have but one question.

Can you wield a rifle in adventure mode?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: mglarev on March 12, 2012, 07:29:09 pm
Possible bug: Traders are arriving with my migrants waves. They do nothing until an ambush kills them.

Possible bug 2: Guildhall does not seem to work everytime. I have a normal Dwarf (caste: dwarf) and he does not join the legion.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: smakemupagus on March 12, 2012, 07:50:47 pm
MW Turrets in DF2012

According to this thread
http://www.bay12forums.com/smf/index.php?topic=103682.msg3064909#msg3064909

firebreathers and webbers no longer need to be able to path to their targets to attack.  Can anyone confirm that this works for MW turrets now too?  So perhaps we can now put bullet or slade turrets safely in the interior of the keep?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Orb on March 12, 2012, 07:53:43 pm
Quote
PS:Bonuspoints for people who recognize the quote.

Spoiler (click to show/hide)

Wonders where he can spend his bonus points   :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: isitanos on March 12, 2012, 08:08:14 pm
Living tree - cavern lvl3 => a tree you can butcher. More for flavor then use, since no one will go through 3 cavern levels just for meat.
Living rock drop => same as cave fungus right know, 2-5% of them leave a stone you can butcher.
Landmine Upgrades. => Done in pet armory ? (or rename golem forge to something techy, do all constructs there)
Turret upgrades => take fire turret, make hellfire turret, bullet => slade, acid => warpstone.
raise value of all seeds by 1 => Makes farming slightly harder since you cant take as much on embark.
Like!

Quote
steeloak just steel / ironbark just iron ? => Will be done, I like the idea of less redundancy.
Negative syndromes for cheap booze => dizzinesss, blindness, fever, vomit.

Won't Elves will lose flavor if they bring metals? About booze, even dwarven kids drink it like milk (lol), so it's good for them. Contaminated water/Swamp water could cause that if you find a way, but not sure it's worth it.

Quote
I finished one very, very basic disease, a migrant that carries a infective vomiting syndrome. Nothing harmful, just colorful, for about 1/2 season. A test, I guessed that people will notice this the most, while not harming anyone with my little testrun.
You could implement a doctor's workshop where you can apply to dwarves some of those horrible ancient/middle ages/renaissance "remedies" such taking away a good amount of your blood ("saignée" in french). Mostly for flavor/roleplaying, of course, but you could have the occasional accidental cure or beneficial effect. Or give them various herbal teas. Or "goblin medicine" such as Scarab Brain Extract and stuff like that ;) .

Quote
And a surprise for everyone: What would you say if the next release would support Phoebus, Ascii, Ascii+/Vherid, Matrix and JollyBastion ? I just ask, because, well... it does. 8) I also added a truetype ON/OFF button to the GUI for people who cant find F12 ;)
With your ASCII version, can we use the ASCII tileset of our choice? I really want to use the Guybrush 16x16 square ASCII tileset.

Quote
I had it first as the human tradegood (since in my mind they are crusader types) and just expanded on it, without questioning the symbology.
You're gonna hate me, but I don't think "crusaders" fit either. I mean, if religion was implemented in DF you could have religious wars, but humans (which have many various religions) ALL being crusaders? It just leaves me scratching my head.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Sibilantjoe on March 12, 2012, 08:57:56 pm
This is gonna sound noobish, but how do I interact (in adventure mode, of course) with the new doors that are on house entrances now? moving into them does nothing, trying to (u)se them does nothing. I'm playing as a badgerman if that helps.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: mglarev on March 12, 2012, 09:00:21 pm
Bug(?): Open bag of loot does not seem to work at the creature research lab.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: smakemupagus on March 12, 2012, 09:14:30 pm

Also no.2 - what about cloaks? Which clothes/armour do they work with? Finally, does the option "more clothing" enable socks? And if yes - can a dwarf wear socks under boots?


current game, i've had no luck getting my melee squad to add cloaks .  they just have "metal armor" as uniform.  if they have either chain or plate they won't add a cloak; those who had a cloak don't put on armor.  However on the (m)ilitary (e)quip (P)riority menu it looks like they've claimed both armor and cloak.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: LordBadger on March 12, 2012, 10:07:45 pm
Hey, been reading this thread for awhile now, but I have not said much... Shame that my first post in this thread would be a question.

Really my brain can't keep up with this mod, but that's half the fun I figure. Large explanation for a short question but here goes. Magic seemed like something I may like, so I updated to 1.5.1, and started a new fort. My starting migrants had a "Royal" dwarf with them, and searching this post I could only find information about "Royal" drink. Oh, and the cast guide only goes to "Noble". This is all to say I am at a loss here, I could just as well stick a sword in his hand and make him fight wild life, as it stands he is a miner... But, what is a "Royal" dwarf? Honestly doubt my preconceived notions or human Royalty applies to dwarfs. I doubt it is all that important, but I had to ask.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: fred1248 on March 12, 2012, 10:27:55 pm
Will the Ironhand version ever be released?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Meph on March 12, 2012, 10:35:44 pm
I mentioned some planned changes in the last post, so here the resulsts:

 - Changed layer permit of platemail. Should be able to wear padded shirts underneath now.
 - Nerfed barbed wire. Now 1:2:3 hits for the different versions, instead of 3:3:3
 - Fixed all the wording for material emissions. Now refer to the proper attacks, each creature has custom text.
 - Replaced all [SOFT] tags with [HARD] even in the new optional clothing, to stop rot.
 - Nerfed turret occurence (they are one creature now, instead of 7, this means only 15% as many turrets will arrive)
 - Acid and Warpstone vapor is green now, as it should be.
 - Removed steeloak_metal and ironbark_metal. Now produce steel and iron instead.
 - Raised value of plants and seeds every so slightly. 1 point. (no spamming seeds at embark)
 - Added [DEFAULT_SITE_TYPE:CITY] [BUILDS_OUTDOOR_TOMBS] [BUILDS_OUTDOOR_FORTIFICATIONS] to all friendly civs. For adv. mode.
 - Added reaction to kitchen: butcher living rock, 1 meat
 - Added reaction to timberyard: butcher living tree, 3 meat
 - Added reaction to timberyard: break crystal tree, 3 rough crystal glass and 1 crystal glass pike
 - Added splintering glass tree to 2nd cavern. You fell them, you get hit by glass. (light syndrome)
 - Added living tree to 3rd cavern. Red wood, or meat from butchering them.
 - Added living rock to living rock. About 2-5% of it leaves a solid rock now.
 - Added firewood to 3rd cavern. You fell it, it starts a fire.
 - Changed blueprints and books. Now are really expensive to trade for. (2000-5000 for blueprints)
 - Renamed books: Scoll of Fire, Grimoire of Death and Tome of Life. Dwarven, drow and human tradegood.

The new trees are really fun. People will want to go to the crystal cavern to get the free glass spikes, but might accidently fell a tree that shatters and hurts the woodcutter. Same for the 3rd cavern. I think I buff up the special tree for that cavern a bit. People go for it to get the item, might fell a fire tree, start a cavern fire (anyone ever seen a cavern fire in DF? :) )
 
About the questions:
@fred:Ironhand and Mayday.... Eventually yes, but not the next version.
@smake: will test the cloaks, maybe making them a hard mat item messes a bit with them.
@lordbadger:Royal = Noble caste. Dont know how either flobulon or me got that mixed up. One way or the other, he is better in social and medical skills, but a slow learner in everything else.
@sibilantjoe: cant help you with adv. mode, sorry.
@isitanos: yes, guybrush can be used as well. is standart ascii. :)
@orb: Write me a PM if you want an easter egg added in. Thats what you can do with firefly bonus points :P
@sanguinis: have you enabled mouse.exe ? that might cause the problem, I believe it has not been updated to 34.05 yet.

EDIT: Living tree changed. Gives living shield now, instead of meat. Highest blockchance in game. (adam shields would be lighter, allowing faster movement, and slade shields have more blunt damage in melee) But you have to go to the 3rd cavern for it. ;)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Meph on March 12, 2012, 11:17:36 pm
Ok, let me see... in these 4 days I have managed this:

Mh... what do you guys say ? Does this sound like a new release around the corner ? ;)

EDIT: Nice to see people are working on the wiki. Since it is much better looking and starts to have some content I moved it back to the top of the first post, a more prominent place. Still needs a lot of work, so come on people :)

MasterworkDF WIKI (Wip) (http://masterworkdf.wikispaces.com)

Someone (bombzero?) asked about a logo for it as well, so here you go. You can use and alter these as you like.
Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Nimrod on March 13, 2012, 12:52:56 am

Mh... what do you guys say ? Does this sound like a new release around the corner ? ;)


Release! Now!

:D

great work as always!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: sayke on March 13, 2012, 01:25:04 am
awesome - great work meph!! =D
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: bombzero on March 13, 2012, 02:14:26 am
hey Meph, know how you have done all this awesome work specifically directed at the lag caused by the claimed clothing bug...

well...

Toady is fixing the clothing bug...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Urist McAddict on March 13, 2012, 07:04:59 am
Awesome mod!!!

I have a question, is it only me or is armor layering buggy???
I can't have my dorfs to wear mail shirt + BP + cloak... They just don't get them...

BTW, the magic thing, why not make slabs or essences for each magic (ice, fire, acid, etc.)? They would need to be ultra difficult to make, and the reading reaction should use a lot of time (so only a few could be trained without dieing of thirst and hunger).

That's my 2 cents...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Whivy on March 13, 2012, 07:15:49 am
Aren't the frost giant a bit overpowered? I got 3 frost giants thieves sneak in my fortress, then discovered by cats, and then... they killed my 120 dwarfs, along with my 30 soldiers military. They were armed in iron but all their attacked glanced away, and the giants ended my last dwarf with a bit of "great sword torn open" or things like that =(
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Goncyn on March 13, 2012, 07:30:17 am
What do the new "cold hammer <metal>" reactions at the crucible do? They seem to refine ore without fuel? Is there a drawback?

Edit: oh, I think I see, they require 3 ore?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: UncleCern on March 13, 2012, 07:44:56 am
Yeap, the drawback is those WASTE a lot of ore.

@meph - if toady fixes the hardcoded clothing bug will MW use clothes again?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Darkness on March 13, 2012, 07:50:27 am
Hey i am also for a release now :D

Meph i've sendet you a PN, hopefully you got it. Im building up a germen Wiki for DF so maybe i can show your Mod there.

Greets
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: slay_mithos on March 13, 2012, 08:20:25 am
Yeap, the drawback is those WASTE a lot of ore.

@meph - if toady fixes the hardcoded clothing bug will MW use clothes again?
Well, I am not Meph, but removing the clothing was not just for the buggy things, it also makes lot less items to track, inducing much less fps loss per dwarf.
So I think if he puts it back, it will be on an optionnal basis.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: FFLaguna on March 13, 2012, 08:40:36 am
Yeap, the drawback is those WASTE a lot of ore.

@meph - if toady fixes the hardcoded clothing bug will MW use clothes again?
Well, I am not Meph, but removing the clothing was not just for the buggy things, it also makes lot less items to track, inducing much less fps loss per dwarf.
So I think if he puts it back, it will be on an optionnal basis.

Is this for sure? Do "lots of items in the game world" really cause an FPS hit?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: mglarev on March 13, 2012, 08:49:07 am
@meph If I add a bug report page to the wiki, and help sorting the reports, would that help? This thread gets about 80 posts per day, thats a bit much.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: UncleCern on March 13, 2012, 09:25:49 am
Yeap, the drawback is those WASTE a lot of ore.

@meph - if toady fixes the hardcoded clothing bug will MW use clothes again?
Well, I am not Meph, but removing the clothing was not just for the buggy things, it also makes lot less items to track, inducing much less fps loss per dwarf.
So I think if he puts it back, it will be on an optionnal basis.
Be it optional or not. Fixed clothes would be a huge improvement, at least for me (but i bet many people will be happy about that too). The best thing about clothes is they actually help dwarves to survive (basic armour). And if you want your dwarves dressed up nicely you need to keep producing clothes as they usually decay in time.

Optional or not - clothes pleeease  8)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Cato on March 13, 2012, 09:40:00 am
firebreathers and webbers no longer need to be able to path to their targets to attack.  Can anyone confirm that this works for MW turrets now too?  So perhaps we can now put bullet or slade turrets safely in the interior of the keep?

I can confirm that. I've been using all the turrets I get through fortifications. The fire and warpstone ones can take a little while to fire (not sure if that's related) and the range can be an issue (with non-slade/bullet turrets) since I have channel - fortification - turret so the enemy has to be close to be in range but the slade/bullet turrets work great from behind fortifications.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: mglarev on March 13, 2012, 09:41:22 am
Aren't the frost giant a bit overpowered? I got 3 frost giants thieves sneak in my fortress, then discovered by cats, and then... they killed my 120 dwarfs, along with my 30 soldiers military. They were armed in iron but all their attacked glanced away, and the giants ended my last dwarf with a bit of "great sword torn open" or things like that =(

You basically have to destroy every body part separately. I deal with them one squad per enemy. In my second and third masterwork game, i deactivated them.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Whivy on March 13, 2012, 09:49:06 am
Aren't the frost giant a bit overpowered? I got 3 frost giants thieves sneak in my fortress, then discovered by cats, and then... they killed my 120 dwarfs, along with my 30 soldiers military. They were armed in iron but all their attacked glanced away, and the giants ended my last dwarf with a bit of "great sword torn open" or things like that =(

You basically have to destroy every body part separately. I deal with them one squad per enemy. In my second and third masterwork game, i deactivated them.

That's a lot of work. I wouldn't complain if they were tough invaders, but thieves? i mean they just popped into my great hall, bypassing all my defences. I know dwarves doesn't have the best eyes... but to miss a giant ice dude in a corridor, until a cats spot it, that's a bit...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: slay_mithos on March 13, 2012, 10:45:08 am
Is this for sure? Do "lots of items in the game world" really cause an FPS hit?
Even more than you could think.
Basically, there are two main things that heavily affect the FPS in every cases, plus some in certain circumstances:

1. Path finding: the more tiles there are that can be accessible, the more it will cost to find path. Also, the more living entities there are on the map, the more it will affect it too.
Basically, that is one of the reason why people use ways to close access to big useless zones, physically or not (burrows, d-o menu, doors and bridges...)

2. Clutter: Every item is tracked, and every time a dwarf needs to do anything with an item (or thieves, or anyone else), it will do a lot of checks on the present items. Having a lots of stones laying around, a ton of crafts you never sell, stray ammo from fights, tons of clothes... Every item will affect FPS, unnoticeable, but large amount of them will have a big impact. That is the main reason for some DF Hack tools that destroy, remove owned items etc. Owned items are even worse, as the dwarves will check a lot of things about what they own. Clothes and items that deteriorate also do checks to know their own condition at this point, to know if they are to be broken or not, on fire, having water on them, blood, everything.

Optional 1: Fluid movements. this one is a really big one, and the main reason you might want to skip the waterfall mist generator. Moving fluids, meaning every fluid that you made move, for one reason or an other, will do a lot of checks every frame, so a big tank filling up, waterfalls, pump stacks, and every liquid that is not naturally there will hurt your fps very badly.

Optional 2: Temperature. Mostly heat from fire and lava. Every time you move lava or fire, every affected and adjacent tiles will check for temperature, and calculate whether or not it will affect it. Magma pumps can cause a big pike of lag, as well as flooding with lava, but all heated tiles and items will also affect the FPS. Disabling temperatures fixes this, but it will not warn you about magma being near (the hot stones), so it's a double-edged sword. Plus, if temperatures is off, nobody will be hurt by fire or magma, at most they will drown in it, so no magma trap either. (not sure about magma industry, never put it off).

Basically, that is it, but most people add population, but it is in fact due to the two first reasons, a dwarf by itself won't cause much lag, it's interactions and moves will cause it.

Hope it clears the matter a bit.

Note: It all comes from !!Science!! made by people on this forum, as well as a bunch of tests I did myself, in no case can it be regarded as absolute truth.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: sayke on March 13, 2012, 11:34:54 am
meph - i've done some testing, and while i can get sprite transparency working with bitmaps very easily (just by using that pink color), getting it working with .png files doesn't seem to work! i've tried a few different .png transparency settings and nothing works. any thoughts?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Vhorthex on March 13, 2012, 11:39:12 am
Yeap, the drawback is those WASTE a lot of ore.

@meph - if toady fixes the hardcoded clothing bug will MW use clothes again?
Well, I am not Meph, but removing the clothing was not just for the buggy things, it also makes lot less items to track, inducing much less fps loss per dwarf.
So I think if he puts it back, it will be on an optionnal basis.

Is this for sure? Do "lots of items in the game world" really cause an FPS hit?

I can't confirm this 100% since the core game's code has been also optimized in the latest few patches, but ever since I've played Masterworks, my FPS is higher than I've ever seen it. And this regardless of Siege, activity and whatever. Before the patch (about a year ago) I did some tests by deleting all the clothing, and I could see some FPS gain, although limited since I didn't disrobe all my dwarfs. But seriously, there is definitely FPS Loss related to over abundance of items. I've had 150-ish dwarfs in 8-9 year fort, running at 120 FPS. Back in the day I think that once I'd hit 100 dwarfs around the 5-6 year mark, my FPS would definitely be somwhere around 30-40 FPS. And Sieges just made it drop even more.

So no idea what exactly is causing this upsurge of FPS in my neck of the woods, but It's extremely awesome.

And from what I understand, clothing is still there, and there is an option for it. But you have to manually make your dwarfs wear it? I'm still new to this mod so I'm unsure what precise changes were done to how clothing is handled.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: UncleCern on March 13, 2012, 12:41:21 pm
And from what I understand, clothing is still there, and there is an option for it. But you have to manually make your dwarfs wear it? I'm still new to this mod so I'm unsure what precise changes were done to how clothing is handled.

Technically clothing does not decay/destroy over time and works as armour so one has to make a militia squad to equip dwarves with it. I'd love to see my dwarves using clothing normally one day ;]
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Nimrod on March 13, 2012, 01:22:24 pm
I'd love to see my dwarves using clothing normally one day ;]

Toady is working this out at this very moment. So rejoice! ;)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Darkness on March 13, 2012, 01:25:49 pm
Real Dwarfs don't need Clothing :D They need only Armor
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: DorfMeister on March 13, 2012, 02:10:53 pm
Don't know if its a bug but a masterwork wooden musket has been smouldering in my weapons stockpile for years now.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: UncleCern on March 13, 2012, 02:41:31 pm
I'd love to see my dwarves using clothing normally one day ;]

Toady is working this out at this very moment. So rejoice! ;)

UncleCern has been ecstatic lately.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Meph on March 13, 2012, 03:12:07 pm
@dorfmeister: Is it an artefact ? They burn forever...

Quote
Toady is fixing the clothing bug...
Well, if clothing works like intended, without being claimed and cluttered, rotting and decayed... then it will be back in of course, as an optional setting. Currently clothing can only be made from leather/scales/chitin and counts as armor.

Frost Giant Thieves are a necessary evil, otherwise they wont be hostile. I have to give them the babysnatcher tag. OR give them utterances, which leads to them not having names, nobles and a language. If I make them crazed they fight among themselves, and if they are opposed_to_life they lose their AI and dont siege. Only way is babysnatching/thieves. All the evil civs must have this.

Nerfing them... well, Hugo made the body for me even before I released the mod for the first time. I guess I could have a look with me newly learned skills and build them up from scratch. OR you guys learn all the fancy new things I added, a MountainKing can take out a frostgiant siege all alone. If I give you overpowered mages and shapeshifters (and a frostgiant slayer that makes 50 times as much damage to them) then you can use that. ;)

PPS: Lots of items in the game world is FPS killer number one, since the pathfinding is linked to them. Find the best path to 1 from 10 items is easy, while finding the shortest route from workshop to raw materials with 1000 items is hard. (temperature if you have flowing magma is also evil)

I am running a test fort and try to find more flavor/inbalances/bug related stuff, so no release today ;) My todo list (just from the finds in this fortress) is about 1,5 pages. Errorlog is clean, it's just balancing or flavor. I had some fun moments too, a goblin thief with a "badly made steel slica", a race with a forest fire, an artifact crossbow with the picture of a sharpshooter on it, and a rather weird memorial slab. (1,5 years old fortress so far, no cavern breach, no siege, no humans/drow yet)

Spoiler (click to show/hide)

PS: If anyone can fix the transparency, even with using bmps that would be great.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: bombzero on March 13, 2012, 03:29:57 pm
To everyone voting option 2 on the poll, please read the text next to it, the adamantine requirement is to make magic a high end weapon, not something you get by the first winter, that is all.

@Meph, interesting defense method. keeps traders funneled to your fort, while allowing invaders to spawn anywhere.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: zach123b on March 13, 2012, 03:47:59 pm
couldn't you make it that anything stone offends them or something? like the elfs hating all trade of wood
like all good civs hate cannibalism and all bad civs think that's great
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: bombzero on March 13, 2012, 03:50:24 pm
Ethical differences don't 100% guarantee hostility.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: DorfMeister on March 13, 2012, 04:18:50 pm
Waiting impatiently for your next release here.

Me last fort got endless siege and if em to start a new one it surly must be with some shiny new magic :]

...any ideas for ending an endless siege? tried to immolate everything but that just exploded me drinks :/

...prolly tiss be some flying bugger stuck somewhere me cannot see.
Blasted floating greenskin pestis!!!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Meph on March 13, 2012, 04:36:21 pm
Found a little problem with the blueprints. Humans bring tome of life and normal blueprints. Drow bring grimoire of death and magma blueprints. Elves dont bring any. All good so far. But dwarves can bring the scroll of fire, and... all blueprints ever. Because I have the tech lab, and the tach lab can make blueprints, of course the dwarven homeciv also has the tech lab. doe.

Rest works perfectly, the humans bring weapons and ammo, even handcannons and cannonballs (epic unique weapon of the human civ) and even the caravan guards have guns and ammo now, and use them :)

(https://lh3.googleusercontent.com/-suiM-Sux6p0/T1-9uJvXvQI/AAAAAAAAKPk/tmhEMN4Utw0/s780/another%2520success.PNG)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: bombzero on March 13, 2012, 04:39:49 pm
hey Meph, im having a hell of a time getting a world with Drow, even with only 25 years of history, its an issue as for major features* to develop in the world in ways that actually affect fortress mode, you need at least 100 years of history.

*well spread civs, inter-civ enmity, necromancers, etc.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: smakemupagus on March 13, 2012, 04:48:01 pm
in two tries both times the guild halls seems to use up the Steel Legion permit, is that working as intended? (5 coins and several work jobs is probably a fair price for joining the guild, just that it's counter to the tool tip)

i have some issues writing books, but if i understand your dev-logs, it's already fixed -- i am pretty sure the problem comes from them putting the ink in a jug half-filled with pottery glaze

this has been a fun game, the Drow were hostile since they got their caravan killed by a Were-elk, and I got lots of decent gear from defeating their small armies.  Playing around with runic weapons, now that I understand the little bit of "equip" micro that is required, they're very cool.  Just using small squads and "equip specific weapon" for the runics.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Meph on March 13, 2012, 05:15:54 pm
Permits have Preserve_Reagent, they stay, but might need to be stockpiled/registrered by the game again. Cant change that. the Overflowing ink is fixed. The reagent was missing the Empty tag, so dwarves tried to fill already filled jugs.

Drows are buffed a little bit, and I have a look at the entity file again. Gave them like:city as well, they lived ONLY in caves so far, and dark fortresses.

I also added Sethcreyds speech extension mod, for adventure mode :)

PS: 2 deaths so far. Legendary miner suffocated because of black lung, he has been buried in the coalvein that killed him (and has a slab in the memorial hall) and my berserker woodcutter, who chased down the only thief I saw so far, a kobold. Thanks to him I got a bag of loot, but he got a slash in the guts. It healed, but he succumbed to infection about 3 seasons later. Rest is fine.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Buffbot on March 13, 2012, 05:51:56 pm
Love the look of the new cavern layers.  But... having magma worms and blue moss growing in the upper levels of my fort (pasture, farms and overworld entrance), is hard on the eyes.  Probably not much can be done about it, just stating my thoughts. 

Spoiler (click to show/hide)

I also had an issue with wagons.  I'm not sure if this is vanilla related, as I don't know if Toady fixed wagons with .34.  After trading an ungodly amount of crafts to a caravan, they've been stuck loading their wagons going on 4 seasons now, nothing new about that.  Here's the issue: currently I have 5 new wagons huddled in front of my depot and they won't unload after nearly 2 seasons.  Used to be any new caravans would just unload on top of the old, and you could trade with the new guys.

Spoiler (click to show/hide)

Keep up the good work.  :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Meph on March 13, 2012, 07:42:11 pm
I cant do anything about the wagons, or the mixing of the grass types. You can turn it off though. Otherwise there is a little trick: If you dont want anything to grow on soil/sand/clay, just make a stockpile above it that accepts no items. The floor is now gray. :) Also stops trees from clogging up drainage tunnels.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: mglarev on March 13, 2012, 08:02:15 pm
Comment: I really love the guildhall. Makes squad training work like a charm.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Aoi on March 13, 2012, 08:23:18 pm
Is anybody having a problem with rocktip bolts? My crossbowmen don't seem to want to use them, though they'll pick up bone bolts fine.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: smakemupagus on March 13, 2012, 08:39:33 pm
Is anybody having a problem with rocktip bolts? My crossbowmen don't seem to want to use them, though they'll pick up bone bolts fine.

They work fine for me, have you noticed that they're "foriegn bolts" not "bolts," so you have to make a separate entry in your squads ammo for them?

@everyone:  would it be possible to mod the Altar (or anything else) to put ghosts to rest?  the ones who don't have bodies so you can't slab them? 

Meph, i tried the Legion permit some more times and it was preserved.  I guess i must have accidentally trade away the first two, although steel is scarce enough i don't think i would have done so.  Maybe a Kea took em :D
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Aoi on March 13, 2012, 08:45:10 pm
I.... no.  :-X

I saw 'rocktip bolts' in the menu and selected those, though they showed up on the page post-selection as something like 'blunt bolts'.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: smakemupagus on March 13, 2012, 08:49:09 pm
I.... no.  :-X

I saw 'rocktip bolts' in the menu and selected those, though they showed up on the page post-selection as something like 'blunt bolts'.

hmm, that sounds liek you're doing it right... sorry!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: mglarev on March 13, 2012, 09:39:26 pm
Is anybody having a problem with rocktip bolts? My crossbowmen don't seem to want to use them, though they'll pick up bone bolts fine.
Are your marksdwarfs hunters too? Check if now wrong ammunition is in the hunters ammunition assigment.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Aoi on March 13, 2012, 09:46:13 pm
No labors active. No hunter ammo is assigned. I have them stationed on the only ammo stockpile which is also assigned to the squad via an armor stand. They're also right next to archery targets and barracks assigned to them.

Looks like they don't have a problem firing the bone bolts too. So... something's keeping them from wanting to pick them up.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Xangi on March 13, 2012, 11:09:42 pm
Hey man, what did you use to make the settings config program? I'm trying to get an easy installer working for Better Vampires (Soon to be Fear The Night, if the poll is any indication), but every single thing I've tried so far hasn't worked (not even batch wants to work. BATCH). I just want the user to be able to select which components of the mod he wants installed, but apparently that's asking too much :P
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: smakemupagus on March 14, 2012, 12:05:52 am
Silkworms.
How do you use em?  They're in cages.  I can take them out of cages to put them in animal traps, that doesn't seem too useful.

in case anyone else was wondering, you get your purchased silk worms out by moving them all to one cage, then deconstructing the cage with a lever.  Obvious in retrospect  8)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Nimrod on March 14, 2012, 12:49:33 am
No labors active. No hunter ammo is assigned. I have them stationed on the only ammo stockpile which is also assigned to the squad via an armor stand. They're also right next to archery targets and barracks assigned to them.

Looks like they don't have a problem firing the bone bolts too. So... something's keeping them from wanting to pick them up.

Are the bolts stored in bins?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Baby_Slaver on March 14, 2012, 01:22:54 am
what is your favorite set of armor with this mod?
so far with vanilla i just use the wiki's set of :
2 x caps   
1 x helm   
6 x hood   
1 x breastplate   
3 x mail shirts   
6 x cloaks   
2 x trousers   
1 x greaves   
1 x pairs of gauntlets   
1 x pairs of mittens   
1 x pairs of socks   
1 x pairs of high boots   

what is the difference between padded and non padded clothes? can i use 2x padded cloaks instead 6 x cloaks?
And can dwarf handle dual wielding now? :D
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: isitanos on March 14, 2012, 01:27:15 am
in case anyone else was wondering, you get your purchased silk worms out by moving them all to one cage, then deconstructing the cage with a lever.  Obvious in retrospect  8)
I haven't tried yet, but wouldn't it be simpler to assign them to a pasture zone and then just delete the zone? Unless captured vermin can't be pastured, of course.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: smakemupagus on March 14, 2012, 02:07:25 am
Vermin can't be pastured.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Aoi on March 14, 2012, 02:18:54 am
Looks like they don't have a problem firing the bone bolts too. So... something's keeping them from wanting to pick them up.
Are the bolts stored in bins?

Ah.... yeeeeah. How can I get them out?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: quintilius on March 14, 2012, 03:20:44 am
Year 11
I think we're the last of the dwarves... we havent seen anyone from the mountainhome in 7 years now.  I thought perhaps they'd been ignoring us because we hadnt struck ore (ANY ore) - but when we finally breached the 3rd cavern layer, found adamantine, and still no word - i fear the worst.  The goblins have been getting more brave... the traps have held off the warlocks well enough, and the drow caravans cut through the ambushers as often as not and have supplied me with enough metal to at least armor everyone. Finding cobaltite was a boon - but our smiths stared at it a full season before they had 3 iron bars to build an arc furnace.
What i wouldnt give for a turret - any turret - but no...
At year 7 - recognizing how dire things were - that losing a single child to a snatcher would be catastrophic to the future of dwarf-kind - Zefon One-hand, the expedition leader and one tough son of a bitch (when the goblin lopped off his right hand he grabbed a drink and went to his room - and the next day was up and about like nothing happened - apparently he's got a thing against doctors) called for an innovative change in the fortress layout.  We would drop a ramp down a level at the alcove leading into the trade depot - and beneath create a new path - close off top - and create a smaller switchback (yeah - no more wagons - but sometimes you do what you gotta do), then dump any invaders out into a large room.  We poured every tradegood we had into buying 2 things - a pile of steel crap to melt, and a pair of grizzly bears.  We would breed them - and armor them - and stuff them in that room beneath the depot - and any goblins child snatchers that wander in would turn the corner to meet a room of angry hungry armored bears.  Zefon wanted to call it "Operation Pedo-bears... to protect the children" but the other dwarves weren't having it (apparently 1254xp in 'Persuasion' wasn't enough). Still we bought the bears...
I'm not sure where it goes from here... the children are safe - and growing... but there are only a handful - and the injuries are mounting.
If it werent for the cobalt alloy i'd be risking digging into that adamantine... but as it is i think we can hold off on that - for now.
I'm building a big temple... maybe armok can help us.

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: UncleCern on March 14, 2012, 03:30:02 am
what is your favorite set of armor with this mod?
so far with vanilla i just use the wiki's set of :
2 x caps   
1 x helm   
6 x hood   
1 x breastplate   
3 x mail shirts   
6 x cloaks   
2 x trousers   
1 x greaves   
1 x pairs of gauntlets   
1 x pairs of mittens   
1 x pairs of socks   
1 x pairs of high boots   

what is the difference between padded and non padded clothes? can i use 2x padded cloaks instead 6 x cloaks?
And can dwarf handle dual wielding now? :D
-cap/padded hood
-padded shirt
-padded trousers
-padded mittens
-helmet
-mailshirt/armour/breastplate/cloak
-graves
-mittens
-boots

That's how you can configure armour here. Not much to do about many layers, 2 is all you can get I think (padded + main armour).
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: bombzero on March 14, 2012, 03:31:29 am
funnily enough, breastplates are better if you also give the dwarf a robe, however mail shirts protect the arms a bit better than a robe.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: UncleCern on March 14, 2012, 03:33:47 am
funnily enough, breastplates are better if you also give the dwarf a robe, however mail shirts protect the arms a bit better than a robe.
Robes work wit breastplates you say? If yes- awesome because robes can be made of steel :]
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: bombzero on March 14, 2012, 03:34:42 am
wow, awesome idea.

also they work with breastplates, but may interfere with padded shirts.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: P-Luke on March 14, 2012, 03:38:43 am
I've fallen in love with this mod, but I'm very frustrated with the fact that every fortress, at some point, crashes.
Usually when I have about 60 dwarves, the game just suddenly crashes. Even if I then reload the game, the game crashes at the exact same moment. I have a feeling that it's because of an underground monster spawning (I tried to reload the same crashing game about 20 times, until eventually it worked past the crash, to find out that an "uninvited guest" appeared underground.

Could it be that all the new monsters, animals and creatures are prone to break the process that randomly makes underground monsters?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: runiq on March 14, 2012, 04:22:04 am
Posting to follow.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Neyvn on March 14, 2012, 04:24:35 am
My only problem is the missing text and the bad text loads when it comes to Gender and Quality, everything else seems fine. But then again I don't dig, I do above ground forts only.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Baby_Slaver on March 14, 2012, 06:31:56 am
what is your favorite set of armor with this mod?
so far with vanilla i just use the wiki's set of :
2 x caps   
1 x helm   
6 x hood   
1 x breastplate   
3 x mail shirts   
6 x cloaks   
2 x trousers   
1 x greaves   
1 x pairs of gauntlets   
1 x pairs of mittens   
1 x pairs of socks   
1 x pairs of high boots   

what is the difference between padded and non padded clothes? can i use 2x padded cloaks instead 6 x cloaks?
And can dwarf handle dual wielding now? :D
-cap/padded hood
-padded shirt
-padded trousers
-padded mittens
-helmet
-mailshirt/armour/breastplate/cloak
-graves
-mittens
-boots

That's how you can configure armour here. Not much to do about many layers, 2 is all you can get I think (padded + main armour).
funnily enough, breastplates are better if you also give the dwarf a robe, however mail shirts protect the arms a bit better than a robe.

Thank you for reply, I'll try it whenever I get home soon.
(actually I am at work now,but You know  Baby_Slaver is taken by a fey mood!)

After reading a bit more at the wiki and raw, yeah You right the chain mail is shaped now, I can't use chain mail and breastplate together.
And i know I'm just a noob that just start to mess with raw, but is it typo inside item_armor_masterwork.txt under Lamelar armor? i found LASTICITY_CHAIN_ALL] without "[".
I just started using masterwork, and never created single armor yet, but from from reading raw using plate mail + lamellar will give dwarf 7 point + full body protection. I don't know how hard to make those, but what do you think of that?

And for ther rest :
With gauntlet and mitten both given [LAYER_SIZE:2], it means I can use 1 gauntlet and 9 mitten , it means 12 point.
With helm [LAYER_SIZE:30] >[LAYER_PERMIT:26], I don't know what to do and maybe i just use a helm(3 point). or maybe I'll experiment with hood ([LAYER_SIZE:1] &[LAYER_PERMIT:55]), I can use 54 layer of hood (54 point).
For pant, I'll just using greaves(3 point). or using 9 trouser (9 point).
For shoe, I'll just use boots(2 point), or using 12 socks (12 point).

I am at work now so i haven't test it yet. and honestly I don't know what am I doing =)). It is very unrealistic, I can't imagine how my walking clothes shop fighting a goblin  :P, or how hilarious if a dwarf using 54 hoods, so big so he using it like reggae style =)) (while smoking pot)

So what do you think of that set? is it crazy enough to work or not?
How effective is 54 leather hood against 1 steel/iron helm? Will it affect dwarf speed and agility?
Does armorlevel cumulative or not? You know just like RPG game?
If not, then why wiki tell people to use layers of armor?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: mglarev on March 14, 2012, 07:39:54 am
what is your favorite set of armor with this mod?
so far with vanilla i just use the wiki's set of :
2 x caps   
1 x helm   
6 x hood   
1 x breastplate   
3 x mail shirts   
6 x cloaks   
2 x trousers   
1 x greaves   
1 x pairs of gauntlets   
1 x pairs of mittens   
1 x pairs of socks   
1 x pairs of high boots   

what is the difference between padded and non padded clothes? can i use 2x padded cloaks instead 6 x cloaks?
And can dwarf handle dual wielding now? :D

I usually go for:
breastplate
greaves
gauntlets
helm
shield
high boots
cloak
hood
robe

I consider 6 cloaks... err.. exploiting of a bug?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: tivec on March 14, 2012, 07:55:23 am
Heya!

I thought I'd report a bit of a strange bug to you guys.

I've been using the miner embark profile from this mod to embark and dig a great fortress before. Digging time was a little bit longer than I expected, so I decided to abandon fort, embark again and rinse-repeat until I have the fortress dug out and smoothed as I want it.

This causes me to get a lot of clutter here and there - wood spread across the map, barrels and clothing everywhere, things like this. But this isn't the problem.

The problem are the alligators. Over 100 of them.

It started on my third reclaim. On arrival to the site, there were about thirty alligators waiting for me in the river near my fortress entrance. I burrowed my dwarves inside, and they made it safely away. The alligators eventually went away, and I thought no more of it.

The next embark got slaughtered by over 60 alligators pouncing on them the second they embark. Oh well, fortress crumbled - let's just go reclaim again!

About 150 alligators this time. Not to mention the longnose gars and sturgeons. The total in the "other" list is over 600 on this embark, slowing the game to a crawl.

Is this a bug with the main game or with the mod?

-Tiv
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: UncleCern on March 14, 2012, 09:12:08 am
I've fallen in love with this mod, but I'm very frustrated with the fact that every fortress, at some point, crashes.
Usually when I have about 60 dwarves, the game just suddenly crashes. Even if I then reload the game, the game crashes at the exact same moment. I have a feeling that it's because of an underground monster spawning (I tried to reload the same crashing game about 20 times, until eventually it worked past the crash, to find out that an "uninvited guest" appeared underground.

Could it be that all the new monsters, animals and creatures are prone to break the process that randomly makes underground monsters?
Do you have "Megabeasts Option" set to YES in settings? I used to have such crashes and disabling those helped.

@Tivec - Looks like the wildlife decided to reclaim the area before you did, heh.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Seraphyx on March 14, 2012, 09:45:46 am
Looks like they don't have a problem firing the bone bolts too. So... something's keeping them from wanting to pick them up.
Are the bolts stored in bins?

Ah.... yeeeeah. How can I get them out?

You can try to create another ammo stockpile but forbid bins then just delete the old one. Hopefully they stockpile the bolts without the bins in the new one.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: UncleCern on March 14, 2012, 10:12:42 am
Looks like they don't have a problem firing the bone bolts too. So... something's keeping them from wanting to pick them up.
Are the bolts stored in bins?

Ah.... yeeeeah. How can I get them out?

You can try to create another ammo stockpile but forbid bins then just delete the old one. Hopefully they stockpile the bolts without the bins in the new one.

Btw - my military had no problems taking ammo like that from bins. Just saying. My guess is something is set not as it should be set in military options.
Title: Re: ☼Masterwork☼ Dwarf Fortress - V0.1 - DF V.31.25 incl. grapics/sound
Post by: LiamAsA on March 14, 2012, 12:43:59 pm

Anyways, I like the mod. I like what you've done with it, and I think you've done a fine job. If I use it, I'll probably go back in and edit the changes to farming out, but I think you've done a wonderful job.

Best of luck, and good job on the hard work.

P.S. Regarding expansions, I would avoid getting too far away from your core principle, which is 'masterworking' the game, I think. Caste systems and religions get away from that. I'd stick to the core things which you have focused on, and try to make that essential enhancement as good as possible. If you -really- want to do religions or castes, I'd say just have it be an optional addon, or another (related) mod. If you stick to your core design philosophy, your mod could become an essential DF mod for many people. If you get too far away from that, it could just become another really great mod, because while almost everyone would want what you have in it already (or things like stone bins), the other stuff gets more into 'ordinary mod' territory. Which would also be fine. You just have to decide what your real goal is.

(1) First off - Ditto, I love what you guys have done with the masterwork interface. Though I haven't tested even close to everything yet I love the concepts but whole heartedly agree that this should be defaulted to Vanilla (a well tweaked and up to date bugswise version). The masterwork tool should become a standard part of the game. Though a lot of people playing DF will chance some delving into the world of raws n raegents people are all at diff levels and some just want to play a great unbuggy game.

(2) So to business - at the min I'm trying to compile a comparison table of all the new metals and whatnot as I found it close to impossible to find the info online - I eventually found this badboy, http://masterworkdf.wikispaces.com/home, but it's a work in progress. I think if people agree then there should be either links to this wiki in the main DF Wiki or better a major new sub wiki built into the main DF wiki.

(3) as I still couldn't easily find a comparison chart or much info at all on the new materials I did something I haven't done in years and then just on one game - delve into the raws and the world of modding. I've edited Navigation a bit on the Masterwork Wiki and will prob tinker some more but I wanted to upload the comparison chart I'm putting together when I've it done but I've a few issues with the raws data of some of the new mats and ask for some feed back I'll put a list below to highlight what I've found or am questioning:


Generally,
Basically, in DF physics - the only true physics :) a lot of similar material properties are identical and save a lot of coding and chance of error. Also, getting towards my problem - easier to categorise i.e. for all the original metals it's possible to build a comparison chart of mechanical properties that's just 7 items long :

So, the probelm I have is that a lot of the new materials do not follow this pattern and I ask is this on purpose and if so why? If not, can it be ammended as it my cause bugs further down the line??

Materials as I found them and assosiate problem areas (#1-4):
Spoiler (click to show/hide)

I hope this is more helpful than irritating, seems easy to fix if it's just something that was overlooked otherwise I'm interested to hear your ideas on why a more complex set of values could be necessary.

Cheers ;D
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Buoyancy on March 14, 2012, 01:02:38 pm
For some reason, my forts are producing hundreds of pieces of bone and hair jewelry.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Werdna on March 14, 2012, 01:12:20 pm
Re: Brick Oven

This doesn't seem to require a fuel source, and I'm currently abusing the living hell out of it.  It certainly changes the first few seasons of embark, because a few clay collection zones and a few ovens can spawn walls and defensive structures extremely quickly, producing blocks faster than my early miners are producing rocks.  Without fuel, its remarkably simple.  Too simple?  I'm having a hard time deciding, honestly, as I absolutely loathe the micromanagement of fuel-cutting/mining and burning.  Personally I love large above-ground structures (particularly the control over color!) and will continue using it, but thought I'd mention it in case the no-fuel was a bug.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: smakemupagus on March 14, 2012, 01:28:54 pm
Re: Brick Oven

Without fuel, its remarkably simple.  Too simple? 

It's nice, but it wouldn't be worth it at all if it consumed fuel.  it converts 2 stones (or clay, apparently?) -> 4 blocks, only saving 2 stones relative to the mason. 
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Meph on March 14, 2012, 01:29:33 pm
@LiamAsA: Thank you for the interest and report. A back to vanilla DF with all settings off is impossible though, I edit too much. Mostly the generic materials, writing something that finds everything in every raw, without possible mixups is far, far beyond my abilities. In theory it might be possible, but about as realistic as flying to the mars. From my perspective.

About the materials: The download should inlcude a folder named "Guides & Readmes".  In that you should find material guides, those ones:
Metal Guide.PNG (https://lh6.googleusercontent.com/-8UAnnREw25A/T1bJfL9DO2I/AAAAAAAAKJM/daJYeRCMChU/s2048/Metal%2520Guide.PNG)
Misc Material Guide.PNG (https://lh6.googleusercontent.com/-vPwEgQSNKXU/T1bJfP5X4MI/AAAAAAAAKJA/9EZLQ31buxM/s1512/Misc%2520Material%2520Guide.PNG)
Wood Guide.PNG (https://lh3.googleusercontent.com/-0i1swVt_a0c/T1bJe_ItsXI/AAAAAAAAKI8/HHu5jkUA8Mc/s1576/Wood%2520Guide.PNG)

I personally do not work on the Wiki, since I write the Manual, check this thread and that is quite sufficient work. The Masterwork Wiki does have a link in this thread, first post, but if you like to add a bit of publicity to the main DF Wiki that would be great. :)

I will check up on the tweaks about the metals, but I honestly did a lot of work on them for the next version already. I will see if what you found is still an issue. " 'Slade' is still [UNDIGGABLE] " well, yes it is. But you can build a Magma Factory that can compress 10 stones into 1 slade boulder. :)

@werdna: The brick oven is for people who like megaprojects and above ground fortresses. It is not balanced and does not try to be. I thought about adding fuel, but that would defeat the purpose. It is just a way to allow players to build in any color they like. I hope not too many people abuse it.

@bouyancy: Migrants bring those since V.34. Vampires might bring a lot.
@tivec: I nerfed egg number for those, cant tell you why the population explodes after reclaim.
@unclecern:
Quote
Do you have "Megabeasts Option" set to YES in settings? I used to have such crashes and disabling those helped.
Really ? -.- Might have been of interest to me as well, I cant remember you mentioning it anywhere before.
@p-luke: Could you please tell me the last entry in your gamelog before the crash ? You can find it in the main DF folder, a big .txt most likely.
@nivec: A DF problem with truetype. Just press F11 twice(windowed and back to fullscreen) and it is fixed for a while.

About the armors: I tried to avoid these ridiculus 100 pieces of armor on one dwarf. The armor rating btw does absolutely nothing, it is not used by DF currently. ;)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Buoyancy on March 14, 2012, 01:40:44 pm
So it's vampires that are bringing those pieces of their victims?  Between two vampires I've got about 9000 items that refuse to be autodumped.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Meph on March 14, 2012, 01:46:39 pm
Well, I read a report about a guy with a vampire having 4000 pieces of jewerly in an unmodded game, so I guess it is a vanilla problem. Atomsmash or trade away :)

EDIT: Oh, I remembered someone asking about landmine upgrades a long time ago, so I also made 2, the hellfire and the dryice mine. Can be bought from caravans, OR you can upgrade your own fire/ice landmines in the engineer. More a test then anything else. Here the arena test for hellifre, dryice it not quite as lethal.
(https://lh5.googleusercontent.com/-VwxLmyjR1EY/T2DoGqnG9-I/AAAAAAAAKPw/6f6zS587zVo/s780/new%2520landmine.PNG)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Werdna on March 14, 2012, 02:13:33 pm
So it's vampires that are bringing those pieces of their victims?  Between two vampires I've got about 9000 items that refuse to be autodumped.

dfhack has a way of doing it - check the readme.  I think the trick is to use "cleanowned" (https://github.com/peterix/dfhack/blob/master/README.rst#cleanowned) to strip ownership from the items.  Careful though, as I've always use this to take care of clothing via the 'scattered' and 'x' options, never tried it on vamp jewelry.  I think the 'all' option can be a sharp knife - I don't know if it will also select things like your military's gear or a miner's pick to dump. 

It's nice, but it wouldn't be worth it at all if it consumed fuel.  it converts 2 stones (or clay, apparently?) -> 4 blocks, only saving 2 stones relative to the mason. 

It consumes clay (which are called "boulders" when collected I think).  Basically you're generating blocks without any digging at all, or at least nothing more than it takes to reveal a clay tile for collection, and the few stones needed to create a kiln and oven.  Its very nice for creating early structures without needing to disturb the embark with barely any digging at all.  Its certainly a welcome addition for megaprojects.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Werdna on March 14, 2012, 02:20:55 pm
Meph, I know implementing landmines as creatures is probably not ideally what you wanted, but I think its very entertaining every time my landmines start waddling off toward intruders.  I am beginning to visualize them as clockwork versions of those little waddling bombs in Mario Brothers...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: smakemupagus on March 14, 2012, 03:30:26 pm
It consumes clay (which are called "boulders" when collected I think).  Basically you're generating blocks without any digging at all, or at least nothing more than it takes to reveal a clay tile for collection, and the few stones needed to create a kiln and oven.  Its very nice for creating early structures without needing to disturb the embark with barely any digging at all.  Its certainly a welcome addition for megaprojects.

Oh i see, you're comparing it to firing bricks from clay, which consumes fuel if you do it at the kiln.  Interesting.  I hadn't thought of that, So far I'd only used the Brick furnace to turn regular rock boulders into colored bricks.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: isitanos on March 14, 2012, 03:58:03 pm
I've fallen in love with this mod, but I'm very frustrated with the fact that every fortress, at some point, crashes.
Usually when I have about 60 dwarves, the game just suddenly crashes. Even if I then reload the game, the game crashes at the exact same moment. I have a feeling that it's because of an underground monster spawning (I tried to reload the same crashing game about 20 times, until eventually it worked past the crash, to find out that an "uninvited guest" appeared underground.

Could it be that all the new monsters, animals and creatures are prone to break the process that randomly makes underground monsters?
Did you check if the game is running out of memory? If you have many programs open or low RAM in the first place, it can happen. In any case the game cannot use above 2 Gigs of RAM without crashing (Unless LAA-patched, about which we don't know if it can cause more crashes). Also, AFAIK there are still some TrueType related crashes on the bugtracker, so try turning that off.


Maybe upload your save that crashes somewhere so we can try it (tell us which Masterwork version you're using) to know if the problem is in the game or on your computer.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: UncleCern on March 14, 2012, 05:11:04 pm
@unclecern:
Quote
Do you have "Megabeasts Option" set to YES in settings? I used to have such crashes and disabling those helped.
Really ? -.- Might have been of interest to me as well, I cant remember you mentioning it anywhere before.

At least 2 times, but that was long time ago and since then I still play with megabeasts off :]

Anyway - can't wait for toady to fix clothes so we can have those in MWDF. Do you think implementing clothes back will be hard here?

EDIT: I have an issue with gypsum. I can not make it to the powder at klin, I have bags and gypsum availible, gypsum turned on and off in economic stone menu. Can't make this damn thing working.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: bombzero on March 14, 2012, 05:12:50 pm
id say hell make it toggleable, since it will still slow fps some, just not the crushing horrid amount it used to.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Cato on March 14, 2012, 05:49:41 pm
I've bumped into a strange behavior with the new mages. So I got an immigrant necrofighter (Has a demon bound to their will... etc., in the description) in the 2nd wave of immigrants (was that supposed to happen) and her daughter (a child) who has learned lifemagic (the ones that can resurrect). So the strange thing is that eventually the necrofighter went to sleep and kept on sleeping. In fact they stayed asleep long enough that they died of dehydration. Wasn't too bad because the daughter came by and resurrected them. Then she went and fell asleep and started dehydrating again. Is there something I'm missing that they are supposed to need or is this not quite working as intended?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Atramedes on March 14, 2012, 06:20:51 pm
I do not know if this has been covered yet, but under what category is bonemeal? Its under stocks as a stone but I am unable to isolate it in the stockpile menu.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Iax on March 14, 2012, 06:37:09 pm
I have an issue with gypsum. I can not make it to the powder at klin, I have bags and gypsum availible, gypsum turned on and off in economic stone menu. Can't make this damn thing working.

Not just you,  I cant make plaster either at the kiln.

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Meph on March 14, 2012, 07:11:53 pm
I did not change anything on the plaster/gypsum. But I remember that orthopedic casts where broken in Vanilla (?) Just make splints instead.

Bonemeal is a stone, dont know if you can restrict it in the stockpile. It needs to be a stone, other wise the vanilla reaction in the smelter will not accept it.

Endless sleep of mages: Ah... forgot that NOSTUN creatures will sleep forever. Removed it, should be fine in the next version.

Megabeasts: I will set the option to OFF be default then for the next release, till I figure out what it is. I think IT (from corrosion) had a similar problem since 34 ?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: Meph on March 14, 2012, 08:06:34 pm
>>>NEW DOWNLOAD<<< (http://dffd.wimbli.com/file.php?id=5315)

Main features:

Full changelog (beware, long list)
Spoiler (click to show/hide)

I also added a link to the wiki directly from the GUI. :) The tileset changer works well, but I guess I might have overlooked a few tiles, since I still cant identify what looks right or wrong in ascii. On first glance it seems alright, but if some plants or materials look odd, just let me know. This can easily be fixed. Filesize went a bit up, but then again I needed duplicates of the raws for the tilesets.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: isitanos on March 14, 2012, 08:25:07 pm
Just quoting this from the Mouse Fortress thread, I think you're gonna get bug reports about this pretty soon :P .

I was just looking through the new masterwork release and I found a small issue, the launcher opens mouse.exe instead of launch.exe, so just a heads up that could cause some problems.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Meph on March 14, 2012, 08:33:45 pm
Is fixed and will re-upload. Thanks for the heads up. (somehow there is always this one detail that goes wrong, almost like my own personal tradition by now)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: bombzero on March 14, 2012, 08:35:58 pm
yeah i noticed that too  :P

looks nice, downloading.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Meph on March 14, 2012, 08:46:23 pm
Fix is uploaded. I did not chance the version number, since it is really just a minor thing and shouldnt affect the actual mod/game.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: bombzero on March 14, 2012, 08:47:36 pm
yeah, changelog looks nice, so can i do padded shirt, chainmail, breastplate? or even better same thing but with platemail instead?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Buffbot on March 14, 2012, 08:49:06 pm
Woot, thanks for getting that up so quick, Meph.  Was just hitting some massive slowdown with a really old fort, was getting time for a new one.

I think I may have found the issue with the plaster reaction at the kiln not working.  The gypsum in the inorganic_mineral.txt was missing the [REACTION_CLASS:GYPSUM] token (as far as I can tell anyway).  So I just added this back in and the reaction at the kiln seems to be working fine for me now.

Of course, the easy alternative is just to use the apothecarius and bypass the kiln entirely as it appears to use the gypsum stones directly, while training your doctors slightly.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: sayke on March 14, 2012, 08:54:26 pm
meph - am having an absolute ball with my 1.5.1 fortress =D built a nice wall and a bunch of ground defenses, with a nice walled-off safe area on a hill above my fortress for all my animals and above-ground farms... only to get attacked by tons of fliers!! i don't recall seeing that before. i staved em off when, after devastating my farms, they flew into my main fortress entrance and got chewed up by turrets, armored dogs, and my small militia. the moral of the story is that one must maintain a robust air defense system...! =)

a few things, though:

- i had
Spoiler (click to show/hide)
not sure if there's anything you can do about it, or even if its a bad thing, but i figured i should inform you that it's possible.

- the gypsum thing is a problem, and does seem to work fine for me in vanilla. no idea why it would be broken on masterwork - if you could take a look and see if you have any ideas, there would be a lot fewer questions down the line!

- .bmp sprite transparency seems to work fine - all you'd have to do is change all the sprite backgrounds to that pink color, and DF will render them transparently. have you have any luck talking to the phoebus folks about it?

- embarking with the ingredients for a blast furnace really is the way to go =D

- in the interest of ensuring that new dwarf fortresses get a chance to experience the diversity of enemies that masterwork has to offer, and after quite a bit of !!SCIENCE!! with the world generator, i think its quite possible to ensure that all civs are represented and have enough time to stabilize and expand an an ideal amount. the trick is to make sure they don't completely eradicate any other civ, or start at war with the dwarves very often.

i've found that if you sure there's one continent, on a medium world, without too much ocean, and ~75 years of history, all civs should be represented, and each civ should have several sites without getting on each others' toes too much. further, a mineral setting of 100-200 seems to work wonderfully to ensure that there's some of everything available for fortresses to play with. here's the settings i've found seem to work pretty well - you might want to include as an advanced worldgen template so people can get random, fast, clean worlds with everything in them. let me know if this sort of settings template jives with your experience:

Spoiler (click to show/hide)

UPDATE!! damn - whole new awesome version to mess around with!! =D sorry i didn't post this earlier, but its not really a big deal in any case. yay!!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: bombzero on March 14, 2012, 08:56:48 pm
^ dwarves tend to be pretty badass in worldgen fights.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: bombzero on March 14, 2012, 09:12:32 pm
Meph, about your 3rd cavern vermin/infestor. vermin can teleport anywhere, if custom vermin are on your fort is fucked after opening the 3rd cavern.

EDIT: i mean sorry to ruin your little mad scientist fun, but i feel that this is an issue.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: isitanos on March 14, 2012, 09:21:12 pm
Meph, about your 3rd cavern vermin/infestor. vermin can teleport anywhere, if custom vermin are on your fort is fucked after opening the 3rd cavern.
Yeah, I saw that you sneaked that in (probably with a mad evil laugh). Oh God. Can't you make them non-hostile creatures instead, so that dwarves don't automatically flee them but you can still send in the military to get rid of them, and most of all so they don't teleport?


Unless you want to force us to use cats in industrial quantities all over the fortress.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Meph on March 14, 2012, 11:06:41 pm
Vermin infestors: Use Cats or frill lizards. :) Have fun with them, I thought weaponizing vermin is another way to make the game more random. I think its more fun if something is thrown in your face and you have to deal with it, instead of having the perfect defence. More frill lizards would be the way to go. I figured that a fortress that has reached lvl 3 cant have a big problem with those, considering how rare a bite is.

Armor layers and shapes have been modded a bit. Should work better now, hope I did not break anything.

The gypsum report is nice, thanks for that, I will fix it. But remember, splints have the exact same effect, and with stone splints from the stonecutter they are easy to get.

I also made a list of all the creatures without sprites (spawned EVERY creature the game has in the arena, the fight afterwards was epic. The survivors are one completely red blizzard man and a completely red obsidian colossus with 2 limbs missing. The Mountainking (i thought he would never die) actually burned to death at some point. After killing a lot of things while burning.

And I finished 4 more building guides, Metallurgist, Magma Metallurgist, Altar of Armok and Temple of Armok. :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: sayke on March 14, 2012, 11:15:01 pm
meph - oh my lord... i love the idea of the vermin infestors, but is there any way to nerf them?? i don't mind having them around the level 3 caverns - they're a risk, and can be handled with lizards/cats/etc, but dear lord, there has to be some way to reliably contain them, if not counter them completely! maybe they could be slowed down? reduced in frequency? or maybe just make them a more type of monster that can be defended against reliably...?

omg the new combat system is cool... =D
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: bombzero on March 15, 2012, 12:41:47 am
so are the infestors included in the 'more vermin option' i may have to try it out.

also Meph, what settings for everything other than races would you consider the 'optimal' setup for Masterwork?

specifically, what would i change from default settings to get the 'full' experience? (once again, excluding changes to races/invaders, i got a setup i like for that.)


seems like a few fun things are left out in default settings.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: zach123b on March 15, 2012, 01:04:06 am
fisher berry, rat weed, rope reed, blade weed, and hide roots cost 1 dwarf buck at embark, aren't all seeds suppose to be higher priced? could be you changed only the underground crops though

and i get an error when i click "masterwork font" in the settings tab, it throws an error in a window ~curiosity :P
Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: bombzero on March 15, 2012, 01:06:22 am
^confirmed, above ground crops cost 1, underground costs 2. i would call it a feature though as above ground crops can be easily obtained after embark anyways.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Meph on March 15, 2012, 01:44:08 am
Aboveground is harder to farm, because it is more exposed. And does not work in winter. I only upped the underground crops. Sorry, didnt make that clear in the changelog.

The vermin infestor are always in, they are not part of the vermin. Since they are a test, if everyone has them, I get more feedback on them, therefore can balance them easier and in the end it helps everyone. When done, will be moved to the vermin button. But I dont really believe that they are difficult to handle. Vermin bites are really rare in my opinion.

I also noticed that the crucible has no magma design, so I made this:
(https://lh5.googleusercontent.com/-RXChZXkq73g/T2GMpAxnZ3I/AAAAAAAAKQ8/JF5aX2NAmAM/s541/new%2520crucible.PNG)

I also finished another 8 building guide. Get them while they are hot. (Minor tweaks to this version though on the archeologist, temple and crucible.) Altar and Temple, Archeologist and Stonecutter, Metallurgist and Magma Version and Crucible and Magma Version.
Spoiler (click to show/hide)


@bombzero: I dont know. Mostly the default setting, thats what I play. I removed the vermin (they are unbalanced) and the megabeasts (they might cause these crashes, I noted 3 other modders having problems with crashes related to custom semimegabeasts) but otherwise thats what I play and think is the optimal setting. If you remove FrostGiants and Automatons for example all this magic and plate armor/gun stuff will leave you overpowered. On the other hand, without these new gimmicks you will have a hard time against them. But there is not much left out in default. Currently the beasts, yes, but only because of possible crashes. And of course these extra plants/trees/animals, but I am not keen on useless things that just have different names. I rather have fantastic monster running around then badger1, otter2 and kea3.

@zack123: tested the button, it works for me. Probably (?) a net.framework problem... if you want to change the font manually, just go to MasterworkDwarfFortress\Font old\data\art and copy the font in there into your Dwarf Fortress\data\art folder, replacing the custom one.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: smakemupagus on March 15, 2012, 02:07:13 am
Vermin bites are really rare in my opinion.

This is probably true for vanilla vermin but not for every one of the custom vermin, for example i once had a fort with Fire ants infestation and the bites quickly filled up the alert log and eventually that's why I shut down that fort and don't play Additional Vermin anymore (the flashing ANT ANT ANT ANT ANT ANT icons everywhere, not the bites). 

That being said I'll try anything once  :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: bombzero on March 15, 2012, 02:09:31 am
cool, im playing it as intended!

also, i agree on frost giants and automatons, they are the thing you fear, they are why you build a drawbridge, and they are damned hard to kill.

also, in 1.5.1 i had a huge team of rifledwarfs using scavenged stuff from automatons.
unfortunately rifledwarfs are just as stupid as marksdwarves in that they like to hit things with their weapon instead of shooting it sometimes.

liking the new version so far... turns out zombie dingos are deadly...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Neyvn on March 15, 2012, 02:48:23 am
..... Odd.....

I loaded up a new fort with 1.6 and started playing around with my usually way, and then suddenly I noticed that something was going wrong with the Therapist that came with the pack. It wasn't separating the Waves, the Autumn wave was also appearing as Wave 2...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Darkness on March 15, 2012, 03:37:39 am
Nice i love your work. And now to testing 1.6 :)

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Seraphyx on March 15, 2012, 04:33:06 am
Is there a post that describes the voting options a bit more? I didn't see anything in the last few pages.

 NEW: Trader/Merchant Building. More custom tradegoods.
- Custom tradegoods like what? Rock crafts? Race-exclusive armor/weapons?
 NEW: Fishing Pond / Magma Fishing Pond.
- Indoor fishing?
 BALANCING: Frost Giants, Automatons & Cave Civs.
- Make them stronger/weaker?
 OVERHAUL: Better Creature Research Lab
- ?
 TEST: Slaves 2.0: Convert captured invaders. (Possible?)
- Convert to what?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: LiamAsA on March 15, 2012, 05:05:52 am
TEST: Slaves 2.0: Convert captured invaders. (Possible?)
- Convert to what?
I was thinking about this when taking the poll, I'm not a huge fan of slavers even in a game however in vanilla I spent a long time looking at those poor cage trapped goblin thieves, there's only so much archery training and retrapping I can hack watching happen to one creature! I reckon they be much happier trained be a master trainer for example then put to hauling or cleaning on half rations - just a thought.
Or became hauling savants on full rations
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Seraphyx on March 15, 2012, 05:29:51 am
Ah that makes sense, didn't think of that.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Man of Paper on March 15, 2012, 08:13:47 am
So I haven't downloaded the new version (I will be doing so after I post this). Just wanted to say a couple things real quick:

First and foremost, I'd like to thank you for providing me with one of my favorite mods. Makes me wish I had wheelbarrows full of money I could pour down the gullets of the great Toady and the fantastic modding community we have.

Secondly, and I apologize if this is a common or documented occurrence, but, well, this:

Spoiler (click to show/hide)


It took me four or five times rereading that to realize "Crossbowman" was just chillin' there. I was too busy imagining a goblin allergic to his own skin.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Seraphyx on March 15, 2012, 10:47:22 am
That is awesome lol, never seen that before in my time playing adventure mode.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: shadenight123 on March 15, 2012, 11:06:45 am
You keep updating I keep installing.

Every time I do I start again. Enjoying it.
And again.
And again.
Keep them coming, cause I'm going to keep them playing.

*brofist for the awesome mod*
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: bombzero on March 15, 2012, 11:18:28 am
Secondly, and I apologize if this is a common or documented occurrence, but, well, this:

Spoiler (click to show/hide)


It took me four or five times rereading that to realize "Crossbowman" was just chillin' there. I was too busy imagining a goblin allergic to his own skin.
gotta love random bugs...


First and foremost, I'd like to thank you for providing me with one of my favorite mods. Makes me wish I had wheelbarrows full of money I could pour down the gullets of the great Toady and the fantastic modding community we have.
Can i request you don't forcefully choke Toady and all of the modders? it may slow down development a bit  :P
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Kalithor123 on March 15, 2012, 12:35:25 pm
hey ! nice progress so far!

is it possible to mod out or reduce the TANTRUM SPIRAL???  :)

every fortress is dying in a tantrum spiral. i mean only 5 dorfs are dying in a battle, and the rest of 100 are running berserk or they become idiots, this is not realistic (ok, ok i know... THIS IS DWARF FORTRESS!!!)  :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: UnkemptArmada on March 15, 2012, 01:02:13 pm
I just wanted to post and say the building guides are fantastic! Great layout and aesthetic, and they really encourage me to "jump in" and start playing around with the workshops (most all of which I usually turn off for simplicity's sake.)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: laovel on March 15, 2012, 01:09:40 pm
To repeat most posters..THANK YOU for the awesomeness mod.

Not sure if this is you or "our Toady" but I had a hidden necromancer in my original 7 last night...he reviled himself in the first summer of my fort.  That was quite a surprise.  My fastest abandonment to date...thought I'd share that little FUN.

L.

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Cato on March 15, 2012, 01:40:39 pm
Not a major issue but I thought I'd mention it's a little strange how you can make soap armorplates in the armory workshop and since the upgraded armor takes it's material from only the armor it means soap armorplate + steel breastplate -> steel platemail  :D.

I think changing
   [REAGENT:A:150:BAR:NO_SUBTYPE:NONE:NONE] to [REAGENT:A:150:BAR:NO_SUBTYPE:METAL:NONE]
might be appropriate. For my fort i actually made a few custom reactions (see below) so I could control what the armorplates were made of. They certainly restricted the bars to the appropriate metal, not sure if METAL:NONE would mean all metal bars or if it wouldn't work though.
Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Geekkake on March 15, 2012, 02:08:35 pm
Stonecutter needs to make stone cages.

PROTEST

OCCUPY PISSBRASS

Edit: Does Stonecutter use mason or stonecrafter?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: isitanos on March 15, 2012, 02:13:06 pm
hey ! nice progress so far!

is it possible to mod out or reduce the TANTRUM SPIRAL???  :)

every fortress is dying in a tantrum spiral. i mean only 5 dorfs are dying in a battle, and the rest of 100 are running berserk or they become idiots, this is not realistic (ok, ok i know... THIS IS DWARF FORTRESS!!!)  :)


Even assuming he could do that, do you think he wants to given he just fucking added TELEPORTING FACEHUGGERS THAT LAY EGGS IN YOUR DWARVES?


Yeah, exactly. Now man up.


Oh sorry I forgot:  :)   :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: bombzero on March 15, 2012, 02:45:52 pm
hey ! nice progress so far!

is it possible to mod out or reduce the TANTRUM SPIRAL???  :)

every fortress is dying in a tantrum spiral. i mean only 5 dorfs are dying in a battle, and the rest of 100 are running berserk or they become idiots, this is not realistic (ok, ok i know... THIS IS DWARF FORTRESS!!!)  :)

think of it this way, are they more likely to snap from 5 people dying if they live in the dirt and rough caves? or if they live in smooth, wonderfully engraved masterworks of dwarven engineering?
buff up your dining room with some statues and engravings, get them some individual rooms(communal 4 dwarf 5x5s work), and make a mist generator, never again will you have a tantrum spiral.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Meph on March 15, 2012, 03:24:55 pm
In the entire time I played Dwarf Fortress, I only ever had ONE tantrum spiraling fort. And that was with evil rain that made people drink vomit and slime all day long.

I was planning for an optional EASIER TANTRUMING (as in: more easy to start a spiral) button. I could also make the opposite of course, but I dont think I will. It includes changing the mental stats, no problem. :)

Quote
Even assuming he could do that, do you think he wants to given he just fucking added TELEPORTING FACEHUGGERS THAT LAY EGGS IN YOUR DWARVES?
Still waiting for the testresults. Btw the damn gem scarabs dont work, since they use itemcorpse for dropping gems, but they have no corpse, only "gem scarab chunk". Have to change those. But I really like the facehuggers, I might trim down the syndrome a bit, and after testing move them to the optional vermin of course.

Stone cages... nope. Cagetraps are way too easy. Uses stonecutter skill btw, as posted in the building guide for it.

Quote
Not sure if this is you or "our Toady" but I had a hidden necromancer in my original 7 last night...he reviled himself in the first summer of my fort.  That was quite a surprise.  My fastest abandonment to date...thought I'd share that little FUN.
That was me :)

No one had any random vomit-plague yet ? I am disappoint.

Quote
NEW: Trader/Merchant Building. More custom tradegoods.
- Custom tradegoods like what? Rock crafts? Race-exclusive armor/weapons?
 NEW: Fishing Pond / Magma Fishing Pond.
- Indoor fishing?
 BALANCING: Frost Giants, Automatons & Cave Civs.
- Make them stronger/weaker?
 OVERHAUL: Better Creature Research Lab
- ?
 TEST: Slaves 2.0: Convert captured invaders. (Possible?)
- Convert to what?
Traders selling crates full of steel bars(10) or "full set of steel armor" including helm, shield, breastplate, greaves and boots (custom gloves dont work because of handedness bug) or "box of ammo" and "box of muskets" Something like that. Buy a "trap kit", get 5 mechanisms, 2 cages and 3 spikes. You have to unpack (or pay taxes) at a custom building for it, but that can easily be fitted in the lore of DF. Tax collector taking 500 coins for each imported crate of goods.

Fishing: Yep, custom buildings for indoor fishing. You need same fancy building mats (water, glass boxes, raw fish) and can make you own fishing pond. On waterless/fishless maps this could mean you import it, build the fishing pond and your fisherdwarves are not completely useless. I had that problem a lot, useless fisherdudes. Damn them.

Balancing Giants&Automatons: Make them better. With the interactions I can remove the guns from automatons and make give them different shooting abilities for different castes, they drop no more loot, have maybe negative interactions, since they are steampunky and dont always work as intended... frost giants would be nerfed a bit, but get more ice related things. I already changed them a bit, they now have icycle swords, a "cold dead heart" that kills them if destroyed and the melt easier. And feel pain.

Better Creature Lab: Currently it uses 1 essence for 1 legendary. How about different corpses/corpseparts for different megabeasts, similar to the wanderers friend update Lofn did ? And give the building a use in peacetimes.

Slaves 2.0: Taming caught invaders, having friendly guard goblins. (doenst work on frostgiants obviously)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Iodinium on March 15, 2012, 03:39:24 pm
Just embarked on a biome where it rains dwarf blood. Does anyone know if I can use this in an altar to armok?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: thistleknot on March 15, 2012, 03:42:54 pm
was anything from civ forge implemented?  Such as some of the enemy civs?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Meph on March 15, 2012, 03:57:16 pm
You cant catch the raining blood. But you can extract blood from meat/bodyparts in the kitchen now and use it. (might be unbalanced though, too easy)

And no, nothing from civ forge. People voted against the Xelics, and I only found the alchemy system interesting, but it will take a while to do anything like this.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Kalithor123 on March 15, 2012, 04:07:43 pm

Even assuming he could do that, do you think he wants to given he just fucking added TELEPORTING FACEHUGGERS THAT LAY EGGS IN YOUR DWARVES?


 :o really???

think of it this way, are they more likely to snap from 5 people dying if they live in the dirt and rough caves? or if they live in smooth, wonderfully engraved masterworks of dwarven engineering?
buff up your dining room with some statues and engravings, get them some individual rooms(communal 4 dwarf 5x5s work), and make a mist generator, never again will you have a tantrum spiral.

mmmh, now i see my mistake, for a long time now i turn on every labor in the therapist for every dorf. so someone is always there to start a job, like ants or so...  but by that there are less masterwork engravings and so on...
and i never have statues in the dining room, i will try that!

In the entire time I played Dwarf Fortress, I only ever had ONE tantrum spiraling fort. And that was with evil rain that made people drink vomit and slime all day long.



well i think i lost like 20 forts in this way......   :D

btw, which bridge material is turret save? ahem.... ::)

I was planning for an optional EASIER TANTRUMING (as in: more easy to start a spiral) button. I could also make the opposite of course, but I dont think I will. It includes changing the mental stats, no problem. :)

okeeey  ;D but this option i would not turn on... so please if you have time (hehe) make a HARDER TANTRUMING option!
i hope the tips of bombzero will help.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Seraphyx on March 15, 2012, 04:11:56 pm
 Thanks for elaborating on the poll choices.

Voted for:
Trader/Merchant Building. More custom tradegoods.
Fishing Pond / Magma Fishing Pond.

;p
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Meph on March 15, 2012, 04:16:33 pm
Tantruming can be avoided very easily, by lavish meals, masterwork booze, legendary dining hall, and most importantly: never have idles. If they work they can make no friends. No friends means no bad thoughts when people die. Or make a kitten waterfall (in contrast to another waterfall) and make everyone used to death and violence.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Iodinium on March 15, 2012, 04:27:22 pm
Or make a kitten waterfall and make everyone used to death and violence.
Teach me Urist McMeph, teach this dabbling dwarf the secrets of kitten waterfalls!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Meph on March 15, 2012, 04:45:36 pm
Make 15z level drop above your dining hall, dump kitten with the "pit/pond" into dining hall. Watch kitten die and splatter all your dwarves with blood and bodyparts. Dwarves get bad thoughts, but also get the "has seen death" and "doesnt care for anything anymore"

After that they are pretty much immune to tantrums.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: BigD145 on March 15, 2012, 04:53:07 pm
Are settings actually placed anywhere for this custom software? I'm getting resets to default constantly. "Save Settings" doesn't do much.

-WinXP64
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: CheatingChicken on March 15, 2012, 04:55:58 pm
I love you for adding ASCII Tilesets :]

Another thing i assume is a bug:
Spoiler (click to show/hide)

Just found that in my embark screen. "wooden barbed wire" just doesn't seem right to me.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Meph on March 15, 2012, 04:59:22 pm
Settings are saved within the raws, it reads out the raw files. If you change one thing, then close it and open it again later, the change is still there. It saves and loads automatically, so to speak. But once you gen a world the settings wont matter, since you cant change the already generated world.

About the trapcomps: Nothing I can cange about that, but you cant make them in fortress mode. All trap comps can be made of wood, even if give them the METAL tag only. Its weird.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Vherid on March 15, 2012, 05:01:02 pm
bauxite:
(http://localhostr.com/file/UZgUYHe/bauxbug.PNG)
jet:
(http://localhostr.com/file/TXCkZvF/jetbug.PNG)
meteor:
(http://localhostr.com/file/ZKYFGEQ/meteorbug.PNG)
red tourmaline:
(http://localhostr.com/file/YiL5pg4/redtourmalinebug.PNG)

Just making sure that these are either icon bugs or intended. Bauxite is smoothed floor, jet is an "a`", meteor is the O with little slashed rock thing droppings, and tourmaline is the sideways L.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: CheatingChicken on March 15, 2012, 05:07:33 pm
Most of the rock icons are wrong, because, as far as I can tell, you have only replaced the plant_standard.txt
Phoebus changed the look of most of the rocks, ores and gems too, as well as some vermin creatures, so those would require fixing as well...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Meph on March 15, 2012, 05:14:01 pm
I did replace the inorganic and tool files as well, but I based it upon the version tehzipfile made for MasterworkDF 1.0. I have moved a lot of things around in these files. I will fix any problems, but I have to know about them first. Then it is very easy, since the entire system for tileset-changing is done.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: CheatingChicken on March 15, 2012, 05:30:27 pm
I thought you did just the plants, because that was the only file contained in \MasterworkDwarfFortress\ASCII\raw
If you changed the other files as well, the disregard what I just said there.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Meph on March 15, 2012, 05:34:15 pm
Check The matrix raws. I only copied everything ONCE, since ascii, ascii+, matrix and jolly bastion use the same raws. Otherwise the filesize would grow a lot.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Buffbot on March 15, 2012, 05:35:09 pm
I tried out some of the new ASCII sets.  I really liked the look of JollyBastion.

Sadly I could never get into DF with ASCII, so about 50% of the stuff onscreen looks like gibberish to me.  I'm sure I could learn it in time, but I just can't be bothered when tilesets are just easier for me.

I did however switch the Phoebus colors over to the pallete Jolly uses, and I'm really loving that.  Everything has a softer look and the buildings and units really stand out now.  I just wish it worked better with TrueType on, but I can live without it.  Though the really long names for things make it tricky to play without TT (not a criticism at MDF, just hoping Toady addresses TT soon).  :)

EDIT - Any thoughts on altering the Brewery reaction?  Not sure about anyone else, but even using some of the tricks from this thread, I'm still having the damnedest time getting it to use sugar properly.  I'm tempted to just mod the raw so it just takes sweet pods directly to save me the grief.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: CheatingChicken on March 15, 2012, 05:56:24 pm
Ah, so that is where you put that :D
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Vherid on March 15, 2012, 06:02:50 pm
I'm going through the inorganics and making sure the tiles match up currently, it's pretty simple, ill upload the changes/fixes if you want after.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: CheatingChicken on March 15, 2012, 06:12:15 pm
I ran into a minor issue:
I just embarked (on a mirthful volcano). I keep getting messages that a "Strong Deep One" is no longer enraged and a "Green Devourer" just appeared on the Dead/Missing list.
Are those some creatures fighting in the caverns?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Vhorthex on March 15, 2012, 06:12:37 pm
Has anybody else had the problem where when the fort gets a Mayor, the sheriff job disappears?

Is it that the Mayor acts as the Sheriff as well?

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Vherid on March 15, 2012, 06:15:32 pm
Has anybody else had the problem where when the fort gets a Mayor, the sheriff job disappears?

Is it that the Mayor acts as the Sheriff as well?

Captain of the Guard
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: dukea42 on March 15, 2012, 06:19:16 pm
The many biomes world settings tends to create lots of 15+z waterfalls.  Those tend to be my cure for tantrum spirals via building my central stairs behind the waterfall and using fortifications between the stairs and water.  Also gives me a dig-free death drop. :)

If you combine the happiness creator with a Sheriff/Guard actually patrolling internally, (instead of outside fighting the hordes), and have a good sized jail, you'll be able to reduce the chaos the few first unhappy dwarves cause via the justice system working for you. (or adding more happy hammerings!)

Now if I can only find a way to successfully worldgen volcanoes next to these waterfalls....

This leads me to a Masterwork specific question...  How does the therapist and preacher and other nobles factor in here? Do they actually stop tantrumming dwarf? I never really assign these roles as I don't understand the new nobles.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: CheatingChicken on March 15, 2012, 06:43:52 pm
There is one small ASCII-related bug I found: Mined Raw Mithril looks like a wall. Can be fixed by removing the [ITEM_SYMBOL:178].
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Vherid on March 15, 2012, 06:51:58 pm
http://localhostr.com/file/bUyUxHm/objects.zip

Fixed tile raws for gems/stone/rocks that weren't right.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: CheatingChicken on March 15, 2012, 08:26:42 pm
Meph really seems to hate us :D
Teleporting Facehuggers, Stealth-Raptors.....

(Jokes aside: Raptors dont have graphics in ASCII. Not at all. they are just a black empty tile)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Cato on March 15, 2012, 08:29:22 pm

EDIT - Any thoughts on altering the Brewery reaction?  Not sure about anyone else, but even using some of the tricks from this thread, I'm still having the damnedest time getting it to use sugar properly.  I'm tempted to just mod the raw so it just takes sweet pods directly to save me the grief.
Are your sugar bags stored in barrels? No direct sugar using reaction works if they are. You might still be able to cook them but if you want to make candy or use them in the brewery the bags need to be stockpiled directly otherwise the dwarves will just get cancel job can't find any sugar cause all they will see is the barrel and not the sugar bags inside of it.

When I stockpile sugar/flour in it's own stockpile with no barrels allowed I've never had any problems with candy, bread or the brewery reactions.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Michaelsoftman on March 15, 2012, 08:35:36 pm
Hi, I just started using this mod.  Amazing is all I can really say.

I did have a few questions though, I tried looking in the readmes that come with the mod but I can't seem to find my answer.

Is it possible to create Turrets, or only trade for them?

And do Turrets require ammo?  Bullet turrets anyway.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: isitanos on March 15, 2012, 08:51:45 pm
kitten waterfall
:D  First time I hear of this!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Orb on March 15, 2012, 09:10:19 pm
While skimming, I noticed you mentioned gem crabs that weren't dropping gems, Meth. That reminded me of an old game I played (few versions ago). I was fighting animated armor, and they dropped a breastplate. It was absolutely useless(as in a regular corpse, not an item, I think. I didn't test with it much. I didn't try butchering it, for example). My memory could also be a little foggy. But something upset me about losing several dwarves to kill that darn thing, and getting nothing in return.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: BigD145 on March 15, 2012, 09:13:41 pm
Settings are saved within the raws, it reads out the raw files. If you change one thing, then close it and open it again later, the change is still there. It saves and loads automatically, so to speak. But once you gen a world the settings wont matter, since you cant change the already generated world.

You can't change a gen'd world but you might want to gen similar things later. Slogging through several tabs to find what turned itself on or off every time you close the program or change a tileset is tedious.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Mafia_Puppet on March 15, 2012, 09:42:43 pm
I have a technical question that might not be related to the mod.

I used the arena to make 100 or so 1v1 fights with

dwarf w/ full steel armor and welded wolfram war hammer
dwarf w/ full steel armor  and silver war hammer

And even when I ran the test 3 times, the silver war hammer racked up more wins (though it was close, like 60-40).

Is there a better way to make use of wolfram? When I tried it with maul v. maul, the silver still won.

I can't understand why a metal that is in the raws 5-10x better in all areas would consistently lose to silver. I even tried reducing elasticity to 0, and it still lost.

What am I doing wrong?!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Buffbot on March 15, 2012, 09:47:38 pm
Are your sugar bags stored in barrels? No direct sugar using reaction works if they are. You might still be able to cook them but if you want to make candy or use them in the brewery the bags need to be stockpiled directly otherwise the dwarves will just get cancel job can't find any sugar cause all they will see is the barrel and not the sugar bags inside of it.

When I stockpile sugar/flour in it's own stockpile with no barrels allowed I've never had any problems with candy, bread or the brewery reactions.

I'd been trying all that, but still wasn't having any luck.  I haven't sat down and really messed with finding a way for it to work yet, but I think I might do that soon.  I love the idea of the brewery but it currently doesn't love me back. =P
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: bombzero on March 15, 2012, 11:30:30 pm
I have a technical question that might not be related to the mod.

I used the arena to make 100 or so 1v1 fights with

dwarf w/ full steel armor and welded wolfram war hammer
dwarf w/ full steel armor  and silver war hammer

And even when I ran the test 3 times, the silver war hammer racked up more wins (though it was close, like 60-40).

Is there a better way to make use of wolfram? When I tried it with maul v. maul, the silver still won.

I can't understand why a metal that is in the raws 5-10x better in all areas would consistently lose to silver. I even tried reducing elasticity to 0, and it still lost.

What am I doing wrong?!

A dwarf has to be strong enough to USE a weapon before he can kill with it, give wolfram hammers to your hammerlords.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Morwaul on March 16, 2012, 12:32:27 am
Make 15z level drop above your dining hall, dump kitten with the "pit/pond" into dining hall. Watch kitten die and splatter all your dwarves with blood and bodyparts. Dwarves get bad thoughts, but also get the "has seen death" and "doesnt care for anything anymore"

After that they are pretty much immune to tantrums.

THIS...is horrid.  Yet I find myself giggling at the thought....  Maybe I should seek help.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: quintilius on March 16, 2012, 01:38:26 am
Make 15z level drop above your dining hall, dump kitten with the "pit/pond" into dining hall. Watch kitten die and splatter all your dwarves with blood and bodyparts. Dwarves get bad thoughts, but also get the "has seen death" and "doesnt care for anything anymore"

After that they are pretty much immune to tantrums.

THIS...is horrid.  Yet I find myself giggling at the thought....  Maybe I should seek help.

i had a 14 level drop into my dining room - with a big 'restricted' area in the center - and every time some dwarf threw a party, i chucked a gobbo down the chute.  Eventually they threw a lot of parties.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: DVNO on March 16, 2012, 03:57:36 am

 Now why would any self-respecting Dwarf waste a potential weapon!?

release_the_kitties.meow (http://www.youtuberepeat.com/watch?v=CwaD9tb1P50)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: CheatingChicken on March 16, 2012, 04:39:05 am
http://localhostr.com/file/bUyUxHm/objects.zip

Fixed tile raws for gems/stone/rocks that weren't right.

Thanks for your work. raw Mithril still uses its wall tile when mined. is this intended?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: mglarev on March 16, 2012, 06:16:39 am
Meph really seems to hate us :D
Teleporting Facehuggers, Stealth-Raptors.....

(Jokes aside: Raptors dont have graphics in ASCII. Not at all. they are just a black empty tile)

Changelog for next release:
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: shadenight123 on March 16, 2012, 07:26:31 am
addition to soundsense:
stealthraptors entering the fortress make the Deep Red soundtrack music roll in.
stealthraptors burst open when dead releasing husk-gas and facehuggers.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Alkhemia on March 16, 2012, 07:40:31 am
Does the more clothing not work because everyone still naked in adventure mode when I have it on
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Darunija on March 16, 2012, 07:43:11 am
Maybe it is possible to add an option to choose with how much dwarfes you strike the earth and how much points you get to prepare for embark. This could be helpfull for rookies or a tough challenge for one lonly rambo dwarf =)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Caz on March 16, 2012, 08:47:45 am
I'm really enjoying this mod so far. Really does turn Dwarf Fortress into a 'complete experience'.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: CheatingChicken on March 16, 2012, 09:35:10 am
Oh God..... the mental image...

I had an army of War Elephants arrive ( in my 2nd summer :-/ ). One of them seems to be mounted on a giant raven...

My 3 iron-armed dwarves are not prepared...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Nikow on March 16, 2012, 09:58:59 am
Naturism can be noble ideas, but naked dwarves and goblins scare me... How can i turn on clothes?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: bombzero on March 16, 2012, 11:45:21 am
Naturism can be noble ideas, but naked dwarves and goblins scare me... How can i turn on clothes?
Does the more clothing not work because everyone still naked in adventure mode when I have it on

Due to the bugs with clothing Meph nearly removed it, however he left in tiny bits for fortress mode etc, but not in adv mode.
there may be an on/off button for clothing coming this next bugfix, as toady is fixing the clothing bug.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Seraphyx on March 16, 2012, 11:51:21 am
Under misc features there's a button called "craftsman" and that turning it on adds new reactions to the craftsman, but there is no info on "craftsman" in the manual. Is this craftdwarfs workshop?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: quintilius on March 16, 2012, 01:54:42 pm
i'm still on 1.5 - and perhaps this is fixed but you asked for bug reports...
the urn of ashes wasnt finding candles
[REAGENT:A:2:TOOL:ITEM_TOOL_CANDLE:NONE:NONE] just didnt work
i replaced it with body parts and it's fine - now single candles are stuffed in bags and put into my 'bag' furniture stockpile - so i imagine it's the old 'this is nested too deep to find' problem.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Zuku on March 16, 2012, 02:57:48 pm
Yo!

I have been trying to create a golem heart, but haven't been so successful in 1.6 (work with no problem, after sacrificing 2 dwarfs at the temple in version 1.5). My sacrifice count is up in 31 dwarfs, and i have only been able to pray for the heart once :(

Is this a bug or am i missing something the get the Iridium bars from a sacrifice? I Do however get much steel weapons and armor.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: quintilius on March 16, 2012, 03:09:28 pm
yeah - the success rate on some of this is rough - i went through 3 adamantine wafers to get my oathkeeper...  who promptly starved to death (not sure about that... is there some line in CASTE that suggests 'dont bother eating'?)  Needless to say - i had no idea that 'oathkeeper' meant 'i'm going to stay on this diet even if it kills me'
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Darkness on March 16, 2012, 04:36:00 pm
Hello community :)

Maybe a friendly modder here is willing to help me a little bit, i really like to have a special golem cast with weapons instead of normal hands, maybe one axehand and one macehand.

Can that be done and if its possible how?

Thanks darkness
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: ninja137 on March 16, 2012, 05:08:41 pm
The thread says there is an ASCII version, but all I see are JollyBastion and Phoebus. Someone mind pointing me to the ASCII version?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: shadenight123 on March 16, 2012, 05:35:11 pm
try graphics-->no.
...
*hopes it's right*
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Hugo_The_Dwarf on March 16, 2012, 05:40:15 pm
The thread says there is an ASCII version, but all I see are JollyBastion and Phoebus. Someone mind pointing me to the ASCII version?
the Jolly Bastion version is ASCII which means you can swap out Jolly with anytype of ASCII tileset

Phoebus has a heavliy altered Tileset which makes ASCII raws cringe and vice versa
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Aoi on March 16, 2012, 09:35:50 pm
I have been trying to create a golem heart, but haven't been so successful in 1.6 (work with no problem, after sacrificing 2 dwarfs at the temple in version 1.5). My sacrifice count is up in 31 dwarfs, and i have only been able to pray for the heart once :(

In the last version (1.5.1?), I had traders come in with a pile of them. That might be a viable option?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Vherid on March 16, 2012, 09:43:33 pm
Apparently making things out of siltstone, they don't count as stone for some reason when an object is made and therefore stockpiles don't work for them.

I found the issue, with the stone vaporization thing turned off, you don't have the file re-adding [IS_STONE] to the raws for those rocks. So therefore no furniture made out of any of those items will be put into a stockpile.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: thistleknot on March 16, 2012, 09:53:49 pm
I do a starter world, and can't find iron ores?  Am I missing something?  This is second world (I'm using prospect all).
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Seraphyx on March 16, 2012, 09:58:48 pm
I do a starter world, and can't find iron ores?  Am I missing something?  This is second world (I'm using prospect all).

Are you using the starter worlds in advanced world gen? If you aren't then raise the mineral scarcity to very high. Also, what kind of areas are you embarking in? Forest, swamp, grassland, volcano. Maybe in some of those iron doesn't appear very often. Only thing I can suggest is try different biomes.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Vherid on March 16, 2012, 10:24:49 pm
Seems like another bug that I can appoint a high templar with a preacher instead of waiting for a priest.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Linkeron on March 16, 2012, 10:36:08 pm
Yo, Meph, update on that error I told you about, the one you had no idea on how to help out with? Turns out my .Net Framework install corrupted. Reinstall and now no error. Just thought I should let you know that for future reference.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: BigD145 on March 16, 2012, 10:40:33 pm
Hmm. A Drow caravan exploded when the first wagon settled into the depot. I'm not sure what's doing this. I have seen magma in the vicinity when it happens. Nothing in the goods stands out. Aha. Found it. Pig tail fiber bag. Contents: Magma. Huh. Interesting. Weaponized trader depot? Weaponized traders?!
The goods pretty much disappear. Magma disappears. Only metal gear from guards left.
Version 1.6

I'm not signed up with dffd. Is there another good place to put the save?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: thistleknot on March 17, 2012, 12:10:28 am
How do I brew.  I was hoping it was in the manual... then I did a quick forum search, but gave up after about 3 posts thru.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Nimrod on March 17, 2012, 02:47:11 am
TURRETS (bug):
Slade turret ammo (copper too i guess) is no longer cleaned, good. But now it gets collected and put into the food stockpile...
So the problem with "collect job clutter" and dwarves running into dangerous zones still exists.

Maybe make turrets shoot bullets? so the "dont collect used ammo" setting could be used if there is no other way to solve this...

cheers
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: shadenight123 on March 17, 2012, 03:51:48 am
quick note:nothing new.
fun fact:Hidden stuff can also come with the merchants. SO you have the caravan guards killing off the merchants. and the warlocks. and in any case you get the idea that it makes you miss one season of trade.
yuppie.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Acds on March 17, 2012, 04:08:00 am
For some reason, I never get migrants past the first two forced waves. I've had to abandon 3 good fortresses because of this, anyone know why this might be? Not like I didn't produce wealth, I was churning out Platinum stuff 24/7. Never had this problem outside of Masterwork, so I imagine it's either some change that I don't know about that is causing it, or some setting (too many fortress defence races?). All fortresses I built were reclaimed at least once (miners expedition followed by the real one), but I doubt that has something to do with it.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: umiman on March 17, 2012, 04:40:24 am
Thanks for putting in ASCII!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Torgan on March 17, 2012, 05:01:34 am
For some reason, I never get migrants past the first two forced waves. I've had to abandon 3 good fortresses because of this, anyone know why this might be? Not like I didn't produce wealth, I was churning out Platinum stuff 24/7. Never had this problem outside of Masterwork, so I imagine it's either some change that I don't know about that is causing it, or some setting (too many fortress defence races?). All fortresses I built were reclaimed at least once (miners expedition followed by the real one), but I doubt that has something to do with it.
You must not have contact with your dwarf civilisation or they are wiped out in that world, it's a vanilla thing. I guess you're also not getting a dwarf caravan in Autumn?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Acds on March 17, 2012, 05:06:41 am
For some reason, I never get migrants past the first two forced waves. I've had to abandon 3 good fortresses because of this, anyone know why this might be? Not like I didn't produce wealth, I was churning out Platinum stuff 24/7. Never had this problem outside of Masterwork, so I imagine it's either some change that I don't know about that is causing it, or some setting (too many fortress defence races?). All fortresses I built were reclaimed at least once (miners expedition followed by the real one), but I doubt that has something to do with it.
You must not have contact with your dwarf civilisation or they are wiped out in that world, it's a vanilla thing. I guess you're also not getting a dwarf caravan in Autumn?

The weird thing is, I am getting the caravan and everything. So I do have contact and they are not wiped out, yet I still get no migrants.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: umiman on March 17, 2012, 05:37:51 am
In full ASCII mode, some creatures like pythons don't have symbols and are basically a blank square. Is there a way I can mod them to be visible?

And for certain tiles such as fish (should be tile 224) is read as tile 160 in game whereas fireflies which should be tile 249 is read as tile 144. There are quite a few other things and I'd like to be able to change them back if it's possible.

I'm hoping I can fix these myself by going through the raws or some init changes. If not... meh... I'll just keep waiting.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Goncyn on March 17, 2012, 07:19:27 am
I do a starter world, and can't find iron ores?  Am I missing something?  This is second world (I'm using prospect all).

tetrahedrite is an ore of iron in Masterwork.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: AndyDish on March 17, 2012, 10:15:42 am
GOOD LORD, face-huger vermin. You are insane, good thing I read the change log or there would be alot of FUN without me knowing what was going on. Make them be able to be saved from it or to at least have some noticeable and different symptoms so we dont get random important dwarves turning into... FUN!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: BigD145 on March 17, 2012, 10:39:07 am
GOOD LORD, face-huger vermin. You are insane, good thing I read the change log or there would be alot of FUN without me knowing what was going on. Make them be able to be saved from it or to at least have some noticeable and different symptoms so we dont get random important dwarves turning into... FUN!

By the time symptoms appear, it's too late.
Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: BigD145 on March 17, 2012, 10:57:03 am
Huh. Now I'm confused. Why is lightning striking and magma appearing?
Save: http://www.mediafire.com/?s5d5tkpjdb0e08l
images taken over a few ticks:
Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Meph on March 17, 2012, 12:32:52 pm
Hey guys, had no internet these last 1,5 days. Lots to go through, first of all the weird traders with magma and lighting: These are custom materials for special magic attacks. Traders shouldnt have them, I must have missed a tag in the inorganic mat.

Quote
And for certain tiles such as fish (should be tile 224) is read as tile 160 in game whereas fireflies which should be tile 249 is read as tile 144. There are quite a few other things and I'd like to be able to change them back if it's possible.
Which fish ? All ? I fixed the fireflies, but there are several places I can look for fish ^^

Quote
fun fact:Hidden stuff can also come with the merchants. SO you have the caravan guards killing off the merchants. and the warlocks. and in any case you get the idea that it makes you miss one season of trade.yuppie.
Yes, they might come, it is only realistic that a spy would come with the traders. But do they really stay this long ? They shouldnt turn upon you for about 4-6 months.

Quote
You can't change a gen'd world but you might want to gen similar things later. Slogging through several tabs to find what turned itself on or off every time you close the program or change a tileset is tedious.
Seriously, nothing turns itself on or off, all stays like you last set it. The only exception is the tilesets, since they replace the raws, and your settings as well.

Quote
Maybe it is possible to add an option to choose with how much dwarfes you strike the earth and how much points you get to prepare for embark. This could be helpfull for rookies or a tough challenge for one lonly rambo dwarf =)
Not possible... but I added the Sandbox/Beginners world with 10.000 embark points and a embark profile for it :)

Quote
Under misc features there's a button called "craftsman" and that turning it on adds new reactions to the craftsman, but there is no info on "craftsman" in the manual. Is this craftdwarfs workshop?
Well, yes, craftsman = craftsdwarf.

Quote
i'm still on 1.5 - and perhaps this is fixed but you asked for bug reports...
the urn of ashes wasnt finding candles
[REAGENT:A:2:TOOL:ITEM_TOOL_CANDLE:NONE:NONE] just didnt work
i replaced it with body parts and it's fine - now single candles are stuffed in bags and put into my 'bag' furniture stockpile - so i imagine it's the old 'this is nested too deep to find' problem.
Sad news. I had hoped to avoid that. Maybe by giving the reaction the need for a bag full of candles, instead of candles ? Or I skip the candles all together, and take some vanilla reagent.

Quote
I have been trying to create a golem heart, but haven't been so successful in 1.6 (work with no problem, after sacrificing 2 dwarfs at the temple in version 1.5). My sacrifice count is up in 31 dwarfs, and i have only been able to pray for the heart once. Is this a bug or am i missing something the get the Iridium bars from a sacrifice? I Do however get much steel weapons and armor.
Excuse my asking, but where did you get the idea that you get iridium from the temple ? Because you dont. You can trade for golem hearts, and trade for iridium, OR get one iridium bar for every 100 ores you smelted. No other way. The golem heart reaction has a 35% successchance, but you need iridium for it. The sacrifices DONT produce iridium, only weapons and armor.

Quote
I found the issue, with the stone vaporization thing turned off, you don't have the file re-adding [IS_STONE] to the raws for those rocks. So therefore no furniture made out of any of those items will be put into a stockpile.
This is a good find, I will add the is_stone optionally back in. I removed it beacuse of the stockpile screen for stone that does not exists ;)

Quote
Seems like another bug that I can appoint a high templar with a preacher instead of waiting for a priest.
Thats ok.

Quote
Slade turret ammo (copper too i guess) is no longer cleaned, good. But now it gets collected and put into the food stockpile...
This is so random... they shoot inorganic solid_glob made of slade. Slade is not edible or even close to it. I can have a look, again, but dont really know what I could do about it.

Quote
(Jokes aside: Raptors dont have graphics in ASCII. Not at all. they are just a black empty tile)
They have no character assigned then I guess. Can be easily fixed. :)

Thanks vherid, for the ascii fix for the inorganic files :) I dont really have much time today, or even tomorrow, but I hope I can offer a little fixed up version in a few days.

PS: Facehugger vermin are a test in balancing. Did anyone had any real problems with them, besides: OMG, TELEPORTING FACEHUGGER ARGH. ? Miners, woodcutter and webcollector should get bitten, but they shouldnt appear in swarms in your kitchen and infect everyone...

I also finished another 11 building guides. :) And made this one, for the upcoming fish farms:
(https://lh6.googleusercontent.com/-fwYqjJElBUI/T2TKnUtoxUI/AAAAAAAAKRI/u17dnuMYbTA/s277/Fishfarming.PNG)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Alobomb on March 17, 2012, 02:01:00 pm
Amazing job on the mod dude, I really can not play any other mod, or vanilla for that matter anymore, yours just has so much depth. However, for some reason my 102 dwarf, extremely wealthy fort has never been sieged, I've gotten a single ambush and about 6 thieves/snatchers, but nothing else, I also do have invaders on and all races up to the last "Fortress Defense: Easy" on. Also, if you want an extra person to write the flavor text I'd be more than willing to help out. Anyway, great job on the mod!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: umiman on March 17, 2012, 02:15:58 pm
Quote
And for certain tiles such as fish (should be tile 224) is read as tile 160 in game whereas fireflies which should be tile 249 is read as tile 144. There are quite a few other things and I'd like to be able to change them back if it's possible.
Which fish ? All ? I fixed the fireflies, but there are several places I can look for fish ^^
So far it's milkfish I've seen, but those are the only fish I've seen as of yet.

I tried to fix it myself by looking at the raws, it's how I noticed the tiles. But the tiles for milkfish are tile 224... just like all the other fishes. So it's quite likely ALL the fishes are being read as tile 160 by some mistake.

The pythons are still blank too.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Meph on March 17, 2012, 02:30:14 pm
Well, I'll try to fix it, thanks for all the help and reports, makes it way easy on me.

I also would like to report a little RL here, just made a major decision. Rather untypically for me I will split my current trip into two, one will be South-/North-Amerika, then go home for... 3-9 months or something... and then do Asia for another 9-12 months. Not really know how relevant this is to the mod, just wanted to let you guys know. Just booked my flight and in just 6 short months I will be back home ^^ Instead of 1,5 years. And cheaper, too ;) I extended on my route in Northamerica, and will cover about 3 times more ground there, about 12.000km/7500miles, leaving from NY. /offtopic

Anyway, I have a long list of things on my DF to do list, thanks to the reports, and will dive into image programs to get the sprites and transparency right. Plan for the next version is fixing the noted issues, and adding the top 1-5 (?) items on the poll. :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Zeebie on March 17, 2012, 02:49:57 pm
One of my golems has just been elected mayor.  He has the usual requirements of furniture, etc. However! No rooms can be assigned him since he is technically an animal.  Should be an interesting tantrum!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Meph on March 17, 2012, 02:53:09 pm
Golem get the NOEMOTION tag, I am quite sure he cant get unhappy. Or happy. Or anything else ;) If the golemmayor proves me wrong, please let me know ;)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: bombzero on March 17, 2012, 03:23:40 pm
so... hes the absolutely perfect mayor?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: AndyDish on March 17, 2012, 04:23:53 pm
If mandates are perfect...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: robertheinrich on March 17, 2012, 04:29:39 pm
Just started playing your mod three days ago so maybe you don´t want to give much about my opinions and experiences... But yeah, there they are.
So far I love what I see, but with some exceptions. I´ll just list everything I stumbled upon:

- I hate cave fungus and the idea of edible stones seems ridiculous to me. If you want whole rock clusters vanish into nothing please make it optional and in the best case let us chose what kind of rock is prevalent (I´d chose granite for crafting and building rooms, some others might chose those brick thingies which vaporize on digging).

- My turkey hens layed tons of eggs which can´t be boiled in the kitchen. This might be my own fault, because I manually copied df_savegame_updater.bat and df_savegame_updater.sh from Pheobus to the directory and called them because I didn´t like the  JOLLY gfx set and could not get rid of it any other way.

- Did you change vampires in any way? My expedition leader was found drained of all his blood. So far so good. I examined the rest of my peeps and only found a dwarven baby who had "working slowly due to scarcity of alcohol blabla" (babies shouldn´t work anyways) with tons of booze available. I assumed he was the vamp, but a month later he died of thirst. After that, no "drained of blood" events anymore.

That´s about it, thanks for all the work etc...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Nomalas on March 17, 2012, 05:03:53 pm
Words cannot describe how much I love this mod with one of my favorite things being the slaves but with this love comes a 2 minor gripes, first one being the fact that Dwarf Therapist doesn't seem to see them as well as other dwarves whose caste has been changed with the use of the guild hall. The other gripe is how the naming works with them. Once they grow up they end up having a name which is 'dwarven name Slave Slave/Enslaved Profession Slave which is driving me nuts. Is there any way I can fix this? Also anyone having issues with the font not showing up properly in windowed mode? I end up with gaps till I adjust the size of the window.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Kieroshark on March 17, 2012, 05:40:11 pm
I wanted to say I find this mod absolutely amazing. The FPS help alone is legendary. I start getting really annoyed if the FPS drops below 100, and have lost more forts to lag than to fun. Masterwork changed that dramatically, and has made the game lot more fun for me. ;D

Additionally, I really like some of the features added, and especially the fact you allow features to be easily turned on and off, allowing me to customize the game in hundreds of different ways, as I feel like for any particular game.

Also, a minor thing. The "Simple Trading" option under Materials does not seem to save properly for me. It always changes back after loading settings, or restarting the settings executable (regardless of if I've saved or not).

Additionally, when using Dwarf Therapist (not sure if this is due to your mod, or just dwarf Therapist, if it's not you then disregard this) it does not seem to correctly read the gender of my dwarves at all. From what I could tell it was wrong around half the time. DT also seems to show up traders dwarven guards as mine. Led to a bit of confusion a few times. :)

Anywho, I'm not complaining, just figured I'd bring these to your attention. Thanks for all the work and the great mod! I love it. :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: bombzero on March 17, 2012, 05:45:18 pm
If mandates are perfect...

MANDATE: Golem Heart 120/120


- I hate cave fungus and the idea of edible stones seems ridiculous to me. If you want whole rock clusters vanish into nothing please make it optional and in the best case let us chose what kind of rock is prevalent (I´d chose granite for crafting and building rooms, some others might chose those brick thingies which vaporize on digging).

#1, cave fungus isn't edible stone, its dense clusters of fungi.
#2, there's an option button for it in the GUI.

Also, a minor thing. The "Simple Trading" option under Materials does not seem to save properly for me. It always changes back after loading settings, or restarting the settings executable (regardless of if I've saved or not).

Meph stated that simple trading is broken, so he just made it automatically set to no, whenever a civ has all its trade goods removed it just pulls from a list of EVERY trade good, resulting in elves bringing cacame figurines and burning elephant toys and other oddness.


(im answering some stuff for Meph due to his internet availability issues.)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Kieroshark on March 17, 2012, 05:51:12 pm
Also, a minor thing. The "Simple Trading" option under Materials does not seem to save properly for me. It always changes back after loading settings, or restarting the settings executable (regardless of if I've saved or not).

Meph stated that simple trading is broken, so he just made it automatically set to no, whenever a civ has all its trade goods removed it just pulls from a list of EVERY trade good, resulting in elves bringing cacame figurines and burning elephant toys and other oddness.


Ah, I appreciate the info. :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Kieroshark on March 17, 2012, 05:52:02 pm
Double post, sorry. >_<
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Meph on March 17, 2012, 06:35:38 pm
Thanks bombzero, right on the spot. The trading did not work out properly, so I set it to off by default till I figure out if there is a way to improve it. Otherwise I will just kill it. I usually allow every feature 1 release before I do anything, since I await feedback first.

As mentioned, cave fungus is optional, so no need to complain.

Quote
'dwarven name Slave Slave/Enslaved Profession Slave
Is it not possible to change the name ? As in nicknames and profession names ? If not then it starts to get difficult. Maybe i could remove CAN_SPEAK, so they only have Slave the Slave, and no actual names anymore. Not sure about how they work and rack up social skills then.

Eggs... I only tested on hen eggs, but in theory any egg should be good. Will test this.

Vampires are not changed. Yet. Have a look at "Fear the night", it might be an addition for the next version. Sorry guys, I dont think I will get anything done these next days, I have changed my entire route for northamerica, tons of work.

All I can offer for today are the new building guides. Like I said, they are slightly off, since I did chance some percentages slightly, but I figured that some people would like them anyway. So here you go :)
Building Guides (http://dl.dropbox.com/u/60111839/11%20new%20building%20guides.rar)

PS: Love how the feedback shifted from bugreports(v.1.4) to balancing/personal taste issues(v.1.6). I think once I clean up the problems with the wrong ascii tiles, finish the building guides and update the manual, there wont be much left to do... but new features of course :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: quintilius on March 17, 2012, 07:00:25 pm
i'm now at year 18... up to 30 dwarves (the children are starting to kick in) - but it's not enough.
with all these civilizations and a trade caravan every season (but one - no dwarves... my dwarven civ is apparently long gone) - i get an obscene number of attackers, resulting in some rather unhappy humans/drow/elves.  Some amusing scenes - but mostly it's a constant knife-edge.  I'm tempted to just wall it all up for 60 years until i have a population - i cant even elect a mayor yet.  (no - i cant quit... i'm the last hope of dwarfkind...)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Meph on March 17, 2012, 07:25:20 pm
Buy broodmothers and broodlords from the drow if you can. You should be up with a high count of dwarves in no time. I added them because of this.

PS: Shiny, over 10000 downloads. :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: quintilius on March 17, 2012, 07:51:39 pm
Buy broodmothers and broodlords from the drow if you can. You should be up with a high count of dwarves in no time. I added them because of this.

PS: Shiny, over 10000 downloads. :)

dwarven broodmothers?
i'd think a new caste might work better - broodmothers seems non-dwarfy to me.  Or just increase the rate at which royalty breed...  i'm still on 1.5 - i'm going to stay here for a while longer... if i suddenly had 200 dwarves i think it'd be a lot less fun
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Meph on March 17, 2012, 08:01:48 pm
No, drow broodmothers. Pets you can order and buy in their caravans, if you are lucky and they have some in your world. Their offspring counts as dwarven citizen and can work :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: quintilius on March 17, 2012, 08:07:45 pm
No, drow broodmothers. Pets you can order and buy in their caravans, if you are lucky and they have some in your world. Their offspring counts as dwarven citizen and can work :)

like tigermen used to be? always hanging out in my meeting area becoming popular with the girls?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Hugo_The_Dwarf on March 17, 2012, 08:09:02 pm
i'd think a new caste might work better - broodmothers seems non-dwarfy to me.  Or just increase the rate at which royalty breed...  i'm still on 1.5 - i'm going to stay here for a while longer... if i suddenly had 200 dwarves i think it'd be a lot less fun
No, drow broodmothers. Pets you can order and buy in their caravans, if you are lucky and they have some in your world. Their offspring counts as dwarven citizen and can work :)
They make great cannon fodder, I'm thinking of adding a "Slave training workshop" where they take a craft and constantly keep working with it until they spit out a masterpiece allowing them to be drafted to the army. Leaving my normal dwarves safe while artificial dwarves/slaves do the dying letting the normal dwarf captain sit in the overlook directing the battle safefully.
No, drow broodmothers. Pets you can order and buy in their caravans, if you are lucky and they have some in your world. Their offspring counts as dwarven citizen and can work :)

like tigermen used to be? always hanging out in my meeting area becoming popular with the girls?
Nein, I mean no. Fully controllable.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: quintilius on March 17, 2012, 08:12:50 pm
kk - stabilizing the current situation and upgrading...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: fred1248 on March 17, 2012, 08:20:02 pm
I think it's time for some rebalancing and calibrating the stuff that's already in.
Not adding more and more stuff :(
Several features of this mod are overpowered and breaks the game.
and personally, I don't know what's up with the cave fungus and living stone.
They are practically good for nothing.
All they do is .. well ruin your fort design with hedious color scheme and very low material value.
I just wish there was an option to turn those and the deadly trap stuff off.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: smakemupagus on March 17, 2012, 08:46:04 pm
I just wish there was an option to turn those and the deadly trap stuff off.

in "inorganic_mineral.txt"  find entry for "[INORGANIC:BAUXITE]" (living stone) and "[INORGANIC:MICROCLINE]" (cave fungus) and replace those entries with those from vanilla
edit:  or just do what Meph says and push the button :D

in "inorganic_fossil.txt" delete "inorganic_trap" entry
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Meph on March 17, 2012, 10:24:19 pm
Quote
I don't know what's up with the cave fungus and living stone.
They are practically good for nothing.
1. You can turn them off.
2. They have an immense function, since the majority of all rock is living stone and cave fungus. They save  your FPS. Trust me, I wouldnt have put this feature in otherwise.
3. You dont like the color ? Wow, I mean they have the same color as microcline and bauxite anyway.
4. Build a brick oven, make your own color.

Or simply press the "Less solid Rock" button ? To... lets see... remove them ? And automatically add in vanilla bauxite and microcline ?

Sorry for this harsh answer, usually not my type, but I am a bit tired and this question has been brought up way too often. Really guys, please read the manual. To quote it:
Quote
Less Solid Stones

This option makes 8 types of stone leave only dust and no solid stones. This reduces clutter and makes stone mining harder. It is a core feature of the mod and I would recommend leaving it ON. It really helps your FPS in the long run.

List of changes:

Mircocline is now known as cave fungus and will only yield slime.
Bauxite is now known as living stone and will only yield blood

Sandstone will evaporate into sandy dust when mined and leaves nothing.
Rock salt will evaporate into salty dust when mined and leaves nothing.
Claystone will evaporate into clay dust when mined and leaves nothing.
Mudstone  will evaporate into dirt dust when mined and leaves nothing.
Siltstone will evaporate into silty dust when mined and leaves nothing.
Chalk will evaporate into chalky dust when mined and leaves nothing.

How could I make this any clearer ? Turning it ON will make these changes. It is as simple as that.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: bombzero on March 17, 2012, 11:02:21 pm
well Meph, your at that point now where people look at the number of pages and just ask what they were thinking, how they get past the manual part i dont know, but it happens with every mod.
so yeah... ill try to keep an eye on those posts and respond semi-politely to them, so you don't have to.

(holy crap, im becoming this threads footkerchief.)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: slay_mithos on March 17, 2012, 11:09:45 pm
I have to admit that there are many pages, but the search engine is configured to search inside the current thread by default, so it is quite easy to get the two or three last post containing the key words.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: HitmanPAC on March 18, 2012, 12:12:07 am
Just wanted to say a couple of things. First, I love this mod! It makes some pretty radical changes, but I find I like them.

Second, was the GUI made by you, Meph? It's pretty awesome. That deserves praise all on it's own.

I've been playing the same one fort since 1.6 came out - all my other forts managed to die when something got past my defenses. The following statements/questions are with that in mind:

Third, People have been complaining about the Brick Oven, but I found it vital to get any sort of surface presence open - I had to find a way to seal myself off, because flying enemies attack and kill my fort. I could have just used stone... but that feels ugly. I think that all the Brick Oven does is make it easier to build stuff and have it be more aesthetically pleasing.

I also have two bugs to report:

Fourth, I had a bug in 1.6 where the Tech Research Lab would not produce blueprints. I managed to get a holy tome or whatever before I realized I had no idea what to do with it, so I turned that off; for a couple of ingame years, I had my Alchemist - A Maniac, if that makes any difference - working steadily on research, and got nothing. I checked the raws, and it seems that you switched from using toys to bars of soap, or something. Personally, I liked toys - I was a short list I could check in the stocks menu. Bars, on the other hand, is not.

I changed the raws back to use the toys, which still seem to be there, and Immediately got myself a magma Gunsmith blueprint. Pretty sure this is a bug.

Finally, I have had an amusing bug with the zombie bite syndrome. A baby of one of my soldiers got turned, and got put on the enemies list. I didn't realize this at first - just that it was a zombie that somehow got into my danger room, which I then ordered my military to kill. They immediately circeled around it and started making it bleed - blood was everywhere, and they were using Great Axes, so I thought it would die in short order. It didn't - no matter what I did to it, it would not die. To make things worse, unless I ordered my military squad, which included the parent, to actively target it, the parent would pick up his 'child' and act normally. Talk about zombie denial. Note that they WERE making it bleed - I had them fighting it in several different places, and everytime I ordered my military to back off, it would wander around, tracking blood. Did I mention it's limbs had been hacked off? Yeah, a limbless zombie baby doesn't go anywhere fast. I guess it was rolling, or something.

Eventually, I moved the squad next to a pit and had them 'kill' the zombie baby, which got pushed over the side in the fight. Now that it was trapped, I used DFHack to spawn some magma in the air above it, hoping to deal with it that way. It got set on fire, but still hasn't died. It's been a few seasons now, and it's just producing smoke and wandering around in its little pit.

I'm pretty sure invincible zombie babies are a bug.

Anyway, I'm loving this mod, which is more of a fix. I honestly think Toady should just work on features and let 'mods' do the balancing. The guns and stuff kinda make this off-center in terms of fixing problems, but I still love it.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Meph on March 18, 2012, 01:07:18 am
@bombzero: I really appreciate the help, but no one can become like the mighty footkerchief :P

@hitmanpac: thanks for the report. I will certainly test the research lab ingame, I only saw that the homeciv had access to the blueprints, and those access comes from the tech lab reactions, so I figured they are alright. I have no idea how to test a zombie baby though ^^ But I will spawn some "normal" turned zombies in the arena and mutilate them a bit till I find the problem. If I cant find anything then it might really have to do with it being a baby, but I wouldnt think so. btw, weaponize it, eternally burning, yet moving things are always useful. :)

I am just updating the MAC OS version, should be online in 5 minutes or so :)

Rest of the bit of work that was done:
 - Finished another 15 Building Guides
 - Changed many minor things in the reactions, mostly percentages.
 - Changed Armorplate reaction to only accept metal bars, instead of all bars.
 - Made new design for magma gunsmith, magma ammo mint, crucible and magma crucible.
 - Added [REACTION_CLASS:GYPSUM] back to gypsum. No idea why it was missing.
 - Added a lair and a sphere to all custom megabeasts, as well as changing the biome slightly.
 - Raised prices for broodmothers/broodlords
 - Added single reactions for armorplates
 - Made new design for magma gunsmith and magma ammo mint
 - Added vherids ascii fix for inorganic materials
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: bombzero on March 18, 2012, 01:10:12 am
- Added a lair and a sphere to all custom megabeasts, as well as changing the biome slightly.

are you implying that this was the issue with custom megabeasts?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Mitchewawa on March 18, 2012, 01:18:10 am
Noticed a few things:

Migrants are sometimes infected with things, like zombiesm or blood beast on arrival. It's kinda funny, though weird because I had the undead race turned off.

Cave civs still use hellwood, slademantine and other ridiculous materials.

Didn't FBs used to drop platinum skill essence? Did you take it off them because FBs are common?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Meph on March 18, 2012, 01:22:14 am
Yep, I think not having a lair and sphere did cause the crashes with megabeasts. Several modders got that, and was more of a community solution then my work.

Migrants should be infested. ;) Has nothing to do with the zombie race, I mean you still have normal DF undeads anyway. Was thinking about replacing my undead civ anyway, since undeads can siege you now, when you have a necromancers tower nearby.

Cave Civs using random stuff: Well... I dont think that I can change that. They take a random selection from everywhere. I mean slade and hellwood is impossible for them to have otherwise. I might copy over the biggest part of the goblin entity file to see if it works, and they use rusty iron and so forth. :)

FB were never modded, they are newly generated for each world, and they never did drop Essence.

PS: MAC OS Version is up :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: bombzero on March 18, 2012, 01:28:20 am
your sig is still for 1.5.1 version. just FYI


also, yeah undead civ isn't really needed now, and is actually leading to weirdness.

such as having necromancers attack, only to have a group of undead who he had apparently become an enemy of over history of the world find him and he was killed by zombies...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Meph on March 18, 2012, 01:40:40 am
Yeah, I cant make my undead be opposed_to_life, they siege, but just stand around the map edge. At least thats the reports I got. You think my poor old (or hugos poor old modded) zombies should be replaced by something more interesting ?

I already want to redo the warlocks (better interactions, see seth cryeds wizard mod), the frost giants (maybe a little less overpowered?) and the automatons (take away guns, give gun-like interaction, give some steampunky interactions) I have so many ideas, on so little time just now... horrible ;)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Vherid on March 18, 2012, 02:03:26 am
You might want to take out your undead, that was one of the redundancies I was talking about. Plus it's just confusing because then people don't know whether it points to your modded zombies or the vanilla zombies. I would think the today made zombies work better as opposed to this weird mutant civ thing haha.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Meph on March 18, 2012, 02:12:58 am
The problem is that I like the interaction. Get bitten, turn zombie. But I can give this to other fantastic civs as well, bodystealers, facehuggers, brain slugs (lol), demons, illithids (enslaving the infected dwarves) and so on.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: smakemupagus on March 18, 2012, 02:25:41 am
- Changed Armorplate reaction to only accept metal bars, instead of all bars.
 

(v1.5.1) the crossbow version of the bayonet crafting reaction at the weapon smith, also can accept soap or ash or what have you
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: robertheinrich on March 18, 2012, 04:30:58 am
Eggs... I only tested on hen eggs, but in theory any egg should be good. Will test this.

Hmm. I have ca. 100 turkey hen eggs, 20 hen eggs and 10 cave tortoise eggs in my stocks. Yet the option "Boil Egg" in my kitchen stays red.

Maybe running the Pheobus savegame updater (which is not part of your package by the way, I copied it manually from the Phoebus release) messed with the raws in a way so that the eggs are not recognized by your version of the kitchen? I´ll test that again with a fresh untampered embark.


Quote
Vampires are not changed. Yet. Have a look at "Fear the night", it might be an addition for the next version. Sorry guys, I dont think I will get anything done these next days, I have changed my entire route for northamerica, tons of work.

Yeah about the vampire it seems I was wrong. Just got new victims so it was not the baby suspect after all. I tried the drowning chamber which is mentioned in the DFhack thread (burrow all citizens in a channelled room with ramps on the sides and flood the basin, everybody who tries to escape or starts to drown is no vampire, those who stay in the basin are vamps). Strangely nobody started to drown at all and most stayed in the basin, even after the water was 7 tiles deep.

And thanks, I´ll look at "fear the night".
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: bombzero on March 18, 2012, 04:36:01 am
The problem is that I like the interaction. Get bitten, turn zombie. But I can give this to other fantastic civs as well, bodystealers, facehuggers, brain slugs (lol), demons, illithids (enslaving the infected dwarves) and so on.
Toady made zombies work better as opposed to this weird mutant civ thing haha.

got it, illithids can replace zombies, with the 'venom' having a chance of 'mind controlling' a dwarf or other creature. 'prepare to be assimilated' wont be a flavor text anymore.


everybody who tries to escape or starts to drown is no vampire, those who stay in the basin are vamps). Strangely nobody started to drown at all and most stayed in the basin, even after the water was 7 tiles deep.

that has... interesting implications about your population....
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Iodinium on March 18, 2012, 04:41:52 am
Quote from: robertheinrich
Yeah about the vampire it seems I was wrong. Just got new victims so it was not the baby suspect after all. I tried the drowning chamber which is mentioned in the DFhack thread (burrow all citizens in a channelled room with ramps on the sides and flood the basin, everybody who tries to escape or starts to drown is no vampire, those who stay in the basin are vamps). Strangely nobody started to drown at all and most stayed in the basin, even after the water was 7 tiles deep.

Have you considered that your entire fortress is vampire?
(the answer is magma)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: robertheinrich on March 18, 2012, 05:47:48 am
Have you considered that your entire fortress is vampire?
(the answer is magma)

It came to mind, of course. But most of them drink booze. So if Meph didn´t touch vampires those should be innocent; I have another 34.05 fort with a vampire who didn´t touch booze for years and became incredibly slow due to the lack of it. Quite annoying, actually, they would make great workers if not for that fact. Probably too great because they never need to sleep eat or drink.

Well, I´ll keep observing the situation... currently I tagged everybody with the nickname "suspect" and clear them once I watch them eat or drink.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Sirmaril on March 18, 2012, 06:11:31 am
You have updated the game but you didn't put it on dffd. Can you upload it?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: bombzero on March 18, 2012, 06:14:26 am
You have updated the game but you didn't put it on dffd. Can you upload it?
If you are referring to the current fixes, those are for the next release, 1.6 is in fact on dffd. check the main page link.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Vhorthex on March 18, 2012, 09:29:02 am
Hello everyone!

Along the same lines as the Magma-Safe only workshop. Would it be possible to create a workshop that can only create memorial slabs for active ghosts? Not sure how the triggers/flags work. But if this would be possible it'd be so amazing. It's a bit of a pain to have to go through pages of dwarf names and not knowing which one is already placed or not.

Also, on the subject of memorial slabs. Anybody has any work around to the vampires and/or slabless ghosts?

I've been fortunate as to have only 5 ghosts which cannot be memorialized and they are non-violent ones, except for one that likes to smash statues.

Cheers!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Zeebie on March 18, 2012, 10:12:30 am
Is there any way to tweak how sensitive merchants are to attacks? When I have lots of hostile races, it's nearly impossible for caravans to make it all the way to my fortress without one attack. Even if I kill all the hostiles before a merchant is killed, they still flee.  I have had one caravan make it in in the last five years (with dwarfs, humans, elves, and drow). 
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Hugo_The_Dwarf on March 18, 2012, 10:41:50 am
Yeah, I cant make my undead be opposed_to_life, they siege, but just stand around the map edge. At least thats the reports I got. You think my poor old (or hugos poor old modded) zombies should be replaced by something more interesting ?

I already want to redo the warlocks (better interactions, see seth cryeds wizard mod), the frost giants (maybe a little less overpowered?) and the automatons (take away guns, give gun-like interaction, give some steampunky interactions) I have so many ideas, on so little time just now... horrible ;)
When I get around to it, I'll be adding Necromancers as a caste to the zombies (liches to skeletons). Making the redunant zombie civ make more sense (clan of necromancers take down a rebelous necromancer in his/her tower) also vanilla zombies I think still have the Hit Point system, so just whack it enough untill it falls down. Where as my undead you acaully have to kill traditionally (braining, decapitaion) adds some more difficulty.

Also for a game balancer, you should make Frost Giants and the like only be triggered by population. Since your mod adds unexpected !!FUN!! even !!FUN!! that players can force on their population (sacrifices) will make it harder to say, reach pop 150 - 200 thus bringing the giants. (unless players can get a massive Brood Mother farm, well then)

EDIT:
For drow they shouls be beef'd up so their merchant guards can make their way safely to depots, of course that means their coming could save a fortress under heavy attack. Well depending on how many are attacking the merchants
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Werdna on March 18, 2012, 11:31:41 am
Third, People have been complaining about the Brick Oven, but I found it vital to get any sort of surface presence open - I had to find a way to seal myself off, because flying enemies attack and kill my fort. I could have just used stone... but that feels ugly. I think that all the Brick Oven does is make it easier to build stuff and have it be more aesthetically pleasing.

I searched the entire thread, and the only person that commented on the brick oven was myself (http://www.bay12forums.com/smf/index.php?topic=98196.msg3092978;topicseen#msg3092978).  I completely agree with everything in your statement above, except the "complaining" part.  Calling other people's feedback "complaining" is insulting, particularly when I stated that I liked the oven as it was. 

Some of the 'comments on the comments' have gotten a bit smug and insulting here.  They're the opinions of your fellow DF gamers, trying to help tune a great mod - respect them whether you argue in support or dismissal of them. 
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: MarineMorton on March 18, 2012, 02:46:51 pm
Found a bug I think

One of my dwarves from the second migration wave turned into something not so nice ;) killed everyone else but the fort is still going even though the unit screen says no dwarves live here!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Meph on March 18, 2012, 02:57:28 pm
Yeah, transformation does not kill a dwarf, I noticed that plenty while testing. I think berserkers count as well, last dwarf goes berserk, your fortress still runs. Wait for migrants ;) There is nothing I can do about this.

About the non-fleeing dwarves in the drowning chamber: Because of dwarves dodging into water and running into rivers and waterfalls they actually can swim in this mod ;) Therefore wont flee from the chamber immediatly.

If I buff up drows enough that their caravans can breach a siege then that would mean a drow siege would break your fortress. Unfortunatly unbalanced, I will keep them like they are. I also cant mod memorial slabs or how hostile merchants/civs are... all hardcoded.

@sirmaril: Yes, I can upload it, maybe in 1-2 weeks when I actually have done something ^^ I cant make an update for every little thing I do, I update faster then anyone else anyway as it is.

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Iax on March 18, 2012, 05:35:27 pm
has 1.6 changed the guildhall? or I am i just doing something wrong?  anyone else seen the differences?

in 1.5 you could set up the guild hall and have dwarfs join the legion and then in Dwarf Therapist  in CASTE mode you would be able to see which dwarfs joined the legion, and some of their skills would be improved.  In 1.6 that doesnt seem to work.  I get messages that dwarfs have joined the legion, but they are not on the legion on the cast list, and their military skills have not improved.
The only thing that now happens in 1.6 is that their profession actually changes, (that didnt happen before),.  but now I have a bunch of dwarfs with professions like "Dwarf of the Legion Stonecrafter Legion"   but there doesnt seem to be a way to view this in dwarf therapist.

That profession change in the game makes managing the guildhall profile easier, but what about the other stuff?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Smitehappy on March 18, 2012, 06:54:57 pm
Love the mod, mainly posting to watch. I do have on issue though. Occasionally my stonecutter's workshop will not allow me to make anything with the abundant amount of schist and mica laying around. If I deconstruct the workshop and rebuild it the stone is usable again.

*Oh and everything is on fire because of a pyromancer thief D:
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Sibilantjoe on March 18, 2012, 07:08:24 pm
Adventurer here, can anyone tell me what to edit in the raws to allow Badgermen to open doors? Not sure if they're too big to fit through the doorway or lack opposable thumbs or something. The sooner I change this, the sooner I can roam my world devouring civilizations!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Vherid on March 18, 2012, 08:02:30 pm
Wait so are these implemented in the download yet?

Spoiler (click to show/hide)

Or are we still waiting for those?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Meph on March 18, 2012, 09:55:43 pm
The changes I posted are just for you guys to know what I am up to. Whenever I do a change to the uploaded file I say so, change the Version Number and offer a big, fat downloadlink ;)

Currently working on the fish farm and playing a little testfort.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Delioth on March 18, 2012, 10:17:00 pm
While you're at fixing things, fix slademantine.

You(or whomever did the raws for it) forgot a [USE_MATERIAL_TEMPLATE:METAL_TEMPLATE] for it.

Thanks!   ;)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Deepblade on March 18, 2012, 10:25:40 pm
I'm having a problem with the game respecting the population cap I put in place. It works in vanilla version last I checked but this one don't seem to. I have to dispose of 'em the old fashioned way
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Michaelsoftman on March 18, 2012, 11:31:15 pm
I'm having a problem with the game respecting the population cap I put in place. It works in vanilla version last I checked but this one don't seem to. I have to dispose of 'em the old fashioned way

Same here, I leave my pop cap at 80.  I had a pop of 83, then just got another migrant wave, up to 96 now.

Also, another bug.  When at a magma crucible, hammering coarse iron, it creates a stone called 'sparks'.

Next to the magma crucible, I had a brick oven.  The Dwarf was taking the 'sparks' and making colored stones out of it.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Iax on March 18, 2012, 11:58:15 pm
Another bug related to 1.6 guildhall.
I used the guild hall to make a bunch of dwarfs of the legion,  In 1.5 I would set a nickname for them before hand to keep track of them.  Now in 1.6 when they join the legion their nickname disappears in Dwarf Therapist,  but in the game they keep their nickname.   Something about 1.6 and applying the caste breaks dwarf therapist.

After they join the legion I can notuse dwarf therapist to change their nickname or even see what I had it set to before.

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: bombzero on March 19, 2012, 12:10:20 am
Also, another bug.  When at a magma crucible, hammering coarse iron, it creates a stone called 'sparks'.

Next to the magma crucible, I had a brick oven.  The Dwarf was taking the 'sparks' and making colored stones out of it.

alright, not a bug, the smoke effects and non-solid stones (ones that leave no mess) rely on temperature being ON, so if you have temp off, turn non-solid rocks and workshop effects off.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Michaelsoftman on March 19, 2012, 12:25:17 am
Also, another bug.  When at a magma crucible, hammering coarse iron, it creates a stone called 'sparks'.

Next to the magma crucible, I had a brick oven.  The Dwarf was taking the 'sparks' and making colored stones out of it.

alright, not a bug, the smoke effects and non-solid stones (ones that leave no mess) rely on temperature being ON, so if you have temp off, turn non-solid rocks and workshop effects off.

Ah I didn't realize, cause I had temp on in my fort until recently.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Iax on March 19, 2012, 01:26:42 am
One bug, or maybe just a user interface help

To get dwarfs to equip TRex helm or demonic armor you have to select helms (foreign) and armors(foreign)
Which is confusing because there is a demonic armors (foreign) in the list.


Im finding it really hard to play this game without dwarf therapist right now (because of guildhall bug).


Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: smakemupagus on March 19, 2012, 02:52:10 am
Also, on the subject of memorial slabs. Anybody has any work around to the vampires and/or slabless ghosts?

I've been fortunate as to have only 5 ghosts which cannot be memorialized and they are non-violent ones, except for one that likes to smash statues.

(1)
(v)iew the ghost
dfhack>> tweak clear-missing

(2)
slab as usual
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Mitchewawa on March 19, 2012, 03:45:55 am
The 'transformation' reactions seem to be hit and miss. This is okay when you're imbuing a golem with life (because you can have it on repeat until it works), but trying to make a Shadowmancer you need to keep save-scumming until it works (because even if the reaction fails to transform your dwarf, the book of death is still spent).

Oh, and the guide says to use a 'Black Bible', whereas there's only a 'Grimoire of Death'.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Mafia_Puppet on March 19, 2012, 05:25:37 am
How do I build magma-powered furnaces and stuff in this mod? I can't find them in the build menu.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: slay_mithos on March 19, 2012, 05:47:21 am
AS long as he doesn't make a post with a big "DOWNLOAD" link and changes the title, you can safely assume this is not included yet, but will be in the next version.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Seraphyx on March 19, 2012, 06:45:02 am
How do I build magma-powered furnaces and stuff in this mod? I can't find them in the build menu.

You have to have magma discovered before they show up in their usual spot in the build menu. If you have already found magma and they're not showing up then I'm not sure what's wrong.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Esta on March 19, 2012, 07:00:26 am
Adventurer here, can anyone tell me what to edit in the raws to allow Badgermen to open doors? Not sure if they're too big to fit through the doorway or lack opposable thumbs or something. The sooner I change this, the sooner I can roam my world devouring civilizations!

The tag [CANOPENDOORS] controls that. Badgermen are found in the Fortress Defense Easy file and Creature_Large_Temperate. For the ones in Creature_Large_Temperate, I'd say to just add [CANOPENDOORS] under Badgermen. The Fortress Defense Easy has Greater Badgermen. Just be warned about the Fun potential in Fortress Mode...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Spray on March 19, 2012, 09:28:28 am
what are the requiremenst for the Magma Temple of Armok to show up in the menu?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Mafia_Puppet on March 19, 2012, 09:48:53 am
How do I build magma-powered furnaces and stuff in this mod? I can't find them in the build menu.

You have to have magma discovered before they show up in their usual spot in the build menu. If you have already found magma and they're not showing up then I'm not sure what's wrong.

Oh lol. I never realized that. Thanks
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Vhorthex on March 19, 2012, 10:30:24 am
Hello everyone!

I'm an idiot and didn't read the 1.6 patch notes.

...

The 2 "issues" I was experiencing were fixed in 1.6. Gah.. goodbye 10 year old fort.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: CheatingChicken on March 19, 2012, 11:16:49 am
(http://puu.sh/ltm0)

What the hell?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: dukea42 on March 19, 2012, 11:44:43 am

What the hell?

Berserker or Fighter Caste?  Those can start children out pretty badass.  But that's the only Masterwork mod related item that would explain it away as not a bug/fluke of the fighting system.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: closedu on March 19, 2012, 11:46:06 am
anyone having issue with the guildhall? i can get everything needed it seems a dwarf with no caste plus proper permit even putting the task on repeat - the dwarf doesn't change caste but just creates a ton of flashes of light  any ideas would be appreciated thanks
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Spray on March 19, 2012, 12:29:52 pm
How do i get a Necromancer? ive got the Magma temple to work, but what now?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: slay_mithos on March 19, 2012, 01:13:23 pm
Stories about a non combatant killing a whole goblin siege, or villagers in adventure mode killing an adventurer with full adamantine armour, or even babies punching an enemy to death are part of DF.

It can very well be a lucky shot and have nothing to do with masterwork specifics;
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Whivy on March 19, 2012, 01:32:29 pm
hm, just started a new fortress, 3 out of my 7 dwarves had the plague at the beginning.

And i had a plague epidemia in my last two games, which leaded me to defeat (all the snow outside was green with vomit). Is there no way to avoid that?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Esko on March 19, 2012, 02:43:29 pm
Hi,

First of all, thank you for this amazing mod.

I really enjoyed orcs and white tigers invasions, even if I cant handle them and I lock my dwarfs inside the fortress... But I dont use librabry systems and train workshop... The most fun moment I had was when a drow infiltrated my fortress (cant see him at least) and killed my fuckin highly-skilled armorer....

But I just want to underline some things :

- I had a dwarf with a demon (caste) who died from hunger/thirsty. It was strange because he didnt leave his bed for something like 1 year, I dont know if it's a bug or not.

- I turned off the metalworking and advanced metal working (and simple mineral because I hadn't any metals in order to make armor/weapon..) reduced because it seemed to complicated for nothing so fun, but now I had some problems with metalworking : it seems like my dwarf dont find my fuel (charcoal or coke) or just sometimes (my fuel is in stockpile one z-level below)...

- I cant produce crafts on the first level of my fortress, like my dwarf dont find the rock.. but if I construct a craftsdwarf workshop on the -30 lvl they find some rock to make toys... Maybe pathfinding problems, not related to the mod...

- I cant use drake scale to produce leather armor even if it is in the leather stockpile

Some suggestions :

- Reduce the number of metals and/or weapons, because its just a pain for players, too much micro management :you cant handle the 30 kinds of shields with mithril, welded thing, steel, blood steel, etc...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5.1 for 34.05. New: Magic and patched Therapist
Post by: smakemupagus on March 19, 2012, 02:52:23 pm
figure out what era of war hammer dwarf fortress portrays.

something i just discovered for myself, thought you might be interested if you hadn't seen it before.  i don't know how much of this changes in Masterwork
http://dwarffortresswiki.org/index.php/Weapons

vanilla warhammers have less SIZE (mass) than maces, as well as less contact area.  So they're a small kind of hammer, not a halberd- or pole-hammer kind.
DF morning stars are intermediate in SIZE; larger than warhammers but smaller than maces.

..all three are just as easy to use one-handed as a shortsword.  (compare to battle axes or spears, which about 20% of dwarves have to wield in 2H)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Meph on March 19, 2012, 02:54:40 pm
Ok, all issues noted. Most things are already fixed though. I cant really find an explanation for this: Workshop cant find a materials, if not on the same z-lvl. I have no idea how I could have affected this by modding.

Quote
- Reduce the number of metals and/or weapons, because its just a pain for players, too much micro management :you cant handle the 30 kinds of shields with mithril, welded thing, steel, blood steel, etc...
If you can make suggestions, sure. I currently use 6 new metals, and 6 new alloys. Thats it. I only have 2 new shields, and a few new weapons. Most of them have been in vanilla, just not enabled to the dwarf civ.

@spray: Necromancers (and other mages) are done in the 3 extra buildings I added for them. Not the temple anymore. (although I might have forgotten to delete the old entry in the manual ?)

The magic caste has nostun currently, and that causes them to sleep and never wake up. I fixed it, but if you still have it in your raws just go to creature_standard.txt and remove all NOSTUN you can find. Stupid DF issue, since people who wake up are stunned for a second, and no stun means they cant get stunned, means they cant wake up.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Spray on March 19, 2012, 03:07:11 pm
okay...yeah its written in the wiki and the tutorial, about the necromancer... what are those new buildings for them ?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Meph on March 19, 2012, 03:12:10 pm
To quote the manual:

Quote
Magic

-This adds two high end buildings to the game.

The Urn of Sacred Ashes and the Church of the Dark Depths.

You can learn good/white and evil/black magic in these.

These features are experimental and are more a test then anything else. See the forum for more info, since this feature is in development. The added features so far are:

Bound a demon to you = Demonbound = evil melee mage

Learn the secret of death = Shadowmage = evil ranged mage

Recite the warrios prayer = Oathkeeper = good melee mage

Recieve the blessing of life = Lifeweaver = good ranged mage

These guys have a variety of spells, from killing undeads, to resurrecting your fallen dwarves, blinding enemies or striking them down in a hailstorm of blood. Have fun testing these, friendly fire should not be a problem. To transform you need a couple of item, most notably the white or black bible. Buy those from humans or drows. Apart from that, candles, adamantine, bones and corpses.

You can also create the undead and greenskin slayer. A giant sword that uses the druid skill for combat and makes 50 times as much damages against the noted enemies then anything else. Again, more a test then a balanced feature. You need 5 runes and steel for this massive weapon.

Last item are the wands. You can create holy or unholy wands. These ranged weapons use spells. You can create 4 kinds of spells. Raging adds crazed to the hit target, great for bigger groups. Sleeping makes targets fall asleep, send you melee to finish them. Polymorph turns them into cute little hamsters, easy target, while slowing runes reduce the speed by 50%. You need runes and steel for the spells, and runes and training staffs for the wands.

I also added a third buildings by now, the hall of the mountain king, for fire and stone magic, same setup as the rest.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: HitmanPAC on March 19, 2012, 03:23:11 pm
Hey, just wanted to say a few more things.

First, I meant no offense with the 'complaining' comment. I thought there were a lot more people talking about it... not sure why. I apologize -_-

Second, I too noticed Slademantine not working, but I couldn't amateur my way through the raws to fix it. Hopefully the previous person got it right.

Third, Guildhall problems affect me too...

Fourth, the Golem thing is really confusing. Sometimes it transforms a guy into a pet and gives them a new graphic, other times it just gets rid of their needs/wants and makes them super muscular. I would really appreciate a detailed description of how these transformation things work - I lost my legendary weaponsmith to what I assume was a stray blast of Golem Syndrome vapor. Really irritating.

Fifth, I think Iridium needs to be balanced, specifically how much of it you get. For being so nice, it sure doesn't get made very often. I'm in something like my fourth year, and I have 13 wafers of it. Instead of 1%, it needs to be 3-5%, in my opinion.

Sixth, when an epic weapon gets made - at least in the Weaponry - the normal weapon gets made too. Not sure if this is a bug, but it's kinda strange.

Seventh, This probably isn't a bug, but I wasted Raw Adamanitne trying to make statues for the magic workshops. Maybe a warning in the manual? Perhaps its just a inexperince thing - I certainly won't be making that mistake again!

Eighth, There are quite a few duplicates in the foreign armors and several stock lists - bars have two steel entries, leather has duplicates of your new leathers and the working ones are in the middle of the list, Plate Greaves is listed twice, there's a Plate mail and a Platemail, etc. etc. There's also a bunch of flavor wood in the stocks that you can't actually get, because it comes out as fungi or rough.

Ninth, Extracting silver and gold thread is only useful for making runes. Making silver or gold clothing still uses bars, as opposed to silver or gold cloth.

Finally, Armor Plates and Bone Studs don't get stockpiled. This can be easily worked around, but if you can fix it, well...

Love the mod!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: smakemupagus on March 19, 2012, 03:27:19 pm
- Reduce the number of metals and/or weapons, because its just a pain for players, too much micro management :you cant handle the 30 kinds of shields with mithril, welded thing, steel, blood steel, etc...

You can choose to reduce the metals, including the Arc Furnace metals when you play by turning off Misc.Features>Meteoric Iron and/or Buildings>Adv.Metalworking

I agree with you on the point that it is tricky to equip your military squads.  if you have 1 each of Platemail, Reignplate, Paladin armor and you want to equip a three man squad you have to assign them each individually, it would be more ideal if you could say "equip heavy armor".   As you mention Shields are another case:  plain Shields, Round, Tower, Kite, etc. are all separate entities in the equip menu.  A separate issue, It's also unfortunate that they sometime seem to favor expensive gear which may not actually be too good, like Rose Gold armor and Titanium weapons.  Since a lot of this is related to the game's squad interface I don't know what Meph can do.

Likewise it's impossible to give them the order "Take a glowing spear if it's available, otherwise a runic spear, otherwise take a steel spear."  But what you can do is set up a squad to take all three, then go back a bit later and prune the extra weapons out of the individuals equipment as needed.


Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Meph on March 19, 2012, 04:07:06 pm
Smakemupagus is right, it is mostly a problem with Df handling equipment. I personally do a standart "any metal" armor, and then assign the weapons one by one, with the specific weapons option.

The double entries are from the mood-only items, but I cant restrict them from the menus/stockpiles, unfortunately. They are not even accessable to the dwarven civ, but they still list them, because the exist in the raws.

About the extra weapon you get when you create an epic weapon: Cant really change that, there is no If/Else command. It was this, or nothing ;)

Rest is noted, but I cant do much more then check the thread and write everything down, not much time currently.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Esko on March 19, 2012, 04:31:09 pm
You can choose to reduce the metals, including the Arc Furnace metals when you play by turning off Misc.Features>Meteoric Iron and/or Buildings>Adv.Metalworking

I have done this and its fine now even if I have some troubles to produce steel (dont know why I have fuel, pig iron and iron inside bins but well...) : I will try to locate my metals on the same level...

I decided to use only weapons/armors that I make (Maybe I will use some cool drow weapons) : I bought all the metal I can find and melt it...
Drow robes are so cool but it's kind of tricky because my dwarf fighters must equip them before a dwarf citizen claims them (and drows just want to kill me now)...

Concerning the craftsdwarf workshop, I just reload my game and delete my burrow and it seems to work now...

For drake scale, it was working in the last version of this mod but can't produce leather armor now... Maybe messed up with the options, dont know.

I cant wait to meet pandas civilization (or something like that), I hope to see some nice weapons...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Kalithor123 on March 19, 2012, 05:06:18 pm
yeah! the tips against the tantrum spiral helped a lot! now i have gold and silver statues everywere. so i give up my "turn every job on-tactic" in the therapist and now i have "masterwork" engravings again.  :)

There were only a few tantrumings and for the first time i saw the psychatrist has calmed down a tantruming dorf in his office.

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Spray on March 19, 2012, 05:13:13 pm
Does anyone know the bug which causes some task on various workshops to disapear?

As example, my metalsmith forge , 1-2 years ago it worked like a charm, but now, nothing works more. when i go Pause, add a task, (ex craft a iron sword) when i hit resume the task just disappear. no message, nothing. i got enough iron and coarse iron.

Had the problem a few weeks ago with my kitchen.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Iax on March 19, 2012, 05:31:15 pm
anyone having issue with the guildhall? i can get everything needed it seems a dwarf with no caste plus proper permit even putting the task on repeat - the dwarf doesn't change caste but just creates a ton of flashes of light  any ideas would be appreciated thanks
The dwarf probably joined the caste and you just missed the message.
the castes seem to work fine in the game, but once they join the legion caste at the guild hall they disappear from dwarf therapist.  I made up a couple of squads of new legion dwarfs and dwarf therapist doesnt even show the squads.

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: smakemupagus on March 19, 2012, 05:51:13 pm
anyone having issue with the guildhall? i can get everything needed it seems a dwarf with no caste plus proper permit even putting the task on repeat - the dwarf doesn't change caste but just creates a ton of flashes of light  any ideas would be appreciated thanks
The dwarf probably joined the caste and you just missed the message.
the castes seem to work fine in the game, but once they join the legion caste at the guild hall they disappear from dwarf therapist.  I made up a couple of squads of new legion dwarfs and dwarf therapist doesnt even show the squads.

My experience is somewhere between these two points.  If it had to estimate it seems to take ~3 to 5 tries per success.  Sometimes it goes a long time without success, or the item gets lost and not stockpiled properly.  Other times it works properly a couple times in a row.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Meph on March 19, 2012, 09:35:34 pm
I did change two things on the guildhall, I added the display name, which some people seem to find usefull, but I did not know that it would throw the Therapist off, or that you cant change that name anymore. Might put it to the vote, but since custom sprites are impossible for these guys I thought the custom name would help not to loose track of them.

The other is the labor used, but that does not affect anything you reported here.

I cant do anything about the successchance, other modders have the same problem. I might rethink the reactions that need holy books though, since they are hard to get, and if you need 5 tries because of a faulty reaction... well, thats just unnecessary. Preserving them would mean that the reaction is too easy though... cant find a solution for it so far, sorry guys.

I try to get some work done this evening :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Urist McBeanie on March 19, 2012, 10:25:11 pm
Love your work. Though I'm encountering a bit of a problem. I have gained the ability in adventure mode to play as a Hellfire Imp but upon choosing this option I just start melting and die. Any possible fixes?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: bombzero on March 20, 2012, 01:03:20 am
I cant do anything about the successchance, other modders have the same problem. I might rethink the reactions that need holy books though, since they are hard to get, and if you need 5 tries because of a faulty reaction... well, thats just unnecessary. Preserving them would mean that the reaction is too easy though... cant find a solution for it so far, sorry guys.

you COULD add a tertiary reagent thats expensive but not ridiculously so, the final result would be;
(whatever is consumed), book, (semi-expensive reagent, also consumed.)

so its still pricy, i say only use a moderately expensive consumable reagents due to not having a 100% success rate. makes the cost variable and highly luck based.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: zach123b on March 20, 2012, 01:21:36 am
maybe a magic muffin? work around but difficult and micromanagy would also take away the chance of exploitation of crowding around the workshop

what about a critter that injects it like a bee? or would it have a decent chance of not working : /
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Deepblade on March 20, 2012, 02:09:01 am
Quick Question about arsenic poisoning. is it possible to cure & if not is it fatal? My oh so lovely Smithy who came in the Smithing guild has a problem with rudely coughing up blood all over the fortress.

And, something you might think is nifty is honey dipped bandages. Honey is great for medicine & it's a natural antiseptic. Would actually make beekeeping useful, since we all wish for our dwarves to die painfully live forever
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: utuki on March 20, 2012, 05:17:16 am
My masterwork df just crushed after first few hours :( is it common ? df normally doesnt crush for me at all. Should i upload settings or logs somewhere ?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: weegth on March 20, 2012, 06:08:22 am
Is there some way to stop magma-safe workshop from using metal ores?
Masterwork 1.6.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Rossol on March 20, 2012, 07:57:41 am
Is there still furniture workshop or its been removed? Cant found one in the list.
One of my nobles demand glass bed, and I dont know how to make it.
Also cant make leather book cover,its not in the list, I have every type of leather and can make everything in leather workshop but book cover.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Spray on March 20, 2012, 09:17:24 am
Anybody knows a solution for the task disapearing problem?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Urist McAddict on March 20, 2012, 09:19:12 am
Is there a way to kill vampires other than atom smashing them in Fortress mode?
I can't put my nobles in rooms with raving vampires walking by being penalized with hand beating or prison...
Is there a way to give the Hammerer a friggin hammer?
Which one does he use?

Thx for the help, greaaaaaaaaaaaaaaaaaaaaaat Mod Meph =D

PS: Book covers are done in tannery.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Rossol on March 20, 2012, 09:34:40 am
PS: Book covers are done in tannery.

Thanks! Still got problem with glass beds
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Zeebie on March 20, 2012, 10:28:39 am
I can't make any clothes out of silk or cloth - anyone know what's up?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: BigD145 on March 20, 2012, 11:22:35 am
Is there a way to kill vampires other than atom smashing them in Fortress mode?

Freeze or obsidian them?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Deepblade on March 20, 2012, 12:13:34 pm
You don't have to kill the vampire. you can lock them up in a room & have them keep the books & manage tasks. there they won't hurt anyone & do some work for the fort
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: UncleCern on March 20, 2012, 12:23:36 pm
Is there a way to kill vampires other than atom smashing them in Fortress mode?

Freeze or obsidian them?

One of my vampires died because of infection after he was properly visited by the hammerer.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Spray on March 20, 2012, 12:41:29 pm
I locked my vampire in a room with 7 Minotaurs Zombies, theyre fighting for eternity now.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: xaldin on March 20, 2012, 02:55:45 pm
I locked my vampire in a room with 7 Minotaurs Zombies, theyre fighting for eternity now.

Really? I thought zombies ignored vampires.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Meph on March 20, 2012, 05:41:55 pm
Hey guys,

Fish Farms are almost finished, I wont do a magma fish farm though.
Added Fear the Night by xangi, with more vampires and werebeasts
Added Seth Creiyds Wizards (as new warlocks) and the fitting curses/interactions for them.
Added a couple of creatures from FF/Dwarf Chocolate that were not included in the "old" FF mod.

Next thing I focus on is the reported issues. :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Stout on March 20, 2012, 06:00:42 pm
Hey guys!  Awesome mod BTW!

I have been having a problem with finding Iron producing ores in the mod.  I made embark after embark, and using dfhack to make sure the site has iron producing ore in the site, I have been very unsuccessful.  I can't seem to find limonite, hematite, and Magnetite.  It seems that Tetrahedrite is facking everywhere, but no Iron producing ores anywhere.  I have even checked different worlds like the GAIA world and just a random made world.  No luck.

HALP?

EDIT:  NM i just turned off simple minerals and it has helped.  I found limonite and magnatite on the first embark.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: dukea42 on March 20, 2012, 06:14:51 pm
Hey guys!  Awesome mod BTW!

I have been having a problem with finding Iron producing ores in the mod.  I made embark after embark, and using dfhack to make sure the site has iron producing ore in the site, I have been very unsuccessful.  I can't seem to find limonite, hematite, and Magnetite.  It seems that Tetrahedrite is facking everywhere, but no Iron producing ores anywhere.  I have even checked different worlds like the GAIA world and just a random made world.  No luck.

HALP?

EDIT:  NM i just turned off simple minerals and it has helped.  I found limonite and magnatite on the first embark.

Yes, Tetra is now Iron&Copper in simple minerals when smelted.  Only hematite remains as vanilla iron and really I can only find that in volcano zones.  My latest Flux/Volcano/Brook embark unfortunately left me with very little of hematite as well , but luckily there is also Ironbark and Steeloak on the map and can't wait to get the new lumber industry up and running with the 1.6 changes.

Good luck!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Meph on March 20, 2012, 07:43:43 pm
As has been said, Tetrahide has iron as well. I am fairly certain that is it everywhere when you play with simple minerals and iron should be plenty. Otherwise take ironbark, trade for it, or take it from goblins/orcs, or make you own one in the transmutation chamber.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Geneoce on March 20, 2012, 08:23:01 pm
Been playing this mod and must say i'm loving it Meph!

Especially the slaves and golems. Man there are so many more tactical options open with those two things alone!

Just a little balancing suggestion for the slaves though. I've noticed they have 100/160 maxage. Might I suggest dropping that down to maybe 10/16 and throwing [noemotion] in there to counter the spirals? I kind of see them as weak, temporary labour/milita and the [noemotion] would fit there fluff.

I've modded my own to only live for 5 years. heh, very disposable.

But anyway, very VERY good mod!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: AirPhforce on March 20, 2012, 09:14:42 pm
Loving this mod so far. A few issues;

Some migrants brought in two turrets, slade and copper. My dwarfs keep putting collected turret bullets in the food stockpiles, taking up all the space. And the bullets seem to explode in steam randomly and sometimes vanish outright, usually with a season change. Clean all in DF hack doesn't seem to work and I can't seem to find these items in stockpile settings to disable the collection.

One of my starting dwarfs was a necromancer in disguise. I don't know if this was your mod or actual DF, but if it was yours it sucked having to deal with that at embark, then starting out with 6 wounded dwarfs before I even had a hole in the ground. By sucked I meant fun.

That said, this mod is fantastic and I doubt ill ever go back to the standard game.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Meph on March 20, 2012, 09:45:47 pm
The used bullets disappear after a season or so. Did not yet figure out why they are stockpiled.

The hidden necromancer, and any other hidden fun you might find in your dwarves has been my work. :)

I could make slaves have no emotion and die early, but that would still affect the normal dwarves with bad thoughts, so I chose not to.

Glad you guys like it :)

I did some bugfixes, will go straight back to work now

 - Added empty tag to all container building mats.
 - Fixed acrhpriest/archpriest typo
 - Fixed duplicate (G) hotkey for gemworkshop and guildhall
 - Added [USE_MATERIAL_TEMPLATE:METAL_TEMPLATE] to slademantine
 - Fixed purify-water-from-booze overflow
 - Made gem scarabs a real creature, no vermin anymore. Vermins leave no corpses, so itemcorpse did not work.
 - Changed meteor hammer properties, attacks did glance away (?)
 - Added custom reaction for different bayonets. Steel, Iron, Silver, Gold, Copper or Metal.
 - Bayonetted ranged weapons now take on the material of the used bayonet.
 - Example: Bone crossbow + steel bayonet = bayonetted steel crossbow.

EDIT: I also got an idea for cavern lvl3. I could add grass that looks like floor tiles, make plants that look like potions, can be gathered by your dwarves and eaten raw, and have special effects, like healing, or speed, or strength... and I could make trees that look like chests, chop them open, either have a boiling syndrome or fire (as a trapped chest) and a normal one, that can be "opened/processed" in the archeologist for example. Essentially I could rebuild a little dungeon down there. The only problem: All this will slowly grow in the other caverns and your digged underground squares after your breach the 3rd lvl. What do you think ?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Esko on March 20, 2012, 10:58:04 pm
ahahaah I tried so hard to make some Oathbound dwarfs or Angels of Vengeance (during 2hours with reload) but it didnt work. I will try tomorrow... the rate of success is so low (tried at least 60 times...)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: smakemupagus on March 20, 2012, 11:49:11 pm

EDIT: I also got an idea for cavern lvl3.... Essentially I could rebuild a little dungeon down there. The only problem: All this will slowly grow in the other caverns and your digged underground squares after your breach the 3rd lvl. What do you think ?

a cool idea but my vote would be to pass on this.  it's true that the caverns mingle slowly but they grow in quite quickly into the soil levels of fortress, and i wouldn't want potions and chests growing all over the fortress
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Iax on March 21, 2012, 12:59:31 am
I did change two things on the guildhall, I added the display name, which some people seem to find usefull, but I did not know that it would throw the Therapist off, or that you cant change that name anymore. Might put it to the vote, but since custom sprites are impossible for these guys I thought the custom name would help not to loose track of them.

I do like the auto name changes, it does make setting the profiles and squads up a lot easier.  But if it breaks dwarf therapist it makes it much harder to handle the whole fort.

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Panopticon on March 21, 2012, 01:42:22 am
A possible balancing issue: Shark Jaws, they have been showing up fairly regularly for me and once excavated make it ridiculously easy to buy out caravans, I had perhaps 10 or so in my last game, they generated several pages worth of teeth and sold for 3k-20k, makes trading require even less thought than normal, perhaps reduce the price on those?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Asgarus on March 21, 2012, 02:36:58 am
Is it just me? Or does dwarfes (embarking ones and migrants) come without ANY items? (no clothing, no weapons for say hunters,...)
Playin the newest Masterwork and have absolutely no clue why they would prefer to run around naked...
(sure, i could craft something for them, but that's not the point).

Sorry if this came up already, did not want to search 170 pages (not much time right now)

hope for a solution

greetings
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: quintilius on March 21, 2012, 03:45:35 am
Also, on the subject of memorial slabs. Anybody has any work around to the vampires and/or slabless ghosts?

I've been fortunate as to have only 5 ghosts which cannot be memorialized and they are non-violent ones, except for one that likes to smash statues.

(1)
(v)iew the ghost
dfhack>> tweak clear-missing

(2)
slab as usual

there's a misconception as to what that tweak does... what this resolves is if you have a corpse outside, for example, and you cant find it... and your little buggers have noted 'urist has been missing for a week' but havent seen the corpse yet - this will alter the 'missing not yet found' flag for urist - it doesnt help with 'urist the caravan guard wandered too close to that bridge - no really - i didnt mean to do it... you cant prove i did...'

i *wish* it just took an unslabbable ghost and made it slabbable - but even in runesmith days it took a little effort to clear a ghost.  i'm hopeful toady will fix this one soon - it's a pain in the ass.

now on topic - i did have a bit of a wild one... a siege of undead (2 squads of zombies - standing around at the edge because i built an aboveground fort this time) - who are set upon by 2 squads of warlocks... one of whom has some spell that zombifies corpses i think because some of them walked over traps and were cut into parts, upon which some kind of cloud thing came out of the boss warlock and suddenly i had moving parts everywhere... this group were in turn set upon by 3 squads of elite goblin crossbowmen riding drow spinners (?) -- i dont know - there's some sort of 'magma crab' icon of some sort and they start moving really fast - a squad of orcs and a squad of trolls...  (a squad of automatons had ambushed the previous warlock ambush... so this wasnt unheardof for me)

i have no ideaa who was in what faction at that point - they were all blazing away out there and i wanted no part of it.  The goblins mopped the floor with everyone - they did bring a general afterall - so i invited them inside and used the one truly effective masterwork mod anti-goblin device on them... the 30x2 cooridor, with 3 10x2 drawbridges all linked to one lever... I'd run into 1 squad of these bastards before and they were 1shotting me through fortifications when i was wearing steel... goblinite just isnt that valuable.

now - for the reason i'm writing - there was one thing that was dropped - by someone near the entrance - a masterwork statue of eagles by an unknown artist... i assume this is some sort of homage to the french army eagles - but the 'statue' is not registering as a 'statue' - i cant build it.  So i dont think you can have a statue as droppable loot and have it work properly.

Honestly - there's just too many hostiles out there.  With half my morons on alert half the time i'm not getting much done (the food nerf means a lot more farming than i used to do...) The combination of trap avoid and shoot through fortifications makes the seasonal 3 squads of goblin ambushers more than a minor annoyance.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: dukea42 on March 21, 2012, 08:12:24 am

Honestly - there's just too many hostiles out there.  With half my morons on alert half the time i'm not getting much done (the food nerf means a lot more farming than i used to do...) The combination of trap avoid and shoot through fortifications makes the seasonal 3 squads of goblin ambushers more than a minor annoyance.

Mission Accomplished?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: skatterbrainz on March 21, 2012, 09:57:22 am
So I'm having trouble with the new mac version...  When I run the script I get this in terminal.  Any idea why?  Or what to do about it?

(http://i.imgur.com/DXUCl.png)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Michaelsoftman on March 21, 2012, 10:25:23 am
I'm not sure if this is a bug with Masterwork, or just DF, but I figured I should post here and ask if anyone else is having it.

When on a Reclaim fort, everything runs normally for a season or two, then DF just locks up and stops responding.  Regular embark forts work just find, and my oldest one ran for about 6 years before I was lost to sieges, so I know I CAN run DF just fine...  But not on Reclaim forts.

The error log shows nothing either.

I play with Masterwork's default settings, but with FPS a bit higher, and the pop cap at 80.  However, on a Reclaim fort, it freezes and locks up usually in the first year.

Anyone else have this problem?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: alagon on March 21, 2012, 10:28:08 am
Hey Meph,

I might find a minor bug.

The burning skull's tooth is considered as raw skin. It not only piled up in my "fresh raw hide" under refuse stockpile, but also it went into tanner shop and turned into leather afterward.

I have a lot of tooth piled up, but it did not work when I try to decorate with ivory/tooth option. So I think it might be problem.

best regards~~
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: shadenight123 on March 21, 2012, 10:30:31 am
I'm not sure if this is a bug with Masterwork, or just DF, but I figured I should post here and ask if anyone else is having it.

When on a Reclaim fort, everything runs normally for a season or two, then DF just locks up and stops responding.  Regular embark forts work just find, and my oldest one ran for about 6 years before I was lost to sieges, so I know I CAN run DF just fine...  But not on Reclaim forts.

The error log shows nothing either.

I play with Masterwork's default settings, but with FPS a bit higher, and the pop cap at 80.  However, on a Reclaim fort, it freezes and locks up usually in the first year.

Anyone else have this problem?
do reclaimed forts have artifacts?
if so i recall a bug in the vanilla df too.
otherwise i don't know
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Michaelsoftman on March 21, 2012, 10:33:25 am
do reclaimed forts have artifacts?
if so i recall a bug in the vanilla df too.
otherwise i don't know

My first one did, and it seemed to run fine for at least 3 more years after reclaim, with several of it's own artifacts being made.

My most recent reclaim was on a young fort that didn't create an artifact yet... Or are you saying the bug happens because they are about to go into a mood, and it freezes?  This actually makes sense, given the timing.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: AndyDish on March 21, 2012, 10:53:40 am
Bugs: Alerts from demons underground in combat, and green devourers are crashing my game with failed pathfinding.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Fairin on March 21, 2012, 12:58:35 pm
More General Cavern madness - nothing like getting assaulted by 70~100 ant men

The Worker Hiveguard loses hold of the ({slademantine buckler}). < they have access to this?

The Worker Hivefighter runs through The Speardwarf in the head with the tip of its ({mithril scimitar}), tearing apart the muscle, shattering the skull's bone, tearing apart the outer brain's brain tissue and tearing apart the brain's brain tissue!

The Worker Hiveguard twists the embedded ({welded mithril trident}) around in The Stray War Drake's right front leg!

and mithril and welded mithril =(>.-.>)=

they had me on tech. metals. and numbers.. this infusion of !! FUN !! made me sad drakitty overlord
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Sibilantjoe on March 21, 2012, 02:03:45 pm
I'm seeing some odd behavior around jeweler's workshops. Telling my gem cutter to cut gems (that I KNOW I have) throws up a "cancels task: no rough [gem]" alert. Also, jewelers can't seem to leave their workshops! Once they go in, they never leave, and unless the workshop is deconstructed they starve to death/die of thirst. This may be related to their not being able to do any work, as they can't leave their shop and fetch the rough gems they need.

Anyone else getting this?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: BigD145 on March 21, 2012, 02:40:59 pm
Also, jewelers can't seem to leave their workshops! Once they go in, they never leave, and unless the workshop is deconstructed they starve to death/die of thirst. This may be related to their not being able to do any work, as they can't leave their shop and fetch the rough gems they need.

Anyone else getting this?

Never seen this.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: narhiril on March 21, 2012, 02:44:48 pm
Also, jewelers can't seem to leave their workshops! Once they go in, they never leave, and unless the workshop is deconstructed they starve to death/die of thirst. This may be related to their not being able to do any work, as they can't leave their shop and fetch the rough gems they need.

Anyone else getting this?

Never seen this.

I know that the jeweler's workshop has kind of an unusual block pattern...  Something like...

[][][~]
[][][~]
[][][~]

...Is it possible you just built the workshop in such a way that the dwarf walled himself in with the workshop's block tiles?  It's easy to do that.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Sibilantjoe on March 21, 2012, 02:47:06 pm
yup, that'll do it. Thanks!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Meph on March 21, 2012, 02:52:49 pm
Ninja'd by narhiril, wanted to propose the same.

Quote
Bugs: Alerts from demons underground in combat, and green devourers are crashing my game with failed pathfinding.
That is interesting, which demons ? Real, lvl 5:5 hell-demons ? I know that the pathfinding is recorded in the errorlog, but I dont think that it causes any crashed, you get tons of these when you do arena testing with massive armies.

Quote
- there was one thing that was dropped - by someone near the entrance - a masterwork statue of eagles by an unknown artist... i assume this is some sort of homage to the french army eagles - but the 'statue' is not registering as a 'statue' - i cant build it
Not quite a homage, a random statue, could have been anything ;) They are corpses of golems or some metal colossi. Quite astonishing DF actually reads them as corpses, they should get carried to the next corpse stockpile. If it was one of your golems you might even be able to bury it.

And that burning skull tooth can be tanned into leather is just... random. Seriously ^^ But easy to fix. I lowered the value of the sharktooth btw, its now worth 28 times less.

PS: I am glad that the different invaders fight each other, better then having 5 different armies sieging you. Goblin, Kobolds and Orcs stand together btw. But if you think that there are way too many invaders, just turn some off. Same goes for the cavern civs. They use a random material for their gear (still hope to fix that) so if the antmen are too tough, its just one click to play without them. Poor little antmen.

EDIT: @asgarus: They are naked since clothes are broken, rot and clutter. If next DF version fixes it they come back in. You can still make them and pass them around as a "uniform" currently.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: shadenight123 on March 21, 2012, 03:36:46 pm
...fun fact:
a miserable dorf standing outside can turn rambo.
that's the case of my captain of the guard.
who's surviving on water, food from a dead human caravan, and is killing off the random undead which seem to be brought up by warlocks ambushes (which he dispatches too).
i'd consider bringing him in, but the dorfs are certainly going to move out.
mmm.
*airlock solution?*
*too easy*
*magma airlock solution?*
*TO THE SCIENCE!! workshop*
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: bombzero on March 21, 2012, 03:51:18 pm
don't cavern civs tend to get the tech of other civs in worldgen? i think its to simulate them stealing it or something.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Esko on March 21, 2012, 04:01:08 pm
My army is ready now and I can fight the ennemies, even if I'm a bit cocky sometimes (and I cheat somehow...)

Well, I was making fun of Pandariis, who are so weak and I sent one legendary fighter to kill something like 20 ennemies... Wasnt thinking they were 120 outside in fact... The problem is called Raptor, they are so aggressive, and my dwarf cant land blows...

My poor dwarf struggled and I can prevent myself from reloading everytime he died. He survives sometimes but with too many injuries (and I like him then I want him with no persistent injury, or at least, not like that...) and it's like a dead end...

Someone succeed in creating magic caste dwarf in Dwarf Fortress Mode ? Tried again but nothing happened..
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Meph on March 21, 2012, 04:21:04 pm
I think I found the problem. Already transformed creatures cant transform again. Example:
Dwarf => Mage, yes.
Dwarf => Golem, yes.
Dwarf => Golem, yes => Mage, no.

The problem ? Dwarf => Join Guild in Guildhall, yes => Become mage, no. The guildhall already transformes a dwarf into a special caste dwarf, and you cant transform him again to a mage caste dwarf.

There is no fix for this... I might have to scrap the guildhall. Only workaround would be giving dwarves the natural_skills or skill_learn_rates with CE_ADD, but I dont even know if these are supported. And the description would be missing, and they'd be no member of the caste, which means that the Therapist cant detect it. Natural Legion/Craft/Smith/Noble dwarves are alright btw, they are not transformed.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Spray on March 21, 2012, 04:41:54 pm
Hm. I cant build the Church of  dark depths.

I have the Slade blocks, got 10 bones, 1 slade throne(chair) 2 totems. But when i go to the workshops and try to build it, the required materials are colored red/unable to build.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Meph on March 21, 2012, 04:45:20 pm
You got 10 bones, or 10 bones of different creatures ? 10 cow bones wont do, you need bones from 10 different creatures.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: tahujdt on March 21, 2012, 04:52:07 pm
I am doing a PARANOIA:TROUBLESHOOTERS mod with this, and slaves will make up most of the IR population. Remember: Happiness is !!MANDATORY!!

EDIT: How do you get slaves?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Meph on March 21, 2012, 05:01:28 pm
Buy broodmother/lords from drow, wait for kids. Kids will be working slaves. Can be made easier by giving broodmothers/lords common-domestic, but that would be too easy ;)

EDIT: I changed the colors for fossils a bit, this way you can see directly what kind of chest you did find. Bronze, Silver and Gold for small, medium and big.

(https://lh6.googleusercontent.com/-Qk76OG84UmI/T2pQXFZLmWI/AAAAAAAAKRU/fKeZ2lBsnpg/s307/new%2520colors%2520for%2520fossils.PNG)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: bombzero on March 21, 2012, 05:07:59 pm
meh, toss the guildhall, its a neat idea but kinda devalues caste dwarfs to the extreme, i don't even feel happy about getting legion/smith/crafter dwarves anymore.

however, note the guildhall idea down somewhere, so that whenever the vanilla framework is available for it you can happily add it back in.

alternatively, you can cut the magic/golem stuff if you favor the guildhall, personally ill just be turning off the guildhall for now.

EDIT: or make a 3-way button in the launcher, which allows;
a) guildhall
b) magic
c) none

and give non magically based 'classes' to the guildhall system via some other building, making it a system where dwarfs choose to be a warrior OR civilian profession for life. (make that clear in game/manual)

each system can have a different 'flavor' to it, with the magic system adding the magically empowered dwarven soldiers/mages, and the guildhall having educated warriors and craftsmen.


simple option: make it abundantly clear that guildhall trained dwarfs cannot learn magic skills for whatever reason. (perhaps a nice lore opportunity here?)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Esko on March 21, 2012, 05:17:53 pm
I think I found the problem. Already transformed creatures cant transform again. Example:
Dwarf => Mage, yes.
Dwarf => Golem, yes.
Dwarf => Golem, yes => Mage, no.

The problem ? Dwarf => Join Guild in Guildhall, yes => Become mage, no. The guildhall already transformes a dwarf into a special caste dwarf, and you cant transform him again to a mage caste dwarf.

Well the dwarf I tried to transform was a normal one... Do you have an idea of the rate of success of a transformation ? In fact I just checked in Dwarf Therapist and my dwarf was in the same caste everytime... But I didnt reload my game, just "read" again in Dwarf Therapist...

I thought magic skills could affect the rate of success but it would have been strange...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Mafia_Puppet on March 21, 2012, 05:47:41 pm
Just a bug report. I can tan teeth into leather.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Man of Paper on March 21, 2012, 07:46:06 pm
Tooth leather seems like a feature.

After all, all of our forts are surviving by the skin of their teeth.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Iax on March 21, 2012, 08:53:55 pm
Stockpile bug;
Sharks teeth spikes, regular, sharpened or serrated, do not have a valid stockpile they just clutter up the trap workshop or archeologist.
same with demon armor/swords and trex hats


And maybe a manual addon request:
For all the new items that are sortof weird could you list what stockpile they go in?  I think most of the new things are classed as finished goods:toys but Im not sure.
Dwarfs seem to like taking the new stuff(runes, ect) to the farthest finished goods stockpile instead of the one right next to the workshop

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Vhorthex on March 21, 2012, 10:13:45 pm

simple option: make it abundantly clear that guildhall trained dwarfs cannot learn magic skills for whatever reason. (perhaps a nice lore opportunity here?)

Yes, please!

I love the guildhall concept. I have no clue why, but I always lose my military dwarfs... all the damn time. So being able to pick a handful of dwarfs and turn them into legions to try and pick things up is a great way to save my fort! :D

I think that once you know this, you simply plan accordingly. I mean, I don't like the idea that a dwarf could be flipped in between castes all the time. I think it'd make more sense that you can only do it once in the first place. So everything is fine! :D

This mod is making my weekends melt like ice in a volcano.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: zach123b on March 21, 2012, 11:06:15 pm
mm i set the population cap at 2 and i'm still getting migrants in the 3rd year... they are getting smaller waves though

btw what does the child cap do? i know the first number is a hard cap but not sure what the second number is :s
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Meph on March 21, 2012, 11:08:40 pm
I thought about tossing it out of the window completely... I could leave it in, settings to OFF by default and make a nice fat warning about the erratic behavoir.

The graphics might take a while btw, I made a list of everything that needs a sprite... full list in the spoiler.
Spoiler (click to show/hide)

EDIT: @zach: It is the very same system the lazy newb pack uses, since it was their sourcecode I used for a basis. Second one does not do anything as far as I can tell.

EDIT2: NW_Kohaku was nice enough to clear something up. Transparent backgrounds for creatures does not exist.

To make clear what I mean:
(https://lh3.googleusercontent.com/-rCc71JsmgsE/T2qjLC68ISI/AAAAAAAAKRg/HnH683qa7HU/s193/transparency.PNG)
1 is the floor tile, green grass.
2 is how the creature is currently displayed, with a black background.
3 is how I'd like the creature to be displayed, with a transparent background. THIS IS NOT POSSIBLE.

I will have to redesign some sprites, so the creatures are bigger and take up more of the 16*16 square, to make the black background less obtrusive.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: quintilius on March 21, 2012, 11:20:17 pm
yeah ok - the statue might have been an automaton or fb or somesuch - things got chaotic out there.

I did have another adventure with a warlock siege though... warlocks came, with a contingent of ogresses or somesuch.  I noticed that a mere fraction of them were advancing on the fort, i scrolled over to the others - and whatever spell that one of them is casting to raise the dead is zombifying everything over there - it's losing it's faction - and it's tearing into the still alive guys.  Once the zombies killed the living warlocks - the siege was 'lifted' - but i still have 3 dozen zombies hanging out out there.

Is there a spell warlocks cast to turn things into zombies? there might be some disconnect between the game's vision of necromancy and yours...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Meph on March 21, 2012, 11:25:19 pm
Yeah, warlocks can raise corpses, but I think they only are friendly to the individual warlock that raised them, not to the entire civ. I will use a different type of warlock in the next update, no necromancers with those.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: smakemupagus on March 21, 2012, 11:29:37 pm
Repeatable crash which happens when I hit 'a' to listen in on the talk to an elven diplomat.  (I've talked to them before, first time it's a problem)

Here's an errorlog.  There's nothing too obvious related to my crash, but some other stuff you might be interested in?

This fort was getting a little FPSy anyway, maybe time to upgrade to 1.6 :)

Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Mitchewawa on March 22, 2012, 01:07:02 am
Found a glitch with the Demonbound; I have one that will not stop sleeping. The only way to get him out of bed is to deconstruct it, but then all he does is get food and drink (he's starving and dehydrated because all he does is stay in bed) and go right back to sleep.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: paul k. on March 22, 2012, 05:08:32 am
Game crashes 3 times in a row when Summer comes. No frozen water, though. Very strange.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: quintilius on March 22, 2012, 06:55:14 am
Yeah, warlocks can raise corpses, but I think they only are friendly to the individual warlock that raised them, not to the entire civ. I will use a different type of warlock in the next update, no necromancers with those.
confirming it's not just warlocks... i had a vampire king decide the fortress looked tasty - and his consort was a necromancer. I immediately drafted the 2 of them into a unit and marched them to the side just to get them away from any bones - but when the king got next to her he ripped her arms off (she hadnt created any zombies yet).  I cant really complain...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: AndyDish on March 22, 2012, 11:31:34 am
Yeah fix the frost giants. They are invincible no shitting, none of my dwarves who aren't too bad with a sword can them, then add that a giant thing can sneak, I may as well let them come in my fort and take what they want. Less casualties that way.

EDIT: Add goblin ambush...
Spoiler (click to show/hide)
That's just awful. Just as I fought off a Drow invasion. This mod, despite its goals of making DF easier to play (not less FUN I understand that) is a pain to deal with when you cant win. Fix this before next release. Also Drow darkness clouds used too (don't know if they still do) alert you as if it was an ambush.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: sayke on March 22, 2012, 11:54:44 am
meph - all due respect to nw_kohaku, but it does seem possible to have sprites with transparent backgrounds. check out, for example, the raw/graphics/animals/ folder, full of bmp files with pink backgrounds. they look like this:

(http://i43.tinypic.com/s4vxnc.png)

that pink background does not show up in game because, i believe, bitmaps are rendered transparently. other graphics files are in .png format, and have found a solution better then the black background: they use a specific brown color which blends into a lot of background tiles. see, for example, elves.png:

(http://i42.tinypic.com/13zrhxw.png)

there's more going on here then might meet the eye =)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: tahujdt on March 22, 2012, 01:25:11 pm
Slaves aren't working for me, the drow won't bring broodmothers.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: narhiril on March 22, 2012, 01:58:38 pm
meph - all due respect to nw_kohaku, but it does seem possible to have sprites with transparent backgrounds. check out, for example, the raw/graphics/animals/ folder, full of bmp files with pink backgrounds. they look like this:


that pink background does not show up in game because, i believe, bitmaps are rendered transparently. other graphics files are in .png format, and have found a solution better then the black background: they use a specific brown color which blends into a lot of background tiles. see, for example, elves.png:


there's more going on here then might meet the eye =)

Yes, but it's not quite that simple.  The game needs to know which color is the transparency in a .bmp image.  My guess is that it probably looks at the palette and removes the first color as the transparency, which means that your bitmaps need to be indexed so that the pink background is the first color.

I find it's much easier to just use .png images with neutral background colors and/or alpha channels.  I've been using .png alpha channeled images for a long time now.  It's true that the neutral background looks a bit nicer, but I'm keeping it consistent in case true transparency ever gets implemented.

(http://img716.imageshack.us/img716/7919/lfrlizardmen.png)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: narhiril on March 22, 2012, 01:59:46 pm
meph - all due respect to nw_kohaku, but it does seem possible to have sprites with transparent backgrounds. check out, for example, the raw/graphics/animals/ folder, full of bmp files with pink backgrounds. they look like this:


that pink background does not show up in game because, i believe, bitmaps are rendered transparently. other graphics files are in .png format, and have found a solution better then the black background: they use a specific brown color which blends into a lot of background tiles. see, for example, elves.png:


there's more going on here then might meet the eye =)

Yes but it's not quite that simple.  The game needs to know which color is the transparency in a .bmp image.  My guess is that it probably looks at the palette and removes the first color as the transparency, which means your bitmaps need to be indexed so that the pink background is the first color.

I find it's much easier to just use .png images with neutral background colors and/or alpha channels.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Meph on March 22, 2012, 02:16:40 pm
Transparent background in creature sprites are always portrait is black ingame. It only changes for status effects, to another color, but it will never show the actual tile under the creature. Phoebus confirmed that as well.

The never-ending sleep of the mages is because of NOSTUN. I fixed it for the next release, you just have to delete the TAG in the creature_standard.txt And I mention thie probably for the 10th time, but if the game is too hard, just turn of any race in the GUI. Balancing is on the list for the next version, but you can balance the game yourself by pressing one button ;)

Kudaderu just send me a fixed version of the MasterworkDF for MAC. He mentioned that he missed some lib files while packaging. Is updated on DFFD, so anyone that got an error message on Mac could try a fresh download.

GRAPHICS: Sprites for everything. Transparent ones. 58 (12.8%)
GUIDES: Finish all building guides. (50% are done) 74 (16.3%)
TEST: Slaves 2.0: Convert captured invaders. (Possible?) 65 (14.3%)
NEW: Fishing Pond / Magma Fishing Pond.  40 (8.8%)
BALANCING: Frost Giants, Automatons & Cave Civs. 55 (12.1%)

About the leading poll options: Transparent sprites wont work, but I made a list of all creatures still needing a sprite and made the seperate thread to collect them all ;)  Guides are mostly done, I have 48 building guides finished now. The convertion of trapped invaders to working civ members causes instant crashes however. Seems that this idea is not possible right now. Another solution for slaves would be to create a female pet dwarf caste, since they give offspring without being married (which leads to many kids) and can be bought at embark or from caravans. Very undwarfish though, buying dwarven concubines that you "pasture" in a harem just to breed. This is the only other way to implement slaves into the game I could find. Other then that I can only make a pet that pretends to be intelligent, but cant join the army or do labor. Naturally armored/equiped goblins for example. Buy "enslaved goblin lasher", buy "enslaved goblin swordsman". You pasture them, and the get enraged at enemies, fighting for you. Unuseable for attacks though, since you cant give them station commands, and the civilians that pasture them would run away from the enemy before they get close enough with the slaves. 

The fish farm is done. And balancing for the frostgiants and automatons (and removing the insane materials from cave civs) is on the list. :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: alagon on March 22, 2012, 02:31:37 pm
Finally, I made it through the fifth year under masterwork mod. :D

So far, I experienced several dark stranglers sieges, turned out to quite easy to handle after several attempts with masterwork mod already.

Got someone turned into zombie in the middle of the summer, however I was kind of prepared for it. I mean, I felt something strange about seeing him was always hungrily looked at the other dwarfs. So, he turned as expected, unfortunately bite one of my dwarf before his death. Before the zombie spiral hit the road, the victim bled to death, so I was unable to test anything yet.

However, something weird did happen though. After some months passed, I found in the public burial ground that someone was holding the victim's bone right outside his coffin with "place item in tomb" on tag. (The coffin was claim by his corpse already). I tried to remove the coffin, and re-build it again. Still, some people kept taking turns holding his bone standing next to his coffin, mostly his relatives after I checked his relationship menu. So, a vanilla bug, or something went wrong?? I personally found this amazing, like someone was guarding his grave for eternity, tears :'(.

Oh, I remembered I saw his ghost once, because I forgot to engrave his slab. I quickly put him back to rest of course, and this holding bone thing came out all a sudden. Don't know if it was related.

And I must say again I have a wonderful time with this mod since I started a few weeks back. Just got sieged by a group of ettins, cyclops, rime (frost) giants, and great ogres. Hidden among them was one she-giant called Eldjotun (Some kind of Jotun from Norse myth)?? Man this girl is crazy, shooting flame ball of apocalypse and burning my beautiful wood land into living hell!! Hot damn!! Now, time to put my military dwarfs into some real tests, see if they are born giant slayers as we learned from the books!!

Thank you again Meph, for the great work!!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: sayke on March 22, 2012, 03:17:39 pm
Transparent background in creature sprites are always portrait is black ingame. It only changes for status effects, to another color, but it will never show the actual tile under the creature. Phoebus confirmed that as well.

ahhh very good - thank you for clarifying! i wonder, then, given how much better it looks to set sprite backgrounds to a neutral color then to leave them black, whether it would be feasible to go with a solution like narhiril's? that would just involve setting the sprite backgrounds to a consistent neutral color, similar to the one in elves.png graphic, and assigning that color as alpha channel.

i could probably do that over the next few days if you want.

I find it's much easier to just use .png images with neutral background colors and/or alpha channels.  I've been using .png alpha channeled images for a long time now.  It's true that the neutral background looks a bit nicer, but I'm keeping it consistent in case true transparency ever gets implemented.

(http://img716.imageshack.us/img716/7919/lfrlizardmen.png)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: tahujdt on March 22, 2012, 03:37:47 pm
Can someone please tell me why the drow won't let me order pets?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: AndyDish on March 22, 2012, 04:02:57 pm
So bug fixes are low on the list? Or re-balancing? seriously I thought it was mod, mod, mod, fix, fix, fix... B/W awesome mod!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Mitchewawa on March 22, 2012, 04:11:58 pm
The never-ending sleep of the mages is because of NOSTUN. I fixed it for the next release, you just have to delete the TAG in the creature_standard.txt

Looking through with CTRL+F, they don't seem to have NOSTUN, and the only related tags they have are NOFEAR and LIKES_FIGHTING.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: smakemupagus on March 22, 2012, 04:37:10 pm
So bug fixes are low on the list? Or re-balancing? seriously I thought it was mod, mod, mod, fix, fix, fix... B/W awesome mod!

Balancing frost giants is one of the items in the poll, if it's your priority, vote for it!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Meph on March 22, 2012, 05:19:48 pm
Bugfixes and the leading items on the poll are high in my to-do list. But I really have not a lot of time, the next days I wont even have internet...

The building guides and the sprites take a lot of time as well. The problem is that I am travelling again, on the move so to speak. I have no regular routine currently and cant even guess when I finish the next release.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Fairin on March 22, 2012, 05:23:32 pm
heehee! the ants come marching one by one hurrah hurrah! . arming my milita with sladmantine weapons and armor huzzah huzzah!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Urist McAddict on March 22, 2012, 05:34:42 pm
Meph, if they solve the "taste dwarven blood" bug, you could just make gobbos and such tameable...The difficult thing would be making they work as slaves, since i think that slaves should at least go to the mines for black lung and so, i think it's more probable that you'd need to make some hardcode changes to implement slavery.

Some races are all for slavery, but not dorfs, so if anything, slavery would mean "go and get killed so i don't have to" kind of job, that would be fine if you put tame on and Pen them on the entrance =D

By the way, this plague thing, how can all dorf immigrants be infected?
I'm using a quarantine area burrow to keep them from making a "Oh Crap" kind of spiral...
Can't it be a little less contagious? They just keep vomiting on my whole fortress...

Oh! Last thing, i can't get layering to work, only padded shirts are ok for me, mittens, cloaks and trousers are just on the way (at least with breastplates or platemails)...
Is it intended?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Fairin on March 22, 2012, 05:38:39 pm
its a vannila .. feature? that equiping dwarves with layered armor requires you to generally do it by hand.. putting on one sock at a time per dwarf

- also meph.  whats the purpose of slademantine vs adamantine? =(^.-.^)= farming ants is great =D
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Meph on March 22, 2012, 05:50:32 pm
Slade is heavy. Adamantine is sharp and light. Slademantine is heavy and sharp. :) It is slightly weaker then adam, and slightly lighter then slade, and combines a bit of both. You also get 2 bars for each time you mix 1 bar slade and 1 bar adam, so you get more, but slightly weaker adam out of it.

Quote
Oh! Last thing, i can't get layering to work, only padded shirts are ok for me, mittens, cloaks and trousers are just on the way (at least with breastplates or platemails)... Is it intended?
Will check ;)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Deepblade on March 22, 2012, 06:49:33 pm
I've just noticed my military Dwarves won't put on a cloak & a breastplate at the same time if assigned in the menu no matter how I put it. rather saddening since I like the mind aesthetic of cloaks flapping in the wind as my dwarves cleave goblins in half with a hammer
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Meph on March 22, 2012, 07:21:35 pm
Yeah, thats because all clothing has the SHAPED tag, which means that is has a solid shape, and does not count as clothing anymore, but as armor. I had to do this to avoid it rotting. With the clothing fix for the next DF version this should be no issue anymore.

To quote the devlog from today: We want to test a bit more, but it should be ready soon.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: plaidman on March 22, 2012, 07:23:02 pm
Kudaderu just send me a fixed version of the MasterworkDF for MAC. He mentioned that he missed some lib files while packaging. Is updated on DFFD, so anyone that got an error message on Mac could try a fresh download.

Hey Meph (and/or Kudaderu) I tried the mac version and I'm still getting errors when generating a world:

Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: LordBadger on March 22, 2012, 08:35:11 pm
It was some time ago, but thank you for clearing things about "royal" dwarfs up for me Meph... Though I would guess you have better thing to do.

Next utterly pointless question: One of my "Dwarf" cast dwarfs is acting really funny. She is alright with a sword according to DT, but she will not equip one. She prefers to use her mouth, testing her skill, I sent her to stab a wombat, of-course it worked out well. When the deed was done, I read the combat report to see how the wombat was slain, and she bashed it with a shield, and it fell down... Than she picked it up with her mouth and clamped down on its right back paw, and just kept shaking it for about two full pages til' it finally died. I'm not complaining, to the contrary, it was a really funny mental image. but, does that mean she could be something bad for the fortress, or is that just normal?

Once more, maybe more of a pointless question than anything else, so unless this is an actual error, I'm not trying to pester you Meph. I know you have added new battle moves to the mod, and maybe I'm just being paranoid. All the same the kill made me laugh(allot) if it's just part of the MOD than Kudos to you good sir!

Wrap it up with a "great mod" and just keep plowing through till' she maybe starts biting her "Friends".

This is more fun, than I ever thought it could be :D
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: xaldin on March 22, 2012, 09:25:32 pm
My migrants are bringing a lot of pets/critters with them. Is there a way to tone down/eliminate having migrants bring animals with them? I'd be just fine with ordering creatures from merchants when/if I want them.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Meph on March 22, 2012, 09:52:33 pm
@plaidman: Sorry for that. As said before, I cant test the Mac version since I run windows. I hope it is not your system that causes the error. Nothing I can do to help unfortunately.

@lordbadger: Glad you like it :) Although I did not do anything to make dwarves more bitey... the combat reports will be improved in the next version again, with better naming and some new bodyparts, like windpipes, sternums and kneecaps. You have to thank SethCreiyd for this, as I added the changes he did to the extra body_default he includes in his Dwarf Chocolate mod. I am really surprised how much things he have in there that do not collide with other mods. It is a bit like Fortress Defense, it is almost compatible with any other mod, well done.

@xaldin: Nope, as long as the civ has access to any pet they bring them. Nothing I could mod. But please do tell, have many landmines, decoys or turrets been among them ? Because I changed those to appear a rare in relation to other pets.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: omglazers on March 22, 2012, 10:01:36 pm
I haven't recently complimented this mod. SO I FELT LIKE DOING IT AGAIN.

If you had a donate button I'd send you a cup of coffee immediately.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Meph on March 22, 2012, 10:06:16 pm
Muhaha, bad choice of words. Go to my (currently discontinued) blog, Cyclenomads (http://www.cyclenomads.com/html-de/diary.php) and there you might find a donate button :P  (just kidding ;) )

PS: It is not updated because I got sick of the spam in the comments... so please dont even mention it ^^

PPS: Oh yeah, I also fixed the tooth-to-leather bug. Was my generic materials, the fake creatures had no tooth material assigned, and took the first assigned material, which happened to be skin. And added a stable warpstone, Ore of Iridium. This is because many people seem to play without "harder mining" so I give you a little motivation (this makes no sense, I know. Just a test, maybe I do something special in the future with warpstone). The tears of armok (the aquifer gems) are also linked to this button, and I havent recieved any feedback on them yet. I personally like them a lot.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Fairin on March 22, 2012, 11:15:04 pm
havent found any tears yet in the last 5 forts ive ran to year 10 over the last 3 days (useing prospector too)

- edit. yeah.. because i turned off harder mineing cause my dwarves weren't cleaning up all the blood and vomit
 
=(>.-.<)=
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: LordBadger on March 22, 2012, 11:21:33 pm
Well thanks Meph, and also a big thank you to SethCrieyde than.
The battle reports are too funny, great work. Maybe you don't have to tidy up the combat reports too much, figure it would take a bit of effort for anything being a non-natural predator to use it's mouth to kill something by shaking it around. Still more body parts would have made that fight even greater.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Rossol on March 22, 2012, 11:34:27 pm
so far i found only one tear of armok, and it been in one of top volcano layers, without any aquifer on the map
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Meph on March 22, 2012, 11:57:37 pm
Exposed Tears do not have an aquifer, otherwise they would automatically start flooding everything. Only encased ones cause damp stones around them.

I just finished another 8 building guides and updated the sprites thread.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: allison on March 23, 2012, 05:04:24 am
Hi, new here... first of all, thanks Meph, this mod is _awesome_

Just started up a new fort, and my noble positions include "hordemaster" and "headlobber".
Is this working as intended? entity_default.txt says these are for goblins...

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Meph on March 23, 2012, 07:27:58 am
Hups... the position ID, POSITION:SHERIFF is double, some goes for the hordemaster. I only changed the names, not the id, so DF gets confused. Since it says that they get appointed by a certain noble, and you have this noble, you dwarves get these titles as well. They act exactly the same btw, it is just the name that is different.

EDIT:

Quote
Here is the next one!  The main features are the animal training and clothing changes.  You can get at the animal training options from the 'z' animal tab.

New stuff
   (*) Each civilization has animal training familiarity based on locale/journeys/domestication
   (*) Your site picks up training knowledge as you go
   (*) Your civilization picks it up from you if merchants survive
   (*) Animals have training status which can deteriorate
   (*) Added tools to the arena
   (*) Added text site color key for town map export

Major bug fixes
   (*) Fixed a save corruption from saving at the moment of trade meetings
   (*) Animals that have killed/attacked civ members no longer attack when trained
   (*) Allowed people to pick up their own owned clothes
   (*) Stopped sever victims from obsessing over lost clothes
   (*) Stopped failed pickup job from keeping item in uniform plan
   (*) Pickup equipment spam handled
   (*) Workshop clutter changed

Other bug fixes/tweaks
   (*) Evil/good trees/shrubs are back
   (*) Made ownership lapse for things that have been thrown away -- can take about 10-20 days
   (*) Clothing deterioration in refuse pile
   (*) Training jobs for large animals decoupled from kennels -- assign trainers in animal screen
   (*) Animals being trained wander around less
   (*) Allowed selection of war/hunting animals
   (*) Stopped young animals from lashing out
   (*) Decreased vampire frequency for fort migration
   (*) Fixed metal/bone helm artifacts (Quietust)
   (*) Fixed problems with socks going on the same foot
   (*) Champion can be appointed, fixed various circumstances causing failed position activations
   (*) Tool weights fixed (at least to align with raws)
   (*) Material size respected in standard tool construction jobs
   (*) Reintroduced negative thoughts from clothing, nakedness thoughts take a few weeks
   (*) Stopped zillions of chat thoughts from being stacked up
   (*) Stopped critters from breaking away from being led in an inconsistent way
   (*) Various string changes for TrueType (will also affect other modes in hopefully minor ways)

Nice, new version is out. And I will be offline for the next... week ? Good timing ;) I start sailing in a few hours, just wanted to let you guys know beforehand that I will certainly not be here any time soon. Next time civilization might be Panama city for me, or David, near to the Costa Rican border.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: FFLaguna on March 23, 2012, 09:51:16 am
"Craft rock bin from block" <-- this is an EXCELLENT addition, and helps to remove the feeling that I'm kind of cheating while using the stonecutter's workshop to build rock bins. This was a great change.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: xaldin on March 23, 2012, 10:38:39 am

@xaldin: Nope, as long as the civ has access to any pet they bring them. Nothing I could mod. But please do tell, have many landmines, decoys or turrets been among them ? Because I changed those to appear a rare in relation to other pets.

No so far haven't gotten any of those. The abundance of genies, golden geese, puppies, and lizards such has caused a bit of a population problem. I have as many critters as dwarves. Turned my nicely laid out fort into a bit of a traffic jam issue more than anything. All of which arrive as someone's pet so I can't even lock the things up effectively.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: smakemupagus on March 23, 2012, 01:25:37 pm

Major bug fixes
   (*) Fixed a save corruption from saving at the moment of trade meetings
 

Nice, the crash I reported a few days ago seems to have been a vanilla bug, and fixed.
Meph, have a great time off-line! :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: bombzero on March 23, 2012, 03:55:37 pm
so, im confused are you implying your uploading a version? or that you will when you get near another city?

i imagine i won't get an answer of its the second one anyway...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: xaldin on March 23, 2012, 03:59:16 pm
so, im confused are you implying your uploading a version? or that you will when you get near another city?

i imagine i won't get an answer of its the second one anyway...

Yeah way I read it it'll be a week or so before he updates due to lack of connection. Bit of bad timing.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: bombzero on March 23, 2012, 04:26:17 pm
oh well, ill be having plenty of fun in vanilla while F5ing the various utility mod threads.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Nomalas on March 23, 2012, 06:36:26 pm
Okay, I have a dumb question, I want to rename tough leather to oiled leather but I'm completely lost on how to do this. I've been going through masterworks material template but I seem to be missing this, I think I might have the right thing but it has no mention of tough leather in the description. I'm using the simple material settings as well. Any help with this would be greatly appreciated.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: zach123b on March 23, 2012, 06:39:33 pm
mm boozebelly goats have the tag YES[GRAZER:6000] which isn't turned off with harder farming off

edit:
Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: terminal on March 23, 2012, 07:25:25 pm
I think you should add a "Natural Tailor" and "Natural Chef" class.  I enjoy both of those industries and would like to have superstars for them like I do other industries.  I like to build them a suite with decadents rooms and a workshop just for them, with supplies being fed in by dedicated haulers.  I could use any old dwarf for this, or a crafter dwarf, but it feels right to have Naturals.

As I was typing this post I realize it would take about a minute to add these to my raws on my own, so no pressure.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: BigD145 on March 23, 2012, 08:37:48 pm
Ah, the Pentagram. I had a baby do that. It was quickly subdued.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Turnip199 on March 24, 2012, 11:31:22 am
Just installed this
Oh god why are my dwarfs puking everywhere?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: zach123b on March 24, 2012, 11:52:12 am
if u embarked on an evil biome then the chances are the raining blood or something is causing this

or you're unlucky and embarked with the plague amongst your dwarfs, i think i remember reading it lasts 2 yrs : /
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Hamsmagoo on March 24, 2012, 12:33:32 pm
Hey guys.  I am a newb with a newby question about this mod.  I have been playing on mac OSX and I think I might want to, at some point, try all the features this mod offers.  But, at first, I would like to play the game pure vanilla with only a graphics pack installed.  Would this mod allow me to do that or would I be better off just downloading the raw files and extracting them, myself?

All the graphics pack installers I have found are windows only, so unless there is one I'm not aware of, my choices are to install them through the mac version of this mod or to download the files and figure out where in my directory I need to drag them.  Am I mistaken? 

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Morwaul on March 24, 2012, 01:52:09 pm
I'm not a MAC guy but I think your best bet would be to download Vanilla and then the Ironhand (Phoebus may have one also) update only version and drop it in the folder.

Ironhand Update  http://dffd.wimbli.com/file.php?id=2617
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: smakemupagus on March 24, 2012, 02:02:48 pm
got my first (disease) plague.  not really seeing what this feature adds, if there's nothing to do to combat it.

@Hamsmagoo, graphics packs are not as simple as drop them in, nor does Masterwork have a version that is pure vanilla.  If you set every option to "NO" , it will be pretty close.  But for example, the things which are considered pure bugfixes, and the generic materials (i.e. "wood" instead of "acacia wood" and "oak wood"), can't be toggled.  nor the plague, unfortunately, lol
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Hamsmagoo on March 24, 2012, 03:35:59 pm
Thanks guys.  I will probably play around with this stuff after my first fortress dies.  At the moment, prettier graphics are an unnecessary luxury for me, but the dreaded wereskink would certainly be more menacing if it wasn't just an N with a tilde over it (still frightening, though).

Glad to see this game has such a big community.  So cool.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: slay_mithos on March 24, 2012, 04:15:32 pm
34.06 is finally out, and as far as my tests go, clothing seems to be fixed, or at the very least working properly.
Not that I plan on activating it if it is put back in Masterwork, but as many people seemed to be interested, I though I might as well test a little while I have the time.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: BigD145 on March 24, 2012, 07:02:43 pm
(*) Reintroduced negative thoughts from clothing, nakedness thoughts take a few weeks
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Nomalas on March 24, 2012, 07:51:58 pm
Speaking of clothing has anyone actually managed to get it working completely using Masterwork raws, my dwarves end up missing pieces like shirts, socks, etc.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: UncleCern on March 24, 2012, 08:20:46 pm
Speaking of clothing has anyone actually managed to get it working completely using Masterwork raws, my dwarves end up missing pieces like shirts, socks, etc.

Waiting for meph to reimplement it so it works :] Not going to try doing that myself. once clothing is working i can finally generate the DF world of my dreams!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Ashnal on March 24, 2012, 09:22:47 pm
If anything, Meph should offer simple clothing like Narihil's mod does. It introduces the gameplay associated with it while keeping the clutter down and conserving FPS.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Meph on March 24, 2012, 10:08:56 pm
No worries, I got it covered. A simple clothing option by default, to avoid naked angry dwarves, and the full clothing version that vanilla offers, optional. Is planned as soon as I update to 34.06.

I just did 47 creatures sprites, a little start on the long long list... ;) I started with easy ones, mostly recoloring.

(https://lh5.googleusercontent.com/-RwDQVCA0brQ/T26LkkV4YVI/AAAAAAAAKR0/uSNFdb2ZqPc/s481/Done.jpg)
Here the list of what is what, from left to right.
Spoiler (click to show/hide)

The vomiting plague should only stay about 10-20 days. It is a test, a very visual test, to see if it works. Now that I works I will do some actual work on it, see what can be done with plagues :)

PS: I am not here, not online, just ignore this post.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: SethCreiyd on March 24, 2012, 10:56:02 pm
Thanks guys.  I will probably play around with this stuff after my first fortress dies.  At the moment, prettier graphics are an unnecessary luxury for me, but the dreaded wereskink would certainly be more menacing if it wasn't just an N with a tilde over it (still frightening, though).

Glad to see this game has such a big community.  So cool.

You've hit on the great disparity between users of graphics and users of ascii.  To the lover of ascii, that Ñ appearing around the corner can be bone-chilling in a way that few sprites can be.  Luckily, most everyone here gets along despite this divide :)

edit:  didn't see the creature sprites thread, cut and paste time.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: FFLaguna on March 24, 2012, 11:17:03 pm
PS: I am not here, not online, just ignore this post.

Story of Meph's Life:   http://www.youtube.com/watch?v=R7yfISlGLNU (http://www.youtube.com/watch?v=R7yfISlGLNU)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Terratoch on March 25, 2012, 12:27:13 am
I'm getting this issue with dwarfs randomly going completely berserk and attacking other dwarfs, causing a loyalty cascade.
I've got a save. I haven't browsed the thread to find out, but is anyone else getting this issue?

Here (http://dffd.wimbli.com/file.php?id=5995) is a link with the save file. I've modded the game just a bit (added a custom mineral and reactions for it), and I think that was the only change I made besides tuning down the siege triggers.

Before the dwarf flips out, he was ecstatic, not trying to make an artifact, so there's no explanation for it at the moment.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Meph on March 25, 2012, 01:18:18 am
@terratoch: I sent you a detailed PM about this, to everyone else: It is a feature, and you can spot it, they do not "randomly" go berserk.

And another 47 :)
(https://lh4.googleusercontent.com/-xKedPGYoz7k/T2631LclT_I/AAAAAAAAKSI/5bo7rOax0MU/s436/done2.jpg)
List:
Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Ferrus on March 25, 2012, 02:43:09 am
I decided to give DF a go after seeing that the new version was out, stumbled upon this mod. The very first two things that happened while I was trying it were a freezing snowstorm made of orc blood and my miners hitting living stone.

Blood for the Blood God indeed. I applaud you, good sir.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: JimmyBobJr on March 25, 2012, 03:46:37 am
I'm getting this issue with dwarfs randomly going completely berserk and attacking other dwarfs, causing a loyalty cascade.
I've got a save. I haven't browsed the thread to find out, but is anyone else getting this issue?

Here (http://dffd.wimbli.com/file.php?id=5995) is a link with the save file. I've modded the game just a bit (added a custom mineral and reactions for it), and I think that was the only change I made besides tuning down the siege triggers.

Before the dwarf flips out, he was ecstatic, not trying to make an artifact, so there's no explanation for it at the moment.

Was he that "Secret" dwarf? IE; When a dwarf enters the map, a combat report shows up ("R") with a report that a dwarf is in combat; For example; "Urist McSecret Eyes the Refuse Stockpile".

This always seems to result in that dwarf doing something bad in your fort;
(Spoilered for Spoilers)
Spoiler (click to show/hide)

I remember getting a dwarf that "Talked Crazily to himself" Which sent him berserk, killing several dwarves before being killed by a random fire landmine (Incidentally, setting all the coal ore lying around on fire, causing !!FUN!!, and ending the fort due to this all happening near the booze stocks).

It would be possible that Urist McSecret went berserk near a trade depot and killed a merchant; Then another dwarf killed Urist McBerserk, causing a loyalty cascade.

Thats my idea, anyway.

(Also, I need to know myself, do these "Secret" reports EVER result in anything BUT !!FUN!!? Because i found that they became to annoying to handle and ended up atom smashing them on arrival, but then i just turned it off. Personally, i think it would be good if there was a chance of a positive result, giving me a reason to keep these guys alive and not just switch them off; For example, give Urist McPentagramInBlood a chance of turning into a friendly powerful-demon-warrior instead of just killing everyone, or Urist McTalksToSelf being a (whats it called? Someone who prys into other peoples affairs, sorta like a paranoid detective?) who, after completing his "special" finishes all outstanding crimes/reveals vampires. Just my 5 cents worth.)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Meph on March 25, 2012, 04:01:06 am
And another 47. ;)

(https://lh3.googleusercontent.com/-IUQI9FX6gUo/T27eIMx8HGI/AAAAAAAAKSU/xdDcBWvq_x4/s483/done3.jpg)

List:
Spoiler (click to show/hide)

PS: Positive secret dwarves would be possible, but were is the fun in that ? But I could make them more random, so they might turn later, or not at all, spreading paranoia more.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: smakemupagus on March 25, 2012, 04:31:04 am
those sprites are really nice!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Remadan on March 25, 2012, 08:05:01 am
BUG (1.6): After disabling "Advanced Metalworking" HFS metal is gone
Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Still Standing on March 25, 2012, 08:54:24 am
This mod looks amazing. :) I eagerly await the undate to the new version.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: AirPhforce on March 25, 2012, 09:19:56 am
This mod looks amazing. :) I eagerly await the undate to the new version.

It is. I don't really play vanilla anymore. Too predictable and less Unnamed ones.

Oh, on transformations, I made them all perma after changing a few residents during a siege take one for the team and become some horrible monster, only to have them sit in the animal room until it wore off and ignore all my commands. Annoying!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Spray on March 25, 2012, 10:06:15 am
is it just me or is adamantine nearly impossible to find?

did about 20 embarks, unreveal, prospect, never adamantine. mineral occurance at everywhere, mineral scarcity at 80.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: zach123b on March 25, 2012, 10:42:58 am
yea i noticed the adamantine as well, reveal in dfhack seems to leave unrevealed* spires at the bottom (next time you reveal go to the bottom layer, hell is also not revealed, just go up a level or two till you're in the magma sea and you'll notice the black blocks of unrevealed rock)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: BigD145 on March 25, 2012, 11:08:51 am
How big of an embark? I usually get 1-2 per 3x3 or 4x4.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Meph on March 25, 2012, 11:16:12 am
It is just the dfhack that excludes it. type reveal hell, then prospect, and you get candy. Underground structures are also spoilered.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: DirtyChineseCigarettes on March 25, 2012, 11:32:15 am
How did you get DFHack to work with 34.06 when its not out yet?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: UncleCern on March 25, 2012, 11:43:18 am
yea i noticed the adamantine as well, reveal in dfhack seems to leave unrevealed* spires at the bottom (next time you reveal go to the bottom layer, hell is also not revealed, just go up a level or two till you're in the magma sea and you'll notice the black blocks of unrevealed rock)

Use: prospect all command instead of normal prospect.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: DirtyChineseCigarettes on March 25, 2012, 11:53:02 am
how are you guys prospecting in 34.06!!!!!?!?!?!?!?!??!??!??!!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Iax on March 25, 2012, 12:01:37 pm
how are you guys prospecting in 34.06!!!!!?!?!?!?!?!??!??!??!!
Well, this is a thread about MASTERWORK, so I would assume they are using that release.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Meph on March 25, 2012, 12:09:03 pm
how are you guys prospecting in 34.06!!!!!?!?!?!?!?!??!??!??!!

I am a great supporter of the reglementation of punctuation marks. Only the 1 and flipped questionmarks are missing.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: The Scout on March 25, 2012, 01:32:41 pm
I have a dwarf who changes into a zombie. Everytime this happens, the games crashes. Wha?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Meph on March 25, 2012, 03:21:32 pm
Does it crash when he transformes, or when you view the description ? Has he been bitten, or is he a new migrant? I added some infected migrants... but they shouldnt crash the game.

About the sprites:
More sprites... 190 done in total. About halfway finished.

(https://lh4.googleusercontent.com/-Jfc6DG9MNto/T299hqnmKPI/AAAAAAAAKSg/MdwqEMPOu7Y/s419/Done4.jpg)

List:
Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: smakemupagus on March 25, 2012, 03:40:24 pm
 :D

'Smith' Nishrushrul, Metalsmith
joins the Guildhall and is henceforth known as:
'Smith' Nishrushrul Dwarf of the Smiths Guild, Metalsmith Smiths Guild
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Fairin on March 25, 2012, 04:18:08 pm
:D

'Smith' Nishrushrul, Metalsmith
joins the Guildhall and is henceforth known as:
'Smith' Nishrushrul Dwarf of the Smiths Guild, Metalsmith Smiths Guild

and no longer shows up on dwarven therapist? ^.

FPS hit 30 today, building my mega project skyfort (up to 15k blood red blocks!) planning a hydroponics up top with running rivers of magma/water/blood (haven't decided), going to make a clear glass "roof" over my dineing room as the "collection" pool for the water/magma falls, so much !! fun on ground level

really tho.. 30 FPS from just 15k blocks >< im running minimal everything else atm (stack of 700 plump helmet roast (3 + 2 + 700+meat from some forgotten beast... =D) , fort is up to 100 dwarves + slaves + ... about 100 pykets that are about to be thrown into mamga...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: smakemupagus on March 25, 2012, 06:19:06 pm
and no longer shows up on dwarven therapist? ^.

Hmm now that you mention it, yep, that is true.  Not even under his old name
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Meph on March 25, 2012, 06:41:11 pm
In that case I will remove the display names from the syndrome. Thought that it would work better.

(https://lh6.googleusercontent.com/-3TJk2Vx53p0/T2-r_62L07I/AAAAAAAAKSs/CqVsOjEFuRI/s500/done5.jpg)
235 done. List:
Spoiler (click to show/hide)

PS: Animal men are hard and mine just look stupid... help is apprechiated ;)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Jinxt on March 25, 2012, 07:02:44 pm
So far a great mod, but rock salt seems buggy.

My dwarfs won't stockpile crafts and tables made out of it.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: BigD145 on March 25, 2012, 07:03:38 pm
They usually just have the "head of X".
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: aantn on March 25, 2012, 07:16:17 pm
Meph, the new sprites look great. Thanks again for the amazing mod.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: smakemupagus on March 25, 2012, 07:33:02 pm
Yeah, all the sprites look amazing, including the animal-men.  Moonsnail-man and raptor-man are awesome.

edit.

small balance report after a couple 8+ year forts in 1.5 and 1.6
Farming trees, convenient but slower yield than cutting them down.  perfect.
Farming iron trees, OK, you can generate a lot of iron but still takes fuel to refine the Ironbark, and lots of dwarf labor. 
But farming *steel* trees seems like it's easier than making steel the old-fashioned way, and certainly takes less fuel.  And, the acorns are still pretty cheap, just 350 Db per bag or so. 

I'd suggest making the trees grow, say, copper and tin.  Or making the Steeloak refining process either more expensive or dare I say it, exclusive to elves. 

Just discovered the combo of Webbers (spiritwebbers / webturret) overlooking a trap bridge, to destroy TRAPAVOID goblins and thieves.  Unfortunately they also dismembered the dwarves who came out to grab the loot :)  and sometimes you think there's no new ways for dwarves to die .. .
 
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: UncleCern on March 25, 2012, 07:40:50 pm
Yeah, all the sprites look amazing, including the animal-men.  Moonsnail-man and raptor-man are awesome.

Nothing beats the cheese man though. Keep up the good work, looking forward to the new release with working clothes :]
Title: Re: MASTERWORK Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: tahujdt on March 25, 2012, 09:21:55 pm
HOW  THE HFS DO YOU GET SLAVES???????????!!!!!!???!?!?!?!?!?!?!?!?!?!?!?!?!?!? That is all.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: skatterbrainz on March 25, 2012, 09:38:15 pm
Does "purify water from booze" actually work?  I've got a bunch of wounded dwarves, and since I'm in a desert and I haven't found water yet, I figured I'd give it a shot.  But I'm still getting announcements about not having a water source, and the water barrels are just sitting in the still, they haven't even gone to a stockpile yet. 

Also, is there some stockpile option for bonemeal that I'm not seeing?  I know it's considered a stone, but it doesn't come up under those stockpile options... And I'm afraid to just throw it in my stone dump, cause it doesn't come up in the economic stone screen either and I don't want my masons to make it into blocks or whatever... I'm just trying to avoid kitchen clutter, that's all.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Meph on March 25, 2012, 10:09:33 pm
Ok, rock salt is notstockpiled, I know. Fixed for the next release.
Bonemeal is stockpiled in stone, but dont know exactly why/when.
The water barrels are sadly ignored by stupid dwarves, they only accept buckets. I fixed it for the next release though.
Slaves: Buy broodmothers/broodlords from drow. Only way. If the drow have no pets in your world, tough luck. Slaves are very high end, so they are hard to get, or even not at all.

I will now try to insert the sprites I made. About 250 are done, dont know exactly how many remain. Mostly weird stuff I cant draw ^^

(https://lh6.googleusercontent.com/-g3eArxwwlc4/T2_bnmEAarI/AAAAAAAAKS4/dpnJ_LgVcl8/s780/Table.jpg)

Important Question: Are the sprites ok like that ? Most of them are only recoloring or slightly changed ones. I will do some more animal men, but there is some stuff I just cant do. Werescorpions, Damsel Fly Men, axotols and aye-ayes...
Title: Re: MASTERWORK Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: tahujdt on March 25, 2012, 10:13:00 pm
Why dont the drow have pets? Is it a tag error, or just bad luck?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Meph on March 25, 2012, 10:15:23 pm
Depends on the world, and where the drow home civ is based. Sometimes they dont have access.
Title: Re: MASTERWORK Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: tahujdt on March 25, 2012, 10:17:07 pm
Darn, because I was doing a paranoia fort, and I needed slaves for the IR population.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: zach123b on March 25, 2012, 10:39:37 pm
with the option less solid rock the stone "microcline2" is turned off making cave fungi cheese use any stone
thought it was weird having only dolomite and being able to make cheese from it :s

and frill lizards are better than any of the starting egg layers with egg_clutch:2:4 and being cheaper, though i haven't tried egg production with them yet

and i noticed there's a few dopple-gangers, 2 rattle snake and 2 monitor lizard entries though it was coincidence looking at what had the best egg_clutches (rattlesnakes of the MW variant have egg_clutch:15:80 which seems off)

question: does the tag body_size have anything to do with meat or is it the make up of the creature and what if its a child but full size? i could do some science but...

edit:same for butcher living rock reaction and bauxite2  :P
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Seraphyx on March 25, 2012, 11:07:45 pm
Imo sprite recolors are fine. There are an insane amount of enemies so it's expected to have some recolors if not many.

You can always go back later and make more unique sprites when you have time or feel like it, or if someone else wants to do them.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Jinxt on March 26, 2012, 10:23:16 am
I found the reason, my dwarfs don't like rock salt. I played without temperature and this stone is suppose to vaporize. Turning on temperature solved the issue because half my furniture turned into dust.  :o

Anyway I figured with TEMPERATURE on and LESS SOLID ROCK off you would encounter the same problem because rock salt and other stones missing the [IS_STONE] tag.

Maybe you could add something like, if not VAPORSTONE true set [IS_STONE], if that is possible.

Criticism asside I really like your work. Its such a great addition to the game and I am looking forward to the next update.  :D
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Fairin on March 26, 2012, 10:33:13 am
Meph, having an issue with the auto-backup saves, sometimes its difficult to locate my correct save when reloading a fort after several several years,

sometimes when i go back a season for whatever reason it saves as - *fortname aut112 spr114  - in the year 114

and i think when it does this it overwrites some other saves

my one save from the first time of my fort occassionally gets overwritten. but not everytime - lost about 2 hours on my skyfort simply because it didnt save right

-yes yes.. turning off backup saves.. solves the problem. but i'd still -like- to have backup saves...

also welded chrome (stainless steel) isn't an option for armor/weapons anymore?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Meph on March 26, 2012, 11:29:11 am
Welded chrome is cheaper to make now, and only ornamental. The backup saves are done by DF, nothing I can do about it, but I usually rename my folders for easier ID. Not "Region1", but "Skyfort - Current", for example. Is displayed like that ingame as well.

The cave fungi/living rock is a good find, I can easily fix that, by removing the reactions with the button as well.

Quote
Maybe you could add something like, if not VAPORSTONE true set [IS_STONE], if that is possible.
Already done :) (for the next release)

I also wrote the graphics file for all the sprites, all done. Tested in arena, works.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: sayke on March 26, 2012, 03:15:12 pm
meph - this next version is going to be crazy good - perhaps even worthy of a 2.0 =) thank you again for all your hard work on on this - this is becoming more like an expansion set then a mod, per se! absolutely all the best -
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Fairin on March 26, 2012, 03:57:04 pm
i just had an unlucky dwarf find a zombie ambush - he escaped by some miracle of a squad of mithril golems comming to intervene

few days later he transforms into a zombie. but retained his civilian qualities - afraid of military.. got tired of him scaring my slaves so i sent first squad. 5 legendary spear weilders

got tired of waiting on them to kill it. added the golems to the mix...

fighting him for weeks.. my dwarves are passing out in exhaustion. send in my skilled yet not ready for the front lines axe dwarves

weeks later they are -still- hacking at him golems beating him. they've severed every part of him. every attack just "passes through" . he wont simply die. or go away, he is literately a figment of their imagination and of course if i turn the military off they keep fighting him.. and if i disband them. they have a habit of "getting naked" before returning to work.. and being a naked civvy makes the zombie hungry... =(><)=
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Seraphyx on March 26, 2012, 04:13:14 pm
i just had an unlucky dwarf find a zombie ambush - he escaped by some miracle of a squad of mithril golems comming to intervene

few days later he transforms into a zombie. but retained his civilian qualities - afraid of military.. got tired of him scaring my slaves so i sent first squad. 5 legendary spear weilders

got tired of waiting on them to kill it. added the golems to the mix...

fighting him for weeks.. my dwarves are passing out in exhaustion. send in my skilled yet not ready for the front lines axe dwarves

weeks later they are -still- hacking at him golems beating him. they've severed every part of him. every attack just "passes through" . he wont simply die. or go away, he is literately a figment of their imagination and of course if i turn the military off they keep fighting him.. and if i disband them. they have a habit of "getting naked" before returning to work.. and being a naked civvy makes the zombie hungry... =(><)=

I think someone mentioned having a similar issue with a zombie baby earlier. Meph MAY have figured out what's causing it but I think he's definitely aware. I think Meph also mentioned he might be removing his zombies or something.

I say throw him in lava ;p
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: DorfMeister on March 26, 2012, 04:23:06 pm
"The peasant stares with obsidian eyes at his foe.
The Kea are petrified and cant move"

-that must be a hell of a scary gaze :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: bombzero on March 26, 2012, 05:22:20 pm
Holly Shit, even the Kia are afraid of him!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: zach123b on March 26, 2012, 07:08:12 pm
just got hit by 3 sieges while being under a siege by the same civ, war elephants >.>
the weird part is the additional 3 sieges dropped 2/3 of their weapons on the edge of the map

btw how do i build the trap engineer's shop? i can't seem to figure out what these 4 trap components are >.<
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: terminal on March 26, 2012, 07:37:01 pm
BUG:  Whenever I transform a dwarf in the guild hall, he is no longer visible in Therapist.  He also has his caste title inserted into his name.

Is there a more formal place to submit bugs?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: smakemupagus on March 26, 2012, 07:49:54 pm
just got hit by 3 sieges while being under a siege by the same civ, war elephants >.>
the weird part is the additional 3 sieges dropped 2/3 of their weapons on the edge of the map

btw how do i build the trap engineer's shop? i can't seem to figure out what these 4 trap components are >.<

yeah, i've seen war elephants drop their bows too. maybe they can hold nothing, or only some things in trunk?  i guess they don't have hands.

trap engineer, you use stuff that gets stockpiled under "Trap components" in the weapon stockpile.  spikes, giant axe blades, saw blades or discs, probably rams or corkscrews.    4 of the same item should be fine.  Glass or even rock is fine.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Seraphyx on March 26, 2012, 07:51:51 pm
just got hit by 3 sieges while being under a siege by the same civ, war elephants >.>
the weird part is the additional 3 sieges dropped 2/3 of their weapons on the edge of the map

btw how do i build the trap engineer's shop? i can't seem to figure out what these 4 trap components are >.<

I believe you can use any trap components, that is, weapons specifically designed for weapon traps (serrated disks, axe blades, etc...)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Iax on March 26, 2012, 07:52:30 pm
btw how do i build the trap engineer's shop? i can't seem to figure out what these 4 trap components are >.<
any 4 trap component.
those weapons that can only go in traps.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Fairin on March 26, 2012, 10:02:22 pm
i personally use 4 rams . since wood is so under-rated nao =P. its any 4 trap items really

my first fort 10z levels above flat ground is complete =D only one casualty. my duke.. apparently somehow a floor got built without support. and "collapsed" "near" him and he got flung just right.. to fall out the hole in his room as i was re-innovateing it.... OH WELL.. good thing he didn't take up my artifact coffin.. cause i just moved it... to his tomb...

got 3 squads of 5 dwarves now. all legendary, an entrance way with several turrets (slade / web / bullets) and 5 golems perma stationed there, fort survived for 4 years straight with out my attendance. i consider it a win =D

if it wasn't for golems protecting my entranceway.. there's several FB's that just decimate living things..makes m want to fill my trap hallway with webbers

interesting to note i got sieged by elves riding raptors weilding sladeamantine bows and slade root armor shooting my golems with fire crescent hellwood arrows.. damn what kind of elves are these!? - they're dead jim

Humans sieged me for no reason.. they showed up wearing a helmet. and a weapon only *made out of gold / rose gold*

Drow play nice for now

Dwarves bring like .. 8 wagons .. soooooooo much .. trash to sort through

in the caverns only batmen show up to annoy me with their slade flails - lack of armor makes up for the vicious bite of those slade weaponry

saw my first blobs today after spending several forts in the first level cavern (actually finding it -more- !!FUN!! to immidately dig down to the first cavern and set up my fort there - special limits too like . not building up or down. picking 1 z level and making it mai fort =D .. till the gremlins came

Orcs seemed to mill about till i sent my military after them.. then promptly got slaughtered

i think i spend more time cleaning up after a siege / ambush then i do actually playing the game >.> need to turn off fortress defense so i can .. do stuff

OH . fixed the lag issue i was having by "hiding" all the stone i had mined out to blockify it. then restarting DF with it all hidden also.. mass designating the entire zlevel to be smoothed kills fps

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: AirPhforce on March 27, 2012, 06:02:29 am
Oddity. Modded some of the "transformations" so they last forever. Then had a guy enter my fort, who was previously in an old fort, via migrants. He is still transformed, but shows up as an animal now that can be pastured.

The parody of man now chills with my cows.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Acds on March 27, 2012, 07:43:47 am
I don't know what I'm doing wrong, but this is the 5th fortress I start that gets no migrants after the first 2 scripted waves (if I'm lucky I sometimes get 1 or 2 dwarves, that's it). Yes I produced wealth, yes I have contact with the dwarf civ and it's alive, yes caravans arrive regularly. Only thing I can think of is too many Fortress Defence races, but testing the theory is hard since it takes quite a while to get to the point of non-scripted migrants (after the first two waves, which is a lot if I have to try a load of combinations).
Am I doing something very, very wrong?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Terratoch on March 27, 2012, 08:45:04 am
I love the Golem Forges.
Finally. Migrants are useful for something.
Turn them into a golem, stuff them into a cage, and trade them away to the next caravan for... whatever you need.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: zabbarot on March 27, 2012, 09:08:38 am
Are the magic units supposed to show up in migration waves or in your original seven?

One of my original miners is a shadowmancer.  I didn't realize this until after embarking. He's a pretty awesome miner though.  I'm waiting for the first ambush to test him out.


And unrelated, EVERY time I find a t-rex skull some dwarf goes strange mood and uses it before I can get it to the archaeology station. Every. Single. Time.  The second the miners get it out of the walls.  I have TONS of other jewels.  Are they just high value?


Edit: Having a Shadowmancer who is an epic level miner makes for amusing combat logs. http://i.imgur.com/zYZW1.png (http://i.imgur.com/zYZW1.png)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: zach123b on March 27, 2012, 01:28:45 pm
i thought i had 4 trap components or axe blades made from the stone cutter's shop, but it seems to work now :D

now if i can figure out how to designate a room to be a zoo.. so many caged animals..

~hopes for an animal guide from meph~
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: JimmyBobJr on March 27, 2012, 11:06:09 pm
i thought i had 4 trap components or axe blades made from the stone cutter's shop, but it seems to work now :D

now if i can figure out how to designate a room to be a zoo.. so many caged animals..

~hopes for an animal guide from meph~

To make a zoo, build a cage (B-j) thats has the desired animal in it (Press "TAB" to expand the menu, so there isnt just "Rough Wooden Cagex50).

From this newly placed cage, "Q"uery it and designate it as a Zoo/Meeting Area, much like a Bedroom, Dining room or Statue Garden.

Dorfs will hang about there much like as if it was a Meeting Hall, but get extra special thoughts if a prefered animal was in the zoo somewhere.

AFAIK cage transportation is dodgy right now, so there is a possibility that animals can escape when being transported - Although i think this was transportation to the Trade Depot only in the current version.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: zach123b on March 28, 2012, 01:50:43 am
mm i only see justice, like a jail or assign an owner or put creatures in it...

on topic: boozebelly goat milk costs 2 dwarf bucks at embark, little processing it becomes easy drink for a long time :s
and 1 of my starting 7 dwarfs was an oath bound dwarf when i turned the magic building off

next embark i will make my fortress carnivores! ~no farming whatsoever ;D
maybe ill add drakes and make it a 1z level fort..
love this btw

hey meph, anyway we can get a treant kind of creature? pasture-able and drops wood when killed kinda thing
~entire fort of dwarven shepherds~
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Vanaheimer on March 28, 2012, 01:55:30 am
OH GOD FIRE EVERYWHERE.


NTS:slow down the digging. From 20 dwarves to none in about 30 seconds.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: JimmyBobJr on March 28, 2012, 04:56:49 am
OH GOD VOMIT EVERYWHERE....

For some reason, all of my (25) dwarves are "Infected with the plague" and vomiting EVERYWHERE.

I only actiualy noticed when a child died of dehydration and i checked the combat reports; surely enough there is pages of my dwarves vomiting.

Now, this appears deadly, and everyone has it... What do i doooooooo?!

Also, why has this occured? I have the "Secret" option turned off, so there are no Pentagram dwarves or anything, but still this plague arrives?

Edit: The merchants that happened to be in the Depot also have the plague now, too. Perhaps they bought it? Doesnt seem likely, since the first report is from a child suddenly having a plague, and giving the plague to everyone else.

It would be kinda awesome if the plague spread from the merchants back to the mountainhomes and killed off the entire world, Then my fort would be "Ground Zero" and that baby "Patient Zero"

Also, the baby is still alive. Go figure.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: n2 on March 28, 2012, 05:05:16 am
This mod sounds nice.
But real men don't need graphics. In fact, I couldn't understand a thing in this rainbow mess on the world map, so I thought whatever, I'll just embark somewhere, prepare for the journey, take some weird star gender dogs and some weird star gender dogs... wait, what? Where are the gender symbols?
I tried different bundled tilesets and they all didn't fit my taste. Too small, too messy or too damn gay colored. Or plain fugly. The fonts are quite bad. Well, in fact I cant say for sure whether to blame the fonts or the tiles - I always thought it was the same bloody thing in one file, but now I'm not sure anymore why does this mod make a distinction and how exactly.

So obviously I tried changin the font/tileset manually (I used vedumec in vanilla df) but stupid setting app reset tilesets along with some other settings. And for the love of god, why are there init.txts all over the place? FFFFUUUUUUUUUUU
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: masquerine on March 28, 2012, 07:37:00 am
This mod sounds nice.
But real men don't need graphics...

You can get around the * for gender on animals by hitting f12 to disable the truefont. It'll show the proper gender symbol so you can choose animals or butcher them.

This mod is not responsible for creating the tilesets. Someone else made them and they got included because they are popular for people who don't like ascii. However, you are able to change the tileset with the masterwork dwarf fortress launcher back to ascii if it pleases you. There's a button for it on the first tab of the launcher.

Aside: I noticed that with bullet turrets the copper shots they fire count as blobs, and dwarves will attempt to go clean the tile they are on if they have the cleaning labor enabled. This makes for an endless loop of dwarves trying to clean the map because a single turret fired hundreds of globs at a single enemy. The shots should probably be auto-forbidden to prevent them from trying to clean it. I ended up disabling the dwarves cleaning labor. I believe the globs disappeared as soon as they were cleaned. I think it was because of the cleaning labor anyway, could also be the food stockpile to store the globs. I had disabled both at the time to try and stop the 60+ dwarves from cleaning the countryside. It ended up working. So either they attempted to clean the tile or tried to pick up the glob but it disappears when picked up.

Either way, the fired globs should be auto-forbidden to avoid it in the future.

I don't think I've had any game play issues besides that so far.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Spoonz on March 28, 2012, 04:34:16 pm
Is this a bug? When trying to play Adventure mode with this mod (1.6) Im unable to change gender properly. Instead, it cycles through different proffesions. Humans simply do not change gender at all. Ive played adventure mode before with Masterwork and never encountered this issue so perhaps its a blip with the current version?

Spoiler (click to show/hide)

EDIT: "spoonz - it's the vanilla DF truetype bug. just hit f12 to get fixed-width font and the gender symbols back."

Thanks Sayke!

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: RabblerouserGT on March 28, 2012, 05:49:35 pm
What are forgotten boxes and sciencedwarves? :O

Sorry. The wiki is pretty useless at the moment.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Cusi on March 28, 2012, 07:38:06 pm
Also, the baby is still alive. Go figure.

Its a zombies! Chop off its head! And give it to it's parents! In a Lavish meal! With blood wine!

A shame Dwarfs are sentient ... sometimes I swear thats not intended in the game with the way they act.

Well I am thoroughly enjoying the mod, I often forget the workarounds provided so suually get frustrated and needlessly abandon when I don't need to.

Question:

Can blobs have blobbies? (babies) An elf caravan came by today with a fire and ice blob ... if only an "Icy-hot blob" existed.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: terminal on March 28, 2012, 08:23:41 pm
Would you consider decreasing the frequency of birds and bird-based animal men?  I like to embark into high-savagery embarks and send my militia on killing sprees of the local wildlife, but it seems like the majority of my visitors are several z-levels out of reach of my hammerdwarves.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Vanaheimer on March 28, 2012, 08:53:08 pm
Also, the baby is still alive. Go figure.

Its a zombies! Chop off its head! And give it to it's parents! In a Lavish meal! With blood wine!

A shame Dwarfs are sentient ... sometimes I swear thats not intended in the game with the way they act.

It's simple enough to mod dwarves to butcher and eat sentient beings, but I don't think they'll go cannibal.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: sayke on March 29, 2012, 12:02:05 am
spoonz - it's the vanilla DF truetype bug. just hit f12 to get fixed-width font and the gender symbols back.

RabblerouserGT - check out the manual! sciencedwarves can do all kinds of things at alchemists' workshops, gun/gunpowder/etc workshops, and i'm not sure what all else. forgotten boxes can be opened at an archeologist's workshop.

terminal - save up a bit and get a bullet turret. instant anti-aircraft battery =D

meph - am still playing my awesome 1.5.1 fortress, but was wondering whether the magma-hound-in-wood-cage problem got fixed! unless i turn temperature off, incoming elf convoys burst into flames and die. it's not a terribly hard problem to work around (i can just turn temperature on again) but i figured i should bring it to your attention in case you hadn't already sorted it out! ironbark cages would probably do the trick.

hope you're having a ball man - cheers! =)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: LocoRojo on March 29, 2012, 09:29:39 am
hey, first of all i love the mod more then i love my mom.

secondly, i hade a little question, when i use the embark profiel just to screw around (the sandbox one), he always says that allot of items weren't found. but the other profiel
are just fine.

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: RabblerouserGT on March 29, 2012, 10:27:21 am
I figured out the cut gems bit when I saw it at the jewelers.
Getting my head around the mod.. slowly.

Also sacrificed peons to the blood god.
Never felt so good to kill those little bastards.


Awesome mod, even if a bit.. undocumented.
Currently trying to think of good workshop designs now. As it stands. It'll probably be a bit cluttered.

EDIT: Removed the last part complaining about no windowed mode. Just saw it.


EDIT 2: For some reason, I'm not getting any sound even when I turn sound on.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Seraphyx on March 29, 2012, 04:06:48 pm
I figured out the cut gems bit when I saw it at the jewelers.
Getting my head around the mod.. slowly.

Also sacrificed peons to the blood god.
Never felt so good to kill those little bastards.


Awesome mod, even if a bit.. undocumented.
Currently trying to think of good workshop designs now. As it stands. It'll probably be a bit cluttered.

EDIT: Removed the last part complaining about no windowed mode. Just saw it.


EDIT 2: For some reason, I'm not getting any sound even when I turn sound on.

Considering the amount of content the mod ads it's pretty well documented. Just check the guides and readme folder that comes with your download. There is also the masterwork manual that's in the default folder which includes information on about 90% of everything the mod adds.

--------

Just an off-topic note, as much as I am anticipating the next update for masterwork mod, I hope Meph waits until one more update from Toady is released so we can have all the new features instead of waiting another week or however long to catch up again. Unless it's not an issue to update immediately after.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Cusi on March 29, 2012, 04:35:04 pm

EDIT 2: For some reason, I'm not getting any sound even when I turn sound on.

Think you have to use soundsense, I have the same issue, but have decided to endure the silence. Not exactly sure how to use soundsense anyways >.>

Also he provided a 25min loop (rather than 3min) for Dwarf Fortress here:
http://dffd.wimbli.com/file.php?id=890
here:
http://dffd.wimbli.com/file.php?id=890
and here:
http://dffd.wimbli.com/file.php?id=890

You get to chose, I haven't listened to any of them yet.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: tahujdt on March 29, 2012, 04:47:46 pm
Yay, Dfhack for 34.06! Now with DFusion!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Lockesly L`Crit on March 29, 2012, 08:38:20 pm
Tried this out for the first time. I'm happy with all the changes and standardizations, but I'm not happy about removing the primary trade good spiked ball from the carpenter's workshop.
Eh. I'll live.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Fairin on March 29, 2012, 10:07:41 pm
soundsense - first load df, then open soundsense

it will ask where is the gamelog file in your df folder. find it for the program

in the soundsense window click the update button. it will start auto downloading the files (its about 300 megs) when it says DONE restart Soundsense. you can just click UPDATE again and again and again... till its completely done then restart soundsense

boom. instant sound effects for DF after a short time of clicking update...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Undeadlord on March 30, 2012, 07:33:29 am
Actually I was hoping he would release it soon before the new version :) I want to use DFHack and my favorite mod together. If not I will have to wait till DFHack updates again :(
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Fairin on March 30, 2012, 12:27:28 pm
new embark, started normally was noticing a bit of lag. i did have flowing water but that isn't hard to fix but it shouldnt have been lagging this hard right at the start.

hit reveal hell, found a demon temple with over 4000 individual units... wow! 4k !? seriously?!

really .. really liked that out of place .. miniture mountian that was the "entrance" to the temple was gonna make it my entrance to my fort - never seen cavern layers above soil before =)

maybe i should rune smith them away. but alas there is no adamantite here either

looks like hell was unleashed as well . showing a good number (in the thousands) of demons too >>
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: JimmyBobJr on March 30, 2012, 10:31:17 pm
new embark, started normally was noticing a bit of lag. i did have flowing water but that isn't hard to fix but it shouldnt have been lagging this hard right at the start.

hit reveal hell, found a demon temple with over 4000 individual units... wow! 4k !? seriously?!

really .. really liked that out of place .. miniture mountian that was the "entrance" to the temple was gonna make it my entrance to my fort - never seen cavern layers above soil before =)

maybe i should rune smith them away. but alas there is no adamantite here either

looks like hell was unleashed as well . showing a good number (in the thousands) of demons too >>

Yeah i had that bug occur with .35.01 vanilla DF. Its basically the same error that happens when there is lavaflow on the surface, or a Candy spire etc. Blooooooody annoying too.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: sayke on March 31, 2012, 05:58:24 pm
meph - what are the odds of that long-awaited new version coming out anytime soon?? =D i know it depends on everybody else's release schedule, and if toady is going to keep releasing bugfixed small versions then it probably makes sense to wait for the release cycle to slow down a bit, but i think a lot of folks are exited about the prospects of a new version! i hope you're having a ball wherever you are now - cheers!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Seraphyx on March 31, 2012, 07:58:14 pm
I think a few days ago he said he was going to be busy for about a week or so with travelling so I'm not sure. Can't remember if he said he will have internet but I'm guessing it will be released in the next few days, however this is just my personal assumption not fact.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Drolith on March 31, 2012, 08:05:31 pm
Just stopping by to say I've been playing this mod for a while now and...I still love it, KEEP UP THE GOOD WORK MEPH, and all who contribute!
 :D
Title: Re: ?MASTERWORK? Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: tahujdt on April 01, 2012, 02:37:59 am
Slaves only worked when I removed the biome tags.
 
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Mafia_Puppet on April 01, 2012, 10:01:18 am
Does anyone know how what raw I need to use this mod's leather and bone system in vanilla?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Deep Waters on April 01, 2012, 11:06:29 am
I think there's a separate mod somewhere that has it, but since I've never wanted to separate that particular mod from the rest of Meph's mod, I've never looked into it. If there is, it's probably one of the people in the credits. If you want to do it yourself... well, good luck. I'm pretty sure you have to change each product manually. I don't generally mod the vanilla raws, so I can't guarantee that, but it's a good bet.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Ishar on April 01, 2012, 11:35:06 am
Does anyone know how what raw I need to use this mod's leather and bone system in vanilla?

Turn off everything else in the launcher? That's the simplest solution I can think of. Manually copying the specific raws will be a pain in the ass.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Deep Waters on April 01, 2012, 11:36:55 am
There are some things that are hardcoded in the mod, though, so it'll still be different from just playing vanilla. Granted, the changes are minor compared to the parts that can be turned off, IIRC, but ...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: alagon on April 01, 2012, 11:39:30 am
Now, it is the 7th year in my fort under 1.6. Some findings and thoughts, hope not spoiler anything.

First of all, speaking about game breaking issues like crashes, I only experienced a huge one so far. It happened during a massive giants siege, with more than just one Eldjotun playing fire. So it just crashed in the peak of the siege. I did not want to abandon the fort, and tried to see if disable some options will make the game work. There it was, the temperature switch. By switching off the temperature, my game ran again. For that, I believe it must have something to do with the hellfire unleashed by those crazy ass giants (which burned through everything on my map!!). I switch it on a few moment later(after I dealt with those giants, felt a bit cheated the game), and the game did not crash on me anymore. I still keep the game save just in case if you will interest to have a look into later.

Now, let’s talk about the new features. Well, I had found a huge amount of gold, and some very little mithril and wolfgram here and there. In this case, iron tree farm and transmutation chamber did keep me fort survive with little metal to start with. Other than that, I had to rely heavily on rock-tip bolts to fend off siegers. Of course, some earlier rock-made spears and axes helps a lot in the very beginning. For me, it does add a lot of flavours and convenience in the game, and it does not spoil the fun at all.

Other funny things I notice, like I captured the war leader of the darkstrangler by accident. So, I made a arena, and hope to see it fights against other creatures I will throw in merely for *fun*. Unfortunately, it did not work. I later threw a mummy and a normal darkstrangler in as a test, but they just be friend forever there. So I summoned the executioner squad to give them a quick death. (Actually, the mummy was spitting rot files and it disturbed my dorfs). The mummy died after 5 bolts, but it took 10 pages of combat log (I assumed more that 100 bolts) to kill that normal strangler, lol. Now, I still have a bronze statue, a mummy, and of course the war leader there sit in the zoo. I don’t know how shall I deal with them for fun now. Can bronze statue be tamed by dugeonmaster?? I will have a try later.

Oh, I also encountered the infamous blood beast in the middle of the giants siege. The first time, it caused a great chaos in my fort. I was so focus on the siege, that I did not notice one of them crazy dwarf babies turned into the beast right in the dinning hall. Killing the beast left a great deal of blood in the dinning area, and as you know the dwarf wore nothing in this mod. So the blood curse quickly spread-out, as everyone had rooting feet. I was like WTF in the middle of the siege, when my hospital quickly occupied with non-combat patience. Luckily, the crash I mentioned earlier save my fort, because I had to play the whole siege overagain.

Now, on the second run, I pretended I don’t know about the blood beast, and this time it turned in the noble quarter. I also got the chance to observe the whole event this time. So, the baby in the arms of a random famer suddenly changed into a blood beast. The farmer cannot shake the baby away, and were fighting it while holding it in arms at the same time, LOL. Then a pass-by sword dwarf came, who collided with the fighting party. The beast was then killed right in the arms of its’ former mother. FUNNNNNN!!!

Another thing worth mentioning is the steady fps I got all the time. A bit fps drop during major siege, but it all went out fine. A outstanding feature of this mod for sure. Now, marching forward to my 8th year!!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Terratoch on April 01, 2012, 12:59:39 pm
For the building guides, would it be possible to include their dimensions for those of us who like to plan out everything layout wise years in advance?
Title: Re: MASTERWORK Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: tahujdt on April 01, 2012, 02:19:52 pm
Had a dwarf eye the refuse stockpile. Not knowing what to do,  I immediately bundled him away with a forge to creat -copper bolts-. Unfortunately, he got out while I was digging the food chute, and transformed in the middle of the food stockpile. The Troubleshooters took him down without incident.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Shin Majin on April 01, 2012, 02:58:23 pm
Hrm...for some reason, venomous snakes aren't injecting their venom, and playable nagas aren't either...is this a bug?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Meph on April 01, 2012, 04:17:49 pm
I am back. I just spend some fun days on boats, with dolphines, beaches, sandflies, crystal blue water and really, really hot weather. I finally made it to Panama. :)

For once I will not answer every question posed here in the last week, I hope you are ok with that. It is very nice to come back here and instead of seeing tons of bugreports and crashes (think V. 1.4) the feedback is nice and steady. I noted down all the issues mentioned, but nothing strikes me as serious.

I did do more sprites, here the list:
Spoiler (click to show/hide)

(https://lh5.googleusercontent.com/-jLvPiEW7WO0/T3jA2JNohtI/AAAAAAAAKTE/g1ghOWNvkR4/s295/new%2520masterwork.jpg)

I also slightly changed a lot of sprites: better elementalmen, anacondas and many little tweaks... about 10 old creatures use these new sprites as well, instead of the outdated zoo-graphics from the flora/fauna mod. All duplicate creatures have been deleted. Mephits, Golden Goose, Colossi, Animated Armors, Slimes and Chromatic Dragons now use caste specific colors. All shown sprites are implemented, tested and work. :)

141 are still missing though, will take a lot of work. Some obscure ones as well, no idea how to do a Werechameleon or a Brown Recluse Spider Man for example ;) I also spawned all the creatures in the arena again, to check which ones are missing. About 1 in 7 is a character. Looks like this:
(https://lh5.googleusercontent.com/-xMuJPuIQpKQ/T3jA2kcepJI/AAAAAAAAKTM/H_y8I6Lzr-k/s614/851%2520different%2520creatures%2520-%2520Full%2520Arena.PNG)

That gave me the following number as well: The Mod contains a total of +850 different creatures, not counting castes. (Dwarves have the highest count with 61 castes btw)

I also finished all the building guides. Although they do not list the dimensions, they have a picture of the workshop, so you can see how big they are.

I updated to 34.06 (of course in the meantime another update appeared)

What I will do about my next update: I still have a lot to do. 140 sprites, rebalancing of some invader creatures, and fixing all reported little issues. Mostly balancing and refining. Of course todays clothing and animal training fixes collide with my own, and everything is a wild mix of broken things in these two sections. ;) This shouldnt take too long though. I will also remove the vomiting plague (it was just a test to see if it works) and will design more interesting plagues as an optional feature. I also have to kill the guildhall, since it interferes with transformations in the magic section. If I find a workaround I will re-add it later.

PS: To answer at least some questions: Yes, blobs can have kids, but they lay eggs, need nestboxes. Burning Magma Hounds are fixed, Sandbox profile shows tons of "dont have this or that" since it literally buys everything. Most maps dont offer everything, so go figure ;)  Slade and Slademantine wearing elves sound unresounable... the war elephants that drop equipment are most likely a FortressDefense bug (?) I did not design them. The therapist not showing transformed mages should be fixed. I removed the custom display name and instead gave them a custom color. Good dwarves are slightly brighter, evil dwarves darker, and fire/stone dwarves have a red hue. They sprites still stay the same.

I also had 2 new ideas for features I like to do, in the distant future, just wanted to know what people might think of them.

#1. Lepra Caravans.
 - Small caravans active in the same season as human caravans. The wear rags, stink, are sourrounded by flies and infect people with mild diseases on touch. You can trade with them, but if they come in contact with the human caravan the caravan might get fed up with them and leave. Think of them as the humans fugly mother in law that comes along in a visit. You could lock them out, or trade with them (they should have some minor tradegoods) or just kill them, whatever you decide. They would be armed with whips (think flagellants) and wear no armor. Simply an unwanted, but friendly guest, another thing I havent seen in any other mod so far. They would be optional of course.

#2. Dwarven... what is the fancy word for whore ? Companion ? Concubine ?
 - I hope people are not too put of by that thought, but I could add 1,2,3 female dwarvesn castes with the pet tag. This would allow to buy them at embark/caravans. They would not work, but could be pastured, or put into cages. They would still eat and drink, could be butchered (cannibalism anyone?, this is just a sideeffect though) and count as citizens. The most important feature is that they get kids without being married. This means easy breeding and is a nice game mechanic for fortresses that are under lockdown for years, get no migrants or have a dead home civ.

Other big features I want to do are a tradegood overhaul (buy full armorset, crates of metal bars, a med-kit containing everything for a basic hospital and so on), custom weather for all regions, inspired by the groundbreaking work narhiril has done in that regard, and a working plague/disease system.

I can unfortunately not give any ETA on the next release, because I have a lot to do on the mod, in RL, today makes rapid releases and the dfhack/mouse fortress/therapist has to be done as well.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: AirPhforce on April 01, 2012, 05:16:36 pm
Keep up the good work! This mod is well worth the wait.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Rossol on April 01, 2012, 07:38:40 pm
Tradegood overhaul is very nice idea
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Meph on April 01, 2012, 08:47:48 pm
New Tradegoods are easy, the problem will be removing unwanted stuff. Dont think that it is possible. If a civ does not have access to a certain material or item, they just take a random selection from the raws. -.-

Anyway, 26 More. I apologize if they start to look the same, but there is only so much I can do. The alcavian actually replaced the elk bird, was a bit confused about that at first. The animal man get real boring to do, copy-pasta with different heads and tails. Hope someone someday will make better ones.
(https://lh3.googleusercontent.com/-MT7hC1iqW4U/T3kDPtFrDPI/AAAAAAAAKTY/V7Ca2oIeLVQ/s294/moar.jpg)
List:
Spoiler (click to show/hide)

EDIT: Just made a new poll. I did get one report about a crash in a big siege, temperature off saved the day. Mitchewawa also reported a crash related to green devourers (?) and someone else about zombie transformations causing problems. Hope I get rid of these last troublemakers as well. The old poll results:
Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: LordBadger on April 01, 2012, 10:29:37 pm
Okay, welcome back Meph... But that makes it sound more like good news to you than everyone else. All the same, that's just me saying "I HATE coming back, from a good thing!" Followed along last week, as well as the weeks before.

I kind of feel guilty for saying this now, and not before. For the past three years, I have been "Dumping" all the items the merchants' put in my depot. My dwarfs pay no mind to the order, till the merchants try to leave, than they grab whatever can be grabbed and haul it off to my garbage pile. The merchants never get mad and leave, and take my orders. I still get tons of migrants, and the Dwarf/elf/anything caravans have not stopped... Oh, and they fulfill my orders like we are all chummy.

I know I can stop this if I wanted, but the point is - I can steal every thing from the caravans with no repercussions, I have been doing it in this game for a long while now. Whatever though, maybe if I keep this up, they will start a war with me.

Well if you read this Meph thanks for reading.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Meph on April 02, 2012, 12:05:42 am
I dont think I cant do anything about the "stealing from traders" thing... but I think they bring bigger caravans after they made profit, and you need exported wealth for some triggers...

Assigned/Made another 42 sprites, 70-something to go... gets a bit tiresome. Maybe I should make a break with the sprites, otherwise they start looking silly since I dont put too much effort in them.

List:
Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: aantn on April 02, 2012, 12:09:47 am
Meph, I hope this doesn't come across wrong, but the most important issue for me right now is a 0.34.07 update. Of course I'm also excited about the new sprites, and you should should work on whatever you enjoy most, as this is your mod.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Meph on April 02, 2012, 12:16:38 am
Yep, people want the new version with the bugfixes from 34.06 and 34.07, but I said I want to include 3-5 of the leading poll items for the next version of my mod. People voted mostly for fishfarms, balanced invaders, sprites, building guides and diseases/plagues.

I finished only the building guides and fish farm so far, and will work on the rest before the next release. The rate Today One is doing we have 34.08 out in no time anyway. :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: aantn on April 02, 2012, 12:23:52 am
Sweet, I didn't notice the fish farm when I voted.

I got the impression Toady was going to tackle improved-hauling next (http://www.bay12forums.com/smf/index.php?topic=106206.0), so it might be longer until the next release.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Seraphyx on April 02, 2012, 12:59:59 am
Tradegoods is an amazing idea, especially boxes of metals and buying full armor sets. It's so annoying manually creating your "ideal" armor set for all of your dwarves. Granted by the time you can afford a full armor set from traders you probably will have enough resources to make your own but it's still a good option to have. An idea I had for this if it's possible and you want to do it is to have different kinds of sets of armor, if dwarf fortress had classes like warrior, archer, mage, etc... they would be boxes of armor specifically for that class. So maybe a box for heavy armor and full protection, then a box for light armor and faster movement speed (weight of armor does affect movement speed right?), and an archer box or whatever. I think you get the idea. Maybe each civ can have special boxes. Elves would obviously have very good archer stuff, humans or dwarves would have boxes more suited towards melee warriors or whatever you decide.

About the whores/companions. It's a good idea but I think there should be a way to transform your current population members into them. When you embark I don't think there's anyway to know for a fact that your dwarven race will get killed while playing (at least I doubt most people will be able to or want to figure it out if there is a way) so having them only on embark people will probably waste points just to be safe when they might never have problems with migrants or being sieged constantly.

I don't know what you can do to make it balanced and still be effective, I just know it would be far more useful to be able to make them yourself rather than adding even more things you buy at embark. It's just not reliable in my opinion, it's a gamble since you don't know if you will have problems. And I wouldn't want to buy them just in case, then have a million babies PLUS a ton of migrants constantly flowing in.

Glad to see you are back, looking forward to the new update for sure. And the tradegood overhaul whenever you do that.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Nerebor on April 02, 2012, 05:07:35 am
Little bug i've got dont know if its due to me crappy computer or a common problem the autosave feature causes DF to crash on my comp.

And an interesting little tidbit i dont know if this was intentional captured some tigermen and a female swords tiger gave birth while in captivity i'm apparently able to tame these little blighters havent done so yet but more on that later.

Edit: Sadly the cute wittle now decaptitated tigermen cubs went all fubar on me dwarves Behinds fortunately mastiff puppies were nearby who heartily dug in i fear for my enemies.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Geneoce on April 02, 2012, 05:57:23 am
Concubine + broodspawn = dwarfsplosion?

That could be interesting, if allowed to work.  :D
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Ultimuh on April 02, 2012, 07:26:10 am
What the carp am I doing wrong?
With this mod, the ages pass to the golden age much too quickly!
after 2 decades it suddenly switches to Legends, and after 10-20 years Heroes and Golen age.  ???
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Meph on April 02, 2012, 08:14:16 am
Quote
I think there should be a way to transform your current population members into them.

Impossible. The pet tag is not supported, otherwise slaves would be way easy to add in. But yeah, they are only hindersome at embark, but I meant adding them to other races as well, just as part of the caravan. Drow/Elf caravan comes, you can buy dwarven slaves/concubines. Just as a failsafe for people who have a grant fortress, but run out of dwarves...

@ultimuh: Which worlds are you using ? Standard worldgen, or adv. ?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: zach123b on April 02, 2012, 09:37:10 am
i want elf slaves that have the cleaning interaction
make them clean the blood of there brethren ;D
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Octopi on April 02, 2012, 11:44:58 am
How would one add another tileset pack amongst the others? I would like to use Ironhand with this when the next update for Masterwork comes in.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Meph on April 02, 2012, 12:40:35 pm
In the raw/objects folder you have to manually edit all the creature, tool, inorganic and plant objects. They have a this tag (TILE:xxx), that has to be fitted to the tileset.

It is a lot of work ;)

EDIT: Wrote a little summary to replace the first forum post for the next version, you think it is ok ? Or too much text ? I cant really just list all the features one by one anymore, there are too many.

What is Masterwork Dwarf Fortress ?

Formerly I listed most of the features in this post for people who never heard about the mod and want to get a little overview. I now changed this, since it makes no sense. This Mod is not just a mod anymore. Every single part of DF that can be toyed with has been altered and hopefully made better by this compendium. Included mouse macros, additional hotkeys, mouse support, a selection of ingame tips, uniform templates, pre-set worlds with specific topics, embark profiles, a custom font, about 400 custom creature sprites, a program that allows to alter 90% of the mod yourself, several balancing features that allow to make the game harder or easier, a custom arena, background sound... a giant manual, building guides with details about every single reaction, tables about new materials and values, wallpapers, a total of 8 different tilesets and more. My Point ? All the features I just noted are not even the ingame stuff added by Masterwork DF. So far this were only extras, little things by the side.

The main part of the mod are new fortress mode additions. A total of 850+ creatures, 800+ new reactions, 60 new building, over 1000+ plants, trees, weapons, ammo, armor, food, toys, engraving and instruments, up to 25 invading races, cavern sieges and slaves, golems and landmines. Caste System, Farming trees, Throwing weapons, weapon and armor upgrades, armoring pets, alternate industries to replace metal, alternate food and booze sources, hidden fossils and spies that infiltrate your fortress. Pray to armok for aid, defend yourself with turrets and mines, research firearms or magic, hunt kobolds for loot, while a disease ravages your fortress, or lock away your magic experiments gone wrong. A smelter catches fire, or a miner catches the black lung... goblins and FBs are not the only things you have to look out for.

One feature that is most dear to me is the change in tactics. You can not play by bunkering yourself in. Some features require you to kill megabeasts, other need trading, blueprints and research, hunting in the caverns, defeating the HFS, exploratory mining, avoiding dangerous warpstone. You can find hidden fossils bearing special items, or gemstone that produce water. You can fell crystal trees and fashion pikes out of them, or hunt gem scarabs for diamonds. Trading is very, very important in this mod, I cannot stress this fact enough. You get unique items from other civs, you can order from all of them, buy slaves or dragons, constructs and special materials, foreign weapons and armor.

This mod adds more flavor and atmosphere to the game by giving races specific items, changing the looks of the caverns, which are now polar opposite to each other and adding custom profession names and castes.

You might say: "But this mod is too big, I only like half of the features"..and I say: No Problem. With the included MasterworkDF Settings.exe you can enable and disable parts of the mod, just by pressing a button. No modding experience needed. With over 5000 possible combinations you will find one that suits you.

I did save the best part for the end. Standardized materials and reduced item count. You will notice that many rocks leave only dust, invaders leave less items, some redundant clothing is not there... this will lead to higher FPS. You will also notice that leather is only called leather. Not "creature-name" leather, but only leather. The same goes for silk. And hair, milk, meat and blood, bones and wood. You wont have to scroll through 50 building materials in your list, but only 10. This is the very core of the mod. This will make playing DF a lot easier on the user, and... increase your FPS by about 25%. No joking here. This mod is about 3 times as big as normal DF and still manages to run faster.

For a full list of features please refer to the included manual and guides. It should cover 95% of the questions. There is also a fan-based Wiki and of course this thread for your convenience. If you experience any problems with this mod, please sent me a PM with more info. I added several known Adventure Mode Mods as well, but I do not actively work with adv-mode. I cannot help you with any issues there, but am still grateful for feedback about it.

PS: I would add a little table with a list for the tl;dr people as well.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Lockesly L`Crit on April 02, 2012, 03:07:53 pm
Do NOT put a Fire Turret anywhere inside or near your fortress. I placed mine in my fort's entrance in case of invaders, thinking the "fire" was just a fancy way of saying "modified damage". Woo boy, I was wrong. I was SO wrong. A kobold was caught by the turret... and five seconds later my 100 strong fortress was reduced to 50 very unhappy and very scorched dwarves. And that's not even mentioning the huge wild fire inside my fortress and out.
Mental note: place these metal badasses on the OTHER side of the brook next time.

It was a lot of Fun.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Panopticon on April 02, 2012, 03:20:38 pm
I too experienced this, but with Hellfire turrets, I've taken to pasturing them way out in the wilderness and building firebreaks in the form of moats, trenches or constructed floors between it and the fort, and still more often then not they will incinerate the merchants or a migrant wave along with whatever is attacking at the time.

Do not mistake this for a complaint, it totally isn't.
Title: Re: Masterwork Dwarf Fortress - V0.1 - DF V.31.25 incl. grapics/sound
Post by: tahujdt on April 02, 2012, 04:34:29 pm
Idea for slaves, several different interactions that each target a different type of intelligent creature, turning the into a slave and (possible?) giving them the tame tag. Trains the lashing skill.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Lockesly L`Crit on April 02, 2012, 05:16:15 pm
Looking at the raws and editing the wiki accordingly, I have come to the conclusion that the Make steel bars (using pig iron) and the Make steel bars (using iron) reactions in the Crucible need to be done away with. They are no better than the Smelter's Make steel bars reaction.

Crucible: Make steel bars (using pig iron) uses 3 iron bars (1 for pig iron and 2 iron) to make 2 steel bars with a 50% chance of getting a third bar. This is a 3:2 iron to steel ratio, with a half chance of a 1:1 ratio. The entire iron or to steel bar process uses 1 flux stone.
Smelter: Make steel bars uses 2 iron bars (1 for pig iron and 1 iron) to make 2 steel bars. This is a 1:1 iron to steel ratio. The entire iron ore to steel bar process takes 2 flux.
Crucible: Make steel bars (using iron) uses 1 iron bar and 1 flux to make 1 steel bar. This is a 1:1 iron to steel ratio. The entire iron ore to steel bar process takes 1 flux. This puts this reaction on par with the Smelter.

I honestly don't see the need for the Crucible for making steel when the Smelter does the exact same thing (or better) if I have the flux, which I usually do. If you're hurting for flux (IE: a bad embark), you're just not acting like a dwarf and mining for it.

Maybe these reactions need to be balanced a bit to weigh in the cost of requiring the Crucible.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Shin Majin on April 02, 2012, 05:25:54 pm
Has anybody else had problems with venomous creatures not injecting poison with their bites?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: zach123b on April 02, 2012, 06:26:55 pm
the additional reactions do seem a bit redundant but i don't think you can remove any of the smelters reactions
and you can make flux out of bones in this mod in the kitchen i believe so flux isn't needed as much
the mod's additional stuff takes a lot of the challenge out but you can simply ignore it ;)

~sad i couldn't make elf slaves that clean...maybe other dwarf/creatures but not floors/walls :(
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Meph on April 02, 2012, 06:57:25 pm
@l'crit: Thanks for the headsup on the crucible. I of course had a look at them when I made the guides, but thought not much of it. These reactions are a leftover of the genesis crucible/finishing forge. I will change/delete them.

@zach: Well, it offers alternatives, but I hope it does not make everything easier ;)

@shin majin: Not that I know of. Can make a little test in the arena. Which creatures do you mean ? I know for certain that injected poisons in generell do work.

@all: I have been doing a bit of advanced science on creature creation. I came as far as making "friendly" custom creatures (even dwarves) in workshops, but they just stand around... Did not find a way to make them "tame" or civ members. But yeah, creatures from workshops do work.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Samaliel on April 02, 2012, 07:14:08 pm
Hi there, I can't get this to work, like, at all. Masterworks Settings instantly crashes upon starting with a most unhelpful error message ("Application Error : The application failed to initialize properly. Click OK to stop the application."), the game itself crashes whenever I try to go any place beyond the title screen...

What am I doing wrong ?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Meph on April 02, 2012, 07:18:27 pm
Do you have an updated version of NET Framework for Windows ? Did you just download and extracted the mod, without changing anything ?

The settings are optional, the mod works even without the exe.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Samaliel on April 02, 2012, 07:25:50 pm
Yup, just downloaded and extracted the whole thing, without altering it in any way.

Gonna check about the version of the .NET Framework. Which should it be ? Version 4, right ?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Lockesly L`Crit on April 02, 2012, 07:36:07 pm
I'm personally for the idea of changing both recipes to be more balanced based on the situation.

Example:
[Reaction One] uses 1 iron bar and 4 flux to make 1 steel bar, with a 25% chance of getting an additional steel bar.
[Reaction Two] uses 4 iron bars and 1 flux to make 2 steel bars, with a 50% chance of getting an additional steel bar.

[Reaction One] is great if you have a lot of flux hanging around, but not a whole lot of iron ore to waste on making pig iron. The opposite is true of [Reaction Two]; not a lot of flux, but plenty of iron ore.

This way, the Crucible is a decent upgrade from using the Smelter, in case you don't want to use the Blast Furnace for steel making (I, personally, have one BF and four Crucibles on iron production). This also balances out as an intermediate step between the Smelter and the BF. Some players want to powergame all they like, and some like a challenge; the former will use the BF to make their steel, while the latter will stick with the Smelter.

---
Also, Guild transformations are a bit more bugged than originally thought. If you transform a dwarf who's in a squad into a legion dwarf, he will be permanently removed from the included Dwarf Therapist list under squads, as well as their caste wont change in DT. This is cosmetic, as they still have all functionality of their new guild affiliation in-game, but it's a bit of an annoyance when you're juggling 100 dwarves and forget who's in a guild and who isn't without looking at the military screen.

Another related thing to the guildhall is this message I got from an unfortunate ambush:
Urist McBait, Ghostly Hunter has transformed into a dwarf!

Apparently they don't retain their guild affiliation as a ghost, and get an odd message when they rise from their grave.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Samaliel on April 02, 2012, 07:43:26 pm
Updated .NET Framework. Error Message is now: "Unable to find a version of the runtime to run this application."
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Seraphyx on April 02, 2012, 09:42:54 pm
For the summary, I think you should have a much shorter one that briefly lists some of your best/favorite features that masterwork is known for (like the ability to highly customize what you want to add/change with the mod). You have to grab the attention of new people that are unfamiliar with the mod and what it does and I don't think very many people are going to want to spend time reading a giant description.

I'm not saying remove the long description entirely, just have an actual brief summary at the top before all of it. I think a lot of people will get discouraged from reading when they see a huge amount of text.

Personally I think it's always good to have a list of features, and I would rather look at a list of features than a description because I want to know exactly what was changed (in this case it doesn't matter too much because you are awesome and created a program to disable almost all of the mod, so you can see the features there)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Meph on April 02, 2012, 09:53:03 pm
But how should I make a "short" list of features ? Like I said, I want to add one for people who dont read long texts, and maybe make the one I posted a bit shorter, but I have 800 reactions and 60 buildings. This alone, just as a list, is a long text ;)

Title: Re: MASTERWORK Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: tahujdt on April 02, 2012, 09:53:31 pm
My personal steel system has 3 BF and 2 Crucibles. One BF processes coal, one makes wrought iron, 2 crucibles hammer the iron, and the last BF make steel. So far, a team of Legion Dwarves armed to the teeth with steel. Great mod!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Meph on April 02, 2012, 10:18:03 pm
(seraphyx: You think this is better ? Compared to the one I have on the front page right now, will all the lists and spoilers)

What is Masterwork Dwarf Fortress ?
Short Summary

~25% higher FPS
Ascii, JollyBastion or Phoebus Tileset
A GUI to enable/disable 90% of the mod
30+ races
850+ creatures
60+ new buildings
800+ new reactions
1000+ plants and items
Priests, Guns, Mages and Slaves
Countless new tactical possibilities

Included Extras
Every single part of DF that can has been altered and hopefully made better by this compendium. Included are mouse macros, additional hotkeys, mouse support, a selection of ingame tips, uniform templates, pre-set worlds with specific topics, embark profiles, a new font, about 400 creature sprites, a program that alters 90% of the mod, several balancing features that make the game harder or easier, a new arena... a giant manual, building guides for each building, tables about new materials, wallpapers, 8 different tilesets and more. My Point ? Everyting I just noted is not even the ingame stuff added by Masterwork DF.

Fortress Mode
The main part of the mod are new fortress mode additions. A total of 850+ creatures, 800+ new reactions, 60+ new building, over 1000+ plants/items, up to 30+ races, cavern sieges and slaves, golems and landmines. Darven castes, farming trees, throwing weapons, weapon and armor upgrades, armored pets, alternate industries and food/booze sources, spies that infiltrate your fortress. Pray to armok for aid, defend yourself with turrets and mines, research firearms or magic, hunt kobolds for loot, while a disease ravages your fortress, or lock away your magic experiments gone wrong. A smelter catches fire, a miner dies of the black lung...

Example Features
Some features require you to kill megabeasts, other need trading, blueprints and research, hunting in the caverns, defeating the HFS, exploratory mining or avoiding dangerous warpstone. You can find hidden fossils or gems that produce water. Fell crystal trees and fashion pikes out of them, hunt gem scarabs for diamonds. Trading is very important. Order unique items from allies, buy slaves or dragons, constructs and materials, foreign weapons and armor. More flavor and atmosphere with race-specific items, different looking caverns and custom professions.

Included GUI / Settings
With the included Masterwork Settings.exe you can enable and disable parts of the mod, just by pressing a button. No modding experience needed. With over 5000 possible combinations you will find one that suits you.

Higher FPS
Generic materials and reduced item count. Many rocks leave only dust, invaders leave less items, redundant clothing is not there... this will lead to higher FPS. Leather is only called leather. Not "creature-name" leather, but only leather. Same for silk, hair, milk, meat and blood, bones and wood. You wont have to scroll through 50 building materials in your list, but only 10. This will increase your FPS by about 25%. No joking here. This mod is about 3 times as big as normal DF and still manages to run faster.

For a full list of features please use the included manual and guides.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Meph on April 02, 2012, 10:37:07 pm
Double post, but hey.

Quote of the day, by Today:
Quote
The hauling changes have begun. This afternoon there were dwarves running around with bins, bags and barrels, vacuuming up items. Seeing a single dwarf clean up a seed-ridden dining room as a single job is a beautiful thing.

This will mean that wheelbarrows, loading and unloading stations will bite the dust with 34.08.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Nerebor on April 02, 2012, 10:38:27 pm
1 bug that's annoying the crap out of me during migrations i get "traders" who simply stand where they spawn for ages not allowing other migrants to enter i have to send my military over who are able to attack these traders for some reason to scare them off if the military touches a hair on their head they are instantly hated by every1 nearby and swarmed not to mention the fact that they will attack any1 on site.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Meph on April 02, 2012, 10:43:21 pm
How about just ignoring them, since they do no harm ? They certainly dont block migrants, and they will leave after a while by themselves. I am not even certain that this is a mod-related issue...
Title: Re: MASTERWORK Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: tahujdt on April 02, 2012, 10:47:06 pm
It isn't.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Nerebor on April 02, 2012, 10:58:53 pm
Well heck i dont get them on vanilla DF But if your gonna be all smarmy about it i wont bother reporting what i believe are bugs.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Shin Majin on April 02, 2012, 11:13:54 pm
@Meph: There were several that didn't work, but I remember specifically that the Helmet Snake Man was one of them.  That being said, there was the possibility that the bite simply didn't break the skin.  I hadn't taken that into account at the time.  Actually, that was probably the case.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Vhorthex on April 02, 2012, 11:18:08 pm
Double post, but hey.

Quote of the day, by Today:
Quote
The hauling changes have begun. This afternoon there were dwarves running around with bins, bags and barrels, vacuuming up items. Seeing a single dwarf clean up a seed-ridden dining room as a single job is a beautiful thing.

This will mean that wheelbarrows, loading and unloading stations will bite the dust with 34.08.

Actually wouldn't it still be useful for stones? Unless he's making stones a storage item, this won't change the hauling for them.

EDIT: Or... wheel barrels could be a storage items for stones? That'd be nice.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: andy_t_roo on April 03, 2012, 12:08:21 am

Linked to the potential for unpacking carts, and advanced trade-goods, would it be possible to manufacture clothing sets?


ie, an item which takes 10 silk to make, and unpacks to 2 socks, trousers, shirt, cape, cap, ...
the trade off here is less micromanagement (just build a set at once), against more labor to make (have to unpack as a separate task)



With the new changes to ownership and clothes, would it now be possible to have clothing again within masterwork?

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Meph on April 03, 2012, 12:26:14 am
Clothing (shoes, shirt, pants, caps) are back in.

I can make cothing sets orderable from caravans, yes. Is planned.  Or did you mean creating it yourself in your fortress ? A batch workshop for weapons, armor, clothes, backpacks/quivers/flasks and such ?

EDIT: Just noticed that there is no Therapist for 34.07 yet... On a scale from 1-10 how mad would you guys be with a modversion without therapist ? ^^
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Lockesly L`Crit on April 03, 2012, 01:05:40 am
EDIT: Just noticed that there is no Therapist for 34.07 yet... On a scale from 1-10 how mad would you guys be with a modversion without therapist ? ^^

With castes enabled? 10
Without castes enabled? 1

 :P
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: andy_t_roo on April 03, 2012, 01:34:56 am
i meant a batch workshop, so that if you wanted to cloth all your dwarves, you could just order the creation of 50 new "sets of clothes", rather than having to que 50 of each of 10 different orders.


Perhaps you could do the same with armor - 1 "steel armor set" - boots (high,low), graves, chest-plate,helmet, etc..
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Meph on April 03, 2012, 01:55:33 am
Batch workshops are nice, but also slightly cheaty. I noted it down, but will take a while till it will see closer attention.

And about the Therapist ? Forget what I said, I just patched it myself, runs with DF.34.07 now.

For people who want it: Copy into the DwarfTherapist\etc\memory_layouts\windows folder:
Spoiler: v.0.34.07_legacy.ini (click to show/hide)

Spoiler: v.0.34.07_graphics.ini (click to show/hide)

EDIT: This is for splinterz Therapist V9 Version that has the caste tab. I dont know if it works with the normal therapist as well...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: D_E on April 03, 2012, 02:16:01 am
It seems that I'm the first to get this version  :).

EDIT  :o It seems that I was in before the announcement.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Meph on April 03, 2012, 02:16:26 am
>>> NEW DOWNLOAD V 1.7 <<< (http://dffd.wimbli.com/file.php?id=5315)


Notes:
I did remove a few features that do not work like intented, like the Guildhall, optional Clothing, the unfinished diseases and some transformations that might cause crashes (or not) I also did not do any test runs with this version. The reason for this is that I have not much RL time for modding currently. My next plan is to cycle 2000 km to Copan in Honduras, and that will take me 2-3 weeks. I made this update so you guys can have some fun and enjoy the bugfixes done by TodayOne, even if I did not finish all the planned features.

Special Thanks
This update has been heavily influenced by other modders, and I would like the thank arclance for the bloodwine idea, narhiril for the ongoing support and science about interactions, and of course Xangi and SethCreiyd for the big mods I was allowed to add. NW_Kohaku also deserves a mention here, since I based many of the new sprites on her (his?) work.

Full Changelog:
Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Seraphyx on April 03, 2012, 02:24:04 am
I think the layout you posted on the previous page looks much better. It's good to break up large portions of text into smaller portions because it looks like there is less to read. And people can skip around to sections they want to know more about.

So yeah I think it's good personally.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.7 for 34.07 New: Fear the Night &Dwarf Chocolate
Post by: sayke on April 03, 2012, 03:00:37 am
meph - awesome!! am downloading now and will report back =) am a little sad about the lack of a guildhall - i don't quite see what the problem is, as long as we know not to change guild dwarves to mages or vice versa. i'm totally in favor of batched workshops and tradegoods - maybe make it a bit more expensive/higher tech, but reducing micromanagement at higher tech levels can only be a good thing. i have to say that releasing without dwarf therapist is a 1 for me - therapist is absolutely necessary when you scale up. also, i think the "What is Masterwork Dwarf Fortress? Short Summary" section below is the best looking of the two.

absolutely all the best man - have a ball, and thanks for everything!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.7 for 34.07 New: Fear the Night &Dwarf Chocolate
Post by: zach123b on April 03, 2012, 04:11:49 am
i love you meph, this therapist can show stats, i'm thrilled :D
sad it's 5am here..
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.7 for 34.07 New: Fear the Night &Dwarf Chocolate
Post by: stool on April 03, 2012, 04:21:13 am
Heyo! Thank you meph for all your effort and dedication to this mod and DF :)

Ich wuensch euch noch ne schoene reise und gesundheit auf eurem weg!
(thats have a nice trip and good health, in german)

Now, lets get this started :)

EDIT: there's a minor typo in the entitydefault, down by the goblin positions
Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Aoi on April 03, 2012, 04:27:21 am
Batch workshops are nice, but also slightly cheaty. I noted it down, but will take a while till it will see closer attention.

Even if it took slightly extra time and resources, I'd gladly take the trade-off for real-time convenience if I could just place an order for 'one set of heavy steel armor' rather than selecting high boots, breastplate, helm, greaves, etc.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.7 for 34.07 New: Fear the Night &Dwarf Chocolate
Post by: Ultimuh on April 03, 2012, 07:11:29 am
So I have tried genning a few worlds in this mod
and the history still gets to Golden within the first century.
Is there no way to change this at all?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Undeadlord on April 03, 2012, 07:25:56 am
Batch workshops are nice, but also slightly cheaty. I noted it down, but will take a while till it will see closer attention.

Even if it took slightly extra time and resources, I'd gladly take the trade-off for real-time convenience if I could just place an order for 'one set of heavy steel armor' rather than selecting high boots, breastplate, helm, greaves, etc.

This!!! I think I would pay double the material costs for a simple way to make a suit of steel, copper, iron, leather, etc armor.

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.7 for 34.07 New: Fear the Night &Dwarf Chocolate
Post by: Meph on April 03, 2012, 09:15:45 am
Ok, so batch workshop has a higher priority all of a sudden ;) Please note that custom gloves have no left/right and wont work properly, so they cant be added.

Soldier Set: Helm, Breastplate, Greaves, Boots, Shield, Backpack, Flask.
Archer Set: Helm, Mailshirt, Greaves, Boots, Shield, Backpack, Flask, Quiver.
Clothing Set: Cap, Shirt, Pants, Shoes.
Medical Kit: 1 Crutch, 2 Splints, 2 Thread, 2 Cloth, 2 Soap.
Bed Room Set: 1 Door, 1 Bed, 1 Cabinet, 1 Chest.
Fancy Living Room Set: 1 Door, 1 Bed, 2 Cabinets, 2 Chests, 1 Armorstand, 1 Weaponrack.
Storage Set: 3 Bins, 3 Barrels, 3 Bags.

Anything else ? A simple batch option for producing several of the same item, like: 10 tables ? I dont know yet if I should add this to the fitting workshops (would make balancing harder) or make a dedicated "batch workshop"

@stool: Thanks for the "minor typo" catch. This solves the mystery of a report I got with dwarves having goblin nobles... :) Guess no one notcied since no one turns goblins off ^^
Title: Re: MASTERWORK Dwarf Fortress - 1.7 for 34.07 New: Fear the Night &Dwarf Choco
Post by: tahujdt on April 03, 2012, 09:43:22 am
Golden age happens when civilizations rule the world, not megabeasts. So, it just means that all the automatons and frogmen have.expanded to the point where civilization covers the earth.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.7 for 34.07 New: Fear the Night &Dwarf Chocolate
Post by: Rumrusher on April 03, 2012, 09:48:47 am
So does this mod have a prebuilt adventure reaction on learning how to read?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.7 for 34.07 New: Fear the Night &Dwarf Chocolate
Post by: Deep Waters on April 03, 2012, 10:42:12 am
For that summary, the layout is great, but I suggest you italicize the bold text in the sections. It was a little hard to pick them out with the large bold text that's often right above it, and- I assumed you're highlighting that text as the main idea of every section- it's kinda against the idea of it for them to be hard to see. :P Anyways, italicizing and bolding the text will make it easier, or maybe just italicizing. Either way would work, I think.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.7 for 34.07 New: Fear the Night &Dwarf Chocolate
Post by: alagon on April 03, 2012, 11:19:57 am
Hey Meap,

I remember seeing other people talking about dwarf not wearing leather padded legging or greaves in version 1.5 period, and I experienced the same thing also.

It took me awhile to notice this problem, because my fort did not produce enough metal and I had to rely on melting all the loot I gathered after sieges. Recently however, my supposed to be well-armed boys were still mostly injured on their legs after a major minotaur siege. As I looked into the problem, I found none of them wearing greaves, even though I managed to made enough for each one of em.

So, I looked into the squad equip menu, on View/Customize, and yes, they wore both leggings and greaves. Then, I looked into Pri/Assignment part, and yes again they were wearing both as well. But when I looked into real inventory, I can only find leather padded leggings.

Thus, I tried to do it in the micromanage hard way, which was to put the armor on one after another. First I tried put legging first and greaves after. They refused to wear greaves. Then I tried putting greaves before legging. They just removed the greaves and put the leggings on instead. However, in the meantime, no problems with padded hood, shirt, and mittens coexisting with metal helm, breastplate, and gauntlets. So after trying for some hours, I could not but abandon my nicely made leggings in the stockpile.


Another thing I noticed was that the timberyard seemed to be always in *CLT* status, because my dwarfs were lazy about hauling finished-wood out of it. Specifically speaking, smooth wood logs, ironbarks logs, and fungi logs seemed to stay in the yard forever even when I have a fully empty stockpile nearby. Funny thing is they did haul scrap wood logs to dedicated stockpile, and rough wood of any kind also went to any empty ones as they normally do.

I just broke into the 2nd cavern (cause there were too many sieges and skirmish above ground and 1st cavern to deal with.), and am trying to play with crystal wood at the moment. WIll broke in to 3rd cavern soon, and I will see what netherwood will do.

btw, I am still running 1.6. Just notice you turned 1.7.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.7 for 34.07 New: Fear the Night &Dwarf Chocolate
Post by: aantn on April 03, 2012, 11:23:43 am
Ok, so batch workshop has a higher priority all of a sudden ;) Please note that custom gloves have no left/right and wont work properly, so they cant be added.

Soldier Set: Helm, Breastplate, Greaves, Boots, Shield, Backpack, Flask.
Archer Set: Helm, Mailshirt, Greaves, Boots, Shield, Backpack, Flask, Quiver.
Clothing Set: Cap, Shirt, Pants, Shoes.
Medical Kit: 1 Crutch, 2 Splints, 2 Thread, 2 Cloth, 2 Soap.
Bed Room Set: 1 Door, 1 Bed, 1 Cabinet, 1 Chest.
Fancy Living Room Set: 1 Door, 1 Bed, 2 Cabinets, 2 Chests, 1 Armorstand, 1 Weaponrack.
Storage Set: 3 Bins, 3 Barrels, 3 Bags.

Anything else ? A simple batch option for producing several of the same item, like: 10 tables ? I dont know yet if I should add this to the fitting workshops (would make balancing harder) or make a dedicated "batch workshop"

@stool: Thanks for the "minor typo" catch. This solves the mystery of a report I got with dwarves having goblin nobles... :) Guess no one notcied since no one turns goblins off ^^
Personally, I think I would only use the Soldier, Archer, and Clothing sets.

Thanks for the update. You call that small?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.7 for 34.07 New: Fear the Night &Dwarf Chocolate
Post by: alagon on April 03, 2012, 11:29:32 am
@shin majin and Meph: I did observe many poison injecting events in my fort so far (purple colored in combat log). Those damn serpeant man/woman were the cause!! They even manage to kill one of my elite spear dwarf with one bite. After that, I seldom sent my melee dwarfs squad to engage them in close combat.
Title: Re: MASTERWORK Dwarf Fortress - 1.7 for 34.07 New: Fear the Night &Dwarf Choco
Post by: tahujdt on April 03, 2012, 11:30:22 am
Everybody, give Meph your socks! He is the master of raws! All hail!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.7 for 34.07 New: Fear the Night &Dwarf Chocolate
Post by: MasterofYoda on April 03, 2012, 11:54:27 am
I suppose that first I should say that this mod looks like fun (of both sorts) and a pretty impressive achievement.
So I've downloaded this and have my first world generating at the moment - and I noticed that at least one mouse command has been changed. In vanilla my mouse wheel changes the zoom level (makes screen and icons bigger/smaller, if unclear), but in this mod it looks like it changes z-level. A pretty good idea, but how do I change the zoom now? My screen's default tiles are about half the size of my mouse cursor - my eyes are good, but I suspect that it will get old pretty fast.
Also, DFHack loads when I start, is there a way to disable that? I don't see it listed in the Utilities tab.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.7 for 34.07 New: Fear the Night &Dwarf Chocolate
Post by: Meph on April 03, 2012, 12:48:35 pm
Thanks for the feedback, especially the padded leggings and the not-stockpiled wood. These I did not adress in 1.7

@masterofYoda: Did you enable Mouse Fortress ? I cant tell you what the zoom is for you right now, but just check the keybindings in the options (ingame) just like any other game. DFhack starts automatically since it uses dlls instead of exes since... 3 months (?) to avoid false virus alerts. This is normal and not done by the mod. I did a vote on this a while back and the majority wanted dfhack on by default.

I will now plan my route for central america, and tomorrow morning I leave, so any feedback, bugreports and question should be done today. If you want a fast answer ;)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.7 for 34.07 New: Fear the Night &Dwarf Chocolate
Post by: Lockesly L`Crit on April 03, 2012, 01:18:09 pm
Ok, so batch workshop has a higher priority all of a sudden ;) Please note that custom gloves have no left/right and wont work properly, so they cant be added.

Soldier Set: Helm, Breastplate, Greaves, Boots, Shield, Backpack, Flask.
Archer Set: Helm, Mailshirt, Greaves, Boots, Shield, Backpack, Flask, Quiver.
Clothing Set: Cap, Shirt, Pants, Shoes.
Medical Kit: 1 Crutch, 2 Splints, 2 Thread, 2 Cloth, 2 Soap.
Bed Room Set: 1 Door, 1 Bed, 1 Cabinet, 1 Chest.
Fancy Living Room Set: 1 Door, 1 Bed, 2 Cabinets, 2 Chests, 1 Armorstand, 1 Weaponrack.
Storage Set: 3 Bins, 3 Barrels, 3 Bags.

I hate making things except beds, bins, and barrels out of wood. It's a waste of my resources (since I rarely allow my dwarves outside my fort due to Outdoor Fun Stuff), so I'm assuming the bedroom set requires just one wood for the bed and three stone for the rest, or will you have a wood/rock/mixed option like the vanilla Craftsdwarf Workshop?
Title: Re: MASTERWORK Dwarf Fortress - 1.7 for 34.07 New: Fear the Night &Dwarf Choco
Post by: tahujdt on April 03, 2012, 01:21:03 pm
You can make rock pots out of rock, with masterwok you cn make bins out of blocks, and also make beds out of blocks and cloth.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.7 for 34.07 New: Fear the Night &Dwarf Chocolate
Post by: Meph on April 03, 2012, 01:48:41 pm
I think I would make it require 1 log for the bed, rest by stones.

Btw, I totally forgot to mention one little feature I liked a lot. Dwarf Chocolate has Scarecrows, but only as a spell from the wizards, not as a creature you can really meet. I added Scarecrows as pets, they cost 8 points at embark and cant move or fight, BUT they scare away wildlife. Like those swarms of thieving/drinking/eating animals that bumrush you. Just put up some scarecrows in the countryside around the areas you want pest-free. :) Of course invaders will smash them up, but they can also detect ambushes :)

Oh, and just because I can (since the new version does some changes and has all building guides now):

MasterworkDF WIKI (Wip) - Help today (http://masterworkdf.wikispaces.com)



PS: If you want to help to spread the word, paste this into your signature:
Code: [Select]
[center][url=http://www.bay12forums.com/smf/index.php?topic=98196.0]☼MASTERWORK☼ Dwarf Fortress - V.1.7 - Over 100 settings to choose from.[/url][hr]
[b][url=http://masterworkdf.wikispaces.com]MasterworkDF WIKI (Wip) - Help today[/url][/b][/center]
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7 NEW: More Sprites and Balancing
Post by: adrianavaga on April 03, 2012, 03:05:35 pm
Wood cutters don't cut wood.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7 NEW: More Sprites and Balancing
Post by: zach123b on April 03, 2012, 03:08:36 pm
i embarked on a mirthful (i think) lake+something i think shrub land or fw swamp
it's raining/snowing and occasionally boiling cloud of... gold dust on the lake

can i collect/melt the gold dust?

i'm on the garden of gaia map with most settings on ~wanted an ocean but there's only one and it's evil :(


~my woodcutter is cutting wood most promptly with a rough training axe, the plants for wood must be processed and there are plants that look like trees on the surface

edit: found the interaction in dwarf chocolate, still wondering if its harvestable gold and the boiling stuff is valley herb
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7 NEW: More Sprites and Balancing
Post by: Meph on April 03, 2012, 03:15:12 pm
Yes, you have normal trees and small trees that can be collected and cut up in the timberyard. I tested, and woodcutter do fell trees. The "plant" version of trees is needed to make them farmable.

Btw, I have very good news. Cave Civs have rusty iron and steel since 1.7, way better balancing. :) Just confirmed it by finding hostile gremlins that shot at me with rusty iron bolts, while wearing steel caps. No more slade/hellwood madness.

PS: Really like how the new creatures turned out. Here a normal embark, not a single vanilla df creature around... hope the frequency for animal man works as well, people mentioned all over the forum that there are too many of those...
Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.7 for 34.07 New: Fear the Night &Dwarf Chocolate
Post by: Undeadlord on April 03, 2012, 03:24:30 pm
Ok, so batch workshop has a higher priority all of a sudden ;) Please note that custom gloves have no left/right and wont work properly, so they cant be added.

Soldier Set: Helm, Breastplate, Greaves, Boots, Shield, Backpack, Flask.
Archer Set: Helm, Mailshirt, Greaves, Boots, Shield, Backpack, Flask, Quiver.
Clothing Set: Cap, Shirt, Pants, Shoes.
Medical Kit: 1 Crutch, 2 Splints, 2 Thread, 2 Cloth, 2 Soap.
Bed Room Set: 1 Door, 1 Bed, 1 Cabinet, 1 Chest.
Fancy Living Room Set: 1 Door, 1 Bed, 2 Cabinets, 2 Chests, 1 Armorstand, 1 Weaponrack.
Storage Set: 3 Bins, 3 Barrels, 3 Bags.

Anything else ? A simple batch option for producing several of the same item, like: 10 tables ? I dont know yet if I should add this to the fitting workshops (would make balancing harder) or make a dedicated "batch workshop"

@stool: Thanks for the "minor typo" catch. This solves the mystery of a report I got with dwarves having goblin nobles... :) Guess no one notcied since no one turns goblins off ^^

This is insanely cool! I think there definitively needs to be a Batch Workshop, I imagine setting ups batches (in my dwarfy head atleast) requires a whole different setup than dwarfs who just need to carve rock, so a new workshop makes sense. Such a cool idea! Along with an insane amount of cool ideas in the whole mod :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: VANDAM on April 03, 2012, 03:28:33 pm
>>> NEW DOWNLOAD V 1.7 <<< (http://dffd.wimbli.com/file.php?id=5315)



Full Changelog:
Spoiler (click to show/hide)
I want to play mac version of DFMW 1.7, when it's going to be released?
And, I've downloaded DFMW 1.6, and it seems to be a win binary file... Is it right? Or the download link is broken?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7 NEW: More Sprites and Balancing
Post by: Meph on April 03, 2012, 03:36:44 pm
Since I dont have a mac, the answer is: As soon as someone frankensteins a version together, my best bet is kudakero, who has done so 4-5 times already. I sent him a PM earlier, but it might take some time. If you want, you can make one yourself, the process is rather easy. The only reason I dont do it myself is that I cant test it.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7 NEW: More Sprites and Balancing
Post by: VANDAM on April 03, 2012, 03:40:20 pm
I can do it, if you'll give me a guide or a wiki page with how-to... And what's wrong with 1.6?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7 NEW: More Sprites and Balancing
Post by: adrianavaga on April 03, 2012, 03:50:58 pm
I think it's Therapist problem, because after adding wood cutting labor ingame it worked.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7 NEW: More Sprites and Balancing
Post by: whitecold on April 03, 2012, 04:01:47 pm
I just made a new embark on the good plains, and it almost immediately started raining milk and honey and did not stop since. For me it spoils the nice green (soon-to-be red) surface. Is it possible to make these interactions also optional (like about everything else in this mod) ? Thank you, I really love this mod.
Title: Mac Problems
Post by: fredmaehn on April 03, 2012, 04:06:20 pm
Can someone help me?

I tries to make my own mac version by

a) running settings.exe in my virtual windows machine
b) copying df, dwarfort.exe and libs from df_osx o masterwork folder

strangely, it runs just fine on my Lion/64bit Macs, but on my old MacBook (with only 32bit intel core processor) it hangs whenever I load a game or try to generate a world. Dozens of error messages like "2012-04-03 23:03:26.224 dwarfort.exe[12421:5103] *** __NSAutoreleaseNoPool(): Object 0x20cf3c50 of class NSCFArray autoreleased with no pool in place - just leaking" in terminal

unfortunately, my 64bit macs are at work, where i can't play. So i really want to get it running in my laptop.

Vanilla df runs fine, in ASCII and with ironhand graphics.

Any ideas?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7 NEW: More Sprites and Balancing
Post by: Lockesly L`Crit on April 03, 2012, 04:22:01 pm
This is what happens when you embark on Blessed Serra instead of a random gen:

Spoiler (click to show/hide)

There are three things wrong with this picture. Happens in 1.6 and 1.7. Kinda bites since I really like the volcanic activity and the good biomes from Blessed Serra.


Also, what are the raw changes made when selecting/deselecting Religion from the Misc Features category? 1.6 wont properly save the option if you change it, I don't want to play with the religion option enabled, and I don't want to play 1.7 because of vanilla's changes to clothes (no offense to Meph).
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7 NEW: More Sprites and Balancing
Post by: rohit507 on April 03, 2012, 04:25:30 pm
Meph/anyone: I just wanted to make a quick request to see if anyone has figured out hot to add volcanos to the Gaia param set? i'm not sure how to do it, despite my fiddling around.

If not, could someone make a version of gaia with volcanos? (ideally lots of them)

Thanks.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7 NEW: More Sprites and Balancing
Post by: Spoonz on April 03, 2012, 04:29:06 pm
Ive a group of dwarfs running back and forth around my ammo stockpile. I cannot figure out whats going on. The stockpile contains wooden bolts and wooden javalins, the dwarfs are a mixture of professions. This started quite early in the fort, Ive no military present. Any ideas?

Awesome mod too.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7 NEW: More Sprites and Balancing
Post by: Deep Waters on April 03, 2012, 04:47:00 pm
Meph/anyone: I just wanted to make a quick request to see if anyone has figured out hot to add volcanos to the Gaia param set? i'm not sure how to do it, despite my fiddling around.

If not, could someone make a version of gaia with volcanos? (ideally lots of them)

Thanks.

You could raise the amount of minimum volcanoes in the advanced parameters menu... or whatever you want to call it. That raises the possibility of having a lot of map rejects though. I suggest reading up on advanced parameters here: http://dwarffortresswiki.org/index.php/v0.31:Advanced_world_generation

It's an older version, but there hasn't been that many changes between .31 and .34 in the advanced world generation, so it should serve.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7 NEW: More Sprites and Balancing
Post by: alagon on April 03, 2012, 04:53:27 pm
Ah Meph,

I am still playing v1.6, but am reading the new changes and the complete building guide (GREAT JOB btw) in v1.7. You must understand it was like playing it blind without this building guide, lol.

Anyway, at least it may solve the problem I had with brewery for a long time. I thought the reason why I could not always produced seasonal stuff, was that I didn't have enough suger. Now, seems to be not having enough *specific* drinks in a barrel. But how many do I need in a barrel?? Like 25 *specific* wine in a barrel??

Also, the only thing I could make is Royal Dwarven Ale [25], but nothing else. Funny thing is after I check in the brewery, the Royal Dwarven Ale [25] was not even stored in a barrel like the other alchol drinks. So maybe that is the reason why I never saw any of my dwarf drink them. Don't know if I did something wrong in the process?? And they have to be in the same barrel right?? That could explain why even I had 76 strawberry wine here and there, but not able to make any seasonal strawberry wine out of it.

One last thing, is kobold the only creature that drops Bag of Loot?? In my old 1.6 fort, most of the thief type I encountered were minotaurs, even Minotaur Master Thief. I notice that minotaur thieves did drop bag as well (while not carrying any weapon or armor with them sounds silly to me.), but those bags did not really act as Bag of Loot in my experience. Occasionally, I killed some kobold theives here and there, and I did witness my creature reserach lab was working on it automatically. While it did not work on the minotaur bags. Even tried to do it via manager screen, but won't work. Got a bit confused here.

Anyway, enjoy your trip Meph!! Hope the sun shines your way through!!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7 NEW: More Sprites and Balancing
Post by: bombzero on April 03, 2012, 05:01:34 pm
I find it kind of funny how all i really ever did for the wiki before getting distracted by real life stuff was make 2 pages and get everyone else working on it  :)

anyways, back to DF now so i will get the new version and try it out.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7 NEW: More Sprites and Balancing
Post by: Meph on April 03, 2012, 05:09:09 pm
Ok...

Dwarves running back and forth to stockpiles sounds like they try to do a job, then stop it, then restart it. No idea what might cause it, never seen it.

The thieves that drop bags are just bags... thieves bring them, since they need something to stuff their stolen goods in, no ? ;)  Only Kobolds really drop loot.

The brewery should work fine, except the little problem with sugar in bags in barrels... maybe it is time I rethink that building. Polish it up a bit.

The weird noble names: These are goblin nobles... damn, I thought I had fixed that. back to step one. There shouldnt be any problem besides the names though. Do you always get those ? Did you disable goblins in the GUI ?

Religion should remove the priests, templars, preachers and archpriest.  To also remove the buildings use the "temples" button. I have to admit the name is horribly outdated, back when it was just the temple of armok.

The custom rains are Seth Creiyds work, and are part of the Dwarf Chocolate mod. I simply forgot about them, will make custom weather optional of course. I somehow overlooked them, since I focused more on fogs/clouds then on rain. Are they very bothersome ?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7 NEW: More Sprites and Balancing
Post by: zach123b on April 03, 2012, 05:39:20 pm
the rain of gold powder gets washed away in the lake but it rains every other minute which is bothersome and then the cloud of boiling golden salve comes almost every 5 minutes and that pauses my game and centers over it.  good biome and there are boiling clouds, doesn't seem intended but..
they're a bit annoying but not game breaking for me
maybe reduce the chance and have it rain more often

btw i had an engraver level 14, no caste, make a bituminous coal crown in the first autumn.  he might've been in the migration wave that just came (therapist counts 1 migration waves when there's been 2, my first 7 then 15) and he didn't gain any legendary skill in stone crafting :'(

and the coal powder has made 1 of my miners yellow in both lungs and blue heart with flashing red condition constantly, within the first month so now hes a hauler :D    the powder seems a little overpowered when there's so much of it, maybe i should've took it slower lol
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7 NEW: More Sprites and Balancing
Post by: Spray on April 03, 2012, 05:42:12 pm
Dunno if working as intended, but "Flux Stone" seems to not exist anymore when i search for a desired location

pregen world, no flux stone.

random gen world, no flux stone.

has flux stone removed with masterwork ?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7 NEW: More Sprites and Balancing
Post by: Lockesly L`Crit on April 03, 2012, 07:01:33 pm
The weird noble names: These are goblin nobles... damn, I thought I had fixed that. back to step one. There shouldnt be any problem besides the names though. Do you always get those ? Did you disable goblins in the GUI ?

Every single time when playing Blessed Serra. It doesn't happen on a randomly generated map. It always happens, regardless of what is disabled (I tested with kobolds/goblins off and kobolds/goblins on). I haven't tested the other pre-gen maps.

Quote
Religion should remove the priests, templars, preachers and archpriest.  To also remove the buildings use the "temples" button. I have to admit the name is horribly outdated, back when it was just the temple of armok.

Looks like I'll have to manually search through the raws to find and delete the nobles. No idea why it doesn't save the option to disable them in 1.6, but does in 1.7. Stealth bugfix? :P

Dunno if working as intended, but "Flux Stone" seems to not exist anymore when i search for a desired location

pregen world, no flux stone.

random gen world, no flux stone.

has flux stone removed with masterwork ?

I can confirm that searching for flux does NOT work in 1.7. Don't be dismayed, as flux is still in the game. Embarked at a volcano and dug straight down to test. Wasn't long until I hit marble. Just to test my theory, I checked the reactions using the [k] key. It still counts as flux.

EDIT: Tested with Small world, Everywhere minerals.

EDIT 2: To confirm my suspicions, tested with Vanilla 34.07. No searchable flux. It's a vanilla problem, not Masterwork.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7 NEW: More Sprites and Balancing
Post by: Talanic on April 03, 2012, 07:11:57 pm
On batches -

I'd LOVE if we could order batches of metal bars from merchants.  Make it an item that takes a hundred metal bars to smith and costs appropriately (no quality modifier preferably).  Result?  Purchasing and melting it down gets the player fifty metal bars, rather than the 5-6 that the caravan might bring, but that takes a lot of stuff to purchase.

Heck, I'm liable to mod it in myself if I can figure out how.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7 NEW: More Sprites and Balancing
Post by: zach123b on April 03, 2012, 07:27:57 pm
how long does it take for a dwarf to change? got one spying on some stuff and he's... got a family and not sure how to take this..
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7 NEW: More Sprites and Balancing
Post by: Iax on April 03, 2012, 07:51:32 pm
Anyone else having trouble with dffd.wimbli.com?  I cant get on to download 1.7
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7 NEW: More Sprites and Balancing
Post by: Kyllo on April 03, 2012, 07:56:08 pm
no, i'm having the same problem here, unfortunate, them internets one unstable place.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7 NEW: More Sprites and Balancing
Post by: BakkieSloot on April 03, 2012, 08:08:06 pm
Uploaded v1.7 to mediafire: *Removed, dffd back online*

Love your work meph!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7 NEW: More Sprites and Balancing
Post by: Kyllo on April 03, 2012, 08:10:17 pm
Awesome, thank you for uploading that, i dont think wimbli is getting back up any time soon :-\
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7 NEW: More Sprites and Balancing
Post by: Meph on April 03, 2012, 08:16:06 pm
Oh... dffd is down... thanks for the quick upload at mediafire :)

I just couldnt resist, so here you go. This I made in the last 2 hours, all tested and works:

 - Fixed Goblin nobles appearing with dwarf nobles.
 - Gave cavern civs only rusty iron, iron and pig iron.
 - Added splinterz official therapist for 34.07
 - Made special rains optional and less frequent
 - Padded leggings and greaves should be worn both now (UNTESTED)
 - Added dust storms to deserts (test for weather, thanks narhiril)
 - Added Concubines. Buyable slave women that help repopulating fortresses. Order them from caravans.
 - Added human/dwarf tradeable crate of steel, iron and bronze, with 10 bars.
 - Tradeable full armorsets of copper, bronze, iron or steel.
 - Tradeable Medical Supply Crates and Boxes of Clothing.
 - Added batch making of clothing, make a set of clothing in the craftsdwarf.
 - Added batch making of armor, make copper, bronze, iron, steel, mithril armorsets in the armory.
 - Added batch making of furniture, make sleeping/living/dining-room and tombs. Rock and Gold Version.
 - Added the new furniture workshop for the batch furniture reactions.
 - Removed cloaks, caps and hoods, to lower item count.

I hope dffd goes online soon.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7 NEW: More Sprites and Balancing
Post by: BakkieSloot on April 03, 2012, 08:22:13 pm
Really?... I wanted to start a fort, but if you keep updating at this rate, I never get started...  >:(
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7 NEW: More Sprites and Balancing
Post by: Undeadlord on April 03, 2012, 08:30:31 pm
*bows down before his Master Meph*
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7 NEW: More Sprites and Balancing
Post by: zach123b on April 03, 2012, 08:31:04 pm
well just lost my fort due to a forest titan and an unprepared militia but...
Spoiler (click to show/hide)
is this vanilla or the mod? cause a titan with that aura just... makes me wanna cry, because of the joy of course
and the secret guy would not stop spying on my production facility, never changed

btw in the guide for the gunsmith forge has "add bayonet to musket" twice, looks like a type for the pistols

now to wait for that update :D

edit:he's beating my men with a wool cap he picked up...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7 NEW: More Sprites and Balancing
Post by: rohit507 on April 03, 2012, 08:31:15 pm
Meph/anyone: I just wanted to make a quick request to see if anyone has figured out hot to add volcanos to the Gaia param set? i'm not sure how to do it, despite my fiddling around.

If not, could someone make a version of gaia with volcanos? (ideally lots of them)

Thanks.

You could raise the amount of minimum volcanoes in the advanced parameters menu... or whatever you want to call it. That raises the possibility of having a lot of map rejects though. I suggest reading up on advanced parameters here: http://dwarffortresswiki.org/index.php/v0.31:Advanced_world_generation

It's an older version, but there hasn't been that many changes between .31 and .34 in the advanced world generation, so it should serve.

I've been trying, but my fiddlings have led, nowhere. Nothing I seem to de creates any volcanoes.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7 NEW: More Sprites and Balancing
Post by: Dwarf_Fever on April 03, 2012, 08:37:30 pm
Does the cursed urborg thingie have iron in it at all? Must have started 10 fortresses, plenty of bronze stuff, never iron... (Or does Prospector no longer pick up iron ores in this mod?)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7 NEW: More Sprites and Balancing
Post by: tahujdt on April 03, 2012, 08:43:40 pm
In this mod, tetrahedrite has a 50% chance for coarse iron.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7 NEW: More Sprites and Balancing
Post by: Morwaul on April 03, 2012, 09:06:57 pm
Here are some settings for a Gaia like map that has volcanoes.  Esentially I took the Gaia Map and removed all the seed stuff.  Now it has a random land mass.  I then upped the Volcanoes and borrowed a few other settings from the standard (or maybe Chocolate) Small Region so that it is more stable.  Just paste the info in the spoiler to the bottom of your World_gen.txt and then choose DIVERSE(MANY BIOMES) Random on the Design a world screen.

Meph, if you have any issue with me bastardizing your World Gen let me know and I'll remove this.

Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7 NEW: More Sprites and Balancing
Post by: Meph on April 03, 2012, 09:18:10 pm
I have no problem with bastarizing anything ;) ... I only have a problem with DFFD being down.
EDIT: Ignore this, it is back on.

I did add this as well:  - Added generic brewery reaction to refine any drink, instead of a specific one.

Proof of Concept, trade liason lets me order this:
(https://lh3.googleusercontent.com/-DLyvg75fRRw/T3uuwDx7ceI/AAAAAAAAKVA/WuJ-4PuBHXk/s760/nice%2520creature%2520mix.PNG)

And the new Building Guide as well. Updated the Armory and Craftsdwarf as well for those.

(https://lh6.googleusercontent.com/-PvixluppNTo/T3upkq_wWUI/AAAAAAAAKU0/yYs2kpFLkLI/s1512/Furniture%2520Maker.PNG)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7 NEW: More Sprites and Balancing
Post by: Lockesly L`Crit on April 03, 2012, 09:30:23 pm
Buyable slave women that help repopulating fortresses.

*puts on magma-proof suit*
I SERIOUSLY hope that can be an option to disable individually. The thought of sex slaves, even in a game, is kinda revolting to me.
Plus, it's undwarflike. I'd expect something like that from the Orcs or Drow, but not the noble Mountainhomes. Now buyable Mercenaries... THAT is an idea I can get behind. :P
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7 NEW: More Sprites and Balancing
Post by: Morwaul on April 03, 2012, 09:39:33 pm
That is awesome Meph.  I love that I can do it in Gold as well. 

Also, I had a thought, but am not sure if it is possible or desirable.  What do you think about changing stone so that it works like wood?  Have the walls drop one of 3 or 4 standardized stones when mined based off of value and magma safe.  Something like:

Stone Standard, Value 1
Stone Ornamental, Value 2
Stone Precious, Value 3
Stone Enchanted, Value 5 (Magic Stone, Living Stone (not meat stone), or something)

Stone Magma Safe, Value 2 (Dropped by all magma safe walls)

Flux, Value 2 (Dropped by Marble, Limestone, Dolomite, etc)
Fuel, Value 1 (Dropped by Bitmus Coal, Lignite, etc)

The names could be changed however you like.  The only issue I can see with this is color.  It sure would make stockpiling and reactione easier.  Maybe since there are not 25 different stones you could make reactions so we could queue make Precious Stone Door, or Standard Stone Pots. 

Anyway, just an idea.  Thanks for all the magic you do.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.7 for 34.07 New: Fear the Night &Dwarf Chocolate
Post by: Seraphyx on April 03, 2012, 09:48:03 pm
Ok, so batch workshop has a higher priority all of a sudden ;) Please note that custom gloves have no left/right and wont work properly, so they cant be added.

Soldier Set: Helm, Breastplate, Greaves, Boots, Shield, Backpack, Flask.
Archer Set: Helm, Mailshirt, Greaves, Boots, Shield, Backpack, Flask, Quiver.
Clothing Set: Cap, Shirt, Pants, Shoes.
Medical Kit: 1 Crutch, 2 Splints, 2 Thread, 2 Cloth, 2 Soap.
Bed Room Set: 1 Door, 1 Bed, 1 Cabinet, 1 Chest.
Fancy Living Room Set: 1 Door, 1 Bed, 2 Cabinets, 2 Chests, 1 Armorstand, 1 Weaponrack.
Storage Set: 3 Bins, 3 Barrels, 3 Bags.

Anything else ? A simple batch option for producing several of the same item, like: 10 tables ? I dont know yet if I should add this to the fitting workshops (would make balancing harder) or make a dedicated "batch workshop"

I think batch workshops would be nice only because it somewhat lowers the amount of micromanaging which can be a huge pain later on in the game when you're getting sieged or you unleash things from the cavern and you have to pay more attention to that than your dwarves. Ultimately it's up to you if you want to add them. I'm also okay with them taking a longer time to produce obviously, it only makes sense that multiple tables take longer to produce than just one.

The other thing I wanted to ask is would we be able to select the materials of these things? For example the bedroom and living room sets, would we select to make the things out of rock or wood, since they can all be made out of those two things I think. I'm assuming we'd be able to choose but thought I'd ask anyway.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7 NEW: More Sprites and Balancing
Post by: Meph on April 03, 2012, 09:51:18 pm
I thought about standardized stones a long time.

The problem is that many reactions depend on these inorganic things, AND it is very, very, very, (and so on) difficult to get a good balance in the occurence. With plants, or animal poducts thats not a problem, but stone is what makes up all z-lvls. If I really mod this (and I will eventually) I have to chance... everything. And some people might not like it. The problem with these standardized materials is that they affect everything, since they are the base materials. If I change them, I change everything made from them, and all the reaction needed to produce it.

Nigh impossible to add this as an optional feature, and somehow I have the feeling that people think strongly about keeping their stone. I already removed 50% of the types with "simple stones" btw ;)

But yeah, this is a mammoth project I am looking forward to. :)

EDIT:@seraphyx: Beds are made of wood, rest of stone. Any stone, as usual. The gold one makes everything of gold, except the bed. I thought I simulate what people would otherwise build.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7 NEW: More Sprites and Balancing
Post by: Meph on April 03, 2012, 09:55:54 pm
>>> NEW DOWNLOAD V 1.7.1 <<< (http://dffd.wimbli.com/file.php?id=5315)


Special Thanks
This update has been heavily influenced by other modders, and I would like the thank arclance for the bloodwine idea, narhiril for the ongoing support and science about interactions, and of course Xangi and SethCreiyd for the big mods I was allowed to add. NW_Kohaku also deserves a mention here, since I based many of the new sprites on her (his?) work.

Full Changelog:
Spoiler (click to show/hide)

PS: Fastest update I ever made. You guys were just so enthusiastic about the proposed tradegoods and batch reactions, I had to do this 8)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: Meph on April 03, 2012, 10:06:32 pm
OMG.

Devlog:
Quote
You can carve tracks in stone now. I haven't done the wooden/metal constructed tracks yet. I haven't done minecarts either, but that's next. Tracks can be carved in stone floors or stone ramps, and it keeps track of the four directions in each tile so that you can have adjacent parallel tracks or carve writing into your fort without using too many tiles. For minecarts to make sense for mining, we'll have to change how mining works, but I want to get the carts moving first. By the time we're done, we're hoping to have the mining system remain about the same for new people, so they don't have to worry about tracks to get started (this might involve default embark wheelbarrows which dwarves would automatically use), but things will be much more efficient for people that use tracks and minecarts, across various industries.

This is amazing, I love it :) And whoever mentioned that wheelbarrows are still useful for stone, there you go, TodayOne thinks alike and adds wheelbarrows :) :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: Seraphyx on April 03, 2012, 10:08:38 pm
Yeah just finished reading through the new pages and saw you mentioned that in the last update about the batch workshops, sorry about that. Figured I would reply before I forget what I was going to say (as I often do)

Also, thanks to Morwaul for editing the gaia map to have volcanoes, I swear I tried everything and it always gave me an infinite amount of rejects. I also tried setting the seed info to random but for whatever reason it didn't really change the look of the map or help with adding volcanoes. Either way thanks. I wish I would have kept my old params to compare what you did to mine.

----

About the new poll option, if it's not too much trouble can we get a short description for each one? It's possible that I'm just slow or something but I want to make sure I understand what I'm voting for.

Right now it would be "I might get used to it" and no idea on number 2, leaning more towards make it optional but that's only because I don't really understand it. The only issue I have is that I like having different colored rocks, I think if we still have multiple colors of rocks I'd be ok with it. If it's just one or two types then I'll probably get used to it but not be a huge fan of it.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: tahujdt on April 03, 2012, 10:28:35 pm
Could you possibly add the pokemon mod as an optional setting. It has  a lot of the kanto pokemons, and the basic berries. I like it, but I like masterwork more. Could I have both?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: Meph on April 03, 2012, 10:35:17 pm
No.  The reason is that it does not fit the theme of middle aged fantasy, the real reason is that I, as a 12-year veteran player and DCI Judge of Magic the Gathering absolutely detest Pokemons.

EDIT: About the rocks:
Normal rocks are like this: They have names: Dolomite, granite, gabbro, schelite, bla bla and so forth.
Standardized rocks are like this: Rock, Precious Rock, Magmasafe Rock. Same as the wood: Rough wood, smooth wood. Or Silk: Silk, Rare Silk. Same idea.

EDIT2: Just made the poll a bit... simpler. btw NO ONE ever complained about the missing names for all other materials, it is weird. Seems like people dont even notice that they use wood, instead of "kapok wood" and "saguaro wood" and "oak wood"... not a single report was about: I want werewolf leather armor and giant spider silk gloves, instead of leather armor and silk gloves. I expected more in that regard, but I am positively surprised of course.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: Lockesly L`Crit on April 03, 2012, 10:40:30 pm
No.  The reason is that it does not fit the theme of middle aged fantasy, the real reason is that I, as a 12-year veteran player and DCI Judge of Magic the Gathering absolutely detest Pokemons.

Oh thank god. When I play DF, I imagine Warhammer Fantasy, not Pokemon.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: BigD145 on April 03, 2012, 10:42:29 pm
OMG.

Devlog:
Quote
You can carve tracks in stone now. I haven't done the wooden/metal constructed tracks yet. I haven't done minecarts either, but that's next. Tracks can be carved in stone floors or stone ramps, and it keeps track of the four directions in each tile so that you can have adjacent parallel tracks or carve writing into your fort without using too many tiles. For minecarts to make sense for mining, we'll have to change how mining works, but I want to get the carts moving first. By the time we're done, we're hoping to have the mining system remain about the same for new people, so they don't have to worry about tracks to get started (this might involve default embark wheelbarrows which dwarves would automatically use), but things will be much more efficient for people that use tracks and minecarts, across various industries.

This is amazing, I love it :) And whoever mentioned that wheelbarrows are still useful for stone, there you go, TodayOne thinks alike and adds wheelbarrows :) :)

Deer harnessing please. https://www.youtube.com/watch?v=0lX6rGITrJQ
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: Lockesly L`Crit on April 03, 2012, 10:45:22 pm
Deer harnessing please. https://www.youtube.com/watch?v=0lX6rGITrJQ

Finally, a decent use for a catsplosion. :D
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: Seraphyx on April 03, 2012, 10:49:17 pm
No.  The reason is that it does not fit the theme of middle aged fantasy, the real reason is that I, as a 12-year veteran player and DCI Judge of Magic the Gathering absolutely detest Pokemons.

EDIT: About the rocks:
Normal rocks are like this: They have names: Dolomite, granite, gabbro, schelite, bla bla and so forth.
Standardized rocks are like this: Rock, Precious Rock, Magmasafe Rock. Same as the wood: Rough wood, smooth wood. Or Silk: Silk, Rare Silk. Same idea.

EDIT2: Just made the poll a bit... simpler. btw NO ONE ever complained about the missing names for all other materials, it is weird. Seems like people dont even notice that they use wood, instead of "kapok wood" and "saguaro wood" and "oak wood"... not a single report was about: I want werewolf leather armor and giant spider silk gloves, instead of leather armor and silk gloves. I expected more in that regard, but I am positively surprised of course.

Thanks that makes a lot more sense. Yeah I personally don't care TOO much about the extremely specific names. The only thing I liked with wood is that different trees made different colored crafts usually. It just makes the fortress look more interesting with various different colors. Same with rocks, that's really the only thing I absolutely like about them.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: Morwaul on April 03, 2012, 10:57:42 pm
Meph, you might point out to people just in case they do not understand (assuming I understand) that using standardized stone does not mean you will only see simple stone, precious stone, etc. walls.  You will still see gabbro and granite and olivine, etc.  The difference would be that if you mine a gabbro wall rather than dropping a "gabbro" boulder it would drop a "magma safe" boulder and a granite wall would drop a "simple stone" boulder (it may be doing this already, don't see any granite in my current game so far so I cannot check.)

The benefit to this would be stockpiling and fps boost as well as that having fewer stones may make it easier to make stone specific reactions.  In other words you could have your mason make 10 precious stone cabinets for the legendary dwarves and 10 simple stone cabinets for the haulers directly without having to make specific stockpiles around your masonry shop and hoping the mason actually makes what you are oping for instead of going 20 z levels out of the way to grab that lovely piece of marble instead of the obsidian you have sitting there.

The color thing is the only drawback.  Is there a way to change the color of items?  Make a blue chair or a green table even if it is made out of granite?  Maybe some kind of furniture dying (staining) workshop?


I did not understand the limitations of stone.  I retract the above statement.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: smakemupagus on April 03, 2012, 11:01:48 pm
The color thing is the only drawback. 

color, and loss of dwarfiness

(no offense Meph, you are awesome of course, but generic stone is non-awesome :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: Meph on April 03, 2012, 11:06:38 pm
But its impossibru. Rock always drops boulder made of the rock. I cant make gabbro drop "rock" and marble drop "flux stone". So what you propose does not work, it would really mean that i remove all the rocks and add my 3-4 own ones. Very radical. Even I shy away from taking rock away from dwarves, just does not feel right...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: Morwaul on April 03, 2012, 11:11:24 pm
Ah, I misunderstood then.  I thought it would work like trees.  oak tree drops fair wood, or whatever it is called.  If stone cannot work the same way I would say don't do it.  Having 200 Z levels of simple stone and precious stone would be awful. 
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: JimmyBobJr on April 04, 2012, 12:31:47 am
Biggest problem with the stone changes is the lack of color. Perhaps if we had several color generic "Stones" it would be fine.

But as always, one part of the brilliant of Masterword is the ability to turn on and off options at will.

Meph, i propose you implement it anyway. If people dont like the standardized stone, just turn it off. Thats how Masterwork has worked so far, keep it like that.

Honestly, im not sure if i would want it or not.



Oh, and i had a idea while i was smelting some goods.

You know how in the still we now get the option of brewing specific plants into specific drinks?

It would be great if we had the same options for wood burning; I wanted to burn scrap wood, but my burner kept grabbing the fine wood every now and then. Just a small annoyance, and i know that this can be solved with stockpiles or burrows, but this would be great regardless.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7 NEW: More Sprites and Balancing
Post by: JimmyBobJr on April 04, 2012, 12:35:19 am
>>> NEW DOWNLOAD V 1.7.1 <<< (http://dffd.wimbli.com/file.php?id=5315)

  • Batch Reactions    - Make complete armor or clothing sets
  • Tradegoods          - Order crates of bars, sets of armor, medical kits and more
  • Optional weather   - Special rains and fogs for good regions, duststorms in deserts
  • Concubines          - If Migrants stop, buy Concubines to raise the number of offspring
  • Minor fixes

Special Thanks
This update has been heavily influenced by other modders, and I would like the thank arclance for the bloodwine idea, narhiril for the ongoing support and science about interactions, and of course Xangi and SethCreiyd for the big mods I was allowed to add. NW_Kohaku also deserves a mention here, since I based many of the new sprites on her (his?) work.

Full Changelog:
Spoiler (click to show/hide)

PS: Fastest update I ever made. You guys were just so enthusiastic about the proposed tradegoods and batch reactions, I had to do this 8)

Meph, you ROCK. Such a brilliant update.

But i have one question; can my old saves from 1.7 be ported over to this version? I ask because im halfway though a megaproject and i dont want to cancel work, but then i also dont want to miss out on this update.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: JimmyBobJr on April 04, 2012, 02:12:53 am
Just reporting a issue.

I killed a Frost Wyrm thing just now, and it dropped a platinum skill essence. Upon reading the manual, i learnt that it could make one dwarf legendary at a Creature Research lab. So, i bult a lab, but when i try to assign a task to it, all the options are in red. I can see the skill essence lying there on the ground, but it wont let me select the task.

Any ideas?

EDIT: I build the workshop right next to the essence (Which was a distance from the fort) and it worked. I now have a legendary ax warrior. woohoo!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: Talanic on April 04, 2012, 02:45:51 am
If you want color for your construction, can't you already burn colored bricks at the Kiln?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: Mitchewawa on April 04, 2012, 03:16:11 am
I'm in favour of rocks generalised via type and colour. For example, no one is going to miss diorite and slate, because they're both the same colour and use. However, separating rocks just by type and not colour would suck; many people like to keep clustered workshops separated by colour to make it easier to tell between the two.

And if people care about having 'diorite' instead of just 'black stone' and marble instead of 'white flux stone', they can always just turn that option off.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: Baijiu on April 04, 2012, 05:20:17 am
I like the idea of reducing the amount of colourful stones. It'd give us a reason to make coloured bricks! There's not much reason to make kilns right now because you can do anything with stone.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: Ishar on April 04, 2012, 05:49:21 am
I'm with the anti-stone side as well. I don't even care for color as much. Just don't forget to add the "worthless" variant as well, the kind that doesn't leave anything upon mining.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: Seraphyx on April 04, 2012, 06:54:27 am
Just noticed a naming inconsistency in the manual compared to the settings.exe

For cave races in the settings.exe there are gremlins, troglodytes, antmen and batmen. In the manual it lists the cave races as serpentmen, trogs, ant, and batmen.

Just thought I'd let you know.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: Castamere on April 04, 2012, 08:11:15 am
my dwarves are tantruming becouse they don't have any clothes
And I can't make any becouse there aren't any options in the Clothes workshop! >:(
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: Meph on April 04, 2012, 08:28:12 am
@castamere: Cant be. Just genned a world, clothier can do shoes, shirts and pants, all dwarves wear clothing. Even if you still play 1.6 version (without clothing) there shouldnt be a problem, since there are no bad thoughts from nakedness in that version.

@rest: Stones are already reduced to "one stone per type/color" with the simple stones options. 

@seraphyx: thanks for the spotting in the manual. When you check the gremlin description you will see that I had different plans for them ;) Serpentmen should be naturally armed cave civs, to replace them and reduce clutter. (no weapons or armor dropped by them)

Anyway, the is my last post for a while. Appearently nothing is horribly broken, everything is full of bliss, (just remembered: The megabeast/titan with the aura of giving and kindness: That the mod :) But black diamond, wow that must have been a tough fight) and hope everyone enjoys the mod in the meantime :)

For thos who care: My Route
Spoiler (click to show/hide)

I am now... off. Have fun. :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: Castamere on April 04, 2012, 10:08:46 am
Well I used my old save from 1.6 version in the 1.7 :-\
And I had such a fun fort running :'(
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: Dohon on April 04, 2012, 10:28:33 am
Enjoy the trip, Meph. :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: Zeebie on April 04, 2012, 10:37:01 am
Anyone having trouble with indestructible zombies? My entire militia has been pounding on one zombie for months, its head and brain are gone, but it keeps going.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: BakkieSloot on April 04, 2012, 10:49:08 am
Enjoy your trip meph! And thanks for giving us a month without updates :D
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: BigD145 on April 04, 2012, 10:52:04 am
I'm in favour of rocks generalised via type and colour. For example, no one is going to miss diorite and slate, because they're both the same colour and use. However, separating rocks just by type and not colour would suck; many people like to keep clustered workshops separated by colour to make it easier to tell between the two.

And if people care about having 'diorite' instead of just 'black stone' and marble instead of 'white flux stone', they can always just turn that option off.

Geology cares about diorite and slate. So does the world generator.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: sayke on April 04, 2012, 11:00:28 am
meph - new update is awesome!! thank you very much - and also thank you for rejecting the pokemon stuff out of hand =D i have to say that i'm not in favor of generic stone - i don't think it makes much sense considering how stone-centric dwarves seem to be, and it would remove the element of reality-based geology that makes DF really cool and unique. very impressed with the rest of the changes, though! absolutely all the best on the next leg of your trip - cheers!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: mglarev on April 04, 2012, 12:51:22 pm
Just read this:

Quote
Added single reactions for armorplates

This was my personal most annoying thing. Thanks!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: Ishar on April 04, 2012, 03:38:19 pm
Anyone having trouble with indestructible zombies? My entire militia has been pounding on one zombie for months, its head and brain are gone, but it keeps going.

That's hardcore, man. Very dwarfy.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: bombzero on April 04, 2012, 04:07:50 pm
holy crap, between this mod and what Toady is adding in vanilla im never going to play any other games soon...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: Fairin on April 04, 2012, 04:09:00 pm
that's an insane trip to cycle Meph. have fun with that.

as for Generic Stone? - i don't use the stone anyway i burn them -all- into colored bricks regardless. please reduce my clutter!

there -is- a small discrepency with the brick oven and stone cutters workshop. i can burn 2 boulders of whatever to make 4 magma safe blocks. then use the stonecutters to make the new !blue! blocks into Blue Bricks and use them like boulders... and burn 2 blue bricks and make 4 blocks.......

^ in the end it reduces the ammount of stone i have to mine for whatever rediclious mega fort im building trains my entire populace in masonry. and is slighly cheaty for "dupeing" rocks.. but rocks are so common... if you do change it. leave the option to keep it this way so i don't have to kill my FPS just to get rocks to build another skyfort .(man i really like these... next one is gonna have magma channels - magma moat in the sky... enter carefully little gobbos!) - those orc seiges when they just mill about at the edge of the map... yeah.. magma moat above the map edge will probably get them moving...

and why -isn't- there a burn scrap wood for charcoal option...

dwarven concubines? yes, consider them sex slaves? no thats profiling and thats wrong! - personal herems are not unheard of in medieval times, considering all the men went to war and upset statistical population of men vs women - in various countries. if nothing else think of them as a way to get more immigrants with a world that doesnt have anymore dwarves.. you gotta repopulate the planet yaknow? ,

haven't tested in 1.7.1 but in my earlier forts i tried pritty hard to get the blueprints for the armorys and weaponrys musta went through 100s of flasks...

and for last bits of fun ness.. i gen'd a world yesterday with 120,000 tetrahydrite. and 118k adamantium 4 110 zlevel adamantium spires anyone?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: bombzero on April 04, 2012, 04:12:07 pm
4 110 zlevel adamantium spires anyone?

are they all hollow?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: Deon on April 04, 2012, 04:30:17 pm
Aww, Meph already left. I tested the mod too late. Anyway, don't dwarves use those sets and crates as soap? I haven't read it through, but it's soap, right?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: zach123b on April 04, 2012, 07:54:13 pm
mm embarked with a concubine and it came as my expedition leader and i can assign it to do stuff such as woodcutting in therapist and butcher in game, in case of hard times of course
i can assign it to be a noble or part of my militia without therapist and they count as part of your population as well so i embarked with 8 dwarfs in stocks screen, guessing because of the innate legendary liar they have
Spoiler (click to show/hide)

so i hope they can be buy-able from humans or someone so they don't come with friends, which this one has practically everyone as a long term acquaintance or friend

wanted a concubine to attempt dwarven daycare with fewer drawbacks but she has to many friends atm to be..expendable for now
now to see if they can be unhappy which by therapist they can, game doesn't show bad thoughts though by nekkedness+loss of children+hunger
~plans a trap using a concubine, the new potash maker
~starts making 100s of rock crafts for my new militia of potash makers concubines

btw if you get lucky you can embark with a <skill> savant and make em legendary at the start, seems a little cheap but luck is a factor
next up is an evil embark with 5-10 concubines (half the cost of a mastiff but 2/3 the size)

random fort stuff in spoiler
Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: Lockesly L`Crit on April 04, 2012, 09:04:04 pm
mm embarked with a concubine and it came as my expedition leader and i can assign it to do stuff such as woodcutting in therapist and butcher in game, in case of hard times of course
i can assign it to be a noble or part of my militia without therapist and they count as part of your population as well so i embarked with 8 dwarfs in stocks screen, guessing because of the innate legendary liar they have
Spoiler (click to show/hide)

so i hope they can be buy-able from humans or someone so they don't come with friends, which this one has practically everyone as a long term acquaintance or friend

wanted a concubine to attempt dwarven daycare with fewer drawbacks but she has to many friends atm to be..expendable for now
now to see if they can be unhappy which by therapist they can, game doesn't show bad thoughts though by nekkedness+loss of children+hunger
~plans a trap using a concubine, the new potash maker
~starts making 100s of rock crafts for my new militia of potash makers concubines

btw if you get lucky you can embark with a <skill> savant and make em legendary at the start, seems a little cheap but luck is a factor
next up is an evil embark with 5-10 concubines (half the cost of a mastiff but 2/3 the size)


Actually, the concubines are listed in the creature raws under [CREATURE:DWARF], and since your civilization is entirely [CREATURE:DWARF], any "domestic pets" in that category, concubines included, are full members of your fort once you buy them.
And they start with an innate skill of 15 in Liar, which has led to the problem of Funfriends. You can edit out the natural skill in the creature raw, or change it to something a little more reasonable.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: RabblerouserGT on April 04, 2012, 09:37:19 pm
Can you use 1.6 saves in 1.7?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: Talanic on April 04, 2012, 09:39:07 pm
Is armor supposed to be wearing out like clothing does?  My entire military is suffering from mangled armor.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: Cusi on April 04, 2012, 09:43:43 pm
Concubines have a high liar skill? Should be more like lier :p

I swear I haven't seen a vampire in ages, but if vampires can have children, would love to see a concubine one.  Wonder how many children a vampire could have as a concubine.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: smakemupagus on April 04, 2012, 10:12:28 pm
I have a lot of guys wearing trousers or greaves on their Torso (Mw1.7).  Anyone else ever seen this & know a fix/workaround?

edit.  Maybe, it's not a problem.  the mail shirt goes on their chest anyway.  do dwarves always put pants on their torso and i just never noticed??
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: Urist McAddict on April 04, 2012, 10:33:20 pm
Hello trippin' Meph!

Well, gotta say you're ruining my studies/work, but i digress...

About the stones, i really would hate the standartized stones, would be an ugly sight in the nobles screen "The king demands a Flux Stone Throne in bedroom.", the stones name give character to the fortress, but that's just my opinion.

About the bricks, i think they should be put on as blocks, since that's basically what they are, also, that would stop the stone dupping effect reported by another player.

Aaaaaaaaaanyways, good luck on your travels!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: zach123b on April 04, 2012, 10:35:53 pm
i believe the slaves of broods from drows are the same, there offspring just transform into a caste of dwarf but without the [PET] tag
looking through the raws they secrete a rock that transforms them into a dwarf slave
but i remember reading they have to do some kind of feat to be drafted into the militia

thought it was weird seeing my expedition leader being a stray and seeing the concubine in therapist >.>
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: Vhorthex on April 04, 2012, 11:03:53 pm
Interesting idea about renaming the stones and standardizing them. Although perhaps a little more tiers than "stone" and "precious stone". Although I'd say that I suck at offering names, so I wouldn't be able to suggest intriguing adjectives. :)

Something like what was done with the wood. Low, Mid & High. Maybe a process done to stone, like polish? Ehhh...

Yeah, I'm going to stop now.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: Seraphyx on April 05, 2012, 12:19:27 am
The minecart additions Toady is working on (as well as other games I've been playing) gave me an idea. How possible would it be to create boats? At first I wanted boats just so civs can get around on the world map easier if there are places surrounded by water (like an island map). Then I thought, how awesome would it be to embark on a fairly tiny landmass surrounded by ocean (probably not possible but whatever, maybe just do it on a beach) then have a port where other civs can come and also trade things with you, create fishing boats for fisher dwarves to more effectively fish (gather fish in bulk then come back to the fort), perhaps military boats as well as the addition of a bunch of other sea creatures to give a reason for creating military boats.

It's starting to sound like an idea for a completely different mod overhaul of vanilla but, I thought I'd post it anyway to see how possible something like this would be to do. It's probably not very dwarfish (the whole fishing, having a pier, creating boats) but eh, I'd still love to see something like this. I hate embarking on islands and not having access to the mountainhomes, and even enemies in many cases.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: RabblerouserGT on April 05, 2012, 01:03:12 am
BUT:
I'm guessing the mod removes clothing to save FPS and clutter. However in the latest version, no clothing introduces a negative thought. This was enough to throw my recent reclaim into a tantrum spiral.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: smakemupagus on April 05, 2012, 01:05:25 am
The latest version doesn't remove clothes.
er... i should say, 1.7 doesn't remove clothes, so i'd be surprised if 1.7.1 does
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: RabblerouserGT on April 05, 2012, 01:07:37 am
The latest version doesn't remove clothes.
Then it must be because I'm using an old world -sigh-
C'est la vie.


And this was an awesome fort, too.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: Vanaheimer on April 05, 2012, 01:32:46 am
Standardized stone would be awesome, as long as there were still a few different colours around.

No more having to go through and switch 3/4 of the "economic" stones to common use.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: bombzero on April 05, 2012, 02:48:13 am
I have a lot of guys wearing trousers or greaves on their Torso (Mw1.7).  Anyone else ever seen this & know a fix/workaround?

edit.  Maybe, it's not a problem.  the mail shirt goes on their chest anyway.  do dwarves always put pants on their torso and i just never noticed??

saying Torso, while relevant in real life, does not actually relate to any part of a dwarf.
the game seems to divide the hips/stomach region as lower body and upper chest as upper body, the pants/greaves are worn on the lower body for display purposes i suppose. I think it would be difficult to show that they were being worn otherwise.

now if you mean that pants/greaves are being equipped to the 'upper body' then thats a tag issue with the Raws.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: smakemupagus on April 05, 2012, 03:45:34 am

saying Torso, while relevant in real life, does not actually relate to any part of a dwarf.
the game seems to divide the hips/stomach region as lower body and upper chest as upper body, the pants/greaves are worn on the lower body for display purposes i suppose. I think it would be difficult to show that they were being worn otherwise.

now if you mean that pants/greaves are being equipped to the 'upper body' then thats a tag issue with the Raws.

all 5 dwarves have some kind of trousers on their torso currently, here's one:

Rovod 'Sunkmenaces', psychiatrist
(silk trousers) Torso
(chitinplate shirt) Chest
(pig tail fiber cap) Head
(pig tail fiber shoe) Left foot
(pig tail fiber shoe) Right foot
(wool cloak) Chest
(-copper pick-) Left hand

(edit): mystery solved
Spoiler (click to show/hide)
so its just a naming thing, not a real issue.
still sounds odd to have pants on it. :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: MarineMorton on April 05, 2012, 06:03:29 am
Maybe a bug got some wild armoured horses on my latest fort

Year one nearly finished river froze so leaving big hole in my defence wall who attacks in winter?

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: Lockesly L`Crit on April 05, 2012, 06:27:41 am
Anyone else having a problem with the Furniture Workshop making items from economic stone? I keep getting raw titanium doors and cobalite cabinets. :/
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: andy_t_roo on April 05, 2012, 07:21:44 am
Anyone else having a problem with the Furniture Workshop making items from economic stone? I keep getting raw titanium doors and cobalite cabinets. :/
when "stone" is requested, the nearest stone is grabbed. unless you have a stockpile of non-economic stone closeby, that could be any material, ore, or economic rock. In masterwork almost all the rock materials are economic, so it is probably a stockpile problem.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: Cusi on April 05, 2012, 07:36:18 am
Maybe a bug got some wild armoured horses on my latest fort

Year one nearly finished river froze so leaving big hole in my defence wall who attacks in winter?

No civ ever attacks in Winter. They are too busy sieging Santa Claus. I think ambushes, thief, and werewolves still might
Title: Re: MASTERWORK Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: tahujdt on April 05, 2012, 09:06:41 am
How do you get the mass furniture building stuff?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: Tehsapper on April 05, 2012, 10:17:31 am
The idea of renaming all stone in "Standard stone", "Precious stone" and so on is just horrible. Then why not renaming all trees to "Standard tree", "Cavern tree" etc or all sand to just "Standard stand"? This game would lose a part of it's soul and possible learning value. At least I know that sphalerite is the ore of zinc.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: Werdna on April 05, 2012, 10:39:06 am
Maybe a bug got some wild armoured horses on my latest fort

Year one nearly finished river froze so leaving big hole in my defence wall who attacks in winter?

No civ ever attacks in Winter. They are too busy sieging Santa Claus. I think ambushes, thief, and werewolves still might

Careful though, if you get a late autumn raid it might carry over into winter.  Has happened when I did things like "Not ready for them yet, close the gates for now".

The idea of renaming all stone in "Standard stone", "Precious stone" and so on is just horrible. Then why not renaming all trees to "Standard tree", "Cavern tree" etc or all sand to just "Standard stand"? This game would lose a part of it's soul and possible learning value. At least I know that sphalerite is the ore of zinc.

Ditto.  The thought of "Valuable stone" throne rooms, magma surrounded by "magma-safe walls", and losing marble statues, granite walls, and all that cool obsidian shit; it all bristles with spikes of blah.  Simplified wood, simplified silk, simplified leather - sure, these are all small trivial niches in the life of a dwarf.  But stone?  That is the skin, bones, blood and meat of a fort.  I'd argue that a granite wall or a marble statue adds far more "color" to the game than their actual colors.  A white block statue is just not the same thing.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: Spray on April 05, 2012, 11:14:55 am
alright, how do i get rid of these bog crawlers?

every 5 seconds i got a message about someone bitten by that little fucker...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: smakemupagus on April 05, 2012, 11:37:11 am
alright, how do i get rid of these bog crawlers?

every 5 seconds i got a message about someone bitten by that little fucker...

Maybe they're custom vermin, try turning that off next time?  I had similar experience with Fire ants, nothing i could think of in game would slow them down at all
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: sayke on April 05, 2012, 11:39:11 am
rabblerousergt - you really should regen a new world every time a new version comes out. if you don't there are going to be weird unpredictable bugs. my biggest fortress is from v1.5.1 for that exact reason - i got it working really well so i didn't abandon it. i'm planning on starting up a new one for v1.7.1 and doing it right, though, so that'll probably be my next big one =)

tehsapper - have you actually played this mod? half the point of it is that it has generic wood, leather, blood, bone, etc. it drastically increases FPS, simplifies menus, and eliminates distinctions without a difference. while i don't think that doing the same thing for stone would be a good idea, for other stuff, it works great!

spray - deploy cats and frill lizards to the places where animals and people are getting bitten! i've gotten them under control repeatedly in the past - it can take quite a few cats though!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: shovelmonkey on April 05, 2012, 12:34:11 pm
I gotta be missing something obvious here, genned three different worlds, can't seem to  find a single plant on dozens of test embarks? Only thing except trees are shrubs which I can gather, but give nothing. I want to start with the no items start, no plants seems abit harsh...I'm sure I've just selected a wrong option in the masterwork settings program...any ideas?

Edit - Deleted and redownloaded, played with base settings...still no plants, only shrubs? Do plants appear over time? Back to vanilla for now I guess...
Title: Re: MASTERWORK Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: tahujdt on April 05, 2012, 12:45:00 pm
Can you write a patch for stonesense? I want to see my 100 z-level tower out of brick blocks.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: Lockesly L`Crit on April 05, 2012, 01:21:46 pm
The problem I see with standardized stone is that we already have that option, more or less. Simple Stone can be turned on and off. While it doesn't change every single stone, it does remove the redundant ones while keeping the names of the ones people like. The difference in FPS between a standardized stone option (stone, magma-safe stone, flux, etc) and the current simple stone option (marble, diorite, obsidian) is not worth the hassle, at least to me anyway. At the very least, Simple Stone should be made into a toggle between YES/NO/STANDARD for people to choose what they want.

How do you get the mass furniture building stuff?

If you're playing a 1.7.1 world, hit b for Build, w for Workshops, and then i for Furniture Workshop. It takes a two blocks, two rocks, two mechanisms, a bed, a cabinet, a table, and a chair to make.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: Weq on April 05, 2012, 01:25:00 pm
I have just started a new map and on first day it has started raining goats milk and bee honey. Is this normal or some type of bug?

And is there any way to collect all this?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: Lockesly L`Crit on April 05, 2012, 01:41:38 pm
I've also been tinkering around with concubines, and created mercenaries based off of them. Dwarven soldiers who you can buy as "pets" via trade and embark that start with a selection of weapon skills (never more than what you could normally put in a normal pre-embark dwarf).

There are a few problems I've ran into:
1. They are pets, so they will have "Stray" by their name. Not that big of a deal, really.
2. They can be traded via merchants, and thus will be stuck in cages. Better release them soon, otherwise you'll have a really ticked off dwarf who is hungry and thirsty.
3. I accidentally forgot to set the [NOT_BUTCHERABLE] flag on them. This can easily be remedied.

-------

EDIT: I've also made a quick fix for the batch workshop using economic stone. Go into your reaction_masterwork.txt file, scroll down to the very end, and replace the SLEEP_SET, SLEEP_SET2, LIVING_SET, DINING_SET, TOMB_SET, and STORAGE_SET with this:

Spoiler (click to show/hide)

The [WORTHLESS_STONE_ONLY] tag will mean that any stone that is marked as economic will not be used.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: Varyag on April 05, 2012, 02:33:46 pm
Can't remember exactly what reaction is bugged but i think it is the gold dining room batch reaction that gives you 50 of each product as i ended up with 500 gold statues, tables and thrones when i wanted to make just 10 of each. Naturally all of them ended up being masterwork quality as well. I had a legendary mason doing the work.

Melted it all down and have now made a 5 steps wide road out from my fortress to the edge of the map completely paved with gold bars and with 3x3x9 gold bar pillars every two steps to force the traders down a specific path. Those traders and foreign dignitaries better be impressed! My original plan was to use steel farmed from steeloak to make that road but at least i don't have 1500 pieces of gold furniture cluttering up my stockpiles any more.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: Kraggh on April 05, 2012, 02:42:17 pm
Hi!

How can I play as a Human?

I added de [CIV_CONTROLLABLE] tag, in entity_defaults.txt, but doesn´t work!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: narhiril on April 05, 2012, 02:56:15 pm
Hi!

How can I play as a Human?

I added de [CIV_CONTROLLABLE] tag, in entity_defaults.txt, but doesn´t work!


[INDIV_CONTROLLABLE]
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: Kraggh on April 05, 2012, 03:02:41 pm
Thanks, I try to explain, i,m not english...

In the entity_defaults.txt, humans doesn´t appear, only dwarves, kobolds and goblins.
There are an entity_human.txt and in that .txt already appears [INDIV_CONTROLLABLE]. And in all entities_X.txt for other races too.

So what I did is copy/paste entity_defaults.txt from original DF 0.34.07 to masterworks because that .txt have the humans in it, and I put the [CIV_CONTROLLABLE] there. What I need to do?

Thanks a lot!


PD1: I put [INDIV_CONTROLLABLE] in dwarves, in entity_defaults.txt and [CIV_CONTROLLABLE] in entity_human.txt and now I can choose them. I have another question, doing that can i do all the things that dwarves do? I´m asking because in the entity_default.txt for dwarves there are a lot of more text lines that in the entity_human.txt

PD2: PD1 only works if I do that before create new world.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: Undeadlord on April 05, 2012, 03:13:24 pm
Can't remember exactly what reaction is bugged but i think it is the gold dining room batch reaction that gives you 50 of each product as i ended up with 500 gold statues, tables and thrones when i wanted to make just 10 of each. Naturally all of them ended up being masterwork quality as well. I had a legendary mason doing the work.

Melted it all down and have now made a 5 steps wide road out from my fortress to the edge of the map completely paved with gold bars and with 3x3x9 gold bar pillars every two steps to force the traders down a specific path. Those traders and foreign dignitaries better be impressed! My original plan was to use steel farmed from steeloak to make that road but at least i don't have 1500 pieces of gold furniture cluttering up my stockpiles any more.

This is awesome, 10 gold bars go in, 1500 pieces of gold furniture come out. That only works if you are using dwarf math! :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: Fairin on April 05, 2012, 03:24:55 pm
0.o if they were -all- masterwork.. your mason would have killed someone for destroying it.. besides meph took out the building to break down furniture since its made out of gold ore. not bars... how did you manage to melt this.. i want a gold fortress!

edit v
Meph said gold ore... but it takes bars ... 0.o
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: dukea42 on April 05, 2012, 03:37:21 pm
.I agree that simple stones will need to account for the elegance of naming to be properly executed.  Plus I worried about the effects on the games stone layers-so generic stone would still need to be distinct by layer class..  Perhaps there is the cheap Sedimetary Stone, then Flux Stone, DeepFlux (marble) Stone (perhaps magma-safe?), Metamorphic Stone, Igneous Stone (Magma-Safe), and of course Obsidian.

That makes 6 types? 5 if you loose the deepflux, but I like having dolomite for magma safe flux as a high-end stone (2nd to obsidian).  Making it deeper into potentially cavern layers is ok with me.

If I can figure it all out in the raws, I may try this before Meph returns.

Edit: Meant to put magma-safe as igneous
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: bombzero on April 05, 2012, 04:26:44 pm
umm he intends to simply do what he does for trees and the like... the rock types will still be there but they will make 'stone'
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: dukea42 on April 05, 2012, 04:56:10 pm
umm he intends to simply do what he does for trees and the like... the rock types will still be there but they will make 'stone'

I thought he mentioned that un-dug stone cannot drop anything but it's own material (buried in here somewhere)?  It's only through exploiting the game properties that walls do not use their material properties until dug out does the vaporizing stone trick work.  But I don't think that it can drop "stone" from both Granite and Marble for example.

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: smakemupagus on April 05, 2012, 05:01:10 pm
Can't remember exactly what reaction is bugged but i think it is the gold dining room batch reaction that gives you 50 of each product as i ended up with 500 gold statues, tables and thrones when i wanted to make just 10 of each. Naturally all of them ended up being masterwork quality as well. I had a legendary mason doing the work.

Melted it all down and have now made a 5 steps wide road out from my fortress to the edge of the map completely paved with gold bars and with 3x3x9 gold bar pillars every two steps to force the traders down a specific path. Those traders and foreign dignitaries better be impressed! My original plan was to use steel farmed from steeloak to make that road but at least i don't have 1500 pieces of gold furniture cluttering up my stockpiles any more.

This is awesome, 10 gold bars go in, 1500 pieces of gold furniture come out. That only works if you are using dwarf math! :)

It currently is,
   [REAGENT:B:6:BAR:NO_SUBTYPE:INORGANIC:GOLD]

It probably should say 6:BOULDER etc., right? 
Or if it's meant to be bars then 900:BAR:NO_SUBTYPE:METAL:GOLD

fwiw i also checked inorganic_material and the tag for native gold is:
[INORGANIC:NATIVE_GOLD]
so, i don't know what it uses when it says "INORGANIC:GOLD"
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: narhiril on April 05, 2012, 05:05:06 pm
Can't remember exactly what reaction is bugged but i think it is the gold dining room batch reaction that gives you 50 of each product as i ended up with 500 gold statues, tables and thrones when i wanted to make just 10 of each. Naturally all of them ended up being masterwork quality as well. I had a legendary mason doing the work.

Melted it all down and have now made a 5 steps wide road out from my fortress to the edge of the map completely paved with gold bars and with 3x3x9 gold bar pillars every two steps to force the traders down a specific path. Those traders and foreign dignitaries better be impressed! My original plan was to use steel farmed from steeloak to make that road but at least i don't have 1500 pieces of gold furniture cluttering up my stockpiles any more.

This is awesome, 10 gold bars go in, 1500 pieces of gold furniture come out. That only works if you are using dwarf math! :)

It currently is,
   [REAGENT:B:6:BAR:NO_SUBTYPE:INORGANIC:GOLD]

It probably should say 6:BOULDER etc., right?

If its bars, it needs to be multiplied by 150. 

Change it to...

[REAGENT:B:900:BAR:NO_SUBTYPE:INORGANIC:GOLD]

...or...

[REAGENT:B:6:BOULDER:NONE:INORGANIC:NATIVE_GOLD]
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: Fairin on April 05, 2012, 05:27:15 pm
it is bars, time to find the line and change it.. maybe... maybe i want a gold fortress to match my mithril one from before.... >:)

Also fun fact. cant use the blocks made from the Brick oven for the Storage set.. but you -can- break the bricks down to bolders then have your mason shop turn them into blocks.. those work... odd
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: smakemupagus on April 05, 2012, 05:29:42 pm
Cool, thanks.  I'm going to go with the NATIVE_GOLD version for now for consistency, because the cost in Bars in Masterwork would in principle be 450(?) per item with "Harder Smithing" and 150 otherwise, and I'm not sure I want to mess with that.  And, since that's what's implied by Meph's building guide.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: zach123b on April 05, 2012, 05:33:12 pm
hey meph, not every world does the elfs have each warbeast (frustrates me) nor does the drows always have slaves

what if you added a stone that a caste of elf or drow secrete and transform into a warbeast or brood slave
then add the tag [BONECARN] or something to keep them from being eventful/free pet
i think it would make elfs/drows always have the pet

although i don't know if it will work or if it's plausible just my 2 cents after reading some raws and playing :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: BigD145 on April 05, 2012, 06:09:43 pm
You have found a curious underground structure.
u>others(1188)

Soooooooo many undead... I thought I had a fluid leak somewhere when my embark hit 10fps but I guess I found something else.

edit: Abandoned and got a wave of migrants in another location. First one in is a gal named Bomrek Throwgeared. She has one kill to her name: a troll. She's a gem cutter. Her groin is gone.
Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: JimmyBobJr on April 06, 2012, 12:38:23 am
You have found a curious underground structure.
u>others(1188)

Soooooooo many undead... I thought I had a fluid leak somewhere when my embark hit 10fps but I guess I found something else.

edit: Abandoned and got a wave of migrants in another location. First one in is a gal named Bomrek Throwgeared. She has one kill to her name: a troll. She's a gem cutter. Her groin is gone.
Spoiler (click to show/hide)

I see what you did theeere.

DX
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: Seraphyx on April 06, 2012, 10:16:30 am
Might be a bug or typo rather. In the magma crucible there is "make steel bars(3) - flux" and "make steel bars(3) - pig iron" but the regents for both is pig iron, refined coal, and flux stones. Not sure why have two options that require the same things and also produce the same things and amount if it's not a bug.

---

After getting the necessary materials, I was able to make one of them, the other still stayed red so not sure what's going on. Been running into various other glitches with workshops not wanting to do things or detect materials I have. Destroying them and rebuilding usually works but it's annoying, don't know if its masterwork related.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: BigD145 on April 06, 2012, 10:35:56 am
You have found a curious underground structure.
u>others(1188)

Soooooooo many undead... I thought I had a fluid leak somewhere when my embark hit 10fps but I guess I found something else.

edit: Abandoned and got a wave of migrants in another location. First one in is a gal named Bomrek Throwgeared. She has one kill to her name: a troll. She's a gem cutter. Her groin is gone.
Spoiler (click to show/hide)

I see what you did theeere.

DX

Don't look at me. The game did it. Every body part of hers is yellow. She got banged up real good bad.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: RabblerouserGT on April 06, 2012, 10:51:07 am
T-Rex Skull Helm?
Yes, please!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: zach123b on April 06, 2012, 12:06:29 pm
the crucible makes steel 2 ways
3 pig iron + 1 flux = 3 steel
1 pig iron + 3 flux = 3 steel
meph made a guide for each building he added a reaction, like wooden mechanisms in the craftsdwarf shop

look in guides & readmes/building guides

he even has a list of which metal is the best ;)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: Meph on April 06, 2012, 01:40:45 pm
Exactly, one uses more metal, one uses more flux. :)

Now I also know why BOULDER:GOLD didnt work, since I needed BOULDER:NATIVE_GOLD. doe. So I made bars out of it, and of course forgot the *150 for bars. So yeah, golden furniture reactions are very kind to the players right now ^^

I will also add worthless stone (only non-economic) to the stonecutter, magma-safe workshop and furniture workshop. And a scrapwood to coal, for smelter and batch furnace. As as well as some more tradegood, and more batch reactions. Silk clothing set, bone/wood/silver furniture set ? At least these are the plans.

Sitting in a Restaurante with Wifi, will be offline shortly, this will be my only post. I will still read this thread though, so no worries.

Oh, and: No standardized Rocks. Made my decision.

PS: @deon: I know they are soap, but not stockpiled as such, so I hope dwarves also dont recognize the crates as soap.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: Lockesly L`Crit on April 06, 2012, 03:10:32 pm
I have determined that golems are awesome, but the Magma Golem Forge is NOT. In the process of turning my two squads entirely into golems, I've had no less than three innocent bystanders who were hauling back the dropped equipment turn into golems themselves (one of which was my legendary miner).
Mental note: use burrows next time.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: zach123b on April 06, 2012, 04:44:17 pm
try the traffic control stuff (i think d-o), it's like a soft burrow to your dwarfs +helps fps if used well enough
they'll go around it unless its a lot shorter or there is an item they want inside it, how i keep my dwarfs from walking over random silk without burrows and my web collectors still collect

i should try out these golems... i see steel and candy, i presume they are magma proof... i must make a few of these post haste :]
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: Lockesly L`Crit on April 06, 2012, 04:51:43 pm
i should try out these golems... i see steel and candy, i presume they are magma proof... i must make a few of these post haste :]

I haven't tested out if they are magma-proof, but I did find out how badass they are in combat. I had one of my accidental dwarven child golem pastured outside of my fort. She took down an entire War Elephant invasion single handedly without a scratch. When I hit the Candy, I sent my reserve golem squad of 10 to station down there in preparation for Fun. All Fun Stuff was killed with only two golem losses.
And these were just steel golems too.

EDIT: I also noticed the golems don't have the [NOEXERT] tag, so it looks odd when they get tired from fighting when they don't have any muscles or lungs. ¯\_(ツ)_/¯

EDIT2: I just tested their resilience against magma.
Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: zach123b on April 06, 2012, 05:19:45 pm
that is awesome, meph might need to buff the circus with all of this or have the option to of course

mini colossus for everyone!

btw i had a child that was a stone savant, he did all my stonework, was legendary +3 stone detailing before 4 years old ;)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: smakemupagus on April 06, 2012, 05:52:55 pm
Wow, i don't know if this is a MW or vanilla thing, but there are these wizard(s?) who can mind control the dwarves and make them kill each other or cower in fear.  And since at least one is a MW goblin he's sneaky and AVOIDTRAPS.  No gear except two books that he's carrying.  One book contains the secrets of Mental Discipline.  The other is just an autobiography, and is being used to physically beat fools down.

Can I do anything with those books if he doesn't kill the whole fort?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: Lockesly L`Crit on April 06, 2012, 06:14:23 pm
Wow, i don't know if this is a MW or vanilla thing, but there are these wizard(s?) who can mind control the dwarves and make them kill each other or cower in fear.  And since at least one is a MW goblin he's sneaky and AVOIDTRAPS.  No gear except two books that he's carrying.  One book contains the secrets of Mental Discipline.  The other is just an autobiography, and is being used to physically beat fools down.

Can I do anything with those books if he doesn't kill the whole fort?

They all are part of the Wizard Tower addition to Dwarf Chocolate, which in turn was added to Masterwork.
I think they are Adventure Mode only, but don't quote me on that.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: smakemupagus on April 06, 2012, 06:26:12 pm


They all are part of the Wizard Tower addition to Dwarf Chocolate, which in turn was added to Masterwork.
I think they are Adventure Mode only, but don't quote me on that.

The fort only survives because I got lucky and he left the courtyard, and I lock him out.  He was raising the dead too. 

Hmm, interested to hear how other folks fare against these wizards.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: DorfMeister on April 06, 2012, 08:01:56 pm
Just met the Nightwings on my second year. Flying sieging demon FUN with crossbows!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: Seraphyx on April 07, 2012, 07:54:28 am
the crucible makes steel 2 ways
3 pig iron + 1 flux = 3 steel
1 pig iron + 3 flux = 3 steel
meph made a guide for each building he added a reaction, like wooden mechanisms in the craftsdwarf shop

look in guides & readmes/building guides

he even has a list of which metal is the best ;)

Ah thanks, I have NO idea why I didn't think to look at the building guides... derp. I guess I'm just used to playing without them.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: masquerine on April 07, 2012, 11:23:48 am
Just met the automatons for the first time in year 3. I was expecting them to be more like golems and stuff instead of super sonic snipers/gunners lol. A single crossbowdwarf found the ambush and was obliterated instantly, then they very quickly made their way to the depot and gunned down the elves. The bridge puller was too slow to stop them from coming in, but he did trap them. I did have a set of doors after the bridges leading into the fort, which I quickly set to forbidden. Seems the automatons respect the fact that the door is locked. I have a web turret and a slade turret in the area that the automatons are (bought from the dwarf caravan) which are slowly killing them, and the automatons are ignoring my turrets completely.

Edit: They eventually started hitting the turrets, must have just been the webbing slowing them down.

If it wasn't for those locked doors I probably would have been slaughtered. I need to rethink my defense setup to deal with these guys. So fast. They are not trap avoid though. Maybe just liberal use of weapon traps, as I don't think I really want to cage them unless I pit them into magma. That might work.

Very scary. This is fort 30 or so with every world having automatons in it before, just this is the first time they actually decided to show up. I'm kind of glad they didn't show up till now.

Also: Enemy War Elephants come with weapons but drop them as soon as they enter the map and leave them there. They are wearing armor just fine though.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: zach123b on April 07, 2012, 11:50:59 am
my last fort keeps crashing as soon as the first winter hits, happened 3 times >>
now when i abandon the fort it crashes, seems it doesn't want to give it up, tried 4 times so far as well.. - think its that i made a custom world with perfect world or something on my end though, have to scrap the world but will save it for later if anyone wants to check for bugs or something
error log only has some transformation things for some dwarf castes, i turned them off for simplicity sake when i checked when it crashes on abandoning, could check it when winter hits but...

frustrated cause i just caught 3 forest spider and would've been my first silk farm :(
looking in the raws i noticed forest spiders don't have the child tag

thought toady fixed the weapon dropping, at least he said he did in the updates for .07, for the last update.  i don't think it's a masterwork problem but the vanilla at fault
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: YuriRuler90 on April 07, 2012, 12:11:46 pm
My militia commander - "He likes . . . and turrets for their whirring mechanisms."

Hehe, awesome.
Title: Re: MASTERWORK Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: tahujdt on April 07, 2012, 12:45:27 pm
I had a dwarf who liked "Giant leopards for their abandonment  of comical sleeping postures due to the fact that they no longer fit in trees." 
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: bombzero on April 07, 2012, 01:08:14 pm
My 3 year militia commander got his foot chopped off so i checked his description.

he likes corpses, magma, steel, etc, etc, badass stuff.

now i understand why he prospered as a militia commander, though he does like goblins as well... who cares, just means he gets 2 happy thoughts from killing them.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: Tolisk on April 07, 2012, 01:49:17 pm
I got a problem with one of the buildings, i got the stuff but the slade throne for it wont register as a slade throne for it to use.

Any help as to why this is?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: Lockesly L`Crit on April 07, 2012, 03:19:15 pm
Also: Enemy War Elephants come with weapons but drop them as soon as they enter the map and leave them there. They are wearing armor just fine though.

I believe the problem can be found in the entity_fortdefense_easy.txt raw.

For example, here's the entry for Tigermen:

Spoiler (click to show/hide)

And the War Elephants:

Spoiler (click to show/hide)

So without the [WEAPON:*] tag, the War Elephants will bring bows, mauls, and scimitars, but will drop them at the edge of the map.

That's my own hypothesis anyway. I don't mind, as it's free steel and silver once the siege passes. :D
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: Lockesly L`Crit on April 07, 2012, 03:32:39 pm
I got a problem with one of the buildings, i got the stuff but the slade throne for it wont register as a slade throne for it to use.

Any help as to why this is?

Did you build the throne yet, or are you unable to make the throne? Also, are you using the slade boulder or slade bars?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: Tolisk on April 07, 2012, 08:20:58 pm
Slade bars, it was built, and it wouldn't be used to build the church of the dark depths.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: Lockesly L`Crit on April 07, 2012, 10:20:15 pm
Slade bars, it was built, and it wouldn't be used to build the church of the dark depths.

I'm looking at the raws now.

Building:
Spoiler (click to show/hide)

Slade:
Spoiler (click to show/hide)

Looks like you need to use slade rock instead of slade bars to make the throne.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: the_game_hunt on April 07, 2012, 11:47:54 pm
The combat of this mode is very, VERY strange.

EVERY soldier of my fortress has severed motor nerves.

A dagger cut in two a dog.

A dog ripped out the upper body of a goblin (0.0)

And a lot of things more.

Uninstalling mod.... *DERP*
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: Tolisk on April 08, 2012, 12:15:11 am
They dont want to use the rock, even when its right net to the masonry
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: Tolisk on April 08, 2012, 12:24:32 am
Found out why it wasnt grabbing the slade for the throne, you need to enable it cause its economic for making slade bars.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: zach123b on April 08, 2012, 12:54:09 am
i believe the severed motor nerves is another mod meph added that makes it so a broken arm means he can't grasp with that arm, adds some challenge while making it a bit more realistic imo so the crippling part is working as intended, just search for abs (advanced bone structure)
a large dagger might cut a dog in two, a large dagger is 2/3 the size of a short sword and 1/4 size of an axe and a dog is fairly small, what sliced him?
love to see some screen shots of the upper body thing, sounds epic lol
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: masquerine on April 08, 2012, 08:31:18 am
The combat of this mode is very, VERY strange.
EVERY soldier of my fortress has severed motor nerves.
A dagger cut in two a dog.
A dog ripped out the upper body of a goblin (0.0)
And a lot of things more.
Uninstalling mod.... *DERP*

As zach said above, daggers in Dwarf Fortress are not what you're probably thinking a dagger is in real life. Df daggers are bigger, and against a completely unarmored dog it is entirely plausible to slice it in two. Sharp object>flesh. Dogs have a mouth full of teeth and a powerful jaw. When they latch onto something fleshy you can expect them to rip it apart. Useless against armored foes though, if they happen to bite the armored part. Goblins are not known for being heavily armored, and they are small creatures.

What part of your dwarves was injured to get the motor nerve damage? The motor nerve damage is related to what part got injured. So if a soldier gets it's arm mangled, the arm might have motor nerve damage which would make it hard for it to grasp things.

Sounds like combat is working as intended. I don't see how any of that would be an issue. You kind of want creatures to be sliced in two and have your dogs tear of unarmored creatures, wouldn't you? I know I would!

To help prevent motor nerve damage, equip your soldiers in full metal armor. I looked over some combat reports from a white tigerman with a bronze zweihander against my steel clad spear squad. His attacks were deflected off of boots and gauntlets before they bashed his arms with their shields and broke both so he couldn't defend himself. On the other hand, one on a giant moth flanked around to my crossbow squad and had a field day with them. They only had leather armor at the time and he was slicing parts off. Oops. The few that survived had some kind of motor nerve damage on the mangled parts. One of them is currently trying to pick up a soap bar to put it in a stockpile. He's been trying to do it for months. He has one arm and it's horribly damaged. Poor guy.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: BeserkNINJA on April 08, 2012, 08:35:51 am
is it possible fr me to update my save games from the last edition of the mod to work with the new one.

I would rather not lose my current fort
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: the_game_hunt on April 08, 2012, 10:02:58 am
The combat of this mode is very, VERY strange.
EVERY soldier of my fortress has severed motor nerves.
A dagger cut in two a dog.
A dog ripped out the upper body of a goblin (0.0)
And a lot of things more.
Uninstalling mod.... *DERP*

As zach said above, daggers in Dwarf Fortress are not what you're probably thinking a dagger is in real life. Df daggers are bigger, and against a completely unarmored dog it is entirely plausible to slice it in two. Sharp object>flesh. Dogs have a mouth full of teeth and a powerful jaw. When they latch onto something fleshy you can expect them to rip it apart. Useless against armored foes though, if they happen to bite the armored part. Goblins are not known for being heavily armored, and they are small creatures.

What part of your dwarves was injured to get the motor nerve damage? The motor nerve damage is related to what part got injured. So if a soldier gets it's arm mangled, the arm might have motor nerve damage which would make it hard for it to grasp things.

Sounds like combat is working as intended. I don't see how any of that would be an issue. You kind of want creatures to be sliced in two and have your dogs tear of unarmored creatures, wouldn't you? I know I would!

To help prevent motor nerve damage, equip your soldiers in full metal armor. I looked over some combat reports from a white tigerman with a bronze zweihander against my steel clad spear squad. His attacks were deflected off of boots and gauntlets before they bashed his arms with their shields and broke both so he couldn't defend himself. On the other hand, one on a giant moth flanked around to my crossbow squad and had a field day with them. They only had leather armor at the time and he was slicing parts off. Oops. The few that survived had some kind of motor nerve damage on the mangled parts. One of them is currently trying to pick up a soap bar to put it in a stockpile. He's been trying to do it for months. He has one arm and it's horribly damaged. Poor guy.

I do know that DF dagger large ( their names say it). BUT, if you say the dog is fairly small, how could 1 untrained unarmored dog can detach the upper body of a goblin?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: UncleCern on April 08, 2012, 10:06:33 am
The combat of this mode is very, VERY strange.
EVERY soldier of my fortress has severed motor nerves.
A dagger cut in two a dog.
A dog ripped out the upper body of a goblin (0.0)
And a lot of things more.
Uninstalling mod.... *DERP*

As zach said above, daggers in Dwarf Fortress are not what you're probably thinking a dagger is in real life. Df daggers are bigger, and against a completely unarmored dog it is entirely plausible to slice it in two. Sharp object>flesh. Dogs have a mouth full of teeth and a powerful jaw. When they latch onto something fleshy you can expect them to rip it apart. Useless against armored foes though, if they happen to bite the armored part. Goblins are not known for being heavily armored, and they are small creatures.

What part of your dwarves was injured to get the motor nerve damage? The motor nerve damage is related to what part got injured. So if a soldier gets it's arm mangled, the arm might have motor nerve damage which would make it hard for it to grasp things.

Sounds like combat is working as intended. I don't see how any of that would be an issue. You kind of want creatures to be sliced in two and have your dogs tear of unarmored creatures, wouldn't you? I know I would!

To help prevent motor nerve damage, equip your soldiers in full metal armor. I looked over some combat reports from a white tigerman with a bronze zweihander against my steel clad spear squad. His attacks were deflected off of boots and gauntlets before they bashed his arms with their shields and broke both so he couldn't defend himself. On the other hand, one on a giant moth flanked around to my crossbow squad and had a field day with them. They only had leather armor at the time and he was slicing parts off. Oops. The few that survived had some kind of motor nerve damage on the mangled parts. One of them is currently trying to pick up a soap bar to put it in a stockpile. He's been trying to do it for months. He has one arm and it's horribly damaged. Poor guy.

I do know that DF dagger large ( their names say it). BUT, if you say the dog is fairly small, how could 1 untrained unarmored dog can detach the upper body of a goblin?

If a dwarf can bite the goblin's head off I can't see why dog couldn't detach goblin's upper body the same way. Welcome to dwarven physics :]
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: allison on April 08, 2012, 10:48:15 am
So I read in the manual about slade mauls and goblin golf, and thought I'd give it a try. Looks like it's not quite working?

I've got a squad of legendary+5 hammerdwarves, danger-room trained to unbelievable strength and endurance, and all they seem to be doing with their shiny new slade mauls is bruising invaders until someone gets a lucky headshot, not a single enemy sent flying yet...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: tesarro on April 08, 2012, 12:24:55 pm
In the 1.7 version if you try to turn off landmines or turrets from the masterwork launcher it does nothing it seems. They are still available at embark and show up in game.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: Ultimuh on April 08, 2012, 12:55:29 pm
The RNG in this mod screws me over again and again.
I cannot seem to gen a world where I can play as Dwarves.
I keep looking at the raws but the problem persists!

edit: And yes, it's this mod I am using..
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: firons2 on April 08, 2012, 01:20:04 pm
Is it possible to turn off/remove DFHack ?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: zach123b on April 08, 2012, 01:35:07 pm
in this mod dogs are 1/2 the size of a goblin or dwarf which would be hard to believe it could rip its upper body out, maybe if he was badly wounded
Spoiler (click to show/hide)

if you can only play only as humans then it's the raws, at least i believe it is cause humans are the first creature it picks to use if dwarves are missing

no idea on the landmines/turrets but from what i see, they're in a text file that has some stuff that probably would make the game unplayable : /

i believe dfhack replaces the file SDL.dll file so it's ran when dwarf fortress is, download the vanilla version and copy that into the game file with the dwarf fortress execute but you might want to save the sdl.dll file for later which i'd just rename it
it won't run if you delete the sdl file though
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: Throren on April 08, 2012, 02:43:05 pm
Hey, I'm a newbie to this mod, and I've run into an issue that I can't figure out.

Within a month or two of settling my first fortress, my dwarfs have been reporting issues with their heart and lungs.  Not enough to keep them from working, but enough to keep them coughing up blood and slow them down a bit.  This started well before I ran into any mega-beasts/titans/ect, any idea what might be causing this "syndrome"?

*Edit - Also, is there anywhere I can find a list of what stockpiles correspond with the items this mod has added? Stacks of paper, blueprints, ect, don't seem to have a stockpile that I can find.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: firons2 on April 08, 2012, 03:32:50 pm
Lol  a wave of 25 migrants arrived and i spent 5 minutes looking at the dwarf thewapist and sacrificing them to armok
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: zach123b on April 08, 2012, 03:43:18 pm
the lung/heart damage is from the harder mining option, makes coal give off a dust that slowly poisons your miners
have to be careful when mining as there are warp stone rocks, the unstable ones that are in small clusters will kill your miners while the lesser forms veins and will cause mild symptoms

mm paper looks like it's classified as a toy, same for blueprints
just looked in the raws and searched for it, found them in the reaction_masterwork file
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: Throren on April 08, 2012, 03:56:55 pm
Thanks for the location on those raws. 

I am not sure it's a mining thing.  Almost my entire population is having problems with this disease, and harder mining is turned off.  Harder Smelting however, isn't.  Could Metal poisoning somehow spread to my non-smelters as well?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: Cusi on April 08, 2012, 04:42:29 pm
Thanks for the location on those raws. 

I am not sure it's a mining thing.  Almost my entire population is having problems with this disease, and harder mining is turned off.  Harder Smelting however, isn't.  Could Metal poisoning somehow spread to my non-smelters as well?

It could be metal poisoning, say a smelter gets poisoned and when taking a drink, leaves  trace at the barrel. There are more diseases/symptoms in this mod, and there may even be an option to turn it off. Some are a bit mysterious, I remember I had a vomiting scare where my whole fort almost became green. Tons and tons of alcohol cured it I think, that or death.

Blueprints are miscellaneous, maybe paper as well, next time the merchants come see where they put the items in their "What do you want?" list when you order your next shipment.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: Flobulon on April 08, 2012, 04:59:32 pm
So this just happened:

Spoiler (click to show/hide)

I don't know if it's intended behaviour or not, but it's brilliant either way.

-F
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: Lockesly L`Crit on April 08, 2012, 05:20:49 pm
So this just happened:

Spoiler (click to show/hide)

I don't know if it's intended behaviour or not, but it's brilliant either way.

-F

The raptor wanted to have a dapper look while maintaining combat efficiency.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: alagon on April 08, 2012, 05:22:44 pm
Meph,

I abandoned my 1.61 fort, now engaging in 1.71 with a new one.

So far, I notice two things today.

First, the crayfish shell was considered as leather?? I found my tanner grabbed the fish shells, and tanned them into leather. Don't know if this was considered similar as chintin plate stuff. 

Also, I thought you solved the problem in 1.61 era. However, I still notice while using load only ore option, my dwarf still load my mining cart with mixed ore and economic stone at the same time.

And, I just been sieged by a bunch beak wolves, and with a camel ride by the side of the siege force. (And a beak wolf hunter seemed to ride it into battle, lol). Don't know if it was intended though.

Other than that, everything ran smoothly in 1.71 in my opinion! New creature spirites worked as charm!!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: Throren on April 08, 2012, 05:57:57 pm
Thanks for the location on those raws. 

I am not sure it's a mining thing.  Almost my entire population is having problems with this disease, and harder mining is turned off.  Harder Smelting however, isn't.  Could Metal poisoning somehow spread to my non-smelters as well?

It could be metal poisoning, say a smelter gets poisoned and when taking a drink, leaves  trace at the barrel. There are more diseases/symptoms in this mod, and there may even be an option to turn it off. Some are a bit mysterious, I remember I had a vomiting scare where my whole fort almost became green. Tons and tons of alcohol cured it I think, that or death.

Blueprints are miscellaneous, maybe paper as well, next time the merchants come see where they put the items in their "What do you want?" list when you order your next shipment.

Don't think I'll be able to turn it off w/o starting a new world. 

Unfortunately, it doesn't look like my Hospital has been much use in identifying whatever this is and treating it, and I've got 3 High Master diagnosticians. Any ideas on how to get rid of this stuff?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: Lockesly L`Crit on April 08, 2012, 07:35:37 pm
Unfortunately, it doesn't look like my Hospital has been much use in identifying whatever this is and treating it, and I've got 3 High Master diagnosticians. Any ideas on how to get rid of this stuff?

It's classified as a GENERAL_POISON, so it's best just to wait it out in the hospital. Have someone with Surgery on standby to heal their internal wounds.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: Cusi on April 08, 2012, 08:09:42 pm
Unfortunately, it doesn't look like my Hospital has been much use in identifying whatever this is and treating it, and I've got 3 High Master diagnosticians. Any ideas on how to get rid of this stuff?

It's classified as a GENERAL_POISON, so it's best just to wait it out in the hospital. Have someone with Surgery on standby to heal their internal wounds.

Also look at your diagnosticians and see if they have:

@Killerx243;   

If you want him patched up, look for a dwarf who has any of these three:    
is truly fulfilled by assisting those in need
finds helping others very rewarding
finds helping others rewarding

And give him/her healthcare labours.

If you don't want him patched up but want a doctor regardless, build a wall around this sucka and lock him in. :P

Seems for diagnosing, personalities > skill in importance. Maybe do what I did for vomiting syndrome, lots and lots of beer? That'll knock the poison out of the system!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: andy_t_roo on April 09, 2012, 05:57:47 am
I just had a dwarf list itself as "having a natural gift for creating ranged weapons". This is after a mood had taken the dwarf, but before he had claimed a workshop.
(http://i.imgur.com/ciB0qh.gif)


and yes, a ranged weapon was created:


(http://i.imgur.com/T4w4M.gif)


Just for interest, what ammo would this object use?!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: CheatingChicken on April 09, 2012, 06:54:27 am
I am not yet familiar with the new taming mechanic, but is this normal? It sounds unreasonable, yet very dwarvy
(http://puu.sh/oGRt)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: Cusi on April 09, 2012, 07:08:11 am
@ andy_t_roo - It would take "axe heads." I don't think you can make them out of wood though, but can out of metal and bone.

@ CheatingChicken - Maybe be there because of "Concubines" now in the mod. Maybe not. It might be a vanilla thing as well.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: Lockesly L`Crit on April 09, 2012, 07:11:26 am
Concubines are pets, and will display in the Animals tab and elsewhere as such, even though they can be ordered around as normal dwarves and act the same as dwarves.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: DorfMeister on April 09, 2012, 08:24:08 am
So how good are gem made weapons and armour? Can't seem to find anything about that in guides...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: Baijiu on April 09, 2012, 08:47:49 am
Wait. there's concubines? I'm going to reward dwarves by chaining concubines in their quarters! I wonder if they get good thoughts by admiring them or owning them. I'm curious though, can you still track who the fathers the concubine's children? Or are they self fertilizing.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: BeserkNINJA on April 09, 2012, 09:07:15 am
i found that even though in the concubine description it says you cant give them labours i can still assign them as nobles and give them labours through dwarf therapist.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: Drunkenfinn on April 09, 2012, 10:06:22 am
My militia commander just bit a zombie in half... After whacking it for 30 pages with a welded wolframite war hammer.
Laughed my ass off. :D

A minute after that he was overwhelmed by 30 zombies (which he did fight for about a month until they got the best of him) and they proceeded to take over my fortress. :P
I could've bloody killed them all with my militia commander tanking them, but my swordsdwarf was too busy getting equipment for himself, which was incredibly stupid, since I think he had everything he needed.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: masquerine on April 09, 2012, 01:15:19 pm
Shortly after embarking a swarm of giant drones and their queen shows up. They inject venom into my two copper clad axedwarves who instantly die. They then tear apart four dogs by ripping the heads off on the first attack. Anyone else who was still alive got killed either from direct head being torn off or had arms/legs then head torn off. They really seem to enjoy popping heads off.

I reclaimed with 5 warriors - 2 axe, 2 spear and a sword. The drones are still there and the same thing happens. The dwarves either instantly die from venom injecting or get their heads ripped off before they can even attack. The queen has a full name and title now from dwarf/animal kills.

Time to throw more dwarves at it till it dies! I want that embark site. >.< Let's see how many more kills she can get before she's taken down.
Seems to have disappeared. Made it to summer without seeing any of the drones. Could they maybe be hiding as an ambush somewhere on the map that my dwarves didn't venture to? I've only tried reclaiming one other fort recently, and it was impossible to retake (evil land makes zombies, zombies were hiding right near the wagon). Giant bees are the new badgers for me.

Year 2, mid spring: THE BEES HAVE RETURNED AND DEMAND HEADS. 12 dwarves when they showed up (lost a bunch to a fire elemental and 2 to insanity from their friends/family getting burned).
Spoiler (click to show/hide)
Some drones were killed by weapon traps (the previous two embark parties' gear). One queen is lurking outside with a damaged wing, two queens are caged and three more queens are dead. How many queens do these bees have? Now there's a flaming skull party joining in. This fort has been nothing but things on fire and heads lopped off. >.< 10 dwarves remain.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: Lockesly L`Crit on April 09, 2012, 03:20:59 pm
Personally, my bane are the war elephants. Not because of their toughness (pretty damn weak thanks to the raws not including weapons for them), but because they come in huge numbers at the most inappropriate times.

Namely, every single time I open my drawbridge. EVERY SINGLE TIME.

I'm now designing forts to be entirely self-sufficient without the trade depot. Once that drawbridge and roof is complete, no dwarf is getting in or out. EVER. The merchants and diplomats have gotten more of my dwarves killed than "accidents" or magma. And that's a lot.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: Rossol on April 09, 2012, 04:40:16 pm
So how good are gem made weapons and armour? Can't seem to find anything about that in guides...
Im wonder too
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: Lockesly L`Crit on April 09, 2012, 05:10:06 pm
Compare Ruby...

Spoiler (click to show/hide)

with Steel...

Spoiler (click to show/hide)

Everything that steel has that ruby doesn't means that ruby uses the default values (often either 10000 or 0, check the links below).

Make of this as you will.
http://dwarffortresswiki.org/index.php/DF2012:Weapon
http://dwarffortresswiki.org/index.php/DF2012:Material_definition_token


------

EDIT:
There's also the problem of this:
Spoiler (click to show/hide)

It doesn't make gem armor, just gem-encrusted armor made out of wood. Because of this, I cant see it in the arena, so I'll have to look and see if it's reliable in fortress mode.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: Jeoshua on April 09, 2012, 05:40:34 pm
As a reply to the standardized stone question:

I think there is a good middle ground here.  Categories would be nice.  Like Igneous Rock.  Sedimentary Rock.  Etc.

The same could be applied to metals: Ferrous Metal, Noble Metal, Rare Earth Metal, etc.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: lewtz on April 09, 2012, 07:35:42 pm
Couple things..  Anyone know how to deal with the bog crawlers?  Got them in my kitchen biting my chickens.. not killing them.. just biting them...

Also I seem to have just gotten superman in dwarf form Migrate to my settlement:

Nalthish Daradthikut
6 yr old Child

....
Toughness: 4793 "Basically Unbreakable"
Repuperation: 3829 "Possessed of amazing recurperative powers"
Strength: 3003 "Unbelievably Strong"
Social Awareness: 2248
Willpower 2176
Analytical 2109
Patience 1746
Endurance 1544
Memory 1517
Agility 1430
..the list goes on.. has like 5 other personality traits at 1100-1500..

If only my fortress survives long enough for him to be my 1 dwarf wrecking crew of doom.

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: masquerine on April 09, 2012, 08:15:02 pm
Bog crawlers are vermin I think, so send the cats or frill lizards to the area. Pasturing them there with i>n>N will keep them there to feast upon the bog crawlers. I had one fort with a ton of bog crawlers. Everything they continuously bit vomited. I lacked cats and frill lizards.

Do the magma maggots from the cavern layer start fires? I've had a few unexplained fires in my forts and I think those might be the cause. Anyone confirm?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: Throren on April 10, 2012, 12:09:42 am
Something I haven't been able to find - what use are the epic books that you are randomly given?  My dwarfs don't seem to want to use them as reading material..
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: Kaleb702 Games on April 10, 2012, 01:28:38 am
I can't disable the mods... the 'save settings' button doesn't turn them off.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: andy_t_roo on April 10, 2012, 01:41:14 am
Do the magma maggots from the cavern layer start fires? I've had a few unexplained fires in my forts and I think those might be the cause. Anyone confirm?
I've taken to paving my hallways on dirt levels to make "fire brakes" after my last fire burnt through the floor on the floor of the room holding some of my animals (none survived, so i've no more breeding pairs of of mastifs or horses. I guess i'll just have guard-geese for now ....
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: slay_mithos on April 10, 2012, 05:36:30 am
I can't disable the mods... the 'save settings' button doesn't turn them off.
If you mean on an already created world, that's normal, the option will tay a it was when it was created, it is a feature of dwarf fortress, not just this mod.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: thetyler101 on April 10, 2012, 09:08:47 am
Somebody probably asked this already but, how hard would it be to add a custom race to this mod?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: zach123b on April 10, 2012, 09:49:48 am
i already added my own custom race (desert scorpions) which they aren't that hard to add, just depends on how much detail you want them to have i guess
just copy the dwarf entity for them and go through it to pick which things you don't want your new race to have

just ended my last fort of 2-3 years due to goblins being trap avoid and coming as about 5-7 ambushes at once, they had giant drow spiders and a cave crocodile leader, had a name at least
i can't order any pets from drows (2nd game i noticed it) yet the goblins have there spiders.. i see the spiders are underground while they can't use underground pets and they start on any land yet most of the animals are grassland stuff, they embark in a desert and no drow pets : /
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: Lockesly L`Crit on April 10, 2012, 10:13:46 am
i already added my own custom race (desert scorpions) which they aren't that hard to add, just depends on how much detail you want them to have i guess
just copy the dwarf entity for them and go through it to pick which things you don't want your new race to have

just ended my last fort of 2-3 years due to goblins being trap avoid and coming as about 5-7 ambushes at once, they had giant drow spiders and a cave crocodile leader, had a name at least
i can't order any pets from drows (2nd game i noticed it) yet the goblins have there spiders.. i see the spiders are underground while they can't use underground pets and they start on any land yet most of the animals are grassland stuff, they embark in a desert and no drow pets : /

Goblins have the [USE_EVIL_ANIMALS] and [USE_CAVE_ANIMALS] tags, and the Giant Drow Spiders have the [EVIL] and [BIOME:SUBTERRANEAN_CHASM] tags. That's why Goblins can use them.

Drow have the [COMMON_DOMESTIC_PET] tag commented out, which disables pets from trading. According to the raw, "this should remove golems/landmines/turrets from them."
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: DOOMCHUG on April 10, 2012, 10:14:26 am
is there anyway i can play with ironhand tileset?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: zach123b on April 10, 2012, 10:18:29 am
sad i can't have slaves without modding some to have them :(

the goblins having them didn't bother me as much as the drows not having anything really worth trading
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: Talanic on April 10, 2012, 12:53:29 pm
There's a problem with the creation of armor sets, sadly - although the bug involved might be fixed as far as I know.  When you have an armorsmith make boots, usually you get two boots of the same quality level.  Dwarves looking for foot armor try to find two pieces of the same quality level and wear one on each foot; if they can't find that, they might equip two on the same foot.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: Kaleb702 Games on April 10, 2012, 04:25:48 pm
I can't disable the mods... the 'save settings' button doesn't turn them off.
If you mean on an already created world, that's normal, the option will tay a it was when it was created, it is a feature of dwarf fortress, not just this mod.
No; I mean I create a new world, and the mods that I set to "OFF" are in the new world.

EDIT:
For instance, I make a world with default settings. I have turrets. Mmkay, decide I don't want those. Scrap that world, close DF, turn turrets OFF in the settings, then save settings. Then I hit "create new world" after re-opening DF. Still turrets available.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: slay_mithos on April 10, 2012, 04:56:52 pm
As far as I know, save settings is not required for it to work.
At least I never used it and my changes were always made for my new worlds.

You might want to start from a fresh archive extracted and just check/uncheck, launch and see if it worked.

If it doesn't, then I have no idea why, because it does work for me at least.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: Kaleb702 Games on April 10, 2012, 05:20:28 pm
Tried that; same result. Tried giving admin privs; same result.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: zach123b on April 10, 2012, 05:57:03 pm
best you can do at the moment with turrets/landmines is to mod them out manually : /

i modded drows to have broods by adding a caste that transforms like the slaves from the brood lords

broodlord+broodmother=slave brood(child)=slave dwarf
rare caste of drow=broodlord/broodmother
(the drow caste has max age of 1 so i'm hoping no freebies or weird stuff)
copy&paste the secrete/sweat syndrome from broods to drows

next world generated has drow with demon rats+broods, no other pets
~not sure how they got rats but they are vermin..

Spoiler (click to show/hide)

next thing i'm modding in is an animal that can pull the wagon for them >.>
~current fort has dwarves+humans extinct so..
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: DOOMCHUG on April 10, 2012, 06:56:57 pm
Is there anyway I can implement the Ironhand texture pack. When I try to update my data and raw folders it crashes, I think it's due to a batch problem but I'm not sure. Also for the extra tile sets, is there a way I can leave that as phoebus textures together with the Ironhand textures?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: Meph on April 10, 2012, 07:13:35 pm
Yes, you can play with ironhand, but it is a giant amount of modding to enable it. You need to manually refit all the tile numbers in the creature, tool, inorganic and plant raws.

I noticed the bog crawler invasions as well, after breaching 1st cavern. Will trim them down.

I am not on my own laptop right now, so just a few things: I did do some fixes and added more batch reactions and tradegoods. I will check the drow pets and what I can do about it, and will see what the hell is wrong with turrets/golem turning up, even with the settings off.

Quote
It doesn't make gem armor, just gem-encrusted armor made out of wood. Because of this, I cant see it in the arena, so I'll have to look and see if it's reliable in fortress mode.
This is... sooo... wrong. It makes gem armor, made out of a fake wood that has the same properties as gems, since gem-armor made of gem is not stockpile. So you get gem armor made out of gem-wood that looks and handles like gems, and is named like gems. Sharp gem weapons are really good, but I never did relieable tests with the armor, so I cant say anything foolproof about how good they are. They shouldnt be too bad...

The war elephants and their weapons are a Fortres Defence problem, I will check with darkflagrance... rest looks good, nice reports. I played a little bit as well made a Tear-of-Armok-Well, got an artefact iridium morningstar, gingerbread men stole some crap, vultures went to my butchery and made of with guts and brains, I have a lone gremlin bowman guarding a magma tube, drow came without pets (confirming the mentioned bug) but mostly everthing works as intended. A trade liasion was painting pentagrams, a child stone-savant was doing my furniture for me, and my timberyard was bruned down by flaming skulls. Goblins seem a bit overpowerd though, since they sometimes carry steel, are trapavoid, and arrive as the first enemies...

What do you say, nerf Goblins a bit, make them trap-affected again ?

PS: Magma maggots do not start fires, but fire trees will when felled. Also all kinds of animals/monsters, and some of your mages. And turrets... Still playing around with fire-starting rain. :)

PPS: Modding in a new race should be easy, just mind that there are many races already, so you might want to turn some off to make space. I made it to nicaragua btw, finished with panama and costa rica. Next is honduras, but will make a break first. Also, someone seems to have stolen a wad of dollars from me, just have no idea how... well, tough luck, I am still alive and cycling.

@flobulon: Raptors are intelligent and can use tools/euqip weapons... but I did not foresee them beating people with silk slippers... awesome :)

Have fun.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: Throren on April 10, 2012, 07:59:37 pm
Goblins were just annoying enough to make me resort to using mines, which, through an Aristotelian confluence of events led to my entire Fortress exploding in alcohol and coke fueled fire.

I'd say they were balanced.

Also, could anyone tell me what the Platinum Epic books are used for?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: Lockesly L`Crit on April 10, 2012, 09:51:07 pm
Next is honduras, but will make a break first.

Visit Juticalpa, but stay away from Tegucigalpa unless you like slums and a big Hollywood-like Coca Cola sign on the mountain.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: Lockesly L`Crit on April 10, 2012, 10:10:36 pm
Also, could anyone tell me what the Platinum Epic books are used for?

The platinum books you get from a random chance during scribing? Trading or smelting. There's nothing in the raws that suggest they are used for anything. The libraries only use the regular varieties.
I guess, if you want, you could edit the reaction_masterwork raw to include a 100% chance of retaining the platinum book when studying at a library (normals only have 95%).
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: Throren on April 10, 2012, 10:28:32 pm
Also, could anyone tell me what the Platinum Epic books are used for?

The platinum books you get from a random chance during scribing? Trading or smelting. There's nothing in the raws that suggest they are used for anything. The libraries only use the regular varieties.
I guess, if you want, you could edit the reaction_masterwork raw to include a 100% chance of retaining the platinum book when studying at a library (normals only have 95%).

Honestly, I was expecting them to either do that, or provide a significant boost upon reading, I was a little surprised when I got "The Art of War" and it didn't do anything. 
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: Panopticon on April 11, 2012, 12:15:51 am
The only issue I have with goblins is they seem to be archers more than anything else, and that annoys me.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: Milkbot on April 11, 2012, 12:43:56 am
How exactly do you imbue golems with life? It went for 6 months with the job waiting around till it finally took my book keeper. Does it use a labour? Is there something I'm supposed to do?


Also, once you have your golem how do you utilize it? I only seem to move it via pasturing, I can't wartrain it to give it to my militia.

Those are only 2 of many many questions....this mod is confusing at times. But I fucking love it! Please meph work on the manual for the next release, because some things are really obscure.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: CheatingChicken on April 11, 2012, 01:10:01 am
I'm having a problem with the Burning Skulls.
Whenever they start a fire and things start to burn, my game crashes after some seconds. This is reproducable if I save and reload.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: sayke on April 11, 2012, 02:55:34 am
meph - getting some stuff stolen is like a right of passage when it comes to backpacking around south america, i'm afraid - it happens to the best of us =D

- nerfing the bog crawlers would be fine, but i found that i'm able to stave them off with enough carefully-pastured cats and frill lizards. they did bite the shit out of everything before i set up a dedicated effort to stop them, though. ugh... green trails of vomit everywhere!

- i'm absolutely in favor of nerfing the goblins, too. they should be relatively manageable, and right now, when they show up with several ambushes simultaneously, it's pretty rough. i can stave them off with a decent military, turrets, armored dogs, etc, but my lord... they're supposed to be the easiest class of enemy we face! making them trap-affected seems like an easy and straightforward compromise, but some of them will still have trapavoid, right? so it's not a complete nerf...

- firebreaks are really important. damn. you might want to mention that in the manual or somewhere else relevant. i put them between levels, around the outside, etc. otherwise everything just burns.

cheers!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: Fairin on April 11, 2012, 04:11:54 am
How exactly do you imbue golems with life? It went for 6 months with the job waiting around till it finally took my book keeper. Does it use a labour? Is there something I'm supposed to do?


Also, once you have your golem how do you utilize it? I only seem to move it via pasturing, I can't wartrain it to give it to my militia.

Those are only 2 of many many questions....this mod is confusing at times. But I fucking love it! Please meph work on the manual for the next release, because some things are really obscure.

the manual is ok.. the wiki is in progress, but good thing you asked here.

the golem forge uses the extract strands skill, what you want to do is first assign the dwarf -to-be-a-golem into a military squad (i use them in squads of 5) turn off all their labors except extract strands. assign the Golem Forge to only let your newest military squad members use it.

to avoid some silllyness, make sure your forge is in its own room, in an out of the way place. If any of your "new golem squadmembers" have babies in their arms they turn into golem babies.. that never growup or leave their parents arms.

the key here is. assigning them to a squad keeps them in that squad, there's no need to activate them for training or assign them any gear or anything (actually best if not too)

with only those few squadmembers able to work the workshop. they'll eventually get all turned into golems and then you can use your squads interface to station them where ever just like normal military, with the benefit of never careing how long they stand in one place

just pray to armok they decide to equip an actual weapon.. and not a FREAKING SOCK...*mutters...*

Moving on:

Never had an issue with fire.
Cant see bog crawlers on the map though i do get a good idea where they're biting people (fireants for one i CAN see... bugger things!)

personally i don't like to use an Acre of Traps but it feels like 9 times out of 10 i get sieged by goblins which make my traps useless, but it keeps my golems busy (one is useing a silk sock for a weapon. another an iron breastplate, the other 3 have Steel weapons (2 Great axes and 1 spear - Masterworks! =(^.-.^)= . they destroy...KILL too ..Crushing little gobbos!

oh its been noted .. Blunt weapons are terribly ineffective, Slade mauls, while using FIVE slade boulders to create. don't seem to be any more effective than a punch when my dwarves use them. but MAN when those ants and trogs used them on my dwarves they felt it...

i want to meet the bloody giant of a dwarf that swings a slade maul around... seriously . 5 boulders!.... maybe tack on a couple zeros .. and test it out...

@meph . how much are you out in said wad of dollars?

my only issue with trap avoid is, how is an entire ambush of semi sentient greenskins able to rush past. at full runspeed past mytraps like indiana jones through my fortress of doom, without one of them getting a head lopped off. or fall in the pit. or... or.. now i want a giant boulder trap...

last random thought: Turrets and Landmines.. if disabling doesn't work. then butcher them eh? - or pit them into magma?

on the flipside of that. can they be made out of a tougher material? everytime i put them in fortifications a goblin with the extreme skills of some action hero shoots one rusty bolt into the fortifications and hits the brass killing it . in one shot. every time

Every time....

just one bolt.. through fortifications..

maybe have an upgrade armor shop for my turrets i adore... i'd line them in freaking adamantium.. there.. stupid gobbos shoot this..

also hellfire burns roads regardless of what they're made of. probably vanilla , or probably because they're considered a building but it was kind of a derp moment when i had my hellfire turrets positioned in such a way they destroyed the road into my fortress, all of the outside. and EACH OTHER as they shot inbetween them... roasted goblin anyone?

ok really last thought... i just butchered a strawberry man.. and his family apparently... >: )
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: Rawb on April 11, 2012, 06:23:23 am
Stunning mod. My FPS is currently at 140 when my crappy PC can barely manage 30 on the normal mode, it's really weird seeing everyone run around this fast.

Thanks for this mod :D.

EDIT: my first fortress was annihilated by flaming skulls after 3 months... I ain't even mad, that was fucking awesome to watch.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: Undeadlord on April 11, 2012, 08:03:51 am
I have to agree on the gobbos, atleast take out the trapavoid, I didn't realize they were until i got ambushed and they strolled past my 10 lines of traps. Thank god I am can raise and smash them with a bridge, though I do lose all the goblinite by doing that :(

Hope your trip gets/goes better!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: AirPhforce on April 11, 2012, 08:08:12 am
Real quick, what's the file I need to make/adjust to enable custom fun? I know they must be set to 0 in advanced world gen, but what's the file?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: Werdna on April 11, 2012, 08:37:13 am
The war elephants and their weapons are a Fortres Defence problem, I will check with darkflagrance... rest looks good, nice reports.

Meph, check this earlier post for a proposed fix (http://www.bay12forums.com/smf/index.php?topic=98196.msg3172159#msg3172159), hopefully that works.

Goblins seem a bit overpowerd though, since they sometimes carry steel, are trapavoid, and arrive as the first enemies... What do you say, nerf Goblins a bit, make them trap-affected again ?

Yeah, definitely tone that down... with orcs on by default, there ought to be a clear step up in difficulty between the races.  In fact, maybe remove trap-avoid from gobbos and hand it to the orcs.  This keeps gobbos the way we remember them in classic DF, and the nasty trap-avoid orcs are also familiar to those of us that have played the popular Orcs mod (which is incidentally the mod that taught me to play without traps altogether in DF).
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: lewtz on April 11, 2012, 12:13:34 pm
Pregen World Config Question:

Why it I can not seem to ever get FLUX stone on the Garden of Gia world gen?  I really like this gen, but would like to be able to get FLUX on it.  Correct me if I am wrong.  Without Flux I can never mine hematite or the ores needed for iron/steel correct?  B/c I am fairly newb to DF and that is one thing I have never been able to find/do.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: Cusi on April 11, 2012, 12:34:01 pm
Pregen World Config Question:

Why it I can not seem to ever get FLUX stone on the Garden of Gia world gen?  I really like this gen, but would like to be able to get FLUX on it.  Correct me if I am wrong.  Without Flux I can never mine hematite or the ores needed for iron/steel correct?  B/c I am fairly newb to DF and that is one thing I have never been able to find/do.

Easiest way for flux imo when no stones ... .grind up those vermin in the kitchen! Need no bones, just remains. Cleans up the fort too :) You can mine iron without flux stone, you just can't make steel without flux. Below is a picture with the task is your more visual.

(https://docs.google.com/file/d/0B7J21MaOfUcETlc5cllUUmIycFE/edit)

Can't seem to get the link to show as image, so here is link: https://docs.google.com/file/d/0B7J21MaOfUcETlc5cllUUmIycFE/edit

Also, is it odd that a child is working? They are four years old and siege savant, which I think is why they are doing this ... just wondering, I mean I am completely fine with child labor introduced into the mod, but wondering if it is intended.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: Lockesly L`Crit on April 11, 2012, 12:54:06 pm
I have a love/hate relationship with Slade Turrets. On one hand, they are awesome if you stick them in a guard tower with fortifications. On the other, they make quite a mess if their missiles hit the edge of the map. I have have of my fortress running around the entire map on Cleaning duty just cleaning up the "slade."
And another problem, I guess inherently with the LIQUID_GLOB, is that the "slade" counts as Fat/Tallow. I got really annoyed with swarms of flies hanging around my kitchen because of all the leftover tallow there, so I made a Fat/Tallow stockpile. Worked great until my damn turrets started firing. The "slade" is no longer cleaned up but rather carried to the stockpile. This is grossly inefficient of my dwarves, as cleaning clears out 9 tiles around them, but picking them up an carrying them only deals with one tile. And they still have to clean the "slade" once it reaches my stockpile.
The main problem I have with it is that the "slade" doesn't register in any of the stockpile options, so there's no way of selectively turning it off. It's the same with clay, bonemeal, and cave fungus; they act like boulders, but will go to any Stone stockpile no matter what options you have set.

Pregen World Config Question:

Why it I can not seem to ever get FLUX stone on the Garden of Gia world gen?  I really like this gen, but would like to be able to get FLUX on it.  Correct me if I am wrong.  Without Flux I can never mine hematite or the ores needed for iron/steel correct?  B/c I am fairly newb to DF and that is one thing I have never been able to find/do.

This is a vanilla DF bug. You cant search for flux when embarking. But just because you cant search for it doesn't mean it's not there. Plus, you can always turn bones and such into bonemeal at the kitchen (part of the Masterwork mod), which acts as a flux.
Plus, if you embark on a Metamorphic layer instead of a Sedimentary layer, you wont need Steel. You can find good stuff like Gold, Tetrahedrite, and Wolframite. 3 Gold Bars + 1 Copper Bar + Metallurgist = 4 Rose Gold Bar. 1 Rose Gold Bar + 1 Wolfram Bar (make them at the Arc Furnace) = 1 Welded Wolfram Bar. These babies are MUCH better than Steel in every way (except edged weaponry). They are also worth more than Platinum if you want to trade away your useless crap.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: Stronghammer on April 11, 2012, 01:00:16 pm
Just had the shock of my life.
 My proficient military (4 dwarves) armed in full bronze was just decimated by a kobold thief sporting a meteroic dagger.

Note to self never engage thieves with melee dwarves
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: MarineMorton on April 11, 2012, 02:34:05 pm
Anyone else notice the game ignoring your pop cap  set it with masterwork and in the int file!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: Werdna on April 11, 2012, 02:37:06 pm
I am running a Garden of Gaia fort right now and have tons of flux (limestone and marble), so you might have simply been unlucky with your embarks.  As previous posters mentioned, you can get flux in a few new ways, like grinding bones and what not. 

I had that Slade problem on an earlier fort as well. 
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: Lockesly L`Crit on April 11, 2012, 02:53:41 pm
Anyone else notice the game ignoring your pop cap  set it with masterwork and in the int file!

It's not a Masterwork problem. It's a DF thing. Immigration always puts you above the cap.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: Fairin on April 11, 2012, 02:57:25 pm
Just had the shock of my life.
 My proficient military (4 dwarves) armed in full bronze was just decimated by a kobold thief sporting a meteroic dagger.

Note to self never engage thieves with melee dwarves

hug and kiss therapy doesn't work with kobold thieves, were they weilding nerf hammers or something? wrestlers?

Anyone else notice the game ignoring your pop cap  set it with masterwork and in the int file!

you always get 2 immmigrant waves, and for example if you do redicliously well with wealth and whatnot and need 1 more dwarf to hit your pop cap you set. you can get a wave of 20+ dwarves for that 1 spot

Pregen World Config Question:

Why it I can not seem to ever get FLUX stone on the Garden of Gia world gen?  I really like this gen, but would like to be able to get FLUX on it.  Correct me if I am wrong.  Without Flux I can never mine hematite or the ores needed for iron/steel correct?  B/c I am fairly newb to DF and that is one thing I have never been able to find/do.

with simplified metals on and in the gaia world. i'd say about 95% of embarks have flux stone, and Tetrahydrite is the primary source of iron with the simplified version on, and EVERY embark has that,

and theres bonemeal reaction in the kitchen other people mentioned, vermin make 1. bones make 5, carefull not to overdo it >:)

and get those bonemeal boulders out of the kitchen and far far away from your masons and craftdwarves shops. i really hate it when my artifacts get made out of it >.>

Pregen World Config Question:

Why it I can not seem to ever get FLUX stone on the Garden of Gia world gen?  I really like this gen, but would like to be able to get FLUX on it.  Correct me if I am wrong.  Without Flux I can never mine hematite or the ores needed for iron/steel correct?  B/c I am fairly newb to DF and that is one thing I have never been able to find/do.

Easiest way for flux imo when no stones ... .grind up those vermin in the kitchen! Need no bones, just remains. Cleans up the fort too :) You can mine iron without flux stone, you just can't make steel without flux. Below is a picture with the task is your more visual.

(https://docs.google.com/file/d/0B7J21MaOfUcETlc5cllUUmIycFE/edit)

Can't seem to get the link to show as image, so here is link: https://docs.google.com/file/d/0B7J21MaOfUcETlc5cllUUmIycFE/edit

Also, is it odd that a child is working? They are four years old and siege savant, which I think is why they are doing this ... just wondering, I mean I am completely fine with child labor introduced into the mod, but wondering if it is intended.


IIRC masterwork makes dwarf children grow up at age 4, otherwise you -can- set them to work in the options of dwarf therapist, you cant do it normally, so its considered cheating...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: MarineMorton on April 11, 2012, 03:06:20 pm
Weird I was over my pop cap and a wave still turned up oh well long as it doesnt keep happening
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: Lockesly L`Crit on April 11, 2012, 04:40:07 pm
A megabeast came in my third year. I didn't even have a military by then. I burrowed all my dwarves, pulled the drawbridge lever, and let my fully-fortified slade turrets go to town. Ten seconds later, it was dead. Say something, hater!
That sexy, sexy legendary skill essence is MINE!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: Meph on April 11, 2012, 05:02:58 pm
About mod: Child savants do work, yes, they come with the affected savant skills enabled. Not intentional, was done by Today when he changed that, but I like it.

I will move trapavoid from goblins to orcs, nerf hornets... turrets are fine as they are, if enemy arches cant take them out you would win every time... I also made a burn scrapwood reactions, both for smelter and arc furnace. I will do some arena testing with the blunt weapons, anyone could guess why slade mauls are not as effective as they should be ?  I also notived that a statue uses 9 (!) bars to make. Wow, I was under the impression that is was 3. I have to rebalance the magic reactions then, you would need 18 adamantine wafers to make ONE shapeshifter unit then, and they only last 10 days. My test fort is running great, I had a wereelk in my migrants that was killed by a migrating master crossbowman while being distracted by a berserker child. Fun. I can also report that the padded armor pieces are all working, my entire military is running around in steel armor, leather padded armor and mithril weapons.

Will think of some tradegoods for the drow, to make them more useful. Maybe the new pet-system will enable me to split up the pets a bit better, giving drow unique cavern pets. Should work.

Two things I noticed after playing the first time with clothes:
- Fully armored dwarves get negative thoughts if they have no normal clothing ? Is that correct ? See poll... I had a very angry military, fully decked out in steel armor and leather padded armor, but most of them had "embarassed because of blabla..."
 - Fire is much more dangerous. Formerly dwarves could walk through it or get hit by firebreath and survive with injuries, burns and motlen fat. Now the clothing catches fire, and the dwarf dies in the heat. I will certainly lower the amount of flaming skulls a bit, they took out 5 of my military, but they should be easy enemies.

EDIT:
Quote
-ELEPHANTS REWRITTEN
-Elephants and Warwolves should equip armor more regularly
-Elephants and Warwolves have lower natural skills
-Elephants now use weapons and have new bodyparts
This is from the fortress defense thread, problem was that elephants had no grasp bodypart and could not wield weapons.

Changelog currently looks like this:
 - Fixed batch reaction for gold furniture, now takes ore/boulder as planned.
 - Added silver and bone furniture set reactions.
 - Made other batch furniture reaction accept only non-economic stone.
 - Same for fishpond, tech research and magma-safe workshop, non-economic only.
 - Added new tradegood: silk clothing and 5 special plants (elf only)
   - Insomnium gives NO_SLEEP for several months.
   - Philosophum gives NO_AGING for ever.
   - Norrium gives NO_PAIN, NO_FEAR and a boost to strength for a short time.
   - Cure-All gives 25% disease resistance for a few months.
   - Siplhium gives STERILE for ever.
 - You can order these at elven caravans and brew drinks from these plants.
 - Moved all "open crates" reaction to the storage unit building.
 - Added burn scrapwood to charcoal to smelter and a batch version to the blast furnace.
 - Removed giant rat, giant olm, large rat, giant mole, cave croc and giant cave swallow from embark selection.
 - Added 5 special plants to drow tradegoods, only flavor. (same plants can be found in 3rd cavern)
 - Added crates of muskets, rifles, flintlocks, pistols, small bullets and large bullets to humans tradegoods.
 - Lowered frequency and penetrate power of optional vermin


About the trip: Thanks, I know Honduras and Tegucigalpa, not my first time here. Will pass throught the south and then to copan, before making my way to puerto barrios and catch a boat to belize. The dollars I lost(disappeared/stolen (?) range between 300-500, dont know exactly. Was 10 days since I checked my cash stack. And after 5 years of travelling I can life without those initations, I know the drill ;)

EDIT2: Just wanted to upload 1.7.1 for mac, and the internet here just gives fuck-all. 8 days to upload 45mb ? ^^

Another Edit: Man, I was laughing so hard...

Quote
A Shadowmancer migrant seemed to turn the tides, he killed off a goblin siege almost single handedly, but then he helped set up the WORST dwarven hospital i've ever seen.  Not only did no patients survive, but he'd raise them from the dead, kill them again, and throw them in a unmarked mass grave.  Later he got a vampire nurse as an assistant.  Together they must have killed about 25 patients.  They eventually went down to a seige with multiple elite bowgoblins, so overall i'll call this fort a success.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: tahujdt on April 11, 2012, 05:49:26 pm
Did you figure out what was wrong with slaves? Because I could embark with them if I set them to common_domestic.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: zach123b on April 12, 2012, 12:40:26 am
any chance of having an option for animal people?
all they seem to be is fodder/training dummys for the militia while keeping decent wildlife out

btw cave fungus cheese is fairly rare and only gives 1 cheese per rock, half the time i atom smash it, the other half it's near the start and the little food helps
think i can safely say i've dug up less than 30 cave cheese.. they also have a lighter color to them than the non-cheese cave fungus walls

haven't tried any meat from the living rock but i usually stay away from digging it

turning domestic pets off turns mastiffs off but not armored mastiffs, not sure if there's other armored pets though

the elves seem to only get spirit hunters, maybe i'm just unlucky

i modded the drows to always have broods from making a caste transform into them, they always have them and no one else will/should
maybe you could do the same and add concubines, as it stands concubines don't seem to be doing there part when you're the only fort left : /

the goblins also seem to be fine aside from how early they attack and the strength they use
2nd year, 6 ambush squads with a couple giant drow spiders and a cave croc... maybe i'm just lucky in this aspect

favorite part of this mod is the many beasts it has :D
almost to many megabeasts if you ever want a breeding pair though


Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: Talanic on April 12, 2012, 02:28:17 am
Weirdness in my playing:

I embarked and the first thing that happened was one of my armored mastiffs crushed a miner's hand.  Two years later, he got treatment in my new hospital.  I guess he just swung left-handed until then.  One of the migrants came with a concubine as his pet.  Not a huge problem except that she was a child.  That's right, I got visited by pedodwarf.

The next time I embarked, no mastiffs.  One of my miners was immediately attacked by one of my frill lizards.  Yes, a freakin' frill lizard bit him, breaking the bones in his foot and causing him to black out from the pain.  While he was out, it went in for the kill, tearing open his skull and feasting upon his brains.

Okay.  That pretty well scrubbed that embark.  Fastest tantrum spiral I've EVER had. 

I've noted that most of my dwarves (even Legion ones) tend to gain military skills very slowly.  Like, dabbling in all skills by the third year of training, even with a few fights under their belts.  So when I got a necromancer spy, I walled him in with a lot of food and drink, waited until he turned, then surrounded his enclosure with a big refuse pile and carved fortifications.  Yes, he did begin to raise the dead.

The spellcaster race in general is kinda odd.  Sometimes they're tough as hell, but once they encountered a dead creature (probably tigerman) on the way into my fort, and the necromancer raised it.  It immediately attacked all the others, who all let fly with their special attacks - attacks which apparently none of their companions are immune to.  When the smoke cleared, there were three spellcasters still standing, but only because they were all undead.

I set up a hellfire turret right by the bridge that leads into my fort.  This led to an unexpected effect.  Turns out hellfire will destroy bridges.  I didn't plan for that (this time), but I can imagine creating an appropriate 'reception area' in a constructed chasm below.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: Fairin on April 12, 2012, 06:26:10 am
A megabeast came in my third year. I didn't even have a military by then. I burrowed all my dwarves, pulled the drawbridge lever, and let my fully-fortified slade turrets go to town. Ten seconds later, it was dead. Say something, hater!
That sexy, sexy legendary skill essence is MINE!

i've seen some really -reallllly- weak yet seemingly random deaths for some of my beasts, had one get shot by a random hunter with a wooden crossbow bolt to the face, a forest titan made of soap radiating an aura of kindness? .. hehehe

if i get one more freaking thunderbird flying over my bloody walls straight down my castle corridor to the living area one more time...

Quote
turrets are fine as they are, if enemy arches cant take them out you would win every time.

so are dogs but i can still armor them .. =(>.-.>)=

now placing decoys infront of my stupid turrets, not hellfire ones.. those go in the bloody caves nao! come on little ants! say hello to the dwarven BBQ now with hellfire!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: lewtz on April 12, 2012, 04:08:06 pm
hmm getting magma maggots up into my fort now.. they seem to just come through ground so no stopping them standard way with doors, etc?  Also, don't think they vermin so cats not eating them...

...maybe military kill them?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: lewtz on April 12, 2012, 04:40:55 pm
Well.. the magma maggots are no longer a worry, as first burning skulls came in and scorched the earth.. burning all the wood i had and such.. the some other creatures... so i was going to wall myself in and live underground for a while... but the miner i set to wall us in...

..just transformed into a green devour and ate my fort...

WTF is a GREEN DEVOUR and how/why/what caused that transformation?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: zach123b on April 12, 2012, 04:49:53 pm
magma maggots is an underground grass in the 3 cavern, get some grazers or make a dirt road over it if you don't like it. doesn't hurt your dwarves though
similar to the moving grass in some evil biomes
unless it's not on muddy stone or on dirt where other fungus grows, then i have no idea

only reason why i don't use the cavern flavor


watch out for the facehugger vermin!  they lay green devourer eggs in your dwarves!
they aren't optional unless modded out so... prepare the kitten drop!
they're only in the 3rd cavern though
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: Tsuchigumo550 on April 12, 2012, 06:18:07 pm
Don't know what it is, but Cave Fungus seems to be releasing weird blue gas when mined. The only thing I can think of that could do this is having "dangerous mining" on, then booting a world genned with it off. It's... not doing anything that I can see, but it's just weird. Really weird. I couldn't find any other posts about this, so i figured I'd post this... It may be supposed to do that or something. It dosen't seem to do anything but dissipate in about two steps though, so it's not causing lag or anything. This happens only evey so often, not every block.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: Cusi on April 12, 2012, 06:37:52 pm
Don't know what it is, but Cave Fungus seems to be releasing weird blue gas when mined. The only thing I can think of that could do this is having "dangerous mining" on, then booting a world genned with it off. It's... not doing anything that I can see, but it's just weird. Really weird. I couldn't find any other posts about this, so i figured I'd post this... It may be supposed to do that or something. It dosen't seem to do anything but dissipate in about two steps though, so it's not causing lag or anything. This happens only evey so often, not every block.

I think Meph has mentioned this as more of an aesthetic option.  I think it is under "Smoke effects" option in the start up "Misc. Features." Either that or maybe "Less Solid Rock" and that blue gas may be similar to the dust sandstone gives off. Have checked myself and no obvious symptoms of mining Cave Fungus. Also every so often your get cave fungus to drop a stone, have only had it happen one for me, but think it can be converted to food at kitchen, same for Living Stone too (I think).
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: Meph on April 12, 2012, 07:33:02 pm
Living Stone leaves blood, sometimes (rare) a stone that can be butchered.
Cave Fungus leaves nothing. The blue dust is a sideeffect from the stone evaporating. Has no effect. Sometimes leaves a solid rock (rare) that can be made into cheese.
Magma Maggots are counted as grass, but I changed that, the 3rd cavern looks different now, since I did not like how the fortress looks after green (1st cavern), bluw (2nd cavern) and red (3rd cavern) mix. The third cavern is now gray.
GreenDevourers are 3rd lvl cavern creatures, and as correctly stated, they can bite your dwarves, which will plant an egg. After a while, your dwarf transformes. I added to encourage hunting vermin. Nice to see that it works :)

@Talanic: What are you doing that your pets attack your dwarves, stack them all in one square? They are never hostile, but lash out if they have little space, just like normal pets.

PS: Embarking on a pre-build fortress is fun, but sadly all the guards are hostile, even dwarvesn ones. I managed to find a fortress with human imperial guards, who imprisoned a demon-deity (friendly) that writes a ton of books. The fortress was made out of solid mithril, epic embark.

A few small changes:
 - Fixed siegeenginer/seigeoperate learning reaction in the library. Thanks smakemupagus for spotting this.
 - Added missing [ITEMS_WEAPON][ITEMS_WEAPON_RANGED][ITEMS_AMMO][ITEMS_DIGGER][ITEMS_ARMOR] to Iridium
 - Nerfed Giant Hornets (smaller bodysize and smaller cluster numbers)
 - Moved trapavoid from goblins to orcs
 - Lowered frequency of fire-breathing skulls (was 20%, is now 5%)
 - Gave different caste colors to antmen.
 - Lowered number and occurence of bog crawlers (TESTING)
 - Added bodyguards to elven caravans (TESTING)
 - Added different wagon animals and pets to elves and drow (TESTING)
 - Changed design of 3rd cavern.

Testing about slaves and race-specific pets is still ongoing. Golems seem a bit overpowered, when I read the reports here. Maybe I should add hydraulic fluid to them and enable them to bleed to death, this way they wouldnt be so indestructible. And they shouldnt equip, but from what I saw they keep the weapons the dwarf was carrying...

I also made a little building design study. What do you think of the idea of building-extensions, two buildings that look alike and can be build next to each other, without messing up the design ? See storage unit, brewery and gemworkshop in the example.

(https://lh4.googleusercontent.com/-rb-IuqsLhck/T4d3xC1wkjI/AAAAAAAAKVM/tyaDcuxtb0s/s760/Depot%2520external.PNG)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: Stronghammer on April 12, 2012, 08:35:28 pm
just had one of my dwarfs go insane for having no cloths, was a rather interesting visual. Only DF would have people go insane from lack of cloths
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: Milkbot on April 12, 2012, 10:37:57 pm
I don't seem to be able to decorate using flaming/frozenskull teeth. I have A LOT of them, but my workers won't use them to decortate, they'll just say they need unrotten parts.

Anyone else getting this? Or is it just a vanilla bug too?

EDIT: Are the language files modded in this? There seems to be more words than vanilla (though still some ones are missing :()
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: Throren on April 12, 2012, 11:00:10 pm
Haven't run into that one, but the Brewery seems kind of...stupid when attempting to find sugar for spicing.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: Upuaut on April 13, 2012, 02:18:57 am
I think the building-extensions are a brilliant idea. Please do that.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: Fairin on April 13, 2012, 03:57:55 am
here meph, some playtesting for today

the Dwarves going crazy cause they are naked. are children, whom you all didn't bloody make clothes for < this is probably vanilla

Traders don't seem to want to leave - i used to have a trade depot but i decided to change my fortress style (in a big way) so i took it down for a whole year (so far) merchants come. they don't leave. go berserk at the map edge - elves don't seem to die from thirst either.

bog crawlers infestation without opening the caverns?, i got about 30 cats, bloody things.. go away..

i thought toady fixed the clothing issues, my dwarves are either leaving clothing where they dropped it. or if i clean it with df hack. putting used clothing back in the clothing stockpile i created to store tons and tons of extra clothes, apparently they hung a goodwill sign on it... least its lit with magma...

can we get a graphic for bog crawlers like fire ants ? - or is there one and i really am that blind

do they come out of the walls that are not smoothed or something? i.e. farms in soil levels... gonna move those underground here in a bit and seal off the soil layers.. park a squad of cats at the entranceway.. blargh! stopbiting my dwarves and cats!

- Combine building graphics? please do, i do that as it is already make it look prittier!

- now im intersted in the music stage, wonder what skill that could improve.. axe? >=)

- i will have to say the -point- of a golem is to be indestructible, they do wear out over time tho and do not heal if seen in constant use, i have a habit of backing up the golem squad with another golem squad and two to three squads of 5 dwarves when it comes to invasions, i don't play nice with green skins

although i have only seen 2 ever killed. by my own hellfire turret through no controll over my own, it did however drop a pritty mithril statue of a penguin. apparently

- thank you for changing the omg my eyes Red third cavern layer.

@Milkbot, its a bug tan the teeth into leather, enjoy getting 26 suits of leather armor off one skull, language? no idea meph's area there

@Throren, thats a vanilia issue. make as stockpile that only accepts sugar bags, and ZERO barrels. *technical* the game checks only the first layer for the item in question. i.e. dwarf opens barrel sees only bags - no sugar, even though the bags contain sugar

@Meph , wanted to add > can i have my guildhall back?, even if it took dwarves off the therapist list. i could still make a noble doctor and manually assign his skills. didn't the first version of that work correctly?

@Meph, Adding again, the Engineers Workshop uses... what skill? its turning my masterwork steel spikes into "well crafted" or less sharpened steel spikes, my noble / leader / book keeper with doctor skills active was making them
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: Naryar on April 13, 2012, 04:53:56 am
I see you have used and improved my demons. It's cool to see that these are popular.

Also, from what I am seeing this mod looks ridiculously awesome. Will try it.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: Undeadlord on April 13, 2012, 09:24:10 am
I hope the bogcrawler numbers reduction works out, I had to make my mastiff [HUNTS_VERMIN] just to get the dang thing under control. Though I do like the idea of my mastuff puppies getting some practice killing things in :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: masquerine on April 13, 2012, 10:22:21 am
I met some giant gargoyles on my current map. The first few were dispatched with the military, but then there came two that seem to be in an eternal stranglehold (both are strangling her at the same time) on a single military dwarf. Pictures of the combat log and dwarf injuries will be below. I just thought it was kind of strange that they've strangled her so much and can't kill her. Her neck is broken so she can't fight back, and yet the strangling just keeps going on and on.

The fight started on the 18th of Malachite, year 703. After two days of fierce injuries to limbs and nerves, they started strangling her. It is currently the 10th of Galena, year 703. Still strangling. They've been strangling her for like 20 days straight. She has since lost grip of most of her armor and gear, thrown about on the ground.

I'm not going to rescue her because she'll be useless alive, and I'm very curious to see if they can actually kill her before she starves or dehydrates to death.
Spoiler (click to show/hide)
Spoiler (click to show/hide)

Just to note: They killed some children, pets and those bugged trader dwarves just fine. None of these entities lived long enough to get strangled though.

12th Limestone, year 703. Still being double strangled. No new injuries, everything is still red.
24th Limestone, year 703. A frozen skull has joined in on the fight, causing plenty of bruises on the axelord. Nothing serious. Still being double strangled.
14th Sandstone, year 703. Still the same trio playing with Nilla. Her status in the medical screen is Heavy bleeding (red), exhausted, ability to stand/grasp lost (yellow) and motor/sensory nerve damage (white). She's not even hungry or thirsty. She's still quite content.

Game crashed pulling a lever. She was still alive and being abused up till that point, near the end of Sandstone. Now to try and remember all the things I did since it last saved >.> Back at the first of Limestone.

16th Obsidian, year 703 after reload from crash: The drow traders showed up, and their guards pathed through the giant gargoyles, killing them. Nilla was immediately pronounced dead as soon as the stranglehold was released. So essentially those gargoyles have been strangling a dead dwarf for months.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: allison on April 13, 2012, 11:25:57 am
Iridium seems a little too attractive as an artifact material? My moody metalworkers demand it as a starting material _every_ time, even though I've got tons of sweet blue candy wafers (so far: two exquisite shoes, a chest, a bucket, a crown, a kite shield, two axe throwers, two scimitars and a chopping axe, all iridium)

Also, maybe no longer mod-related, but just how many caravans do you have to kill to get their home civilization to declare war? I've been regularly slaughtering every human, drow and elven trade party for over a decade now, and they just keep coming....
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: Meph on April 13, 2012, 01:37:12 pm
@milkbot: Till I figure out why they explode into hundrets of teeth, you cant use them, otherwise would be unbalanced, sorry. The language files are modded as well, yes. Heavily modded.

@fairin: Guildhall will stay out till today fixes this. Or dwarf engineer/splinterz... engineer workshop should only use the mechanic skill, but I cant check now, not my PC I am on. Bow crawlers have the same graphics as fire ants, just in green :)  They should only spawn on soil, so flooring over helps as well.

@naryar: I got them from the genesis mod, sorry that I did not listed you as author as well, will remedy that. :)

masquerine: Well, cant say much about the combat physics of the game, I cant  mod those ;) Do you have an idea why the game crashed though ? What was the lever linked to ?

@allison: Iridium is worth a lot, maybe it was just lying nearer to the forge ? I cant mod moods, so I dont know... and the war is also hardcoded, some people seem to get them often, I personally never got any...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: Naryar on April 13, 2012, 01:43:25 pm
Yeah it's fine. I'll send you and Deon my updated demons soon.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: Meph on April 13, 2012, 01:45:58 pm
PS: I am embarassed that I cant name the card, but I like your avatar all the same. Shiv... red... urzas legacy card, sorcery or creature ?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: Deon on April 13, 2012, 02:02:00 pm
Awesome, your demon mod is very interesting :).

How is your trip going, Meph?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: Deon on April 13, 2012, 02:04:32 pm
By the way, the endless strangling is something I saw in Genesis too. Probably adding a more bloody tissue to a throat could help?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: Naryar on April 13, 2012, 02:06:58 pm
PS: I am embarassed that I cant name the card, but I like your avatar all the same. Shiv... red... urzas legacy card, sorcery or creature ?

It's Destructive Urge, an enchant : aura. http://magiccards.info/us/en/180.html

And it is awesome, every time you deal damage to an enemy player you destroy one of his lands. But I don't play Magic anymore.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: masquerine on April 13, 2012, 02:32:42 pm
The lever I had was linked to a bunch of retracting bridges. The reloading of it after it was all linked up seems to have fixed it. It's pulling and dropping siege parties to my marksdwarf squad just nicely now. I'm preparing for a massive necromancer siege party, as I have 7 hostile towers in this world. Been a little too quiet so far...


The thing with the gargoyles is that once they start strangling something, that's the only attack they do. My dwarf was clearly dead at the very first strangles, but for whatever reason it didn't register her as being dead so they happily played with her for months until they were interrupted and killed. I thought it was quite amusing though. Both of the big, stupid stone gargoyles holding a dwarf by the neck and shaking her back and forth and wondering why she's not dead (because she already was!). At least it's not instant decapitating bees (which I see you've changed) :). I'll have to see how they are now.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: Lockesly L`Crit on April 13, 2012, 02:47:58 pm
The only time my dwarves got into a hissy fit over clothes was my last (unsuccessful) fort. I embarked with a mercenary (a mod by me based off of the concubine, but with military skills). I immediately started hunting/butchering/tanning to get some decent armor. After I got my forge up and running and made some armor for my merc, I noticed he soon got unhappy. Because the mercs, much like the concubines, are pets, they don't show you the entire details and thoughts screen, so I had no idea what he was unhappy about. I had three other dwarves in my militia, all of them migrants, but none of them had unhappy thoughts because they only had a spear, clothes, and a shield equipped.
After the merc went insane and berserk, I had to put him down. The next guy in line picked up his equipment and soon became unhappy. This time, however, I was able to see the problem. It was because he was "embarrassed to be uncovered". Running some tests with a few guys with full armor (padded + metal) and my control group with just metal armor, the ones with padded armor got pissed off, while the control group were perfectly content.
The problem, I noticed, is that padded armor replaces clothes (regardless of what option you set in the military equip screen), and doesn't count as clothing. So, in the meantime, I'll avoid padded armor like the plague and stick to just welded mithril/wolfram metal armor.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: Milkbot on April 13, 2012, 03:38:29 pm
@milkbot: Till I figure out why they explode into hundrets of teeth, you cant use them, otherwise would be unbalanced, sorry. The language files are modded as well, yes. Heavily modded.

Thanks. I just figured it was because they have so few body parts, so a decent hit to the mouth is much more likely.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: The Scout on April 13, 2012, 03:44:57 pm
Is gem armor any good at all? Or would I be better sticking with copper?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: andy_t_roo on April 13, 2012, 06:28:37 pm
There's a table of material values somewhere in the help documentation - IIRC this came up before, and gem armor may actually be Gem encrusted wood, from the raws ...

looking at the raws:

[REACTION:GEM_BPLATE]
[NAME:make a gem breastplate]
[BUILDING:GEMWORKSHOP:CUSTOM_T]
[REAGENT:A:3:SMALLGEM:NO_SUBTYPE:INORGANIC:NONE]
[PRODUCT:100:1:ARMOR:ITEM_ARMOR_BREASTPLATE:PLANT_MAT:GEMTIP:WOOD]
[SKILL:CUTGEM]

[PLANT:GEMTIP] - to simulate gem arrow points
   [NAME:arrowwood][NAME_PLURAL:arrowwood][ADJ:sharp]
   [USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
   [BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
   [USE_MATERIAL_TEMPLATE:WOOD:GEMTIP_TEMPLATE]
      [MATERIAL_VALUE:2][VALUE:1]
[SOLID_DENSITY:5500]

[MATERIAL_TEMPLATE:GEMTIP_TEMPLATE]
   [MATERIAL_VALUE:1]
   [SPEC_HEAT:800]
   [IGNITE_POINT:NONE]
   [MELTING_POINT:11500]
   [BOILING_POINT:14000]
   [SOLID_DENSITY:7850][IMPACT_YIELD:1000000][IMPACT_FRACTURE:1000000]
[COMPRESSIVE_YIELD:1000000][COMPRESSIVE_FRACTURE:1000000]
   
   [SHEAR_YIELD:100000]
   [SHEAR_FRACTURE:100000]
   [SHEAR_STRAIN_AT_YIELD:130]   
   [ABSORPTION:0]
   [ITEMS_AMMO]
   [WOOD]
NOTE: NO ELASTICITY DEFINED! (defaults to 0 (lower is better!))

ok... mixed numbers here - Compressive yield and fracture is between IRON and STEEL, but the defaulted elasticity number is equal to adamanite. Shear numbers are twice as good as steel. - so depending on the attack, either a bit better or a bit worse than steal, but better than IRON.
(see http://dwarffortresswiki.org/index.php/DF2012:Metal#Weapon_.26_Armor_Quality)

Just another note:

[REACTION:HELM_UPGRADE_ONE]
   [NAME:Add plates to helm]
   [BUILDING:ARMORY:CUSTOM_H][BUILDING:MAGMA_ARMORY:CUSTOM_H]
   [REAGENT:A:1:HELM:ITEM_HELM_HELM:NONE:NONE]
[REAGENT:plate:1:TOY:ITEM_TOY_ARMORPLATE:NONE:NONE]
   [PRODUCT:100:1:HELM:ITEM_HELM_PLATE:GET_MATERIAL_FROM_REAGENT:A:NONE]
   [SKILL:FORGE_ARMOR][FUEL]


there is no material type on the plate reagent - this means that any armor can be plated with any material ... Copper plated adamantine would produce plate adamantine.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: Meph on April 13, 2012, 08:28:04 pm
Quote
Quote
It doesn't make gem armor, just gem-encrusted armor made out of wood. Because of this, I cant see it in the arena, so I'll have to look and see if it's reliable in fortress mode.
This is... sooo... wrong. It makes gem armor, made out of a fake wood that has the same properties as gems, since gem-armor made of gem is not stockpile. So you get gem armor made out of gem-wood that looks and handles like gems, and is named like gems. Sharp gem weapons are really good, but I never did relieable tests with the armor, so I cant say anything foolproof about how good they are. They shouldnt be too bad...

So much about that... it is NO gem encrusted wood, I dont know how two people come to that conclusion independently.

Anyway, I just had my personal victory over DF. Some of you remember my problem with the instruments... I removed all instruments from the races to lower clutter, but instead all races got random instruments... than I reduced it to 1 instrument per race, hoping they would bring less of them, nope, same number, just all one type... but now... NOW... muhahahah...

I gave instruments an actual value. Behold:
Spoiler (click to show/hide)

Every of the 12 instruments in the game can be used to play a different song.

(https://lh6.googleusercontent.com/-tTl2EskjhzM/T4jPY0We3TI/AAAAAAAAKVk/JipETu50Y08/s772/Music%2520Stage.PNG)

And the building guide for the new storage unit as well:
(https://lh6.googleusercontent.com/-5vgGvU5e6oE/T4jPX_PGeUI/AAAAAAAAKVY/zxhqBonh09M/s772/Storage%2520Unit.PNG)

In addition to that I also made 2 new magic gems... similar to the tears of armok that give unlimited water. The "Armoks Metal" gives 1 bar of each vanilla metal (no candy though) when smelted. And the "Blessing of Armok" makes the miner that mines it super fast (imagine DFhack fastdwarf-fast) for 1 month. You can find single gems of those when you mine. Stable warpstone (yep) also exists and will mutate the miner that mines it, giving him 200% strength, endurance and agility. Thought so many people disable "harder mining" that I should include some positive effects to it as well. Have fun :)

PS: I think I will also add 4 new buttons... evil dwarves, evil drow (lol), evil elves and evil humans... just a carbon copy of the normal ones, but with the babysnatcher tag, to make them instantly hostile. So people can fight these races for extra challange. Would be OFF by default, because with all the goodies I gave the friendly races they should be really tough. What do you think ?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: Talanic on April 13, 2012, 10:02:53 pm
Both times animals attacked my miners, it happened in the first two seconds after I started the game.  No time to give any orders; just crunching bones and tantrum spirals.

If it helps (I suspect it won't), I had embarked with two of each gender of the animals in question.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: Corai on April 13, 2012, 10:14:51 pm
On evil races, give them personal weapons, make em worth fighting instead of "oh....I dont FEEL like it...everyone inside....if you want....not really in danger......take your time.....get a drink......"

Like spears that can shatter steel, or iron-strong bones. Or some bad-ass mounts. Or guns.

"AUTO-MUSKET"
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: Panopticon on April 14, 2012, 12:01:29 am
The instruments change looks amazing, I want it now.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: HammerDave on April 14, 2012, 12:19:31 am
I have dangerous smelting turned off, verified the "violent reaction" products are commented out.
Still have had about 4-5 furnace operators bleed to death for no apparent reason.  What would be causing that?

I'd go into legends on a copied save, but last fort it was crashing on abandon.  Might try that anyway to see if it recreates.  But would legends say anything about how they died?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: Caldfir on April 14, 2012, 02:48:02 am
Meph, my raw parser is not amused.

Is there a version of the masterwork raws somewhere without the masterwork metatags in it?  The parser generates output currently, but most of it is just whining about creatures that don't have a top-level tag.  I would post the log file here, but it weighs in at 14k lines. 

In any case I've put up the current version of the parser on the DFFD (http://dffd.wimbli.com/file.php?id=4613).
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: Kalithor123 on April 14, 2012, 04:23:30 am
Well i lost my next fortress ina tantrum spiral  :) despite of having nice engravings, bedrooms, zoo, statue garden...

i didnt tryed the  cat waterfall yet .......  ;D

i will turn of now sieges in the ini, till i feel ready, because i never reach the "late game" (for me its late game  :) )features like turrets or golems etc.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: Corai on April 14, 2012, 04:27:15 am
Well i lost my next fortress ina tantrum spiral  :) despite of having nice engravings, bedrooms, zoo, statue garden...

i didnt tryed the  cat waterfall yet .......  ;D

i will turn of now sieges in the ini, till i feel ready, because i never reach the "late game" (for me its late game  :) )features like turrets or golems etc.

I got tantrum'd by a freaking Goblin Ice Wizard!

It was so !!FUN!! that I decided to have everyone charge at once, they all died, instantly. Then a drake 1hit the wizard with a bite to the head.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: MarineMorton on April 14, 2012, 09:24:22 am
Well i lost my next fortress ina tantrum spiral  :) despite of having nice engravings, bedrooms, zoo, statue garden...

i didnt tryed the  cat waterfall yet .......  ;D

i will turn of now sieges in the ini, till i feel ready, because i never reach the "late game" (for me its late game  :) )features like turrets or golems etc.

Your not the only one, I either get bored of my embark or have too much fun and dont get to the 'cool' stuff
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: Throren on April 14, 2012, 11:15:48 am
So, uh...has anyone ever run into a Fortress-Born baby that occasionally pops up in the combat reports with a line saying..

"The Dwarven Baby spies out the production facilities!"
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: Throren on April 14, 2012, 11:25:31 am
NM...it just turned into a warlock spy.

How the hell does a fortress born baby get turned into a Warlock spy.  0.o

...if they can get to the babies...they can get to...anyone!

Now instituting the Dwarf PATRIOT Act.  All dwarfs shall be molested at the entrance to my fort.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: the_game_hunt on April 14, 2012, 11:29:18 am
Is there a way to ONLY have the weapons to vanilla DF?

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: Seraphyx on April 14, 2012, 02:46:19 pm
Can we get anymore info on the instruments? Like how you get your dwarves to play them, can anyone play them, and is it like an AoE buff or how does it determine who is affected by the buff?

Looks freaking amazing. You basically added bards/buff class to dwarf fortress.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: Lockesly L`Crit on April 14, 2012, 03:55:04 pm
I really, really like the instrument changes, the music stage, and the idea of adding [BABYSNATCHER] to all races as an option.
The only use I have for drow are the random sladamantine gear they come with, which I "assist" them in "reducing wagon weight." Might as well make it official. :D

On a side note, can we please not have cloaks as foreign items? I still want to make them in the leatherworking shop. Picks, for some odd reason, are classified in the military screen as foreign too.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: Neyvn on April 14, 2012, 03:59:29 pm
Today is the day I return home to Australia. DF is one of the things I have missed. When I get back I will be playing this again. Cant wait to download the newest version.

Also the_game_hunt. When did Obama do that. //points at avatar//
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: Fairin on April 14, 2012, 04:06:32 pm
i should make an updated how to play dwarf fortress, any suggestions on a screen capture or should it just be screen shots =P
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: Lockesly L`Crit on April 14, 2012, 04:26:40 pm
i should make an updated how to play dwarf fortress, any suggestions on a screen capture or should it just be screen shots =P

I know FRAPS doesn't like DF. You might want to try a local recording with Xplit (http://www.xsplit.com/). It's the program most StarCraft 2 procasters use.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: tahujdt on April 14, 2012, 04:38:47 pm
What skill does the music use, and how does the cleaning song work?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: Lockesly L`Crit on April 14, 2012, 04:54:13 pm
What skill does the music use, and how does the cleaning song work?

I'm guessing, and don't quote me on this, that it cleans up the LIQUID_GLOB stuff left by turrets and other natural attacks, and blood smears. Could be wrong, though. Without any word from Meph, all of it is speculation.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: Meph on April 14, 2012, 06:43:00 pm
Word from Meph: Cleaning song works like this: You got 20 bloodsmeared military dwarves hanging around your dining hall ? Their inventory is covered in blood, mud and vomit ? No problem, play a perfect tune and all are clean. Works like the cat cleaning interaction.

More Info about music:
There are 3 instruments for each race, makes 12 total. There are 12 songs. You need 1 instrument and the music stage for it. One dwarf will play a song, using the Coordination skill. The reaction produces a boiling stone that affects the dwarf, and he can do an interaction for a short time. This interaction targets any dwarf within earshot (25 tiles, line of sight) and applies the effect. Only one effect can be active at the same time, so you can make your dwarves faster OR stronger OR give them no fear... and so on. Only exception is the bonerattle, it will wake any dead in the area, as friendly corpses, but your civilians will still flee. Dont know if anyone can find a use for it, but I like the idea regardless.

About the Evil races: Their are done. Optional of course. You can play with dwarf sieges now, or only evil elves. Or only good elves. Or good and evil elves. However you like.

Another big change is skill essence fractures. I often read in this thread that people liked killing megabeasts because of the essence. Well... about 10% of all invaders, and higher percentage for automatons and frost giants will leave a "skill essence fracture" now. Combine 3 of those, get a skill essence. Speaking of Frost Giants: They have a new creature, I finally balanced them. Golems as well. Works well in Arena, but untested in Fortress Mode. And I made new sprites for them as well,

(https://lh3.googleusercontent.com/-zbpm5sa4mwI/T4oHn_WtUlI/AAAAAAAAKV4/BwjTOKj9gPI/s383/frost_giant.jpg)

Someone asked about a pet guide as well, so here you go. Warning, big image:
Spoiler (click to show/hide)

The other new sprites:
Spoiler (click to show/hide)

Full Changelog:
Spoiler (click to show/hide)

Oh, and I linked Mithril to Galena and native Silver veins. Just follow the veins to find this rare mineral easier. And the "Blessing of Armok" Gems are real awesome, the dwarves that mine them are super fast for 1 month. I think I mentioned this, but it works amazingly in Fortress mode. :) I only have problem assigning the proper Pets to all the races, since the new pet-system fro today messes everything up and I dont know how to solve it yet.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: zach123b on April 14, 2012, 07:17:54 pm
that looks amazing and awe inspiring, now if mine carts would come out..

my suggestion to get the pets to the right race would be a caste that secreted a magic rock that transforms that caste into the pet
just make the caste have a short maxage so it can't visit your fort and less problems

thank you for the creature guide!

only dislike is the blood goat/blood wine but i'll just ignore it
oh and flaming skulls

last fort: had 200ish logs cut outside for coal/traps, flaming skulls burnt all but 8 due to rain, cage traps of wooden mechanisms burn T.T, then slaughtered 5 of my 22 dwarfs (pop_cap:8 ) and 2 horses, the skulls keep there distance but the corners in my fort let my dwarfs get to close..almost had a rage quit but a hauler was staring at the moon and i wanted to watch... i did good that fort imo, no one had anything above dabbling in social skills
one breath of fire is pretty much insta-kill on civilians, from what i witnessed : /
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: Meph on April 14, 2012, 07:28:29 pm
>>> NEW DOWNLOAD V 1.7.2 <<< (http://dffd.wimbli.com/file.php?id=5315)


Special Thanks
To Naryar for his demons. I included them from the very start, but always thought they were deons... And thanks at Lycaeon for the idea I based the music system on. :)


Full Changelog:
Spoiler (click to show/hide)

Known Issues:
 - Manual not yet updated.
 - Drow/Elven Pet Trading might be off by a few creatures.

PS: @zach123: Flaming skulls are rarer now, instead of 20%, only 5% of the burning skulls can breath fire now. The clothing is the problem, armor holds fine against fire.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
Post by: Lockesly L`Crit on April 14, 2012, 08:23:27 pm
Only exception is the bonerattle, it will wake any dead in the area, as friendly corpses, but your civilians will still flee. Dont know if anyone can find a use for it, but I like the idea regardless.

First line of defense against an invasion, like a Quantum Kitten Cage.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Music for the Masses
Post by: Panopticon on April 14, 2012, 09:52:12 pm
I don't know if anyone has covered this, but I was able to appoint my Steel Golem Militia Captain to the Baron position.

He shows as wanting the Baron's quarters but I am unable to assign them to him as he shows as a pet, also he just ended a mandate, I don't recall him issuing one but that might have been missed in error message spam. The thing is though it is impossible to see what mandates he has issued as viewing the position just brings you to the Golem description.

I have no idea if he is getting a bad thought from this or not, but nothing has shown up on the Justice screen.

Unrelated to the above problem, he was also turned to a Golem while tired, and now shows "tired" eternally on his wounds screen, though it hasn't seemed to bother him in combat or whatever.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Music for the Masses
Post by: Milkbot on April 14, 2012, 10:07:35 pm
Do  you think we could get bark scraps to be burnt into ash at the crematorium? Maybe 2 bark scraps to one bar of ash?

With few trees, all my scraplogs are going to charcoal as magma is proving tricky. But I need ash for farms so I don't starve, and also for some nice glass or soap.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Music for the Masses
Post by: Seraphyx on April 14, 2012, 10:32:58 pm
In the latest version temperature was turned off by default. Is that intentional? Seems kind of weird since I've seen it cause a lot of problems to other people when it was turned off.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Music for the Masses
Post by: Zeebie on April 14, 2012, 10:36:16 pm
I don't know if anyone has covered this, but I was able to appoint my Steel Golem Militia Captain to the Baron position.


I had this happen.  It actually works out fine, because golems don't have emotion, so they never get upset about not having rooms or getting mandates.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Music for the Masses
Post by: dukea42 on April 14, 2012, 10:56:47 pm
Can't wait to setup a bonerattle stage on the other side of fortifications from the bottom of my enemy pit.  All survivors must now battle the dead for their lives!  (assuming it will all work like that?)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Music for the Masses
Post by: Lockesly L`Crit on April 14, 2012, 11:01:32 pm
Do  you think we could get bark scraps to be burnt into ash at the crematorium? Maybe 2 bark scraps to one bar of ash?

With few trees, all my scraplogs are going to charcoal as magma is proving tricky. But I need ash for farms so I don't starve, and also for some nice glass or soap.

Grab a cat and/or a hunter. Use the crematorium to cremate vermin and bodyparts. You'll get ash every time.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Music for the Masses
Post by: Corai on April 15, 2012, 12:28:15 am
I have wild armored horses, is this intended?


(http://i44.tinypic.com/syvvbt.jpg)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Music for the Masses
Post by: Geneoce on April 15, 2012, 01:27:30 am
I know its a simple fix but how does one go about making broodslaves golem-able?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Music for the Masses
Post by: tahujdt on April 15, 2012, 03:16:58 am
Did you ever figure out what was making it so you couldn't order pets from the drow?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Music for the Masses
Post by: zach123b on April 15, 2012, 03:54:25 am
i believe slaves cannot be golem or anything aside from slaves because they have gone through a transformation

same reason why meph took out guildhalls, couldn't be a dwarf of a guild then transform into a mage

1 transform per creature, slaves are already transformed

edit: just tried with concubines, doesn't work : /
looks like it targets specific dwarf castes
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Music for the Masses
Post by: Geneoce on April 15, 2012, 04:12:54 am
Thanks Zach. Shame, ill just have to use massed concubine for insta-army.

Bit strange having "golem children" running around but atleast the mental image that comes to mind when one punches a greenskin in the skull, ramming the skull into the brain, makes me d'awwwww
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Music for the Masses
Post by: Lockesly L`Crit on April 15, 2012, 04:34:54 am
Bit strange having "golem children" running around but atleast the mental image that comes to mind when one punches a greenskin in the skull, ramming the skull into the brain, makes me d'awwwww

*sniff* They grow up so fast!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Music for the Masses
Post by: DorfMeister on April 15, 2012, 06:48:56 am
Meph, could you add bone arrows reaction perhaps? I tend to like using bows because goblins are so kind and bring nice ones to me every time. 
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Music for the Masses
Post by: Geneoce on April 15, 2012, 10:21:19 am


*sniff* They grow up so fast!
[/quote]

Heh Yeah concubines seem the way to go. Tis a shame, I had an entire burrow/pasture assembly line going for my broodslave-golem-hell mastery program.

Now if only I can get that no dwarfs embark....One way to reclaim the world  :D
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Music for the Masses
Post by: Throren on April 15, 2012, 11:44:05 am
I thought I saw this answer earlier, but I can't seem to find it now.  How can I keep my dwarfs from trying to collect the slade and copper projectiles my turrets fire?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Music for the Masses
Post by: zach123b on April 15, 2012, 12:37:32 pm
edited my post but it seems no one saw, looking at the raws says a concubine shouldn't be able to become a golem

he declares each caste skipping concubine : /

although i could be wrong and it works
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Music for the Masses
Post by: HammerDave on April 15, 2012, 02:46:41 pm
Is there a trick to get turrets to fire on enemies?  I have had some pastured behind fortifications but within LOS of revealed thieves and the occasional ambush, and nothing ever happened.  Previous ambush they were in the open and just got shot by aim-for-ya-throats.

I also noticed the dead ones show as "missing" because the deconstructed mechanisms aren't recognized as body parts.   ;)

Also never got an answer from my previous question.  With dangerous smelting turned off, what would cause furnace operators to randomly bleed to death at magma arc furnaces?  At first I thought it was a magma critter popping them from below, but the magma channel is behind a fortification and there are no observable critters down there right after the event.

The music thing sounds interesting.  Guess I'll download and give it a try.   :D
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Music for the Masses
Post by: Seraphyx on April 15, 2012, 02:50:34 pm
Just a minor text error:

(http://i41.tinypic.com/11t0mjc.png)

Also, the Crematorium hotkey is the same as the Magma Metallurgist, which is I
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Music for the Masses
Post by: Neyvn on April 15, 2012, 04:01:10 pm
Hey is there a way to remove the Odd stone types such as the Bloodstone and such and return it to a more natural vanilla feel while leaving in the Masterwork ores and such. I really hate the look and idea of them as natural stone on surface level, if they were more lower in the depth meter such as having the bloodstone make up parts of the 3rd cavern and the fungi one the 2nd or heck having the bloodstone part of HFS stone areas (if even possible) would be nicer. I feel that it breaks too far away from natural looking mountains when there is exposed bleeding stone...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Music for the Masses
Post by: zach123b on April 15, 2012, 04:25:30 pm
i think turrets have to be adjacent to the fortification

can you be a bit more specific what you're doing for the bleeding to death at the magma arc furnace?

misc features - less solid rock, bottom left
it puts living stone back to bauxite and cave fungus to microcline among other stones
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Music for the Masses
Post by: tahujdt on April 15, 2012, 05:10:31 pm
I found a problem with the "pray for drink" reaction in the Altar of Armok. It creates a barrel of plump helmet none instead of dwarven wine. In the last space in the product line, you need to replace PLANT with DRINK.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Music for the Masses
Post by: Orkel on April 15, 2012, 05:27:49 pm
Yo, just noticed you added the brains (yay), could you add my name in the OP's credit list? thanks :)

To all the Masterwork players, how are you guys finding the brain changes to be? Working well enough or still getting a lot of silly deaths?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Music for the Masses
Post by: Niveras on April 15, 2012, 06:13:38 pm
Is there a trick to get turrets to fire on enemies?  I have had some pastured behind fortifications but within LOS of revealed thieves and the occasional ambush, and nothing ever happened.  Previous ambush they were in the open and just got shot by aim-for-ya-throats.

As with all creatures having projectile attacks, they need a clear, unblocked path to the target (even if they don't necessarily fire along the path or move toward the target to shoot). If the turret was pastured in a room completely surrounded by fortifications (e.g. you dropped it in from above), or locked (or sealed mechanically) the door after putting the turret inside it, or channeled out, without ramps, a moat around it, it won't have a valid path to reach the target, and won't attempt to engage, and thus won't fire.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Music for the Masses
Post by: Lockesly L`Crit on April 15, 2012, 08:55:13 pm
I'm looking at the raws using Beyond Compare 3. The changes from 1.7.1 in a few select files (minus the obvious changes from the changelog):

creature_standard.txt
Spoiler (click to show/hide)

inorganic_zmasterwork.txt
Spoiler (click to show/hide)

entity_default.txt
Spoiler (click to show/hide)

creature_slave.txt
Spoiler (click to show/hide)

item_shield.txt
Spoiler (click to show/hide)


All in all, a good patch. Though, some things in creature_standard make me scratch my head.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Music for the Masses
Post by: smakemupagus on April 15, 2012, 09:04:14 pm
As with all creatures having projectile attacks, they need a clear, unblocked path to the target (even if they don't necessarily fire along the path or move toward the target to shoot). If the turret was pastured in a room completely surrounded by fortifications (e.g. you dropped it in from above), or locked (or sealed mechanically) the door after putting the turret inside it, or channeled out, without ramps, a moat around it, it won't have a valid path to reach the target, and won't attempt to engage, and thus won't fire.

I believe this changed due to a recent Toady patch, and now dragons, giant cave spiders, and turrets seem to fire without necessarily having a path (although turrets still only fire if they're directly up against the fortification)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Music for the Masses
Post by: Seraphyx on April 16, 2012, 01:03:28 am
Not sure if this was just a random bug but the creature research lab wasn't detecting a platinum skill essence laying around. They weren't on the same z-level but if there's anything you can do to prevent this from happening it would be great.

Hate having to destroy and rebuild workshops and hoping it detects things properly, or destroying them again if it doesn't and trying to build them on another z-level.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Music for the Masses
Post by: HammerDave on April 16, 2012, 01:40:45 am
i think turrets have to be adjacent to the fortification
I had tried that, didn't seem to help.  But I tried it 1 z above, do they have to be level with targets?
Quote
can you be a bit more specific what you're doing for the bleeding to death at the magma arc furnace?
Grind a stone, smelt matching bar, repeat.  Didn't notice if it was specific kinds of stones, I queued them up as I found them.

I noticed most of the new magma buildings don't have a dark green square.  It would be nice if the channeled tile was blocked by the workshop after build -- fire elementals et al have a nasty habit of coming up through the workshops.  To avoid this, build them on solid ground -- dig a tunnel underneath and put fortifications between the magma and the tunnel.  Doesn't help though, if magma critters are allowed to spawn there.  And you can't build them on top of a grate, unfortunately.  But I didn't think critters were responsible for the bleeding to death thing, because I can't find anything with K either on the workshop or magma channel level.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Music for the Masses
Post by: Lockesly L`Crit on April 16, 2012, 04:34:44 am
i think turrets have to be adjacent to the fortification
I had tried that, didn't seem to help.  But I tried it 1 z above, do they have to be level with targets?

Nope. Turrets fire at LoS enemies regardless of z-level. I keep my turrets on the top of guard towers 1 z-level higher than the ground, with fortifications surrounding them. What turrets are you using, by the way? Bullet and Slade turrets have a good range (range of 50) while everything else are mostly melee-only. Acid turrets have a range of 5, Web has 10, and the rest have 15.

I noticed most of the new magma buildings don't have a dark green square.  It would be nice if the channeled tile was blocked by the workshop after build -- fire elementals et al have a nasty habit of coming up through the workshops.  To avoid this, build them on solid ground -- dig a tunnel underneath and put fortifications between the magma and the tunnel.  Doesn't help though, if magma critters are allowed to spawn there.  And you can't build them on top of a grate, unfortunately.  But I didn't think critters were responsible for the bleeding to death thing, because I can't find anything with K either on the workshop or magma channel level.

Fortifications don't block swimming creatures when fully submerged (7/7). Vertical bars might help, but it also leaves the problem of the spawning out of nowhere issue.

Not sure if this was just a random bug but the creature research lab wasn't detecting a platinum skill essence laying around. They weren't on the same z-level but if there's anything you can do to prevent this from happening it would be great.

Hate having to destroy and rebuild workshops and hoping it detects things properly, or destroying them again if it doesn't and trying to build them on another z-level.

I've had this happen a few times in 1.7.1 with the Archaeologist workshop and the Furniture workshop. Some options were not possible even though I had the materials, and then suddenly went back to normal a few hours later. Only workaround I know of is to queue them up with the Manager.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Music for the Masses
Post by: firons2 on April 16, 2012, 07:49:51 am
hey i just finished playing Half-Life 2(again).Is it possible to make an item or something like those bug pheromones(gathered from the Ant Queen) to make antmen civs be friendly?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Music for the Masses
Post by: simonthedwarf on April 16, 2012, 08:34:38 am
Some feedback: you have way too many seeds auto purchased at embark
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Music for the Masses
Post by: Seraphyx on April 16, 2012, 10:02:00 am
@Lockesly

Thanks for that tip. I guess I'll be using the manager more often then.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Music for the Masses
Post by: Werdna on April 16, 2012, 10:18:07 am
Also, the Crematorium hotkey is the same as the Magma Metallurgist, which is I

While we're on the Crematorium - with the new clothing changes, I would be ecstatic if the Crematorium's 'burn clothing' options could be changed to burn 'x Clothing x' instead of good clothing! 

2nd issue - my Crematorium worked fine for the first two years of my fortress burning vermin remains, excellent production chain going on (remains->ash->potash->farms).  Then suddenly, the Crematorium stopped working for vermin.  Other options like burning clothing works, but cremating vermin remains a red reaction.  The remains are not forbidden, my dwarves have refuse hauling enabled and happily move remains around, burrows are off, vermin remains-only stockpile right next to Crematorium, none of the Crematorium building items are forbidden (it will burn clothing ok), it is inside so the outdoor hauling orders should not affect it... wth?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Music for the Masses
Post by: Lockesly L`Crit on April 16, 2012, 12:00:16 pm
2nd issue - my Crematorium worked fine for the first two years of my fortress burning vermin remains, excellent production chain going on (remains->ash->potash->farms).  Then suddenly, the Crematorium stopped working for vermin.  Other options like burning clothing works, but cremating vermin remains a red reaction.  The remains are not forbidden, my dwarves have refuse hauling enabled and happily move remains around, burrows are off, vermin remains-only stockpile right next to Crematorium, none of the Crematorium building items are forbidden (it will burn clothing ok), it is inside so the outdoor hauling orders should not affect it... wth?

See my post directly above. Some of the new buildings and reactions kinda crap out at random times. Don't know why or how to get it back to working order, but queuing up jobs with the Manager works fine until it does.

------

While we're on the subject of the ash industry, the soap workshop's "make 10 soap" still only uses 1 lye. As long as you have a hunter or a breeding pair of animals, you will never run out of soap, and there's no reason to ever use the standard "make 1 soap" option when you could make 10 with the same amount of lye.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Music for the Masses
Post by: Throren on April 16, 2012, 12:30:32 pm
Tallow (http://i.imgur.com/rSAvm.png) is ridiculously abundant in this mod to begin with, that bug just makes a too common resource even worse.

Has anyone else run into fortress born babies turning into warlocks and necromancers?  I've had 4 babies now, all born in my fortress to different parents all switch and go crazy.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Music for the Masses
Post by: Lockesly L`Crit on April 16, 2012, 12:41:36 pm
Tallow (http://i.imgur.com/rSAvm.png) is ridiculously abundant in this mod to begin with, that bug just makes a too common resource even worse.

Has anyone else run into fortress born babies turning into warlocks and necromancers?  I've had 4 babies now, all born in my fortress to different parents all switch and go crazy.

Sadly, castes aren't hereditary, so a perfectly normal couple could have a baby that grows up to be a Concubine, or Savants, or (as you've seen) Secret Fun Stuff.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Music for the Masses
Post by: Throren on April 16, 2012, 12:47:09 pm
Interesting.  I didn't know that they're part of the caste system.  I've actually disabled that feature from the launcher since the Guildhall was removed, but I still picked up 1 immigrant that was Oathbound(fine by me, she is now SuperWoman, Champion of my Fortress.)

However, it was funny watching the warlock convert while being carried by it's mother.  It proceeded to latch onto the mother and run her around my fortress in an attempt to avoid my military.  Shame the mother took an axe to the face that was meant for her little demonchild.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Music for the Masses
Post by: Tsuchigumo550 on April 16, 2012, 05:17:20 pm
I know that this may or may not have been asked before, but can someone clarify for me something?

What are these "Hidden Case", "Rusty Weapon", Collapsed Brick", "Rusty Armor" and the like and how do I use them? I assume it has something to do with archaeology, but I'm not sure about every one.

Secondly, what is a syndrome arrow, how are they used/made, and do dwarves utilize these normally.

Last, why is it that in one world Tears of Armok were PERFECTLY mineable and did not go about causing chaos, yet in this particular world they have a ring of water around 'em?

Thanks in advance for any help.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Music for the Masses
Post by: Fairin on April 16, 2012, 05:40:26 pm
Not sure if this was just a random bug but the creature research lab wasn't detecting a platinum skill essence laying around. They weren't on the same z-level but if there's anything you can do to prevent this from happening it would be great.

Hate having to destroy and rebuild workshops and hoping it detects things properly, or destroying them again if it doesn't and trying to build them on another z-level.

whats wrong with dumping the skill essence in front of it? >>

I know that this may or may not have been asked before, but can someone clarify for me something?

What are these "Hidden Case", "Rusty Weapon", Collapsed Brick", "Rusty Armor" and the like and how do I use them? I assume it has something to do with archaeology, but I'm not sure about every one.

Secondly, what is a syndrome arrow, how are they used/made, and do dwarves utilize these normally.

Last, why is it that in one world Tears of Armok were PERFECTLY mineable and did not go about causing chaos, yet in this particular world they have a ring of water around 'em?

Thanks in advance for any help.

hidden case - weapons traps ect are for your archeologist workshop, collapsed brick is the vein of matieral that leads you to them (make sure they are on the same Z level)

Tears of Armok are gems with the aquafier tag, limitless water.. happy flooding

Quote
I keep my turrets on the top of guard towers 1 z-level higher than the ground, with fortifications surrounding them. What turrets are you using, by the way?

what Turrets do YOU use, when i put my slade / bullet turrets on parapets behind fortifications. little goblins with patriot Turret seeking Arrows fire just one shot, everytime. and break them. without fail.

Fortress Story - 1.7.2
Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Music for the Masses
Post by: the_game_hunt on April 16, 2012, 06:05:18 pm
Am I the only or this mod has something (actually all but new combat logs) that messes up DF. I dont know,rifles,automatons,magic...

This doesnt fit on DF, at least for me.

Im really impressed by this mod,so much stuff (smiths forge metal list is extremely dissorganized). But again, this mod doesnt fit at all.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Music for the Masses
Post by: Sasha- on April 16, 2012, 06:25:21 pm
So I'm playing with almost all of the features disabled and ran into a problem with coarse iron. I can't do anything with it since I dont have access to the crucible. Can I somehow modify the game files so that the required reaction can be done at the smelter/magma smelter?

Also I think there should be an option to disable the new animal training system.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Music for the Masses
Post by: the_game_hunt on April 16, 2012, 07:03:03 pm
So I'm playing with almost all of the features disabled and ran into a problem with coarse iron. I can't do anything with it since I dont have access to the crucible.

So, you have coarse iron but you cant build a crucible?

Smells like a unintended feature.

Copy and pasting the reaction should do.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Music for the Masses
Post by: Werdna on April 16, 2012, 07:12:36 pm
2nd issue - my Crematorium worked fine for the first two years of my fortress burning vermin remains, excellent production chain going on (remains->ash->potash->farms).  Then suddenly, the Crematorium stopped working for vermin.  Other options like burning clothing works, but cremating vermin remains a red reaction.  The remains are not forbidden, my dwarves have refuse hauling enabled and happily move remains around, burrows are off, vermin remains-only stockpile right next to Crematorium, none of the Crematorium building items are forbidden (it will burn clothing ok), it is inside so the outdoor hauling orders should not affect it... wth?

See my post directly above. Some of the new buildings and reactions kinda crap out at random times. Don't know why or how to get it back to working order, but queuing up jobs with the Manager works fine until it does.


It worked.  Good to know, thanks! 
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Music for the Masses
Post by: lewtz on April 16, 2012, 07:48:24 pm
Am I the only or this mod has something (actually all but new combat logs) that messes up DF. I dont know,rifles,automatons,magic...

This doesnt fit on DF, at least for me.

Im really impressed by this mod,so much stuff (smiths forge metal list is extremely dissorganized). But again, this mod doesnt fit at all.

Don't know difference of opinion and view of dwarfs.  While classically dwarves are more gold digging, axe wielding, beer drinkers .. many settings include dwarves as being smart with "technology" (guns/automatons) and magic fits in fine. 

Personally, I like "steampunk" dwarfs with guns and automatons.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Music for the Masses
Post by: Lamorak84 on April 16, 2012, 08:02:10 pm
Hello,

I have 3 questions.

1. Does the Launcher somehow overwrite the creature_standard.txt if I change the Tileset? Cause I DID change the Tileset (did not do something else) and my creature_standard was changed back to the original it seems... :-\ If this was not fault... what could it be? I did not switch any other options like castes for example (which could overwrite the creature_standard.txt i guess). I know that I can take a copy of the region save creature_standard.txt out of its raw and copy it back into the maingames raw folder, now... but it was still annoying that the launcher did overwrite the file and I had no idea THAT he did do it. Since the Launcher can do a lot of damage if in the hands of us semi-"experienced" starting modders ;-D is it possible to have the Launcher work like the Dwarf Therapist? Like you do switch options and THEN press a button "Do the changes" and THEN it warns you "file blabla will be overwritten"... That would be a nice comfort function to have, but I can understand If you dont want to add it... seems like much work for this small thingy.

2. As I did start this map with a modded creature_standard.txt and it did now revert this file to "vanilla" Masterwork... will future born dwarves (on the same map) be made of the unmodded creature_standard which is now in the raw folder or will they be made of the creature_standard I had in that folder when the world was created? <--- Did find the solution with more research ^^

3. I did follow the whole naked/cloth/armor Debate and someone said that the Military CAN wear Armor without any clothes beneath and they dont get bad thoughts... can someone verify this?
What about "clothing" them with the padded stuff (which seems is Armor as of the raw) and putting plate over it?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Music for the Masses
Post by: Sasha- on April 16, 2012, 08:25:12 pm
So I'm playing with almost all of the features disabled and ran into a problem with coarse iron. I can't do anything with it since I dont have access to the crucible.

So, you have coarse iron but you cant build a crucible?

Smells like a unintended feature.

Copy and pasting the reaction should do.

Yeah I pasted the harden iron reaction to reaction_smelter.txt file. Should work now.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Music for the Masses
Post by: Lockesly L`Crit on April 16, 2012, 09:18:47 pm
Quote
I keep my turrets on the top of guard towers 1 z-level higher than the ground, with fortifications surrounding them. What turrets are you using, by the way?

what Turrets do YOU use, when i put my slade / bullet turrets on parapets behind fortifications. little goblins with patriot Turret seeking Arrows fire just one shot, everytime. and break them. without fail.

Exclusively Bullet and Slade turrets, with the occasional Web, though the Web turret seems a little cheaty since it's free silk without needing to dig down into a cavern.
I haven't touched 1.7.2 yet, but there are no real changes to the turrets between that version and 1.7.1 except adding a NOTURRET flag for the launcher to disable and the BIOME:ANY_LAND. No clue why it's not working for you. Works just fine for me.

3. I did follow the whole naked/cloth/armor Debate and someone said that the Military CAN wear Armor without any clothes beneath and they dont get bad thoughts... can someone verify this?
What about "clothing" them with the padded stuff (which seems is Armor as of the raw) and putting plate over it?

When I said that, I didn't mean that the dwarves with only metal armor had ONLY metal armor. Everyone in the control group had metal armor and clothes on. Everyone in the test group had metal armor and padded armor (which replaces clothes). This should be a non-issue for you, however, as Meph updated the padded armor to act like clothes in 1.7.2, so you shouldn't get any bad thoughts from wearing them underneath your metal armor.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Music for the Masses
Post by: smakemupagus on April 16, 2012, 09:21:26 pm
I'm looking at the raws using Beyond Compare 3. The changes from 1.7.1 in a few select files (minus the obvious changes from the changelog):

creature_standard.txt
...
5. All creatures have BIOME:ANY_LAND as well as their native biome. Most creatures have FREQUENCY:100. Most, if not all, creatures have their EVIL/GOOD/FANCIFUL tags removed.
...

A similar change is to other creatures too, such as in creature_magical_ff.  In game too, you find there sure are a lot of savage, good, and evil, & mountain and ocean creatures running around no matter where you embark.  I bet this was some kind of debugging test, I doubt this made it to the live version on purpose.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Music for the Masses
Post by: Lockesly L`Crit on April 16, 2012, 09:25:58 pm
A similar change is to other creatures too, such as in creature_magical_ff.  In game too, you find there sure are a lot of savage, good, and evil, & mountain and ocean creatures running around no matter where you embark.  I bet this was some kind of debugging test, I doubt this made it to the live version on purpose.

It kinda weirds me out seeing Unicorns in Evil biomes. The only time I want to see Unicorns there is if I embark on the rare region where Good and Evil meet. I'm still chuckling at the thought of Sea Serpents in the desert.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Music for the Masses
Post by: smakemupagus on April 16, 2012, 09:27:30 pm
I dont know,rifles,automatons,magic...

This doesnt fit on DF, at least for me.

Fortunately each of those can be disabled with one click each! (Races>Automatons; Buildings>Gunsmith; Buildings>Magic)  The launcher settings are half of the magic of Masterwork. 
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Music for the Masses
Post by: the_game_hunt on April 16, 2012, 09:43:45 pm
I dont know,rifles,automatons,magic...

This doesnt fit on DF, at least for me.

Fortunately each of those can be disabled with one click each! (Races>Automatons; Buildings>Gunsmith; Buildings>Magic)  The launcher settings are half of the magic of Masterwork.

Actually is there a way to only get the nice combat reports? Is it possible to get to this without the launcher?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Music for the Masses
Post by: Lockesly L`Crit on April 16, 2012, 10:07:34 pm
Actually is there a way to only get the nice combat reports? Is it possible to get to this without the launcher?

Easy method: There really isn't one.
Hard method: You will need to go through the various item_weapon raws and copy and paste what you want manually.

For example...

MW 1.7.2
Spoiler (click to show/hide)

Vanilla DF
Spoiler (click to show/hide)

The major difference between the two short swords (besides MATERIAL_SIZE) are the ATTACK flags. Just copy and paste what you want from MW into Vanilla, or create your own.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Music for the Masses
Post by: Lamorak84 on April 16, 2012, 10:37:29 pm
3. I did follow the whole naked/cloth/armor Debate and someone said that the Military CAN wear Armor without any clothes beneath and they dont get bad thoughts... can someone verify this?
What about "clothing" them with the padded stuff (which seems is Armor as of the raw) and putting plate over it?

When I said that, I didn't mean that the dwarves with only metal armor had ONLY metal armor. Everyone in the control group had metal armor and clothes on. Everyone in the test group had metal armor and padded armor (which replaces clothes). This should be a non-issue for you, however, as Meph updated the padded armor to act like clothes in 1.7.2, so you shouldn't get any bad thoughts from wearing them underneath your metal armor.
[/quote]

Hm... I did grow pretty attached to my 1.7.1 Fort... ^^ I guess there is no way to update the padded armor here WITHOUT starting a new fort?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Music for the Masses
Post by: Lockesly L`Crit on April 17, 2012, 12:02:26 am
Hm... I did grow pretty attached to my 1.7.1 Fort... ^^ I guess there is no way to update the padded armor here WITHOUT starting a new fort?

Sadly, no. When you change a raw, the copy goes into the save folder which is then hardcoded into your generated world. From that point, it would be futile to edit the raw in the save folder without generating a new world. I could be wrong, however. I'll need to do extensive testing.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Music for the Masses
Post by: Talanic on April 17, 2012, 01:09:03 am
Actually you can indeed edit the raw in the save folder.  Any reaction, creature or object that's currently there can be modified at will.  To my knowledge, you can't add any NEW reactions, but I'm not aware of other limitations.

Also, my soldiers are complaining about not having shoes under their high boots.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Music for the Masses
Post by: Lockesly L`Crit on April 17, 2012, 01:39:16 am
It was a while since I did any editing to the saves, so I figured I was wrong.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Music for the Masses
Post by: jocan2003 on April 17, 2012, 02:08:14 am
Youve got the bo kidding me, SOOO much addition im having hard time to find DF in that haha, very good job guys, i love the way its heading!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Music for the Masses
Post by: lewtz on April 17, 2012, 09:29:23 am
Is it possible to cap the migration waves, and not the population?  I don't mind the population going up, but I hate it when I get more than 5 dwarves in a wave. 
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Music for the Masses
Post by: tahujdt on April 17, 2012, 09:50:02 am
Can you make a weapons guide? I want to know what the best weapons are for sharp and blunt, 1- and 2-handed, dwarf made or foreign. I don't mean all of the greenskin slayers and runeswords, those are different.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Music for the Masses
Post by: Cusi on April 17, 2012, 10:23:01 am
Can you make a weapons guide? I want to know what the best weapons are for sharp and blunt, 1- and 2-handed, dwarf made or foreign. I don't mean all of the greenskin slayers and runeswords, those are different.

Open the Masterwork Manual and look at "Weapons Guide" for the types of weapon, what they do, and what skill they use. Then look at the "Material Guide" also in the manual to find out what metals do what

Also look at the "Guides and Readmes" folder in the main Masterwork Folder, and look at the metal guide. I believe those to the far right are the best for edged weapons as well as defense against them, and those just to the left of them are the best for/against blunt weapons. I am assuming by against, he means armor, not weapon vs weapon.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Music for the Masses
Post by: Lamorak84 on April 17, 2012, 11:08:31 am
Actually you can indeed edit the raw in the save folder.  Any reaction, creature or object that's currently there can be modified at will.  To my knowledge, you can't add any NEW reactions, but I'm not aware of other limitations.

Also, my soldiers are complaining about not having shoes under their high boots.

I will try that soon. Thank You.
So as far as I did read the actual protection an armor piece or cloth piece can give you comes NOT from Defense Value 0-4? But its a mix of stuff like material used and Coverage and stuff like that?

BTW... I want to hearby Thank the Creator of this mod... its the best and I like that people can play the way THEY like it ^^
One thing I wonder about... would it be possible to make landmines and turrets so, that you can produce them your own (with a very high cost) and make them out of different parts? Like... having to build a turret "hull" so that gives you a chance to withstand 1-3 hits, and building a loading mechanism, which gives you slower or faster firing rate, building a magazine which gives you some kind of ammo capacity and building a magic core so it can identify what it has to shoot, and maybe even have to build a barrel and if its short or long will give you a longer range or shorter range (longer range should also give you slower fire rate or should need you to cost you more or something).

Would it also be possible to give the dwarves Flamethrowers? Low range flamebreathing weapons that need ammo (special oil) for it to work? In reallife flamethrowers are pretty easy to manufacture and since the dwarves have guns... ;-D In general I think dwarves COULD be able to have WW1 Tech... I would really like to see more of this industry stuff and if made optional I think there is nobody that can complain...

Another thing... would it be possible to make some WW1 Tank... you know they were more like heavy armored gun platforms than actual real Tanks of today. I could see some real nice uses for that... for example if something comes on plan that can spit fire... you can directly battle it without all your military melt away (you can do that today also I know... but I think a tank would be more dwarfi than just fireresistant personal armor ;-D)... still a tank could get burned inside (if the monster is near the tank, like the fortifications rule).

I am pretty much in love with that "Dwarfs build Techy stuff" and every update here is an awesome for me ;-D
But I am also very curious about your next features, even if they are not in the Tech category ^^

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Music for the Masses
Post by: Solon64 on April 17, 2012, 11:48:04 am
Just wanna say, LOVE the mod, so much new stuff and quality-of-life improvements, it really fleshes out Dwarf Fortress.

Two things, as an earlier poster stated, all creatures are showing up in just about any environment, I'm playing the Scorching Shiv premade map (so not a cold environment to be found) and here I've got Flying Reindeer floating around over my scorching hot desert volcano (the flying reindeer are cold/mirthful only, far as I know)

Also, I'm not sure how to post screenshots up here, but I've got a screenshot of the dwarven outpost liaison offering me (under the extracts tab) Molten Failure Stone.  Whoops!  Probably not intended to be collectable by Dwarves, and almost certainly not sellable.  I imagine the caravan brings it, it evaporates instantly, and they get afflicted by whatever syndrome that Failure Stone gives.  Could be Fun :p
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Music for the Masses
Post by: Talanic on April 17, 2012, 12:31:32 pm
would it be possible to .....[lots]

As far as I know, you can have a reaction create vermin, but no other type of creature.  That's probably why golems are made by transforming a dwarf into one, for example.  Unless you want to do the same with landmines and such, there's no other option. 

I'm also not sure that you could create an equip-able object that shoots fire.  But I don't know that for certain.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Music for the Masses
Post by: Throren on April 17, 2012, 01:29:16 pm
Has anyone found a way to keep slade/copper fired from turrets from being put into food stockpiles?  Slade/copper doesn't seem to be listed under tallow anywhere, nor anywhere else I've looked.

*Edit - Also maybe a bug, but it doesn't seem that the Nightwings understand the concept of retreat. Beat back one of their invasions, and now I'm down to 1 Nightwing Axeman who is flying around, refusing to leave, and I'm unable to kill him, keeping me stuck in Siege mode status.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Music for the Masses
Post by: masquerine on April 17, 2012, 01:55:27 pm
Has anyone found a way to keep slade/copper fired from turrets from being put into food stockpiles?  Slade/copper doesn't seem to be listed under tallow anywhere, nor anywhere else I've looked.
Disable allowing tallow/fat stockpiling completely and turn off the cleaning labor on dwarves. The copper/slade fired counts as a glob, which gets stored under the fat setting on stockpiles. Additionally, tiles with the globs on it get cleaned, which removes the glob from the map. What the dwarves are doing if allowed to is grab the glob to the stockpile, then clean it to get rid of it. Annoying side effect of having turrets, especially ones firing around the map.

Can't help you on nightwings, never had them siege me yet. I'm happily waiting though. :D
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Music for the Masses
Post by: Throren on April 17, 2012, 02:30:41 pm
Has anyone found a way to keep slade/copper fired from turrets from being put into food stockpiles?  Slade/copper doesn't seem to be listed under tallow anywhere, nor anywhere else I've looked.
Disable allowing tallow/fat stockpiling completely and turn off the cleaning labor on dwarves. The copper/slade fired counts as a glob, which gets stored under the fat setting on stockpiles. Additionally, tiles with the globs on it get cleaned, which removes the glob from the map. What the dwarves are doing if allowed to is grab the glob to the stockpile, then clean it to get rid of it. Annoying side effect of having turrets, especially ones firing around the map.

Can't help you on nightwings, never had them siege me yet. I'm happily waiting though. :D

I guess I'll give that a try.  Not sure what to do about my current ridiculous supply of tallow, fat, and sugar though...

...30000 dwarfcookies I suppose.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Music for the Masses
Post by: Meph on April 17, 2012, 02:40:24 pm
I will answer everything in a while, just two thinks now:

High Boots cancel out shoes, and no socks exist...THATS it, what is making armored dwarves think they are naked. Thanks for that find.

Quote
A similar change is to other creatures too, such as in creature_magical_ff.  In game too, you find there sure are a lot of savage, good, and evil, & mountain and ocean creatures running around no matter where you embark.  I bet this was some kind of debugging test, I doubt this made it to the live version on purpose.
As strange as it sounds, this is on purpose. I will restrict the creatures a bit, but I NEVER saw a forest imp, faun, sasqatch or similar crazyness in the game, only animals, not fantastic creatures. So all fantastic creatures got a ANY_LAND to make them appear more often. Thought people would appreciate acutally seeing the fancy creatures for once ;)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Music for the Masses
Post by: Lockesly L`Crit on April 17, 2012, 03:00:43 pm
Actually you can indeed edit the raw in the save folder.  Any reaction, creature or object that's currently there can be modified at will.  To my knowledge, you can't add any NEW reactions, but I'm not aware of other limitations.

Also, my soldiers are complaining about not having shoes under their high boots.

I will try that soon. Thank You.
So as far as I did read the actual protection an armor piece or cloth piece can give you comes NOT from Defense Value 0-4? But its a mix of stuff like material used and Coverage and stuff like that?

BTW... I want to hearby Thank the Creator of this mod... its the best and I like that people can play the way THEY like it ^^
One thing I wonder about... would it be possible to make landmines and turrets so, that you can produce them your own (with a very high cost) and make them out of different parts? Like... having to build a turret "hull" so that gives you a chance to withstand 1-3 hits, and building a loading mechanism, which gives you slower or faster firing rate, building a magazine which gives you some kind of ammo capacity and building a magic core so it can identify what it has to shoot, and maybe even have to build a barrel and if its short or long will give you a longer range or shorter range (longer range should also give you slower fire rate or should need you to cost you more or something).

Would it also be possible to give the dwarves Flamethrowers? Low range flamebreathing weapons that need ammo (special oil) for it to work? In reallife flamethrowers are pretty easy to manufacture and since the dwarves have guns... ;-D In general I think dwarves COULD be able to have WW1 Tech... I would really like to see more of this industry stuff and if made optional I think there is nobody that can complain...

Another thing... would it be possible to make some WW1 Tank... you know they were more like heavy armored gun platforms than actual real Tanks of today. I could see some real nice uses for that... for example if something comes on plan that can spit fire... you can directly battle it without all your military melt away (you can do that today also I know... but I think a tank would be more dwarfi than just fireresistant personal armor ;-D)... still a tank could get burned inside (if the monster is near the tank, like the fortifications rule).

I am pretty much in love with that "Dwarfs build Techy stuff" and every update here is an awesome for me ;-D
But I am also very curious about your next features, even if they are not in the Tech category ^^

As far as I know from spending many hours looking at the wiki and the raws themselves, the only thing that determines how well something protects is...

1. Material. Steel resists dents and punctures better than copper, drakescale resists dents and punctures better than leather, etc.
2. How many of the armors you have on that body part. LAYER_SIZE determines the number that the armor piece represents, while LAYER_PERMIT determines the hard cap number. Say your piece of armor has a LAYER_SIZE of 10 and a LAYER_PERMIT of 100. You can equip 10 of those pieces on the same body part, but no more. If the armor piece is SHAPED, that piece is unique and you can only equip one of that particular piece at a time.
3. Coverage. COVERAGE rating is a hard percentage that determines if the armor will try and resist the weapon. 100 means that the weapon will hit the armor (provided the weapon struck that body part) every single time. 50 means that the weapon bypass that armor piece half of the time. Not that important in modding unless you want to do something wild like "realistic" fantasy armor for females (http://img.photobucket.com/albums/1103/N82000/misc/ArmorClassCastanics.jpg).


And as far as the flamethrower and tank ideas, Meph has already stated that he'd like to keep the fantasy-ish setting of Dwarf Fortress. Turrets toe the line, but are clockwork. British Mk. I tanks from the Battle of Somme? Way out. Of course, everything is up to Meph.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Music for the Masses
Post by: Seraphyx on April 17, 2012, 03:08:10 pm
I will answer everything in a while, just two thinks now:

High Boots cancel out shoes, and no socks exist...THATS it, what is making armored dwarves think they are naked. Thanks for that find.

Quote
A similar change is to other creatures too, such as in creature_magical_ff.  In game too, you find there sure are a lot of savage, good, and evil, & mountain and ocean creatures running around no matter where you embark.  I bet this was some kind of debugging test, I doubt this made it to the live version on purpose.
As strange as it sounds, this is on purpose. I will restrict the creatures a bit, but I NEVER saw a forest imp, faun, sasqatch or similar crazyness in the game, only animals, not fantastic creatures. So all fantastic creatures got a ANY_LAND to make them appear more often. Thought people would appreciate acutally seeing the fancy creatures for once ;)

I ran into a bunch of creatures I've never seen before and personally I thought it was awesome. I had no idea what was going on. It was pretty late into the game, a few years at least, when they started appearing.

It was definitely interesting and I like it. If you do revert it back to restricting them do you think we can get an option to turn that on and off? I love it and want it on, it gives more variety to things you encounter.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Music for the Masses
Post by: Lockesly L`Crit on April 17, 2012, 03:16:01 pm
I think a large variety of creatures is a good thing, but at the same time there are some creatures that just shouldn't be outside their environment. Reindeer in the desert, sea serpents in the mountains, unicorns in evil biomes, nobles in fortresses, etc.

I think a toggle between OLD (1.7.1), NEW (1.7.2), and COMBINATION (all creatures except ones out of place) is a really good compromise.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Music for the Masses
Post by: tahujdt on April 17, 2012, 03:18:45 pm
I think a large variety of creatures is a good thing, but at the same time there are some creatures that just shouldn't be outside their environment. Reindeer in the desert, sea serpents in the mountains, unicorns in evil biomes, nobles in fortresses, etc.


Sigged.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Music for the Masses
Post by: smakemupagus on April 17, 2012, 03:35:40 pm
So all fantastic creatures got a ANY_LAND to make them appear more often. Thought people would appreciate acutally seeing the fancy creatures for once ;)

Oh!  It is a nice idea, but for me it's the opposite, they're not fantastic anymore if they're everywhere.  It takes away quite a bit what was special about embarking in unusual biomes.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Music for the Masses
Post by: Lockesly L`Crit on April 17, 2012, 03:43:06 pm
I will answer everything in a while, just two thinks now:

High Boots cancel out shoes, and no socks exist...THATS it, what is making armored dwarves think they are naked. Thanks for that find.

I was about to comment on that. I would like to see a return of Socks, since they are the only non-foreign "shoes" that can be layered under High Boots. Either that, or change the LAYER_SIZE of Shoes to something lower than its LAYER_PERMIT (though, technically, that would mean you could wear two pairs of shoes).

And I did some testing with clothes, using a test group of modded clothing sets and a control group of unmodded clothing sets. SOFT and HARD does not matter one bit when it comes to acting like clothing (ARMORLEVEL does). SOFT simply means it can be made from yarn, silk, or plant material. So my testing revealed that Padded Armor will function like clothing just fine as long as it has an ARMORLEVEL:0 tag (but this means it will have wear), or simply change up the LAYER tags so that a dwarf can wear a full suit of metal, a full suit of padded, and a full set of clothes. In other words, lower the LAYER_SIZE of ITEM_ARMOR_SHIRT down to 5 (from the original 10, to make it less restrictive), and remove LEATHER tag from the shirt so only soft materials can be used (to prevent a HUGE stack of drakescale shirts).
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Music for the Masses
Post by: smakemupagus on April 17, 2012, 05:49:29 pm
Merchant Hall mod-mod for MW

I've been playing with a small mod-mod that I'd like to share, since I haven't seen anything else quite like it yet.  It very well might still be buggy so let the user beware :) but i've tested a few worlds enough to confirm that the idea works.  Any thoughts are welcome, or maybe a more experienced modder will like the concept and turn it into a more polished version.

The main idea is to convert fortress clutter like cloth and extra food into cheap coins, and goblinite into coins of the same metal.  It allows exchanging common low value coins into shinier gold, electrum, and platinum coins which are more suitable for hoarding dramatically in vaults, silos, etc.  Finally it allows buying a few convenient things with coins, in particular MW items like crates of bars, trappulleys, and blank books.  Ideally neither buying stuff nor melting down the coins would be more efficient than getting things the old fashioned way, although it's surely not really balanced yet. 

The merchant reactions:

Spoiler (click to show/hide)

The corresponding entity_default entries

Spoiler (click to show/hide)

The building is just the old Guildhall renamed

Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Music for the Masses
Post by: Meph on April 17, 2012, 06:27:07 pm
First of all: I did forget to include the building guides for the two new buildings (storage unit & music stage) to the appropiate folder. So here you go:

Music Stage (https://lh6.googleusercontent.com/-tTl2EskjhzM/T4jPY0We3TI/AAAAAAAAKVk/JipETu50Y08/s1512/Music%2520Stage.PNG)
Storage Unit (https://lh6.googleusercontent.com/-5vgGvU5e6oE/T4jPX_PGeUI/AAAAAAAAKVY/zxhqBonh09M/s1512/Storage%2520Unit.PNG)

@smakemupagus:
Quote
I bet this was some kind of debugging test, I doubt this made it to the live version on purpose.
Nope, sorry to disappoint, but it is indeed intentional. Sneaky update, see the explanation at the end of the post, since it concerns everyone.

@panopticum: I cant really mess with golems being appointable or keeping their noble position, but as stated they do have NOEMOTION, so they never tantrum, regardless of mandates or demands. They also have NOSLEEP, so the tired thingy does not affect him as well.

@milkbot: Scrapwood to Ash is easily possible, no problem.

@seraphyx: Default temp/weather off was an oversight by me. Was an artifact leftover from testing, hope people notice it and turn it back on. Thanks for the typo find.

@corai: Wild armored horses are odd... but logically they could be left-over horses from invaders. I can disable that easily tough.

@geneoce: You mean transforming dwarves into broodlords ? That would be possible, I could also spawn them directly in workshop (yes I can) but they would count as friendly units, not as pets or dwarves. Will have to test this.

@tahjudt: Nope, not really, the pets are a mess since the new system. Thanks for the pray-reaction, no idea where that came from, it is in the mod since v.05 Guess people would have noticed that it makes an odd product...  A weapons guide is in the manual, but I have no graphical one, if you mean that. Since all weapons use the same icon ingame (and all armor as well) I decided against making one, it would just look ridiculus...

@zach123: no free golem through concubines :P

@dorfmeister: Yes, bone to arrow, or arrow-producing in general, can be done, BUT the bone reaction would use up an entire stack of bones, making it very wasteful.

@hammerdave:
Quote
Also never got an answer from my previous question.  With dangerous smelting turned off, what would cause furnace operators to randomly bleed to death at magma arc furnaces?  At first I thought it was a magma critter popping them from below, but the magma channel is behind a fortification and there are no observable critters down there right after the event.
I dont know yet, but will check. On the first look I cant find anything though. That magma-buildings have no solid tiles in intentional however, evil magma-thingies are supposed to crawl in. :)

@orkel: Sure, can do. When I released it I gave credit for the entire system, which is part of yours, hugos, san diegos and sethcreyids. But I did not add this to the actual credits, so no worries, you'll be included as well. :) I personally think it works quite well, otherwise I wouldnt have added it. There are other system for the same thing btw, the brainstem from nihilist, or the left/right brain/stem from sethcreiyd (?)... only thing that does not work is implementing this new brain to FBs and Titans, or generated Demons/Nightcreatures. They all have the standard brain tissues.

@lockesly L crit: The double gremlins have a simply reason: Gremlins are a cave civ now, that means they camp or ambush, the original AI, with sneaking gremlins pulling levers and opening cages does not work anymore. So I made 2 creatures, one for the entity, the other as wildlife.

Quote
4. Only the males of the sentient races have a chance of dropping skill essences. Dwarves are excluded, as they don't drop them.
Almost right, I had to make a third caste with a low pop-ratio for this. Dwarves are excluded since the essence replaces corpses, and I know you rather like to bury your dwarves.

The duplicate ANY_LAND has no negative effect. I just replaced all BIOME: tags with BIOME:ANY_LAND BIOME: tags, thats why there are duplicates. It made implementing the change a lot easier (find & replace) and I can see the original biome, since it is still listed in the raws, makes reversing the change a lot easier.

Good point about the soap, I think I have to make the batch reaction more expensive. ;)

@firons2: Nope, sadly not possible through modding yet.

@simonthedwarf: You mean at "prepare carefully" in embark? These are auto-generated, not done by me. I think the game just takes some of all the plants.

@werdna: Seperating clothes from XxclothesXx is sadly impossible. Otherwise I would have added it already. No idea about the workshop not accepting ingredients though, seems some have it, some dont, randomly. It is really beyond me how that happens.

@throren: The caste system button only takes out savants and guilds, but mages and secrets are done by the respective buttons. They also use the caste-workaround in the raws, but are not really a a part of the caste system. BUT this is the reason you had so many babies being SecretFunStuff, with no other castes the chance to get a secret caste/mage is a lot higher. The warlock taking the mother hostile is funny :)
The pathfinding AI problems with the nightwings is known, and I did remove all flying mounts from invaders because of this. I did not change the Fortress Defence Mod however, so people can still have flying invaders if they like.

@tsuchigumo: A syndrom arrow (did you mean bolt?) has a melting point that is close to body temperature and a syndrome attached. It hits its target, melts, and the target is affected by the syndrome. I use this trick for the special ammo you can do in the alchemist, and the ammo for the magic wands. Tears of Armok sometimes are dry, that depends on the sourrounding geography, but most have an aquifer around them. I found them extremely useful.

@fairin:
Quote
The flying {copper bolt} strikes The ogre head in the head, but the attack passes right through!
I did not mod anything on the ogre, so this is probably a vanilla bug. I cant even decide if that fortress of you was a win or a fail. A living ogre head perched on top of an inaccesible wall, directly at your entrance, as if someone wanted heads on pikes on the city gate ? Sounds awesome to me, even if it distrubs the locals...

@the_game_hunt: Well, the mod is massive, some features people like or dislike depending on how they see dwarves. I am sure the warhammer-faction is well used to dwarves with guns. But as mentioned, I did not write the Settings for nothing, if you dont like a features, just turn it off. :)

@sasha: Mh... if the metalworks are disabled, all coarse_iron ore should revert back to normal iron ore. I have to test this. The new animal training system is hardcoded, no way I can touch it.

@lamorak84:
1. The settings do overwrite a lot of raws when you change tilesets. I added the note "changing tilesets do reset some of the settings" to the launcher, right next to the tileset button. I could write a way to circumvent this, but it would be... a lot more work then the current system. Same goes for your proposed change, it is reasonable, but a lot of work, for a very minor feature. Most people do stick to their favourite tileset all the time...
2. Already generated worlds will stay the same.
3. Military in armor will still need clothing or the new padded clothing. I think there is one minor problem with boots and shoes however, have to check if you can layer those.

Quote
So as far as I did read the actual protection an armor piece or cloth piece can give you comes NOT from Defense Value 0-4? But its a mix of stuff like material used and Coverage and stuff like that?
That is correct, the armor-level tag is a relic and not in use anymore. Thanks for the kind words, I think with the Settings.exe I did hit a mark ;)

I can in theory do more tech, and YES, I can create creatures in workshops, but only vermin, OR friendly units. So I could make a little 1x1 workshop where you can assemle constructs, but they would stay where they are, they are no pets that couold be pastured. The upgrades for the turrets are also possible, but I would have to make a seperate creature for each combination... ehm... well, so much about that ;) If you like to see what the new interactions can do about tech, see the next version of Legends of Forlorn Realms, Narhiril is just doing a lot of work on her Tech-Tech-Tree. I still hope to find a way to produce pets in workshops, and not friendlies. Then I would add it as well. I even made a thread about a working way to create your steampunk tanks a while back, thought some warhammer mods might like it, but nothing came of it. And dwarven flamethrowers: See flame turrets ;) I sadly cant add it to weapons. Wait a second... I think I can, in a way...

@jocan2003: Thanks :) The mod is currently about 3 times as big as vanilla DF :)

@ solon64: Yep, the weirdness of the creatures popping up everywhere is a little test. And I think you have temperature off, please turn it on in the launcher (you can still do this in a current world/save, since it changes the init, not the raws) that should solve the problem with unwanted stones. Thanks for the compliments :)

@lewtz: Can work on the migrant wave size. I noticed that they went up since 0.34, but that is vanilla df, not me... only way to affect them is by having a low amount of wealth and having a high amount of deaths.

@ALL: Again, about the removed EVIL/GOOD tags and the biomes: I personally think that the regional interactions, like the walking dead, strange weather and different plants are enough to seperate those regions. There are tons of good or evil creatures people will never see. I know that many people embark on 2-3-4 different biomes in on embark screen, just to get a higher diversity in creature types. Well, you dont have to anymore, all non-mundane (not-real-life) creatures will spawn everywhere. You can get on ogre walking by in a good region, or undead unicorns wreaking havoc in an evil region... I will try to seperate the ice creatures a bit, so they dont look completely out of place though.

About the spawning of creatures: I could, for example, create a 1x1 workshop that allows a dwarf to spawn 5 landmines, randomly around him. These landmines would be tagged friendly, and therefore cant be moved, but you can just create them as you like. Go to the trap corridor, build the 1x1 workshop (landmine deployment), set mines, deconstruct workshop. This would be possible.

About a flamethrower like weapon: I could make a flamethrower that melts at bodytemperature. I think, and I am not sure, that it would melt as soon as a dwarf picks it up, and then affects the dwarf with a syndrome, transforming him into a "flamethrower dwarf" with firebreath. He could "breathe" fire for... 10 times, then reverts back to normal. This might be possible, but very clutchy. And flamethrower dwarves are already in the mod, with the magmamancers. Or dragons, or flameturrets. Or caught and tamed flaming skulls :P

EDIT: @smakemupagus: wow, looks real good. I cant really tell how balanced the merchant hall is, but I see that you also have some training for the garden and more prayers... you got ahead of me, I wanted to revisit the religion section since the new interactions, but I couldnt find the time yet ;) And these 4 training reaction, I think that they are missing in the normal mod... right ?

@lockesly Lcrit (what is up with that nickname anyway, I dont even...): Thanks for the info on clothing, I really thought it was the soft tag... so I have to remove the armorlevel from padded armor. And I think I will readd socks (I hate socks) and rename them shoes, and remove shoes. This way people can wear both shoes and boots, or only shoes. Should work. I dont want to meddle with the layer sizes and permits again, not while everything is working nicely.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Music for the Masses
Post by: Neyvn on April 17, 2012, 07:12:39 pm
Ok something odd is happening. I tried to change a few things, such as removing Living Stone and Fungus Stone and It crashes at end of World Gen...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Music for the Masses
Post by: Meph on April 17, 2012, 08:16:35 pm
Tested world gen with default settings and with "less solid stone" off, as in: no living stone and no cave fungus, and I get no crashes...

I also saw this thread] (http://www.bay12forums.com/smf/index.php?topic=107429.msg3195195#msg3195195)
Important part:
Spoiler (click to show/hide)

This is with 1.7.2 so appearently all elven warbeasts do work now, with the new biome tags and such. :) Good news.

EDIT: Appearently something went horribly wrong, so I rewrote the post.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Meph on April 17, 2012, 10:47:34 pm
Just wanted to let everyone know: I updated the MAC Version to 1.7.1, for DF 34.07. This has been done, yet again, by kudakeru, I personally was a bit slow with uploading it. Thanks again for the ongoing support. :)

Download link is on the first page.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: tahujdt on April 17, 2012, 11:02:44 pm
If elven pets work, do droven pets work as well?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Talanic on April 17, 2012, 11:20:08 pm
Problem to watch out for with Steel of Armok - in short, it doesn't play well with the Blast Furnace.

If you order the Blast Furnace to make any kind of metal batch, it picks any stone that is an ore of that metal for the smelting.  It's always been a trade-off in that it would take six Pure Gold and produce six bars, for example, and it has no chance of making Iridium, but it's a lot faster, and can be worth it.  However, the dwarves will grab Steel of Armok for any Blast Furnace reaction except Wrought Iron, Steel, or the Charcoal - and you'll only get one type of bar out of it.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Meph on April 18, 2012, 12:03:00 am
That is a good point. I decided to make the gem an ore, so people can find the reaction easier, since a hardcoded reaction is added automatically. Maybe making the gem an actual gem would be better, and adding a custom reaction for it. The only problem with that is the difference between rough, small and large gems. And I could add a small chance for iridium to the blast furnace as well, considering how much ore it uses up.

Drow pets are as of yet... untested. Cant really answer the question, today is the first time since the update I have internet and electricity ;)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: smakemupagus on April 18, 2012, 12:30:08 am
Yikes, wild magma hounds  :o

But he eventually wandered off.  Glad i didn't have any hunters to annoy him!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Music for the Masses
Post by: Lockesly L`Crit on April 18, 2012, 12:50:01 am
@lockesly Lcrit (what is up with that nickname anyway, I dont even...): Thanks for the info on clothing, I really thought it was the soft tag... so I have to remove the armorlevel from padded armor. And I think I will readd socks (I hate socks) and rename them shoes, and remove shoes. This way people can wear both shoes and boots, or only shoes. Should work. I dont want to meddle with the layer sizes and permits again, not while everything is working nicely.

I'll meddle around with the raws so I can get just the right combination of LAYER stuff on the padded armor and cloth shirts for you and I'll post the results. Having an ARMORLEVEL:0 (and thus subjecting it to wear) on a masterwork deephide piece of armor is not really a good idea. Think of me as a free playtester :P

And as for the nickname, Lockesly originally came from my old DragonRealms (http://en.wikipedia.org/wiki/DragonRealms) name LockeCole CelesChere (can you tell I was a big FF fan?) back 15 years ago. Since it was a RP-only game, and the fact I wanted my own personality, I changed it to Lockesly (I was inspired by Robin Hood). The L'Crit part comes from the generic surname for dark elf guards in EverQuest.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Neyvn on April 18, 2012, 01:00:36 am
I will say this again...

Meph, any chance of moving Living and Fungus Stone away from the surface and into the ground better.
Living stone should be something found at and below the 3rd cavern or around the magma sea or so. This makes more sense as it is something that is more exotic then something that should be on the surface.
Fungus Stone should move down a cavern or two as well, with a rare chance of it forming on the surface levels. The reason I am saying this is mostly cause it feels very very odd for something like Living stone to be so common above ground as it appears and the Fungus cause I feel that Fungus STONE should be forming due to damp and dark conditions not another surface level stone...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Meph on April 18, 2012, 01:11:42 am
Thank you, L'Crit (it is a title the way I understand it, so I will use this from now on, of it is ok for you) Remember that I changes HARD to SOFT, might have to switch that back for the padded armors.

@nevyn: Setting stone depths is not easy, there are only layers, and some layers might not even exist in a certain map. The cave fungus and living stone are carbon copies of microcline and bauxite, even have the same colors... I keep them like they are because, and that is the main reason, because they are so common. I want to remove as much solid rock as possible, while giving a lore-friendly explanation why the stone leaves no boulders. I know that I could set them up as special rare rock with nice properties, but the point of the entire thing is to reduce itemcount. I did see your suggestion, but it contradicts the function of cave fungus. For people who dont like it, turning simple rock OFF would help to make it a lot more rare, and you can disable it with the "less solid stones", which will also give you back normal microcline and bauxite again. I know that some people disagree with the fungus (from the very start^^) but I do keep it, since it works as intended. Or would you prefer a gray rock called: Crumbly Granite and Crumbly Marble (or similar things) instead ?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Neyvn on April 18, 2012, 01:16:14 am
I know that some people disagree with the fungus (from the very start^^) but I do keep it, since it works as intended. Or would you prefer a gray rock called: Crumbly Granite and Crumbly Marble (or similar things) instead ?
At least this for the damn Living Stone, when I first saw it I thought I shouldn't even go near it. The Fungus also confuses me as sometimes I think that its like a Damp Stone so I can build a Farm directly on it cause heck that would make a bit of sense there wouldn't it...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Meph on April 18, 2012, 01:18:28 am
Maybe I can make them a soil, which would mean that you can build farms on them. Never tried that actually...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: smakemupagus on April 18, 2012, 03:00:26 am
I know you don't officially fully support the Fortress Defense races, but just a heads up, they seem to have big packs of elven warbeasts again (at least, Tigermen, have a big pack of spirithunter/webbers).  This is the same world that had a wild magmahound.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Milkbot on April 18, 2012, 03:36:02 am
I also don't like the idea of living stone or cave fungus, but I like to keep "less solid stone" on simply for the FPS increases. It'd be nice if there were a slightly less bizarre option, like "loose rock" or something. Also the edible part of cave fungus is not very useful. One bolder of cave fungus produces 1 cheese, instead of a stack or anything. The idea of truffle clusters would be cool though, as boulders that a processable into some high value food.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: kizucha on April 18, 2012, 03:53:08 am
Hey.  :)

Meph have you change anything on water? So not i have a big Problem with DF, i have stagnate water anywhere. I can't make a "good" well because of the stagnate water, my hospital it's ruined. :( Even in big River flows stagnate water. I dig a channel to my Fortress and pump water in it from the river, it's fresh water but after a several second's it become stagnate. :'( i'm the only with this problem?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Lockesly L`Crit on April 18, 2012, 03:59:27 am
I finished testing various LAYER properties of the clothing and armors. Was it a success?

Spoiler (click to show/hide)

You tell me.

http://dl.dropbox.com/u/52845763/MWtestfiles.zip

Also included is a change to the batch clothing reaction so it will make socks instead of shoes. Socks are now the de facto footwear of civilian dwarves.

Hey.  :)

Meph have you change anything on water? So not i have a big Problem with DF, i have stagnate water anywhere. I can't make a "good" well because of the stagnate water, my hospital it's ruined. :( Even in big River flows stagnate water. I dig a channel to my Fortress and pump water in it from the river, it's fresh water but after a several second's it become stagnate. :'( i'm the only with this problem?

Could be a problem with weather, or something upstream is making a bloody mess in the river. Brooks don't have this problem since they have a "floor" covering the top. If all else fails, make a screw pump and pump the stagnant water into a safe, isolated, underground reservoir (screw pumps purify water).
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: CheatingChicken on April 18, 2012, 04:54:18 am
Hey.  :)

Meph have you change anything on water? So not i have a big Problem with DF, i have stagnate water anywhere. I can't make a "good" well because of the stagnate water, my hospital it's ruined. :( Even in big River flows stagnate water. I dig a channel to my Fortress and pump water in it from the river, it's fresh water but after a several second's it become stagnate. :'( i'm the only with this problem?

Could be a problem with weather, or something upstream is making a bloody mess in the river. Brooks don't have this problem since they have a "floor" covering the top. If all else fails, make a screw pump and pump the stagnant water into a safe, isolated, underground reservoir (screw pumps purify water).

Stagnant Water is "infectious", just like salt water is. Any Tile that ever comes in contact with stagnant water will be flagged as stagnant. Also, any tile that ever contained stagnant water will be incapable of ever containing clean water again.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Lockesly L`Crit on April 18, 2012, 05:19:21 am
Stagnant Water is "infectious", just like salt water is. Any Tile that ever comes in contact with stagnant water will be flagged as stagnant. Also, any tile that ever contained stagnant water will be incapable of ever containing clean water again.

I wonder if there's ever a way of cleaning water...

If all else fails, make a screw pump and pump the stagnant water into a safe, isolated, underground reservoir (screw pumps purify water).

http://dwarffortresswiki.org/index.php/Screw_pump
Quote
Salt water pumped through a pump will desalinate and become drinkable, but only if the cistern has never contained salty water. Stagnant water pumped through a pump will become clean, letting dwarves drink it without getting an unhappy thought and letting doctors clean wounds without causing an infection. As with desalination, this only works if the cistern has never contained stagnant water.

We may never know. ¯\_(ツ)_/¯
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Dark Archon on April 18, 2012, 06:43:38 am
Why does the magma blast furnace require fuel again?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Lockesly L`Crit on April 18, 2012, 06:51:17 am
Why does the magma blast furnace require fuel again?

The magma blast furnace has the NEEDS_MAGMA tag, thus ignores the FUEL tag from the reactions. Are you trying to make a batch of steel bars? Steel has always needed coke or coal to mix with the flux and iron in vanilla DF. It's not part of the fuel.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: CheatingChicken on April 18, 2012, 07:09:52 am
----

Water becomes clean if you pump it, just like salty water, but if any of the cistern's tiles, or the tiles you pumped the water through has ever contained stagnant water, the entire cistern will be irreversibly stagnant and you would have to dig a new one in an entirely different area.

On another note, there also is no way to prevent the dusting of mud on the cistern's floor, to avoid the well picking up this mud, make the cistern at least 2 z-levels deep.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: simonthedwarf on April 18, 2012, 10:28:33 am
How do I use silk worms? And waht are golden geese for?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Dark Archon on April 18, 2012, 10:33:23 am
Why all my children very embarassed to walk without clothes? I have clothes, but they are not taking them.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: masquerine on April 18, 2012, 10:40:16 am
How do I use silk worms? And waht are golden geese for?

Golden geese lay gold bars instead of eggs. Normal geese have a small chance of hatching into golden geese from goose eggs. Not sure on silk worms, if they are in an animal trap I don't think they will be able to do anything. If you release them your cats/frill lizards will eat them. Being vermin, they have the teleport characteristic. They might stay near a zone if you were to pit them (and they are tame), but you'd need to keep your cats/frill lizards away from the area.
I vaguely remember some vermin staying near the zone where I had pit them until my cats found a way through the no-pet door.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: RabblerouserGT on April 18, 2012, 11:06:35 am
ALL of my coke just turned to ash.
Wat?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Lamorak84 on April 18, 2012, 11:09:04 am
I finished testing various LAYER properties of the clothing and armors. Was it a success?

Spoiler (click to show/hide)

You tell me.

http://dl.dropbox.com/u/52845763/MWtestfiles.zip

Also included is a change to the batch clothing reaction so it will make socks instead of shoes. Socks are now the de facto footwear of civilian dwarves.

Hey.  :)

Meph have you change anything on water? So not i have a big Problem with DF, i have stagnate water anywhere. I can't make a "good" well because of the stagnate water, my hospital it's ruined. :( Even in big River flows stagnate water. I dig a channel to my Fortress and pump water in it from the river, it's fresh water but after a several second's it become stagnate. :'( i'm the only with this problem?

Could be a problem with weather, or something upstream is making a bloody mess in the river. Brooks don't have this problem since they have a "floor" covering the top. If all else fails, make a screw pump and pump the stagnant water into a safe, isolated, underground reservoir (screw pumps purify water).

I have no problem with civilian dwarves walking around in socks... atm im more interested in playability than total "cloth-realism" ^^
Well since I still have my 1.71 Fort running... I dont have socks activated, which would mean I have to start a new world for adding a new reaction (socks)?! Would it not also be possible for me to set it up so the civilian dwarves wear 2x2 shoes? So I could let my military wear shoes + boots, right?

Another thing is... what is it that lets a piece of armor/cloth count as "CLOTHING" so your dwarves dont get upset? Is it Hard/Soft or the Armorlevel... I tend to the last, but with all this info im confused atm ^^ This Dwarf raw thing is pretty new for me, when it comes to clothes.

I think I just grab your testfiles and see how you have done it, and ask some more or if im able to do the changes for my game myself ^^ Thanks a lot for the testing.

EDIT:
When I did have a look at the testfiles there is one thing in general i dont understand... for example...
[ITEM_ARMOR:ITEM_ARMOR_ROBE]
[NAME:robe:robes]
[UBSTEP:MAX]
[LBSTEP:MAX]
[LAYER:OVER]
[COVERAGE:100]
[LAYER_SIZE:20]
[LAYER_PERMIT:100]
[MATERIAL_SIZE:6]
[SOFT]
[LEATHER]
[STRUCTURAL_ELASTICITY_WOVEN_THREAD]

It has [LAYER_SIZE:20] and [LAYER_PERMIT:100] does that mean my dwarves CAN wear 5 robes?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Sirmaril on April 18, 2012, 12:14:31 pm
How do I use silk worms? And waht are golden geese for?

You need to somehow put them into hive ( I don't know how, never tried it), and then once or twice a year you can get silk from hives using your beekeeper.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Lockesly L`Crit on April 18, 2012, 12:36:09 pm
I have no problem with civilian dwarves walking around in socks... atm im more interested in playability than total "cloth-realism" ^^
Well since I still have my 1.71 Fort running... I dont have socks activated, which would mean I have to start a new world for adding a new reaction (socks)?! Would it not also be possible for me to set it up so the civilian dwarves wear 2x2 shoes? So I could let my military wear shoes + boots, right?

Open up the item_shoes raw and edit the LAYER_SIZE of shoes to half that of the LAYER_PERMIT (see below for explanations). You'll also want to (re)add in shoes in the entity_standard raw as well so dwarves will be able to start with them and make them.

Quote
Another thing is... what is it that lets a piece of armor/cloth count as "CLOTHING" so your dwarves dont get upset? Is it Hard/Soft or the Armorlevel... I tend to the last, but with all this info im confused atm ^^ This Dwarf raw thing is pretty new for me, when it comes to clothes.

ARMORLEVEL:0 means the item is clothing and thus is subject to happy thoughts and wear. Armor defaults to this if there is no ARMORLEVEL tag, so if a piece of armor doesn't have this tag, it means it's clothing.
SOFT and HARD simply means what materials it can be made from. HARD means it can only be made from whatever you set the following tags to (IE: METAL, LEATHER, etc). SOFT means it can be made from not only the following material tags, but also from yarn, plants, or silk.
STRUCTURAL_ELASTICITY_WOVEN_THREAD, I think means how it acts when damaged. IE: This tag means your armor will rip and tear under light duress, just like clothing. There's virtually no !!SCIENCE!! on this currently available from what I can see.

Quote
It has [LAYER_SIZE:20] and [LAYER_PERMIT:100] does that mean my dwarves CAN wear 5 robes?

Yep. That's the beauty of layering. The only exceptions are when the LAYER_SIZE is larger than the LAYER_PERMIT, or when the item has the SHAPED tag. SHAPED means that you can only wear one piece of armor in that body slot that has SHAPED (but other armor pieces are just fine, provided you have sufficient points left in LAYER_SIZE). Having a LAYER_SIZE larger than the LAYER_PERMIT means that only that item is allowed on that body part, and nothing else.

Some really useful info to read about layering:
http://dwarffortresswiki.org/index.php/Armor#Size.2C_Permit.2C_and_layering_armor
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Lamorak84 on April 18, 2012, 01:03:32 pm

It has [LAYER_SIZE:20] and [LAYER_PERMIT:100] does that mean my dwarves CAN wear 5 robes?

Yep. That's the beauty of layering. The only exceptions are when the LAYER_SIZE is larger than the LAYER_PERMIT, or when the item has the SHAPED tag. SHAPED means that you can only wear one piece of armor in that body slot that has SHAPED (but other armor pieces are just fine, provided you have sufficient points left in LAYER_SIZE). Having a LAYER_SIZE larger than the LAYER_PERMIT means that only that item is allowed on that body part, and nothing else.

Some really useful info to read about layering:
http://dwarffortresswiki.org/index.php/Armor#Size.2C_Permit.2C_and_layering_armor

Yeah, the link I did read when I did wait for an answer ^^ It did help me a lot to understand theclothing/armor in Theory.
I also made a small Excel List with some data to be able to easier compare all shoes for example.

You said "Having a LAYER_SIZE larger than the LAYER_PERMIT means that only that item is allowed on that body part, and nothing else." But as of my list (1.71MW van data) it would be like... you could JUST wear socks OR shoes OR boots OR xxx OR xxx2 OR xxx3... so... maybe this is the fault. Or is it like the Layer_Size and Layer_Permit count separate for Under/Armor/Over/Cover? So they would be able to wear Socks AND Shoes AND Mail Boots but they then cant wear Plate Boots since they have the Layer "Over" same as shoes. So basically If I would like to wear Plate Boots in my Military I would have to do it like:

Socks [Under]
Mail Boots [Armor] [SHAPED]
Plate Boots [Over]

And now comes the tricky part... DO socks help against the bad thought from wearing no clothing on the feet? I think YES... so I should be allright with my 1.71 config when It comes to Feet? ^^
Padded Armor is still another thing for me I have to figure out ;-D I did first want to figure out the feet, because they seem to me the easiest.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Lockesly L`Crit on April 18, 2012, 01:11:41 pm
Yeah, the link I did read when I did wait for an answer ^^ It did help me a lot to understand theclothing/armor in Theory.
I also made a small Excel List with some data to be able to easier compare all shoes for example.

You said "Having a LAYER_SIZE larger than the LAYER_PERMIT means that only that item is allowed on that body part, and nothing else." But as of my list (1.71MW van data) it would be like... you could JUST wear socks OR shoes OR boots OR xxx OR xxx2 OR xxx3... so... maybe this is the fault. Or is it like the Layer_Size and Layer_Permit count separate for Under/Armor/Over/Cover? So they would be able to wear Socks AND Shoes AND Mail Boots but they then cant wear Plate Boots since they have the Layer "Over" same as shoes. So basically If I would like to wear Plate Boots in my Military I would have to do it like:

Socks [Under]
Mail Boots [Armor] [SHAPED]
Plate Boots [Over]

And now comes the tricky part... DO socks help against the bad thought from wearing no clothing on the feet? I think YES... so I should be allright with my 1.71 config when It comes to Feet? ^^
Padded Armor is still another thing for me I have to figure out ;-D I did first want to figure out the feet, because they seem to me the easiest.

*facepalm* I knew I forgot something!
Yes, you can wear socks (under), mail boots (armor), and plate boots (over) together as each layer has its own limit (based on the lowest LAYER_PERMIT in each layer). Exception is the cover layer since the total number of all layers count against the cover limit.

And yes, socks do, indeed, help against bad thoughts. Padded armor has ARMORLEVEL:1 so it's considered armor, not clothing. It wont help you against bad thoughts, but it will help you against a sudden case of death.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Lamorak84 on April 18, 2012, 01:16:22 pm
I am making a new Reply, since its for a total different topic than Armor/Clothing and I dont want to mix all that... its already complicated enough ^^

So the question is...

Well as I did read here somewhere, If I would morph a Military Dwarf (which holds a weapon) to a golem, he still got this weapon as golem. So If I would have a totally UBER Gundwarf with a rifle of UBERNESS and I morph this dwarf to be a golem... he still got the rifle in hands... question is, when he is shooting with it and his ammo is gone, can the golem get new ammo as any other dwarf could?

Just asking, cause... If all that is true, I found a way for pretty bad-ass Killer-Turrets that dont get destroyed if they get some hits... like... FRONT-Towers :-D

Another thing is... do Golems still have skill gain and attribute gain or is it gone the moment they turn to golem?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Lockesly L`Crit on April 18, 2012, 01:31:28 pm
I am making a new Reply, since its for a total different topic than Armor/Clothing and I dont want to mix all that... its already complicated enough ^^

So the question is...

Well as I did read here somewhere, If I would morph a Military Dwarf (which holds a weapon) to a golem, he still got this weapon as golem. So If I would have a totally UBER Gundwarf with a rifle of UBERNESS and I morph this dwarf to be a golem... he still got the rifle in hands... question is, when he is shooting with it and his ammo is gone, can the golem get new ammo as any other dwarf could?

Just asking, cause... If all that is true, I found a way for pretty bad-ass Killer-Turrets that dont get destroyed if they get some hits... like... FRONT-Towers :-D

Another thing is... do Golems still have skill gain and attribute gain or is it gone the moment they turn to golem?

I've never really played around with firearms before. I've always been too busy in a mad rush to equip my army however I can before the next caravan (and thus the next siege) arrives. But the simple answer is, if the firearm requires a quiver, then no. All items, except for what it holds in its hands, are dropped to the ground upon transformation. Quivers included.

Also, golems have the INTELLIGENT flag, meaning they still retain skill gain.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Lamorak84 on April 18, 2012, 02:04:07 pm
I am making a new Reply, since its for a total different topic than Armor/Clothing and I dont want to mix all that... its already complicated enough ^^

So the question is...

Well as I did read here somewhere, If I would morph a Military Dwarf (which holds a weapon) to a golem, he still got this weapon as golem. So If I would have a totally UBER Gundwarf with a rifle of UBERNESS and I morph this dwarf to be a golem... he still got the rifle in hands... question is, when he is shooting with it and his ammo is gone, can the golem get new ammo as any other dwarf could?

Just asking, cause... If all that is true, I found a way for pretty bad-ass Killer-Turrets that dont get destroyed if they get some hits... like... FRONT-Towers :-D

Another thing is... do Golems still have skill gain and attribute gain or is it gone the moment they turn to golem?

I've never really played around with firearms before. I've always been too busy in a mad rush to equip my army however I can before the next caravan (and thus the next siege) arrives. But the simple answer is, if the firearm requires a quiver, then no. All items, except for what it holds in its hands, are dropped to the ground upon transformation. Quivers included.

Also, golems have the INTELLIGENT flag, meaning they still retain skill gain.

Guns use the [RANGED:BLOWGUN:BULLET_L] or S variant for small guns... wiki sais as of vanilla game Blowgun !DARTS! need a quiver... but i have totally no idea where to find the raw text for if Blowgun !BULLETS! need a quiver or not... as I have no guns right now.. could you have a look into it for me?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Meph on April 18, 2012, 02:15:57 pm
All ammo needs quivers. So yeah, Guns need Bullets, Bullets need Quiver. Would be nice to mod in cartridges, but this is sadly impossible.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: masquerine on April 18, 2012, 02:18:10 pm
Three groups of war elephants came with three groups of MAGMA HOUNDS. The elephants didn't even get to fight anyone. Fire, fire everywhere! They were not mounted on them, just accompanied. Seems a little odd to have magma hounds paired with war elephants though. Side effect of making things appear everywhere or intended? lol
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Lockesly L`Crit on April 18, 2012, 02:21:35 pm
Three groups of war elephants came with three groups of MAGMA HOUNDS. The elephants didn't even get to fight anyone. Fire, fire everywhere! They were not mounted on them, just accompanied. Seems a little odd to have magma hounds paired with war elephants though. Side effect of making things appear everywhere or intended? lol

My 1.7.1 fortress had War Elephants riding War Tigers.

This amuses me greatly for two reasons:
1. Elephants. Riding tigers. Seriously.
2. There's no way in hell an elephant would work with a tiger together. It's an Alabama thing. :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Meph on April 18, 2012, 02:26:31 pm
Well, the 5 warbeasts should appear in the wild, to spice things up. (Elephants have mounts ? wtf I really have to mod the Fortress Defense Mod a bit) but the hounds shouldnt start fires by just being there, they need to breathe fire first.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: masquerine on April 18, 2012, 02:28:04 pm
I had them riding giant snakes before, which was much more deadly than the elephants because they were highly poisonous. The magma hounds were like 30+ of them with a constant barrage of fireballs. Only the female ones can shoot fireballs, but they had quite a few females. The siege was broken because the elephants all died from being on fire. :) Down from 44 dwarves to 18.

The fires were all from the females shooting. Only a single elephant remains, too injured to do anything. A war dog and a cave tortoise are biting it. No harm letting them play with the beast, as my non-burning dwarves have things to move. :D
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Meph on April 18, 2012, 02:31:47 pm
Not sure if this is good or bad gameplaywise, but it certainly makes the game harder. I will mod the FD mod for the next release though.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: SammyLiimex on April 18, 2012, 02:32:26 pm
Great mod!

Anyway, I want to play a different race from another mod in Adventure mode. Can i simply copy that races TXT over into the masterwork raws? It forms civs and has armor and stuff
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Lockesly L`Crit on April 18, 2012, 02:33:51 pm
Well, the 5 warbeasts should appear in the wild, to spice things up. (Elephants have mounts ? wtf I really have to mod the Fortress Defense Mod a bit) but the hounds shouldnt start fires by just being there, they need to breathe fire first.

It took me a few years for them to come at me with mounts, but when they did, they did so in full force. Maybe it's because they have the PERMITTED_JOB:ANIMAL_TRAINER tag? I would like to think so.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Lamorak84 on April 18, 2012, 02:41:47 pm
All ammo needs quivers. So yeah, Guns need Bullets, Bullets need Quiver. Would be nice to mod in cartridges, but this is sadly impossible.

Damn... well...
Since you have one of the most successful mods for DF... you could write to the creators so they maybe make it moddable. Making it moddable so you can choose which ammo goes in what ammo container would help in a lot of situations, not just for the guns... also for the turrets, which would solve ALSO the turret ammunition clutter in a really elegant way ^^

Would also make adding a more balanced flamethrower possible and some other things... ^^ Like... well... grenades and their mobile ammo storage.

As for the tank I did mention (just out of curiosity). Would it be possible to make it as creature 2x2 tiles big with some kind of ballista as weapon? I think a tank should have the ballista damage behavior (if your people stand in the way, they are dead too ^^)...that would also restrict its usage a little making it less overpowered... as you dont want to have a tank firing into an underground brawl XD... well maybe you want to have it like this, if you know your melee squad will not survive either way ^^ Maybe there could also be some kind of tank/ram... just for the situation were you want to pierce that Megabeast leg so it falls over ^^

Also... how does golem injury work? How can I heal them?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Lockesly L`Crit on April 18, 2012, 02:47:50 pm
Also... how does golem injury work? How can I heal them?

Their bodies become metal, so self-healing doesn't happen. They become creatures (pets), so hospitals don't work. Golems are essentially really big, stompy migrant coffins chunks of metal you just leave out in a pasture to defend the fort. They will eventually die from extended combat, but it took the entire Clown Car to down just two of my steel golems (the other 8 bitchslapped the Clown Car back to the Circus), so you don't really need to worry all that much if you play with 1.7.1. I haven't played with the 1.7.2 changes yet.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Meph on April 18, 2012, 03:25:27 pm
I will most notable ot interfere with whatever TodayOne wants to do. I bet he gets many requests from modders about things he does not need for Vanilla DF. If I go down this way it wouldnt be long till people ask for custom profession names and skills, full graphic support and so on. Just because I made this mod, which is based to 50% on other peoples work, I wont start making requests. Multitile creatures and using ballistas on them is also hardcoded and not possible.

Golems are nerfed in 1.7.2 btw, you wont defeat the circus with them. Same goes for Frost Giants, they are not the super-dudes anymore they were used to be.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Kalithor123 on April 18, 2012, 03:54:13 pm
heyho! is it possible to mod out berserker mood? an anti tantrum spirale light mod-mod ?  :)

btw if found a game optimizing tool named "game booster 3", it disables unnecessary  windows services in the background. maybe it can help for some extra fps
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: masquerine on April 18, 2012, 03:59:01 pm
A blizzard man came to my new fort, and fought against some mastiffs. There are 196 pages of "The stray mastiff shakes the blizzard man around by the head, denting the head's fat!/tearing the head's skin!/tearing the head's muscle! They bit a few other areas once in awhile, and blizzard man constantly fell down in exhaustion/unconsciousness. It led to this:
Spoiler (click to show/hide)
It goes down and down in the same message.

All work and no play makes jack a dull boy.

He's currently chilling on the other side of the mountain, away from the puppies. I just found that combat report amusing. His scars have scars that have scars on top of scars. All over his head. It takes me over 20 seconds just to scroll to the bottom of his injury list.

The puppies found him and are very slowly tearing him apart as a chew toy. More and more scars.

Finally killed it and regained 165 fps. His scar list was so long that it ate up 165 fps (out of 200).
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: smakemupagus on April 18, 2012, 04:03:05 pm
Not sure if this is good or bad gameplaywise, but it certainly makes the game harder. I will mod the FD mod for the next release though.

Great -- Yeah, 1 or 2 of anything in the countryside is OK, but of the warbeasts that i have seen in sieges there is nothing good gameplaywise to encounter in sieges.  It's not just that it's a bit harder ... there is simply no good way to prepare or tactical solution to face 10-20 of them.  Magmahounds are almost impervious to small injuries like bolts and bullets, and kill your FPS if they get stuck in a boiling water.   Spirits are deadly too in their own way, mass incapacitate your whole melee group.  Even 1 or 2 plaguebearer kill all their own 'friends' so there's no battle, just deadly, deadly cleaning (maybe? the cleaning music works on it if you're lucky enough to have that instrument).

Maybe it would be different (still not sure good) if they come in year 10 when you have riflemen and slade turrets lining the walls, but they come with the fortress defense races, when your militia owns 3 copper spears and shares the one leather hat :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Meph on April 18, 2012, 04:10:21 pm
Blizzardman are always like that, even in vanilla, they cant bleed to death, tough bastards.

About the warbeasts: Well. You have a valid point there, so I have to meddle in the entity files again. Do you happen to know if only the FD races bring them, or if the Giants/Automatons/etc have them as well ?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: the_game_hunt on April 18, 2012, 04:22:25 pm
For me that I played so well DF i decided to play this mod, but my first fortress I ended it by abandoning, my 7 starting dwarf at the first 10 minutes were "miserable" by "He was annoyed to talk to a pilar of sociaty", something like that.

I removed castes and i didnt have this issue,What caused it?

EDIT: Also any fix on ALL of my freaking military getting all of their nerves destroyed/severed? This is why this awesome mode is too far away from me.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Meph on April 18, 2012, 05:13:31 pm
Quote
For me that I played so well DF i decided to play this mod, but my first fortress I ended it by abandoning, my 7 starting dwarf at the first 10 minutes were "miserable" by "He was annoyed to talk to a pilar of sociaty", something like that.

I removed castes and i didnt have this issue,What caused it?

EDIT: Also any fix on ALL of my freaking military getting all of their nerves destroyed/severed? This is why this awesome mode is too far away from me.
All 7 starting dwarves ? I did not mod the characters, it is standard Vanilla DF to have dwarves that are annoyed by "pillars of society" Just dont have any idles and seperate them. It was just a random occurence.

The nerves are part of the mod, if your shoulder nerve gets cut, you loose the function of the upper arm, lower arm and hand. This is part of hugos advences bone structure mod, and when I introduced it I only got "Yeah, awesome" reactions about that. It also works on invaders, so it is balanced.

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: the_game_hunt on April 18, 2012, 05:19:02 pm
Quote
For me that I played so well DF i decided to play this mod, but my first fortress I ended it by abandoning, my 7 starting dwarf at the first 10 minutes were "miserable" by "He was annoyed to talk to a pilar of sociaty", something like that.

I removed castes and i didnt have this issue,What caused it?

EDIT: Also any fix on ALL of my freaking military getting all of their nerves destroyed/severed? This is why this awesome mode is too far away from me.
All 7 starting dwarves ? I did not mod the characters, it is standard Vanilla DF to have dwarves that are annoyed by "pillars of society" Just dont have any idles and seperate them. It was just a random occurence.

The nerves are part of the mod, if your shoulder nerve gets cut, you loose the function of the upper arm, lower arm and hand. This is part of hugos advences bone structure mod, and when I introduced it I only got "Yeah, awesome" reactions about that. It also works on invaders, so it is balanced.

Yeah I know, but "balanced", i dont agreed here.

Since almost all migrant soldier have "novide dodger", they will rarely dodge an attack, meaning they will have nerves severed, 1 of every 25 soldier end up being heroes ( I remove them from military beacuse they cant use both arms),in vanilla all end up being heroes

EDIT: Nice to hear the MAC update, now my friends can play this.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: smakemupagus on April 18, 2012, 05:19:27 pm
For me that I played so well DF i decided to play this mod, but my first fortress I ended it by abandoning, my 7 starting dwarf at the first 10 minutes were "miserable" by "He was annoyed to talk to a pilar of sociaty", something like that.

I removed castes and i didnt have this issue,What caused it?

Pillar of Society can be a moderately good or slightly bad thought depending on the personality of the dwarf, but it should be a very small emotion.  In vanilla, it has to do with nobles.  I don't know of any connection to castes.

http://dwarffortresswiki.org/index.php/DF2012:List_of_Dwarven_Thoughts
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: tahujdt on April 18, 2012, 06:15:53 pm
A blizzard man came to my new fort, and fought against some mastiffs. There are 196 pages of "The stray mastiff shakes the blizzard man around by the head, denting the head's fat!/tearing the head's skin!/tearing the head's muscle! They bit a few other areas once in awhile, and blizzard man constantly fell down in exhaustion/unconsciousness. It led to this:
Spoiler (click to show/hide)
It goes down and down in the same message.

All work and no play makes jack a dull boy.

He's currently chilling on the other side of the mountain, away from the puppies. I just found that combat report amusing. His scars have scars that have scars on top of scars. All over his head. It takes me over 20 seconds just to scroll to the bottom of his injury list.

The puppies found him and are very slowly tearing him apart as a chew toy. More and more scars.

Finally killed it and regained 165 fps. His scar list was so long that it ate up 165 fps (out of 200).

That happened to me once, in the Wizard Tower mod for 31.25. I built a sorcerers' tower out of ice, and I was having my homunculus kill off everything...

He reached legendary fighter by the time my earthmovers put the BM down with a digging spell to the head.

Also, the cold made it bug so that homunculus blood was being shot like web.

Cool mod. Shame that its creator left it to work on dwarf chocolate.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Lamorak84 on April 18, 2012, 08:41:52 pm
So... I did find out I can loot/buy socks and that my dwarves had silk socks at embark, but as of 1.71 I can not make socks o.O

How do I add socks and other clothes back to the game?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Meph on April 18, 2012, 09:36:18 pm
Add this to the entity_default for your dwarves.
   [HELM:ITEM_HELM_CAP:COMMON]
   [HELM:ITEM_HELM_HOOD:COMMON]
   [GLOVES:ITEM_GLOVES_GLOVES:COMMON]
   [GLOVES:ITEM_GLOVES_MITTENS:COMMON]
   [SHOES:ITEM_SHOES_SOCKS:COMMON]
   [PANTS:ITEM_PANTS_LEGGINGS:COMMON]
The main question however is: Why would you want to do that ?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Morwaul on April 18, 2012, 10:05:29 pm
If you are interested in a heavily bastardized Gaia gen, I finally tweaked my Gaia World Gen to where I like it.  It has 50 volcanoes, no peaks, no oceans, more magic, more savagery, and generates a random region.  The land is somewhat flatter but not as much as I wanted.  My goal was to have volcanoes that were not on the top of peaks (40 z levels of cliffs gives me a headache) and though it is not the 50/50 split I was looking for there are usually 2 to 3 volcanoes that are in areas with only 4 or 5 Z levels of cliffs.  With all the Races and Creatures options set to yes I get all 4 Dwarves, Drow, Elves, and Humans in sufficient numbers on about 1/4th of the maps I gen.

Anyway, here is an example map of one world I genned and the code you would need to paste into your world_gen.txt file if you are interested.

Map
Spoiler (click to show/hide)

Code
Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: smakemupagus on April 18, 2012, 10:08:10 pm
About the warbeasts: Well. You have a valid point there, so I have to meddle in the entity files again. Do you happen to know if only the FD races bring them, or if the Giants/Automatons/etc have them as well ?

Sorry, i didn't last long enough to observe the Frost Giants:

Year 3:  Tigermen queen leads her glorious vanguard of giant rattlesnake riders to assault the fort.  Awesome!  Squad of 8 war spiritwebbers.  Squad of 8 war dragons.  Wow, what a combination.  Webs burn, by the way.

On the plus side, Tun 'Blockshielded the Malign Spiral' took two of the bastards down with him.  He was the only one with a tower shield, I think it might have helped a bit.

Next time, I'll play with more of your races on, and no F.D., let you know what I see.  The only other odd thing I notice is that the human diplomat offered to bring some funny stuff including Fail Stone.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Meph on April 18, 2012, 10:37:51 pm
Fancy, I will try out the new Garden of Gaia with volcanoes. I think I might also dig out the perfect world utility and maybe make a glacier world, and a river/lake world, somehow these are missing.

@smake: I think it was this one: [INORGANIC:SLAVE_STONE], it was using STONE_TEMPLATE instead of STONE_VAPOR_TEMPLATE.  But the warbeasts are a bit much, yeah. lol, how in hell should you fight 8 dragon with the webbing backup ?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Blakmane on April 18, 2012, 10:54:39 pm
Glacier world would be awesome.

Just reporting on your poll to say that I am indeed still having issues with naked dwarves and bad thoughts. I think the problem is that they take too long to claim and wear clothing, and the negative thought buildup is too quick and too strong. By the time they have finished their current task/s and decide to claim clothing, they are already miserable.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Lockesly L`Crit on April 18, 2012, 11:20:56 pm
About the warbeasts: Well. You have a valid point there, so I have to meddle in the entity files again. Do you happen to know if only the FD races bring them, or if the Giants/Automatons/etc have them as well ?

Never once have I seen Undead bring mounts with them. Probably because those forts I play rarely last beyond the second year. Automatons piss me off too much to bother turning them back on, so I don't know about them.
The chance of War Elephants bringing animals with them, on the other hand, is 100% across all forts I've played with them, provided I survive a few years.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Meph on April 18, 2012, 11:31:57 pm
Well, I just removed COMMON_DOMESTIC_MOUNT and PERMITTED_LABOR:ANIMAL_TRAINER from all FD races, that might help :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Spacepup18 on April 19, 2012, 12:17:33 am
If you are interested in a heavily bastardized Gaia gen, I finally tweaked my Gaia World Gen to where I like it.  It has 50 volcanoes, no peaks, no oceans, more magic, more savagery, and generates a random region.  The land is somewhat flatter but not as much as I wanted.  My goal was to have volcanoes that were not on the top of peaks (40 z levels of cliffs gives me a headache) and though it is not the 50/50 split I was looking for there are usually 2 to 3 volcanoes that are in areas with only 4 or 5 Z levels of cliffs.  With all the Races and Creatures options set to yes I get all 4 Dwarves, Drow, Elves, and Humans in sufficient numbers on about 1/4th of the maps I gen.

Anyway, here is an example map of one world I genned and the code you would need to paste into your world_gen.txt file if you are interested.

Map
Spoiler (click to show/hide)

Code
Spoiler (click to show/hide)

I don't know what you did here but the first embark I found with a relatively flat volcano, Prospector tells me that I have 143k of Silver, 140k of gold, and 137k of Tetrahedrite, also 4k Mithril and 2k wolfram (but only 1500 hematite).

What am I going to do with all this stuff?  I'm pretty sure I could a statue as big as Armok out of that much precious metal.  I'm thinking of maybe dropping embark-tile sized hammers of constructed gold down on intruders, but I'm sure there's more I can do with that much stuff.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Seraphyx on April 19, 2012, 12:32:54 am
I actually managed to do a gaia map that retains its basic shape but randomizes rivers, volcanoes and savagery. Which is pretty cool. I can't post it here though since it apparently exceeds the 40k character limit lol.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Lamorak84 on April 19, 2012, 03:14:48 am
Add this to the entity_default for your dwarves.
   [HELM:ITEM_HELM_CAP:COMMON]
   [HELM:ITEM_HELM_HOOD:COMMON]
   [GLOVES:ITEM_GLOVES_GLOVES:COMMON]
   [GLOVES:ITEM_GLOVES_MITTENS:COMMON]
   [SHOES:ITEM_SHOES_SOCKS:COMMON]
   [PANTS:ITEM_PANTS_LEGGINGS:COMMON]
The main question however is: Why would you want to do that ?

Just because of the Flavor... most people dont like different clothes to choose from, I do.
I did add all van clothes back for my dwarves... the other civs I did not touch and so it should not UBER-clutter my game. Not more than usual... ^^
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: DorfMeister on April 19, 2012, 04:30:36 am
I think there is a bug with drakes and frost giants corpses and parts not rotting away and not being butcherable. It's not a big deal really... just a minor nuisance when there is hundreds of blue frost giants parts laying around not wasting away and making my eyes spin.
I find atom smashing to be undwarfish so I am going to try making a dump site in my hellfire turrets firing range. 
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: simonthedwarf on April 19, 2012, 06:52:59 am
I had 10 dwarves die to centaurs in year 1. Glory
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: DorfMeister on April 19, 2012, 07:03:29 am
also is there a way to make dwarves respect cloths better. I mean, if there is a shirt available in stockpile they dump their shirts in their rooms when there is minimum x..x wear showing and run to the stockpile for a new one. It would be nice if they done this at least when there is XX..XX wear. For now I need a whole industry going just for my dwarves to be satisfied and have rooms full of junk.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Werdna on April 19, 2012, 10:00:05 am
I think there is a bug with drakes and frost giants corpses and parts not rotting away and not being butcherable. It's not a big deal really... just a minor nuisance when there is hundreds of blue frost giants parts laying around not wasting away and making my eyes spin.
I find atom smashing to be undwarfish so I am going to try making a dump site in my hellfire turrets firing range.

Do bonfires destroy corpses?  I know I used them to burn away low-quality items in my last fort, but can't recall if I used it to get rid of bodies or not.  Anyway, a big corpse bonfire sounds pretty dwarfy!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: reilwin on April 19, 2012, 10:22:08 am
Edit: I asked about why breweries weren't working and found the issue on the bugs page of the wiki. Thank you for the mod, I greatly enjoy it!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: DorfMeister on April 19, 2012, 12:17:35 pm
That's it! I've had it!

They have 1000 pairs of shoes stuffed in their bloody rooms.

I'm not making a single bloody pair more!

I hate saying no to you, but NO!
Wear you stinking old ones you darn fools!

Let's see how long this fortress lasts till it dies of no shoes... muahahahhaah... :| 
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Talanic on April 19, 2012, 02:14:56 pm
Any word on the Gem Workshop?  Items made there are of extremely low value and don't appear to be that worthwhile.  Also, decorating armor and weapons with gems there doesn't appear to apply quality modifiers to the resulting decoration.  I've tried with some fairly skilled gem setters and never gotten any other result, but I could be wrong.  Still, so far the whole Gem Workshop seems to be a waste.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Meph on April 19, 2012, 06:46:26 pm
Large fires in bonfires do destroy corpses that are dumped on it, yes.

The gemworkshop also allows to cut large gems into smaller ones, and the sharp gem weapons are not half bad, I had dwarves cutting goblins in two with those. I dont know exactly about the value, you think I should raise it ?

@dorfmeister: As mentioned in the PM, the claiming of clothing is hardcoded, cant help you there.

EDIT: >100.000 views. What the hell, when did that happen ? ^^
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: reilwin on April 19, 2012, 06:54:24 pm
I seem to be having issues with finding the guildhall -- is there any case in which it would not show up in the workshops menu at all? The only workshops I have disabled are the magic workshops, would this be related?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Meph on April 19, 2012, 07:03:49 pm
I had to remove the Guildhall, since it works with transformations and changing disyplay names. This did collide with the Dwarf Therapist, as well as the Mage/Golem transformations.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: reilwin on April 19, 2012, 07:23:20 pm
Ah, alright, thank you
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Morwaul on April 19, 2012, 07:42:37 pm
Poll Response

If it is all the settings from MW that effect FPS, what would be the point as all that is already in MW?  Sounds like you are proposing a new mod that does exactly the same thing (only less) as MW.  Is there a reason to do this or am I missing somethng?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: travellersside on April 19, 2012, 08:07:13 pm
In my case, I was originally attracted to Masterwork because of the FPS stuff. I'm a heavy modder myself, and I don't play Masterwork as such - I play a very heavily edited version of it, with a lot of things cut out, and a lot of different things added in. For me, it doesn't matter how customisable Masterwork is, since I'll be modding it anyway, especially as the launcher doesn't let you turn off everything, just most of it (and for a modder, having raws full of unused entries is a tad frustrating. I trim heavily so that I can make my own changes without losing them). I use Masterwork as an excellent source of ideas, sometimes using things in their entirety, and sometimes just seeing what Meph has done and being inspired to do something completely different.
So for me, having an FPS edition would be very, very useful, as it would be a base that I'd build on without the need to remove anything. I'd probably end up lifting a lot of pieces from Intricate Edition too, of course, because there's a lot of rather ingenious ideas in there, but my personal interests involve heavy modding of my own things too.
Other people may have their own reasons for liking or disliking the idea of an FPS Edition, but that's mine.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Stronghammer on April 19, 2012, 08:30:36 pm
I have to say, these raptors are a pain in the arse. Herds of eight all going instant rage from across the map and tearing all my dwarves apart no matter were they are. Sigh it was a nice embark too.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Seraphyx on April 19, 2012, 10:10:43 pm
I think an FPS version would be good, but I wouldn't play it personally. I DO see value in making it as I'm sure some people want to play vanilla just with higher FPS.

I just hope it doesn't take up too much time from you working on Masterwork.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: zach123b on April 19, 2012, 10:35:38 pm
maybe a couple buttons for presets like easy, normal and challenging with an fps option that just toggles options inside the mod's interface
i'd use the fps edition for my laptop and when i want to make a speed run for !!SCIENCE!!

love having all the warbeasts but elf and drow have all animals , brood or beast.  drow also have magma blueprints but not the non-magma kind probably intentional though
no one has concubines as pets at year 75-80 though, aside from dwarves

btw grave cats don't hunt vermin :(
-there's also a duplicate with them, same name but different size/desc.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: reilwin on April 19, 2012, 11:00:21 pm
Do weapon traps need to be linked to pressure plates or something to work? I've been finding that stonefall traps generate combat reports and deal damage, but I've had 5 goblins now pass over 2 different weapons traps and see no combat report nor do they take any damage.

The weapons traps are filled with a mixture of spring-loaded stone axe blades and serrated stone sawblades.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Lamorak84 on April 20, 2012, 12:07:05 am
That's it! I've had it!

They have 1000 pairs of shoes stuffed in their bloody rooms.

I'm not making a single bloody pair more!

I hate saying no to you, but NO!
Wear you stinking old ones you darn fools!

Let's see how long this fortress lasts till it dies of no shoes... muahahahhaah... :|

I usually dont give them Storage possibilities in their rooms... so what happens for me is -> They sometimes change clothes at the clothing storage and then I have a mix of fresh clothes, x....x and later also xx....xx clothes. Thats a far smaller problem, me thinks. So I can see how many clothes I have stored and if i have to produce more (and possibly sell or atom smash or burn the xx....xx)... i dont care much for my dwarves wearing xx....xx or x....x. Well with the x....x I did not see much of a change in their Happyness either ;-)

Also the clothing degrades from fresh to x....x in like around 1,5-2 years... thats fine for me ^^ BUT it's essential to make it so (with your own possibilities as player) that the dwarves CANT bunker away lots of clothes. I have a good (but also 4 year old) computer, it was high end when I bought it and I can run DF with 30 REAL FPS on a 8x8 embark with a depth of... well usually something between 140 to 185... depends on where you embark ^^ That said, it is just possible because I always hunt for clutter objects and destroy them... every bolt is collected ^^

About the whole FPS discussion I can just say... there are lots of ways and possibilities to get better FPS. Most serious DF players know about them. And honestly, If I would have a slower PC I would have to change my style of play... its easy like that. With a slower PC you just cant take big embarks and then wonder why it does "lag"... also some people tend to build stuff with huge flowing water or magma masses and then they wonder why they get low FPS... o.O

I've once seen a Youtube video of someone doing a let's play and he did dig into an Ocean to get that water from up there to down into the tunnels... the moment he did dig into the ocean he did kill his FPS ^^ Because in DF water-pressure DOES play a role. Since he did dig into the ocean some layers below the ocean, the water was SHOOTING into his tunnels draining the ocean in a very short time.

So most FPS drops come from the very own playstyle and can be mostly avoided. Also... if the PC can barely run a 4x4 embark then the person playing should ask himself if he should not better upgrade to a newer system... it does not have to be a High End gaming rig ^^ You need mostly a 64bit system with a good CPU and RAM... the graphics card does not matter a lot for DF (which is good, cause usually the graphics card/s is/are most expensive). When I did upgrade my machine (the same PC) from 32bit to 64bit it did help me a lot in many many games, not just DF.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: smakemupagus on April 20, 2012, 12:10:34 am
Do weapon traps need to be linked to pressure plates or something to work? I've been finding that stonefall traps generate combat reports and deal damage, but I've had 5 goblins now pass over 2 different weapons traps and see no combat report nor do they take any damage.

The weapons traps are filled with a mixture of spring-loaded stone axe blades and serrated stone sawblades.

Goblins in Masterwork were immune to traps since they had [TRAPAVOID] until the latest version (now iirc, they lost it but orcs gains it).  They're still vulnerable to spike traps, and if they're webbed eg. by web turrets they take damage.  Although a web filled trap corridor is dangerous.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: masquerine on April 20, 2012, 12:57:33 am
Do weapon traps need to be linked to pressure plates or something to work?

Goblins in Masterwork were immune to traps since they had [TRAPAVOID] until the latest version (now iirc, they lost it but orcs gains it).

This is correct. The latest version had the goblins revert back to vanilla status, with them not being trap avoid. This was because goblins are usually one of the first ambushers to come to your fort, and having them trap avoid was a bit overwhelming. The orcs that were previously not trap avoid are now trap avoid, and should siege later on.

It makes it more balanced that way. Goblins can still be dangerous with their bows, and later ambush parties could see elite ones. They are just not so steamroll on the first ambush now that they are no longer trap avoid.

I think an FPS version/option on the mod would be a good idea. It would let people enjoy some of the benefits of the mod by saving fps and cutting down on the clutter without throwing a bunch of modded content at them that they may not be interested in. Not only is the amount of clutter reduced, but it makes sorting and managing everything much, much easier when things are simplified.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: sayke on April 20, 2012, 01:34:24 am
meph - i think an fps-only version should be implemented with a "preset" button in the launcher that automatically turns off all the awesome masterwork-specific stuff. that way people who want a very vanilla-like experience can select that preset, people who want the full masterwork experience can select the "default" rather then the "fps only" preset, and people who want to customize it can turn options on and off individually!

that seems very much in the spirit of how the mod has evolved so far, and, imho, seems like the most obvious way to do it. forking versions, however, should be avoided - one will inevitably be sacrificed for the sake of the other, and languish. i don't want to see that happen with masterwork! =D
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Lockesly L`Crit on April 20, 2012, 01:46:16 am
Personally, I like the idea of having a "MW Lite" version with ONLY changes that reduce FPS. This means no tilesets included and no changes to vanilla that aren't strictly FPS.
Vanilla DF is a 9.22 MB download. MW 1.7.2 is a 34.7 MB download. I don't know about anyone else, but my connection to DFFD is bad. Really bad. 50 kb/s bad (I frequently get 1-2 Mb/s on Steam and elsewhere). Having a Lite version will allow the FPS changes without any major increase in filesize, and still allow most tilesets to be manually installed.
Not only that, but it also means that the Lite version will only need updating when Toady updates Dwarf Fortress, which only happens when the planets and stars are in alignment, copious amounts of lutefisk are sacrificed to the lutefisk god, and hell freezes over.

I still wouldn't download or play it though. It's just not DF without all the added Fun.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Sirmaril on April 20, 2012, 02:34:26 am
About the pole.

I like that idea, but I wouldnt play and I think that it would slow down process of improving the original MW. Never the less I think that you should do it so the other would enjoy the faster DF without MASTERWORKs addons.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Meph on April 20, 2012, 02:46:41 am
Thanks for the feedback, I did not think it would cause this much talk...

If MasterworkDF, with Temperature and all its features runs faster then normal DF, how fast could I tune Vanilla DF is the biggest question for me. I am not sure if many people would actually use it, since most either use the LNP, or play their favourite mod. But it is a fact that I cant reduce MasterworkDF with all Settings OFF back to vanilla. It is just to big and interlocked.

I thought about remaking the entire mod around that, a vanilla DF version as basis, and everything else optional, but the more I think about the actual coding I have to do for it, the more I think that I do have better things to do with my time ^^

I also did no modding since 1.7.2 yet, and I am still riding my bike, travelling, so the poll is more to see what the public opinion on it is. Overwhelming positive feedback might pursway me to invest more time in it, but if most people think it unnecessary... then why bother ? The thing is that I can do it, but I dont know if anyone else can find and isolate the important parts from the MasterworkDF Raws (which are a mess) as easily.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Deon on April 20, 2012, 03:06:55 am
I had to remove the Guildhall, since it works with transformations and changing disyplay names. This did collide with the Dwarf Therapist, as well as the Mage/Golem transformations.
Are you sure? The latest therapist works for me even with my diseases which change display names.

Quote
I thought about remaking the entire mod around that, a vanilla DF version as basis, and everything else optional, but the more I think about the actual coding I have to do for it, the more I think that I do have better things to do with my time ^^
I am making my new Genesis Total Conversion, trying to organize and clean the raws.
I estimated a VERY long development schedule, so yeah, things like these will hurt your mod development a lot.
I just plan to do it because I've been modding for a few years, and it is time to try something new, a mod which I fully control :).
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: reilwin on April 20, 2012, 05:39:03 am
Goblins in Masterwork were immune to traps since they had [TRAPAVOID] until the latest version (now iirc, they lost it but orcs gains it).  They're still vulnerable to spike traps, and if they're webbed eg. by web turrets they take damage.  Although a web filled trap corridor is dangerous.

Thanks, I'd overlooked that detail.

On another matter, there seems to be an odd issue going on with essence residue. After making one of my dwarves legendary, the workshop filled with 1000 essence residue. Before I realized how cluttered it was, I discovered that my dwarves were happily filling a stone stockpile with essence residue -- in spite of that stockpile only allowing tetrahedrite and natural silver ore. Is this a known issue?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Lockesly L`Crit on April 20, 2012, 06:40:14 am
Goblins in Masterwork were immune to traps since they had [TRAPAVOID] until the latest version (now iirc, they lost it but orcs gains it).  They're still vulnerable to spike traps, and if they're webbed eg. by web turrets they take damage.  Although a web filled trap corridor is dangerous.

Thanks, I'd overlooked that detail.

On another matter, there seems to be an odd issue going on with essence residue. After making one of my dwarves legendary, the workshop filled with 1000 essence residue. Before I realized how cluttered it was, I discovered that my dwarves were happily filling a stone stockpile with essence residue -- in spite of that stockpile only allowing tetrahedrite and natural silver ore. Is this a known issue?

Essence Residue is lacking any tags whatsoever, so while it's inorganic like metal ore, the stockpiles cant be set properly to refuse or accept the residue. If you remove the residue product from the reaction in the raw, then it will be impossible for the lucky dwarf to gain their legendary skill (1000 products = 1000 skill gains).
My suggestion is to open up reaction_masterwork.txt, search for REACTION:TRAIN_BEAST_CROSSBOW and replace the "PRODUCT:100:1000:BOULDER:NO_SUBTYPE:INORGANIC:RESIDUE" with "PRODUCT:100:1000:BOULDER:NO_SUBTYPE:INORGANIC:SMOKE". In theory, this should replace the residue with the cosmetic smoke from the Smoke Effect setting in the MW launcher (without needing it to be set to ON if you don't play with that setting), while still retaining the legendary skill gain.
Be sure to edit all such TRAIN_BEAST reactions this way, unless you only want legendary marksdwarves.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Meph on April 20, 2012, 08:40:34 am
The essency residue gets an automatic job that cleans it, usually by the dwarf you is standing in the workshop. Strange that you should have it stockpiled anywhere, I gave it no tags by choice, to avoid this. Using smoke is a very, very bad idea, genning 1000 boiling stones crashes the game instantly. Thats the reason for my workaround.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Lockesly L`Crit on April 20, 2012, 08:46:17 am
It's not done automatically until pieces are moved to a stone/metal stockpile. And with 1000 pieces to move to and from the stockpile...

Is it possible to create them as LIQUID_GLOB just like the turret bullets? A single clean job (provided there are no Fat/Tallow stockpiles) will eliminate them all.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Rask on April 20, 2012, 11:23:47 am
*reads through the changes*

Wait what? Humans can make better armour and weapons than dwarfs? WHAT IS THIS INSANITY?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Zeebie on April 20, 2012, 11:34:17 am
The essency residue gets an automatic job that cleans it, usually by the dwarf you is standing in the workshop. Strange that you should have it stockpiled anywhere, I gave it no tags by choice, to avoid this. Using smoke is a very, very bad idea, genning 1000 boiling stones crashes the game instantly. Thats the reason for my workaround.

I have this problem too. What usually happens is that a dwarf other than the one using the workshop darts in and grabs a boulder of residue immediately for the stockpile. And if I read the raws right, there have to be 1000 boulders present for the "clear residue" to work, so the other 999 just sit in place until they are stockpiled. 
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: DOOMCHUG on April 20, 2012, 12:38:36 pm
I am getting a problem that all of the masterwork workshops are telling me that I do not have material when I do. The vanilla workshops are just fine even using the same materials. I have noticed that non-eco stone and logs are the problem. I think I might have too many options for building material that it bugs the masterwork workshops.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: reilwin on April 20, 2012, 01:22:54 pm
The essency residue gets an automatic job that cleans it, usually by the dwarf you is standing in the workshop. Strange that you should have it stockpiled anywhere, I gave it no tags by choice, to avoid this. Using smoke is a very, very bad idea, genning 1000 boiling stones crashes the game instantly. Thats the reason for my workaround.

I have this problem too. What usually happens is that a dwarf other than the one using the workshop darts in and grabs a boulder of residue immediately for the stockpile. And if I read the raws right, there have to be 1000 boulders present for the "clear residue" to work, so the other 999 just sit in place until they are stockpiled. 

Ah, thank you, that explains much :S

I guess I'll just resort to autodump destroy then.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: narhiril on April 20, 2012, 02:36:05 pm
The essency residue gets an automatic job that cleans it, usually by the dwarf you is standing in the workshop. Strange that you should have it stockpiled anywhere, I gave it no tags by choice, to avoid this. Using smoke is a very, very bad idea, genning 1000 boiling stones crashes the game instantly. Thats the reason for my workaround.

I have this problem too. What usually happens is that a dwarf other than the one using the workshop darts in and grabs a boulder of residue immediately for the stockpile. And if I read the raws right, there have to be 1000 boulders present for the "clear residue" to work, so the other 999 just sit in place until they are stockpiled. 

Ah, thank you, that explains much :S

I guess I'll just resort to autodump destroy then.

The way I fixed that issue was like this...  (using my own as an example)

Spoiler: Tool (click to show/hide)

Spoiler: Reactions (click to show/hide)

It still gives you the benefit of the huge skill gain from creating lots of products (in my case, 150), but it makes it so that the individual products are all packaged together for the clean reaction.  That way, I managed not to run into the "dwarf takes on, 999 left" problem.  Food for thought.  ;)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Panopticon on April 20, 2012, 04:03:31 pm
I got a migrant who is "demonbound", his skills are average but his description said he can destroy armies by himself, thus far he has killed things with his Sladamantine Greataxe and the only unusual thing about his is he occasionally emits a putrid stench in combat, anyone know any details about demonbound dwarfs?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Meph on April 20, 2012, 04:49:44 pm
Shiny, thanks narhiril, the container solution makes sense.

Demonbounds slow down nearby enemies, can vanish into the shadow, feel no fear, regenerate faster, feel less pain, have almost max strength, agility and endurance, and have an AOE attack with
      [CE_NAUSEA:SEV:100:PROB:100:START:0:PEAK:1:END:1000]
      [CE_FEVER:SEV:100:PROB:100:START:100:PEAK:1:END:1000]
      [CE_VOMIT_BLOOD:SEV:100:PROB:100:START:250:PEAK:1:END:1000]
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Panopticon on April 20, 2012, 04:51:29 pm
Yikes, guess I'd better keep him as my militia commander then.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.9 - MAJOR UPDATE
Post by: Lamphare on April 20, 2012, 05:10:12 pm

@lamphare: not possible in the tooltip, but what do you mean with OS settings ? Using a bigger font type I guess ? I know that ON OFF is cut of, if the text is too long, but here in Standart-Windows everything is shown. Which one are too long/dont show in your version ?

havent been playing DF and back...
well meddling with the latest version, i think the problem still persist.
basically 19 characters is the threshold for whether it is possible for full text to show, including spaces. not sure if case would matter.
say on materials tab, more food types: NO would show, but when it is YES, the YES part is cut off.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: DOOMCHUG on April 20, 2012, 05:25:31 pm
I am getting a problem that all of the masterwork workshops are telling me that I do not have material when I do. The vanilla workshops are just fine even using the same materials. I have noticed that non-eco stone and logs are the problem. I think I might have too many options for building material that it bugs the masterwork workshops.

Sorry for reposting but it has gotten to the point to were all the Masterwork workshops are non functioning. Can somebody help?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Zeebie on April 20, 2012, 06:52:50 pm
I am getting a problem that all of the masterwork workshops are telling me that I do not have material when I do. The vanilla workshops are just fine even using the same materials. I have noticed that non-eco stone and logs are the problem. I think I might have too many options for building material that it bugs the masterwork workshops.

Sorry for reposting but it has gotten to the point to were all the Masterwork workshops are non functioning. Can somebody help?

This seems to be a frequent problem with the MW workshops. No one has figured out why, but the workshops don't see material not on the same z-level. The workaround is easy: just put the orders in through the manager, not directly at the workshop, and they work fine.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: DOOMCHUG on April 20, 2012, 07:09:05 pm
I am getting a problem that all of the masterwork workshops are telling me that I do not have material when I do. The vanilla workshops are just fine even using the same materials. I have noticed that non-eco stone and logs are the problem. I think I might have too many options for building material that it bugs the masterwork workshops.

Sorry for reposting but it has gotten to the point to were all the Masterwork workshops are non functioning. Can somebody help?

This seems to be a frequent problem with the MW workshops. No one has figured out why, but the workshops don't see material not on the same z-level. The workaround is easy: just put the orders in through the manager, not directly at the workshop, and they work fine.

Thank you man I have been trying to resolve this all day.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: reilwin on April 20, 2012, 08:59:25 pm
One more question: while a lot of the materials have been simplified and removed, this doesn't actually show up in the militia uniform material screen: it still shows a massive selection of different materials to choose from. Is there a workaround for this?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Corai on April 20, 2012, 09:00:46 pm
One more question: while a lot of the materials have been simplified and removed, this doesn't actually show up in the militia uniform material screen: it still shows a massive selection of different materials to choose from. Is there a workaround for this?

Remove them entirely from the raws.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: reilwin on April 20, 2012, 10:57:07 pm
One more question: while a lot of the materials have been simplified and removed, this doesn't actually show up in the militia uniform material screen: it still shows a massive selection of different materials to choose from. Is there a workaround for this?

Remove them entirely from the raws.

Where might they be located, that I might remove them? I can't seem to find them anywhere.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Meph on April 20, 2012, 11:28:54 pm
If you mean metals you can do this in the inorganic files, but I guess you mean animal named leather and so forth ? if yes, then there is no way to remove it, unfortunately. just how df works.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Zinayzen on April 20, 2012, 11:41:14 pm
Hi there. I just installed this on my Mac, but I noticed I can't adjust the settings because I can't run MasterworksSettings.exe, because it's a .exe, which obviously can't run on Macs... D:

What can I do about this? It seems to work pretty well, I mean it runs and stuff. I just can't adjust the settings, which I'd like to do. :( Any help is appreciated.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Meph on April 20, 2012, 11:44:29 pm
 There is in theory a mac version of the launcher in work, maybe, havent heard about any progress. But you can change most things manually, but would need modding experience for this. I can guide you with simple steps through this, it is mostly just replacing one single tag with another, you would just have to tell me what you want to turn on or off. send me the list as a pm please. you can find out what you can change by reading the settings part of the manual.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Zinayzen on April 21, 2012, 12:07:15 am
There is in theory a mac version of the launcher in work, maybe, havent heard about any progress. But you can change most things manually, but would need modding experience for this. I can guide you with simple steps through this, it is mostly just replacing one single tag with another, you would just have to tell me what you want to turn on or off. send me the list as a pm please. you can find out what you can change by reading the settings part of the manual.

That would be great except the manual is a batch file, which I also can't open.

Edit: regardless, all I really want is vanilla DF with Phoebus and whatever the text mod is.

Edit: oh god now whenever I press B or whatever I have "Building" bound to, DF crashes. I wish I could troubleshoot this with the UI but I can't. Bleh.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Meph on April 21, 2012, 01:32:40 am
Quote
regardless, all I really want is vanilla DF with Phoebus and whatever the text mod is.

Text = The new font ? in that case i have to inform you the masterwork df with all settings off is still worlds away from vanilla df. Just download Phoebus for Mac, and copy over the font (the font.ttf) from data/art in your mac vanilla df.

I personally cant do anything on the MAC version, since i dont have a mac, cant test, bugfix or program it.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: DOOMCHUG on April 21, 2012, 02:35:49 am
I am getting a problem that all of the masterwork workshops are telling me that I do not have material when I do. The vanilla workshops are just fine even using the same materials. I have noticed that non-eco stone and logs are the problem. I think I might have too many options for building material that it bugs the masterwork workshops.

I think I know what the bug is to the problem. The second I obtain a platinum essence it triggers the bug I have recreated this 3 times now. so for future reference to the ones going through the same problem disable the creature research lab.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Kalithor123 on April 21, 2012, 02:38:51 am
hehe i found an easy way for me to stop a tantrum spiral immediately:

i added [noemotion] to the ...\Dwarf Fortress\data\save\region1\raw\objects\creature_standard.txt file

now every dorfs gives a shit about loosing friends  :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Meph on April 21, 2012, 02:43:52 am
@doomchug: That would be a great find :) I hope it proves true, if I know the problem I can finally fix it.

@kalithor123: Slightly cheaty ? ;) But I use the same mechanic for the "commanding tone" on the ominous horn. It is designed to stop tantrum spirals, using just this very trick.

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: reilwin on April 21, 2012, 03:02:17 am
If you mean metals you can do this in the inorganic files, but I guess you mean animal named leather and so forth ? if yes, then there is no way to remove it, unfortunately. just how df works.

Ah, alright, thank you!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Kalithor123 on April 21, 2012, 03:10:12 am
@meph

cheating? no no , its an alpha game this is just balancing  :)
ah i didn't know this "horn" because i'm still playing 1.7.1

ps. you should drive carefully, i broke both arms some years ago during mountain biking, and you can't mod with two broken arms!  ;)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: bielau on April 21, 2012, 06:37:52 am
Hello I have problem with Masterwork version - I dont have plump helmets. I tried custom embark and my own but I cant find Plump Helmets or PH seeds.

Masterwork embark profile (first, for newbies)
(http://i39.tinypic.com/66ztvl.jpg)

I have latest version.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: slay_mithos on April 21, 2012, 06:58:46 am
It is not Materwork that has a problem, your world was just one of the few ones where no caves discovered by the dwarves contains the plump helmets.

I would advise creating a new world or try to play with the other plants if you are confident enough.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Spray on April 21, 2012, 07:07:51 am
Meh, my Dorfs are getting REALLY annoying.

Embark on Haunted Biome, everything became undead and i had to lock down my fort.

everytime when new migrants arrives i open the gates, sends 4 squads out to clear the way for the migrants.

now the annoying happens:
i dunno why, 20+ dorfs suddenly run out of the fort with soap in they're hands, stands outside and run in circles, gettin attacked from the zombies.

they do nothing, just run stupid around, most times at the edge of the map.Impossible to get them in, i must attached them to a sqaud and station them inside again.

anyone knows what caused this?
they have the "no job" lable, they dont need to clean( 7 bathtubes in my fort) cleaning labor disabled.
even if i disabled every single labor for this dorfs , they wont stop.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: DorfMeister on April 21, 2012, 07:35:37 am
What is it with those tantrum spirals you guys are having?
Since I started playing DF I've never had one.
There are occasionally one or two tantruming dorfs but they calm down pretty quickly.

Is it maybe the rooms I build for everyone...?
I build 3x3 rooms for everyone in the fortress with own coffer and cabinet and the dorfs find them spectacular and are always ecstatic.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: the_game_hunt on April 21, 2012, 09:23:05 am
Assigning 1 room to each dorf will encrease their happiness, sleeping in a dormitary will make them unhappy thoughts.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: DOOMCHUG on April 21, 2012, 11:19:12 am
Assigning 1 room to each dorf will encrease their happiness, sleeping in a dormitary will make them unhappy thoughts.

This is how I do mass bedding the dwarfs have happy thoughts and it is easy to do

(http://i535.photobucket.com/albums/ee358/tiolen/Capture.png)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: reilwin on April 21, 2012, 11:59:19 am
Where are the standard metals such as iron, steel, copper, silver, gold, etc located in the raws? It seems like in vanilla DF they're in inorganic_metal.txt but that file doesn't seem to exist in masterwork. I can't find it in inorganic_metal_masterwork.txt, nor in inorganic_meteoric.txt or inorganic_upgraded_metal.txt. Am I missing something?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Sirmaril on April 21, 2012, 12:06:03 pm
Hey Folks. I have a question, is it possible to use Maydays graphic tileset with all the additional MW sprites and how difficult would it be?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: the_game_hunt on April 21, 2012, 12:25:21 pm
Hey Folks. I have a question, is it possible to use Maydays graphic tileset with all the additional MW sprites and how difficult would it be?

I want exactly the same, but with Ironhands  :P
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Meph on April 21, 2012, 12:33:56 pm
Do you mean use my sprites in vanilla df with ironhand or mayday tileset, or use ironhand/mayday tileset in this mod ?

I personally only ever had 1 tantrum spiral, in a evil rain biome that forced people to drink slime and vomit and suystain major injuries. Since no one had clothes, and no shoes, at the time it was rather hard to keep dwarves happy.

No idea about the soap dwarves running around outside. Wouldnt know what causes it, since the AI is untouchable to modders.

I cant really name a reason for this, but metals seem to be in the inorganic_stone_mineral.txt ^^
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: the_game_hunt on April 21, 2012, 12:39:07 pm
Do you mean use my sprites in vanilla df with ironhand or mayday tileset, or use ironhand/mayday tileset in this mod ?


I dont think that its possible, I want Ironhands dorfs in Masterwork.

Beacuse Iron hnads is 16x and Phoebus (i think) 12x.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: DOOMCHUG on April 21, 2012, 12:44:01 pm
Where are the standard metals such as iron, steel, copper, silver, gold, etc located in the raws? It seems like in vanilla DF they're in inorganic_metal.txt but that file doesn't seem to exist in masterwork. I can't find it in inorganic_metal_masterwork.txt, nor in inorganic_meteoric.txt or inorganic_upgraded_metal.txt. Am I missing something?
I am getting a problem that all of the masterwork workshops are telling me that I do not have material when I do. The vanilla workshops are just fine even using the same materials. I have noticed that non-eco stone and logs are the problem. I think I might have too many options for building material that it bugs the masterwork workshops.

I think I know what the bug is to the problem. The second I obtain a platinum essence it triggers the bug I have recreated this 3 times now. so for future reference to the ones going through the same problem disable the creature research lab.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Meph on April 21, 2012, 12:49:10 pm
@doomchg: yes, i did read your bugreport about that and like I said, if this really is the case you have my greatest thanks, since no one figured out why this weird bug happens. At least I would have a starting point to do science on then :)

And phoebus is 16x16 as well, only mayday is different with 24x24.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: the_game_hunt on April 21, 2012, 12:55:56 pm
And phoebus is 16x16 as well, only mayday is different with 24x24.

OH! Thanks  :)

But... How do I put Ironhands dwarves on your mod?

EDIT: It's satifying seeing a modder, who often logins everyday and answers questions.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: DOOMCHUG on April 21, 2012, 01:00:26 pm
@doomchg: yes, i did read your bugreport about that and like I said, if this really is the case you have my greatest thanks, since no one figured out why this weird bug happens. At least I would have a starting point to do science on then :)

And phoebus is 16x16 as well, only mayday is different with 24x24.

Does disabling the creature research lab disable platinum essences? And also my FPS drops to half when there is about to be a invasion or mega beast this might be the result of the same bug. I want to help you man
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Sirmaril on April 21, 2012, 01:11:18 pm
I want to use mayday tilset in MW, because I like it better than Phoebus. Is it enough to change Phoebus pictures under ART folder with Mayday or it needs some harder modding?

Personally I think that including more tilsets, like Mayday or Ironhand in MW should be more important than making "FPS DF" Mod. It would be so much better for me if I could play MW with Mayday, for me it's one of the most annoying thing that MW is missing.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Meph on April 21, 2012, 01:28:41 pm
I did make a poll about what to do next, and these two tilesets where the last two points on the list, so I postponed them. they are a lot of work, mostly because i will have 4 copies of the raws then, and whenever i mod the inorganics, plants or creatures I have to mod it 4 times, for all the tileset versions of the mod. And no, it is a lot of work to add those, not just copy and paste the actual tileset, you have to adjust the tilenumbers in the raws. And narhiril and deon are just as active and answer questions as well. ;)

@doomchg: I will check, but remember that i have a netbook and that I am travelling. I leave this hostel tomorrow, and probably have a week of camping ahead of me, with little to no internet or electricity.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: DOOMCHUG on April 21, 2012, 01:31:05 pm
@doomchg: I will check, but remember that i have a netbook and that I am travelling. I leave this hostel tomorrow, and probably have a week of camping ahead of me, with little to no internet or electricity.

Understood. I will take the time to research more on the subject. In the meantime enjoy yourself.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Deon on April 21, 2012, 01:33:17 pm
@doomchg: yes, i did read your bugreport about that and like I said, if this really is the case you have my greatest thanks, since no one figured out why this weird bug happens. At least I would have a starting point to do science on then :)

And phoebus is 16x16 as well, only mayday is different with 24x24.

Does disabling the creature research lab disable platinum essences? And also my FPS drops to half when there is about to be a invasion or mega beast this might be the result of the same bug. I want to help you man
Framerate usually drops when:
1) There are sneaking enemies. They usually come with ambushes or sometimes along a siege.
2) When there are building destroyers, which may be animals of siegers.
3) When you block the pathing to your fort.

It's not a bug, it's DF pathing eating your processor time.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Sirmaril on April 21, 2012, 01:57:42 pm
okay guess I have to wait for Mayday, *sigh*, sad I'm not any good at modding
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: CarpeDiem on April 21, 2012, 06:24:03 pm
having trouble finding the settings gui, i've only looked in the folder with the game exe, is it somewhere else/ should I just re-download?

edit: I somehow managed to only download about 40% of the rar the first time so it wasn't there :| working great now though :D
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Meph on April 21, 2012, 06:47:12 pm
One folder above,where you can find the manual as well.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Throren on April 21, 2012, 11:50:11 pm
Saw someone asking about sleeping spaces, so I thought I'd link mine.  All the benefits of communal sleeping areas(including being resistant to vampires), and still personal palace results once you smooth it.

Dorms (http://i.imgur.com/zft4e.jpg)

Each room is 9x9, a bed is in each corner, and each "bedroom" is 4x4.  This is the default size when you start to set a room, so mass-assigning bedrooms is fairly easy.  Doors are placed along the large hallway, but are open to other bedrooms, providing even more chances to catch a Vampire red-handed.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Sirmaril on April 22, 2012, 07:32:37 am
(http://i42.tinypic.com/35iac1g.png)
I like this layout best, beacause it allows dwarfs to go as fast as possible beacuse they can go diagonally which is impossible if you use hallways. There is enough space to put cabinet and coffer so it keeps dwarf happy especially if you smooth and engrave walls and floors. Nearby magma is for forges upstairs and I'm wondering if this make any trouble for dwarwes while sleeping. I can't see that now because i just lost my fort couple of minutes ago and I want to ask about it before I make new one.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: the_game_hunt on April 22, 2012, 09:18:57 am
Important!

Remeber to update the new version of DFhacks to Masterwork

EDIT: I made Ironhands work on Masterwork like a charm, works really well, and shows the mod sprites.

Im happy with it!!!  ^^
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Dementual on April 22, 2012, 12:28:44 pm
The download for this is just not happening. Is there a mirror download anywhere?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Lockesly L`Crit on April 22, 2012, 12:44:47 pm
The download for this is just not happening. Is there a mirror download anywhere?

Try this: http://dl.dropbox.com/u/52845763/MasterworkDF%201.7.2.rar
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Sirmaril on April 22, 2012, 12:48:15 pm
Important!

Remeber to update the new version of DFhacks to Masterwork

EDIT: I made Ironhands work on Masterwork like a charm, works really well, and shows the mod sprites.

Im happy with it!!!  ^^

Can you be so nice and try to do the same with Mayday and upload it. I would do it myself, because I don't like to use other to do something for me, but I can't.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Dementual on April 22, 2012, 12:55:57 pm
The download for this is just not happening. Is there a mirror download anywhere?

Try this: http://dl.dropbox.com/u/52845763/MasterworkDF%201.7.2.rar
That worked. Thanks a bunch.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Throren on April 22, 2012, 04:00:17 pm
Has anyone else had problems with armor assignments?  Specifically getting military to wear armor with padded leather items.  Most of my recruits won't put on iron gauntlets over their padded mittens, and several decided that they would rather not wear greaves.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Sibilantjoe on April 22, 2012, 04:40:35 pm
This may be a dumb question, but is the Large Address Aware version of dwarffortress.exe packaged in here? I'd like to stop crashing during worldgen, please.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: the_game_hunt on April 22, 2012, 05:20:10 pm
This may be a dumb question, but is the Large Address Aware version of dwarffortress.exe packaged in here? I'd like to stop crashing during worldgen, please.
No.

 :P
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Jeoshua on April 22, 2012, 06:40:21 pm
The LAA (Large Address Aware) flag does not stop crashing during worldgen.  Only setting the game up correctly and having the raws in good, working order will do that.

There are so many options with Masterwork that sometimes errors can occur when you choose a certain set up.  Look at your errorlog.txt and see what the problems are before assuming you're running out of memory.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Talanic on April 22, 2012, 08:39:55 pm
I modded the guildhall back in in my games.  I can confirm that it works just fine with Therapist now.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: DOOMCHUG on April 22, 2012, 09:18:58 pm
I have done some troubleshooting and here is some results I have came up with.

Through this I believe it has something to do with the platinum essence item category. This also happens with fragments. 
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: zach123b on April 22, 2012, 10:09:31 pm
concubines seem to not follow the pop_cap
but then again they're butcherable ;)

wish other races would sell concubines though

Spoiler (click to show/hide)

edit: at embark i can buy reindeer milk btw
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Sirmaril on April 22, 2012, 10:50:40 pm
I take the notice that cuncubines tend to go outside and just stand near the wagon even after I took it apart. It's annoying, especially when they have baby's and they run away if they see snatcher leaving baby's on the ground. I have meeting area inside my fortress, one made from table and one by zone menu. How can I prevent that?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Panopticon on April 22, 2012, 10:51:23 pm
More on concubines:
Concubines appear to be able to leave ghosts, yet do not show up on the engrave list, this means if you butcher them you can't lay them to rest.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Nathail on April 22, 2012, 11:11:29 pm
The game keeps crashing whenever I try to create an adventurer. And by create an adventurer, I mean whenever I try to enter the world with my adventurer after naming him. I'm using the latest Mac version.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Werdna on April 23, 2012, 12:13:38 am
Had a lich visit me Autumn of 2nd year.  That was a pretty spectacular wipe*.  Entertaining, but its a pretty game-breaking creature that I'm not particularly interested in playing with again.  I don't know how to disable it though, the lich is defined in Fear the Night but the really nasty stuff is in Dwarf Chocolate.  I hadn't ramped fort value yet, only 50 dwarves.  It showed up before even ambushers came. 

* A flying stealthed necromancer.  Not over the top enough? 
Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Kalithor123 on April 23, 2012, 02:29:35 am
This may be a dumb question, but is the Large Address Aware version of dwarffortress.exe packaged in here? I'd like to stop crashing during worldgen, please.

patch it yourself  :)

http://www.ntcore.com/4gb_patch.php
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: vomov on April 23, 2012, 06:40:25 am
More on concubines:
Concubines appear to be able to leave ghosts, yet do not show up on the engrave list, this means if you butcher them you can't lay them to rest.

I can confirm this; I think I've had a few (dead) concubines starting a tantrum spiral.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Oscuro1987 on April 23, 2012, 10:41:34 am
I really like this mod, it renewed my DF experience, thank you! I hope this continues!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: brgmahiko on April 23, 2012, 12:01:48 pm
i have a problem... my soldiers refuse to read books!

yes i have set the workshop profile to them only (they're only 2 guys.)

If i remove the profile... any idler reads (which proves that it works), but specifically these two wont.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Werdna on April 23, 2012, 01:19:23 pm
i have a problem... my soldiers refuse to read books!

yes i have set the workshop profile to them only (they're only 2 guys.)

If i remove the profile... any idler reads (which proves that it works), but specifically these two wont.

You probably have your soldier squads set to non-stop Train, and Train orders are set to max # of soldiers (it defaults to 10).  You probably need to either give them a month where they don't have orders to Train (and are thus all free to do other jobs, like read), or you can set the (# of soldiers to train) to a few less than the squad size*, which allows a few soldiers at a time to take a break and go do other jobs, like read.  Of course then its random chance if the soldiers you want to read are the ones that take time off.

Some people like to give squads month-long breaks every 3rd or 4th month, usually with pump-operating to pump up stats.  This gave squads relief from the "angered at long patrol" thoughts but this is currently bugged (they act like they didn't get a break).  Its a good habit to get into in any case once the bug is fixed, and it'll give your soldiers a perfect opportunity to go read.

* edit the Train order, use the +/- keys to adjust squad #, Shift-enter to save, then remember to copy/paste that to the other months if you want
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Talanic on April 23, 2012, 01:29:12 pm
More on concubines:
Concubines appear to be able to leave ghosts, yet do not show up on the engrave list, this means if you butcher them you can't lay them to rest.

I can confirm this; I think I've had a few (dead) concubines starting a tantrum spiral.

In my fortress, after embarking I removed the [PET] flag from concubines, which allows you to see what's causing them to tantrum, among other things.  I suspect that it'll fix your problem too - but keep in mind that you need to put it in again if you want concubines on embark.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: spriksprak on April 23, 2012, 03:48:52 pm
Hi,

This mod looks incredibly cool but I'm a little confused by some of my experiences with it. Firstly do you need to absolutely use the pre-genned world designs in the advanced world creator? Secondly and linked to the first even after a very short gen in one of the preset designs (and a standard one) I'm finding that pretty much all 'bad' creatures that everyone hates such as the vampire lords and almost every (and sometimes every) megabeast are killed within the first 25 years. Elves and zombie creatures seem to blame for a lot of it. In particular the Sentinels got trashed in the first year.

Was just wondering if I'm missing something because as it stands the new epic creatures are wiped out v.quickly in legends.

Finally I can't seem to get the Soundsense app from the launcher working. I've selected my game log, run an update and seen that the game log is working but no sounds register or activate.

Sorry if any of this stuff is blindingly obvious but I don't want to sink time into a fort if there's something vital to be done first.

Cheers for any help.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Alexander86 on April 23, 2012, 03:56:57 pm
Holy crap! I embarked with 10 concubines for...!!Science!! reasons....And by spring there was like 30 kids! They breed like rabbits
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: CarpeDiem on April 23, 2012, 07:41:29 pm
soundsense has a really good page on the wiki (and a good explanation of a work around if you don't have Java runtime environment 7)

I am wondering if there is any use for caged shadow men
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: lewtz on April 23, 2012, 07:46:45 pm
Is there a way to change the color of the Living Blood and Cave Fungus stone.  I just dislike the blue and red colors.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Lockesly L`Crit on April 23, 2012, 09:42:08 pm
Firstly do you need to absolutely use the pre-genned world designs in the advanced world creator?

Nope. They are there just for easier or more Fun embarks.

Is there a way to change the color of the Living Blood and Cave Fungus stone.  I just dislike the blue and red colors.

Open up inorganic_mineral.txt and search for cave fungus and living blood, then change the DISPLAY_COLOR to your liking.
http://dwarffortresswiki.org/index.php/DF2012:Material_definition_token
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: CarpeDiem on April 23, 2012, 10:53:59 pm
Anyone know what saw dust/ scrap logs are good for?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: zach123b on April 23, 2012, 11:04:56 pm
saw dust should evaporate making a poof at the workshop, i believe.  turn temperature on if it's not

scrap logs are primarily for making charcoal, at least that's the impression i got from them
could use them for fort stuff, no value means less fort value which in turn less migrants... i think
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: RabblerouserGT on April 24, 2012, 07:23:05 am
The only special weather I seem to get is honey bee honey and sheep's milk (I think).

Despite part of my embark being slightly evil.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Panopticon on April 24, 2012, 10:21:19 am
oops, wrong window.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: reilwin on April 24, 2012, 10:40:08 am
Anyone know what saw dust/ scrap logs are good for?

You get 2 scrap logs per rough wood log. Splitting it into 2 gives you more wood at the cost of value. So don't use it to make beds or other furniture, but charcoal, barrels or paper work out nicely.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: GhostRiiide on April 24, 2012, 01:57:41 pm
Is this mod worth it for adventure mode? Does it add crafting? Is it compatible with Wanderer mod?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Alexander86 on April 24, 2012, 11:11:57 pm
Can someone tell me how to get the mountainking?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Neyvn on April 25, 2012, 06:42:16 am
Meph, any updates on making the Living Stone and Fungus Stone something less fanciful???
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: zach123b on April 25, 2012, 04:12:56 pm
is it possible to take the armor off an animal? like an armored horse and how if so?

dark stranglers are imbalanced in my opinion, first year summer and i get a siege of 10, 9 swordsman and a bowman
each swordsman has a zweihander, breastplate, cap and 3 round shields ranging in bronze to steel/meteoric
i know this might not be the right forum topic but... i'll add it in when/if i reach year 5 on the other forum thread :p
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Werdna on April 25, 2012, 05:09:25 pm
The only way I know is to butcher them, and even then I think the 'armor' is merely a body part!  I believe armored horses are simply a separate creature-type with the armor defined as a new, resistant body part.

Dark stranglers from FD shouldn't have armor or weapons.  They're supposed to be a very early-arriving, but very easy siege of 4-armed wrestlers.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: ahyatt on April 25, 2012, 05:59:54 pm
I'm excited to try the new Mac version, yet when I unzipped it, it appeared to be the Windows version instead (.bat and .exe files, etc).  Hopefully someone will fix this issue soon...

edited: OK, just realized that it is the Mac version, but for some reason includes some Windows stuff as well.  Not sure why, but it works well enough without touching those things.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: zach123b on April 25, 2012, 06:13:16 pm
they...definitely had weapons, got 2 steel zweihanders lol
took them out due to cage trap spam and i got lucky with an oathbound being 1 of my 7 starting dwarfs
Spoiler (click to show/hide)

i haven't done any modding.. at least that i can remember to this folder of mw df
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: travellersside on April 25, 2012, 07:13:56 pm
The only way I know is to butcher them, and even then I think the 'armor' is merely a body part!  I believe armored horses are simply a separate creature-type with the armor defined as a new, resistant body part.
Yes. It's a transformation to a tougher creature type (or buying/taming that creature outright). As it stands it's not equipment, so you can't get it back if they die/are butchered. But there's some things that can be done with the EXTRA_BUTCHER_OBJECT tag.
Hmm. Worth looking into, actually.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: the_game_hunt on April 25, 2012, 08:28:03 pm
Emmm...

Am I supposed to make "Deadly trap block wall"?

EDIT:Or Collapsed brick block?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: zenerbufen on April 25, 2012, 08:45:34 pm
I'm excited to try the new Mac version, yet when I unzipped it, it appeared to be the Windows version instead (.bat and .exe files, etc).  Hopefully someone will fix this issue soon...

The actual df executable is the mac version. It includes the masterwork mod, however the utilities to change the settings and many other of the items included are all windows versions.

You can still enjoy masterwork on the mac using the default settings, just double-click -> df
It can be found inside the Dwarf Fortresss folder of the archive.

Also all the guide's and readme's are not in the folder of the same name, some can be found in MasterworkDwarfFortress/content
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: lewtz on April 25, 2012, 09:28:24 pm
So need some advice.

Pretty much all my forts are failing late in year two.  Reason is... Forgotten Beast, or Titans.  I'm yet to even see a siege ingame.  I even upped my beats spawn limiter from the 30population limit in the pregen world options to 50. 

Any tips? thoughts?  I did finally kill one ice mega beast... but somehow he had set the coal that the merchant who got killed on fire... which in turn.. I couldn't figure out how to remove/put out.. so dwarves slowly died of what seemed to be smoke inhalation.

 
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Werdna on April 25, 2012, 09:42:18 pm
they...definitely had weapons, got 2 steel zweihanders lol
took them out due to cage trap spam and i got lucky with an oathbound being 1 of my 7 starting dwarfs
Spoiler (click to show/hide)

i haven't done any modding.. at least that i can remember to this folder of mw df

Sorry - I wasn't doubting you.  I'm just saying, it's got to be a bug, stranglers should be a non-metal using race.  If Meph has modded them to use metal, then he should change their tag to show up later than they do.  Since there's tons of tough races that show up late, ideally they should remain non-metal users.  That's why they are under the easy races in FD.
Title: Technical problem
Post by: Rupert Rhabit on April 26, 2012, 01:26:53 am
I'm running the mac version on snow leopard and every time I try to open up the 'place building' sub-menu, the program crashes. I thought perhaps it was a conflicting keybinding but, even with the key changed, the game still crashes the first time I press any key associated with the building command.

I'd greatly appreciate any assistance that anyone can offer. Perhaps this problem has already been addressed somewhere in this gigantic thread and I just didn't see it. If so, my apologies.

I'd be happy to post the error message if someone thinks it would help. Just so long as that person is also willing to show me how to do that spoiler alert junk and stuff. Thank you.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Urist McBeanie on April 26, 2012, 02:29:19 am
Is it possible to eliminate the warpstone? I constantly have all of my miners lying in bed vomiting and bleeding everywhere which my other dwarves are lazy to clean. Once I decided to not mine it, my bedrooms were completely screwed up seeing as there was warpstone all over that area.

Thanks.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Robotic on April 26, 2012, 03:01:04 am
Just cracked open a new copy of this today, and it's rather impressive so far.  I really like the treasure chests hidden in the walls, was a bit frustrating figuring out how to get it open, but the reward was worth it.  I'll probably try to help out a bit with the wiki, as it's a bit barren as it stands.  Love what I've seen so far though and just wanted to give kudos!  :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: zach123b on April 26, 2012, 04:06:31 am
you could make warpstone inert, no syndrome or just remove the nausea by opening inorganic_zwarpstone.txt in your save.  search for the entry of warpstone and remove any of the syndromes you don't want, remember it's cheating :P
could just use fresh miners so there's a low chance of leaving a stone

i'm use to the saying screenshot or it didn't happen on video games and wanted to add one ;)

could try a hallway with a couple stone doors and build a wall behind them when a fb or titan attacks (they can destroy doors but it takes awhile), add spike traps to add lethality to the hallway
or get a few war mastiffs/dogs but only way that i know of fire going out is water or the item going out, pretty sure smoke is non-lethal and fire very lethal with dry cloth
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Lockesly L`Crit on April 26, 2012, 07:55:23 am
Is it possible to eliminate the warpstone? I constantly have all of my miners lying in bed vomiting and bleeding everywhere which my other dwarves are lazy to clean. Once I decided to not mine it, my bedrooms were completely screwed up seeing as there was warpstone all over that area.

Thanks.

Open up the launcher, turn off Harder Mining.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Urist McBeanie on April 26, 2012, 11:51:32 am
Is it possible to eliminate the warpstone? I constantly have all of my miners lying in bed vomiting and bleeding everywhere which my other dwarves are lazy to clean. Once I decided to not mine it, my bedrooms were completely screwed up seeing as there was warpstone all over that area.

Thanks.

Open up the launcher, turn off Harder Mining.

But I want to keep coal dust. I've gotten rid of the weak warpstone syndrome in the raws already though.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Kire93 on April 26, 2012, 12:04:26 pm
Is there any way to remove the stones that leave slime when mined?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Smitehappy on April 26, 2012, 01:34:18 pm
I've got a problem with a bleeding hear dwarf of mine. In that he literally has a bleeding heart. A while ago I noticed blood was appearing all over my fort. Looking at it identifies it as a dwarf that has the same first name of one of my dwarves but not the same last name. I eventually track the dwarf down who shares the same first name and check his wound list. Turns out his heart is yellow. Every other part of him is completely fine, just his heart got hurt. I check the logs/reports and there are no reports of him being in any combat. He won't seek medical help for this either and has been bleeding all over my fort for the last year. Is there anything in Masterwork that could have done this to him?
Title: Re: Technical problem
Post by: zenerbufen on April 26, 2012, 02:35:10 pm
I'm running the mac version on snow leopard and every time I try to open up the 'place building' sub-menu, the program crashes. I thought perhaps it was a conflicting keybinding but, even with the key changed, the game still crashes the first time I press any key associated with the building command.

I'd greatly appreciate any assistance that anyone can offer. Perhaps this problem has already been addressed somewhere in this gigantic thread and I just didn't see it. If so, my apologies.

I'd be happy to post the error message if someone thinks it would help. Just so long as that person is also willing to show me how to do that spoiler alert junk and stuff. Thank you.

I can confirm this, I reproduced the same problem with masterwork 1.7.1 on Tiger. This problem does not exist is vanilla DF. No solution as of  yet.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: zenerbufen on April 26, 2012, 02:54:13 pm
Update: I found the problem. This is NOT a problem with the latest masterwork mod. This is a problem with the latest mac version from toady that Meph is using.

FULLSCREEN and TTF fonts are broken in the mac version. If you turn off ttf (F12) You will find that you can now enter the build menu. It was crashing because there is an error in the code to determine the width of the text to draw the menu using True Type Font.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: wags747 on April 26, 2012, 08:24:59 pm
How do I use the pre-set worlds?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Werdna on April 26, 2012, 10:44:26 pm
How do I use the pre-set worlds?

Main menu:  Design New World with Advanced Parameters.  Preset worlds are on the list on the right.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: wags747 on April 26, 2012, 10:50:33 pm
Thanks man!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: lewtz on April 27, 2012, 01:46:18 am
Is there any way to figure out which of your dwarves have been bitten by something bad.  I have a save I keep messing with that has one of my dwarves turn into a blood beast.. once this happens death ensues and then a tantrum spiral i can't get under control.  Trying to figure out what causes him to turn into this for future forts.

Is there a syndrome, or sickness, or illness he has I can locate through the medical doctor, or DFTherapist or something?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: zach123b on April 27, 2012, 02:34:43 am
i believe your dealing with the caste of dwarf, in the launcher turn off secret under creatures to stop them
but check the combat logs (r) for dwarves fighting by themselves to tell which will change then what they're doing to tell what they'll become

no way to prevent a dwarf from changing, only thing is how soon and how many friends
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Panopticon on April 27, 2012, 04:25:21 am
Blood Beasts are not caused by a syndrome or anything preventable, look in your combat logs or alerts for the message: "Urist Mcevil draws a pentagram in blood" or similar. This appears to be just something that some random dwarfs do if you have secrets enabled.

The blood beast itself does leave a pretty nasty syndrome on anyone exposed to it if I recall my last experience with one correctly though.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: masquerine on April 27, 2012, 07:37:27 am
I had a blood beast in my fort once. Anything that came in contact with it's blood had instant necrosis and basically was instantly rotted to death. So as they cut off limbs and it attacked, everyone in the fort was doomed. The blood was everywhere. It could also spray the blood as an attack, so there was no way to contain it from spreading everywhere and on everything nearby. It ripped through my steel armored guys like they were not even wearing anything. Not only that, but because everyone had necrosis, I couldn't even see what was going on. It was just giant clouds of purple everywhere with death messages popping up.
Unless you're looking for something to basically wipe your fort when you least expect it from the inside, you'd be better off turning the "secrets" off. Good luck trying to reclaim against something like that too lol. Between the blood and it capable of ripping dwarves in armor in half with it's mouth, it'd be a lost cause.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Talanic on April 27, 2012, 11:37:22 am
Just watch for those Secret messages in the combat log.  They're not hard to spot and you have plenty of lead time to do what you want to do.  Also, every dwarf description includes some form of giveaway.  If there's a message about the dwarf being "A short, sturdy creature fond of <noun> and industry" then it's not a normal dwarf!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: CarpeDiem on April 27, 2012, 08:19:15 pm
I am not getting any migration waves (other than the first 2) and am stuck at like 13 dwarves (way under pop. cap) I check civilizations list and a Dwarven one shows up with a cyan P next to it which has no important leaders, maybe they all died out so I can't get migrants? are there any ways to work around this like a way to give myself migrants?

edit: also not getting any strange moods.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Jeoshua on April 27, 2012, 09:07:55 pm
So, as a consequence of Dwarves being set to live in Cities, I find that my Dwarven civs have been ruled over many times, in legends mode, by HUMANS!

While it's kind of interesting to be able to find Dwarves in the "wild" so to speak, it's probably not worth all that.  Additionally, the cities that get built on the edges of mountains are almost completely impassable and cause HUGE slowdowns.

So while it's an interesting "feature", there should be a way to turn off Dwarven Towns.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Corai on April 27, 2012, 09:09:02 pm
When I run Masterwork, the entire computer freezes after 5-10 minutes. Is this a known bug? It ONLY happens on Masterwork.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: andy_t_roo on April 27, 2012, 10:33:16 pm
computer crashes, or DF runs stupidly low fps? -- if it is the first, then that probably isn't directly DF related, otherwise, what are you doing when it crashes?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Corai on April 27, 2012, 10:35:54 pm
computer crashes, or DF runs stupidly low fps? -- if it is the first, then that probably isn't directly DF related, otherwise, what are you doing when it crashes?

Neither. It just freezes my keyboard and mouse. The game runs, background runs, but it just stops letting me use the CPU.


Ironically, the FPS skyrockets when this happens.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Darkness on April 28, 2012, 02:41:03 am
Do u have a hotkey for increasing fps Limit?
Had that once, a Key i only hit sometimes in normal play. When it reaches a special limit the Thing u are talking of happens.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Corai on April 28, 2012, 02:46:30 am
MY FPS limit is 200, I changed it from 900, which still kept freezing the CPU then.

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: DorfMeister on April 28, 2012, 06:13:28 am
Set DF processor priority to REALTIME. No crashes ever.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Corai on April 28, 2012, 06:14:25 am
Not a crash, it keeps going. It stops my mouse and keyboard from working.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: DorfMeister on April 28, 2012, 09:05:10 am
Curious behaviour of new oathbound. After transformation instead of going for drink and food they seem to die of thirst in their beds while asleep.

Noticed it only after half of my squad died of no visible syndromes or injuries. 

To prevent this one have to watch those new outbound and deconstruct their beds before they die.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: zach123b on April 28, 2012, 10:54:16 am
no idea about the crash, i'd google it and see if others are having the same problem, mouse+keyboard not responding sounds like it isn't masterwork

but... are you running an earlier version of masterwork? earlier on they had the nostun tag which made them never wake up because in df you wake up by being stunned for a moment
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: GaxkangtheUnbound on April 28, 2012, 02:45:48 pm
-snip-
It happens because the oathbounds have the [NOSTUN] tag, which makes them sleep endlessly until they die.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Mister Dirks on April 28, 2012, 04:45:02 pm
Is there any other place besides DFFD where I can download this mod? My phone doesn't like DFFD, and always cancels every download I try :(
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Corai on April 28, 2012, 04:48:11 pm
no idea about the crash, i'd google it and see if others are having the same problem, mouse+keyboard not responding sounds like it isn't masterwork

but... are you running an earlier version of masterwork? earlier on they had the nostun tag which made them never wake up because in df you wake up by being stunned for a moment

Its masterwork, it happens nowhere else. Only masterwork. 100% of the time.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: bombzero on April 28, 2012, 05:08:02 pm
Is there any other place besides DFFD where I can download this mod? My phone doesn't like DFFD, and always cancels every download I try :(

your... phone?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: CarpeDiem on April 28, 2012, 07:43:47 pm
Im thinking he means his dial-up connection
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Ashnal on April 28, 2012, 08:53:32 pm
Or maybe he lacks internet at home and uses cellular data internet as a substitute?

My advice, get a browser for your phone that allows you to pose as a desktop browser.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Shadow Creator on April 28, 2012, 09:43:36 pm
Before I ask a couple questions, Masterwork is absolutely amazing. I have been trying it for little over a week now and have been having a great time. There were a couple diffi... !!FUN!! times like embarking and having dragons or flaming skulls wander onto the map in the first month resulting in amazing pyrotechnic displays across the map. This mod adds in and removes everything I could have wanted added or removed from vanilla along with options to change it up each time, thanks!

Though I have only played for only a short time I have many questions about things going on in the Masterwork world. I have tried searching this thread, the manual in Masterwork, as well as the wiki with about a 50% success rate. If there was something I should have been able to find please let me know I lurk many forums but rarely ever post out of fear I am breaking some sort of rule or didn't search the extra few hours and will get flamed.

The first question I have is regarding High Templars, I seem to get a High Templar no matter what around... 100 dwarves? Usually I notice because my embark Merchant/Mayor goes nuts and punches in a skull or two because he doesn't have royal everything. If I try to leave the High Templar noble vacant the Merchant/Mayor pops right back into it. What I don't understand is that I thought the High Templar was a new noble position that had to be appointed by a priest/archpriest but I have religion turned off and no religion buildings/workers at least that is in the one post I saw regarding them in an old release.

The second question is why does half my fortress "glow with a sinister red light" and spam the absolute life out of my combat log? I think it only happens when a magic user is on the map but whenever I have been aware they are in the farthest corner of the surface killing a cat when dwarves 50z levels below on the opposite corner of the map fall over with the aforementioned combat log. Some direction on where to look in the raws/files so I don't have to trouble the community for things like this would be appreciated as well.

Lastly, for the moment, I try searching for turret posts in this thread and while I have seen a few asking if we will be able to produce our own turrets I have not been able to find an answer. Usually it was bunched in with mutliple questions and probably got glossed over by accident. That or I am searching for key words like turret that the answer didn't contain (some search training could help me there).

Thanks for any help guys! Back to reading and laughing at stuff in the DF mode threads.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Weaselcake on April 28, 2012, 10:23:40 pm
I'm just getting infinite map rejections after trying this mod...

It's just an long nonstop string of this:

Code: [Select]
The Plane of Moons, region1: Not enough low altitudes after shift down: -10231
The Plane of Moons, region1: Not enough low altitudes after shift down: -4654
The Plane of Moons, region1: Not enough low altitudes after shift down: -6748
The Plane of Moons, region1: Not enough low altitudes after shift down: -2909
The Plane of Moons, region1: Not enough low altitudes after shift down: -1344
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Mister Dirks on April 29, 2012, 12:22:15 am
Or maybe he lacks internet at home and uses cellular data internet as a substitute?

My advice, get a browser for your phone that allows you to pose as a desktop browser.

Sorry all of you but I am a terrible explainer. I use tethering to use my phone's internet connection for my computer, and when I try to download something off of DFFD it gets to 56 kilobytes then stops and doesn't go again.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Hydarius on April 29, 2012, 02:15:24 am
Hi, been playing this mod for a while and was wondering about few things.

Is it normal for my dwarf to building things from rock dust, rotting smell or bacteria and is there some easy way could make them auto dump that sort of crab?

think there was something else I wanted to ask about but cant remember what it was atm.

really like this mod package though.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Weaselcake on April 29, 2012, 02:20:26 am
Alright. I got the rejections to stop.

But now I crash in the middle of the worldgen process with this errorlog:

Code: [Select]
Unrecognized Inorganic Token: ADAMANTINE
Unrecognized Inorganic Token: ADAMANTINE
*** Error(s) finalizing the reaction MAGIC_TRAIN
Unrecognized Inorganic Token: ADAMANTINE
Unrecognized Inorganic Token: ADAMANTINE
Unrecognized Inorganic Token: ADAMANTINE
*** Error(s) finalizing the reaction NECROFIGHER
Unrecognized Inorganic Token: ADAMANTINE
*** Error(s) finalizing the reaction HOLYFIGHER
Unrecognized Inorganic Token: ADAMANTINE
*** Error(s) finalizing the reaction MAGICFIGHER
Unrecognized Inorganic Token: ADAMANTINE
*** Error(s) finalizing the reaction UNNAMED_ONE
Unrecognized Inorganic Token: ADAMANTINE
*** Error(s) finalizing the reaction ANGEL
Unrecognized Inorganic Token: ADAMANTINE
*** Error(s) finalizing the reaction MOUNTAINKING
Unrecognized Inorganic Token: ADAMANTINE
*** Error(s) finalizing the reaction ADAMANTINE_WAFERS
Unrecognized Inorganic Token: ADAMANTINE
Unrecognized Inorganic Token: ADAMANTINE
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: zach123b on April 29, 2012, 03:10:40 am
rock dust, rotting smell and bacteria are suppose to boil meaning temperature is off, to turn it on is a button in the masterwork executable under the settings tab and on the left under misc.  you'll find temperature: on/off, just click on that

if you haven't already you should try redownloading it weaselcake, otherwise i got nothing :s
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Werdna on April 29, 2012, 12:58:24 pm
The second question is why does half my fortress "glow with a sinister red light" and spam the absolute life out of my combat log? I think it only happens when a magic user is on the map but whenever I have been aware they are in the farthest corner of the surface killing a cat when dwarves 50z levels below on the opposite corner of the map fall over with the aforementioned combat log. Some direction on where to look in the raws/files so I don't have to trouble the community for things like this would be appreciated as well.

This is what I saw when the liches came after 18 months to trash a recent fort.  The 'glow with a sinister light' comes from several spells listed in the interactions introduced by the Dwarven Chocolate mod in interactions_dwarvenchocolate.txt.  They've clearly not been play-tested, and IMO should be re-tuned entirely for Masterwork.  In my case, the three liches (flying, invisible, and necromantic) apparently knew the 'suicide' secret and could each cast thirty some odd spells listed under that secret.  My combat logs were spammed to oblivion by endless spell-casting, and my dwarves looked like Christmas trees from all the colored blinking X's on them.  Never saw a single lich.  I was unlucky, as they attacked when my dwarves poured outside to drag goods to a depot as traders arrived.  By the time I burrowed them, it was too late.

In your case, you are running into sorcerers, which know a different set of spells.  Count yourself lucky if they are visible and targetable.  The only reason I even knew what I was facing was seeing "goblin lich bone doctor" and "elf lich hunter" and "human lich something" in my combat log, spamming gestures.  I still don't know if their stealth was because they came as ambushers, or because they had a "Hide" spell.

Hopefully this stuff will be toned down and given a settings.exe button option to remove.  Ideally this sort of endgame-like challenge should appear on megabeasts, so they will arrive correctly on wealth/pop triggers.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Remadan on April 29, 2012, 02:58:40 pm
Downloaded 1.7.2 today. Is that amount of towers from mod? or it is vanila thing?
Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Revanchist on April 29, 2012, 03:07:37 pm
Just wanted to say that I really enjoyed this mod,  and all the features work quite well together.
For the sake of feedback,  how about value levels for the brick oven.  The more rocks you put in,  the more valueable the bricks are.
Something like 2 rocks make low-value;  3 rocks make medium-value;  4 rocks make high-value?

Again,  this was just to give feedback,  and the features the modpack provides are already fantastic.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Shadow Creator on April 29, 2012, 03:18:44 pm
The second question is why does half my fortress "glow with a sinister red light" and spam the absolute life out of my combat log? I think it only happens when a magic user is on the map but whenever I have been aware they are in the farthest corner of the surface killing a cat when dwarves 50z levels below on the opposite corner of the map fall over with the aforementioned combat log. Some direction on where to look in the raws/files so I don't have to trouble the community for things like this would be appreciated as well.

This is what I saw when the liches came after 18 months to trash a recent fort.  The 'glow with a sinister light' comes from several spells listed in the interactions introduced by the Dwarven Chocolate mod in interactions_dwarvenchocolate.txt.  They've clearly not been play-tested, and IMO should be re-tuned entirely for Masterwork.  In my case, the three liches (flying, invisible, and necromantic) apparently knew the 'suicide' secret and could each cast thirty some odd spells listed under that secret.  My combat logs were spammed to oblivion by endless spell-casting, and my dwarves looked like Christmas trees from all the colored blinking X's on them.  Never saw a single lich.  I was unlucky, as they attacked when my dwarves poured outside to drag goods to a depot as traders arrived.  By the time I burrowed them, it was too late.

In your case, you are running into sorcerers, which know a different set of spells.  Count yourself lucky if they are visible and targetable.  The only reason I even knew what I was facing was seeing "goblin lich bone doctor" and "elf lich hunter" and "human lich something" in my combat log, spamming gestures.  I still don't know if their stealth was because they came as ambushers, or because they had a "Hide" spell.

Hopefully this stuff will be toned down and given a settings.exe button option to remove.  Ideally this sort of endgame-like challenge should appear on megabeasts, so they will arrive correctly on wealth/pop triggers.

Thanks for the reply, I must say I agree with you. I have enjoyed this mod a great deal but it has taken a lot of embark attempts to even get setup. As I said in my first post I will barely get to my first migrant waves when dragons, non mega beast, will wipe out everything. I will also get lots of ambushing spell casters that overwhelm me with the amount of random things they are doing/throwing out. Luckily with the spell casters, and part of the fun of this mod, is that they are in turn attacked by three ambushing squads of various races. Often I will end up with a three way war outside while my few living dwarves are huddled behind walls in the mountain. I really do hope the magic gets toned down or at least all the combat log spam. I see no reason why the entire fortress is constantly spamming glowing with various light and falling over when they are nowhere near any enemies/fighting.

Downloaded 1.7.2 today. Is that amount of towers from mod? or it is vanila thing?
Spoiler (click to show/hide)

How long are you setting the history for? I generally stop at 125-250 and there will be a few in Vanilla/Masterwork but definitely not 5-6 towers per area tile. Perhaps in that world necromany just happened to be the IT thing?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Stuebi on April 29, 2012, 03:26:09 pm
First of all, great Mod! Really enjoyed it til now. Especially love the Turrets and Landmines.

I have some major Problems with starting out tough, i played 4 Forts so far, who didnt even get passed the first Year, and here's the Reason:

Fort 1 had 4 Centaurs popping up on the map in the first summer, they completely destroyed all my dwarves (About 14 in total) They ran right past my early traps and as you can guess, my weapon and armorless Militia had no chance.

Fort 2 got visited by two "Goblinmen" who again, tore trough my guys as if its nothing. Also they came in late spring so i didnt really have that much time to prepare.

In Fort 3, i embarked with the Military-Start, so i had 1 Speardwarf, 1 Axedwarf and two Marksmen. I was able to kill 1 Centaur and a Goblinman in the first summer, but in Autumn 2 Ogres bashed my door down. I have no idea if i jsut got unlucky, but those dudes took my Military apart without taking a scratch themselves. After checking the Combat Reports, the only guys getting hits out were the two Crossbow-Guys, who landet about 4 or 5 shots each. Didnt seem to bother those two Ogres at all.

Fort 3.1 was a reclaim try, this time taking even more Combat-trained Dwarves with me, but yet again, the Ogres took them apart easy.

Last but not least, Fort 4. Lasted until Winter when a Giant appeared. This time it seemed i could repel the attack, but right before the Giant fell AGAIN those freakin Ogres appeared. You can guess what happened. This time i didnt even try a reclaim, why bother against 4 Ogres?

What really confuses me, Fort 3 and 4 where in "Calm" Areas, while Fort 3 and 4 were in "Wilderness" Areas. I expected some trouble in Wilderness Surroundings, but not those near-invincible Ogres. I also wondered about those Ogres appearing in Calm Surroundings, since it says in their description that they usually dwell in more Evil biomes.

Dont get me wrong, this isnt a complaint, i really like challenges and actually enjoyed watching my Dwarves getting mauled by those Ogres (The Gore was simply fabolous.). But im fairly certain im doing something wrong, either at embark or generally when setting up the fort. Has anybody some ideas/help on how to deal with those pesky early-Invaders?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Shadow Creator on April 29, 2012, 04:14:48 pm
First of all, great Mod! Really enjoyed it til now. Especially love the Turrets and Landmines.

I have some major Problems with starting out tough, i played 4 Forts so far, who didnt even get passed the first Year, and here's the Reason:

Fort 1 had 4 Centaurs popping up on the map in the first summer, they completely destroyed all my dwarves (About 14 in total) They ran right past my early traps and as you can guess, my weapon and armorless Militia had no chance.

Fort 2 got visited by two "Goblinmen" who again, tore trough my guys as if its nothing. Also they came in late spring so i didnt really have that much time to prepare.

In Fort 3, i embarked with the Military-Start, so i had 1 Speardwarf, 1 Axedwarf and two Marksmen. I was able to kill 1 Centaur and a Goblinman in the first summer, but in Autumn 2 Ogres bashed my door down. I have no idea if i jsut got unlucky, but those dudes took my Military apart without taking a scratch themselves. After checking the Combat Reports, the only guys getting hits out were the two Crossbow-Guys, who landet about 4 or 5 shots each. Didnt seem to bother those two Ogres at all.

Fort 3.1 was a reclaim try, this time taking even more Combat-trained Dwarves with me, but yet again, the Ogres took them apart easy.

Last but not least, Fort 4. Lasted until Winter when a Giant appeared. This time it seemed i could repel the attack, but right before the Giant fell AGAIN those freakin Ogres appeared. You can guess what happened. This time i didnt even try a reclaim, why bother against 4 Ogres?

What really confuses me, Fort 3 and 4 where in "Calm" Areas, while Fort 3 and 4 were in "Wilderness" Areas. I expected some trouble in Wilderness Surroundings, but not those near-invincible Ogres. I also wondered about those Ogres appearing in Calm Surroundings, since it says in their description that they usually dwell in more Evil biomes.

Dont get me wrong, this isnt a complaint, i really like challenges and actually enjoyed watching my Dwarves getting mauled by those Ogres (The Gore was simply fabolous.). But im fairly certain im doing something wrong, either at embark or generally when setting up the fort. Has anybody some ideas/help on how to deal with those pesky early-Invaders?

I read a few of the posts in this thread and I believe he set it so that all creatures could show up in any land/biome because there were many creatures from vanilla players hadn't seen because they were so rare. Now no matter where I embark (current one in calm) I get grave cats, Bhargests, dragons, harpies, ogres, unicorns, satyrs, forest imps, nyphms etc. It definitely makes embarking way harder. Later though when you can make it a couple years in you will start getting multi race wars fighting outside your gate before you even have to fight.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Stuebi on April 29, 2012, 04:43:50 pm
Well, that would certainly explain my visitors. I think i jsut gotta try on til i get lucky and get a running Fort up BEFORE those guys show up.  :D
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Cusi on April 29, 2012, 06:09:15 pm
I am not too fond of all the creatures showing up, hopefully in next version it will be a toggable option. Amazingly enough the 3rd migrant wave is being a life saver now. So at least a third of my population prior to it arriving. It seems that most of the creatures will either steal (nymphs) or kill your livestock (gargoyles for example) From what I have seen, ranged weapons are more effective early on than melee ... due likely to my dwarves lack sufficient armor to take blows. Traps help too, but that is more long term plan, think I actually made a set up with a mason, mechanic, and the rest stonecrafters just for a trap build incase I ever wanted to build a basic defense and reclaim. Those fireskulls, though less powerful than before are still deadly, I lost most of mine to them. Now after a few kills, I am shooting the crap out of bone bolts. Of my current fort of 40 dwarves (2nd winter) I have about 15 dead. So thats still about my alive percentage as first year. Its rougher, but I am getting tougher.

Walls. Walls are your friends.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Panopticon on April 29, 2012, 06:46:50 pm
Darn right walls are your friends, i usually use the 6 miner embark and turn masonry on for everyone as soon as I start, I get a curtain wall set up as soon as I dig out a storage area or dining room. Screw beds or farms, those don't get worked on until the wall is up, also I don't do doors for the outer defenses, bridges are where its at.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Werdna on April 29, 2012, 08:16:11 pm
I go for a ditch early, removing the ramps, adding drawbridges.  Its a lot faster than a wall, which I add later.  The only advantage of the wall is protection from ranged ambushers, and since those come on a trigger you have some control over when they show up (don't build any wealth early).  The fast ditch can save you from wandering monsters a lot more efficiently. 

For nasty flyers, I just make sure to use early bones on a stockpile of bolts and xbows, and draft 10 dwarves.  Flyers rarely have armor so a flurry of bone bolts can really chew them up.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Shadow Creator on April 30, 2012, 01:09:32 am
I have a fort that has reached past its 4th year but suddenly some of the features in this mod stopped working. I have had a large steeloak farm running from the beginning and after getting my first harvest after the first year I promptly cut the small trees into steeloak logs then easily refined them into steel getting my first batch of 80 steel. Now after getting a much larger harvest and having cut the trees into the respective logs I am no longer able to refine them. I have tried removing the steeloak logs from stockpiles, forbidding/reclaiming/moving fuel around (400 units of charcoal and 350 units of coke), as well as deconstructing/reconstructing the timberyards with no change.

I also noticed that my stone stockpiles which were created to only accept schist are accepting cave fungus. I have tried removing the stockpiles and only enabling schist again and the darn stuff follows. Now that part didn't bother me as I planned to turn it all into cheese to get rid of it but now I find out I am also unable to use anything specific in the kitchen or brewery as well. I am able to select any version of meal such as lavish or to brew drinks and they will use any respective reagent but I am no longer able to pick specific items like plump helmet wine.

I have tried many times saving/loading various parts of my fort with no success. I have tried using the masterwork launcher and reselecting all the appropriate options then hitting save/load/save/load launch DF to just be ultra sure. I am very confused now since it was working fine earlier in the day and then decided to stop letting me use these awesome features while still teasing me with their red listings. Any suggestions or help is greatly appreciated!

EDIT:
I had similar issues, but not as severe as that!  As a poster here suggested, use the Jobs Manager (j->m->q) to queue the reaction you want - for some reason the reactions work fine if it is issued via Job orders instead of at the workshop.

I confirmed that this workaround was successful. Though the original issue still exists this is more than enough to keep everything going. Thanks again Werdna!
(Listed as a bug on the Masterwork wiki from release 1.6)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: allison on April 30, 2012, 04:33:02 am
Whoa, I moved my beloved 30 year fort from Masterwork 1.6 to 1.7.2, and suddenly all my dwarves are tantruming from nakedness... is there any way to mod out clothing-related bad thoughts? Or re-enable the clothier's workshop? (I've got one, but it seems unable to make any clothing at all)

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Cusi on April 30, 2012, 07:47:35 am
Whoa, I moved my beloved 30 year fort from Masterwork 1.6 to 1.7.2, and suddenly all my dwarves are tantruming from nakedness... is there any way to mod out clothing-related bad thoughts? Or re-enable the clothier's workshop? (I've got one, but it seems unable to make any clothing at all)

I can't remember if the two are compatible, but I think they are ... you may try deconstructing your clothier shop and reconstruct, I believe he simplified the choices.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Werdna on April 30, 2012, 10:04:38 am
I have a fort that has reached past its 4th year but suddenly some of the features in this mod stopped working. I have had a large steeloak farm running from the beginning and after getting my first harvest after the first year I promptly cut the small trees into steeloak logs then easily refined them into steel getting my first batch of 80 steel. Now after getting a much larger harvest and having cut the trees into the respective logs I am no longer able to refine them. I have tried removing the steeloak logs from stockpiles, forbidding/reclaiming/moving fuel around (400 units of charcoal and 350 units of coke), as well as deconstructing/reconstructing the timberyards with no change.

Or re-enable the clothier's workshop? (I've got one, but it seems unable to make any clothing at all)

I had similar issues, but not as severe as that!  As a poster here suggested, use the Jobs Manager (j->m->q) to queue the reaction you want - for some reason the reactions work fine if it is issued via Job orders instead of at the workshop. 
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Spray on April 30, 2012, 11:28:55 am
Well, im Pretty sure i found a bug.

When i open my frontgates, everytime about 10 dwarfs run out.

they dont collect something
they dont work on something
they dont fish
they dont drink
they do nothin

the dwarfs only run about 10 tiles away from the doors, then run in small circles on that spot.

they do this for EVER. only way to get them in is assign them to an military squad und station them inside, then lock the doors.

they dont even have a job tag outside.

what could cause this?

maybe autodumping with dfhack?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Srial on April 30, 2012, 11:50:51 am
Do you have a meeting hall designated outside for some weird reason?  Maybe around where the wagon was?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Meph on April 30, 2012, 01:06:40 pm
If you have no meeting hall all dwarves will count the former place where the wagon was a the default meeting area.

I am online for the first time in a week. Read all the feedback, first of all thanks for all that. Also big thanks for the people who answered questions while I was away.

A few things I want to note: I am having a great time in my RL, consisting of remote mayan ruins, ketchi villages, a cute redhead girl, diving in the carribbean ocean and a free 1000km lift I just got yesterday. While all this is good news for me, it is bad news for you guys, since I havent touched my laptop this last week ;)

About the future of the mod:
I will redo the animal biomes. I rather likes getting attacked by ogres early on, but can understand that this is not everyones idea of fun. Regard the current design as a test, I mostly released this version because people asked several times about the music system.

I will redo (and make optional) the dwarf chocolate features. I wrote the author of the mod, SethCreyid, already about the balancing and will do some balancing of my own on it. I havent playtested the mod myself, and the omnipresent invisible liches that spam spells do not seem to be intented like that.

Bloodbeasts will also be nerfed, maybe I can even add a way to find, isolate and SAFE the "secret"dwarves, because I get the feeling that people do like the feature, but mislike that they cant do much after they identified the stricken dwarf.

I noted down all the feedback, some of it I really like and will implement without a doubt. :)

Just let me quote this about the mac version again:
Quote
Update: I found the problem. This is NOT a problem with the latest masterwork mod. This is a problem with the latest mac version from Toady that Meph is using.
FULLSCREEN and TTF fonts are broken in the mac version. If you turn off ttf (F12) You will find that you can now enter the build menu. It was crashing because there is an error in the code to determine the width of the text to draw the menu using True Type Font.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 - I am online, juhu
Post by: Danv on April 30, 2012, 02:08:24 pm
ok, adventure mode, human, playing for long time, killing only bad guys, for whole day was cleaning out dungeon under castle in human town, when finally i climb up to the first floor, victorious and exhausted, friendly (?) queen who was there immediatly turn me into dying slug (lolwut?) and after a while set me on fire (wtf? why??) and i burned to death... wtf is this? why? for what? this is not fun, it's BS
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Shadow Creator on April 30, 2012, 07:18:32 pm
I had similar issues, but not as severe as that!  As a poster here suggested, use the Jobs Manager (j->m->q) to queue the reaction you want - for some reason the reactions work fine if it is issued via Job orders instead of at the workshop.

I just got home and gave this a try and it worked beautifully, thank you very very much Werdna for the workaround! While it gets the job done, thanks again for saving my fort, it is bothersome to have to mass manager orders to get the same job as simply setting one task to repeat. If more people experience this perhaps it should be noted as a bug otherwise if only a couple people ever had this issue I will take it as unfortunate/bad luck.

Original issue was that after playing the fort for over a few years, all within the same day, I lost the ability to refine steeloak, order specific drinks, or make specific items in the kitchen whereas for the first year everything was fine.
(Listed as a bug on the Masterwork wiki from release 1.6)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 - I am online, juhu
Post by: Meph on April 30, 2012, 07:44:52 pm
Quote
ok, adventure mode, human, playing for long time, killing only bad guys, for whole day was cleaning out dungeon under castle in human town, when finally i climb up to the first floor, victorious and exhausted, friendly (?) queen who was there immediatly turn me into dying slug (lolwut?) and after a while set me on fire (wtf? why??) and i burned to death... wtf is this? why? for what? this is not fun, it's BS

Calm down. Sounds like a dwarf chocolate feature, which will be balanced by me for the next release. Why the queen attacked you I cant tell. BUT this mod is for fortress mode, it has never been marketed for Adventure mode, I do no adv. mode testing and never play adv. mode. I do take suggestions however for it and try to add them. The thing is that I dont know a first thing about it, never will, and therefore cant foresee the reactions caused by changes for fortress mode.

@shadow creator: A user narrowed it down to skill essences appearing, once you get one of those the custom buildings sometimes dont accept reagents anymore, only through the manager. Quite frankly I never encountered this myself, which makes it hard to fix. I am aware of the issue however and will do more science on it.

@weaselcake: What did you do that adamantine is missing in the inorganic files ? wow... could you send me a PM with some details ?

And about the fortress that was transported from 1.6 to 1.7.2: There is no fix for bad thoughts from no clothing, all this is hardcoded by Today. Hope you have a 1.6 save left.


Please give this guy some help, he has a brilliant idea, just needs a little help it seems.
DF Word Project - 400 additions (http://www.bay12forums.com/smf/index.php?topic=108389.0)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 - I am online, juhu
Post by: Corai on April 30, 2012, 08:07:59 pm
Again, after 10-15 minutes of gameplay my keyboard and mouse die. If I do vanilla DF I go on fine. Masterwork, it just gives my keyboard/mouse a seizure.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Cusi on April 30, 2012, 08:14:47 pm
If you have no meeting hall all dwarves will count the former place where the wagon was a the default meeting area.

I am online for the first time in a week. Read all the feedback, first of all thanks for all that. Also big thanks for the people who answered questions while I was away.

A few things I want to note: I am having a great time in my RL, consisting of remote mayan ruins, ketchi villages, a cute redhead girl, diving in the carribbean ocean and a free 1000km lift I just got yesterday. While all this is good news for me, it is bad news for you guys, since I havent touched my laptop this last week ;)

About the future of the mod:
I will redo the animal biomes. I rather likes getting attacked by ogres early on, but can understand that this is not everyones idea of fun. Regard the current design as a test, I mostly released this version because people asked several times about the music system.


First of all, glad to hear your vacation is going well, continue to enjoy it :)

Secondly, maybe you can make the animal biomes toggable, so a choice whether to be on or not. In my last map I have some rogue Rashakas in ambush and looking at the combat reports its basically "Stun, blind, repeat a few times and kill" .... quite scary. I wonder if theres any defense against magic specifically.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: Shadow Creator on April 30, 2012, 08:24:44 pm
About the future of the mod:
I will redo the animal biomes. I rather likes getting attacked by ogres early on, but can understand that this is not everyones idea of fun. Regard the current design as a test, I mostly released this version because people asked several times about the music system.

I will redo (and make optional) the dwarf chocolate features. I wrote the author of the mod, SethCreyid, already about the balancing and will do some balancing of my own on it. I havent playtested the mod myself, and the omnipresent invisible liches that spam spells do not seem to be intented like that.

Meph stated today that he will be working on the biomes so we can look forward to that! I personally like seeing all these things I normally wouldn't but it definitely makes it harder not to mention defeats the purpose of looking for specific spots such as 'Mirthful/Calm/Savage' etc. As for the Rakashas, I have had those as well, you can wait until someone else comes along and they fight, wait them out, or trap/fight them en masse. If I get magic users I just wait for one or two other races/beasts to show up and duke it out since I am constantly getting new assaults by various races. Also note he will be working with the chocolate mod which is where the magic stuff comes from apparently.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 - I am online, juhu
Post by: Panopticon on April 30, 2012, 09:27:07 pm
Meph, you still taking submissions for your 5 year challenge? I am nearly to ten now and have have a save if you want it at some point.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 - I am online, juhu
Post by: zenerbufen on May 01, 2012, 03:16:17 am
Meph, you still taking submissions for your 5 year challenge? I am nearly to ten now and have have a save if you want it at some point.

We are doing a MasterworkMod succession fort called Rockmeet at reddit.com/r/Succession

On year 3 now.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 - I am online, juhu
Post by: Neyvn on May 01, 2012, 08:24:05 am
So Meph did you see my question about making those Living Stone and such less Fanciful considering they appear on the surface alot???
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 - I am online, juhu
Post by: Spray on May 01, 2012, 09:32:09 am
mh, can i breed a dragon egg without a male dragon?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 - I am online, juhu
Post by: Meph on May 01, 2012, 02:15:12 pm
Male dragons cant lay eggs ;) You need both male and female to breed.

@nevyn: Well, I kept the original colors, blue from microcline and red from bauxite, since fungus and living stone are just copies of that, but Yes, I did see your question and think that I will make them more neutral looking. They will still leave no stone though.

@zenerbufen: nice, I will check it out.

@panopticum: Wow... which version is it ? I will gladly hear any suggestions and inbalances you came across. :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 - I am online, juhu
Post by: Stuebi on May 01, 2012, 07:13:51 pm
Okay, i made it to year 4, even with tons of Ogres etc. attacking. Here's how i managed for those that are struggling:

For embarking, take whatever you want but at least one Crossbowman. Give him Ambusher so he starts out with basic Equipment and Ammo. I highly recommend taking some extra Ammo, especially if you take multiple Crossbowmen. 

First of all, secure your Fortress Entrance. I repeat, that's the FIRST priority if you don't want to get killed. Depending on where your entrance is, dug into the side of a mountain or just Stairs into the Ground, pull a Wall around it that can only be accessed with a Drawbridge (Link it up fast so you can close it off). Carve Fortification's into the Section and build a Floor above it if necessary, (if you want to avoid that step, make the Draw bridge a bit deeper into the Fort, so there's allready a Ceiling, keep in mind tough, the farther in, the farther all Migrants will have to travel to get in safely.). Then carve Fortifications into the Wall and make a Burrow at the Location. Make a Ammo Stockpile nearby so the Guys don't run out.

Now, if those pesky Enemys enter your Land (i'm not talking about Ambushes and Sieges, just those random-Visitors like Ogres. Tough the Trick works for the first few attacks.) pull everyone inside, a second burrow for Civilians works nicely, and let the Enemy approach your Entrance, then seal of the Drawbridge if he gets to close. Of course, draft your Military to the Burrow you made so they start shooting. Should he go too far away for your Crossbowmen to shoo them, open the Bridge again. Repeat as necessary.

As soon as your Basic Fort is established, you can add a second Drawbridge a bit further away from the other one. If someone enters the Area, close both Bridges, leaving the Guy trapped between two Walls and your Dudes shooting at him. Remember to add more People to your Military over time, especially trained Meele's. Later Ambushes and Sieges get very hard, especially with all Races enabled. If you don't want to be trapped in your Fort forever, you need a Method to kill things, BIG things. But this should get you trough the early-stage, at least for me it worked ;D
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 - I am online, juhu
Post by: Panopticon on May 01, 2012, 07:15:32 pm
1.7.2, having a lot of fun with it too. No crazy megaprojects or anything, but just trying stuff out, playing conservatively.

I'll play out to year ten and then do a write up of my assorted comments shortly.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 - I am online, juhu
Post by: zenerbufen on May 01, 2012, 09:37:22 pm
@nevyn: Well, I kept the original colors, blue from microcline and red from bauxite, since fungus and living stone are just copies of that, but Yes, I did see your question and think that I will make them more neutral looking. They will still leave no stone though.
Please leave the living rock red. Also it would be cool if it left huge piles of blood when mined out that the dwarfs had to clean up. (or leave if you want a bloody cave) I imagined my dwarfs coming across pulsating red bloody meat walls, and hacking away at it with their picks. I'm curious why you don't have it drop behind more meat, stone isn't really a renewable resource. You could save sections of living wall in case of food shortages, and have your miners mine it out and bring it to the butchers in time of need.  Even if living rock in general was made more rare, or maybe not so close to the surface?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 - I am online, juhu
Post by: zenerbufen on May 01, 2012, 09:39:12 pm
<deleted double post, sorry>
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 - I am online, juhu
Post by: allison on May 01, 2012, 09:44:49 pm
Quote
And about the fortress that was transported from 1.6 to 1.7.2: There is no fix for bad thoughts from no clothing, all this is hardcoded by Today. Hope you have a 1.6 save left.

No worries, I've still got the old folder :) I think I'll let it fade into history now though...

But, in my new 1.7.2 fort, one of my migrants brought in a little dwarven girl-child as a pet  :'(
(http://www.freeimagehosting.net/newuploads/7r79l.png)

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 - I am online, juhu
Post by: Panopticon on May 01, 2012, 10:07:06 pm
yeah, that is a concubine.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 - I am online, juhu
Post by: Jeoshua on May 01, 2012, 11:46:17 pm
...

That's sick, even for this game.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 - I am online, juhu
Post by: allison on May 02, 2012, 12:46:29 am
yeah, that is a concubine.
:'( :'( :'(

But, I checked, her owner's a fourteen-year-old girl... they throw parties together.
I'll just pretend it's like a dwarven sleepover with big sister  ;D
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 - I am online, juhu
Post by: Panopticon on May 02, 2012, 01:40:50 am
Whatever helps you sleep at night, just don't slaughter her for meat or her ghost will never leave.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 - I am online, juhu
Post by: Pan on May 02, 2012, 02:23:07 am
Wait what? Concubine? What's this about?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 - I am online, juhu
Post by: Neyvn on May 02, 2012, 02:32:11 am
@nevyn: Well, I kept the original colors, blue from microcline and red from bauxite, since fungus and living stone are just copies of that, but Yes, I did see your question and think that I will make them more neutral looking. They will still leave no stone though.
Please leave the living rock red. Also it would be cool if it left huge piles of blood when mined out that the dwarfs had to clean up. (or leave if you want a bloody cave) I imagined my dwarfs coming across pulsating red bloody meat walls, and hacking away at it with their picks. I'm curious why you don't have it drop behind more meat, stone isn't really a renewable resource. You could save sections of living wall in case of food shortages, and have your miners mine it out and bring it to the butchers in time of need.  Even if living rock in general was made more rare, or maybe not so close to the surface?
What I was asking was to remove the whole Living Rock thing from the Surface stones. That means changing the whole thing. As this itself makes no sense to see on the surface as much as it appears. If it was around the 3rd Cavern then yes, that would be awesome...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 - I am online, juhu
Post by: richieelias on May 02, 2012, 07:02:56 am
What I was asking was to remove the whole Living Rock thing from the Surface stones. That means changing the whole thing. As this itself makes no sense to see on the surface as much as it appears. If it was around the 3rd Cavern then yes, that would be awesome...

And even more appropriate for the 3rd cavern layer since Living Rock always seems to be packed with top level gems
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 - I am online, juhu
Post by: Cusi on May 02, 2012, 07:05:17 am
Wait what? Concubine? What's this about?

It is for those forts that face no more migrants or are on an island where they don't get any past the initial three.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 - I am online, juhu
Post by: TheCoolSideofthePIllow on May 02, 2012, 07:35:26 am
I am disappointed by the lack of new Adventure Mode races. There's only one new civilization (Orcs) and a couple of seemingly arbitrary Outsiders.

Why aren't ALL the (intelligent) races playable?

Or are the races you can choose based on the civs created durring world-gen? Because I have noticed that the types of outsiders change every time I gen a new world.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 - I am online, juhu
Post by: Zulithe on May 02, 2012, 07:58:25 am
Where is the Mac version of 1.7.2 :(
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 - I am online, juhu
Post by: Werdna on May 02, 2012, 09:56:58 am
I am disappointed by the lack of new Adventure Mode races. There's only one new civilization (Orcs) and a couple of seemingly arbitrary Outsiders.

BUT this mod is for fortress mode, it has never been marketed for Adventure mode, I do no adv. mode testing and never play adv. mode. I do take suggestions however for it and try to add them. The thing is that I dont know a first thing about it, never will, and therefore cant foresee the reactions caused by changes for fortress mode.

It sounds like if you guys want to use this for Adventure mode you'll need a modder to help test and more importantly suggest changes/fixes to Meph that he can then integrate.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 - I am online, juhu
Post by: Meph on May 02, 2012, 04:26:06 pm
EDIT:
Please give this guy some help, he has a brilliant idea, just needs a little help it seems.
DF Word Project - 400 additions (http://www.bay12forums.com/smf/index.php?topic=108389.0)

That is correct. I never played adventure mode, but take suggestions, or would even take another modder into account who has knowledge of adv. mode. I cant mod it blindly though, and being a simulation/strategyst at heart, I would take no pleasure playing it. So, if you think the adv. mode needs more work, please help :)

I also wrote this little something up for corais masterwork successions fort:
http://www.bay12forums.com/smf/index.php?topic=106774.msg3248011#msg3248011 (http://www.bay12forums.com/smf/index.php?topic=106774.msg3248011#msg3248011)

I did play 1 year and fought a bit with demons, made 10 golems, had forgotten beasts, an arm and legless golem mayor, and ton of fun. :) Not much mod stuff though, never unlocked the higher tech, because only one caravan arrived, without blueprints, and no elves, humans or drow at all. Corais also disabled metalworking and adv. metalworking, therefore no high tech metals either...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
Post by: FalseDead on May 02, 2012, 05:12:06 pm
Downloaded 1.7.2 today. Is that amount of towers from mod? or it is vanila thing?
Spoiler (click to show/hide)


 :o

Please tell me you have a copy of that map!

I love killing Zombies!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 - I am online, juhu
Post by: Panopticon on May 02, 2012, 07:47:20 pm
http://dffd.wimbli.com/file.php?id=6249

Here is a ten year fort save, using 1.7.2, Fortress Defense monsters are off, as are Warlocks as I've found that they make things too chaotic due to setting things on fire all the time, then raising and being killed by their own zombies.

First off, performance. I started with a 150 fps cap and currently am down to around 30, this is with 190+ dwarfs and an ass-ton of animals. There is usually a siege in the caverns as well, currently there is an army of Batmen. My computer was a middle of the road machine when I built it two years ago, and in a vanilla game would be moving at perhaps 10 fps if I am lucky, so that is cool.

I've been poking around for Adamantine but something always seems to come up so I haven't actually hit it yet, or even the magma sea. I haven't been able to try out training my own magic users. Though I did have a couple migrants who cast spells, one necromancer type who would raise anything he saw, then shoot it with a blood storm, I eventually had to do away with him as he scared the rest of the guys. And a vampire who would concentrate and move faster, not that it does him any good as he is locked in his office being my manager forever with 2 concubine ghosts accompanying him. The last was a Demonbound dwarf who was a god among fighters, he dual-wielded greataxes(One Sladeamantine, one artifact Iridium) and didn't care about anything, except Gray Langurs, who he would chase across the map to murder, he met his end just this past winter at the hands of Frost Giants.

Speaking of whom, I don't notice any difference in difficulty for them in this version, they still hurt bad and the frost air thing they do makes dwarfs bleed out it seems, no one landed a finger on the fighter but he bled to death mid fight with them. They are pretty hardcore imo.

Concubines are an issue, I mentioned it before but they leave ghosts and aren't slab-able, so if you don't want the spewing out babies and have them butchered, they never leave you alone. On a personal note I find the concubines pretty creepy to include in general and would like an option to turn them off.

Sauropods rock, they are enormous and react with belligerence when enemies approach, if you are taking requests for new stuff, I want to be able to war train these guys. For a while they were the only things that could reliably crack open Frost Giants.

On the same note, I think Dragons maybe should not be purchasable, I love them but they make sieges easy as hell. I have an iron box made of bridges sitting outside my fort, it has 3 War Dragons in it, when a siege arrives that I don't feel like fighting, I close my fort, open the box, and wait till the fires die out. If they start dying that is fine, cause I have ten or so more sitting in cages inside.

White Widow spiders are cool and fun, these are my favorite war animals to assign to my fighters.

Is it intended that both Drow and Elves have all the pets?

Essence Fragments are a bit OP I think, my entire army for 9 years consisted of 2-4 melee dwarfs, I was able to give them whatever legendary skills I desired and they are basically unstoppable, to the point of swatting bullets out of the air. Recently my army went up to 7 because:

The King arrived! First time I have ever got one, came with a full retinue and works just fine, though he seems to want to go outside when it is on fire. He appeared to have ignored the road requirement though, unless bridges count.

Trading becomes a hassle later in the game, the traders come with upwards of 6 wagons, a bunch of mules and such, and a veritable army of escorts, they take forever to load and unload, it was not unknown for a group to be loading in the Depot as the next batch of traders comes onto the map, they haven't run into each other yet though, I hope they fight. The guards are handy sources of defense, as well as trade goods when a couple inevitably die in the fighting.

Excavating stones at the Archaeology workshop is surprisingly lucrative, Masterwork Obsidian weapons and Earthware crafts a pretty easy to get, I've had this on repeat for the last few game years to try to reduce clutter and it has helped my trade, though the elves hate my Obsidian stuff I think.

Clothes are an issue with large forts, cloth rots too much, even wooden bins start to deteriorate eventually. I finally spent the last year smelting all my gold, spinning it into thread, and have started making clothes out of that instead, hopefully won't rot as fast. I've had more than a few of the crazy naked children problem, though many get pants in time. I know this isn't a Masterwork issue but your metal clothes option seems to be a good solution.

What is a Berserker Hide? One of my moods made one of these a while back and I've never heard of it before, it is chest armor and one of my axedwarfs seems to like it but that is all I got.

I like the Temples to Armok, but as the game moves on the armor and weapons get outclassed by your crafters, I use it to deal with unruly nobles.

The Golem nerf saddens me, my Mithril Golem was killed by Orcs, I think they are reasonably powered mind you, I just kind of missed the unstoppable killing machines of previous versions.

I'll come up with more stuff as I reflect on it.

Oh, for anyone interested in checking out the save, it is flat with a Volcano (Using a modified Garden of Gaia), which I haven't personally been able to find before, Tetrahedrite, Hematite and Gold are the main minerals, there is Marble as well so steel is a thing, I have close to 1k bars stockpiled. No flux but tons of trees. All secrets enabled
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 - I am online, juhu
Post by: Arbinire on May 02, 2012, 08:23:50 pm
Which of the creature raws houses the flaming skulls?  I'd like to remove them or modify them a bit.  The little pests always seem to find a way to start forest fires whenever I'm doing something like punching through an aquifer.

edit: nevermind, found them :P
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 - I am online, juhu
Post by: TheCoolSideofthePIllow on May 02, 2012, 10:15:48 pm
EDIT:
Please give this guy some help, he has a brilliant idea, just needs a little help it seems.
DF Word Project - 400 additions (http://www.bay12forums.com/smf/index.php?topic=108389.0)

That is correct. I never played adventure mode, but take suggestions, or would even take another modder into account who has knowledge of adv. mode. I cant mod it blindly though, and being a simulation/strategyst at heart, I would take no pleasure playing it. So, if you think the adv. mode needs more work, please help :)

I also wrote this little something up for corais masterwork successions fort:
http://www.bay12forums.com/smf/index.php?topic=106774.msg3248011#msg3248011 (http://www.bay12forums.com/smf/index.php?topic=106774.msg3248011#msg3248011)

I did play 1 year and fought a bit with demons, made 10 golems, had forgotten beasts, an arm and legless golem mayor, and ton of fun. :) Not much mod stuff though, never unlocked the higher tech, because only one caravan arrived, without blueprints, and no elves, humans or drow at all. Corais also disabled metalworking and adv. metalworking, therefore no high tech metals either...

I guess I can edit the RAWs. Really, it's just 1 flag to make a race playable in Adv. Mode.

The only other thing that would flesh out Adv. Mode are custom reactions, which I have yet to figure out how to make.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 - I am online, juhu
Post by: Xplicit on May 03, 2012, 07:21:28 am
Which of the creature raws houses the flaming skulls?  I'd like to remove them or modify them a bit.  The little pests always seem to find a way to start forest fires whenever I'm doing something like punching through an aquifer.

edit: nevermind, found them :P
Can you share the changes you made or preferably point me in the direction to where I can modify them myself please? They are a nightmare, seem to be on every biome and are much more common in my experience to any other creature. On cold maps they arent so bad as there fire seems to do no damage but quite often they have been the death of my fort or a massive nuisance such as killing all my livestock, burning all the landscape and on the rare occasion set fire to my booze supply. Whenever they turn up... coffins are required.

I wouldn't mind them so much if they was a rare visitor, plus my hunters always go for them.  :(

Just had a abomination, was alot of fun! (Unsure if your work or native as I haven't played native that much)
Spoiler (click to show/hide)

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 - I am online, juhu
Post by: zach123b on May 03, 2012, 07:57:35 am
a good way to fight them is to dig a channel in the entrance to your fort and fill it with water 3/7, 2/7 will evaporate and 4/7 they won't pass for some reason, as water will stop the burning clothes a shot or 2 from forest fires or fire breath while giving your dwarves a happy thought that they had a nice bath :P
but they have tags for every biome that isn't freezing and they will show up sooner or later no matter what in groups of 5-10

could build a stone door as that will stop them if it's locked


i have trouble with giant hornets as they have buildingdestroyer:2 tag and are quite hard to get rid of as a young fort but are only in savage biomes i believe
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 - I am online, juhu
Post by: Jeoshua on May 03, 2012, 08:26:00 am
EDIT:
Please give this guy some help, he has a brilliant idea, just needs a little help it seems.
DF Word Project - 400 additions (http://www.bay12forums.com/smf/index.php?topic=108389.0)


Thanks for the plug there.  I'm slowly plugging away at this project, but the sheer size is daunting to say the least.  Any help would be appreciated and obviously, if it's completed even partially you all are totally free to use it in Masterwork (or Genesis or Post-Apoc or LFR or anyone else too, for that matter).

Right now the goal is to set out what the words are.  After that, each word needs to be added to the appropriate SYMBOLs so the entities know when and where to use the word.  And finally, the language files themselves will need to be updated, but it seems like that could be pretty simply done by random generation or DFLang.

Also, I'm going to take that name you gave it.  Much catchier ;)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 - I am online, juhu
Post by: Werdna on May 03, 2012, 09:33:49 am
Does anyone else have a problem with eggs?  I can't seem to do anything with them in Masterwork.  They never get used in cooking, and the 'Boil egg' reaction I believe appears, but gets canceled any time I queue it.  The eggs just pile up in the stocks.

Magma Factory - what kind of stone do you need to create obsidian?  I tried the factory for the first time, and it won't take marble, gabbro, or schist.  I think the problem here is that it only takes non-economic stone, but virtually every stone is now listed as an economic stone.  I glanced through the few stones listed as non-economic and I don't think my map even has them!  I think Diorite was the only one listed that I've seen with any regularity in a MW embark, but this one doesn't have it.

Comment to above poster on Flaming Skulls: Flames are plenty dangerous in freezing biomes - if it has grass, you'll get a racing wildfire no matter how much snow is on the map.  Found this one out the hard way!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 - I am online, juhu
Post by: Xplicit on May 03, 2012, 09:42:17 am
i have trouble with giant hornets as they have buildingdestroyer:2 tag and are quite hard to get rid of as a young fort but are only in savage biomes i believe
Ive only had one fort fall to hornets, that was because my fort was a huge hole in the ground with a open roof, the hornets flew through the roof and attacked the dwarves who decided to dodge into the pit in the center. The dwarves had a choice between starving to death or running past the hornets blocking the roads next to the pit.

Quote
Comment to above poster on Flaming Skulls: Flames are plenty dangerous in freezing biomes - if it has grass, you'll get a racing wildfire no matter how much snow is on the map.  Found this one out the hard way!
I tend to find in freezing biomes that for some reason the flames dont hurt the dwarves if they are outside. Possibly because of Ice turning to water in the heat the dwarves are stood on then instantly being changed back to ice?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 - I am online, juhu
Post by: Morwaul on May 03, 2012, 09:50:24 am
Not sure if this is an issue or a new feature.  I cannot tame animals in 1.7.2.  There is no option for it on the Kennel.  My animal trainers are level 1 though so maybe this comes with a raised skill?  What is the easiest way to raise Animal Training?

Meph, would it be possible to get a "Beast Lord" or "Animal Savant" type caste?  The problem currently is that I never get a dwarf with more than a level 1 animal training skill.

Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 - I am online, juhu
Post by: Spray on May 03, 2012, 10:10:28 am
same problem as morwaul.

about 60 dwarfs, 3 with animal skills at legendary but the dungeonmaster noble doesnt show up.
theres a dragon, waitin to tamed :/
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 - I am online, juhu
Post by: Bodyless on May 03, 2012, 11:15:42 am
thats a vanilla feature. animals are not trained anymore at the kennels. looks for them in the anmial screen where you can mark them to be trained or assigned to a trainer.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 - I am online, juhu
Post by: Srial on May 03, 2012, 11:23:16 am
Also very important is you need to create a zone 'i' for animal training.    I usually just overlap it on the grazing area so the trainer doesn't have to go far.

Once you have a zone for training, then just go into the animals screen (same screen you butcher from) and you can set them to be war or hunting trained.  You can set a specific trainer but usually I just send anyone.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 - I am online, juhu
Post by: Spray on May 03, 2012, 11:27:11 am
Not training guize, Tame.

i have a dragon in a cage ,waitin to be tamed.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 - I am online, juhu
Post by: Werdna on May 03, 2012, 12:06:53 pm
I tend to find in freezing biomes that for some reason the flames dont hurt the dwarves if they are outside. Possibly because of Ice turning to water in the heat the dwarves are stood on then instantly being changed back to ice?

I'm not sure - 'coverings of snow' are not considered ice, they'd need to actually be standing on a real tile of ice, not ground, meaning a frozen river or lake before any of that could happen.  When I had my glacial wildfire, all the burned tiles still were covered in drifts of snow afterwards!  I just can't think of any examples in the game where breath weapons change based on indoors/outdoors or anything like that.

I suspect, and this is only a suspicion, that the flame breath of the skulls isn't itself very deadly, but its ability to start a wildfire *is*.  Just a few days ago this wildfire I mentioned BBQ'd six of my dwarves.  That said, I haven't faced flaming skulls yet - I get frozen skulls at my embark, and the few times my dwarves have been caught in their breath, they seem to have shrugged it off with little to no damage.  So I'm guessing in your glacial encounters with f-skulls, you simply got lucky and had no wildfire induced by their attack?

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 - I am online, juhu
Post by: Neyvn on May 03, 2012, 12:16:03 pm
I have a request.
Make building Aboveground Only more enjoyable...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 - I am online, juhu
Post by: Shishimaru on May 03, 2012, 12:21:24 pm
Not training guize, Tame.

i have a dragon in a cage ,waitin to be tamed.
How to domesticate wild animals: http://dwarffortresswiki.org/index.php/DF2012:Animal_trainer#Domesticating_wild_animals (http://dwarffortresswiki.org/index.php/DF2012:Animal_trainer#Domesticating_wild_animals)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 - I am online, juhu
Post by: Arbinire on May 03, 2012, 01:16:13 pm
Which of the creature raws houses the flaming skulls?  I'd like to remove them or modify them a bit.  The little pests always seem to find a way to start forest fires whenever I'm doing something like punching through an aquifer.

edit: nevermind, found them :P
Can you share the changes you made or preferably point me in the direction to where I can modify them myself please? They are a nightmare, seem to be on every biome and are much more common in my experience to any other creature. On cold maps they arent so bad as there fire seems to do no damage but quite often they have been the death of my fort or a massive nuisance such as killing all my livestock, burning all the landscape and on the rare occasion set fire to my booze supply. Whenever they turn up... coffins are required.

I wouldn't mind them so much if they was a rare visitor, plus my hunters always go for them.  :(

Just had a abomination, was alot of fun! (Unsure if your work or native as I haven't played native that much)
Spoiler (click to show/hide)

I found them in the raw/objects folders, creature_masterwork.  They were right at the top.  I personally just deleted them entirely, and haven't seen any since, but to be fair I've only played up to the first year without them now.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 - I am online, juhu
Post by: Werdna on May 03, 2012, 01:46:56 pm
I have a request.
Make building Aboveground Only more enjoyable...

What do you find unenjoyable about it?  In a way, I think the Brick Oven covers what I think is the toughest part - fast building materials.  Building on the surface is inherently more vulnerable to animals and sieges, so pumping out quick structures early are a must.  If you have clay, a few Brick Ovens can generate blocks at a staggering rate.

Personally, for me it is that hostile "flyers" seem to be much more common in recent versions of DF, so above-ground structures tend to need to be enclosed, and enclosing structures is a lot of work and material.  The end result is that I feel like instead of recreating a medieval castle, I'm recreating massive WW2 bunker complexes.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 - I am online, juhu
Post by: Xen0n on May 03, 2012, 02:23:56 pm
I know the "FPS only" version of this mod is still up for consideration, but was wondering if anyone could point me in the direction of which raw modifications in this mod accomplish the leather / meat / fat / tallow / etc. type reductions?  I'm fumbling my way through using the old Dwarf Fortress Mod Manager (http://=http://www.bay12forums.com/smf/index.php?topic=74828.0), and want to see if I could include most of them in my game (leaving, for example, wood in the vanilla state).
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 - I am online, juhu
Post by: Morwaul on May 03, 2012, 03:24:44 pm
Thanks for all the info on training animals.  I am now taming animals and reading my kill room.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 - I am online, juhu
Post by: Meph on May 03, 2012, 04:27:16 pm
Thanks for the massive report, I am just downloading the save and will check it out. :)

The flaming skulls seem to be a bit more powerful since clothing came back, because dwarves now actually catch fire and burn to death, instead of just getting burns. Might have to work a bit on that.

@Xen0n: That would be difficult, because those are massive changes in all raw files, more or less. I use dummy plants, trees and animals with a common name and redirect all other materials through them. Inorganics I reduce to a lower amount...

Oh, and since I saw the brick oven mentioned: It has way improved. Now you have 16 colors (all colors in the game) and the option to make a lot of low-value bricks, or a small amount of high-value ornamental bricks. For megaprojects or above ground fortresses. And if the flying animals bother people, you can turn 100 bird species OFF in the creatures tab, I know the problem they can cause. :)

I also modded a bit yesterday, somehow got carried away and stopped this morning at 0600, so here a little insight in what I did:

 - Possessed dwarves can now be cured
 - Cult of the carp god, think of them as "boss" versions of secret dwarves, Lovecraft style
 - 8 plagues that might hit your fortress, use medical wards to immunize your dwarves
 - Thatchery, work plants into wicker, wicker into furniture
 - Replaces cave fungus with neutral looking rubble
 - Many fixes and rebalances, including the too aggressive wildlife and collectable turret ammo.
 - Reworked brick oven, now with 3 times more reactions for megaprojects
 - New included glacier world
 - Updated GUI

Note: The Thatchery idea and basework came from cc in this thread (http://www.bay12forums.com/smf/index.php?topic=107843.0). He kindly allowed me to use it in my mod.

Here 3 pictures, the map of the glacier world, some of the hints you might get about the cult infesting your fortress and the building guide for the thatchery. Note that the cult hints arrive slowly overtime and you have to find them. These ones I took from the arena, in fortress mode they will be not all at once.

(https://lh5.googleusercontent.com/-deavIP0k7HM/T6Lx2QjZWrI/AAAAAAAAKc8/07p80AEDw1A/s416/glacier%2520world.PNG)

(https://lh6.googleusercontent.com/-UoEJ5zPIn_g/T6Lx2DW3rkI/AAAAAAAAKcs/UDR7wwcebfs/s640/cult%2520of%2520the%2520carp%2520god.PNG)

(https://lh6.googleusercontent.com/-nKoz2BBuZ-8/T6Lx2ErvdNI/AAAAAAAAKcw/tbiCpkcv3NQ/s712/Thatchery.PNG)

EDIT: ah hell, might as well post the entire cangelog:
Spoiler (click to show/hide)
Please do note that this is just my private working version, NOT a new download yet. I wait for df34.08 or whatever Today will call his minecart version. :)

EDIT2: Just found this: http://www.youtube.com/watch?v=nil1O95CaLI (http://www.youtube.com/watch?v=nil1O95CaLI) a lets play of the mod... and I found stuff linking to somethingaweful and reddit. And even spanisch, french and polish sights. Seems that mod finds its way around, nice. :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 - I am online, juhu
Post by: sayke on May 03, 2012, 04:49:04 pm
meph - that is awesome! =D am glad you're having a ball travelling, and am glad you're finding time to get a bit of modding in too! i've got a couple other suggestions based on the 5-year-old 1.7.2 fortress i've got running, though:

- why not make the creature biome restrictions optional? i actually quite like having them - it creates flavor, and lets me sort of pick what i want to be up against, and how much of it. random insane deadly wildlife is fine but shouldn't it be optional? after all, the careful specification of ecoregions and good/neutral/evil tags is one really neat aspect of dwarf fortress - it creates consistent, predictable aesthetic differences associated with different kinds of embark locations, and lets people take on various levels of challenge if they want. a GUI button to this effect would be another strong feature of masterwork!

- related to the above, fantastic powerful evil-seeming creatures, like the oft-decried flaming skulls/facehuggers/etc, could be associated with evil biomes, so people seeking the added challenge of taking them on would know what they were getting into. this gives people options, ya know?

that's all i've got for now - i'm having an absolute ball with masterwork, and it's still the only way i play DF =D absolutely all the best -
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 - I am online, juhu
Post by: Arbinire on May 03, 2012, 05:39:52 pm
meph - that is awesome! =D am glad you're having a ball travelling, and am glad you're finding time to get a bit of modding in too! i've got a couple other suggestions based on the 5-year-old 1.7.2 fortress i've got running, though:

- why not make the creature biome restrictions optional? i actually quite like having them - it creates flavor, and lets me sort of pick what i want to be up against, and how much of it. random insane deadly wildlife is fine but shouldn't it be optional? after all, the careful specification of ecoregions and good/neutral/evil tags is one really neat aspect of dwarf fortress - it creates consistent, predictable aesthetic differences associated with different kinds of embark locations, and lets people take on various levels of challenge if they want. a GUI button to this effect would be another strong feature of masterwork!

- related to the above, fantastic powerful evil-seeming creatures, like the oft-decried flaming skulls/facehuggers/etc, could be associated with evil biomes, so people seeking the added challenge of taking them on would know what they were getting into. this gives people options, ya know?

that's all i've got for now - i'm having an absolute ball with masterwork, and it's still the only way i play DF =D absolutely all the best -

This, this, a thousand times this!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 - I am online, juhu
Post by: Xen0n on May 03, 2012, 05:44:04 pm

@Xen0n: That would be difficult, because those are massive changes in all raw files, more or less. I use dummy plants, trees and animals with a common name and redirect all other materials through them. Inorganics I reduce to a lower amount...


Thanks for the reply!  I'll just keep my fingers crossed for that potential 'FPS DF' mod ;)  Looking over the mod proper though I may get it as is and play around; it looks quite impressive!  Do you happen to know whether the method of raw altering that the old Dwarf Fortress Mod Manager (http://www.bay12forums.com/smf/index.php?topic=74828.0) used could be used to integrate other minor mods into this, or is it such a total conversion mod that it isn't easily modified?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 - I am online, juhu
Post by: barkalot on May 03, 2012, 06:22:13 pm
Any idea on a timeline for a linux version of masterwork?  I would love to play this mod. 
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 - I am online, juhu
Post by: eyneill on May 03, 2012, 07:33:07 pm
I have a few bugs to report for mac.
In arena whenever you are creating a creature and modify one of its stats it immediately creates the creature.
In fortress mode pressing the (b)uild key will crash the game

(by the way, from what i can tell, this is an awesome mod.  Keep up the good work!)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 - I am online, juhu
Post by: azrael300 on May 03, 2012, 08:51:00 pm
what attributes are needed for this mods in order to be the best adventurer and what are the ones that is or nearly is usless?
thx
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 - I am online, juhu
Post by: Corai on May 03, 2012, 08:51:47 pm
what attributes are needed for this mods in order to be the best adventurer and what are the ones that is or nearly is usless?
thx

Exactly the same as normal.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 - I am online, juhu
Post by: azrael300 on May 03, 2012, 08:53:33 pm
what attributes are needed for this mods in order to be the best adventurer and what are the ones that is or nearly is usless?
thx

Exactly the same as normal.

thank you
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 - I am online, juhu
Post by: azrael300 on May 03, 2012, 08:55:34 pm
in the arena i made a army of dwarfs and a army of zombie dwarfs(zombies are 10 times larger than the normal dwarfs)and i tried to kill a banished undead with a kill power, but it did not die.then i remembered.(wait its already dead.......)and also it seems that dfhack is in the mod to so.... what command makes me super dwarfen (atribute)?
thx (to anyone who awnsers)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 - I am online, juhu
Post by: GreatWyrmGold on May 03, 2012, 09:44:01 pm
Erm, what do I need to do to get the neat Masterwork GUI thing to work? My computer just gives an error message about the aplication not initializing properly.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 - I am online, juhu
Post by: iofhua on May 03, 2012, 09:44:44 pm
How do I get the mod to work with Dwarf Fortress? I have unzipped the .rar but have no clue what to do with all the files. I have looked at the masterworkmanual.bat file and while it has extensive explanations of how to use everything in the mod, it has no instructions on how to get the mod to work. I am also surprised that there are no "how to" instructions stickied in the DF Modding forum!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 - I am online, juhu
Post by: Shadow Creator on May 03, 2012, 09:51:21 pm
Hey guys, if you are using windows all you have to do is unpack Masterwork and then there should be a 'Masterwork Settings' .exe that brings up the GUI. You should not have to mess around with any other files besides that. IIRC when you launch utilities from the GUI, such as soundsense, you will need to point it to the gamelog which is found under the 'Dwarf Fortress' folder. I hope that helps.

Meph, I am not sure if this was intended or not but now that I am getting my forts past five years I am constantly getting into scuffles with my elven allies. In Vanilla I wouldn't care but they happen to be very useful in your mod, I mean they bring dragons! The problem is that they keep telling me I am demolishing the forests and must stop. I barely cut down 1/3rd of the map when I first started to clear space for my large above ground fortress and since then only used extensive tree farms which appear to trigger their diplomats. When I agree to limit the amount of tree cutting I did I saw the number climb as I processed steeloak or my regular farmed trees (Farm plot trees just to be clear). If it was intended I guess I will have to get pets early and kill the pointy ears after a couple years but if it was not intended is this possible to fix or no?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 - I am online, juhu
Post by: Corai on May 03, 2012, 09:53:13 pm
in the arena i made a army of dwarfs and a army of zombie dwarfs(zombies are 10 times larger than the normal dwarfs)and i tried to kill a banished undead with a kill power, but it did not die.then i remembered.(wait its already dead.......)and also it seems that dfhack is in the mod to so.... what command makes me super dwarfen (atribute)?
thx (to anyone who awnsers)

Same as normal. This mod changes nothing other then fixing crap and adding awesome stuff.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 - I am online, juhu
Post by: zenerbufen on May 04, 2012, 12:45:11 am
Any idea on a timeline for a linux version of masterwork?  I would love to play this mod.

It's being worked on currently.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 - I am online, juhu
Post by: Milkbot on May 04, 2012, 06:44:36 am
How does the thatchery deal with stacks of plants? Does it split the stack and take 2?

Are dark strangler vile forces supposed to have weapons and armour? IIRC, they didn't in earlier versions and served as an easy stepping stone to the harder hordes. With weapons they tear through my guys though, especially lashers.

Keep up the fantastic work Meph, you're the greatest!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 - I am online, juhu
Post by: Spray on May 04, 2012, 12:30:57 pm
eheheh 7 zombies killed 2 war dragons, seems legit-.-
how can 3 heads, 2 chitins and 2 hands kill 2 WAR DRAGONS ?

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 - I am online, juhu
Post by: Hugo_The_Dwarf on May 04, 2012, 12:49:22 pm
eheheh 7 zombies killed 2 war dragons, seems legit-.-
how can 3 heads, 2 chitins and 2 hands kill 2 WAR DRAGONS ?
Team work I'd say, the heads overlook and shout orders. The chitins distract while the hands sneak around and choke the dragons.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 - I am online, juhu
Post by: Srial on May 04, 2012, 01:24:19 pm
First off, want to say I absolutely love this mod.  I'm on my 3rd fort with it and this is just really making dwarf fortress huge fun for me again.

After reading Meph's excellent entry in the succession fort I decided to try out golems for the first time in my own.  I did some golem science and have some questions/concerns/possible bug reports.

1) I made a peasant a golem, but hadn't assigned him to a military unit before the transformation.  I had absolutely zero control over him, but could tie him to a rope at the front of my fort.   I believe that's working as intended, yes?

2) My second golem I made was in a military unity before the transformation, and as others have said I could tell him to move and station as ordinary with one large exception.   Despite the fact he was in a military squad, I could not tell him to move somehow outside of a burrow the citizens were assigned to during an Active alert.   I tried this numerous ways, tell him to move within the active burrow (fine), telling him to move outside the active burrow (failed), I turned off the burrow for the citizens, and I could move him wherever I wanted to. 

Also, despite the fact the golem no longer showed up as a dwarf in most lists, it did still show up on the burrow assignment list.  However, since there's no 'Assign everyone but X' to a burrow, if I wanted to keep the burrow active so the citizens stayed inside but the golem was allowed to go outside, I'd have to either tie him to a post, or add every other dwarf one at a time to the burrow but him, I suppose.  Seemed somewhat cludgy and I'm assuming not expected.  Not sure if that's fixable, but at least there's a workaround.   

3) So now I have 2 golems.  A strangler group shows up, and the golems tear them limb from limb.  Perfect.  Then a warlock ambush shows up, and I'm not even paying attention cause I know not to worry about it cause I have two large steel fellows at the entrance to my fort.  2 minutes later, I notice I have 12 less dwarves.  It seems all the undead the warlock ambush raised (including all the strangler corpses) just walked right past my golems.  I then experimented, and told my golem to move past the skeleton of a strangler that was animated.  He just walked right past it.  Told him to stand there as skeletons came his way, and they just walked on by unhindered.   I told him to attack it, and he one shotted it.  So he could attack it if ordered to. It just never seems to have occured to him to do it on his own.

Is that a known issue with the golems, or the undead, or a combination of the two?  Do the golems just not recognize them as threats?  Is that related to what looks to me like warlocks being attacked by their own undead?

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 - I am online, juhu
Post by: Meph on May 04, 2012, 03:00:03 pm
@srial: Golem are at peace with wildlife, I dont know if that affect wildlife corpses as well, but I assume so. If attacked they will respond however. The most important fact: You cant put golems in the military, BUT you can make them nobles. Make the golems milita captians. Create new squad, and the golem will automatically be in it. This way you can order them around, station them and so on.

Quote
Are dark strangler vile forces supposed to have weapons and armour? IIRC, they didn't in earlier versions and served as an easy stepping stone to the harder hordes. With weapons they tear through my guys though, especially lashers.
I noticed that as well. I have no idea why they do have weapons, since I did not mod the FD races in between the versions. They should have NO weapons. I will check their raws/entity file again. Sorry for that.

@panopticum: Thank you so much for the report. Thanks to your feedback sauropods are now war-trainable, dragons slightly nerfed, and the pet armory can heal pets, since I noticed that most of your used pets were quite badly hurt, and the animal caretaker job has no function anyway.

PS: Did you notice your elven civ ?
(https://lh4.googleusercontent.com/-6eQ3qab3_40/T6QvVb9CDyI/AAAAAAAAKdg/2TDctbTRv7A/s640/very%2520amused.PNG)

About my trip: I made 1500km within two days, so I have about 2 weeks more then expected. I cant rush to the US, since I have a date where a certain mentioned girl will fly there, buy a bicycle, and join me for a few months. Therefore I might bum around a week on the beach/read/swim, and put another week into the mod, since doing something productive is always good in my eyes.

Quote
- why not make the creature biome restrictions optional? i actually quite like having them - it creates flavor, and lets me sort of pick what i want to be up against, and how much of it. random insane deadly wildlife is fine but shouldn't it be optional? after all, the careful specification of ecoregions and good/neutral/evil tags is one really neat aspect of dwarf fortress - it creates consistent, predictable aesthetic differences associated with different kinds of embark locations, and lets people take on various levels of challenge if they want. a GUI button to this effect would be another strong feature of masterwork!

- related to the above, fantastic powerful evil-seeming creatures, like the oft-decried flaming skulls/facehuggers/etc, could be associated with evil biomes, so people seeking the added challenge of taking them on would know what they were getting into. this gives people options, ya know?

Good idea. I actually nerfed the skulls just now, so that is covered. The optional biomes is a good idea, but since it would essentially alter every creature file I have, it would be a lot of work. I rebalanced it and left the harder animals where they were, and put frost creatures back into tundras/glacier. Hope this is a compromise that works out. :)


FUTURE OF THE MOD

I got some work done yesterday, here the changelog and two small pics:
(https://lh4.googleusercontent.com/-brrcOOpcx2I/T6QvT57Ev7I/AAAAAAAAKdM/X3hWprwnZm4/s630/New%2520designs.PNG)

(https://lh5.googleusercontent.com/-W7gQO9P_c9s/T6QvT6WVEdI/AAAAAAAAKdI/bvFo7cNNWG0/s640/New%2520Automaton.PNG)

GUI
   - Concubines are now optional, and by default OFF
   - New balancing feature: Enable or Disable bodyguards for traders/caravans.
   - New utility: Perfect World is now included
   - New Utility: Legends Viewer is now included
   - (I decided on those two since they only add 2mb in total)

 - Added bone breastplate to craftsman
 - Nerfed Burning/Frozen skulls, no more firestarting. Frozen skulls only in cold areas, and smaller cluster number.
 - Raised number of needed essence fractures from 3 to 5.
 - New reaction for pet armory: Heal nearby pet, fully heals any pet stationed nearby.
 - Automatons got new graphics, new descriptions, replaced CS Gas with Steam (weaker) and no explosion upon death, but mechanisms. The are made of copper now instead of iron. Can also be butchered to get rid of bodyparts.
 - They also got caste specific colors, custom named attacks and bodyparts. Way more steampunky now, as I wanted them.
 - Made drow bloodsteel and demonbone materials a bit tougher.
 - Added reaction to stone grinder to grind boulders into sand. 3 boulder, 1 bag = 1 bag of sand
 - New reaction for magma factory: Improve ballista bold, needs 1 ballista ammo and 1 slade. Makes slade ballista ammo.
 - New designs for 6 buildings. Armory/weaponry/Magma Armory/Magma Weaponry/gemworkshop/Brewery
 - Added "brew drink" reaction to brewery. Same reaction as vanilla still, makes no sense that the bewery cant do this.
 - Moved bloodwine, fuel from alcohol and purify water from alcohol from still to brewery.
 - Nerfed tame dragons a tiny bit. Slower rate of firebreath mostly.
 - Made Sauropods war trainable
 - Lowered the number for all teeth to 2. No more "teeth-explosions" creating clutter.
 - Changes armoks metal to a gem, instead of an ore. Was being used in any ore-accepting reaction.
 - New reaction at transmutation chamber: Work Armoks Metal, gives a random selection of bars, usually around 10-ish.

EDIT: Oh, tiny thing I forgot: IRONHAND IS DONE. You can now select this tileset as well. :)



NEW POLL EXPLANATIONS

ALCHEMIST: Extract Essence/Aether from ores/metals
retroengineer metal ore or metal bars. Unlimited metal, but needs a lot of workpower and raw materials. 

CHEMIST: Makes real chemistry. probably goes towards landmines and turrets, PVC, KEVLAR, coatings, quicksilver, mercury, oils, rock salt, USE STILL UNKNOWN. SUGGESTIONS WELCOME.

BONEYARD: All kinds of bone/totem/bodypart/blood/spikes stuff, for evil overseers. Mostly for flavor. Problem: Does not respect stack size. That is a problem that I cant solve. I personally postponed this till Today fixes that bug. For all those that dont know what I mean: 1 bone will always use 1 stack of bones, regardless of the size. 16 cow bones will be made into 1 item, wasting 15 bones in the process.

GOLEM UPGRADES: Sword, Spear, Hammer Golem. Choose one. Then speed/strength/steam attack upgrades/shockwave attack/healing(possible?) upgrades, using the dropped parts from dead automatons. Add a super low chance for epic golem, similar to the weapon upgrades, Thors Guardian (working title) that has a special attack. Maybe add a reaction to transform into a "metal" colossus as well. These would be similar to the old overpowered golems, but way more expensive to make. No upgrades for these guys. PS: This will be a bigger project

MAGIC OVERHAUL: Rebalance the mages a bit, but mostly redo the buildings and reaction. Right now all need adamantine to work and use evil/good/dwarfy versions of the very same reactions. Boring. Make them  way different from each other. PS: This will be a bigger project

GLASS: Havent done any modding there, so maybe glass weapons and armor, missing glass furniture, maybe a new kind of glass, volcanic/obsidian glass... havent given this much thought yet. Suggestions welcome.

REDO ZOMBIE INVADERS: Undead race. Add zombie bite transformation and resulting zombie spiral back in. OR, better yet: Replace zombies, since official undead invasion now exist, with something else that transforms your dwarves into allies, like illithids (mindcontrol) or bodysnatcher. Using a race with skills also allows for custom profession graphics.

REDO WARLOCK INVADERS: Currently they are super chaotic, starting fires and kill themselves, raising dead only to fight with those. I actually LIKE this random factor about them, but several people I saw rather play without them because of it. Therefore: Rebalance the warlocks, make them more streamlined, adding custom profession graphics and caste colors, a custom body and spells.

CREATURE SPAWNING IN WORKSHOPS: Make your own turrets and landmines, constructs and more. Spawn slaves in the breeding pit, aggressive immobile plants or summon magic creatures. Problem: All of them are tagged "friendly" and while fighting for you, will stay at the spot they are spawned. You cant order/move them. I postponed this till "tame" pet creatures can be created, but LoFR/narhiril did add it, and the reports she got are positive. PS: This will be a bigger project.

WORKSHOP OVERHAUL: Some workshops are liked and used more then others. I get the feeling that a lot of them are barely used because they have only a few reactions. Religious buildings, alchemist, bonfire, libraries and philosophers garden/fountain/potted plant, creature research lab, tech lab.

CREATURE ARMORY OVERHAUL: Currently the setup is very basic, using 1 reaction for all animals, but only targetting 7, and only allowing for steel. Adding more creatures and metals is a minimum, but animal upgrades are also possible. Make the mastiff a bit faster, give the elephant an AOE attack, the raptor metal claws.

EDIT: You guys think I should upload a new version now, or wait for the next update from Today ? I would have to redo all the utilities then, so it could take a while, with dfhack and therapist... the version I have works just fine, the changelog I posted in the last two posts I did.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 -NEW POLL
Post by: Jeoshua on May 04, 2012, 04:01:47 pm
Definitely a workshop overhaul.  If something has only flavor, isn't useful for anything, then why is it taking up my space and your time to maintain and find uses for it?  An example is the potted plant.  Do they really do anything except add to a room's value and add some flavor?  No.  So why have them?  Either cut them or make them do things, like an [AUTOMATIC] "admire" option that spritzed the admiring dwarf with a "happy interaction"... or something.  Make it farmable for fruit if you've selected the proper plant to pot.  Stuff like that.

But something that isn't really useful but has one or two options that might be useful sometimes should have those options moved somewhere else and find itself cut.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 - I am online, juhu
Post by: zenerbufen on May 04, 2012, 04:04:23 pm
In fortress mode pressing the (b)uild key will crash the game

This is a Dwarf Fortress bug. Change the zoom level, or turn off true type fonts.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 -NEW POLL
Post by: Morwaul on May 04, 2012, 04:39:13 pm
Glad you are having such a good trip.  Sitting on a beach, sipping a Corona, modding DF....It's like heaven in chainmail.

Anyway, I like the workshop Overhaul idea myself. I figure it would be better to fix and optimize the content you have before adding new stuff.  After that is the Animal armor workshop.  For some reason trapping and messing with the animals is always a large part of my game. 

Also, a request, if you do not dislike the idea, would it be possible to add a Beast Lord or Animal Savant type Caste?  It would be sort of an animal trainer / hunter / trapper, or add Animal training to the Ranger Caste.

Lastly, I am about to start a new game so if you have everything for an update I would certainly appreciate it.  I would love to try Ironhand again as well as the new buildings.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 -NEW POLL
Post by: zach123b on May 04, 2012, 05:15:47 pm
+vote for the update because the minecarts are backwards compatible if i read the updates from toady correctly


also i say the chemistry stuff because stone and metal is limited aside from goblinite on occasion and would allow for different play strategies and maybe give crappy rocks a meaning by giving it a reaction

crappy rock*10=metal ore
metal ore/bar*2=average rock?

maybe a reaction to turn bones or blood into a metal? bones=flux and blood=iron bones+iron=steel :O
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 -NEW POLL
Post by: Panopticon on May 04, 2012, 05:19:19 pm
These changes please my brain, according to Toady the next update is soonish, I could possibly wait till then for the new stuff.

Something I think I forgot to mention about the Undead Invasions; things they killed turned into zombies themselves, as I assume is intended, but they were hostile to both invaders and my fort, they would also bleed to death after a short time, which seems odd for the undead.

I like the idea of being able to improve the golems, and reworking the Warlocks and Undead invaders get my vote.

I am particularly looking forward to the fish cult stuff, this kind of thing is a lot more interesting to me than invaders, though I like killing armies as well if you use some basic planning the threat from most of em is minimal. Internal threats like Blood Beast, Cultists or Vampires are harder to defend against but if balanced right won't just wipe the fort out if you react appropriately.

Mind Controlling creatures or body snatchers would be cool to fight, perhaps they could infiltrate the fort and pull levers or something.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 -NEW POLL
Post by: Arbinire on May 04, 2012, 07:07:01 pm
Now I'm excited for these updates, my vote is to upload the changes now.

I voted for the Alchemist and Golem upgrades....personally feel like these kinda reflect Masterwork mod the most, though Warlock invaders and Magic Overhaul are ranked right up there with those two in my eyes.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 - I am online, juhu
Post by: eyneill on May 04, 2012, 08:41:23 pm
In fortress mode pressing the (b)uild key will crash the game

This is a Dwarf Fortress bug. Change the zoom level, or turn off true type fonts.
How exactly would I go about turning off TrueType fonts? I was playing on normal zoom, replicated it multiple times and was able to play regular df.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 -NEW POLL
Post by: Rep on May 04, 2012, 08:46:56 pm
9th Granite - It is raining sheep's milk!
14th Granite - It is raining sheep's milk!
24th Granite - It is raining honey bee honey!
3rd Slate - It is raining sheep's milk!
12th Slate - It is raining honey bee honey!
21st Slate - It is raining sheep's milk!
28th Slate - It is raining sheep's milk!

¬_¬
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 -NEW POLL
Post by: azrael300 on May 04, 2012, 08:48:23 pm
who wants tanks.... medieval scratch that the late early modern period ..... Dardanelles Gun style!(that a (f word)ing huge cannon for a tank)
or do you want the Dardanelles Gun (a cannon so im also saying the adding of cannons (unless already added))

[edit] or even mechanical machines that can be controlled with remotes or most likely by dwarfs in the machines like mechanical spiders or a AT-AT ..... well i did not really mean adding a AT-AT but if you want to .... that would be ..... dunno.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 -NEW POLL
Post by: Meph on May 04, 2012, 09:14:29 pm
Wow, fancy that. I thought you guys would be all over the golems... so i finished those already. Sword, Hammer and Spear golem, with possible speed, strength or AoE stun upgrade. For the upgrades you need clockwork first, is dropped by automatons. You can also do minor repairs on golems, but cut of limbs are still gone...

The animal savant could be done, but I would have to redo the guide for the castes then, and it looks beautiful just like it is... where is flobulon anyway, havent seen him in ages ;)

I am not on my Laptop, but i probably upload a new version in 1-2 days. Regardless of what Today does, I think I do offer enough content. :) I have a closer look at the workshops then...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 -NEW POLL
Post by: Arbinire on May 04, 2012, 09:53:30 pm
thanks meph XD, balls to the majority, <3 the golems :P
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 - I am online, juhu
Post by: GreatWyrmGold on May 04, 2012, 10:12:17 pm
Hey guys, if you are using windows all you have to do is unpack Masterwork and then there should be a 'Masterwork Settings' .exe that brings up the GUI. You should not have to mess around with any other files besides that. IIRC when you launch utilities from the GUI, such as soundsense, you will need to point it to the gamelog which is found under the 'Dwarf Fortress' folder. I hope that helps.

The problem is that the GUI crashes before it can load, or whatever failing to initialize means.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 - I am online, juhu
Post by: zenerbufen on May 04, 2012, 11:14:03 pm
In fortress mode pressing the (b)uild key will crash the game

This is a Dwarf Fortress bug. Change the zoom level, or turn off true type fonts.
How exactly would I go about turning off TrueType fonts? I was playing on normal zoom, replicated it multiple times and was able to play regular df.

Push F12 to turn off true type fonts, or *change* the zoom. The crash usually only happens at normal zoom. Zooming in or out, (mouse wheel/two fingers on the touch pad up or down) will also stop it from crashing. Regular dwarf fortress by default has true type set to off. If you turn it on I guarantee your vanilla df will start crashing as well.

Hope this helps.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 - I am online, juhu
Post by: zenerbufen on May 04, 2012, 11:26:30 pm
The problem is that the GUI crashes before it can load, or whatever failing to initialize means.

What is the EXACT error message you are getting?
The Application Failed To Initialize Properly
Means that you do not have the .net framework installed, or it is installed improperly and must be reinstalled.
Is your .net framework installed and up to date? microsoft.com/net
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 -NEW POLL
Post by: lewtz on May 05, 2012, 12:35:16 am
+1 for Workshop overhaul.

Also, I think it would be cool for you to release in increments.  Make these releases tagged Beta.  And when you got enough for an official release, just release them total.  I'd guess release everything finished when the next DF version comes out, or before.  That way we will have all the cool current stuff to play with while you update to next version.

Wanna say thanks for this mod, and awesome job with getting ironhand.  I was going to do this.. but after looking at everything involved I was like , eh.  You sir, rock.  Enjoy your trip.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 -NEW POLL
Post by: Tierre on May 05, 2012, 07:26:45 am
I wanted to use a little part of this mod myself - some changes are a bit too extreme i think:) But i got my DF heavily modded and i want to implement something to my version manually. As i see the only way is to backup a non modded version of masterwork and then compare it to slightly modded parts to see what is left to do. Is there an easier method?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 -NEW POLL
Post by: Milkbot on May 05, 2012, 07:48:59 am
I'd love to see poisoned weapons, though I'm not sure how/if they'd work. Would a sword made of a toxic syndrome material affect things that it cuts? Hopefully it wouldn't affect the weilder too , haha, as that would be bad.

Another suggestion I have...is please change the names of the advanced alloys! Welded Metal seems so plain for some of the best metals in the game. Slademantine is fine of course, but the others could do with cool name upgrades.
It's up to you ultimately, but I had some suggestions if you don't feel like thinking them up.
Orihalcum could be in there somewhere, either as the Cobalt alloy or the Mithril one. It's another mythological metal. Technically it was supposed to be an alloy of bronze, but we can use poetic license. It was historically coloured pink from the copper if you wanted to keep the colour.
Silver-Steel was another word in Tolkien for Mithril. Mithril was in fact just the elven word for the metal, Silver-Steel presumably being the human word for it.. Seeing how our alloy is made from mithril and steel, it seems fitting.
Varium is just Varia + -ium, Varia being the greek word for heavy. This could do for the wolfram alloy. In fact you could do with for all the metals. Greek and Latin sound cool and vaguely mythic no matter the word. Nitidus is the latin word for shiny, that sounds cool as heck for the chrome alloy, doesn't it?
Awemedinite, from the story of Cacame Awemedinade obviously.

Anyhow, upto you to name them, if indeed you want to change the names at all.

While I'm on the topic though:

Iridium in real life is a highly radioactive substance: Is this the same material as in the mod? I'm a little put off by the name, draping my dwarves in radioactive cloaks and whatnot (personally I changed the name my self to orichalhum so it seemed a little more mystical).

I haven't found any meteoric iron at all in my last few forts. Is anyone else not encountering it?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 -NEW POLL
Post by: Tsuchigumo550 on May 05, 2012, 07:51:26 am
It seems like the syndrome arrows work, so I think Chemistry would be a nice addition. Things like using certain extracts to create:
 trap components (Spears with hornet venom, anyone?)
 mines that when stepped on spew the toxin everywhere in the form of a cloud
 The ability to build venom bottles as a trap. When exposed to fire, heat, or a lever, it gasses things.
 
Non-venom changes:
 The ability to distill "dirty" water, in ways such as building a filter.
 Making "pesticides" that are much like the venom bottle traps, except they kill [vermin] only. Made from some kind of venom?

I'd like to see a chemistry addition of the poison bottle traps as a trap component at the trap workshop, but that's up to you. That might require adding colors for the toxic gasses, idk about that.

Magic, I voted for the first "change them to be different wizards" thing.

I figure that they're fine as they are, but this is the Masterwork mod. Methinks it needs a slight overhaul to at least not look like the same attacks. That's just me though.


Magic buildings? Derp. Didn't read the "building". I have no idea what to do there.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 -NEW POLL
Post by: AVE on May 05, 2012, 08:13:40 am
A bit of shameless self-promotion. I have a tool (http://www.bay12forums.com/smf/index.php?topic=108359.0) that does some checks to help integration of mod into entity file.

So, some log output from my tool with raws taken from this mod.

Reactions and buildings check:
Spoiler (click to show/hide)
Explanation of some error output: if mentioned building is a decoration, it is fine and there is no error.

Cross-check for MOUNTAIN entity:
Spoiler (click to show/hide)

Explanation of some error output: if mentioned building is a decoration, it is fine and there is no error; some adventure-mode reactions are omitted from loading and thus mentioned as errors (they are defined in entity, though). If some reactions are defined in extended files and loaded on (first) startup, then they are mentioned as errors too.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 - I am online, juhu
Post by: azrael300 on May 05, 2012, 09:08:01 am
In fortress mode pressing the (b)uild key will crash the game

This is a Dwarf Fortress bug. Change the zoom level, or turn off true type fonts.
How exactly would I go about turning off TrueType fonts? I was playing on normal zoom, replicated it multiple times and was able to play regular df.

i never notice mine crashing when in normal zoom...

Push F12 to turn off true type fonts, or *change* the zoom. The crash usually only happens at normal zoom. Zooming in or out, (mouse wheel/two fingers on the touch pad up or down) will also stop it from crashing. Regular dwarf fortress by default has true type set to off. If you turn it on I guarantee your vanilla df will start crashing as well.

Hope this helps.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 -NEW POLL
Post by: Spray on May 05, 2012, 10:01:39 am
never, never never ever slaves.

JESUS.
they dont eat, they dont drink, they throw one tantrum after the other.

i killed them all, and yeah, ghosts everywhere..
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 -NEW POLL
Post by: Hugo_The_Dwarf on May 05, 2012, 10:20:03 am
Slaves can be fixed, so they do eat and drink. Are you also saying you can't place them in coffins?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 -NEW POLL
Post by: azrael300 on May 05, 2012, 11:17:03 am
Slaves can be fixed, so they do eat and drink. Are you also saying you can't place them in coffins?

why cant we have an option that makes them explode,its a option so lol if you dont want that its just a few clicks away.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 -NEW POLL
Post by: azrael300 on May 05, 2012, 11:20:19 am
the SPAGETI monsters are comming!(says the king)

why cant we have SPAGETI monsters in the masterwork mod (says link)

1because there i3s no reason to stop th3em from doing s7o.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 -NEW POLL
Post by: tahujdt on May 05, 2012, 12:48:49 pm
I HAVE FIXED THE WORKSHOPS BUG!

What happens is, when a ☼Masterwork workshop☼ is in a burrow, it can only draw upon items in that burrow. It does not matter whether the burrow is active or not. So, the solution is to stockpile items close to the workshop, or rearrange the burrows.

I discovered this when I was setting up a music stage in my dining room. This was far underground, and my goods stockpile was up near the depot, not covered by my burrows.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 -NEW POLL
Post by: slay_mithos on May 05, 2012, 01:03:14 pm
Being a big fan of the glass stuff, I would really love to see what could come out of it, now that you changed various other industries.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 -NEW POLL
Post by: Werdna on May 05, 2012, 01:45:46 pm
Hi Meph, I think the Crucible is working a little funny - the "Make Steel Bars (3) - Flux" reaction is taking a single pig iron bar, a coal, and three flux stones, and producing three bars of steel!  Not sure if that's a mistake or intended, but you simply can't get three bars of metal from one.  Flux is simply an agent that helps clean impurities from metal and help make it flow smoother.  Realism aside, its a little unbalanced as well, since flux stone tends to occur in massive quantities on maps.

The other reaction, "Make Steel Bars (3) - Pig Iron", seems to work fine and is reasonable.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 - I am online, juhu
Post by: GreatWyrmGold on May 05, 2012, 02:10:23 pm
The problem is that the GUI crashes before it can load, or whatever failing to initialize means.

What is the EXACT error message you are getting?
The Application Failed To Initialize Properly
Means that you do not have the .net framework installed, or it is installed improperly and must be reinstalled.
That's pretty much it. Different grammatical structure, same idea.

Quote
Is your .net framework installed and up to date? microsoft.com/net

...Maybe?


EDIT: Also, what are concubines supposed to do again?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 - I am online, juhu
Post by: zenerbufen on May 05, 2012, 05:03:21 pm
In fortress mode pressing the (b)uild key will crash the game

This is a Dwarf Fortress bug. Change the zoom level, or turn off true type fonts.
How exactly would I go about turning off TrueType fonts? I was playing on normal zoom, replicated it multiple times and was able to play regular df.
i never notice mine crashing when in normal zoom...
Bug only effects Mac/Linux, with TrueType on, at normal zoom, in the build menu.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 -NEW POLL
Post by: Meph on May 05, 2012, 05:09:54 pm
@greatwyrmgod: Concubines get children without being married, allowing for fast repopulation of the fortress.

@werdna: That is alright. I know it is not realistic, but it has a strategic gameplay value.

@tahujdt: I will SO test this, and if this is true, what I do suspect, then you are the greatest hero. :) This would explain so much, and I could finally offer a solution for this. It would probably affect any custom workshop in any mod. (?)

@AVE: Thanks. These are artefacts, the report is nice, I can actually see which ones I can delete. I hit the 1000 reactions-mark by now btw. :)

@Tsuchigumo550&Milkboy: Good ideas. I cant really apply poison to weapons though, only to ammo. Poison coating is more difficult, and require micromanagement by the actual player, dumping the content of a container on a weapon stockpile. I will think about it. And deadly food that is not edible, but edible_vermin is an excellent idea, but I sadly think that it would not work. But maybe I can do pesticides with clouds/vapors that only affect vermin.



FUTURE OF THE MOD:

SUMMARY OF THE CURRENT CHANGES:
Spoiler (click to show/hide)
It might be that the time of has been good for my modding skills, or it is just the sleep deprivation, but I feel like I am flying. Alchemy is done. Illithids are done. Pet Armory... done. Workshop overhaul... done. Here some pics:
(https://lh5.googleusercontent.com/-YBO1RGgB9PA/T6WjHSzCktI/AAAAAAAAKfc/zbvhaiYdx6c/s640/golem.PNG)
MASSIVE LIST OF PICTURES
Spoiler (click to show/hide)

Oh, and if you did not notice: All the buildings guides for the new stuff... DONE. :)

So, here the changelog from yesterday:

 - Sacrifice Weapon/Armor reactions in Temple have three times more weapon/armor types as products then before
 - NEW: GOLEMS FORGE
 - Three golem kinds: Sword, Hammer and Spear.
   - Slightly more expensive, you need 4 mechanisms for the cast now, and 1 weapon of the chosen material
   - Since the boiling stone does not always work, the weapon is preserved 75% of the time
 - Golems can be upgraded with more strength, speed or AoE stun attacks using clockwork dropped by Automatons
 - Golem can be repaired using mechanisms. Lost limbs are lost however.
 - Golems lose oil (harmless) and hydraulical fluid. If too much hydraulical fluid is lost, the golem "bleeds" to death
 - Custom named body tissues, if piping/major pipes break the golem might bleed to death.
 - Added 3 inorganic materials back in: Rocksalt, Cinnabar and Realgar. Used for salt, mercury and arsenic
 - NEW: ALCHEMY LAB
 - Two new tools for dwarves: [TOOL:ITEM_TOOL_PESTLE] & [TOOL:ITEM_TOOL_MORTAR] for alchemy.
 - Find 6 ingredients: Cinnabar, Realgar, Rocksalt, Olivine, Potash, Silver
 - Refine those into: Mercury, Arsenic, Salt, Magnesium, Saltpeter, Truesilver
 - Make a philosophers stone from those. 10% success chance.
 - Distill the philosophers stone into the elixir of life, which regrowths limbs, fully heals and gives no_aging.
 - Use any metal to extract the metal-aether from it.
 - Use the philosophers stone and aether to make new metal. The philosopher stone is preserved.
 - This means if you have 1 bar of a specific metal, you can slowly make unlimited amounts.
 - Distill Tears of Armok into drinks that give constant! +10% speed, no_dizziness and no_exert.
 - NEW: PET ARMORY
 - You can now armor pets in iron or steel.
 - Armor casts are now made of 5 bars, 4 mechanisms, 4 chains and 2 daggers. Try to visualise it. :)
 - Ironclad pets can be bought at embark, steelclad pets you must create yourself.
 - Made the new buildings guides for all changes
 - Made building guide for Fish Farm. Was somehow missing before.
 - Made "conduct experiment (random item) easier. No fuel needed and one stone instead of 1 flux
 - 3 new Reactions for the Shrine: Pray for Water(for the injured), Pray for Riches (gems), Pray for Silk (for moods)
 - 3 new Reactions for the Temple: Perform Ceremony of Armoks Blessing, Courage and Wrath
   - All three function the same way as diseases and spread through the fortress. With positive effects.
   - Blessing gives minor boost to speed, strength, endurance and agility
   - Courage gives no_fear, no_pain and likesfighting
   - Wrath give no_emotion (sic!) stopping tantruming. Shows armoks wrath against his stupid underlings
   - Only one can be active at a given time
 - Raised time of positive effect from upgraded drinks. Now last 1 month.
 - Renamed creatures used for evil race version to: Chaos dwarf, elf fanatic, bandit (human), deep drow. This way you can identify them more easily. Otherwise still the same, modded the chaos dwarves slightly to remove the caste system.
 - Set Warlocks to OFF by default
 - Removed undead invaders, because vanilla offers undead invasion already
 - NEW: ILLITHIDS
 - A tentacle-faced spellcaster race that make your dwarves berserk. UNTESTED IN FORTRESS MODE, FEEDBACK MORE THEN WELCOME
 - Known from Genesis, but heavily modded, including custom sprites.
 - Illithids, unarmed/almost unarmored, should in the end replace undeads and warlock invaders. This is a test for them.
 - Added Illithid button to launcher.
 - Changed some toys to tools to give them proper tiles, instead of default "toy" tile
 - Illithids now drop brains upon death.


Yep, you heard me right, this was done in one day. All untested, but errorlog is clean, and the alchemy I did test, works fine. All creatures just tested in arena so far, work fine as well. I did restard the poll, since I finished the highest 3 voted topics and the golems from it, so have another vote if you like :)

NEXT PROJECT: Base industries upon invaders.

Goblins/Kobolds/Orcs are normal, nothing to see here, go along.
Illithids drop illithid brains, basis for some biological/magical stuff (?)
Automatons drop clockwork parts, basis for mechanical/constructs
Frost Giants drop ... dry ice, some kind of essence/aether (?) SUGGESTIONS WELCOME

That way fighting fortresses get access to better stuff, and cowards that lock themselves in wont be able to access it. Seems fair to me.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 -NEW POLL
Post by: Hugo_The_Dwarf on May 05, 2012, 05:12:06 pm
Slaves can be fixed, so they do eat and drink. Are you also saying you can't place them in coffins?

why cant we have an option that makes them explode,its a option so lol if you dont want that its just a few clicks away.
That would be Meph's department, are you saying you want slaves strapped with explosives?

the SPAGETI monsters are comming!(says the king)

why cant we have SPAGETI monsters in the masterwork mod (says link)

1because there i3s no reason to stop th3em from doing s7o.
Food monsters? Sounds like something DF would randomly generate
and 1337, doesn't he/she do alot of YTP using zelda stuff? Lol

@GreatWyrmGold
Concubines are my guess a female caste of dwarf that doen't need marriage to breed, so tired of only having married couples give children. Get a few of these baby spawners

Then Ninja'd by Meph
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 - Almost done with next version
Post by: GreatWyrmGold on May 05, 2012, 05:27:05 pm
So, concubines give birth to dwarves? Is that right?

Also, new technical issue with the GUI: It can't find a version of runtime to open "this application." Erm...I really have no clue what's going on.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 - Almost done with next version
Post by: Morwaul on May 05, 2012, 05:31:36 pm
Hmmm, maybe Meph has been replaced by one of his Golems?  Obviously he is a machine!

Awesome work Meph, thanks for doing all this for us.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 - Almost done with next version
Post by: Meph on May 05, 2012, 05:39:32 pm
>>> NEW DOWNLOAD V 1.8 <<< (http://dffd.wimbli.com/file.php?id=5315)


Special Thanks
To cc and his thatchery idea. Also thanks at deon for his brilliant illithids, although I did butcher the raws for them a bit.

Notes
This Version is untested. I thought about doing a long testrun, but I think I go back this time to the old way of releasing it and having hundrets of testers who can give me feedback and point me in the right direction, while I work on the next features. I hope this is ok for you. I am mostly interested on the balancing, how Illithids and Golems, and the Alchemy system will work out. Same goes for diseases and the Cult of the Carp God. Have fun. :) Feedback is, as always, appreciated.

Full Changelog:
Spoiler (click to show/hide)

Known Issues:
 - Manual not yet updated.
 - Illithids drop brains that are not used for anything... yet.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 - Almost done with next version
Post by: zenerbufen on May 05, 2012, 05:46:11 pm
So, concubines give birth to dwarves? Is that right?

Also, new technical issue with the GUI: It can't find a version of runtime to open "this application." Erm...I really have no clue what's going on.
And unfortunately, unless you provide us with EXACT error messages, and actually try the suggestions we give you and report back the effect we won't be able to help you with your problem. Sorry. The 'runtimes' that are required to 'initialize' the program are included in the microsoft .net runtime. Did you goto http://www.microsoft.com/net and download the runtimes? These files are not included by default in most versions of windows.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Plagues, Cults, Illithids, Golems, Alchemy
Post by: Corai on May 05, 2012, 05:49:17 pm
Just to bump this, I will post a mis-spelling.


On landmines, it saids "eplading."



THERE, I DID NOT BUMP, I SIMPLY BROUGHT A ISSUE TO THE TABLE.


I bumped.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Plagues, Cults, Illithids, Golems, Alchemy
Post by: Tierre on May 05, 2012, 05:58:12 pm
Just looked in the raws of elf trade super-pets. Those pets should be everywhere and pet-dragons should kill everything living..... How did you make them not kill everyone and to be only elf trainable?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Plagues, Cults, Illithids, Golems, Alchemy
Post by: Vherid on May 05, 2012, 05:58:33 pm
Hm this is looking interesting again now that it's progressed more. I'll have to try it out again.

The only thing that I can still think of off the top of my head that still irks me now though is the special combat logs. Making references to like al capone and such while playing dwarf fortress really really really kills that mood.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Plagues, Cults, Illithids, Golems, Alchemy
Post by: Corai on May 05, 2012, 06:26:03 pm
You need to throw in more ores of iron or bronze, or some way to make it. I simply CANNOT find anything but copper ores. Synthetic iron would be wonderful.....
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Plagues, Cults, Illithids, Golems, Alchemy
Post by: Arbinire on May 05, 2012, 06:43:49 pm
thankee kindly Meph, downloading now, and excited to see the changes.

As to the voting though, the way you're churning things out, why even have us vote?  You'll end up having everything done by next week :P.

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Plagues, Cults, Illithids, Golems, Alchemy
Post by: Jeoshua on May 05, 2012, 07:04:36 pm
Suggestions/Bugs:

The ever-present and ubiquitous creatures in every biome could be a switchable feature.
Standard Regex search-and-replace would be:
Code: [Select]
Find: \[POPULATION_NUMBER:30000:30000\]\[UBIQUITOUS\]([0-9]+?:[0-9]+?)\]
Replace: [POPULATION_NUMBER:\1]

Find: \[FREQUENCY:100\]([0-9]+?)\]
Replace: [FREQUENCY:\1]

To turn it back on, the code would be:
Code: [Select]
Find: \[POPULATION_NUMBER:([0-9]+?:[0-9]+?)\]
Replace: [POPULATION_NUMBER:30000:30000][UBIQUITOUS]\1]

Find: \[FREQUENCY:([0-9]+?)\]
Replace: [FREQUENCY:100]\1]



Creatures all have CREATURE_MAT:ANIMAL.  This disagrees with standard vanilla DF which uses LOCAL_CREATURE_MAT in nearly every circumstance and leads to more differences between the files than absolutely must be.  Plus, it generally doesn't add anything to the equation.

Regex search and replace (in all files except inorganic_masterwork.txt):
Code: [Select]
Find: CREATURE_MAT:ANIMAL:
Replace: LOCAL_CREATURE_MAT:

This does not disable the exotic, rare, studded, and llamelar animal tissues (due to the extra ":"), and won't mess up the inorganics if you don't mess with that one file (might as well ignore every inorganic_*.txt file there).



Creepers are interesting, but should probably be off by default.  This isn't Minecraft, after all ;)



Turning off Castes does not automatically disable the the Guildhall.  Without the Castes, it serves no function that I can tell.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Plagues, Cults, Illithids, Golems, Alchemy
Post by: Corai on May 05, 2012, 07:08:10 pm
Quote
Creepers are interesting, but should probably be off by default.  This isn't Minecraft, after all ;)


Thatssssssss a nice fortress you got there.....would be a shame if something happened to it.......
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Plagues, Cults, Illithids, Golems, Alchemy
Post by: Jeoshua on May 05, 2012, 07:13:56 pm
It is... and it would be :(
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Plagues, Cults, Illithids, Golems, Alchemy
Post by: Arbinire on May 05, 2012, 08:16:48 pm
ok I'm def running into problems.  I keep crashing repeatedly during worldgen.  I've tried both regular and advanced options and get CTD's during the history generating phase of worldgen.  I've tried several different setups in both generator options, and can't seem to bull my way through the world gen. I've also downloaded the update twice to make sure it wasn't caused by a corrupted download. Again, only seems to happen though as the worldgen is going through the history phase.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Plagues, Cults, Illithids, Golems, Alchemy
Post by: Hugo_The_Dwarf on May 05, 2012, 08:19:09 pm
ok I'm def running into problems.  I keep crashing repeatedly during worldgen.  I've tried both regular and advanced options and get CTD's during the history generating phase of worldgen.  I've tried several different setups in both generator options, and can't seem to bull my way through the world gen. I've also downloaded the update twice to make sure it wasn't caused by a corrupted download. Again, only seems to happen though as the worldgen is going through the history phase.
stop it at 50 years, it could be there is too much for DF and it overloads it'self and crashes. I had that with a vanilla copy, got to year 111 and crash
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Plagues, Cults, Illithids, Golems, Alchemy
Post by: Arbinire on May 05, 2012, 08:23:46 pm
ok I'm def running into problems.  I keep crashing repeatedly during worldgen.  I've tried both regular and advanced options and get CTD's during the history generating phase of worldgen.  I've tried several different setups in both generator options, and can't seem to bull my way through the world gen. I've also downloaded the update twice to make sure it wasn't caused by a corrupted download. Again, only seems to happen though as the worldgen is going through the history phase.
stop it at 50 years, it could be there is too much for DF and it overloads it'self and crashes. I had that with a vanilla copy, got to year 111 and crash

*Nods* I'll try that I guess though the crashes happen most consistantly between 20-60 years, though I have had a couple make it past 100 and one past 200.  I've had crashes occasionally in the earlier versions of Masterwork I have played, but this has been a consistent thing every single time in this version.  Like before it'd happen maybe 1 in 20 gens, in this one I haven't gotten one that hasn't crashed yet.

edit: ok just genned a world with a very short history and made it through, guess I'll keep going through the years in advanced mode and see if I can't get a more focused timeframe in when the crashes hit.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Plagues, Cults, Illithids, Golems, Alchemy
Post by: Hugo_The_Dwarf on May 05, 2012, 08:41:52 pm
ok I'm def running into problems.  I keep crashing repeatedly during worldgen.  I've tried both regular and advanced options and get CTD's during the history generating phase of worldgen.  I've tried several different setups in both generator options, and can't seem to bull my way through the world gen. I've also downloaded the update twice to make sure it wasn't caused by a corrupted download. Again, only seems to happen though as the worldgen is going through the history phase.
stop it at 50 years, it could be there is too much for DF and it overloads it'self and crashes. I had that with a vanilla copy, got to year 111 and crash

*Nods* I'll try that I guess though the crashes happen most consistantly between 20-60 years, though I have had a couple make it past 100 and one past 200.  I've had crashes occasionally in the earlier versions of Masterwork I have played, but this has been a consistent thing every single time in this version.  Like before it'd happen maybe 1 in 20 gens, in this one I haven't gotten one that hasn't crashed yet.

edit: ok just genned a world with a very short history and made it through, guess I'll keep going through the years in advanced mode and see if I can't get a more focused timeframe in when the crashes hit.
I think Meph had posted or found a fix for that by using some sort of mem hack to let DF use more RAM, more RAM gives it more room to hold all that genned data
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Plagues, Cults, Illithids, Golems, Alchemy
Post by: Ashnal on May 05, 2012, 09:00:49 pm
Suggestions/Bugs:

Creatures all have CREATURE_MAT:ANIMAL.  This disagrees with standard vanilla DF which uses LOCAL_CREATURE_MAT in nearly every circumstance and leads to more differences between the files than absolutely must be.  Plus, it generally doesn't add anything to the equation.

Regex search and replace (in all files except inorganic_masterwork.txt):
Code: [Select]
Find: CREATURE_MAT:ANIMAL:
Replace: LOCAL_CREATURE_MAT:

This does not disable the exotic, rare, studded, and llamelar animal tissues (due to the extra ":"), and won't mess up the inorganics if you don't mess with that one file (might as well ignore every inorganic_*.txt file there).


The regexes are nice and all, but if I remember correctly the CREATURE_MAT:ANIMAL tags are there for the benefit of generic animal products. Replacing it with LOCAL_CREATURE_MAT reintroduces animal specific products which are unwanted in Masterwork. Generic animal products shortens lists and helps fps.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Plagues, Cults, Illithids, Golems, Alchemy
Post by: Arbinire on May 05, 2012, 09:05:26 pm
ok I'm def running into problems.  I keep crashing repeatedly during worldgen.  I've tried both regular and advanced options and get CTD's during the history generating phase of worldgen.  I've tried several different setups in both generator options, and can't seem to bull my way through the world gen. I've also downloaded the update twice to make sure it wasn't caused by a corrupted download. Again, only seems to happen though as the worldgen is going through the history phase.
stop it at 50 years, it could be there is too much for DF and it overloads it'self and crashes. I had that with a vanilla copy, got to year 111 and crash

*Nods* I'll try that I guess though the crashes happen most consistantly between 20-60 years, though I have had a couple make it past 100 and one past 200.  I've had crashes occasionally in the earlier versions of Masterwork I have played, but this has been a consistent thing every single time in this version.  Like before it'd happen maybe 1 in 20 gens, in this one I haven't gotten one that hasn't crashed yet.

edit: ok just genned a world with a very short history and made it through, guess I'll keep going through the years in advanced mode and see if I can't get a more focused timeframe in when the crashes hit.
I think Meph had posted or found a fix for that by using some sort of mem hack to let DF use more RAM, more RAM gives it more room to hold all that genned data

Well derp, I didn't think to put in the LAA dwarf fortress .exe...and yeah I do have it *chuckles*.  I have done some testing though, so far my results for 50 year world gen, large island advanced option, years generated only change:
1. crash at 39
2. successful load
3. crash at 18
4. successful load
5. successful load
6. crash at 23
7. successful load
8. crash at 12
9. crash at 42
10. successful load.

Started in on 100 year gens, but now gonna stick in the LAA exe and see what that does.

edit: Even with the LAA tagged .exe and even flagging the .exe with the LAA patcher program I'm still getting frequent crashes.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 - Almost done with next version
Post by: zenerbufen on May 05, 2012, 10:02:54 pm
>>> NEW DOWNLOAD V 1.8 <<< (http://dffd.wimbli.com/file.php?id=5315)

Since Meph is so awesome in his work on his mod, here is an early release of a project I am working on for Meph to go along with the 1.8 release. Mac native release of Masterwork 1.8 (http://dl.dropbox.com/u/75632380/MasterworkDwarfFortress_Mac_1.8%28beta%29.dmg) If any of you are adventurous and want to help test the new mac port give that a go, and let me know how it works. The mac version of Dwarf Therapist is included.

(http://i.imgur.com/vpAbw.png)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 - Almost done with next version
Post by: GreatWyrmGold on May 05, 2012, 10:05:51 pm
So, concubines give birth to dwarves? Is that right?

Also, new technical issue with the GUI: It can't find a version of runtime to open "this application." Erm...I really have no clue what's going on.
And unfortunately, unless you provide us with EXACT error messages, and actually try the suggestions we give you and report back the effect we won't be able to help you with your problem. Sorry. The 'runtimes' that are required to 'initialize' the program are included in the microsoft .net runtime. Did you goto http://www.microsoft.com/net and download the runtimes? These files are not included by default in most versions of windows.
I downloaded the installer...thingy and ran it. The exact error message is "Unable to find a version of runtime to run this application."
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Plagues, Cults, Illithids, Golems, Alchemy
Post by: Corai on May 05, 2012, 10:09:57 pm
Really! I download this a hour before the new one?


I hate you Meph.  :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Plagues, Cults, Illithids, Golems, Alchemy
Post by: Jeoshua on May 05, 2012, 10:14:22 pm
The regexes are nice and all, but if I remember correctly the CREATURE_MAT:ANIMAL tags are there for the benefit of generic animal products. Replacing it with LOCAL_CREATURE_MAT reintroduces animal specific products which are unwanted in Masterwork. Generic animal products shortens lists and helps fps.

Oh is THAT what that is?  MY bad.  I hadn't realized that was intentional behavior, and thought it might be a holdover from a previous version.

It could still be switched on and off from the other menu that controls the FPS options tho.  Maybe I'm one of those people who actually like rhino leather armor eh?

I'm not... but I could be...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 - Almost done with next version
Post by: zenerbufen on May 05, 2012, 10:44:58 pm

I downloaded the installer...thingy and ran it. The exact error message is "Unable to find a version of runtime to run this application."

Download this file (http://dl.dropbox.com/u/75632380/Masterwork%20Settings.exe.config.zip). unzip it into the same directory as Masterwork Settings.exe

This config file will tell masterwork to use any currently released version of the framework that is installed. Even if it's newer than the version Meph used.

If masterwork still refuses to run, head back over to microsofts website and download version 2.0  (http://www.microsoft.com/en-us/download/details.aspx?id=22808)

I'm 95% sure 2.0 is the version masterworks looks for since it is mentioned in the source code, but I have 1.0, 1.1, 2.0, 3.0, 3.5, and 4.0 installed (for various other apps) so I'm not 100% sure which one Masterworks using.

If that still doesn't work then you have a corrupt .net install and we will have to 'repair' it.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Plagues, Cults, Illithids, Golems, Alchemy
Post by: Jeoshua on May 05, 2012, 10:56:43 pm
As far as suggestions:

More playable race options.  It's well and good that you have all these cool things for the Dwarves, but what if I want to kick back and play a human town game every now and again.  Because that, I really do enjoy.  I like making the humans, elves, goblins, and kobolds distinct and functional.

Basically all that is missing in that respect is adding some better positions to the other races, whatever reactions and buildings which make sense for that race, and the [CIV_CONTROLLABLE] tag.  It's really not "very hard", and opens up a lot of options.

Plus, making each race that is playable unique and functional means they have more varied and sensible trade goods.

... jus a though...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Plagues, Cults, Illithids, Golems, Alchemy
Post by: Corai on May 05, 2012, 11:04:08 pm
Yes, more races. I wanna truely show those dwarves elves whos the boss! Dwarven Steel is no match for kobold..hahaha, I cant finish that sentance, oh god too funny! Kobold intelligence my arse!

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Plagues, Cults, Illithids, Golems, Alchemy
Post by: Pan on May 05, 2012, 11:26:31 pm
So I read about how golems will flee from enemies in the wiki. Isn't that rather easy to fix with a [LIKES_FIGHTING] tag, or something? Or me and the wiki are just outdated.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Plagues, Cults, Illithids, Golems, Alchemy
Post by: Arbinire on May 05, 2012, 11:54:05 pm
As far as suggestions:

More playable race options.  It's well and good that you have all these cool things for the Dwarves, but what if I want to kick back and play a human town game every now and again.  Because that, I really do enjoy.  I like making the humans, elves, goblins, and kobolds distinct and functional.

Basically all that is missing in that respect is adding some better positions to the other races, whatever reactions and buildings which make sense for that race, and the [CIV_CONTROLLABLE] tag.  It's really not "very hard", and opens up a lot of options.

Plus, making each race that is playable unique and functional means they have more varied and sensible trade goods.

... jus a though...

Def like this idea as well.  I think it'd be awesome to be able to manage an Orc Warband, or a group of Ferric Elves rebuilding/restarting, or even a pack of Badgermen outdwarfing the Dwarves :P.  Hell, even a Kobold nest seems like it could be !FUN!.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Plagues, Cults, Illithids, Golems, Alchemy
Post by: Morwaul on May 05, 2012, 11:54:28 pm
Hmmm, I am getting frequent crashes during world gen also.  I have never had this issue with Master Work before.  Where can I get the reg fix for this you guys were talking about earlier or was it a LAA? file I needed?

Thanks
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Plagues, Cults, Illithids, Golems, Alchemy
Post by: zenerbufen on May 05, 2012, 11:59:05 pm
Hmmm, I am getting frequent crashes during world gen also.  I have never had this issue with Master Work before.  Where can I get the reg fix for this you guys were talking about earlier or was it a LAA? file I needed?

Thanks

LAA (http://www.bay12forums.com/smf/index.php?topic=101046.0)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Plagues, Cults, Illithids, Golems, Alchemy
Post by: Corai on May 06, 2012, 12:01:37 am
If possible, you should add a biome for Ferric Elves, charred woodlands.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Plagues, Cults, Illithids, Golems, Alchemy
Post by: Arbinire on May 06, 2012, 12:12:09 am
Hmmm, I am getting frequent crashes during world gen also.  I have never had this issue with Master Work before.  Where can I get the reg fix for this you guys were talking about earlier or was it a LAA? file I needed?

Thanks

the LAA didn't work for me to be honest.  I'm still experiencing the crashes at world gen myself.  For now I've settled for a 50 year world gen.  I, too, didnt really have this problem before.  Like I said, it'd crash occasionally in earlier versions during worldgen, but no where near as much as it is now. 

edit: Also, I'm not exactly sure if this is a RAM issue or not.  I'm running 64bit Windows 7 with 8gigs of RAM, so with the LAA DF would be utilizing the 4gig max LAA allows.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Plagues, Cults, Illithids, Golems, Alchemy
Post by: zenerbufen on May 06, 2012, 12:17:35 am
The last few lines of the files gamelog.txt and errorlog.txt will tell you what exactly was going on when the game crashed. This would be helpful in troubleshooting the problem.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Plagues, Cults, Illithids, Golems, Alchemy
Post by: Arbinire on May 06, 2012, 12:27:30 am
The last few lines of the files gamelog.txt and errorlog.txt will tell you what exactly was going on when the game crashed. This would be helpful in troubleshooting the problem.

gamelog of 1 crash:
Spoiler (click to show/hide)

and the whole of my errorlog from multiple worldgen crashes(kind of long):
Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Plagues, Cults, Illithids, Golems, Alchemy
Post by: Neyvn on May 06, 2012, 01:04:07 am
Hmmm. I have been getting Crashes on World gen a few times now, even before this version of the game, its been odd at times tbh...

Here is the Errorlog.

Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Plagues, Cults, Illithids, Golems, Alchemy
Post by: zenerbufen on May 06, 2012, 03:04:51 am
I was able to reproduce the problem you both are having, it is most definitely a memory error. You need less stuff, or shorter history. It happens for me every time @ 1gig memory usage.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Plagues, Cults, Illithids, Golems, Alchemy
Post by: Neyvn on May 06, 2012, 03:51:38 am
Damn it, I don't want less, cause that means less fun!!!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Plagues, Cults, Illithids, Golems, Alchemy
Post by: Tierre on May 06, 2012, 04:08:43 am
Then - less history. Stick to 5 years - it will get you a new world with almost anything added. I got that crashes then i started making a civforge/fortressdefence2 patchwork worlds with supermany biomes and supermany civilizations - that made me gen worlds less than 65 years or it was a definitinve crash. So i guess you got even more staff that i was having:)

Now returning to my question about 5 elfish supercreatures - pet-dragons and white widows. I checked what is changed then they are introduced - the only thing is that their files is being uncommented. And their tags say that they will roam everything in huge numbers. So i will have to fight pet-dragons in any biome everymonth. That doesn't look really good for starting fortress:) So how is it made that they don't overoam everyone? And that only elfs s got them? I am curious on how do you handle those things.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Plagues, Cults, Illithids, Golems, Alchemy
Post by: zenerbufen on May 06, 2012, 04:09:49 am
You can also use a smaller world. I had to make the world bigger to get mine to crash without having to wait forever. More fun packed in a smaller package! ;)

Also I just updated the mac port of 1.8
 (http://dl.dropbox.com/u/75632380/MasterworkDwarfFortress_Mac_1.8(beta).dmg)

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Plagues, Cults, Illithids, Golems, Alchemy
Post by: Dwarf_Fever on May 06, 2012, 06:08:46 am
Rofl.

(http://tnypic.net/1c6c0.jpg)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Plagues, Cults, Illithids, Golems, Alchemy
Post by: GreatWyrmGold on May 06, 2012, 07:17:09 am
That's probably a young concubine. You monster.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Plagues, Cults, Illithids, Golems, Alchemy
Post by: Sirmaril on May 06, 2012, 07:58:48 am
Rofl.

(http://tnypic.net/1c6c0.jpg)

You are going to get a ghost in your fortress. DO NOT slaugther concubines or you will need to engrave him/her a memorial slab or something to prevent the ghost from spawning.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Plagues, Cults, Illithids, Golems, Alchemy
Post by: Arbinire on May 06, 2012, 08:28:14 am
I was able to reproduce the problem you both are having, it is most definitely a memory error. You need less stuff, or shorter history. It happens for me every time @ 1gig memory usage.

If it's happening at 1gig of memory usage then it's crashing before using all available resources.  Like I said, I have an 64bit Windows 7 machine with more than enough ram for Large Address Aware.

At this point and time I'm just gonna blame the elves, putting quota's on my resources!  *Shakes fist at the hippies*
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Plagues, Cults, Illithids, Golems, Alchemy
Post by: Dwarf_Fever on May 06, 2012, 09:34:58 am
Heh, I assumed the edible concubines were a bug, I don't think it makes any sense dwarves would eat other dwarves, but whatevs.

On a related note, I also noticed my kennels no longer have the option to train war dogs. What gives?


Figured this one out. However, all of my kids apparently refuse to put on pants and inevitable go insane from the shame.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Plagues, Cults, Illithids, Golems, Alchemy
Post by: Srial on May 06, 2012, 12:19:29 pm
Alright, I can't figure out this kinda masterwork related stockpile question.

What do I need to set up in a stockpile so bags of slade powder are stored there?  I can't find a way to define powders or anything like that.   The round trip from the magma arc furnace to the generic furniture stockpile they're putting them in now is driving me crazy.   Making slade bars is taking forever as the dwarves travel 130 z levels each way to drop them off, then pick them up for bad making.

Any help is appreciated, thanks.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Plagues, Cults, Illithids, Golems, Alchemy
Post by: BigD145 on May 06, 2012, 12:24:54 pm
Concubines do not appear to be off by default. The subtext says it should be and you're a sick person for turning it on.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Plagues, Cults, Illithids, Golems, Alchemy
Post by: Riun on May 06, 2012, 12:46:10 pm
First Post in these forums, just wanted to tell you how awesome Masterwork is. Thanks for doing this, meph.

Furthermore, i have (had, 1.7.2) a problem with the magma safe workshop/magma safe blocks.
As far as I understood, diorite should be a magmasafe/non-economic stone, yet neither the magma safe workshop accepted them (neither when assigned through manager, nor when stockpiled directly next to the workshop), nor did blocks made from a mason count for building the tech research lab. (copper blocks didnt work either).

In best regards, Riun.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Plagues, Cults, Illithids, Golems, Alchemy
Post by: Bodyless on May 06, 2012, 12:46:47 pm
do the concubines make children with all dwarfs or only with other concubines?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Plagues, Cults, Illithids, Golems, Alchemy
Post by: Hugo_The_Dwarf on May 06, 2012, 12:51:16 pm
do the concubines make children with all dwarfs or only with other concubines?
All MALE dwarves will breed with the Concubines, Right now I'm doing a playthrough. Currently I'm looking at golems for meph, His raws for them are... hap-hazared and in dire need of re-organization. So far I embarked wit 6 concubines and 1 went mad when one of my miners died from a large beetle (darn those buggers (no pun intended))

One thing of interest concubines have all peasent labors enabled (hauling, caring for wounded, gathering wounded, and cleaning)

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Plagues, Cults, Illithids, Golems, Alchemy
Post by: BigD145 on May 06, 2012, 01:00:10 pm
Group Name: The Medical Night of Torching.

Because, you know, it's the only way to be sure you've stopped the plague.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Plagues, Cults, Illithids, Golems, Alchemy
Post by: zenerbufen on May 06, 2012, 01:15:38 pm
If it's happening at 1gig of memory usage then it's crashing before using all available resources.  Like I said, I have an 64bit Windows 7 machine with more than enough ram for Large Address Aware.

Thats the odd thing about it. Even as a non LAA app, it should be able to access 2 gigs. For what it's worth I'm running 64bit as well. Maybe the world generator is coded to only sets aside 1 gig? Without access to the source, or toady we will never know for sure :(
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Plagues, Cults, Illithids, Golems, Alchemy
Post by: Hugo_The_Dwarf on May 06, 2012, 01:19:00 pm
Odd... I can now assign my stray concubines to the army

This has potential.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Plagues, Cults, Illithids, Golems, Alchemy
Post by: Morwaul on May 06, 2012, 02:49:38 pm
I am finding it almost impossible to gen a new world due to crashes.  I am using the Garden of Gaia map but have crashes on the other ones as well while testing this.  If it helps, I have Win 7 64bit with 16GB Ram.  Currently 13GB Available, 9.5GB Free.  I do not have this issue with 1.7.2 or any previous version of MW. 

Edit:  Research!  I just genned 10 worlds without a crash.  To do so I simply switched from Ironhand back to Phoebus.  It appears there is some issue with the Ironhand graphics in MW.  Maybe it uses more memory?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Plagues, Cults, Illithids, Golems, Alchemy
Post by: Urist McBeanie on May 06, 2012, 03:59:42 pm
I am finding it almost impossible to gen a new world due to crashes.  I am using the Garden of Gaia map but have crashes on the other ones as well while testing this.  If it helps, I have Win 7 64bit with 16GB Ram.  Currently 13GB Available, 9.5GB Free.  I do not have this issue with 1.7.2 or any previous version of MW. 

Edit:  Research!  I just genned 10 worlds without a crash.  To do so I simply switched from Ironhand back to Phoebus.  It appears there is some issue with the Ironhand graphics in MW.  Maybe it uses more memory?
Same problem Win 7 64bit with 4GB Ram.

Fixed by going ASCII no Truetype and switching back after gen.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Plagues, Cults, Illithids, Golems, Alchemy
Post by: Arek on May 06, 2012, 04:17:43 pm
For some reason, i cant boil eggs even when they are in a barrel two tiles from kitchen.
At the same time, i cant cook them either, they don't even appear on kitchen cook/brew screen, as if they were not recognized as possible food source.
This will be troublesome, since i embarked on glacier and planned to make them my main food source.

Anyone encountered same problem or know how to fix this?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Plagues, Cults, Illithids, Golems, Alchemy
Post by: Jeoshua on May 06, 2012, 04:26:25 pm
There is an issue with the settings, or with the Automatons, I think.

RawExplorer opens up the Masterwork DF mod just fine.  However, if one switches off the Automatons, RawExplorer will crash.  Somewhere in the changes that are made for them, there is a syntax error introduced that is being evaluated incorrectly.  I'm not sure if this crops up in-game, but if it doesn't fit the expected syntax it could very well be a problem in-game as well.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Plagues, Cults, Illithids, Golems, Alchemy
Post by: zenerbufen on May 06, 2012, 04:48:37 pm
I am finding it almost impossible to gen a new world due to crashes.  I am using the Garden of Gaia map but have crashes on the other ones as well while testing this.  If it helps, I have Win 7 64bit with 16GB Ram.  Currently 13GB Available, 9.5GB Free.  I do not have this issue with 1.7.2 or any previous version of MW. 

Edit:  Research!  I just genned 10 worlds without a crash.  To do so I simply switched from Ironhand back to Phoebus.  It appears there is some issue with the Ironhand graphics in MW.  Maybe it uses more memory?
Same problem Win 7 64bit with 4GB Ram.

Fixed by going ASCII no Truetype and switching back after gen.

This would explain why I had to make my world so big to get it to crash while others didn't. I was using true-type off/phobeus.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Plagues, Cults, Illithids, Golems, Alchemy
Post by: BigD145 on May 06, 2012, 05:27:55 pm
I am finding it almost impossible to gen a new world due to crashes.  I am using the Garden of Gaia map but have crashes on the other ones as well while testing this.  If it helps, I have Win 7 64bit with 16GB Ram.  Currently 13GB Available, 9.5GB Free.  I do not have this issue with 1.7.2 or any previous version of MW. 

Edit:  Research!  I just genned 10 worlds without a crash.  To do so I simply switched from Ironhand back to Phoebus.  It appears there is some issue with the Ironhand graphics in MW.  Maybe it uses more memory?

When I changed to Ironhand, which I far prefer over Phoebus, and went into the init editor Phoebus was still the active tileset. Something is not working right. I manually changed to Ironhand.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Plagues, Cults, Illithids, Golems, Alchemy
Post by: empfan on May 06, 2012, 05:44:25 pm
Out of curiousity, how do you make turrets and landmines and the such?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Plagues, Cults, Illithids, Golems, Alchemy
Post by: Hugo_The_Dwarf on May 06, 2012, 06:13:22 pm
Out of curiousity, how do you make turrets and landmines and the such?
Creatures with IMMOBILE tag so they can't move, and use interactions to attack. I helped Meph build his Landmines, turrents are pretty easy. just have a look here (http://www.bay12forums.com/smf/index.php?topic=104751.0) at some of the "Inorganic" creations I am making.

Plus I might have to fix Meph's golems, that code is upsidedown and shuffled
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Plagues, Cults, Illithids, Golems, Alchemy
Post by: Arbinire on May 06, 2012, 06:19:39 pm
I am finding it almost impossible to gen a new world due to crashes.  I am using the Garden of Gaia map but have crashes on the other ones as well while testing this.  If it helps, I have Win 7 64bit with 16GB Ram.  Currently 13GB Available, 9.5GB Free.  I do not have this issue with 1.7.2 or any previous version of MW. 

Edit:  Research!  I just genned 10 worlds without a crash.  To do so I simply switched from Ironhand back to Phoebus.  It appears there is some issue with the Ironhand graphics in MW.  Maybe it uses more memory?
Same problem Win 7 64bit with 4GB Ram.

Fixed by going ASCII no Truetype and switching back after gen.

This would explain why I had to make my world so big to get it to crash while others didn't. I was using true-type off/phobeus.

Sorry to be this guy, but I was experiencing my crashes with Truetype off and the Phoebus tileset, though I did use the Phoebus editor to change the skeletal remains, water, and font to Guybrush.  I used to prefer Ironhand honestly till I got used to using Phoebus with earlier versions of Masterwork, and the Ironhand sets look to dark to me now.  Also, I prefer the Guybrush font, just seems more videogamey to me, like original Dragon Warrior/Dragonquest like.  :P
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Plagues, Cults, Illithids, Golems, Alchemy
Post by: Neyvn on May 06, 2012, 06:59:18 pm
Thatchery, Why does it use Woodworking???
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Plagues, Cults, Illithids, Golems, Alchemy
Post by: lewtz on May 06, 2012, 07:15:49 pm
MWDF 1.8    ...what am I missing...  I see no plump helmets or plump helmet spawn for embarking items... 

Is the world just void of plump helmets by some rare random chance?  Could make this world interesting...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Plagues, Cults, Illithids, Golems, Alchemy
Post by: masquerine on May 06, 2012, 07:18:22 pm
MWDF 1.8    ...what am I missing...  I see no plump helmets or plump helmet spawn for embarking items... 

Is the world just void of plump helmets by some rare random chance?  Could make this world interesting...
That sometimes happens with worldgen. The homeciv that you chose (if you have access to multiple) didn't have access to plump helmets, so you were unable to embark with them. It can happen with other plants and things too, just random when it does. You can get by without plump helmets easy enough, just plant extra pigtails and brew some. Little more tricky when you don't have access to pigtails but have plump helmets instead.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Plagues, Cults, Illithids, Golems, Alchemy
Post by: Meph on May 06, 2012, 07:59:34 pm
@Jeoshua: nice report, but unfortunately mostly wrong. the frequency and ubiquitous tags have nothing to do with the biomes, and the creature_mat:animal is needed for the standardized materials.

@pan: wiki is very outdated in parts. Golems wont flee, and can be made milita captians to be ordered around. they do take kill orders as well.

@different embark races: Is in my to do list... at the very end of the end, somewhere in a dark corner. A very deep one at that. With a locked hatch.

@crashes at worldgen: Is anyone having those with the default settings ? With the included 6 pre-set worlds, with 65*65 tiles ? Or do you guys try to do standard worldgen with large/very large worlds ?

@neyvn: Wow, weird errorlog, this is definetly not from me. Never modded anything on the keybindings. And what other skill should thatchery use ? mh... now that you mention it, plant processing would fit...

@tierre: humans dont have pets, dwarves cant use pet_exotics, and elves and drow have the warbeasts. The frequency is [FREQUENCY:10] so they appear rarely in the wild. Could be [FREQUENCY:0] to have no wild versions at all, and would still work for trading, but I want people to run into them at some point.  dwarves use common_domestic and cavern animals, those cant be used by elves/drow. :) But I think there is a slight problem with turrets being aviable to elves (?) currently... testing this is slow, needs all diplomats to come by.

@riun: did you check the stone stocks screen to see of diorite was set economic ?

@morwaul: thanks for the heads up on ironhand crashes at worldgen. I only test default settings with phoebus, so I will double check all the changes between ironhand and phoebus. Damn, now I have to do three sets of raws. ^^

@bigD145: The png. name is always phoebus, so I dont have to meddle with the init.txt the actual tileset in it changes.

@empfan: You cant  make them, only buy them from caravans.

@hugo: The golems raws are not messy, they are beautiful :) Modern Art I call it. Freedom of Speech I call it. Dont you dare to question art. :P



FUTURE OF THE MOD

I did play a little testfort myself, made 1,5 years so far. Many issues caught my eye, mostly the damn elves trying to sell my turrets. Turrets, but not landmines. Both creatures have the same biome/pet tags... this is impossible, damn these elves.

I also worked more on the workshop overhaul.
 - Stonegrinder is gone.
 - Magma-safe workshop is gone.
 - Magma Factory is gone.
 - These three and the Stonecutter are merged to the new Stonecutter & Rockforge.
 - Craftsdwarf can make specific instruments, toys and crafts now. Good for mandates/demands.
 - Rockforge can make all weapons out of stone.
 - Gemworkshop can make all weapons out of gem, can decorate a specific weapon with gems.
 - Storage unit can open 22 crate types more. Slade from drow, handcannons from humans, hellwood from elves...

Currently working on:
Boneyard

Boneyard will have:
bone furniture
bone weapons (is there a want for this ??)
bone armor (the parts that the craftsdwarf wont do)
"bone to flux" reaction
making of bloodsteel and ironbone (steel and iron-like metals, known from drow already)
bone blocks for constructions
bone mechanisms/quern/millstone


FULL CHANGELOG
Spoiler (click to show/hide)

Some new designs (woodcarver not planned right now)
(https://lh4.googleusercontent.com/-uzRYUYH_QNc/T6ceFJAsmCI/AAAAAAAAKfw/QeIFMIbJTms/s363/Designs.PNG)



AND WOW, how in gods name do you get crashes at worldgen again ? I will test some ironhand worldgens now, but really I never, ever, ever, ever had a single on, from V.01 till 1.8. Ever. And I have a netbook, not a fancy gaming pc. But then again I only test with the default settings...

Noted down all the rest, nothing serious really. A bit sad that these world-gen crash reports overshadow the rest.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Plagues, Cults, Illithids, Golems, Alchemy
Post by: Neyvn on May 06, 2012, 08:03:50 pm
I can't gen any world that goes longer then 20 years...

ALSO, seems that being able to build Walls or such out of Thatch bundles would be cool, at least so I can make Thatched Roofs for my Houses. I play mostly Aboveground. Last Fort died due to ONE Raashaka (or what ever that Tiger Headed Wizard Monster is) inflating all my Dwarves in one go...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Plagues, Cults, Illithids, Golems, Alchemy
Post by: Urist McBeanie on May 06, 2012, 08:10:15 pm
-snip-

@crashes at worldgen: Is anyone having those with the default settings ? With the included 6 pre-set worlds, with 65*65 tiles ? Or do you guys try to do standard worldgen with large/very large worlds ?

-snip-
Mine have been using any tileset besides ASCII with Truetype OFF
Crashes with phoebus were on Garden of Gaia.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Plagues, Cults, Illithids, Golems, Alchemy
Post by: Hugo_The_Dwarf on May 06, 2012, 08:31:49 pm
Ok Meph, It's not a mess. But I wasn't one with love for modern art :P But I guess it works, in some sick twisted way it can drag it's horriblly assembled body through the raws :P
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Plagues, Cults, Illithids, Golems, Alchemy
Post by: Arbinire on May 06, 2012, 08:40:08 pm
@crashes at worldgen

Most of my crashes were with large island advanced option, as that was my control when testing, but when I first downloaded and started crashing, I also tried the Garden of Gaia preset gen a couple of times with the hopes of "tricking" the program to generate one world successfully and maybe doing so with the rest, but experienced crashes trying to generate GoG as well.

Wouldn't say my computer is a beast gaming computer by anymeans...It's a Dell Studio xps 1640 laptop...but it IS a maxxed out one.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Plagues, Cults, Illithids, Golems, Alchemy
Post by: BigD145 on May 06, 2012, 08:48:28 pm
@bigD145: The png. name is always phoebus, so I dont have to meddle with the init.txt the actual tileset in it changes.

Ah, I see.

No crashes from several vanilla medium worlds without island settings.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Plagues, Cults, Illithids, Golems, Alchemy
Post by: Panopticon on May 06, 2012, 08:54:14 pm
Been crashing for me too during the history portion of worldgen if I use Phoebus and/or TrueType on.

Generating the world in ASCII+ and TrueType off allows it to be made with no problems, then you can turn those options back on, so annoying but not game breaking, for me anyway.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Plagues, Cults, Illithids, Golems, Alchemy
Post by: Morwaul on May 06, 2012, 09:39:33 pm
@ Crashes

I have done some further testing with the crashing.  I am using Garden of Gaia for all tests.

I can gen 15 to 20 world in succession (gen, allow to complete, abort, repeat) with Phoebus before getting a crash.  Once it crashes it will continue to crash until I reboot.  With Ironhand I can gen 1 to 3 worlds before crash and again, once it crashes it will continue until reboot or switch to Phoebus.

Also, I noticed that when I switch from Phoebus to Ironhand it changes my Materials Options.  I play with all Simple set to YES and More Food types set to YES with all other More options set to NO.  Switching to Ironhand set Simple Gems, Soil, and Stones to NO and More trees, plants, and food to YES.  I am not sure if this has anything to do with anything but leaving it as is or changing it back does not seem to affect the crashing.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Plagues, Cults, Illithids, Golems, Alchemy
Post by: DVNO on May 06, 2012, 09:40:32 pm
friendly reminder A new version of Fortress Defense (http://www.bay12forums.com/smf/index.php?topic=62874.0) came out
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Plagues, Cults, Illithids, Golems, Alchemy
Post by: Jeoshua on May 06, 2012, 09:42:28 pm
On worldgen crashes:

I ain't getting them.

Then again, those regex expressions I mentioned before?  I ran them on my files, besides the creature materials one which I now know is very intentional.  I do not have 30,000 of every creature in every tile that supports them.  That might be connected?  Possibly?



On possible features that are easy to implement:

Turn on/off the animal people and giant variations of every single damned creature at once.

Add/remove from tokens
Code: [Select]
[CV_ADD_TAG:DOES_NOT_EXIST]
[CV_ADD_TAG:FANCIFUL]

Civilizations will all know about the mythical stories of Kokapi men and Giant Magpies... but they don't really exist.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Plagues, Cults, Illithids, Golems, Alchemy
Post by: zenerbufen on May 07, 2012, 02:08:22 am
@crash during worldgen

So I finished the early linux port and am seeing the same thing there, many crashes at world gen. I'm seeing this anytime I try to gen Gargen of Gaia, using default settings. Even turning graphics and truetype off or running in 'text' mode don't help the situation.

On the mac I'm getting much farther along but still the crashes happen.

In both cases it's always a memory problem.

*edit* I just remembered my linux test machine only has 1gig of ram, so that why I'm probably memory-erroring so fast, I've been working on this way to long tonight haha.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Plagues, Cults, Illithids, Golems, Alchemy
Post by: Szarrukin on May 07, 2012, 03:33:52 am
Masterwork is great! But I am very attached to Herrbdog tileset - is there any way I can use it playing Masterwork?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Plagues, Cults, Illithids, Golems, Alchemy
Post by: Riun on May 07, 2012, 04:30:20 am
@worldgen crashes:
i had them after switching to ironhand, but now on phoebus as well (truetype font on). Used pregenned worlds as well as "normal" genned small/smaller worlds. Usually occur between 20 and 60 years of world history. Will try around with rebooting and stuff but im so eager to play in the 5 year old world i created....

@blocks
thanks for the reply, will chekk that one out. with the abduction of magma safe workshop this problem will be ignorable anyways. Thanks for the reply and the soon coming 1.8.1 :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Plagues, Cults, Illithids, Golems, Alchemy
Post by: Hugo_The_Dwarf on May 07, 2012, 09:10:45 am
On possible features that are easy to implement:

Turn on/off the animal people and giant variations of every single damned creature at once.

Add/remove from tokens
  • [CREATURE_VARIATION:ANIMAL_PERSON]
  • [CREATURE_VARIATION:ANIMAL_PERSON_LEGLESS]
  • [CREATURE_VARIATION:GIANT]
Code: [Select]
[CV_ADD_TAG:DOES_NOT_EXIST]
[CV_ADD_TAG:FANCIFUL]

Civilizations will all know about the mythical stories of Kokapi men and Giant Magpies... but they don't really exist.
That's a great feature I add it in manually all the time. But I find that in Evil areas that tehy exisit (undead versions of course) but you never see them anywhere else (I was almost afraid I'd run into centar corpses until I remembered they don't have enough info to be real)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Plagues, Cults, Illithids, Golems, Alchemy
Post by: Dwarf_Fever on May 07, 2012, 09:30:56 am
Question and/or suggestion to clarify:

In the MWDF Settings exe, you can limit the children on the first tab.

I assume "absolute cap on babies and children" means it caps the absolute number of children that can exist. In other words, if I enter "1" here, after 1 child, no more will be born.

However, then it asks me "percentage of adults in fort." Why is it asking for two caps? And percentage of which to what? Without explaining the context, it's not very clear. Logically I should be able to enter 95 here, as the "percent of adults" and it would limit children to be no more than 5 percent of the total population so adults can remain at 95. Is this correct?

However, after entering the two numbers, the button shows the numbers in the forum of a ratio, ie 10:1000 etc. (Why 1000 percent? This makes no sense.) Which leads to a third question, are the two numbers simply a ratio of children to adults?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Plagues, Cults, Illithids, Golems, Alchemy
Post by: Werdna on May 07, 2012, 09:42:39 am
However, then it asks me "percentage of adults in fort." Why is it asking for two caps? And percentage of which to what? Without explaining the context, it's not very clear.

These are actually settings from classic DF, the settings.exe just makes it easier to fiddle with them.

From d_init.txt:
This allows you to control the number of babies+children in your fortress.  The first number is an absolute cap on the number of babies+children.  The second is a percentage of the current number of adults in your fortress (the default is the essentially meaningless 1000% here).  The lower number is used as the cap.  The cap only prevents further pregancies, so migrant children, multiple births and existing pregnancies from old saves can still push you over the cap.  Setting either number to zero will disallow pregnancies in the fortress.

Personally, I tweak the first number and simply use that to limit the rugrats.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Plagues, Cults, Illithids, Golems, Alchemy
Post by: IronSmasher on May 07, 2012, 10:28:03 am
regarding worldgen crashes...

I'm getting them at around 20-30 years history, with any tileset, and truetype on or off...

I'm not even convinced that it's memory related, because it has around 390MB of memory allocated at crash, and there's no way that should be close to any limit, even without LAA.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Plagues, Cults, Illithids, Golems, Alchemy
Post by: Dwarf_Fever on May 07, 2012, 11:03:05 am
Thanks for the clarification on settings!

Quote
stainless steel
morevaluable then steel
slightly better in armor/weapons
Needs: 1 steel bar, 1 chrome bar
Prodcues: 2 stainless steel bars (maybe just one ?)

Not sure if stainless actually made it in! However, as a medieval warfare buff, I feel compelled to point out that stainless is actually usually more brittle too and not better for combat. It's more prone to breaking rather than bending, not something you want to happen... point in case, any "battle ready" sword you can buy even today will never be stainless. Also see this video (http://www.youtube.com/watch?v=pzV6J3SQ8Qs) for a 440 stainless steel katana, ooooooh. :P
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Plagues, Cults, Illithids, Golems, Alchemy
Post by: zenerbufen on May 07, 2012, 12:48:16 pm
Also see this video (http://www.youtube.com/watch?v=pzV6J3SQ8Qs) for a 440 stainless steel katana, ooooooh. :P

Folks, right now, we may need emergency surgery in the studio.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Plagues, Cults, Illithids, Golems, Alchemy
Post by: Lewa263 on May 07, 2012, 03:34:25 pm
I downloaded the most recent version and I too have been having world gen crashes. Garden of Gaia seems especially prone, crashing before ten years in most cases. I tried the population and frequency changes that Jeoshua provided, and that made no difference whatsoever.
Also, the errorlog is full of errors like this: "Unrecognized Caste Token in Body Transformation Effect: DOG_ARMORED_IRON:MALE" but for every other creature that should be armorable. I checked the raws and haven't been able to find the iron-armored versions of anything. Where are they?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Plagues, Cults, Illithids, Golems, Alchemy
Post by: dennislp3 on May 07, 2012, 04:52:43 pm
So as awesome as this mod is...how do you get into it...Its got so much crap I cant see myself using most of it lol.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Plagues, Cults, Illithids, Golems, Alchemy
Post by: Hugo_The_Dwarf on May 07, 2012, 05:09:26 pm
So as awesome as this mod is...how do you get into it...Its got so much crap I cant see myself using most of it lol.
I guess it's a mod that you have to play when it was first created, and yes trying to use everything is a hard thing to do.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Plagues, Cults, Illithids, Golems, Alchemy
Post by: Werdna on May 07, 2012, 05:14:56 pm
Most of the additions are just additions, you don't need to use them.  The only critical new workshop I can think of that you must build is the Crucible, in order to hammer coarse iron into iron.  Everything else is pretty optional and can be learned as you have time to experiment.  The new lategame invaders probably will nudge you into exploring the advanced metals and workshops though.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Plagues, Cults, Illithids, Golems, Alchemy
Post by: Srial on May 07, 2012, 05:27:36 pm
So as awesome as this mod is...how do you get into it...Its got so much crap I cant see myself using most of it lol.

I just picked up this mod a couple weeks ago, and I was pretty overwhelmed at first.

The easy way to do this is, just play it like vanilla DF.  There's nothing in there you must use.  Leave all the buildings on, because, doesn't hurt you.  Enjoy the simpler rock and wood.  Trade with the drow and check out some new items.  You'll come across things now and then that seem useful and add them.  I saw 'create bedroom set' in the job manager once, was curious so I looked it up in the manual and the building guides, and got addicted to the furniture workshop, and it pretty much goes like that.   Try out golems, or the trap workshop to make better traps if that's your thing.  Find a bag of loot, look up what to do with it, etc.

It's like learning DF all over again, play the basics, add a piece here and there that seems interesting.  Maybe you'll get bad luck and something horrible will happen, but that seems pretty rare. 

There's probably still at least a dozen buildings I've never made, and I probably won't.

And ninja'ed by Werdna.  :-)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Plagues, Cults, Illithids, Golems, Alchemy
Post by: dennislp3 on May 07, 2012, 06:13:18 pm
I suppose so...guess my biggest worry was that I couldn't play it like vanilla and branch out as I go...will fire it up tonight I suppose and gen myself a nice long world
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Plagues, Cults, Illithids, Golems, Alchemy
Post by: jesusmod on May 07, 2012, 06:37:55 pm
*** Error(s) finalizing the reaction TRANSMUTE_ARMOK
Unrecognized Inorganic Token: ARMOK_METAL
*** Error(s) finalizing the reaction ARMOK_DRINK
Unrecognized Inorganic Token: TEARS_OF_ARMOK
 

Spoiler (click to show/hide)
it looks fine to me, I don't know what's wrong here.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Plagues, Cults, Illithids, Golems, Alchemy
Post by: Srial on May 07, 2012, 06:49:29 pm
I suppose so...guess my biggest worry was that I couldn't play it like vanilla and branch out as I go...will fire it up tonight I suppose and gen myself a nice long world

My personal two cents is the only thing I turn off from the Masterwork defaults is harder smelting.  Sure having dwarven babies catch on fire and suffocate while their parents smelt that 200 Tetrahedrite as everyone bleeds everywhere coating your fortress a lovely, permament red SOUNDS like a good idea.... but the clean up is immense.

That being said, it did get my doctors a lot of training in hospital and toughened up my dwarves emotionally a bit, so I suppose it's not all bad.  All of the other harder options I found to be walks in the park compared to harder smelting though.  *shivers*  Granted I've never found coal to worry about dust or warpstone though in my last 3 Masterwork fort so I have no idea how bad harder mining might be.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Plagues, Cults, Illithids, Golems, Alchemy
Post by: SeigeOps on May 07, 2012, 08:01:11 pm
Trying out 1.8 right now, found a minor 'error'. I was able to buy steel-clad horses from the embark screen. Will keep playing to see what's new. Love the mod, even though I turn off most of the 'difficulty options'.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Plagues, Cults, Illithids, Golems, Alchemy
Post by: Milkbot on May 07, 2012, 08:25:08 pm
Hey, there's a few things with the Brewery. Is it supposed to only take single barrels of 25 drink? It won't take 5 barrels of 5 for example.

You can't spice Mead either, though I figure that's because it's impossible to get a stack of 25.

Do you think we can grind bodyparts and vermin into sausages?

Are sentients supposed to be butcherable by default? My guys are eating goblin steak burritos after a seige.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Plagues, Cults, Illithids, Golems, Alchemy
Post by: Meph on May 07, 2012, 08:53:05 pm
@siegeops: That is intented :)

@jesusmod: you have harder mining off... it also removed the 3 magic gems. I linked them to it, to give people a reason to leave it on. ;) Evil, evil me...

@dennislp: Thats what the launcher is for. You can turn off 90% of the mod. But the basis is still vanilla DF. Just with more of everything, optional. Hope you will have fun.

@lewa: The ironclad animals were missing in the ironhand and ascii raws... ups... fixed it.

@dwarf_fever: Thanks for the headsup. I did remove stainless steel a few versions back, seems its still somewhere in the manual ?

@Szarrukin: If it is based on ascii, yes. Just turn ascii on and add it yourself, just copy the -png or bmp into the data/art folder. :)



I did some testing because of the crash reports from worldgen. Couldnt reproduce them, tried 5 worldgens, 2 of them custom, 3 of them standard worldgen. All small worlds (remember, netbook) and between 100 and 500 years. I tried 5 with phoebus, 5 with ascii and 5 with ironhand, all with TTF on and the default settings. No crashes. Sorry guys, if you have them, then please give me more data. I guess it is caused by the settings you have, but I cant test all of them, with by now over 7000 combinations. I can only assure that the default settings are tried and tested, and cause no crashes at worldgen.

worldgen pic
Spoiler (click to show/hide)

I also finished the Boneyard. Make bone into crafts and furniture, basic weapons/armor, make a bonerattle, blocks for constructions and an alternate way to make metal. Ash, Blood, Fuel and Bone combined makes nice bloodsteel. :) I also moved the "bone to flux" reaction from the kitchen to there, seems only fitting. The Altar of Armok got some new stuff, both old reactions (offer life/offer blood) are now more interesting, and I added offerings for meat, alcohol, ash, totems and bone. Hope this fits the idea of Armok well. You can recieve drinks, food and special wood from these.

I improved combatlogs for unarmed dwarves, mostly for wrestlers. No new combat skills, only flavor, but I hope you like it. Wicker blocks can be made in the Thatchery, used for thatched constructions. A new optional color setting is included in the GUI, you can now enable vherids color scheme whenever you like. Rock and gemtip javelins can be made, and I continued a bit with the workshop overhaul, the Javelin Caster was barely used. Ever. Now it can make broadhead, hammerhead and piercing bolts and arrows as well, and the old javelins are a bit cheaper. Libraries, which are quite unused as well I guess (?) train now twice as fast. I plan to make a little something for the "epic/rare/named" books as well, changing mental stats. You could give your doctor the mental stat: "Likes helping others" for example, if I understood it correctly.

Last thing I did is a little test reaction that works beautifully. I spawned toxic landmines in workshops, works as intended. I have no system set up yet, but this will be the next thing. Landmines and turrets you can make yourself. Later maybe using Illithid brains for mind-control/spawning of thrulls/thralls, and magic seeds you can buy from elves to spawn a couple of "guard trees/treants". Any other ideas are welcome as well, but all these creatures are "friendly" and wont move from the spot much, therefore I prefer immobile creatures, since it makes sense that an active landmine cant be moved, or a stationary turret that is anchored in the ground. Same for treants that took root. But if anyone has good ideas for creatures, I am all ears. :)

Would gem furniture and gem crafts interest anyone ? If yes I could split my gemworkshop into two buildings, a gemcutter/gemcrafter thing for furniture, crafts and decorations, and a gemforge, for armor, weapons, ammo. Would be a similar setup to the stonecutter and rockforge that I currently have. In the end that might also be the case if/when I do the glass industry, but I dont want to copy the same building setup 3 times for this. Again, ideas are welcome.

And before I forget it again:
@milkbot: Thanks for the long and detailed answer and suggestions. I did choose pattern metal over latin/greek names, so that people can easier identify them. All these pattern metals are also alloys, and I liked the idea of dwarves making them better just by the way they work with the materials, plus some "normal" metals from DF. And orichalcum I wanted to preserve for the alchemy, but not many people know the name, so again, I rather took realistic names that ring a bell. Maybe it will come in the future though.

The brewery does indeed only accept full barrels. You think it would be better to split it ? Or take less in one go,maybe 10 ? I will definetly do this for mead. Bodyparts and remains could be made into meat, yes, but ... yuk... but then again it is for dwarves anyway. Will think about it. Butchering sentients is always on, a way to reduce clutter and get rid of corpses and bodyparts. Very, very useful for the boneyard as well, since it creates small stacks of bones.

Full changelog:
Spoiler (click to show/hide)

Oh, and my testfortress, a giant tradepost on a road. Just the surface level here, with super safe entry for caravans. They will only ever travel on the paved roads :)

(https://lh5.googleusercontent.com/-ZdoaZtE_XcE/T6h5ZowO-JI/AAAAAAAAKgE/tprc1UFXhfQ/s1512/Testfortress2.PNG)

And the new combat logs for the wrestlers.

(https://lh3.googleusercontent.com/-O-3siM7BR8s/T6h5ZstMp1I/AAAAAAAAKf8/2uoGTqjJ9cg/s584/new%2520wrestlers.PNG)

PS: Quote from the official devlog: In addition, you'll also get multiple blocks per stone now.... wow, I might have to rebalance some stuff then... anyway, just wanted to let you guys know that I will stay another 2 days here before I head of again, so maybe... just maybe there is a small chance for the 1.8.1 update in 2-3 days. If yes, then the morning before I leave.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Plagues, Cults, Illithids, Golems, Alchemy
Post by: Neyvn on May 07, 2012, 09:23:34 pm
Ok... Seriously WTF!?!?

So I started Genning new worlds.

Small. Long History. Number of Civs High. Number of Sites Medium. Number of Beasts High. Rate of Savagery Medium. Frequency of Materials Everywhere.
Genned to 440yr then Crash.

Small. Medium History. Number of Civs High. Number of Sites Medium. Number of Beasts High. Rate of Savagery Medium. Frequency of Materials Everywhere.
Genned to 160yrs then Crash.

Small. Short History. Number of Civs High. Number of Sites Medium. Number of Beasts High. Rate of Savagery Medium. Frequency of Materials Everywhere.
Genned to 48yrs then Crash.

EDIT:: The last couple of crashes had this in the Errorlog

Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Plagues, Cults, Illithids, Golems, Alchemy
Post by: Meph on May 07, 2012, 09:30:25 pm
You use ascii/ironhand and have changed the material settings ? (a guess from me) 

About the Chemist, the leading choice on the poll: I need suggestions about what the heck it does in the end. It is easy to set up a building, make reactions and reagents, based on RL stuff, but what should it produce in the end ? I personally think about turret and landmine stuff, since spawning them will be possible soon, so making "warpstone filling" or "hellfire powder" would be something for the chemist. Kevlar and Synthetics I think are too high tech... I could also link the blackpowder and TNT to it, which makes perfect sense, BUT that would lead to guns having to rely on the chemist.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Plagues, Cults, Illithids, Golems, Alchemy
Post by: dennislp3 on May 07, 2012, 09:41:18 pm
I am getting crashes on world gen around year 50 consistently...not spitting out an error log either (or at least...I sure cant find it where it should be). Only thing I changed was setting pop cap to 20.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Plagues, Cults, Illithids, Golems, Alchemy
Post by: Jeoshua on May 07, 2012, 09:56:33 pm
Guns might need to rely on the chemist to be realistic anyways.

Black Powder was created before a proper understanding of chemistry anyways, so that could also fit under "Alchemy".



Thinking about it, why should there be a distinction between Chemistry and Alchemy.  Chemistry is just informed Alchemy, and Alchemy is just Magical Chemistry.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Plagues, Cults, Illithids, Golems, Alchemy
Post by: Corai on May 07, 2012, 10:24:51 pm
Is it normal that I can get a "Age of the Frost Giant" without any frost giant civs alive?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Plagues, Cults, Illithids, Golems, Alchemy
Post by: Hugo_The_Dwarf on May 07, 2012, 10:31:50 pm
Thinking about it, why should there be a distinction between Chemistry and Alchemy.  Chemistry is just informed Alchemy, and Alchemy is just Magical Chemistry.

My mind just split like wood under an axe.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Plagues, Cults, Illithids, Golems, Alchemy
Post by: zenerbufen on May 07, 2012, 10:46:14 pm
Guns might need to rely on the chemist to be realistic anyways.
--snip--
Thinking about it, why should there be a distinction between Chemistry and Alchemy.  Chemistry is just informed Alchemy, and Alchemy is just Magical Chemistry.

QFT
"Chinese taoist alchemists were the major force behind the early invention of gunpowder."-about.com
Maybe the alchemists ws could be to chemists ws as the still is to the brewery or the carpenter ws to the lumberyard.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Plagues, Cults, Illithids, Golems, Alchemy
Post by: Morwaul on May 07, 2012, 10:48:09 pm
@ Crash Problem:  Not sure if it will help but here is my errorlog.

Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Plagues, Cults, Illithids, Golems, Alchemy
Post by: Hugo_The_Dwarf on May 07, 2012, 10:55:15 pm
Meph I have an Idea, I hope you see this next you log on. Make your utility be able to output all settings and their options to a .txt file, so users can post what they use when they encounter a problem. I don't know what prog. lang. you use to write your utility but some file I/O would be great for requesting settings. If file I/O seems like too much make a message box, or a text field/box that allows for copy/paste and a button to query the settings.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Plagues, Cults, Illithids, Golems, Alchemy
Post by: Neyvn on May 07, 2012, 10:58:32 pm
I think I am getting Close to the cause of the crashes. I turned off most of what Masterwork adds and slowly adding them while doing a Long World Gen on a Medium world. I already Genned one to full without things turned on, I then turned on the Creatures list and crashed. Currently double checking that it is with the creatures list and then going one by one though them...

Hmmm... Interesting so far. Will Let you know, so far genned the world fully everytime, half way through the Creature's list too...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Plagues, Cults, Illithids, Golems, Alchemy
Post by: Morwaul on May 07, 2012, 10:59:03 pm
Meph I have an Idea, I hope you see this next you log on. Make your utility be able to output all settings and their options to a .txt file, so users can post what they use when they encounter a problem. I don't know what prog. lang. you use to write your utility but some file I/O would be great for requesting settings. If file I/O seems like too much make a message box, or a text field/box that allows for copy/paste and a button to query the settings.

There is a save setting option (File/Save Settings) but I cannot figure out where it saves the settings.  I was hoping it saved to an .ini or .txt file somewhere but no luck....
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Plagues, Cults, Illithids, Golems, Alchemy
Post by: Corai on May 07, 2012, 10:59:38 pm
I just force-embarked on a Drow base.



HOW DID YOU MAKE A CUSTOM SITE?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Plagues, Cults, Illithids, Golems, Alchemy
Post by: Hugo_The_Dwarf on May 07, 2012, 11:16:41 pm
Meph I have an Idea, I hope you see this next you log on. Make your utility be able to output all settings and their options to a .txt file, so users can post what they use when they encounter a problem. I don't know what prog. lang. you use to write your utility but some file I/O would be great for requesting settings. If file I/O seems like too much make a message box, or a text field/box that allows for copy/paste and a button to query the settings.

There is a save setting option (File/Save Settings) but I cannot figure out where it saves the settings.  I was hoping it saved to an .ini or .txt file somewhere but no luck....
I looked too, No Dice.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Plagues, Cults, Illithids, Golems, Alchemy
Post by: zenerbufen on May 07, 2012, 11:25:26 pm
Meph I have an Idea, I hope you see this next you log on. Make your utility be able to output all settings and their options to a .txt file, so users can post what they use when they encounter a problem. I don't know what prog. lang. you use to write your utility but some file I/O would be great for requesting settings. If file I/O seems like too much make a message box, or a text field/box that allows for copy/paste and a button to query the settings.

There is a save setting option (File/Save Settings) but I cannot figure out where it saves the settings.  I was hoping it saved to an .ini or .txt file somewhere but no luck....
I looked too, No Dice.
That options writes to init.txt and d_init.txt
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Plagues, Cults, Illithids, Golems, Alchemy
Post by: tahujdt on May 07, 2012, 11:31:47 pm
Meph, I will test the burrow bug thoroughly with various mods. I will make a separate thread for it. Have you found anything else out yet?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Plagues, Cults, Illithids, Golems, Alchemy
Post by: Neyvn on May 07, 2012, 11:35:29 pm
I just genned a world with like 20+ Necro Towers in one area, some sitting next to each other on the world map. Sadly it doesn't include any of the Special races other then Evil Dwarves and Humans. So Not sure about this one, gonna grab the seed and add the Special Races. Also went for 550 years... ^_^
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Plagues, Cults, Illithids, Golems, Alchemy
Post by: zenerbufen on May 07, 2012, 11:59:06 pm
1st linux port, 1.8 (http://dl.dropbox.com/u/75632380/MasterworkDwarfFortressLinux1.8.zip)
Includes base game, with masterwork mod installed with default settings, and the extra graphics packs. You can apply them by copying over the folders and updating the ini's how you would normally install a graphics pack but the ones included are of course modified to work with masterwork.



Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Plagues, Cults, Illithids, Golems, Alchemy
Post by: zenerbufen on May 08, 2012, 12:07:14 am
Masterwork is great! But I am very attached to Herrbdog tileset - is there any way I can use it playing Masterwork?
Yes. You can use any tile set you want. It's the graphics sets (creatures) that you have to watch out for. All the new creatures added by the mod have to be accounted for from what I understand. Tilesets go in /data/art choose current tile set by editing /data/init/init.txt
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Plagues, Cults, Illithids, Golems, Alchemy
Post by: Cancer on May 08, 2012, 12:19:00 am
There was a post a while ago about dorfs failing to equip greaves.  I've run into the same problem, some of my dorfs just don't want to put on the shiny metal pants.  I think I've found a solution.  I noticed that the dorfs who failed to put on plate greaves would strip out of their trousers, put on greaves, but then take the greaves off immediately to put the trousers back on.  They'd go back and forth for a little while, then give up leaving the greaves behind. 

I upped the [layer_permit] value on plate greaves from 4 to 49.  Boom.  Dorfs put on the greaves. 

You may now commence fearing the girded loins of my doubty warriors. 
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Plagues, Cults, Illithids, Golems, Alchemy
Post by: Blakmane on May 08, 2012, 02:01:01 am
I just force-embarked on a Drow base.



HOW DID YOU MAKE A CUSTOM SITE?

He isn't using a custom site. Sites are hardcoded. If you have a look at the RAWs you'll see he has their site set to city (so they actually show up in the world), and also lets them build tombs/forts.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Plagues, Cults, Illithids, Golems, Alchemy
Post by: Neyvn on May 08, 2012, 02:16:55 am
OMG LOL!!!
An Undead Elf Fanatic Sorcerer cast a Fire spell or something, a Wave of Fire covered my area, the Trade Depo outside, naturally about to be burned down, I wanted to sit and watch the chaos, the Flames begin to cover the Depo...


"SAVING GAME!!!"
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Plagues, Cults, Illithids, Golems, Alchemy
Post by: Ishar on May 08, 2012, 03:41:47 am
Sorry for spamming the thread, but I've started a masterwork community fort here (http://www.bay12forums.com/smf/index.php?topic=108255.0). Some of you may be interested. We have zombies!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Plagues, Cults, Illithids, Golems, Alchemy
Post by: Neyvn on May 08, 2012, 04:01:59 am
So I think it might be the Illithads that are causing crashes...
I put all the things I wanted in and took them out and easily genned the world...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Plagues, Cults, Illithids, Golems, Alchemy
Post by: zenerbufen on May 08, 2012, 04:41:55 am
So I think it might be the Illithads that are causing crashes...
I put all the things I wanted in and took them out and easily genned the world...

You got my hope up. I removed illithids and still crashed during world gen.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Plagues, Cults, Illithids, Golems, Alchemy
Post by: CheatingChicken on May 08, 2012, 04:52:57 am
Meph I have an Idea, I hope you see this next you log on. Make your utility be able to output all settings and their options to a .txt file, so users can post what they use when they encounter a problem. I don't know what prog. lang. you use to write your utility but some file I/O would be great for requesting settings. If file I/O seems like too much make a message box, or a text field/box that allows for copy/paste and a button to query the settings.

The launcher is editing the raw files, so it is already doing quite a bit of File I/O. Shouldn't be hard to make that file, good idea
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Plagues, Cults, Illithids, Golems, Alchemy
Post by: Neyvn on May 08, 2012, 05:16:32 am
So I think it might be the Illithads that are causing crashes...
I put all the things I wanted in and took them out and easily genned the world...

You got my hope up. I removed illithids and still crashed during world gen.
And Warlocks???
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Plagues, Cults, Illithids, Golems, Alchemy
Post by: Spray on May 08, 2012, 08:42:22 am
Weird, Worldgen only crashes at year 7.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Plagues, Cults, Illithids, Golems, Alchemy
Post by: Morwaul on May 08, 2012, 09:17:49 am
Good find Neyvn

Turned off Illithads and genned 15 consecutive worlds with no crash using Ironhand with all other races on. 

Turned on Illithads and off Orcs (in case it was a number of races thing) and crashed on 2nd world gen.

Turned off all races except Illithads....Crash

Turned on all races except Illithds again..... no crashes

I think this myth is busted, not sure what is happening with zener though.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Plagues, Cults, Illithids, Golems, Alchemy
Post by: allison on May 08, 2012, 10:03:58 am
A mysterious happening: sauropods seem to become ethereal at random? Is this a known bug?

Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Plagues, Cults, Illithids, Golems, Alchemy
Post by: CheatingChicken on May 08, 2012, 10:05:03 am
I found another "bug"/evilness by Meph against us ASCII players

Giant Gargoyles are in stealth mode (they use creature tile 255, which is empty space)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Plagues, Cults, Illithids, Golems, Alchemy
Post by: Sirmaril on May 08, 2012, 12:19:30 pm
I'm not so good at modding, so I ask you guys if it's possible to gen a world without caverns? If so can somebody upload the text I need to put down in world generator.

If it's impossible, is there a way to put them far under the zlvl 0, I'm doing a megaproject and i don't want to run into cavern 10 zlvl under te surface.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Plagues, Cults, Illithids, Golems, Alchemy
Post by: Tierre on May 08, 2012, 12:42:07 pm
Just change setting in world settings - no modding needed:) You can do that - but you will be without anything from caverns - like plump helmets or pig tails.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Plagues, Cults, Illithids, Golems, Alchemy
Post by: Sirmaril on May 08, 2012, 12:58:09 pm
Just change setting in world settings - no modding needed:) You can do that - but you will be without anything from caverns - like plump helmets or pig tails.

I tried doing that several times, but it kept saying that it can't place any farming civilization, so I tried gening a world with only one cavern, but everyone (5 or so) was a bit messed up. Like i started on zlvl 100 it was the surface and it went down to only 70-80 zlvl with cave in between givving me only 10 or 15 levels to work with, when I need at least 30 or 40.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Plagues, Cults, Illithids, Golems, Alchemy
Post by: Tierre on May 08, 2012, 01:10:10 pm
Why not simply change needed levels before first level?

in world gen init you can see
   [CAVERN_LAYER_COUNT:3] - number of layers
   [CAVERN_LAYER_OPENNESS_MIN:0]
   [CAVERN_LAYER_OPENNESS_MAX:100]
   [CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]
   [CAVERN_LAYER_PASSAGE_DENSITY_MAX:100]
   [CAVERN_LAYER_WATER_MIN:0]
   [CAVERN_LAYER_WATER_MAX:100]
   [HAVE_BOTTOM_LAYER_1:1]
   [HAVE_BOTTOM_LAYER_2:1]
   [LEVELS_ABOVE_GROUND:15] - number of levels you want before the sky.
   [LEVELS_ABOVE_LAYER_1:5] - number of levels you want to be WITHOUT caverns from ground and down - may vary +/-5 so put some allowances.
   [LEVELS_ABOVE_LAYER_2:1] - number of layers between cave levels 1 and 2
   [LEVELS_ABOVE_LAYER_3:1] - number of layers between cave levels 2 and 3
   [LEVELS_ABOVE_LAYER_4:1] - number before magma from 3rd
   [LEVELS_ABOVE_LAYER_5:2] - strange things with HFS.... don't tune - who know what will happen:)

I don't remember how that thing is called in the game but it should be something similar and in that order:) I think this is what you want.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Plagues, Cults, Illithids, Golems, Alchemy
Post by: Dwarf_Fever on May 08, 2012, 01:19:22 pm
Most of the additions are just additions, you don't need to use them.  The only critical new workshop I can think of that you must build is the Crucible, in order to hammer coarse iron into iron.  Everything else is pretty optional and can be learned as you have time to experiment.  The new lategame invaders probably will nudge you into exploring the advanced metals and workshops though.

Ugh great, now I'm well into a new game and can't make steel with all this coarse iron? Is there any way to rig my current game to fix this?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Plagues, Cults, Illithids, Golems, Alchemy
Post by: Sirmaril on May 08, 2012, 01:20:53 pm
Spoiler (click to show/hide)

Man I tried this and it work like a dream, I LOVE YOU.

Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Plagues, Cults, Illithids, Golems, Alchemy
Post by: Tierre on May 08, 2012, 01:24:25 pm
Spoiler (click to show/hide)

Man I tried this and it work like a dream, I LOVE YOU.

Spoiler (click to show/hide)

LOL you're welcome:) As i am married and have a wife and kid - so Bor love is good enough with me;)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Plagues, Cults, Illithids, Golems, Alchemy
Post by: SeigeOps on May 08, 2012, 01:36:50 pm
Most of the additions are just additions, you don't need to use them.  The only critical new workshop I can think of that you must build is the Crucible, in order to hammer coarse iron into iron.  Everything else is pretty optional and can be learned as you have time to experiment.  The new lategame invaders probably will nudge you into exploring the advanced metals and workshops though.

Ugh great, now I'm well into a new game and can't make steel with all this coarse iron? Is there any way to rig my current game to fix this?

You need a 'c'rucible from the furnac'e' menu to hammer the coarse iron into regular iron bars. (I'm not sure about the exact recipe requirements.) From there you can do the normal iron reactions.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Plagues, Cults, Illithids, Golems, Alchemy
Post by: Dwarf_Fever on May 08, 2012, 01:45:30 pm
Most of the additions are just additions, you don't need to use them.  The only critical new workshop I can think of that you must build is the Crucible, in order to hammer coarse iron into iron.  Everything else is pretty optional and can be learned as you have time to experiment.  The new lategame invaders probably will nudge you into exploring the advanced metals and workshops though.

Ugh great, now I'm well into a new game and can't make steel with all this coarse iron? Is there any way to rig my current game to fix this?

You need a 'c'rucible from the furnac'e' menu to hammer the coarse iron into regular iron bars. (I'm not sure about the exact recipe requirements.) From there you can do the normal iron reactions.

I have coarse iron in my game and no option to build a crucible.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Plagues, Cults, Illithids, Golems, Alchemy
Post by: Dwarf_Fever on May 08, 2012, 01:54:16 pm
If anyone else has this issue: you have coarse iron in your game and no way to build a crucible, here is how to fix your issue.

1. Find your DF folder. Navigate to this subdirectory with the appropriate date: \data\save\regionN-SEASON-YEAR\raw\objects
2. Open the reaction_masterwork.txt file.
3. Find the paragraph block that starts with [REACTION:HARDEN_IRON]
4. Change the two tags in this block that start with [BUILDING to this, instead:
[BUILDING:SMELTER:NONE]
5. Save file, done. Now you can hammer coarse iron into regular iron at your smelters.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Plagues, Cults, Illithids, Golems, Alchemy
Post by: Arbinire on May 08, 2012, 01:59:22 pm
I've my illithids turned off as well and have successfully genned a few medium regional worlds at 250 year histories with no crashes.  Haven't tried a larger world/history yet though

Edit: and of course, after having said that I can't seem to generate a medium regional world without crashing again now :P
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Plagues, Cults, Illithids, Golems, Alchemy
Post by: Dwarf_Fever on May 08, 2012, 02:16:03 pm
On a related note, my archpriest is demanding a welded cobalt throne, and I have no ability to make an arc thingie building, either.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Plagues, Cults, Illithids, Golems, Alchemy
Post by: Riun on May 08, 2012, 02:20:15 pm
Turning off Ili...thingies fixed the worldgend crashes for me. Without them all pregenned worlds genned correctly as well as my own. With them on all world genned crash before year 60.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Plagues, Cults, Illithids, Golems, Alchemy
Post by: CheatingChicken on May 08, 2012, 03:37:25 pm
The dwarven Mountainhomes did their best yet again. This is what I found when browsing the traders carts.

(http://puu.sh/tFsZ)

I can't imagine anything that could go wrong with wearing this
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Plagues, Cults, Illithids, Golems, Alchemy
Post by: jesusmod on May 08, 2012, 04:54:17 pm
For some reason, no matter what, every world I gen with all the races on ends up with there being less than 1,000 dwarves, and at least 10,000 of any type of evil race.
Spoiler (click to show/hide)
As much as I like the "races of man fight the good fight to the end" and Norse mythology vibe I'm getting from it, I'm trying to gen a different type of world than that, and I need more dwarves to survive through worldgen(mainly because adventure mode starting towns for dwarves are literally nothing but one square of houses and nothing else but farmland, no sewers, markets or anything else but that). I tried to make dwarves tougher by giving them slade bones, but that's just not working because this mod adds different typse of bones for each body area, and I have no clue how I'd go about with fixing it up.
Spoiler (click to show/hide)
can someone help me figure out how to give dwarves all slade bones? it would be very appreciated  :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Plagues, Cults, Illithids, Golems, Alchemy
Post by: zenerbufen on May 08, 2012, 05:23:00 pm
I've my illithids turned off as well and have successfully genned a few medium regional worlds at 250 year histories with no crashes.  Haven't tried a larger world/history yet though

Edit: and of course, after having said that I can't seem to generate a medium regional world without crashing again now :P

Ok, so I turned illithids off. I can now generate the included worlds, glacier, Garder of Gaia, Blessed Serra, etc repeatedly without crashing. "Medium Regional" causes a crash, so does going to create a world and increasing the size at all. Making any of the included maps larger than their default sizes also result in crashes, which is why I was still crashing last night.

Edit: I've duplicated those results on the mac/linux ports as well. Without Illithids I've done tons of worldgens with no crashes under linux, mac, or windows.

 I turned Illithids off and reuploaded both the Linux (http://dl.dropbox.com/u/75632380/MasterworkDwarfFortress_Linux_1.8.zip) and Mac (http://dl.dropbox.com/u/75632380/MasterworkDwarfFortress_Mac_1.8.dmg) ports of 1.8.

They are both running stably on my machine.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Plagues, Cults, Illithids, Golems, Alchemy
Post by: azrael300 on May 08, 2012, 07:22:57 pm
I've my illithids turned off as well and have successfully genned a few medium regional worlds at 250 year histories with no crashes.  Haven't tried a larger world/history yet though

Edit: and of course, after having said that I can't seem to generate a medium regional world without crashing again now :P

Ok, so I turned illithids off. I can now generate the included worlds, glacier, Garder of Gaia, Blessed Serra, etc repeatedly without crashing. "Medium Regional" causes a crash, so does going to create a world and increasing the size at all. Making any of the included maps larger than their default sizes also result in crashes, which is why I was still crashing last night.

Edit: I've duplicated those results on the mac/linux ports as well. Without Illithids I've done tons of worldgens with no crashes under linux, mac, or windows.

 I turned Illithids off and reuploaded both the Linux (http://dl.dropbox.com/u/75632380/MasterworkDwarfFortress_Linux_1.8.zip) and Mac (http://dl.dropbox.com/u/75632380/MasterworkDwarfFortress_Mac_1.8.dmg) ports of 1.8.

They are both running stably on my machine.

ok my dwarf fortress is crashing when i start generating a sandbox world and i do not know what illithids are.......
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Plagues, Cults, Illithids, Golems, Alchemy
Post by: Meph on May 08, 2012, 07:28:04 pm
Thanks guys. Illithids. Yep. Damn bastards. ;) It is not the creature that causes the crashes though, but the entity. Illithids were a cavern creature all along. But now I have something to work with, so the worldgen crashes will be fixed.

Unfinished Version 1.8.1 so far
 - Better Gemworkshop: All weapons made from gem
 - Better Furniture Workshop: More sets, beds made from custom materials
 - Better Storage Unit: 22 new tradegoods.
 - Better Altar of Armok: 5 new offerings, two old ones overhauled.
 - Better Javelin Caster: Now Ammo Caster with 6 new types, bolts and arrows
 - Better Craftsdwarf: Specific crafts, toys and instrument orderable, for mandates
 - Better Stonecutter & new Rockforge: More Stone stuff, all weapons can be made, minor armor as well
 - New Boneyard: Ironbone & Bloodsteel, bone furniture and crafts, flux from bonemeal
 - New Machine Factory: Build your own landmines and turrets
 - New Spawn Location: Set up gargoyles, sow treant and spitting orchid seeds, deploy landmines and turrets, or the guardian of armok.
 - New Chemist: Create blackpowder and acids for landmine and turret fillings.
 - Giant/Animal Man On/Off-Buttons in GUI

Why is this version unfinished ?
 - All balancing is untested
 - Illithid Brains still have no use
 - Alchemist and Chemist are too alike, I would love to redo them
 - Magic Overhaul is not done
 - Building Guides are horribly outdated/not done
 - Manual is horribly outdated/not done
 - Illithids crash worldgen

So, I will continue my travels tomorrow, but I dont think that I can finish and test, and do all the guides and the manual till then. Impossible. For people who want to test it, I could upload a test version however. Raws only. Anyway, I think I might be able to at least fix/clean up the version and do a df34.08 with minecarts when that is released. Till then have fun with 1.8. I will put a note at the frontpage about the illithids. I also made this thread to collect ideas. (http://www.bay12forums.com/smf/index.php?topic=109098.0)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Plagues, Cults, Illithids, Golems, Alchemy
Post by: the_game_hunt on May 08, 2012, 08:20:01 pm
Thanks guys. Illithids. Yep. Damn bastards. ;) It is not the creature that causes the crashes though, but the entity. Illithids were a cavern creature all along. But now I have something to work with, so the worldgen crashes will be fixed.

Unfinished Version 1.8.1 so far
 - Better Gemworkshop: All weapons made from gem
 - Better Furniture Workshop: More sets, beds made from custom materials
 - Better Storage Unit: 22 new tradegoods.
 - Better Altar of Armok: 5 new offerings, two old ones overhauled.
 - Better Javelin Caster: Now Ammo Caster with 6 new types, bolts and arrows
 - Better Craftsdwarf: Specific crafts, toys and instrument orderable, for mandates
 - Better Stonecutter & new Rockforge: More Stone stuff, all weapons can be made, minor armor as well
 - New Boneyard: Ironbone & Bloodsteel, bone furniture and crafts, flux from bonemeal
 - New Machine Factory: Build your own landmines and turrets
 - New Spawn Location: Set up gargoyles, sow treant and spitting orchid seeds, deploy landmines and turrets, or the guardian of armok.
 - New Chemist: Create blackpowder and acids for landmine and turret fillings.
 - Giant/Animal Man On/Off-Buttons in GUI

Why is this version unfinished ?
 - All balancing is untested
 - Illithid Brains still have no use
 - Alchemist and Chemist are too alike, I would love to redo them
 - Magic Overhaul is not done
 - Building Guides are horribly outdated/not done
 - Manual is horribly outdated/not done
 - Illithids crash worldgen

So, I will continue my travels tomorrow, but I dont think that I can finish and test, and do all the guides and the manual till then. Impossible. For people who want to test it, I could upload a test version however. Raws only. Anyway, I think I might be able to at least fix/clean up the version and do a df34.08 with minecarts when that is released. Till then have fun with 1.8. I will put a note at the frontpage about the illithids. I also made this thread to collect ideas. (http://www.bay12forums.com/smf/index.php?topic=109098.0)
Thanks for the update :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Mac & Linux Update
Post by: azrael300 on May 08, 2012, 09:01:00 pm
masterwork settings crashes when i change the arena now i cant get the masterwork arena....

[edit] actualy it lags way to much
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Mac & Linux Update
Post by: Dragonchampion on May 08, 2012, 11:11:01 pm
No Adamantine? What gives?

I have used reveal, and where this is normally adamantine, instead I get pillars of "Fire Gem"

Any help on correcting this?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Mac & Linux Update
Post by: Loqueis on May 09, 2012, 02:16:53 am
What is it that causes fever? My entire fort has been sitting in the hospital for about a year now, meanwhile children are going insane from no clothes production.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Mac & Linux Update
Post by: Riun on May 09, 2012, 06:02:12 am
fever prolly is caused by one of the new plagues. my recent fort just got smashed by (i think one) as well. Had a lot of combat reports pop up with "The butcher feels stronger, but somehow angry" for several dwarves (including both of my axe lords that were trained up since the beginning of the fort...) and they started fighting against all other dwarves as well as the war dogs. Needless to say, the Axe lords made short process of any fighting...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Mac & Linux Update
Post by: KaneAndTheHumanRace on May 09, 2012, 08:45:47 am
My entire fortress appears to be asleep, and looking at the reports, each one has a combat message saying "X looks dead tired wanting to sleep and never wake up!"  Is this permanent?  Is it a Masterwork feature?  thanks for any info.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Mac & Linux Update
Post by: Riun on May 09, 2012, 08:56:22 am
 All plagues last for rougly 1 season, than slowly subside... you can battle them however, using the apothecarius.
   - Hulk, 5% go berserk, rest gets stronger/faster.
   - Death, 10% die, rest feels sickly.
   - Vomiting, 100% get sick, vomit.
   - Sleep, 100% get tired, will fall asleep randomly.

you got sleep plague i guess. should be over after 1 season.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8 - Mac & Linux Update
Post by: Meph on May 09, 2012, 09:19:50 am
More or less after a season... if you have one dwarf who gets affected late, he will be the last plague-bearer. Dwarves are immune to the plague a short time after they are cured (for about 10 days) but if you have a sick dwarf stacked away somewhere he might start a new epidemic. You need a little bit a quarantine to kill the virus. OR just use the wards, they immunize dwarves for long enough, 2 seasons.

Quote
No Adamantine? What gives?
Seems that I moved the raw_adamantine to the adv. metal, because, doe, candy is a rather advanced metal. Didnt really think too much it seems, since it gets removed when you disable the adv. metals then. Ups. Is fixed. :)



>>> NEW DOWNLOAD V 1.8.1 <<< (http://dffd.wimbli.com/file.php?id=5315)

 - Better Gemworkshop: All weapons made from gem
 - Better Furniture Workshop: More sets, beds made from custom materials
 - Better Storage Unit: 22 new tradegoods.
 - Better Altar of Armok: 5 new offerings, two old ones overhauled.
 - Better Javelin Caster: Now Ammo Caster with 6 new types, bolts and arrows
 - Better Craftsdwarf: Specific crafts, toys and instrument orderable, for mandates
 - Better Stonecutter & new Rockforge: More Stone stuff, all weapons can be made, minor armor as well
 - New Boneyard: Ironbone & Bloodsteel, bone furniture and crafts, flux from bonemeal
 - New Machine Factory: Build your own landmines and turrets
 - New Creature Spawning: Set up gargoyles, sow treant and spitting orchid seeds, deploy landmines, turrets or the guardian of armok.
 - New Chemist: Create blackpowder and acids for landmine and turret fillings.
 - New Giant/Animal Man On/Off-Buttons in GUI
 - New 7 new savant castes, now all skills covered
 - Overhauled Magic System. All new. See Building Guides for more info.

Notes:
 - Illithids "might" still cause worldgen crashes. Because of this I did disable them by default, and enabled Warlocks  back in.
 - Manual not updated, but all building guides are up to date and should answer most things, since almost all changes are Building-related.

Pics:
Here some of the new building guides, they show the overhaul more clearly then the changelog. I know that some people will disagree with the size of the magic buildings, but I wanted to give them more flavor and for that I needed more space. The big amount of building materials I chose to make them somewhat late-game. For one building you need a lot of smelting and smithing (dwarven magic), for the other natural items and the philosophers stone (alchemy, nature magic) and for the last one you need tons of bones and blood (dark magic) so for this option you have to kill and butcher plenty of creatures. I hope it all works out rather balanced, because you dont need Adamantine anymore, but can build and produce mages with "normal" materials now.

Spoiler (click to show/hide)

And the three magic buildings, I know they will cause a discussion :)

(https://lh5.googleusercontent.com/-63-whexnXj4/T6p7qj9U03I/AAAAAAAAKhQ/tJjPbz1j4js/s1512/Fountain%2520of%2520eternal%2520Youth.PNG)

(https://lh6.googleusercontent.com/-Gf0OBqsUxyY/T6p7ql5BFpI/AAAAAAAAKhM/kn7CEMgweSU/s1512/Hall%2520of%2520the%2520Mountain%2520King.PNG)

(https://lh6.googleusercontent.com/-iyNswvIQL4E/T6p7qg1d4jI/AAAAAAAAKhE/D47SLeaK704/s1512/Church%2520of%2520Dark%2520Depths.PNG)
 

Special Thanks
 - Zenerbufen for his Mac and Linux Support and the general feedback here in the thread that identified the Illithids as source of the worldgen crashes.

I am in an internetcafe right now, just wanted to upload this before I leave. Someone here owes me a lot of coffee, because I worked on this all night and will now cycle all day. Hehe, I am the worse then deon now :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Arbinire on May 09, 2012, 10:13:55 am
Meph, you're pure unadulterated awesome....but this all kinda sucks cause now my videogame OCD is kicking in....I'd just found my perfect embark on the last update, now I gotta start all over again XD
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Draevos on May 09, 2012, 11:11:13 am
Meph, you're pure unadulterated awesome....but this all kinda sucks cause now my videogame OCD is kicking in....I'd just found my perfect embark on the last update, now I gotta start all over again XD
Me too, but that's the FUN of Dwarf Fortress!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Morwaul on May 09, 2012, 02:11:00 pm
Thanks Meph, Shiny!

Have a great ride.  Also, thanks for the extra Savants, Now maybe I can train some of those animals.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Borshch on May 09, 2012, 02:37:29 pm
Hello everyone here,I`m new to this mod,but I was playing DF long before.I think this mod is awesome but after switching to this FUN have visited me very often.What I have to do?
And I`ve got a problem with kennel(I can`t train animals) so I used only 4 war dogs.Where I can find a Guild Hall?I think it`ll help my Swordsdwarves learn a little faster and they will not waste swords of armok)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Draevos on May 09, 2012, 02:40:28 pm
Every single one of my 50+ dwarves has a fever. I made an Apothecarius and made a feverish rage ward. I hope that's the right one...

How do I use the ward?

Edit: Several dwarves just suffocated O_O. This is awesome. I still have no idea which plague it is though. Anyone know?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Panopticon on May 09, 2012, 02:48:46 pm
Genned a world with Illithids and a 100 year history, did not fiddle with any of the options, had one crash and then a success, so I think you managed to get a handle on some of the errors at least Meph, now to experiment.

Edit: I embarked and my message was to delve secure lodgings ere "the killer rabbits get hungry"... ominous.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Remadan on May 09, 2012, 03:13:25 pm
This mod really need "Simple flavor" button, eliminating different kind of armors/toys for each civ + additional mood items. Usually they have same stats and only making lists bigger. Sadly but sometimes (round/kite shields for example) they have different stats and there is no way to know it without looking up raws.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: zenerbufen on May 09, 2012, 04:45:02 pm
Hello everyone here,I`m new to this mod,but I was playing DF long before.I think this mod is awesome but after switching to this FUN have visited me very often.What I have to do?
And I`ve got a problem with kennel(I can`t train animals) so I used only 4 war dogs.Where I can find a Guild Hall?I think it`ll help my Swordsdwarves learn a little faster and they will not waste swords of armok)

Patch 1.7:
- removed guildhall and guildhall button

Also, animal training was changed in latest version of DF:
Quote
Before 0.34.06, the taming and training of large animals, such as dogs, was also done at a kennel, but now these tasks are performed at an animal training zone.
Now kennels are used just for small (vermin) animals?

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Ishar on May 09, 2012, 04:47:35 pm
I still use 1.7.2 for my community fort, and there's a weird thing: the dwarf diplomat doesn't say anything, and doesn't leave. No greetings from the mountainhomes, no trade request, no option to order things from him, nothing. The mayor has his own office, and he's in 'conduct meeting' mode ever since the first diplomat arrived. That was more than a year ago. Since then, another autumn caravan came in, and another diplomat came with them. This one stays with the mayor as well. The mayor is in the militia, so sometimes he goes off to kick some undead ass, and the diplomat tolerates this as well. Follows him into battle and all. Doesn't fight or anything, but he just hangs around, while dwarves are dying and limbs are flying all over the place. Doesn't 'leave unhappy' or anything. He seems kind of stuck with me, and now the new diplomat shows signs of doing the same: the new caravan already left, and he still didn't say anything.

This is a huge setback for me, since I can not order anything for trade - might be a vanilla issue, might have been fixed since 1.7.2, or it's very possible that it's not even a bug, only I did something wrong. Still, some reply would be much appreciated.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Draevos on May 09, 2012, 05:01:21 pm
Anyone know how to actually use the wards you make? I've made several but the plague has continued for years and killed dozens. Almost exclusively children, too, which is interesting. Up to about 50 coffins now... And thank Armok I had enough coffins when the necromancer came. 50 zombie children/babies *shivers*
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: empfan on May 09, 2012, 07:08:38 pm
I remember playing in the arena with the mountain king...it killed 140 enemies, all nameless ones or Angels of Vengeance...I can vouch for its immortality...long live the mountain king.

Also, time to make a fort for the specific use of Shadowmancy

Ah yes, forgot to say Good job with the update as well!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: zach123b on May 09, 2012, 07:33:08 pm
wow you're good meph, although i was just settling in trying to make an obsidian cast dragon that breathed magma over top my fort's entrance

it would be helpful if you could add the ironbone/bloodsteel to the metal guide
maybe a guide for the races that have a bonus for fighting

now to add landmines to the entrance of my fort! although it's probably cheaper to buy them from the caravans... cost of convenience?
the philosophers stone looks painful to make, hoping i can buy them off the caravan :P


damn there is a lot in this mod... i'm not sure if i could get around to using it all.. now to suggest more on the suggestion thread :D
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: jesusmod on May 09, 2012, 07:44:56 pm
this is great! but there's just one big problem...
Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Hugo_The_Dwarf on May 09, 2012, 07:58:22 pm
this is great! but there's just one big problem...
Spoiler (click to show/hide)
You want buffs? You can't handle the buffs :P
but seriously, do you want them to be stronger then Frost Giants (unless meph nerf'd them, I remember FGs being super powered)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: jesusmod on May 09, 2012, 08:03:33 pm
this is great! but there's just one big problem...
Spoiler (click to show/hide)
You want buffs? You can't handle the buffs :P
but seriously, do you want them to be stronger then Frost Giants (unless meph nerf'd them, I remember FGs being super powered)
I was messing around in arena, and I noticed that you can easily punch their hands off. same goes for their torso. for some reason, they're very easily bifurcated. :-\
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Corai on May 09, 2012, 08:05:12 pm
SPAWN OF HOLLSITIC ARE IN THE MOD NOW?





WHY WONT YOU DOWNLOAD YET!!!!!!!!!!!!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Hugo_The_Dwarf on May 09, 2012, 08:13:01 pm
this is great! but there's just one big problem...
Spoiler (click to show/hide)
You want buffs? You can't handle the buffs :P
but seriously, do you want them to be stronger then Frost Giants (unless meph nerf'd them, I remember FGs being super powered)
I was messing around in arena, and I noticed that you can easily punch their hands off. same goes for their torso. for some reason, they're very easily bifurcated. :-\
Hmm... easy fix(es) could be:
1. make all tissues thicker (requires more damaged and repeated hits to get through)
2. make them out of stronger materials
3. more natural skills/speed (ok maybe not speed, from what a read in spearbreakers that is some nightmare fuel D: )
4. 1, 2, and 3 :P
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Corai on May 09, 2012, 08:29:02 pm
SoH are mortal enemies of dwarves, they need to be tough enough that you need candy just to bruise them. >.>
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Weaselcake on May 09, 2012, 10:59:34 pm
This mod needs a Weapons and Armor guide to go along with the others.

I keep getting these strange weapons coming to my forts and I have no idea what sort of hurt they can inflict on invaders.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Bodyless on May 10, 2012, 12:59:37 am
did you look in the manuel? i think they were just fancy versions of the standard armors.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: CheatingChicken on May 10, 2012, 01:50:19 am
Is it just me or has 1.8.1 messed up ASCII rocks again?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Weaselcake on May 10, 2012, 03:15:35 am
I think I found a bug..

Saurapods seem to move at the speed of light.

edit: They also seem to be ghost creatures, because everybodies attack is just passing straight through them.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: BCrowe on May 10, 2012, 07:02:17 am
Has anyone been using Golems much? I made a couple in 1.8 and they still flee from enemies. I also can't assign them to a squad or as a militia captain through the Nobles screen. If I first create a squad of dwarfs and then restrict the Golem Forge to only be used by that squad, the create golem order never gets carried out.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Srial on May 10, 2012, 08:13:07 am
The golems-to-be have to be Militia captains before the transformation.  Then you can order them around just fine.   That, unfortunately, means you need a squad of 1 for each golem.    As you've seen, once they turn you can't do much with them unless they're a noble.

They do make decent guard dogs though if you tie them up somewhere.

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Borshch on May 10, 2012, 08:27:15 am
Hello everyone here,I`m new to this mod,but I was playing DF long before.I think this mod is awesome but after switching to this FUN have visited me very often.What I have to do?
And I`ve got a problem with kennel(I can`t train animals) so I used only 4 war dogs.Where I can find a Guild Hall?I think it`ll help my Swordsdwarves learn a little faster and they will not waste swords of armok)

Patch 1.7:
- removed guildhall and guildhall button

Also, animal training was changed in latest version of DF:
Quote
Before 0.34.06, the taming and training of large animals, such as dogs, was also done at a kennel, but now these tasks are performed at an animal training zone.
Now kennels are used just for small (vermin) animals?
Thanks,but where I can find animal training zone?And a question of the day:someone tried creating a squad of necromancers?How well do they work in 1.8.1?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: zach123b on May 10, 2012, 09:38:19 am
anyone else getting the reaction "leave <armor/weapon> with with the ancestors" on the still? 1 of my copper picks menaces with spikes of slade..

btw living rock is available at embark for 3 and you get 5 pieces of meat off one
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Arbinire on May 10, 2012, 09:40:32 am
Hello everyone here,I`m new to this mod,but I was playing DF long before.I think this mod is awesome but after switching to this FUN have visited me very often.What I have to do?
And I`ve got a problem with kennel(I can`t train animals) so I used only 4 war dogs.Where I can find a Guild Hall?I think it`ll help my Swordsdwarves learn a little faster and they will not waste swords of armok)

Patch 1.7:
- removed guildhall and guildhall button

Also, animal training was changed in latest version of DF:
Quote
Before 0.34.06, the taming and training of large animals, such as dogs, was also done at a kennel, but now these tasks are performed at an animal training zone.
Now kennels are used just for small (vermin) animals?
Thanks,but where I can find animal training zone?And a question of the day:someone tried creating a squad of necromancers?How well do they work in 1.8.1?

Making a animal training zone is similar to making a pasture or a dump.  {i} for zones then the animal training option, then {t} for training

edit: *chuckles* didnt realize i'd italicized instead of showing an i button, and added the button for training zones.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Draevos on May 10, 2012, 09:46:49 am
The golems-to-be have to be Militia captains before the transformation.  Then you can order them around just fine.   That, unfortunately, means you need a squad of 1 for each golem.    As you've seen, once they turn you can't do much with them unless they're a noble.

They do make decent guard dogs though if you tie them up somewhere.

I got an iron hammer golem and a copper sword golem from two migrant waves, since they apparently have a chance to bring them. I was happy  :D. I stationed one at the entrance to my fortress and he beats the hell out of any thieves or snatchers that try to get in. Warlock fire doesn't do much to him, either.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Shishimaru on May 10, 2012, 12:25:35 pm
anyone else getting the reaction "leave <armor/weapon> with with the ancestors" on the still? 1 of my copper picks menaces with spikes of slade..

btw living rock is available at embark for 3 and you get 5 pieces of meat off one
Yes, I think Meph used the still to test the reaction and then forgot to remove the token from the raws.

To fix this open the reaction_masterwork.txt and replace all the lines
Code: [Select]
[BUILDING:MOUNTAIN:CUSTOM_W][BUILDING:STILL:NONE]with this
Code: [Select]
[BUILDING:MOUNTAIN:CUSTOM_W]
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Arek on May 10, 2012, 01:48:56 pm
I have genned around 20 worlds and still have to got one, where antman civ survives (or any other underground civ other than gremlins).
Any idea how to solve that?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Meph on May 10, 2012, 02:36:26 pm
Fixed reactions_masterwork.txt (http://dl.dropbox.com/u/60111839/reaction_masterwork.txt) This removed the "leave item with ancestor" from the still, which is of course a relic from testing. Should only be in the Hall of the Mountainking.  This is save-compatible

I also uploaded a fixed version. Didnt chance the version number, since it is only this one thing...

Spawn of the Hollistic are an easter egg, and in the mod since a long, long time. Although maybe they should be one of the underground civs ? Not everyone would understand the joke, but they are better then generic batmen/troglodytes. The gremlins and antmen I like and will keep.

Any worldgen-crashes with illithids turned on ? This greatly interests me.

Ironbone = Iron. Bloodsteel = Steel. Same values, just flavor for evil players. If you dont like it, dont buy/make it, and it will never clog up your building mats. I hope the 2 options at the forge are excuseable.

Quote
This mod needs a Weapons and Armor guide to go along with the others.
It has one, in the manual, I did never do a graphical one, because the icons for all weapons are the same, same goes for armor. It would look stupid. I am still considering making a spreadsheet though, since people usually dont read to big bad manual too often. ;)

Golem can be made a militia commander even after they have been made a golem, and you can put them in the military that way. The golems from migrants/caravans are copper/iron only and act like pets, you should wartrain them.

@remadan: It is impossible to remove toys and instruments, tools and the like from entities. If they have no valid entry, they produce random ones. Most custom named items are just flavor, and have the same stats as the normal ones. I will consider it.

All the rest has been noted down.

PS: Had a really, really great day today. A: Good hostel with free breakfast. B: Museum of Anthropology in Xalapa, one of the best museums of mexiko. C: Free Wifi and D... D... (must-supress-want-for-all-caps) they have a cinema here showing The Avangers in english. I am currently sitting in a little cafe next to it, waiting for that start of the movie, 1h20min to go. Also, just slightly unrelated: Brownscoats assemble, I just got to know the name of the director about 2 weeks ago. Wow. Now waiting for firefly cameos as well.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: tahujdt on May 10, 2012, 03:59:33 pm
Happy for ya. (suppressing caps urge as well)


Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: the_game_hunt on May 10, 2012, 08:24:08 pm
I think I found something strange:

While my hyper-strong militia comander was out,on the border of the map, a group of sauropods appeared just on front of him. He attacked one, it was propelled by the force of the attack and blew apart.

Me:
Spoiler (click to show/hide)
Is this a bug, or this is DF?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Arbinire on May 10, 2012, 08:51:02 pm
Fixed reactions_masterwork.txt (http://dl.dropbox.com/u/60111839/reaction_masterwork.txt) This removed the "leave item with ancestor" from the still, which is of course a relic from testing. Should only be in the Hall of the Mountainking.  This is save-compatible

I also uploaded a fixed version. Didnt chance the version number, since it is only this one thing...

Spawn of the Hollistic are an easter egg, and in the mod since a long, long time. Although maybe they should be one of the underground civs ? Not everyone would understand the joke, but they are better then generic batmen/troglodytes. The gremlins and antmen I like and will keep.

Any worldgen-crashes with illithids turned on ? This greatly interests me.

Ironbone = Iron. Bloodsteel = Steel. Same values, just flavor for evil players. If you dont like it, dont buy/make it, and it will never clog up your building mats. I hope the 2 options at the forge are excuseable.

Quote
This mod needs a Weapons and Armor guide to go along with the others.
It has one, in the manual, I did never do a graphical one, because the icons for all weapons are the same, same goes for armor. It would look stupid. I am still considering making a spreadsheet though, since people usually dont read to big bad manual too often. ;)

Golem can be made a militia commander even after they have been made a golem, and you can put them in the military that way. The golems from migrants/caravans are copper/iron only and act like pets, you should wartrain them.

@remadan: It is impossible to remove toys and instruments, tools and the like from entities. If they have no valid entry, they produce random ones. Most custom named items are just flavor, and have the same stats as the normal ones. I will consider it.

All the rest has been noted down.

PS: Had a really, really great day today. A: Good hostel with free breakfast. B: Museum of Anthropology in Xalapa, one of the best museums of mexiko. C: Free Wifi and D... D... (must-supress-want-for-all-caps) they have a cinema here showing The Avangers in english. I am currently sitting in a little cafe next to it, waiting for that start of the movie, 1h20min to go. Also, just slightly unrelated: Brownscoats assemble, I just got to know the name of the director about 2 weeks ago. Wow. Now waiting for firefly cameos as well.

I have been getting crashes with medium region worldgens with any history extending longer than 350 years.  This is with illithids and warlocks off though.

errorlog:
Spoiler (click to show/hide)

has that repeatedly, with varying numbers on the Impoverished Word Selector.  The crashes don't seem to happen during the history generation part any longer though, only immediately after the Finalizing phase, right before it hits the screen where you can accept, abort, and export image/info.

Edit: not sure if that's what is causing the crashes though in all honesty, seems like those are just rejection dumps.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Neyvn on May 10, 2012, 10:28:39 pm
I think I found something strange:

While my hyper-strong militia comander was out,on the border of the map, a group of sauropods appeared just on front of him. He attacked one, it was propelled by the force of the attack and blew apart.

Me:
Spoiler (click to show/hide)
Is this a bug, or this is DF?
See bolded word...
Welcome to DF...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: FalseDead on May 10, 2012, 11:32:56 pm
So Ancient Vampires don't survive very long......

In the arena they seem to randomly bleed to death......I would guess that is because its blood was boiling in its veins because of how you set its temperature range.....

So when I Fixed this by Removing All Temperatures in its profiles it still died early....

Because it inevitably it turned a Master Vampire, which then proceeded to destroy its Sire.....

Maybe Turning into a Master Vampire should Reset it to serve the Sire?

Cause I kinda want a Ancient Vampire to live longer than 50 years..
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: reilwin on May 11, 2012, 02:07:05 am
Hey Meph,

One issue I think which may have been overlooked (or maybe it's completely intentional! I'm asking now) is that while dwarves can now craft practically every weapon, many of these aren't actually useable since they use the same minium size requirements as vanilla. See the weapon size section of the weapon article on the wiki (http://dwarffortresswiki.org/index.php/Weapons#Weapons_and_Size) which states that all dwarves vary in size and all weapons require a minimum size to equip at all (two-handed) or one-handed. Effectively, it means that for certain weapons like pikes, mauls and halberds, the great majority of most dwarves cannot even equip them.

If this is intentional, that's fine by me. A little note in the manual about that would be nice though, that although all weapons can be crafted not all of them are effectively useable.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Remadan on May 11, 2012, 03:16:56 am
@remadan: It is impossible to remove toys and instruments, tools and the like from entities. If they have no valid entry, they produce random ones.
No need to remove them entirely. Just one generic name for each - "iron toys", "copper instruments", etc. Already doing it myself every new version.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Riun on May 11, 2012, 05:29:06 am
wards outfitted against feverish rage produce a combat log showing how they immunize against their plague. would be great if wards outfitted against the fever plague (black death?plague? confusing names) would do the same.

Furthermore, how far will the apothecarius reach wards? how far reach wards with their immunization?

edit: wards outfitted against rage transform into "Rage wards". this doesnt work with the plague, can it be that this is bugged? this might be the cause for me not being able to cure this fever..
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: SeigeOps on May 11, 2012, 06:17:26 am
Got into my second year in my test fort. For some reason, I'm getting an inordinate amount of dwarven children migrants (had about 25 milling about my meeting hall at one point after 3 waves). This is strange mostly because I had my child cap at 5:1000 and a total pop cap at 60 (currently I'm at 84 as of the last migrant wave). It's not truly a problem yet and my fortress is absorbing the boom well enough, but its left me slightly confused.

I'm not sure if its just a quirk of my world as I doubt that Masterwork did anything to affect migration like that. Any thoughts?

As a side note, why do bullet turrets only fire out copper? Why not brass or lead? Balancing issues?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Bodyless on May 11, 2012, 07:07:18 am
the child cap does not affect migrants.
And pop cap may be bugged, but migrants will always put you a little over your pop cap.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Dwarf_Fever on May 11, 2012, 08:09:11 am
I think I was looking at an old file regarding the stainless steel, Meph, ignore that.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: azrael300 on May 11, 2012, 08:46:09 am
What do i do to make a creature a wanderer option in adventure mode? adventure_tier:6 dosent seem to work
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: azrael300 on May 11, 2012, 08:49:57 am
What do i do to make a creature a wanderer option in adventure mode? adventure_tier:6 dosent seem to work

LOL I also made a extremly op (over powered) gun!
[ITEM_WEAPON:ITEM_WEAPON_MACHINEGUNAZSANIAN]
[NAME:AzsandianMachineGun:AzsanianMachineGuns]
[SIZE:550]
[SKILL:HAMMER]
[RANGED:BLOWGUN:BULLET_AZ]
[SHOOT_FORCE:5000000000000000000]
[SHOOT_MAXVEL:50000000000000000000000]
[TWO_HANDED:57500]
[MINIMUM_SIZE:52500]
[MATERIAL_SIZE:2]
[ATTACK:BLUNT:10000:4000:club:clubs:stock:12500000000]
[ATTACK:BLUNT:10000:3000:poke:pokes:end:1250000000000]
[ATTACK:BLUNT:10000:5000:bludgeon:bludgeons:stock:13000000000000]
[ATTACK:BLUNT:10000:2000:slap:slaps:shaft:1250000000]
[ATTACK:EDGE:5:2000:run through:runs through:bayonet:1100000000000000000000000]

[REACTION:CARVE_WOODEN_AZSANDMACHINEGUN]
   [NAME:carve wooden makeshift Azsandmachinegun]
   [ADVENTURE_MODE_ENABLED]
   [REAGENT:A:1:TOOL:ITEM_TOOL_KNIFE_CARVING:NONE:NONE]
   [PRESERVE_REAGENT]
   [REAGENT:B:1:WOOD:NONE:NONE:NONE]
   [PRODUCT:100:1:WEAPON:ITEM_WEAPON_MACHINEGUNAZSANIAN:GET_MATERIAL_FROM_REAGENT:b:NONE]
   [SKILL:WOODCRAFT]
   
[REACTION:CARVE_STONE_BULLETS_ADV]
   [NAME:craft stone bullets]
   [ADVENTURE_MODE_ENABLED]
   [REAGENT:tool stone:1:ROCK:NONE:NONE:NONE]
   [PRESERVE_REAGENT]
   [REAGENT:B:1:WOOD:NONE:NONE:NONE]
   [PRODUCT:100:15000:AMMO:ITEM_AMMO_BULLET_AZ:GET_MATERIAL_FROM_REAGENT:tool stone:NONE]
   [FORCE_EDGE]
   [SKILL:WOODCRAFT]
   
[REACTION:CARVE_SLAD_AZSANDMACHINEGUN]
   [NAME:carve slad makeshift Azsandmachinegun]
   [ADVENTURE_MODE_ENABLED]
   [REAGENT:tool stone:1:ROCK:NONE:NONE:NONE]
   [PRESERVE_REAGENT]
   [PRODUCT:100:1:WEAPON:ITEM_WEAPON_MACHINEGUNAZSANIAN:INORGANIC:SLADEMANTINE:NONE]
   [SKILL:DODGING]
   
[REACTION:CARVE_SLAD_BULLETS_ADV]
   [NAME:craft slad bullets]
   [ADVENTURE_MODE_ENABLED]
   [REAGENT:tool stone:1:ROCK:NONE:NONE:NONE]
   [PRESERVE_REAGENT]
   [PRODUCT:100:15000:AMMO:ITEM_AMMO_BULLET_AZ:INORGANIC:SLADEMANTINE:NONE]
   [FORCE_EDGE]
   [SKILL:DODGING]
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: SeigeOps on May 11, 2012, 11:17:14 am
Ah found out why my migration waves were so wonky. I checked the relationships page of a kid and apparently he and 20 of the other migrants are all part of the same family. Same with a few other migration waves. Guess when some of the dwarves moved in they brought along their whole damn clan with them, even if a good three quarters of them are kids.

...

I fear what would happen if one of them dies...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Neyvn on May 11, 2012, 12:14:00 pm
Ah found out why my migration waves were so wonky. I checked the relationships page of a kid and apparently he and 20 of the other migrants are all part of the same family. Same with a few other migration waves. Guess when some of the dwarves moved in they brought along their whole damn clan with them, even if a good three quarters of them are kids.

...

I fear what would happen if one of them dies...
Your fort totally needs to revolve around that clan now...
They all have the highest grade rooms, anyone marrying into the clan is bumped up to the right standard. They are the only ones to eat the best food, do little work but are the MAIN FORCE OF YOUR ARMY...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: SeigeOps on May 11, 2012, 12:20:45 pm
Ah found out why my migration waves were so wonky. I checked the relationships page of a kid and apparently he and 20 of the other migrants are all part of the same family. Same with a few other migration waves. Guess when some of the dwarves moved in they brought along their whole damn clan with them, even if a good three quarters of them are kids.

...

I fear what would happen if one of them dies...
Your fort totally needs to revolve around that clan now...
They all have the highest grade rooms, anyone marrying into the clan is bumped up to the right standard. They are the only ones to eat the best food, do little work but are the MAIN FORCE OF YOUR ARMY...
I actually have two clans running around my fort right now. I am inclined to rename all of them either Hatfields or McCoys, but that's just tempting fate... (Worse is that a pair from each family already hold a grudge against each other.)
Beside, a good third of them are still kids.

In other news, no bugs to report yet.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: jesusmod on May 11, 2012, 03:28:33 pm
the Hall of the Mountain king bind to stone reaction isn't working. the gas flies and all, but the dwarves are unaffected and their caste doesn't change. the dwarves I used it on were all military dwarves. OH GOD THE NIGHTWINGS ARE COMING AND MY STONEBOUND AREN'T WORKING FFFFFFFFFFFFFFFF. wait, nevermind. the survivor just now decided that a good way to greet his fellow dwarf is by paralyzing him and bashing him to death. I see where I went wrong now.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: azrael300 on May 11, 2012, 05:37:36 pm
Is there a way for me to make new responsibility's out of scratch?like for these positions
[POSITION:SECRATARY_OF_DEFENCE]
   [NAME
[POSITION:SECRATARY_OF_EDUCATION]
   [NAME
[POSITION:SECRATARY_OF_HEALTH_AND_HUMAN_SERVICES]
   [NAME
[POSITION:SECRATARY_OF_LABOR]
   [NAME
[POSITION:SECRATARY_OF_THE_TREASURY]
   [NAME
[POSITION:SECRATARY_OF_AGRICULTURE]
   [NAME
[POSITION:SECRATARY_OF_STATE]
   [NAME
[POSITION:SECRATARY_OF_JUSTICE]
   [NAME
[POSITION:SECRATARY_OF_COMMERCE]
   [NAME
[POSITION:SECRATARY_OF_TECHNOLOGY]
   [NAME
[POSITION:SECRATARY_OF_THE_INTERIOR]
   [NAME
[POSITION:SECRATARY_OF_ENERGY]
   [NAME
[POSITION:SECRATARY_OF_TRANSPORTATION]
   [NAME
[POSITION:HEAD_OF_NASA]
   [NAME
[POSITION:HEAD_SCIENTIST]
   [NAME
[POSITION:SCIENTIST]
   [NAME
?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Hugo_The_Dwarf on May 11, 2012, 06:04:15 pm
Responsiblitys making new ones no, there are only these (http://dwarffortresswiki.org/index.php/DF2012:Position_token)

But you can make them noble positions and pretend they do what you want them to
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: jesusmod on May 11, 2012, 06:56:36 pm
oh god, a tantruming dwarf tossed an obsidian boulder out of my barracks right as haste was casted on him, and he managed to hit himself with the boulder he tossed  :-\ (http://i.imgur.com/1QHhz.jpg)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: empfan on May 11, 2012, 07:00:08 pm
oh god, a tantruming dwarf tossed an obsidian boulder out of my barracks right as haste was casted on him, and he managed to hit himself with the boulder he tossed  :-\ (http://i.imgur.com/1QHhz.jpg)

Thats a hella dramatic entrance, mister captain.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: SeigeOps on May 11, 2012, 08:30:08 pm
oh god, a tantruming dwarf tossed an obsidian boulder out of my barracks right as haste was casted on him, and he managed to hit himself with the boulder he tossed  :-\ (http://i.imgur.com/1QHhz.jpg)

Thats a hella dramatic entrance, mister captain.
[cool-aid]OH YEAH![/cool-aid]
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Hugo_The_Dwarf on May 11, 2012, 08:32:20 pm
Spoiler (click to show/hide)
Lol
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: CarpeDiem on May 11, 2012, 11:19:36 pm
Just wondering what the offer a life job does in the temple of armok, my head priest keeps walking into the building alone and I am afraid it is a suicide job >.<
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Neyvn on May 12, 2012, 12:17:13 am
Ah found out why my migration waves were so wonky. I checked the relationships page of a kid and apparently he and 20 of the other migrants are all part of the same family. Same with a few other migration waves. Guess when some of the dwarves moved in they brought along their whole damn clan with them, even if a good three quarters of them are kids.

...

I fear what would happen if one of them dies...
Your fort totally needs to revolve around that clan now...
They all have the highest grade rooms, anyone marrying into the clan is bumped up to the right standard. They are the only ones to eat the best food, do little work but are the MAIN FORCE OF YOUR ARMY...
I actually have two clans running around my fort right now. I am inclined to rename all of them either Hatfields or McCoys, but that's just tempting fate... (Worse is that a pair from each family already hold a grudge against each other.)
Beside, a good third of them are still kids.

In other news, no bugs to report yet.
Well then, now you have to make your Fort seperated and the two Clans Compete with eachother. If each clan has a Bone Carver, the Clan that can produce the best and most amounts of Bone Goods that are of High Quality can "Sell" them to the Trade, the other has to be given away. The winner gets a boost to their Holdings. If someone marries between clans, the Clan with the Highest holdings gets the extra member...

Come on folks, lets make their game more !!FUN!! by making challenges for them
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Weaselcake on May 12, 2012, 06:15:03 am
So, half my fortress is suffering from a plague, and some of them are beginning to suffocate.

I build the apothecary and my dwarf did the jobs required to make the ward, Now how do I actually USE the ward? Is it already in effect automatically after it's made or do I have to manually activate it somehow?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Cusi on May 12, 2012, 07:32:16 am
Just wondering what the offer a life job does in the temple of armok, my head priest keeps walking into the building alone and I am afraid it is a suicide job >.<

-From the Building Guide-

Needs Nothing

- 1 Slade Warhammer of Armok
- 1 Slade Armor of Armok (75%)
- 1 Death (Random Chance)

I should try and make useless migrants into strand extractors and assign them to temples offering lifes. I wonder if it causes sad thoughts in dwarves. "Oh sweet, look at this Slade Warhammer! Too bad my dear friend Adequate Potashmaker died, he was such a valuable member of this fort."
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Rep on May 12, 2012, 07:51:52 am
Okay, this is the third time my up/down stairs have inexplicably transformed into down stairs. No problem.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Borshch on May 12, 2012, 09:15:05 am
Dudes,how do I train animals?I made training zone,but I don`t know what to do next

Forgen it,I just found out how
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Morwaul on May 12, 2012, 09:35:31 am
Brownscoats assemble, I just got to know the name of the director about 2 weeks ago. Wow. Now waiting for firefly cameos as well.

Redemption?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Neyvn on May 12, 2012, 09:44:20 am
Brownscoats assemble, I just got to know the name of the director about 2 weeks ago. Wow. Now waiting for firefly cameos as well.
Oddly enough, I would never had known unless I was told... NOW I HAVE TO GO SEE IT!!!, and NO WONDER ITS GETTING HIGH MARKS!!!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Sirmaril on May 12, 2012, 10:26:13 am
Okay, this is the third time my up/down stairs have inexplicably transformed into down stairs. No problem.

Maybe you have removed ramps elsewhere and took those up/down stairs by coencidence, happend to me often. the other problem that i noticed is that if you designate up/down stairs on ice they will be digged out, but they will only be down stairs.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Tsuchigumo550 on May 12, 2012, 10:39:39 am
Just wondering what the offer a life job does in the temple of armok, my head priest keeps walking into the building alone and I am afraid it is a suicide job >.<

-From the Building Guide-

Needs Nothing

- 1 Slade Warhammer of Armok
- 1 Slade Armor of Armok (75%)
- 1 Death (Random Chance)

I should try and make useless migrants into strand extractors and assign them to temples offering lifes. I wonder if it causes sad thoughts in dwarves. "Oh sweet, look at this Slade Warhammer! Too bad my dear friend Adequate Potashmaker died, he was such a valuable member of this fort."

As far as I can tell, you can't choose who dies and thoughts still occur.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Meph on May 12, 2012, 12:45:53 pm
You can choose who dies by using workshop profiles, and only allowing useless migrants for the temple.

About the stairs: Remove ramps will also change up/down stairs to downstairs. And with multi-z-lvl designations that did happen to me quite often when it was introduced as well. Great wtf moment.

About the two handed weapons that cant be used by dwarves: Bollocks. That is simply not true. All twohanded weapons have [MINIMUM_SIZE:52500], and dwarves are usually 60000. So that is good, I even got a report about a demonbound that did dual-wield greataxes, one slademantine, the other iridium-artefactmade. The two-handed:xxxxx simply refers to how big a creature must be to wield them one-handed, and most dwarves cant pull that of usually.

@azrael300: Would you please stop spamming around ? I dont know why you post your noble positions and overpowered weapons here...

PS: I did see the movie. I was, and I still am, impressed. Joss Whedon does not disappoint. And Avengers 2 already got a green light, so a bright shining future awaits. ;)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Sirmaril on May 12, 2012, 01:27:07 pm
About the stairs: Remove ramps will also change up/down stairs to downstairs. And with multi-z-lvl designations that did happen to me quite often when it was introduced as well. Great wtf moment.

Hey I just said that couple of post ago. And I must say that I was really suprised when it happened to me and I began to wonder why dwarfs don't do they job and die of thirst/hunger.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Meph on May 12, 2012, 01:32:13 pm
Yep, and I repeated it, because... dont know. But then again you seem to copy my signature, so I guess it is ok when I copy an answer from you ;)

EDIT: oh, and for those who care: MY TO DO LIST (http://dl.dropbox.com/u/60111839/ETERNAL%20TO%20DO.txt)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: zach123b on May 12, 2012, 02:42:07 pm
i can attest for the sauropod speed being over 9000, seemed odd but couldn't even take a loo'k' at it once i saw the flash as it had left the map already leaving it's group behind
no idea but i saw a wagon do it before so i just ignored it

any chance we the community could help?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Sirmaril on May 12, 2012, 03:31:32 pm
Yep, and I repeated it, because... dont know. But then again you seem to copy my signature, so I guess it is ok when I copy an answer from you ;)

I'm not copying it, I spread the word. ;D
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: CheatingChicken on May 12, 2012, 03:41:22 pm
Quote from: Meph's To-Do-List
Giant Gargoyles are invisible in ASCII, only a black square.

There are more invisible creatures. To find and fix those, just search for [CREATURE_TILE:255] in all the raws, since no creature should be using tile 255, which is empty space.

Edit:

Spoiler: Invisibilities I found (click to show/hide)

Hope this helps you ;)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: FalseDead on May 12, 2012, 04:00:39 pm
I know that you said that Ironbone and Blood Steel are identical to Iron and Steel

But, would it be possible to give Blood Steel a Bleed effect and Iron Bone Have a Increased chance of Breaking bones when used in weapons?

Cause otherwise keeping those in seems kinda odd, just adding more complexity for little benefit

Maybe a option to remove?

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Borshch on May 12, 2012, 04:08:47 pm
I know that you said that Ironbone and Blood Steel are identical to Iron and Steel

But, would it be possible to give Blood Steel a Bleed effect and Iron Bone Have a Increased chance of Breaking bones when used in weapons?

Cause otherwise keeping those in seems kinda odd, just adding more complexity for little benefit

Maybe a option to remove?
But they are alternative to iron and steel in case of no iton ore on the embark place,they made from bones,you can easily gain bones and blood.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Arek on May 12, 2012, 04:18:29 pm
Out of curiosity, do clothes from silver/gold/iridium succumb to worn?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Alkhemia on May 12, 2012, 04:27:21 pm
I love your raw organization Meph it got to be the best I've seen, It make the editing so much easier
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Arbinire on May 12, 2012, 05:39:20 pm
the to do list is looking promising, Meph.  Wish I had some more Ideas off the top of my head to toss your way
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Ishar on May 12, 2012, 06:15:22 pm
EDIT: oh, and for those who care: MY TO DO LIST (http://dl.dropbox.com/u/60111839/ETERNAL%20TO%20DO.txt)

Quote
Bless dwarves with NOT_LIVING, to avoid their corpses being reanimated.
Wouldn't that affect childbirth, lifespan and things like that?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Meph on May 12, 2012, 06:18:32 pm
I love your raw organization Meph it got to be the best I've seen, It make the editing so much easier
Is this sarcasm ? I know I did sort them once, but that was... 7 versions ago, they are a mess by now.

Out of curiosity, do clothes from silver/gold/iridium succumb to worn?
That is an interesting question. I unfortunatly cannot answer it, since I havent played extensivly since 34.

Bloodsteel and Ironbone could indeed be replaced with steel and iron, the same I do with ironbark and steeloak. But elves still have their steeloak-wood armor and weapons, and I want drow to have the evil materials. They should pose an alternative. If they were only parts of the boneyard, yes, I would make them optional, but since the drow use them as well I do intent to keep them in the game. I will work on reducing flavor items a bit and make them optional though.

@cheating chicken: Yes, indeed it does help. These will all be fixed for the next release, thanks a lot. :)

About sauropods: I can post the raws for them, but I dont see anything wrong with it one a first glance. So, here you go, have fun with it. There is not even a speed value assigned, so they should have the default value of 1000.

Spoiler (click to show/hide)


EDIT: Wiki says: NOT_LIVING : Cannot be raised from the dead. I dont think it affects anything else but the tag Fit for reanimation, the rest it ignores. Opposed to life... now that is one I wouldnt want my dwarves to have.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Hugo_The_Dwarf on May 12, 2012, 06:21:51 pm
Quote
- Add more "secret" dwarves, possibly harmless ones, to cause paranoia.
Ha love the "She's a Witch burn her!" fact :P might make those spies,bloodbeast, etc harder to find

NOT_LIVING
AFAIK
doesn't affect Childbirth I can confim that with my automations from
Spoiler: off topic (click to show/hide)
As for Lifespan, I think MAXAGE still has hold in that field (never tested, as my inorganic creatures don't have lifespans other hen horrible dismemberment)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Gatallorsith on May 12, 2012, 07:04:01 pm
Just passing by to say I like the work you've done A LOT, especially how you made the actual DF better by optimising here and there (that's exactly what this game needed and still needs :))
I'm still in the "documenting phase" so I'll comment on the actual playthrough later. In the meantime, all my thumbs up.

PS: Isn't DFhack compatible?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Corai on May 12, 2012, 07:12:13 pm
Gatall, it has DFhack built in.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Gatallorsith on May 12, 2012, 07:26:29 pm
XD ah wonderful, just like the newb pack. Have yet to click on "play" :D
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: jesusmod on May 12, 2012, 07:31:17 pm
From what I've seen so far, making a hunter a magmamancer at the Hall always means the end of a fort. It always ends with dragonfire coated corpses being hauled from the lvl 3 caverns being prepared for consumption by melting dwarves. It ends badly for everyone. Also, I checked the raws on that dragonfire and holy shit, fixed temp at 90,000?! I know that attack's supposed to be devastating, but isn't it a bit overkill if everytime that magmamancer can't break the grip of a giant cockroach's pincer on his left ear, he has to kill every living thing on the 3x3 map area he's on? Because that dragonfire DUPLICATES in water... :o
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Meph on May 12, 2012, 07:39:39 pm
@jesusmod: Well, they need a negative side, otherwise mages are too overpowered. ;) But I did not know that dragonfire would stay in water, it should evaporade, and not leave pools/splatters. But yeah, these guys are highly unstable, but I did mention that now and then.

@gatallorsith: The code of my GUI is based on the Lazy Newb Pack, it is no wonder it looks alike.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Corai on May 12, 2012, 07:41:51 pm
Odd, my problem has dissipated in newer versions, maybe my CPU just couldnt handle it.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Meph on May 12, 2012, 08:19:10 pm
Good to hear that.

I just updated the first post a bit, made it look nicer and added some new screenshots. If other people have nice screens, please feel free to post them. :) I also added the to-do list next to the changelog at the bottom, and made a new poll, since most people voted for: Oh, now I am sad... its your own fault :P
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: SeigeOps on May 12, 2012, 10:33:25 pm
Just a minor thing, the hot keys for building a fountain and placing a totem are the same (alt+o). Hardly worth noting, but I just wanted to get it out there. Also a request: can we have blast furnaces also batch smelt ores? Or is that too much?

In other news I was previously drowning in mastiffs and peckts(sp?). Had to cage them all and sell em to the next caravan. Got me ~14000 db's and 20 fps in exchange.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: azrael300 on May 12, 2012, 10:54:57 pm
what does weave magic mean?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: ShoesandHats on May 12, 2012, 11:42:30 pm
I notice that in the raws (I forget where) it has a cheat section. How do you activate it?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Meph on May 13, 2012, 12:01:08 am
@siegeops: thanks, the hotkey will be changed then. The blast furnace already smelts batches of ore... or do you mean: "Smelt a batch of 6 ore" that will accept any ore and give the fitting bar in the end ?

@azrael300: Were did you read that ?  The only weave magic I can find is in the warlock witch, it would cause:
            [CE_FEVER:SEV:100:PROB:100:START:50:PEAK:403200:END:12000]
            [CE_NAUSEA:SEV:100:PROB:100:RESISTABLE:START:50:PEAK:50:END:12000]
            [CE_DIZZINESS:SEV:100:PROB:100:RESISTABLE:START:50:PEAK:6000:END:12000]
            [CE_PAIN:SEV:500:PROB:100:START:50:PEAK:500:END:12000]
            [CE_COUGH_BLOOD:SEV:1000:PROB:100:RESISTABLE:START:5:PEAK:100:END:1200]

@shoesandhats: Ah, well, I wouldnt know about any cheat reaction anywhere, certainly not the disabled one in the still I use for testing...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: azrael300 on May 13, 2012, 12:12:25 am
@siegeops: thanks, the hotkey will be changed then. The blast furnace already smelts batches of ore... or do you mean: "Smelt a batch of 6 ore" that will accept any ore and give the fitting bar in the end ?

@azrael300: Were did you read that ?  The only weave magic I can find is in the warlock witch, it would cause:
            [CE_FEVER:SEV:100:PROB:100:START:50:PEAK:403200:END:12000]
            [CE_NAUSEA:SEV:100:PROB:100:RESISTABLE:START:50:PEAK:50:END:12000]
            [CE_DIZZINESS:SEV:100:PROB:100:RESISTABLE:START:50:PEAK:6000:END:12000]
            [CE_PAIN:SEV:500:PROB:100:START:50:PEAK:500:END:12000]
            [CE_COUGH_BLOOD:SEV:1000:PROB:100:RESISTABLE:START:5:PEAK:100:END:1200]

@shoesandhats: Ah, well, I wouldnt know about any cheat reaction anywhere, certainly not the disabled one in the still I use for testing...
guess what ..... im a warlock witch
(http://i271.photobucket.com/albums/jj155/Manifold121/avatarindy2xq.gif)(Of fever pain coughblood dizziness and nausea)
oh and i also found it in warlord mad scourcerEr?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: ShoesandHats on May 13, 2012, 12:15:29 am
@siegeops: thanks, the hotkey will be changed then. The blast furnace already smelts batches of ore... or do you mean: "Smelt a batch of 6 ore" that will accept any ore and give the fitting bar in the end ?

@azrael300: Were did you read that ?  The only weave magic I can find is in the warlock witch, it would cause:
            [CE_FEVER:SEV:100:PROB:100:START:50:PEAK:403200:END:12000]
            [CE_NAUSEA:SEV:100:PROB:100:RESISTABLE:START:50:PEAK:50:END:12000]
            [CE_DIZZINESS:SEV:100:PROB:100:RESISTABLE:START:50:PEAK:6000:END:12000]
            [CE_PAIN:SEV:500:PROB:100:START:50:PEAK:500:END:12000]
            [CE_COUGH_BLOOD:SEV:1000:PROB:100:RESISTABLE:START:5:PEAK:100:END:1200]

@shoesandhats: Ah, well, I wouldnt know about any cheat reaction anywhere, certainly not the disabled one in the still I use for testing...

If such a cheat were to hypothetically exist, how would one activate it?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Meph on May 13, 2012, 12:35:14 am
Ah, and still you persist. Send you a PM.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: zenerbufen on May 13, 2012, 12:52:40 am
If other people have nice screens, please feel free to post them. :)
If you insist.
Spoiler (click to show/hide)
It's still not finished yet.

More/better Invaders, has allot of votes... If you add more invaders, you should add ALIENS!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Sirmaril on May 13, 2012, 01:01:43 am
Ah, and still you persist. Send you a PM.

I find them too in entity_default.txt but it only give me the option to enable or disable them. What do they do? Of course it's a highly hypotetical question, because we know that these cheats don't exist.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Corai on May 13, 2012, 01:03:08 am
Are flesh-men suppose to be everywhere I go? Its irritating having them hanging around my wagon, bugging my women!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: The_Final_Stand on May 13, 2012, 01:58:49 am
Could I mention what appears to be a bug?
Beings don't appear to aim for vulnerable parts like the head after rendering their foes unconscious anymore, something I'm fairly sure happens in vanilla DF.

I first found this when my meager military got into close combat with some goblin archers and proceeded to not mash the head in, losing entire limbs to wayward shots, and verified this when testing Steel equipment of Armok Vs otherwise equivalent. (Armok gear won with no casualties.) The vast majority of kills were "Dwarf X has bled to death" rather than "Dwarf X had been struck down". Looking through the reports, a dwarf would fall unconscious and then get beat on for a long while until they bled out. The few "struck down" reports seem to be unrelated to decapitation or jamming the skull through the brain, tearing the brain.

Is this intentional?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Sirmaril on May 13, 2012, 02:22:57 am
About the poll.

I like the idea of updated manuals and I think that it would be superb if you did workshop guide like this for the MW workshops like chemistry and so:

Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: starsfire on May 13, 2012, 02:53:23 am
Anyone have a link for 1.8.1? I can't download it from the original site. It disconnects me after about 5-10 minutes.
Thanks!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: SeigeOps on May 13, 2012, 06:07:42 am
@Meph
While that would be a nice feature for the lazy smelters, I was actually mistaken when looking at the blast furnace reactions as I'm still used to the old way of looking for the ore in the smelting menu rather than the product (I also need to stop posting in the dead of the night).

So instead I'll fall back on an older request of mine.
Do you think its possible to be able to upgrade bullet turrets to shoot out other metals like: say brass, iron, steel, etc? Maybe as a permanent transformation similar to armoring pets?
I only ask this because I really like the idea of clockwork turrets and I am somewhat saddened that they are less than effective against anything that has a hint of armor (at least until I get to the slade version).
I guess what I'm asking is that there be a more gradual change between 'useful for only harassing wildlife and thieves' (copper) and 'Boom Headshot' (slade).

(Of course this request hinges upon the assumption that the globs that the turrets fire out are affected significantly by their metal composition. If there is no appreciable difference then please ignore me. I'd test it out myself, but my modding skills are non-appreciable.)

Edit: Also could you make it so that we can turn fungiwood into scrapwood?

Edit Edit: Are Stone Decoys supposed to be blind even though they have the observer skill?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Gatallorsith on May 13, 2012, 07:16:50 am
A few questions before my first try :)

1- Harder farming enables grazing..how much is needed, compared to the default DF? I'd like grazing to be enabled, btw :)

2- Am I wrong, or adamantine is now good even for blunt weapons? (I'm no expert but I think in default DF you could have good blunt weapons with copper, silver, iron, or steel alike)

3- Clothes: I'm not sure I've understood: clothes still wear out (cloth ones) but I have to make only 4 of them (to avoid bad thoughts)? I mean shirts, pants, shoes and caps.

4- Doctors: what skill do they train when making soap\wards\...?

5- Prayer: have you done\Can you do something for the "health" interface? I hate that thing more than everything else :\ (or maybe there's an easier way to find\check wounded dwarves I do not know)

I have to say I already love this mod even before trying it. The new font alone caused me a virtual orgasm :D
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: MiamiBryce on May 13, 2012, 07:43:06 am
Meph, all this sweet/sick evil stuff you're adding really makes me want to play Drow, screw Dwarves they're too nice.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Rep on May 13, 2012, 07:44:19 am
About the stairs: Remove ramps will also change up/down stairs to downstairs. And with multi-z-lvl designations that did happen to me quite often when it was introduced as well. Great wtf moment.

Hey I just said that couple of post ago. And I must say that I was really suprised when it happened to me and I began to wonder why dwarfs don't do they job and die of thirst/hunger.

Thanks. But I'm fairly sure I'm not mistaken.

On two of the three occasions the up/down stairs were deep underground, far removed from any incidents of accidental landscaping. Furthermore, one pre-vanish save had no landscaping designations, and possibly no active miners, either. I haven't been able to recreate this, though. It's weird because on the one hand I wonder what Meph could possibly have changed with stairs (nothing) and yet on the other I look back over three years of problem-free vanilla -- including a month of multi-level 34.07 designations -- versus two weeks of using the MW mod where this oddness has occurred approximately once per fortress and I wonder what's up.

But since all I can do is give you my word, and since nobody else seems to be having this issue, I'll just shrug my shoulders and bid you adieu, gentlemen.

Yup. Right after I stuff my pockets with condiment sachets. You don't need those.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Meph on May 13, 2012, 08:54:21 am
@rep: Well, I guess if this is something mod related, then I just have to wait till other people report it. With that amount of players it should not take long.

@miamabryce: See it that way: Now your dwarves can be evil too. :)

Quote
1- Harder farming enables grazing..how much is needed, compared to the default DF? I'd like grazing to be enabled, btw

2- Am I wrong, or adamantine is now good even for blunt weapons? (I'm no expert but I think in default DF you could have good blunt weapons with copper, silver, iron, or steel alike)

3- Clothes: I'm not sure I've understood: clothes still wear out (cloth ones) but I have to make only 4 of them (to avoid bad thoughts)? I mean shirts, pants, shoes and caps.

4- Doctors: what skill do they train when making soap\wards\...?

5- Prayer: have you done\Can you do something for the "health" interface? I hate that thing more than everything else :\ (or maybe there's an easier way to find\check wounded dwarves I do not know)

I have to say I already love this mod even before trying it. The new font alone caused me a virtual orgasm
Farming: 2*2 area for each animal. Candy is still horrible for blunt weapons, try slade. Clothes still wear out (if I remove the attribute that makes them wear out, they are not counted as clothes anymore) but you only need Shirt, Pants and 2 shoes. Caps are optional ;) The Apotecarius uses any medical skill, so they train a random one. I cant change the health interface...

Quote
Do you think its possible to be able to upgrade bullet turrets to shoot out other metals like: say brass, iron, steel, etc? Maybe as a permanent transformation similar to armoring pets?

Edit: Also could you make it so that we can turn fungiwood into scrapwood?

Edit Edit: Are Stone Decoys supposed to be blind even though they have the observer skill?
Bullet Turrets: Yes and No. Yes I can do it, No it wouldnt have a big effect. The only thing that counts is density, and that not much. Almost all the blunt weapons are the same ingame, if you make them from silver, steel, bronze or iron, doesnt change much. Same with the bullets. I chose one Metal (Copper) randomly and slade for the better version. I can make ten others, but they would be similar in use then the copper one.

Each wood should have different uses. You cut up wood = scrap wood, you cut up fungiwood = fungi. I dont want to have both do the same, and this way you need above ground treefarms for one, and underground treefarms for the other. Balancing. :)

Stone Decoys are supposed to be blind, so they dont run to/from the enemy, this way before the IMMOBILE tag existed. It does not matter anymore, but then again, what should they do with eyesight ? They cant move anyway. I think ambushes are revealed be proximity, not be being seen, but I will enable it back for them, just to make sure.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: allison on May 13, 2012, 09:15:01 am
About the superpowered sauropods, I think I've narrowed it down a bit... when a group of them wanders onto the map randomly, they can be killed normally except for the last one, which suddenly gains super speed (outruns fastdwarf'd soldiers) and nearly all attacks just "pass right through it"

[edit] sorry, not true - superpowers seem to be granted randomly within a group, just found two superpowered ones in a group of five - managed to propel one into a wall and blow it apart though

[POPULATION_NUMBER:30000:30000][UBIQUITOUS]9:15][CLUSTER_NUMBER:3:5][FREQUENCY:100]1][DIFFICULTY:3]

I see some mismatched brackets, could this be causing the problem? Haven't tried fixing it in my save yet though.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Jeoshua on May 13, 2012, 09:27:21 am
Allison:
Those are there because in making everything have near infinite population and making the game display as many different creatures as it can, Meph seems to have done a Find/Replace on all the POPULATION_NUMBER and FREQUENCY tags.  The original values are the ones that are unbracketed.

Look back a few pages and I have a regex string that can undo those if you want, but ultimately it doesn't change much except you would then be able to depopulate a region of a specific animal.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Meph on May 13, 2012, 09:34:37 am
Yes, I did a find and replace. The half-open brackets are ok and dont cause any problem, I just wanted to keep the original numbers for population and frequency.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: alligabb on May 13, 2012, 10:00:59 am
Thank you Meph! This mod has made my DF experience so much more enjoyable and fun!

I have but one question: How far off would you say the GUI update is for Mac, so that this:

https://lh4.googleusercontent.com/-ZRvU05nvdlc/Tx4sZkynC6I/AAAAAAAAJ8M/4NFcs7dSZSw/s640/preview.PNG

Becomes available for us Mac users?

I also wanted to mention that the Dwarf Therapist that is included with the mod doesn't seem to be working, which has made assigning labors in my 50+ fort quite a chore.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: allison on May 13, 2012, 10:02:32 am
Yes, I did a find and replace. The half-open brackets are ok and dont cause any problem, I just wanted to keep the original numbers for population and frequency.

I see, thanks Jeoshua and Meph :)
Hmm, I think I have it...

[BODY_SIZE:5:0:3000000000]

That's three billion, greater than INT_MAX (2147483647) - just a programmer's hunch, I suspect it's wrapping around and turning negative. I'll change it to 1 billion and see if it's fixed
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: GaxkangtheUnbound on May 13, 2012, 11:53:55 am
Curses! I embark on a beautiful good-natured biome, perfectly flat, nice river, and obsidian as a layer.
Within seconds, my entire embark group caught a disease. Luckily for me, it was only the type that causes blood being coughed out and fevers.

EDIT: I have an axedwarf who has slain two vampire lords. Now that is a badass.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: FalseDead on May 13, 2012, 01:45:43 pm
So will we ever be able to make Firearms and munitions out of materials other than steel?

Cause I have Small Slademantine industry in one game and Large amounts of untapped Mithril in another

I kinda want to arm my "Elite" Soldiers with full Slademantine Equip including Bayonet Rifles and Bullets

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Sirmaril on May 13, 2012, 02:24:11 pm
I found that Living Stone and rubble have the same color floor and wall whic make it pretty difficult to tell if it's mined or it's floor, you can tell the difference only when smoothed or engraved. I needed to chang color for rubble so I can see clearly if it's mined out or not.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: SAFry on May 13, 2012, 03:14:06 pm
I really like this mod, I don't want to play without it but am I missing something? I managed to make a nice big world, 300 years old (anything else crashes on finalisation) and started a game...

Got about 3 years in and fought off a couple sieges then suddenly Raptomen show up with 10 war dragons and kick my ass.

So, started a different embark, miles away from the raptomen and 3 years later, 10 war dragons fly down the volcano and rip up my fort!

Is this mod all about war dragons kicking your ass?

*edit* actually I think they must have been serpent men, nagas, snakes and such. If that's an easy race I'm way out of my league. I've lost 2 dwafts, had less then 50 migrants. I don't have a chance of defending against 10 flying building destroyers 
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Riun on May 13, 2012, 03:47:45 pm
I have a lot of trouble concerning wards - i had a pretty early plague in my fort (the one causing fever).
I was not able to outfit a ward against it for pretty long. After trading 2 more wards i was able to outfit one against rage (hulk?) and one against black death. After one or 2 seasons, they transformed back and ever since (~5 seasons) i was not able to outfit them again.
One of my two embark wards vanished and is found under missing in the unit tab.

in the job manager (j-m) i found a way to make obsidian from stone  - in the changelog i found this reaction to be related to the magma factory (which doesnt exist anymore). Any other ways to generate obsidian without pumping lava/water?  I really want that stonebound dwarfs :D

Do Magic castes change their description? i have a druid training in the fountain for 1 year now, just want to know if i can see when he transforms.

My 3 automaton ambushes all did not have/use any weapon attacks. Sharpshooters and stuff all going full melee.

New invader race: Ork-elves. Female elves getting abducted and...convinced to mate with orks. Outcast race with strong/agile attributes but not accepted by either orcs or elves.

I REALLY love the magic buildings, they are looking great. Price to built is pretty low i think. The necessary iron i can melt in second summer (aka as soon as i get huge migrant wave). Mats for Philo stone can be demanded from caravan. If i dont order them, its REALLY hard, way harder then the bone/iron requirements though. Furthermore, where can i research the untranslated dwarfen rune and alike? tech research lab, but which reaction?

Training in Magic buildings is really fast too - from 0 to 7 in about 3 seasons, getting only faster now.


Great update all in all:)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Jeoshua on May 13, 2012, 06:25:20 pm
On Future of the Mod:

Overwhelmingly, I see the need for polishing what is already there.  You have a great mod going here, and it's just getting a bit hairy with all the nifty added things.  So what I suggest is more of 1.8.1's tweaks and improvements, coupled with a cleanup of the behind-the-scenes issues in the raws.  From there, once you complete it, it will not only work better (as you WILL find some issues when you start looking), but it will also be much easier and more likely that this mod will see a very nice 2.0
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Meph on May 13, 2012, 06:39:54 pm
Quote
Becomes available for us Mac users?
I also wanted to mention that the Dwarf Therapist that is included with the mod doesn't seem to be working, which has made assigning labors in my 50+ fort quite a chore.
Zenerbufen started with the mac GUI, but I dont think that a realease will be ready soon. The dwarf therapist is definetly working , I use it all the time in test fortresses.

Quote
[BODY_SIZE:5:0:3000000000]
Yep, I tweaked this down by 00, and will do some arena testing. It is the only thing that did spring to mind when I looked at the raws.

@falsedead: Will be done in the next part of the workshop overhaul. I chose steel because it is rather high-tech, and the ranged damage is the same for copper, steel or adamantine rifles. Just wanted to avoid that people build cheap stuff that is overpowered.

@sirmaril: In which tileset ? In phoebus they dont look like floor much, at least to me. But I noted it down, just give a little bit more info please.

@riun: Wards will be overhauled, they are a test. Seems that quite a few people cant use them properly, and I myself havent got the opportunity to test them in a real diseases outbreak in a big fortress. I think I will instead transform dwarves, and use the wards only for the temple and the secret enemies that come along. Magic casters do have a new description, yes. You should also get the "has transformed into a name-dwarf"

Automatons are dumb bastards, why dont they produce their stupid guns. Humans do, I know their guards carry them. Have to revisit the automaton raws again then, thanks for the report. :) Orc-Elves are a bit... normal. I personally thought about Goblins<Orcs<Ogres, but again, too normal. Well see what it will be in the end. In the techlab you have: Research magic tomes, that gives a low chance for any of the three "books"

@jeoshua: I do agree. The manual is quite outdated, and many things could be made... nicer. I will focus on that, and the Vanilla-DF upgrade when it is released.

EDIT: About the war dragons: The enemy shouldnt have those, and as far as I know, all the races I did write dont. I cannot vouch for FortressDefense races, and since you speak of snakemen or nagas, I do assume that you enabled those ? I will try to solve this, but it is difficult to allow these creatures to elves, but not the any other race that uses any_pet_race. Testing is slow as well, I hope I can solve this in future. It is of course no fun having a giant siege with dragons or plaguebearers.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Riun on May 13, 2012, 07:00:45 pm
Alright, thanks for the reply! good luck with the automatons then ;)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Sirmaril on May 13, 2012, 10:55:55 pm
I use phoebius with masterwork color, but without masterwork font. And I think that rbble floor and walls look the same. You can see difference when you smooth them. But it take some time and it scared me at first. So I modded it and now umined rubble shows up in dark grey color not black. The same with Living Stone.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Draevos on May 14, 2012, 12:39:39 am
Magmamancers:
Spoiler (click to show/hide)

Hell yes.

However, soon after that my magmamancer started flashing with an injury. I checked and it said his chest was melting! What? He died several seconds later but no explosion... What killed him? I thought they were immune to their own fire. He was wearing full steel armor.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: SAFry on May 14, 2012, 12:57:23 am
Meph, I read up on Fortress Defence and it says don't do long histories and that it can be badly unbalanced so I've disabled all the fortress defence races and started again.

Guess I just happened to generate a world where the snake men had a surplus of dragons and liked kicking everyone's assess with them.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: reilwin on May 14, 2012, 01:09:23 am
About the two handed weapons that cant be used by dwarves: Bollocks. That is simply not true. All twohanded weapons have [MINIMUM_SIZE:52500], and dwarves are usually 60000. So that is good, I even got a report about a demonbound that did dual-wield greataxes, one slademantine, the other iridium-artefactmade. The two-handed:xxxxx simply refers to how big a creature must be to wield them one-handed, and most dwarves cant pull that of usually.

Whoops, my mistake! I must have been looking at the wrong tags.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Sirmaril on May 14, 2012, 02:31:55 am
I use phoebius with masterwork color, but without masterwork font. And I think that rbble floor and walls look the same. You can see difference when you smooth them. But it take some time and it scared me at first. So I modded it and now umined rubble shows up in dark grey color not black. The same with Living Stone.

I forgot to upload the picture, so here it is:

Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: alligabb on May 14, 2012, 04:35:14 am
Quote
Becomes available for us Mac users?
I also wanted to mention that the Dwarf Therapist that is included with the mod doesn't seem to be working, which has made assigning labors in my 50+ fort quite a chore.
Zenerbufen started with the mac GUI, but I dont think that a realease will be ready soon. The dwarf therapist is definetly working , I use it all the time in test fortresses.
To clarify, this is what happens when I run the included Dwarf Therapist. As the picture shows, Dwarf Fortress is running in the window below it, but it won't connect. However, I have very little experience with Dwarf Therapist on the Mac, so it might just be something I'm doing wrong.
https://picasaweb.google.com/113341626213222229582/DwarfFortressDwarfTherapist?authuser=0&authkey=Gv1sRgCJLQnIjqyfSnLg&feat=directlink#5742316804345864498
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Tierre on May 14, 2012, 07:24:54 am
34.08 out with a lot of changes. A lot of work for Meph now - all boulders drop only 25% and all reactions now gove 4 times more toys bars and such to supplement that. And we all need a lot of time to familiarise ourselfes with minecart railguns:)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Meph on May 14, 2012, 10:16:11 am
I will start working on the update this evening, already downloaded and checked the changes, it is not too much, but I will have to multiply some things by 4 in my custom reactions. Otherwise all is good and I am certin that I will be done this evening. I will still have to wait for the therapist by splinterz, mouse fortress and the updated dfhack before I upload anything, so please be patient. I will try to add some bugfixes as well, but otherwise wont  add new features. I hope to find the time for the updated manual as well.

I am now off, to explore the city a bit, made it to mexico city yesterday evening.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Panopticon on May 14, 2012, 10:27:58 am
2 things I noted in my fledgling fort:
1. Kobold thieves (and only kobolds) show up wearing two small silk cloaks and carrying a dagger, but they have no bag.
2. Werecreatures seem to pass their curse on instantaneously. Had a werewolf bite a ranger, the ranger immediately turned and killed the werewolf, then went after the rest of my guys, bit someone else, he turned and they fought, this continued until the full moon ended and I locked him in the quarantine room to starve to death.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: zenerbufen on May 14, 2012, 11:18:35 am
Quote
Becomes available for us Mac users?
I also wanted to mention that the Dwarf Therapist that is included with the mod doesn't seem to be working, which has made assigning labors in my 50+ fort quite a chore.
Zenerbufen started with the mac GUI, but I dont think that a realease will be ready soon. The dwarf therapist is definetly working , I use it all the time in test fortresses.
To clarify, this is what happens when I run the included Dwarf Therapist. As the picture shows, Dwarf Fortress is running in the window below it, but it won't connect. However, I have very little experience with Dwarf Therapist on the Mac, so it might just be something I'm doing wrong.
https://picasaweb.google.com/113341626213222229582/DwarfFortressDwarfTherapist?authuser=0&authkey=Gv1sRgCJLQnIjqyfSnLg&feat=directlink#5742316804345864498

Sorry that is my fault. For some reason Dwarf therapist won't connect to my bundled up version of masterwork dwarf fortress. It will work with the vanilla version of dwarf fortress. Sorry I missed that :( It was working in my older (no longer available) release.

edit:
Found the problem, will have a fixed version (1.8.1 even) uploaded soon.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Meph on May 14, 2012, 11:56:06 am
Quote
Found the problem, will have a fixed version (1.8.1 even) uploaded soon.
If you wait till tomorrow you might get a df 34.08 compatible version of masterwork to work with from me. Just saying. ;)

EDIT: Oh, just realized: Can somebody please kill me now ? If I rebalance all the reaction to suit the new amounts of rock... then I have to redo all the building guides as well.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: vomov on May 14, 2012, 12:19:00 pm
EDIT: Oh, just realized: Can somebody please kill me now ? If I rebalance all the reaction to suit the new amounts of rock... then I have to redo all the building guides as well.

I don't envy you, but I do admire your dedication!
But take it easy; a few bugfix-releases are likely to come up in the next couple of weeks.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: alligabb on May 14, 2012, 12:38:31 pm
Quote
Found the problem, will have a fixed version (1.8.1 even) uploaded soon.
If you wait till tomorrow you might get a df 34.08 compatible version of masterwork to work with from me. Just saying. ;)

Just wanted to add something that shows just how awesome this mod is: I actually prefer playing Masterwork Dwarf Fortress without Dwarf Therapist compared to playing Vanilla Dwarf Fortress with Dwarf Therapist! It's just that much more streamlined and playable. Now don't work yourself to death trying to get 34.08 compatible, take a day off to enjoy mexico city, you deserve it!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: zenerbufen on May 14, 2012, 12:51:41 pm
Quote
Found the problem, will have a fixed version (1.8.1 even) uploaded soon.
If you wait till tomorrow you might get a df 34.08 compatible version of masterwork to work with from me. Just saying. ;)

Just wanted to add something that shows just how awesome this mod is: I actually prefer playing Masterwork Dwarf Fortress without Dwarf Therapist compared to playing Vanilla Dwarf Fortress with Dwarf Therapist! It's just that much more streamlined and playable. Now don't work yourself to death trying to get 34.08 compatible, take a day off to enjoy mexico city, you deserve it!
Now you can have both. 1.8.1 for Mac (http://dl.dropbox.com/u/75632380/MasterworkDwarfFortress_Mac_1.8.1.dmg) with working Dwarf Therapist. Now for the bad news, Dwarf Therapist hasn't been updated yet on OS X. Us mac users may not get therapist when we go to 34.08.

*wait wait wait* Ok, uploads done.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Meph on May 14, 2012, 01:15:50 pm
Yes, I am most horribly worked to death... being financially independent and all that, horrible life I have :P Oh, and on that note: Got a brilliant message yesterday, I will have company for the 3 months I cycle through the states. Someone was impressed enough to cancel her tour through central america and will fly to san diego and buy a bike, to meet up with me. HA, take that, Planning.

My update for 34.08 is done btw, I will do a little bit of workshop stuff and add the bugfixes, do the guides and manual this evening, and lets hope for Therapist and dfhack tomorrow. :) I like doing productive things ;) I rebalanced the ore and boulde reactions, was a lot less then I thought.

Here the changelog for now:
 - Modded grass, evil grass and good grass for more flavor.
 - Doubled/quadrupled amount of gunpowder made in the ammo mint.
 - Archeologist need 5 stones, instead of 10 for excavation.
 - Arc Furnace now makes 4 bars from one bag of ore-powder.
 - Brick Oven now makes 4 bricks from 1 boulder, or 4 ornamental bricks from 2 boulders.
 - Crucible can now "cold hammer" metals with 1 ore for 2 bars. 50% as effecient as the smelter reaction with fuel.
 - 6 new reactions for the Arc Furnace: Cold hammer" metals. 1 ore for 2 bars. 50% as effecient as the normal reaction.
 - Blast furnace now makes batches of 12 bars, instead of 6, using 3 ore for it.
 - All fuel/coke producing reactions are untouched, because of logic. If everything makes 4 times as much bars, then you need 4 times less coal to make the same amount of bars. And since coal drops only 25% of the times now, this is balanced automatically.
 - Removed "research magic tomes" from tech lab and splitted it into three new reactions.
 - Added 3 new reactions to tech lab: Recreate dwarven rune/grimoire of death/tome of life. 9% sucess chance.
 - Thatchery now makes 4 blocks instead of 1.
 - Changed "distill tears of armok" to "extract water from a tear of armok" which fills a bucket with water, but preserves the tear of armok.
 - 6 new reactions for the transmutation chamber. Transmute the adv. metals.
   - 2 wolfram for titanium and back, 2 mithril to slade and back, 2 cobalt to chrome and back.
 - Rebalanced Craftsdwarf, Stonecutter and Rockforge. You need either less boulders, or get more products.
 - Boneyard now makes 4 blocks from 1 stack of bones.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Sirmaril on May 14, 2012, 01:45:59 pm
My update for 34.08 is done

GREAT, I was working my ass off for whole week and ten years in game to make this beautiful fort and a update came out and I need to start once again. FML.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Draevos on May 14, 2012, 01:50:56 pm
My update for 34.08 is done

GREAT, I was working my ass off for whole week and ten years in game to make this beautiful fort and a update came out and I need to start once again. FML.

That's seems to be how all my fortresses end: not with a bang or a whimper, but with an "Oh look! new shiny version!"
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Hugo_The_Dwarf on May 14, 2012, 02:03:29 pm
Why not play till the bitter end? then update :P
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Draevos on May 14, 2012, 02:37:06 pm
Why not play till the bitter end? then update :P

But... the shiny...  :-[
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Hugo_The_Dwarf on May 14, 2012, 02:38:20 pm
Why not play till the bitter end? then update :P

But... the shiny...  :-[
Haha I understand quite well... quite well indeed...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Tierre on May 14, 2012, 02:48:24 pm
Toady actually wrote that it is compatible with saves...mostly:) Just try to change raws in save.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Gatallorsith on May 14, 2012, 03:25:25 pm
Since I spent hours learning PerfectWorldDF and since I've just created a hell of an awesome world (with 34.07 MasterworkDF)..the question is: when 34.08 will be out, (how) can I port my world in the new version without causing massive problems?  ??? (just the world, dind't start any fortress yet)

PS: take your time Meph, we'll gladly wait :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Meph on May 14, 2012, 03:43:12 pm
You can take the worldgen settings, but not the world... well, you can take the world for the new df 34.08 stuff, most of it at least, but not for the new reactions I'll be adding

EDIT: shiny. Patched Therapist for 34.08 (http://www.bay12forums.com/smf/index.php?topic=66525.msg3281982#msg3281982)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Meph on May 14, 2012, 07:08:59 pm
Just a quick question: What do you guys think ?

(https://lh3.googleusercontent.com/-z80RLreUyc4/T7GeX6uW1zI/AAAAAAAAKiI/doypg6hc1-s/s384/Show%2520Masterwork%2520Tileset%252024.png)

A custom tileset for the mod, using the same font, you can even see it now in the descriptions, or everywhere with Truetype off (although truetype still looks much better). Ironhand plants, the "globs" lying around the map, mostly turret ammo, now looks like ammo, the chains/barrels have a background floor tile, vermin/demons/spiders look a bit different, minerals, coal and jewels dont stand out so much, the entire thing is based on phoebus, but looks darker. I also made a custom tile for the armor/helmets/boots that I personally prefer to the phoebus solution. The tileset is 24*24.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Draevos on May 14, 2012, 07:39:51 pm
I think : Hell yes.

I love Phoebus and I love these changes. I use the Masterwork font and color changes already so this looks awesome.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Draevos on May 14, 2012, 09:54:24 pm
Any way you can remove the 3 wheelbarrow limit to a stockpile for the next release or is that possible? A limit makes no sense :/
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Meph on May 14, 2012, 11:23:54 pm
What limit ? I havent played the version yet. But I dont think that I can mod stockpiles in any way.

Oh, and got a new idea... Custom Artefacts... kind of. See this example:
(https://lh3.googleusercontent.com/-FnGuuWF6xyk/T7HaP09CMcI/AAAAAAAAKiU/SG0NETdfONY/s880/tileset%2520test.PNG)

This is just a test, but I like the concept, since it is well known from other fantasy games, unique, powerful items. I cant really restrict them to one of each, but if I add some of those in the future they will be rather expensive. The tileset does not work quite right though, I somehow mess up the transparency and dont know exactly how to fix it. Will be postponed. Building Guides and Manual are done though, just waiting on dfhack.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Roses on May 14, 2012, 11:32:20 pm
3 Wheelbarrow limit is hard coded. Each stockpile can only make use of three wheelbarrows at a time, anyone else trying to haul stuff around has to go at normal slow pace. It makes lots of smaller stockpiles more efficient than fewer large stockpiles.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Draevos on May 14, 2012, 11:42:27 pm
Right. I now have to split up my big stone stockpile into 5 smaller ones to get enough dwarves hauling with wheelbarrows. If I want to make changes to the stockpile I have to edit each one. The only thing that the limit does is make me have to make the same changes 5 times instead of once.

Makes no sense. :/
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Roses on May 15, 2012, 12:17:33 am
Talk to Toady. Don't know what his reasoning behind it was. I do know that with the new workshop stockpile changes its a heck of a lot easier to just have a bunch of small specific purpose stockpiles.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Hugo_The_Dwarf on May 15, 2012, 12:25:32 am
Leave stone and wood to 0, stone and wood count as heavy hauling and thus wheelbarrows are used automaticlly
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: FalseDead on May 15, 2012, 12:39:25 am
Talk to Toady. Don't know what his reasoning behind it was. I do know that with the new workshop stockpile changes its a heck of a lot easier to just have a bunch of small specific purpose stockpiles.

Cause you are supposed to use smaller piles centered around the corresponding/bound workshops
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: zenerbufen on May 15, 2012, 03:16:25 am
just waiting on dfhack.
Do a non-dfhack release. Let all the spoiled windows users see what it's like playing masterwork on a Mac! ;)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Rep on May 15, 2012, 06:04:36 am
just waiting on dfhack.
Do a non-dfhack release. Let all the spoiled windows users see what it's like playing masterwork on a Mac! ;)

Look on the bright side. Our Macs may not run many games or much custom software, may be virtually impossible to upgrade and may have cost a fortune, but at least we're not nerds.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: zenerbufen on May 15, 2012, 07:57:33 am
Look on the bright side. Our Macs may not run many games or much custom software, may be virtually impossible to upgrade and may have cost a fortune, but at least we're not nerds.
My mac can run anything! Windows, Dos, Linux, BSD, Mac OS X, Mac os 9, Nintendo, gameboy, etc.

It just uses allot of power to run multiple operating systems at the same time. This means my lap is burn and my fans are loud. Also the high memory usage causes everything to bog down when you have multiple modern operating systems running side by side with multiple programs. Rebooting between them is such a pain, windows 7 takes FOREVER to boot in bootcamp. Why reboot between programs when you can Command-Tab?

Between virtualization, emulators, and bootcamp macs are very flexible, and who really upgrades computers anyways? You usually have to upgrade everything anyways. New motherboard = new slots. upgrade your cards, memory, new form factor means new case, oh new drives are faster and use new connectors, so your old drives are no good with the new board either. Then does everything even work together? no.

I have a few D3 guest passes if anyone would like to play with me.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Weaselcake on May 15, 2012, 10:17:41 am
Where's my update?

I need my Masterworks + wheelbarrows. ;_;
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: zenfiero on May 15, 2012, 10:19:21 am
Hello!

I've been enjoying this wonderful mod, but ran into a spot of trouble. Where do I go to report bugs? Thanks ahead of time for your help!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: zenerbufen on May 15, 2012, 10:23:35 am
but ran into a spot of trouble. Where do I go to report bugs? Thanks ahead of time for your help!
You found the place already, right here. Whats wrong?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: zenfiero on May 15, 2012, 11:02:02 am
Woo!

Well I'm happily dwarfing along, trying now to get a book industry going so I can start educating some of my dwarfs with the neat new scriptorium. It's going well enough so far; tannerdwarf is making some bookcovers, presser's making sheets of paper and a dwarf is deeper down making ask for ink.

It's spring, the 14th of Felsite, and Dwarf Fortress crashes! It's been slightly crashy up until now, lost a few months a couple times before, but since I've been saving regularly not I'm not too upset. But this one always happens! I'd managed to save seconds before it all went wrong.

Since the time that I posted I've been systematically testing to see what could be causing the issue. I cancelled everyone's jobs and I seemed to stabilize the game. I narrowed it down (I think, at least) to the dwarf making book covers. I cancelled his job from the Jobs screen and the world continues on! I then reassigned someone else to the job and he finished the job, but something strange happened; he made a chitinplate mining cart! O_o

Then he tried again, and the world ended. I'm guessing that since it seems to be generating random leather somethings, it also randomly generates something which is extremely problematic.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Meph on May 15, 2012, 11:44:46 am
Quote
Since the time that I posted I've been systematically testing to see what could be causing the issue. I cancelled everyone's jobs and I seemed to stabilize the game. I narrowed it down (I think, at least) to the dwarf making book covers. I cancelled his job from the Jobs screen and the world continues on! I then reassigned someone else to the job and he finished the job, but something strange happened; he made a chitinplate mining cart! O_o

Then he tried again, and the world ended. I'm guessing that since it seems to be generating random leather somethings, it also randomly generates something which is extremely problematic.

Mh... this sounds like a badly named product. I will check the raws, but my guess is that the product is a tool that does not exist, so he takes a random one. If the random one he picks cant be made from leather (soft) then the game just says: Sorry Dave, I am afraid I cant do that, and leaves. I did replace all custom toys with tools 1 version ago, to give them proper graphics and a better place in the stockpiles, I will just check.

@rest: Still waiting for dfhack. ;) Version is done though.

EDIT: FOUND IT.
ITEM_TOOL_PARCHMENT  <== product in the reaction.txt
ITEM_TOOL_PARCHEMENT <== name of the tool in the tool.txt

You can fix your save by going into the /data/save/regionXYZ/Raw folder and opening reaction_masterwork.txt, find the item_tool:parchment and change the name to parchement. Or change the name in tool_masterwork.txt, same thing. Thanks for the report, and sorry that I messed that up.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: zenfiero on May 15, 2012, 11:50:17 am
Mh... this sounds like a badly named product. I will check the raws, but my guess is that the product is a tool that does not exist, so he takes a random one. If the random one he picks cant be made from leather (soft) then the game just says: Sorry Dave, I am afraid I cant do that, and leaves. I did replace all custom toys with tools 1 version ago, to give them proper graphics and a better place in the stockpiles, I will just check.

Awesome, thanks! Without those book covers I won't be getting my scriptoriums up and running, but I still can't wait to try the rest of the features! I'm new to this mod and it's fantastic so far for sure :D

edit: Oh, wow! You're fast :O
Awesome! I'll put that in now, thanks much!

edit2: Haha, it totally worked! Leather bookcovers! Education, here we come!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Draevos on May 15, 2012, 12:12:29 pm
Oh gawd, I haven't even tried the education system yet. I've been focusing on the other 50 new systems. Tell me how it goes please :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Rep on May 15, 2012, 12:22:39 pm
who really upgrades computers anyways?

You usually have to upgrade everything anyways. New motherboard = new slots. upgrade your cards, memory, new form factor means new case, oh new drives are faster and use new connectors, so your old drives are no good with the new board either. Then does everything even work together? no.

I honestly can't tell if you're being serious.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Draevos on May 15, 2012, 01:05:02 pm
Does Masterwork have a way to chop down wooden furniture, weapons, armor , etc. back into logs? I was just in a situation playing vanilla .34.08 where I needed one stupid log to start my metalworking industry and hadn't dug into the caverns yet. It was during a siege so I couldn't send my dwarves outside, and I had just used up my last log.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: zenerbufen on May 15, 2012, 01:20:41 pm
who really upgrades computers anyways?

You usually have to upgrade everything anyways. New motherboard = new slots. upgrade your cards, memory, new form factor means new case, oh new drives are faster and use new connectors, so your old drives are no good with the new board either. Then does everything even work together? no.

I honestly can't tell if you're being serious.
Honestly I haven't owned anything but laptopsPortable Desktops that burn your man parts if you use them on your lap, since last century.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: reilwin on May 15, 2012, 01:34:59 pm
New motherboard = new slots.

Depends on how long ago it was since you last upgraded your computer. DDR3 memory slots have been out for quite a while now and seem likely to stay for a while longer. Not so familiar with Graphics card slots but I believe those have been standardized and unchanged for a very long time.

new form factor means new case

Form factors are standardized and you can easily find a motherboard to fit the form factor of your current case.

new drives are faster and use new connectors

Only necessary if you want a SSD really since those are the only drives which even come close to making the most of SATA2 and SATA3 connectors. If using a regular hard drive it doesn't matter which you use, you can just choose a motherboard which fits with your current hard drive(s).
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: irsmert on May 15, 2012, 02:31:23 pm
Hello fellow Masterwork Mod users! I just downloaded the new version (1.8.1); it seems to hang up on world creation at about year 46... DF just crashes... any advice or files I can upload to make debugging easier? I've tried multiple world gen presets, did a full clean install, and am out of ideas. Masterwork 1.7.2 worked just fine, so I suspect it must be something from 1.8.1?  Thanks for the help.

*Edit: After some SCIENCE!!! it appears that there's some bug with the illithids (sp?). Would DF crash during world gen if all dwarf civilizations were killed off?

Irsmert has been taken by a fey mood and has begun a mysterious construction (got DF working)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Draevos on May 15, 2012, 02:36:59 pm
Hello fellow Masterwork Mod users! I just downloaded the new version (1.8.1); it seems to hang up on world creation at about year 46... DF just crashes... any advice or files I can upload to make debugging easier? I've tried multiple world gen presets, did a full clean install, and am out of ideas. Masterwork 1.7.2 worked just fine, so I suspect it must be something from 1.8.1?  Thanks for the help.

Are you using .34.08 of DF? Masterwork isn't updated for it yet. Try disabling the ilithids before world gen. They cause the world gen crash for most people.

Meph, for the new version could you write up exactly what the difficulty options do in the GUI? I don't think I have a good grasp on what they actually change.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: irsmert on May 15, 2012, 02:55:33 pm
Whoops, edited before I read your reply, thanks for the advice, it was indeed the ilithids; suddenly it makes sense why they are the only invader race turned off by default! Anywho problem solved.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Werdna on May 15, 2012, 03:53:29 pm
Please stop with the computer talk and take it to PMs!  Thank you...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Meph on May 15, 2012, 04:39:27 pm
Yes, please no spamming here, but I can forgive zenerbufen for it, out of obvious reasons. ;)

@daevros: No, no furniture to wood yet. Emphasis on the yet, I have the reactions here, think of adding a bit for the next updated. And about the balancing: What about the manual ?


Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: jesusmod on May 15, 2012, 04:43:22 pm
oh god I gave stonebound dwarves the ability to fire slade bullets 100 at a time... dear god what have I done... also, on your to do list, it says that you'll add the not_living tag to dwarves so that they won't be able to be resurrected, but isn't one of the lifemancer's special abilities true ressurection? not to mention that it would take about 50% of the fun from embarking in an evil zone. one note about the spawn of holistic as an underground race, the spawn are way to weak. a single punch from a dwarf removes arms and hands, so there's some balance issues there. the spawn historically had adamantine in their claws and a natural wrestler skill of 8, I think. Another thing I noticed is that dragons keep killing themselves with their own dragonfire. something makes me think that shouldn't be happening, so I'm reporting it here. doesn't fireimmune_super make them immune to their own fire? because every time I have two dragons fighting in arena tests, one of them ends up melting. another, final issue I have is with population. any time I render a world with all races that is more than 100 years old, dwarves end up dying out while "evil" races thrive and outnumber dwarves 10-1.
Spoiler (click to show/hide)
is there any way to have a more balanced worldgen with all races in it?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Meph on May 15, 2012, 04:51:42 pm
Excuse me, this will be a very uncharacteristic outbreak of ranting and nerdrage, BUT:

How in hell can anyone think that 25 evil races vs. 4 good races can in any way be balanced ? I get so many reports from people saying: Oh, my, the races are inbalanced, the dwarves die... oh, and btw, I enabled 20 quadrillion invaders. The game is designed to have ONE, and just ONE evil race, goblins. And 3 good ones. Now I did my best and balanced 4 good and 5 evil races against each other, and it works. When do people realize that I do not mod the Fortress Defense mod, that even clearly states that it is inbalanced ? When do people realize that it makes no sense to enable ALL the races. Thats just ridiculus, take 2-3, play with default and you have 5, play with more and it is no surprise that the good ones get overrun.

/rant.

Sorry for that, and that you, jesusmod, were the target, but enough is enough. This question was asked and answered just a few pages ago. And before that... and before that... and so on. About the rest: dragons dont kill themselves with their own dragonfire, but can die by dragonfire of another creature. Spawn of Hollistic I would rewrite of course. 

EDIT: PS: There is a difference between    [IT_REQUIRES:FIT_FOR_ANIMATION and [IT_REQUIRES:FIT_FOR_RESURRECTION], so the idea to bless dwarves so they are not made zombies would work.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Gatallorsith on May 15, 2012, 05:10:31 pm
I realized it in my first play!  :D

Just out of curiosity, that's how I configured my first MasterworkDF experience :)

Spoiler (click to show/hide)

Still undecided about creepers, but I think I'll take the risk.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: jesusmod on May 15, 2012, 05:57:29 pm
to be honest, I'm just amazed at how fast the reply was. now that I think about it, you're right about what you said there. it just weirded me out a bit because in my 31.25 worlds with tons of hostile races, the population was still pretty high. I guess it's just those worldgen improvements. I also didn't know the difference between the fit for animation and resurrection tags, and I thought you were just going to give them the not living tag. thanks for clearing up that confusion there. I was worried that knowledge would make me forever think of dwarves past that update as weird undead things. :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Morwaul on May 15, 2012, 08:17:30 pm
Just a quick question: What do you guys think ?

A custom tileset for the mod, using the same font, you can even see it now in the descriptions, or everywhere with Truetype off (although truetype still looks much better). Ironhand plants, the "globs" lying around the map, mostly turret ammo, now looks like ammo, the chains/barrels have a background floor tile, vermin/demons/spiders look a bit different, minerals, coal and jewels dont stand out so much, the entire thing is based on phoebus, but looks darker. I also made a custom tile for the armor/helmets/boots that I personally prefer to the phoebus solution. The tileset is 24*24.

Yo Meph, I am all for a new tileset and am interested to see what could be done with a 24x24 layout.  It might be to big though...not sure.  Anyway, the one, and only thing I saw that I didn't care for is the symbols in the stone walls.  I prefer it when the wall still looks like stone but has a different color and/or pattern to designate ore (for some reason this does not bother me with gems, maybe because they are rarer.)  This is why I prefer Ironhand over Phoebus.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Draevos on May 15, 2012, 08:44:44 pm
Meph, as much as I hate to play without DFHack it looks like it might be a while till it comes out. Maybe you could go ahead and release a version with all the new changes without DFHack, so we can at least test the new stuff and see how it works with 0.34.08 while we wait?  :)

Vanilla is sooo dull, and Masterwork is my new addiction...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Meph on May 15, 2012, 10:34:31 pm
Patience is a virtue. The update is done, and will be made aviable as soon as dfhack updates as well. No matter if it is today, or in a week.

edit: -snip- because wtf am I doing... rl stuff is rl stuff, has nothing to do here.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Draevos on May 15, 2012, 10:41:43 pm
Well, I hope the DFHack team gets their act together, soon. Speaking of rl I'm starting a new job soon. That's why I'm so impatient. I'd like to get as much FUN in as possible before then.  :P
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: SAFry on May 16, 2012, 01:11:32 am
Hey Meph, just like to say that I've been playing modded games for many moons (since the Oblivion days) and you have got to be one of the most helpful and considerate modders I've ever encountered! They way you sorted out that guy with the leather bound books so quickly was very impressive, I think a lot of people don't realise how good they have it with this mod.

So yeah, sorry I complained about the dragons being unbalanced before doing my research, think I've sorted out a nice new safer world now!

Only issue I've having now is I can't find a lot of the information I'm looking for about this mod, like what does an Overseer do? How exactly do tree farms work? They seem to take more then a season to grow trees and I never see them mature into trees for cutting in the timber yard. I looked in the manual but I can only find scraps of information mostly about the options on the launcher. Tears of Amork, can I mount them in something to make a new font/spring? I read I can fill buckets with them but I'm not sure how.

So is there another manual or wiki somewhere I haven't found yet? Anyone? Thanks!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: SAFry on May 16, 2012, 01:33:16 am
By the way, regarding the balance of good and evil in world gen, would it not be possible to create a 'double dwarf', 'double elf' etc options where basically a new race is added which is just an exact copy of the existing elves or dwarves? That way with the dwarves, elves, humans and drow you can double up the number of good races to the equivalent of 8 (although there will only actually be 4 races). Just an idea.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: zenerbufen on May 16, 2012, 01:41:47 am
Well, I hope the DFHack team gets their act together, soon.
Also Therapist and graphics packs. There is lots of stuff to update, and they are all doing it for you for free. :) Patience. I'm eagerly awaiting the pieces to come together that I will need for next mac update. In the meantime there is always off topic Sorry, Meph already forgave me once, I'm not going there again :p

By the way, regarding the balance of good and evil in world gen, would it not be possible to create a 'double dwarf', 'double elf'

An x [number] multiplier for each race would be insanely cool. e.g. we could do a Dwarf x3 Goblin x5 Orc x1 human x1 elf x1 Drow x1 everything else off world gen. Good vs Evil could even be grouped in the interface and have it count up both sides and provide a warning is unbalanced. edit: or changeable! I'm envisioning two side by side lists of races "Enabled and Disabled" and 'Add +1 as good / Add +1 as evil / Remove race' options

How would you code that, with multiple entries, or adjust population levels?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Ishar on May 16, 2012, 02:18:55 am
Excuse me, this will be a very uncharacteristic outbreak of ranting and nerdrage, BUT:

How in hell can anyone think that 25 evil races vs. 4 good races can in any way be balanced ? I get so many reports from people saying: Oh, my, the races are inbalanced, the dwarves die... oh, and btw, I enabled 20 quadrillion invaders. The game is designed to have ONE, and just ONE evil race, goblins. And 3 good ones. Now I did my best and balanced 4 good and 5 evil races against each other, and it works. When do people realize that I do not mod the Fortress Defense mod, that even clearly states that it is inbalanced ? When do people realize that it makes no sense to enable ALL the races. Thats just ridiculus, take 2-3, play with default and you have 5, play with more and it is no surprise that the good ones get overrun.

/rant.

Sorry for that, and that you, jesusmod, were the target, but enough is enough. This question was asked and answered just a few pages ago. And before that... and before that... and so on. About the rest: dragons dont kill themselves with their own dragonfire, but can die by dragonfire of another creature. Spawn of Hollistic I would rewrite of course. 

EDIT: PS: There is a difference between    [IT_REQUIRES:FIT_FOR_ANIMATION and [IT_REQUIRES:FIT_FOR_RESURRECTION], so the idea to bless dwarves so they are not made zombies would work.

The world of Shadytorments did fine* with all the invaders on, so a lucky embark IS still possible even in those extreme conditions.

*by DF standards
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Meph on May 16, 2012, 09:56:48 am
If you want more dwarve civs, you just have to change these lines:
[MAX_STARTING_CIV_NUMBER:100][MAX_POP_NUMBER:10000][MAX_SITE_POP_NUMBER:120]

You dont need any duplicate civs, I had worlds with 3 dwarven civs. No problem. I could edit this to make dwarves appear more often, but then again that would affect the working balancing I have now with the default races. It would only make sense if you want to play a giant world, with 100 civs and all races enabled. Please bear in mind that a civ is not the same as a race/entity. There can be multiple civs for each entity.

All graphic packs and utilities (Therapist, Mouse Fortress) are updated, the raws are done, I personally tested minecarts, and I added Bladed/siked, weaponized minecarts. So all that is missing is still dfhack. And yes, I will wait for this, since I want to check the version with prospect and reveal before I upload anything.


Quote
Hey Meph, just like to say that I've been playing modded games for many moons (since the Oblivion days) and you have got to be one of the most helpful and considerate modders I've ever encountered! They way you sorted out that guy with the leather bound books so quickly was very impressive, I think a lot of people don't realise how good they have it with this mod.

Thank you a lot for this :) I still dislike the fact that some people get random crashes, and I cant figure out how or why. In 2 weeks time I will have a greater breack from coding though, for about 3 months. You are warned, my RL will take precedence over DF. I will still be around to answer question and bugfix/update to new df versions though. But I dont think that many new features will be done.

Speaking of new features, I added 3 things to the todo list:
Realisitc diseases, like bird flu from chickens, plagues started by rat-bites and such...
Custom artefacts, named weapons or items with a custom descriptions and stories on them...
A MasterworkDF Tileset, although I seem to be a terrible noob and cant get the transparency right... ;)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Werdna on May 16, 2012, 10:11:50 am
The world of Shadytorments did fine* with all the invaders on, so a lucky embark IS still possible even in those extreme conditions.

He is not saying they're impossible, he's just (rightfully) saying that any ensuing 'difficulty' is on you, not him.  Maybe the settings launcher needs to pop up a warning if FD races are selected.  :)

How exactly do tree farms work? They seem to take more then a season to grow trees and I never see them mature into trees for cutting in the timber yard. I looked in the manual but I can only find scraps of information mostly about the options on the launcher.

I'm having the same problem on 34.07.  I am in an arctic embark, have a farm underground (never seen light), seasonal fertilize, small fungiwood for all seasons.  It appears to have been seeded, but never grown a single tree as far as I can tell. 
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Draevos on May 16, 2012, 10:19:35 am
How exactly do tree farms work? They seem to take more then a season to grow trees and I never see them mature into trees for cutting in the timber yard. I looked in the manual but I can only find scraps of information mostly about the options on the launcher.

I'm having the same problem on 34.07.  I am in an arctic embark, have a farm underground (never seen light), seasonal fertilize, small fungiwood for all seasons.  It appears to have been seeded, but never grown a single tree as far as I can tell. 


They grow, trust me :). They just take several seasons. It's the catch of being able to grow huge fields underground at your leisure instead of having to go the the surface or the caverns to get trees. To get the wood from them you have to use the timberyard, though. I embarked on a map with a volcano and no trees or any vegetation, so I used huge underground tree farms for when I needed wood, and I made A LOT of things out of stone.

SUCH IS MASTERWORK!!!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: CheatingChicken on May 16, 2012, 10:40:45 am
@Meph

A little how-to on creating tilesets WITH transparency:

This tutorial will be using GIMP version 2.6.11 (http://www.gimp.org/ (http://www.gimp.org/), just in case you dont know it). All screenshots will be in german, but that should not prove to be a problem for you, right? Also all of the menu options will be german, since I cant really translate them.

Spoiler: Step 1: Basics (click to show/hide)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Werdna on May 16, 2012, 10:47:22 am
How exactly do tree farms work? They seem to take more then a season to grow trees and I never see them mature into trees for cutting in the timber yard. I looked in the manual but I can only find scraps of information mostly about the options on the launcher.

I'm having the same problem on 34.07.  I am in an arctic embark, have a farm underground (never seen light), seasonal fertilize, small fungiwood for all seasons.  It appears to have been seeded, but never grown a single tree as far as I can tell. 


They grow, trust me :). They just take several seasons. It's the catch of being able to grow huge fields underground at your leisure instead of having to go the the surface or the caverns to get trees. To get the wood from them you have to use the timberyard, though. I embarked on a map with a volcano and no trees or any vegetation, so I used huge underground tree farms for when I needed wood, and I made A LOT of things out of stone.


OK, good to know!  Totally ok with long growth times, even makes sense being tree-like and all.  I'm just not used to farming that crosses multiple seasons. 
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Draevos on May 16, 2012, 11:00:15 am
OK, good to know!  Totally ok with long growth times, even makes sense being tree-like and all.  I'm just not used to farming that crosses multiple seasons.
Yeah, it's apparently in this "manual" Meph keeps talking about which I am too lazy to read... :P There's probably more useful stuff in there too...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Meph on May 16, 2012, 11:01:30 am
Thanks for the gimp tutorial, but I know how I do transparency. It just shows up strangely ingame, with some things not looking like they should. For example I just cant seem to duplicate the spike "animation" that phoebus has, with my tileset it is just a always on, or off.

Oh, and treefarming, took me about 5 mintues:
(https://lh4.googleusercontent.com/-crpeP_pf6hE/T7PO0bX_aII/AAAAAAAAKis/ZZDexRTXx0A/s780/treefarming.PNG)

PS: Sometimes I think I should abandon the manual, and only do graphical guides. :P

EDIT: Appearently I am very bad at letting go of old ideas. I did remove the Magma Refinery and Factory, but I still think a Magma.only tech would be very nice to have... so here you go, this is just an idea so far, but I like it more then the old stuff I removed.

(https://lh5.googleusercontent.com/-5wAkaYbDScc/T7PVGKnJLyI/AAAAAAAAKi4/jC1FBbcKQ6k/s466/Great%2520Magma%2520Forge.PNG)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: kizucha on May 16, 2012, 11:23:29 am
The guide looks really nice. :D

Can't wait for the update. :'( I'm so looking forward to the new version of DF and the mod.^^
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: fasquardon on May 16, 2012, 11:26:36 am
Is there somewhere where all the pretty graphical guides to buildings (like the treefarm .png file you just posted) that you have made for the masterwork mod can be found Meph?

And thanks muchly for all your work on the Masterwork mod - I'm only just getting started with it, but already it has really helped me with learning how to mod the game for myself!

fasquardon
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Meph on May 16, 2012, 12:13:05 pm
In your \MasterworkDF 1.8.1\Guides & Readmes\Building Guides folder.

The treefarm guide obviously not yet :P But next release will have it.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Buoyancy on May 16, 2012, 01:44:56 pm
I believe that fertilizer changes the stack size produced by a plant instead of reducing growth time.  Do the various farmed trees produce more wood with greater stack size from skilled farmers?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Meph on May 16, 2012, 03:08:03 pm
You are correct.
Quote
Fertilizing a farm plot increases the yield (the number of plants that grow in each planted tile). The exact improvement is not known

The stacks of trees that grow will be handled as stacks. If you get 5 steeloaks and refine them, yes, you do get 5 steel bars.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Zyxterman on May 16, 2012, 04:20:54 pm
I tried use this "Masterwork" today ... and configurator says "Unable to find a version of the runtime to run this application".
Upgdated .Net - same message.
Uninstaled Framework, tryng different versions ... version 3.5 pass the checks, but still not working. Program offloaded from memory after sec without any messages.
Updated 3.5 to 4.0 - configurator working.

So: Masterwork Settings.exe need a part from 3.5 Framework and part from 4.0.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: azrael300 on May 16, 2012, 06:30:44 pm
glasses for the impaired
blankets for more comfort and bedroom quality
cooling system
heating system
death beds
fleas
ticks
umbrellas
grappling hook
basket weaving
keys for doors
keys for other
doors with keyholes
clock
spike gun (shoots spikes and spears and can be held!)
tea
mind control
paper fans
schools
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Meph on May 16, 2012, 06:53:42 pm
@zyxterman: This is curious... most people run it just with .NET 4.0

@azreal: No spamming. Told you before. And most of these "suggestions" dont even make any sense.

@rest: Here the changelog, did a little bit on the materials, the high end stuff is really rare. And better balanced I hope.

 - Added [HEATDAM_POINT:NONE] to magmamancer. They were fireimmune_super, but just to make sure...
 - Edited the Automaton entity... hopefully they bring weapons next time.
 - Fixed all the 255 tiled creatures that were invisible in ASCII mode.
 - Updated the Manual
 - Removed the buildings section from the manual, and instead linked to the building guides, they are better then text.
 - All buildings guides updated.
 - Upped layer permit of plate greaves
 - Fixed Parchement/Parchment naming error
 - Updated Mouse Fortress and Dwarf Therapist to df 34.08
 - Added speared and bladed minecarts
 - Sorted the entity_default into catergories. Much nicer to read.
 - Added [DO_NOT_CLEAN_GLOB] to slade and copper, so that turret ammo is certainly not collected anymore.
 - Added new building: Great Magma Forge
    - Makes Obsidian and Slade
    - Creates Weapons and Armor from volcanic. A new material, composed of steel, obsidian and slade.
    - Volcanic is half as good as adamantine and makes triple damage against Frost Giants.
 - Frost Giants now drop a "bifrost" boulder upon death. This can be made into a bifrost bar in the Creature Research Lab.
 - Bifrost is almost (80%) as good as adamantine.
 - Slade Metal is now (20%) as good as adamantine.
 - Iridium is now (60%) as good as adamantine

Here the new material guide I made for it: (WARNING, big file)
Spoiler (click to show/hide)

EDIT: and the building guide for the great magma forge (better title anyone?)
Spoiler (click to show/hide)

Still waiting on dfhack :P
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: McCrow on May 16, 2012, 06:56:31 pm
Quick question:

In terms of effectiveness for weapons/armor, how does Welded Cobalt (cobalt-iron alloy) rate in regards to similar metals? Steel, meteorite.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Meph on May 16, 2012, 06:58:57 pm
Quick answer: Look at the post above yours, click on the first spoiler, and... behold... a material guide, including the values for cobalt and all other metals. :)

EDIT: And because I am so nice: Slightly above steel, but still below Mithril.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: McCrow on May 16, 2012, 07:02:55 pm
Quickly excellent!

I had not noticed the in-depth material guide, had just been using the Manual.batch. Thanks!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: ShoesandHats on May 16, 2012, 07:23:31 pm
It appears, according to that, that slademantine is worse than adamantine. Why is that, and how good IS slademantine?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Meph on May 16, 2012, 07:31:45 pm
It is worse, because:
You can order it from caravans.
You can steal it from civs who have it.
You can "dilute" adamantine, and with 1 adam and 1 slade make 2 slademantine bars. This means you can double your adamantine reserves... but make it slightly worse in the process.

How good is it ?
It is epic for blunt weapons and ammo, and for the rest almost as good as adam.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Draevos on May 16, 2012, 07:52:12 pm
It appears, according to that, that slademantine is worse than adamantine. Why is that, and how good IS slademantine?
Just look at the weight/density. It takes the best property of slade: the weight/density (adamantine's weakness), and combines it with the properties of adamantine; probably the best for armor too. Also what Meph said...

Names for the Great Magma Forge:
Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: GaxkangtheUnbound on May 16, 2012, 07:55:43 pm
I personally think that 'Deep Forge' sounds good. Perhaps it could be the only building that can work frostbrand(The conceptual frost giant drop)?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Jeoshua on May 16, 2012, 07:58:07 pm
and the building guide for the great magma forge (better title anyone?)

Volcanic Forge
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Draevos on May 16, 2012, 08:00:43 pm
Volcanic Forge

!!Thievery!!

I'm glad to hear (and see) that you updated the manual and such, Meph. Did you include stuff about the new noble positions as well? (Overseer, Preacher, Psychiatrist, etc.)

I personally think that 'Deep Forge' sounds good. Perhaps it could be the only building that can work frostbrand(The conceptual frost giant drop)?

I like the frostbrand idea, I like Frostbane as a name for the forge for that, but it does more than the frost giant stuff, (slade, obsidian, volcanic).
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Draevos on May 16, 2012, 08:02:48 pm
Double post, ignore...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Meph on May 16, 2012, 08:06:42 pm
I will leave it a Great Magma Forge for now. Deep Forge is nice, but wouldnt quite fit volcano embarks with it on the summit ;)

I will not have it work bifrost. Why ? Two different game mechanics here. The forge gives volcanic material and needs magma. The Frost Giants give Bifrost and need to be killed first. The actual metal is made in the creature research lab, that handles all the other creature drops as well. This way people who mine for magma get a reward, OR the people who fight the Giants got one.

I also finally splitted the gemworkshop in two. Gemcutter and Gemforge, same style as the Stonecutter and Rockforge. That means for you that you can now make gem furniture as well.

(https://lh4.googleusercontent.com/-XODZo_CTeD0/T7RNwzL80TI/AAAAAAAAKzw/PqEuFzZ6QLA/s1512/Gemcutter.PNG)

(https://lh3.googleusercontent.com/-wDliu79jMag/T7RNxDQqcxI/AAAAAAAAKz0/nyOC4YwFdmM/s1512/Gemforge.PNG)

EDIT: new nobles only have this note in the manual:
You can appoint a priest to console dwarves, have a philosopher in the fortress that just bums around and can appoint an "Overseer" for succession games.

EDIT2: Oh, and the new version makes two projects I was planning to do unnecessary.
1. Blockfactory... you can now link stockpiles to workshops, so no need for this anymore.
2. Specific Stone Crushing... with only 25% as many stones this is rather obsolete as well.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: SeigeOps on May 16, 2012, 09:39:15 pm
Hmm, for some odd reason, my Apothecarius menu is completely red and I have no idea why. I have plenty of logs (I actually underestimated the output of my tree farms and am currently drowning in wood) so that can't be the problem. It's not really a problem seeing as I can still get medical supplies through carpentry, but its still there. Any ideas on what's causing it?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Meph on May 16, 2012, 09:42:15 pm
Apothecarius being in a burrow, and the woodstockpile being outside of this burrow ? Both material and workshop have to be in the same burrow, even if it is not active. Please report if that was the case.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: SeigeOps on May 16, 2012, 09:55:22 pm
Ah yes. That is indeed the case. I've never really worked with burrows before, so I was not familiar with that particular qwirk. Thanks for the quick reply, Meph. Eagerly awaiting the next update. Sounds like its going to be as impressive as always.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Draevos on May 16, 2012, 09:58:26 pm
Apothecarius being in a burrow, and the woodstockpile being outside of this burrow ? Both material and workshop have to be in the same burrow, even if it is not active. Please report if that was the case.

You are my savior. I wondered why, one game my magma forges wouldn't work with resources which were 100+ z-levels away and in a different burrow...  :P
Title: Re: MASTERWORK Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistr
Post by: tahujdt on May 16, 2012, 10:00:59 pm
Don't want to seem rude, but I am the one who figured that out. It has puzzled modders for a long time.
 
 EDIT: Meph, will spiked minecarts make it in to this release?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Meph on May 16, 2012, 10:07:51 pm
It is not rude. That was a triumph. A true success ;)

It is also listed in the little .txt I include in the main folder, called: Known Issues. It reads like this:
Quote
Workshop reactions are red, even with all the materials aviable.
Bug:      
If a workshop is in a burrow, even if the burrow is inactive, then it accepts only materials within the same burrow.

Solution:
Make a bigger burrow including the materials, or keep the material stockpiles within the same burrow. Or delete the burrow.

Spiked minecarts, and bladed minecarts are in. Yes, they will be aviable in the next version. And just if anyone wonders why I am constantly online today: I try to up and download some stuff, just a few hundret mbs... pics up, mp3s down... and it is maddening with the speed here. 100mb... 1,5h remaining. ARGH.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: zenerbufen on May 16, 2012, 10:31:19 pm
Yeah, it's apparently in this "manual" Meph keeps talking about which I am too lazy to read... :P There's probably more useful stuff in there too...
It's good, and not really that long. Give it a quick read.

Meph: I like the building guides, I don't like the windows help format that you use for the manual. They are not easily readable on mac/linux. Another graphical material guide would be cool for the special rocks (warpstone,live rock) and new trees plants and other such, that showed what was special about them and what the new materials are useful for.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Meph on May 16, 2012, 10:33:07 pm
I could make a .rtf or .txt version, just copy paste everything out from the chm file. Would have no hyperlinks and pictures though... which format would be good ? .doc, .odt, .rtf ?

☼MASTERWORK☼ DF - 1.9 - Succession Fort (http://www.bay12forums.com/smf/index.php?topic=109628.0) - Self promotion, anyone wants to lead the official 1.9 testfort ?

EDIT: The graphical guide are super easy to do. You think one for new inorganic mats would be helpful ? Metals, Minerals, Wood, and so forth ? It is strange... some people dont read the manual, because it is too long, others havent found the graphical guides, other yet again ask for more details in the manual. I am a bit baffled as to what to do... the wiki is, sadly, a failure, no one updates it, and it only leads to two different sources of conflicting informations. I already took it out of the main post, and might take it from my signature as well. There have been literally no changes in a month, but (with 1.9 close) 3 new versions of the mod.

PS: zach123b is working on some fancy animals with extra butchery options, as soon as this animal/farming update is done I will certainly do a graphical guide for those.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: zenerbufen on May 16, 2012, 10:43:31 pm
I could make a .rtf or .txt version, just copy paste everything out from the chm file. Would have no hyperlinks and pictures though...
One of the items on my todo list is to convert that to an html version and convince you to use it. I could even add a little html viewer into the masterwork launcher, and include all the building guides.
☼MASTERWORK☼ DF - 1.9 - Succession Fort (http://www.bay12forums.com/smf/index.php?topic=109628.0) - Self promotion, anyone wants to lead the official 1.9 testfort ?

*raises hand* Pick me :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Meph on May 16, 2012, 11:02:32 pm
So in addition to converting and tending to the Mac and Linux versions, AND writing the GUI for them, you also want to volunteer to rewrite the manual AND become the Overseer of the test fortress ?

Good Sir, if you are willing to invest so much time in this, then please, go ahead ;) An html-offline version, or something online ? I/We/You could decrease the filesize if the 4mb manual is outsourced to a website. Of course that would cripple people who dont have a constant internet connection, so forget that idea.

So, I will certainly do the graphical guides for inorganics and the new animals, as soon as they are done. If you want to write the html-help file (you can just copy the content of the updated manual I have here) and become the overseer of the Fort, so be it. What do you say ?

EDIT: Overlooked that when I read your message the first time: The building guides IN the actual manual would be helpfull. :) I might have to standardize the pixel count and layout then, right now they are all differently sized.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Hugo_The_Dwarf on May 16, 2012, 11:16:46 pm
I think he ment offline HTML that links to other pages within the foulder/sub foulders I made one for my personal offline wiki, also it's like to have all the page links on one index, instead of typing in the darn search box every time  >:(

They are very simple to make, I'm just too lazy to make mine fancy (two frame index, inwhich clicked pages on the left open the desired page on the right frame, no jumping back and forth between pages.)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Panopticon on May 16, 2012, 11:20:01 pm
Masterwork succession fort? Rar!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: zenerbufen on May 16, 2012, 11:28:17 pm
So in addition to converting and tending to the Mac and Linux versions, AND writing the GUI for them, you also want to volunteer to rewrite the  manual
Yes Although the html guide/gui are going to take time. (D3 beckons)


AND become the Overseer of the test fortress ?
I'd love to maintain it for you while your away (keep track of turns/overseers, address issues that come up, etc,) but don't want to take the first turn, I'm taking my turn on another fort at the moment. I'll probably jump in later down the line.


Good Sir, if you are willing to invest so much time in this, then please, go ahead ;) An html-offline version, or something online ? I/We/You could decrease the filesize if the 4mb manual is outsourced to a website. Of course that would cripple people who dont have a constant internet connection, so forget that idea.
If I was in charge Id have the most recent version online, and bundle it up for each release. It could be an optional download.
So, I will certainly do the graphical guides for inorganics and the new animals, as soon as they are done. If you want to write the html-help file (you can just copy the content of the updated manual I have here) and become the overseer of the Fort, so be it. What do you say ?
What should I work on first, GUI or Guides? I think both these projects would increase usability on mac/linux/windows. The GUI will take much longer, but will benifit windows users as well. I'm adding a few features such as civ page, graphics/colors, and it will eliminate all the .net issues people are having. Did you see the screen shot I posted a few pages back?

I'll just drop these here, if any one is interested:

Masterwork 1.9 for Macintosh (http://dl.dropbox.com/u/75632380/MasterworkDwarfFortress_Mac_1.9.dmg)
Masterwork 1.9 for Linux (http://dl.dropbox.com/u/75632380/MasterworkDwarfFortress_Linux_1.9.tgz)
Masterwork 1.9 for Windows (http://lessthan3effexts.files.wordpress.com/2011/03/not-yet-shuumatsu-not-yet.jpg)

Please test :)


Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Meph on May 17, 2012, 01:21:35 am
I tried to upload the Linux version to the DFFD and I got his:
Quote
Error
This file type is currently not accepted through upload or URLs on our archive.

It is a tgz file. The last time you did send me a zip, which appearently works fine. I will just repack the tgz. (what is that?) into a zip and reupload it. And for everyone who wants to try the windows version: Note that it is untested and has no dfhack.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: zenerbufen on May 17, 2012, 01:32:40 am
I tried to upload the Linux version to the DFFD and I got his:
Quote
Error
This file type is currently not accepted through upload or URLs on our archive.

It is a tgz file. The last time you did send me a zip, which appearently works fine. I will just repack the tgz. (what is that?) into a zip and reupload it. And for everyone who wants to try the windows version: Note that it is untested and has no dfhack.
a tgz is a Gzipped Tar. A very popular (default?) compressed archive format on linux.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: aaron32 on May 17, 2012, 02:01:14 am
Sorry to rain on your parade, But masterwork 1.9 for linux doesn't work for me. It seems to be that you named some png files with .PNG's, Which give me an error when trying to run, Like "Not found: raw/graphics/puppy.PNG". (Not that there IS a puppy.PNG or png, But still, You get the point.) I don't know what I should do to get the game to run. Thanks!

EDIT: Also, It happens when I try to run either arena or try to create/load a world. And it seems renaming files with .PNG's to .png fixes the problem for that file.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: zenerbufen on May 17, 2012, 02:26:52 am
Sorry to rain on your parade, But masterwork 1.9 for linux doesn't work for me. It seems to be that you named some png files with .PNG's, Which give me an error when trying to run, Like "Not found: raw/graphics/puppy.PNG". (Not that there IS a puppy.PNG or png, But still, You get the point.) I don't know what I should do to get the game to run. Thanks!

EDIT: Also, It happens when I try to run either arena or try to create/load a world. And it seems renaming files with .PNG's to .png fixes the problem for that file.

Meph! You told me you fixed that! Anyways my fault for not checking, I'll fix that and re-upload. Thank you aaron32 for being my Guinea pig. You can fix it by changing all the filenames to lowercase, then changing the filenames in the corresponding txt's. Last time it was only like 3 of the files.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Whivy on May 17, 2012, 03:30:17 am
I'm wondering, isn't the new gem things a bit overpowered? I mean, I usually struggle to find good metal to build my weapons and armor, but gems are very easy to find (too much in my opinion). Making gems weapons and gems furniture seem an easy way to have high value things easily. Or am I wrong?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: maki32 on May 17, 2012, 04:08:33 am
Meph, thanks for create this mod, I love it!

One question... There's no version for .08?

Thanks!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: zenerbufen on May 17, 2012, 04:36:47 am
One question... There's no version for .08?
Masterwork 1.9 is based on and includes .08 (http://www.bay12forums.com/smf/index.php?topic=98196.msg3290073#msg3290073)

aaron: I was only able to find one file that was named improperly. I fixed it and searched high and low for more and ran several test worlds without issue. if there was any files other than decoy that where causing you problems please let me know. Linux version has been updated and is available again at above link.

Meph: The manual wasn't that hard to convert after all. The linux/mac versions now have a html manual included. I still need to make it prettier but it will work. Also it might be easyer to set up a shared code repo at some point instead of just sending files back and forth.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: SAFry on May 17, 2012, 08:06:55 am
Are we still waiting for dfhack before we get 1.9 for windows? the link just takes you to some Oriental chicks saying "not yet".
Was going to wait for a while but everybody died from berserk fever last night!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Borshch on May 17, 2012, 08:23:25 am
Guys,how to use setting program properly?
I turned some races for siege off,set popcap to 50 and etc.

But my population is more than 50,no minotaurus and harder smithing.What I`m doing wrong?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: IronSmasher on May 17, 2012, 08:36:04 am
Are we still waiting for dfhack before we get 1.9 for windows? the link just takes you to some Oriental chicks saying "not yet".
Was going to wait for a while but everybody died from berserk fever last night!

I suspect we'll be waiting for dfhack for 34.09 now
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: zenerbufen on May 17, 2012, 08:48:11 am
I suspect we'll be waiting for dfhack for 34.09 now
Correct. I havn't got 1.9 to work with 34.09 yet anyways.
Guys,how to use setting program properly?
I turned some races for siege off,set popcap to 50 and etc.

But my population is more than 50,no minotaurus and harder smithing.What I`m doing wrong?
First of all the population cap has a known bug, where you can actually go over the cap. (immigrants 1st, 2nd wave, babies in certain situations) Any changes on the other tabs, (races, buildings, anything doing with materials) you will need to create a new world as currently these changes are applied to the default raws, not the ones already duplicated into the save files.


It is a tgz file. The last time you did send me a zip, which appearently works fine. I will just repack the tgz. (what is that?) into a zip and reupload it. And for everyone who wants to try the windows version: Note that it is untested and has no dfhack.
I used tgz instead of zip because I wanted to make sure the execute bit on one of the libs files got preserved, the game won't run without it. I don't know how the bit got turned of while I was testing but I think it was from ziping/unzipping. I dont know if .zip files preserve linux file permisions.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Borshch on May 17, 2012, 10:25:09 am
I suspect we'll be waiting for dfhack for 34.09 now
Correct. I havn't got 1.9 to work with 34.09 yet anyways.
Guys,how to use setting program properly?
I turned some races for siege off,set popcap to 50 and etc.

But my population is more than 50,no minotaurus and harder smithing.What I`m doing wrong?
First of all the population cap has a known bug, where you can actually go over the cap. (immigrants 1st, 2nd wave, babies in certain situations) Any changes on the other tabs, (races, buildings, anything doing with materials) you will need to create a new world as currently these changes are applied to the default raws, not the ones already duplicated into the save files.


It is a tgz file. The last time you did send me a zip, which appearently works fine. I will just repack the tgz. (what is that?) into a zip and reupload it. And for everyone who wants to try the windows version: Note that it is untested and has no dfhack.
I used tgz instead of zip because I wanted to make sure the execute bit on one of the libs files got preserved, the game won't run without it. I don't know how the bit got turned of while I was testing but I think it was from ziping/unzipping. I dont know if .zip files preserve linux file permisions.
But immigrants was still coming when I had 54 dwarves.And I still have smithing problem
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: zenerbufen on May 17, 2012, 10:54:41 am

But immigrants was still coming when I had 54 dwarves. And I still have smithing problem
Yes, certain imigrant waves will _always_ come regardless of population settings. Close the door and let them die in the wilderness.  What is the nature of your smithing emergancy?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Hugo_The_Dwarf on May 17, 2012, 11:01:48 am

But immigrants was still coming when I had 54 dwarves. And I still have smithing problem
What is the nature of your smithing emergancy?

lol I can imagin a Dwarf with a long beard and a headset, at an anvil clanging away at weapons and armor

Operator: Hello, thank you for calling Smithing help line. What is the nature of your smithing emergancy?
Caller: I just can't get this chainmail to link together correctly.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: the_game_hunt on May 17, 2012, 12:26:51 pm
Why DF with this mod is so FPSy and without it lags a lot?
I have full fps with default DF and common dorves move slowly, while in Masterwork normal dorves move faster with full FPS.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Weaselcake on May 17, 2012, 12:27:42 pm
It's been 3 days.

How about just release a version that doesn't have DFHack?

I am dying here.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Urist McScoopbeard on May 17, 2012, 01:21:59 pm
 But dfhack is soooo helpful
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Meph on May 17, 2012, 01:23:51 pm
Currently trying to update the first post. Uploading cancels all the time, can only be hours till it is done. For Mac and Linux. I was in Githhub, and the dfhack update is coming along fine, 1-2 days more. So on the weekend you should have your update. IF dfhack is not updated till Saturday, I upload a windows version without it.

@zenerbufen: I had a look at the html manual. There is no index file, no "open me, I am the manual" that links to the rest, and the building guides are not in there ? But still, it is a step in the right direction. I did repack the tgz to a zip, because DFFD does not accept tgzs. Sorry for the linux graphics hickup, I changed all the file endings, but did not realize that the Decoy.png should be decoy.png. Otherwise all is good and I changed that last one as well. And what did you mean with: " I couldnt even get 1.9 to run with 34.08 ? wait. 34.09. wait. *check main forum* What ? 34.09 is out ? Why am I just uploading the 34.08 versions ?

   (*) Stopped salt from spreading to fresh water, made fresh water destroy stagnant water ::: GOOD
   (*) Increased output of coke reactions  ::: BAD. Argh. rebalancing again ?

Ehm...well. Guys. What now ? Linux is updated to 34.08, Mac I am just uploading. I will download 34.09 and have a look at the changes. But again, dfhack, therapist, mouse fortress, wow... lots of work.

EDIT: oh, and about the gem workshops: Gem weapons are in the game since ever... But for the gemforge you need 3 large gems to build it. So you need to cut a lot of gems and have a good gemcutter in the fortress. You cant trade for them either. So you have to build a jeweler to make cut gems. With cut gems you can build the gemcutter. There you can make furniture. And if you get 3 large gems, you can build the gemforge, making weapons and armor. But each weapon needs 1-4 gems. If it is unbalanced I can simply increase the amount of gems needed. Hope it works out well.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Draevos on May 17, 2012, 01:35:46 pm
Might as well go ahead and release .08, then update to .09 when everything is ready. I think we can handle it :)

About the coke reactions: Isn't that easy to change? (http://www.bay12forums.com/smf/index.php?topic=109640.msg3290196#msg3290196) Maybe it's just me, but in .08 I am overloaded with iron, even with the 25% drop rate, but I had to mine out whole z-levels to get enough coke. However, Masterwork should be fine as it was before .08 because of anthracite and the batch coke reactions, IMO, so I would keep it the same.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Meph on May 17, 2012, 01:41:38 pm
The problem is this: If 1 lignite gives 4 coke now, then the blast furnace reaction is LESS effective. And anthrazite and peat is unbalanced, in the smelter and the batch furnace. People using the "better" reactions in the blast furnace would actually lose coke that way. So I have to increase that as well, and redo the building guides.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Draevos on May 17, 2012, 01:53:13 pm
Yeah, I meant don't use the new x4 coke reaction, just keep it the same as it was, and keep the Masterwork reactions the same. Does that make any sense? I'm not that great with numbers  :P
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Meph on May 17, 2012, 02:02:04 pm
It makes sense if coke was only needed for smelting, since there is 4 times less smelting to be done, and there is 4 times less coal. So that makes sense. But you also need coke for every smithing you do. Every armor, sword, metal something you create.

Today took the normal numbers by 3, so 1 bituminous coal gives 9 bars of coke now, lignite gives 5. I will add it for 1.9.1 for 34.09, it is not too much work. It is really the only thing in the raws, in 10 minutes I am done with that.

MAC Version is updated to 1.9 for 34.08, linux as well. I will also upload a windows version 1.9 for 34.08, without dfhack, since they will release a 34.09 compatible version and skip the 34.08. Uploading just now.

EDIT: Upload cancelled at 52%, and again...

Changelog for my next version 1.9.1 with dfhack and such...
 - Updated to 34.09!
 - Bituminous coal give 9 bars now, lignite 5 bars.
 - Compact peat gives twice as many bars now, Anthracite gives 12 bars. Overkill anyone ?
 - Blast furnace now makes batches of 15(lignite) 27(biuminous) 12(peat) and 36(anthracite) coke.

 - Still To Do - mouse fortress, dfhack, therapist updates for 34.09

EDIT2:I think I will put anthrazite somewhat deeper into the earth and give it a different layer, so you can find it on maps without lignite/bituminous. Makes more sense as well, since it is a better form of coal, so it should be harder/deeper to find.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.8.1 - Creature Spawning, Magic and Chemistry
Post by: Draevos on May 17, 2012, 02:25:10 pm
That's true about smithing. That's when I usually get low on it. That's a good idea for anthracite.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9 - Spiked Minecarts and the Great Magma Forge
Post by: Meph on May 17, 2012, 02:50:17 pm
>>> NEW DOWNLOAD V 1.9 <<< (http://dffd.wimbli.com/file.php?id=5315)

 - Win, Mac and Linux Support
 - Updated to 34.08
 - Spiked and bladed minecarts
 - NO dfhack
 - Two new super-metals: Volcanic and Bifrost
 - Create volcanic items in the great magma forge
 - Work bifrost bars from dead frost giants
 - Gemworkshop splitted into Gemcutter and Gemforge
 - New grass, Evil and Good region design. Hope you like it.

Spoiler: Full Changelog (click to show/hide)

Special Thanks
Zenerbufen for his fast linux and mac updates. And the idea of the html-based manual. :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9 - Spiked Minecarts and the Great Magma Forge
Post by: Meph on May 17, 2012, 03:05:06 pm
Sorry for the double post, but I just have a generall question, and it has been a while since I asked that directly:

Do you, the community, like where the mod is going ? Do you like the latest changes, from 1.7 to 1.9 ? What is good, what is bad, what would you have done differently ? Anything you like to see added, changed ?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9 - Spiked Minecarts and the Great Magma Forge
Post by: thereadlines on May 17, 2012, 03:19:27 pm
Confirming that the Linux port works for me, at least. I'll play with it some more later tonight. I still see Turrets.png in /data/graphics, and as I have always lowercased in the past, I'm not sure if that's a problem or not.

Is anyone looking for some help making a Linux-compatible GUI for this (Meph or zenerbufen, specifically)? It seems like a Qt or Java implementation would be simple enough. Sorry if this has been asked before.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9 - Spiked Minecarts and the Great Magma Forge
Post by: Draevos on May 17, 2012, 03:22:08 pm
Thanks, Meph! Will test this out.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9 - Spiked Minecarts and the Great Magma Forge
Post by: thereadlines on May 17, 2012, 03:26:03 pm
Confirming that the Linux port works for me, at least. I'll play with it some more later tonight. I still see Turrets.png in /data/graphics raw/graphics, and as I have always lowercased in the past, I'm not sure if that's a problem or not.

Apologies. Turrets.png is in /raw/graphics. Sorry, it's been a long day.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9 - Spiked Minecarts and the Great Magma Forge
Post by: slay_mithos on May 17, 2012, 03:30:28 pm
Meph, you really should think about changing your versionning, it is damn confusing when the .X of yours if nearly always the .X-1 df version^^

That said, I can't wait to try the new carts, so I'll dig right into it now, thanks again for the mod and the rapid port for every version.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9 - Spiked Minecarts and the Great Magma Forge
Post by: Meph on May 17, 2012, 03:33:46 pm
Pah, its not my fault when Today jumps from 31 to 34, and then skips the 34.03 all together. :P Will change with the big V2 of Masterwork anyway, but I have to think of something special for that one ;)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9 - Spiked Minecarts and the Great Magma Forge
Post by: Draevos on May 17, 2012, 03:37:51 pm
Meph, I've noticed Masterwork comes with an older version of Soundsense. Is that intentional?

I have to think of something special for that one ;)

!!Mounts for Dwarves!! >:O
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9 - Spiked Minecarts and the Great Magma Forge
Post by: SAFry on May 17, 2012, 04:09:27 pm
You know I think the diseases might be a bit unbalanced. A migrant wave comes in, next thing you know everybody is vomiting or going into a rage or both! If one or two people started then it slowly spread then you might have a chance to build the right ward or chain up the rage victims. First time I got rage all but 3 of my dudes went berserk and the fortress fell.

The current system seems too simple, everybody gets sick, no time to build a ward and it happens too frequently. I build wells and have soap but that doesn't seem to help. If it wasn't for DFHack 'clean all' command I'd be cleaning vomit up for the next year! 

*edit*

yeah, no, I think I'll be turning diseases off now and starting a new world again. 3rd time in 3 years I've got rage flu and it's not fun, I built the wards but it didn't help, still got people vomiting from last season and now this again? It just happens too often and there isn't really much you can do about it so I'm not enjoying it.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9 - Spiked Minecarts and the Great Magma Forge
Post by: Beach Bum on May 17, 2012, 04:30:22 pm
I've been using this mod for a while and really enjoy it, plus my FPS seems to stay higher for longer with it which doesn't hurt either.

I actually switched to this from the Lazy Newb Pack, and one thing I really like about that is the alternate keybinds that are included with it. Is there any way something like that could be added to this mod? I usually just steal the .txt file from LNP and add it in but doing so broke some of the new minecart/wheelbarrow keybinds going from 34.07 to 34.08/34.09 because they don't have a new one out yet for me to borrow. I'd certainly appreciate it because it makes playing the game on my laptop a lot simpler by eliminating the constant need to hit shift to move z-levels and move the cursor on things like the trade screen. Thanks again for the awesome mod.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9 - Spiked Minecarts and the Great Magma Forge
Post by: DVNO on May 17, 2012, 05:13:56 pm
Quote from: Beach Bum
I actually switched to this from the Lazy Newb Pack, and one thing I really like about that is the alternate keybinds that are included with it. Is there any way something like that could be added to this mod? I usually just steal the .txt file from LNP and add it in but doing so broke some of the new minecart/wheelbarrow keybinds going from 34.07 to 34.08/34.09 because they don't have a new one out yet for me to borrow. I'd certainly appreciate it because it makes playing the game on my laptop a lot simpler by eliminating the constant need to hit shift to move z-levels and move the cursor on things like the trade screen. Thanks again for the awesome mod.

 Ditto that. I've never played your mod without LNP keybinds, that would be a great option.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9 - Spiked Minecarts and the Great Magma Forge
Post by: tahujdt on May 17, 2012, 05:19:23 pm

 - All fuel/coke producing reactions are untouched, because of logic. If everything makes 4 times as much bars, then you need 4 times less coal to make the same amount of bars. And since coal drops only

Not true. 34.09 has the coal updated, because making coke is a (cue big font) reaction and not a smelting job.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9 - Spiked Minecarts and the Great Magma Forge
Post by: Draevos on May 17, 2012, 05:53:47 pm

 - All fuel/coke producing reactions are untouched, because of logic. If everything makes 4 times as much bars, then you need 4 times less coal to make the same amount of bars. And since coal drops only

Not true. 34.09 has the coal updated, because making coke is a (cue big font) reaction and not a smelting job.

That's an artifact left from the old changelog. If you read a few posts back you'll see he increased the coke yield. At for the next version. Not sure about the current one for .08
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9 - Spiked Minecarts and the Great Magma Forge
Post by: Hugo_The_Dwarf on May 17, 2012, 05:58:46 pm
You know I think the diseases might be a bit unbalanced. A migrant wave comes in, next thing you know everybody is vomiting or going into a rage or both! If one or two people started then it slowly spread then you might have a chance to build the right ward or chain up the rage victims. First time I got rage all but 3 of my dudes went berserk and the fortress fell.

The current system seems too simple, everybody gets sick, no time to build a ward and it happens too frequently. I build wells and have soap but that doesn't seem to help. If it wasn't for DFHack 'clean all' command I'd be cleaning vomit up for the next year! 

*edit*

yeah, no, I think I'll be turning diseases off now and starting a new world again. 3rd time in 3 years I've got rage flu and it's not fun, I built the wards but it didn't help, still got people vomiting from last season and now this again? It just happens too often and there isn't really much you can do about it so I'm not enjoying it.
Solution

Infected dwarves can't pass the disese on until a day after first syntomes. up the START of the CAN_DO_INTERACTION, also have a secondary syndrom that lasts from  1-2 years making them immune (immune system fought it off and strengthened) then in about 2 years gets infected with a stronger one (think the flu)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9 - Spiked Minecarts and the Great Magma Forge
Post by: tahujdt on May 17, 2012, 06:00:51 pm
Ignore this post.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9 - Spiked Minecarts and the Great Magma Forge
Post by: Arbinire on May 17, 2012, 06:01:19 pm
just downloaded and started playing the .08 changes, and you forgot to take out the cheating is fun and landmine test from the still, Meph :P.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9 - Spiked Minecarts and the Great Magma Forge
Post by: tahujdt on May 17, 2012, 06:01:58 pm
Yay! Cheating!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9 - Spiked Minecarts and the Great Magma Forge
Post by: Werdna on May 17, 2012, 06:18:02 pm
Sorry for the double post, but I just have a generall question, and it has been a while since I asked that directly:

Do you, the community, like where the mod is going ? Do you like the latest changes, from 1.7 to 1.9 ? What is good, what is bad, what would you have done differently ? Anything you like to see added, changed ?

Some thoughts based on lots of play of MW up to 34.07, all just IMHO:
- mithril is a little too easy to accumulate.  I can usually get a squad outfitted in welded mithril helmet/breastplate/weapon by end of 2nd year, usually by scouring the caravans and demanding mithril anvils and the like. 
- for that matter, steel is so easy that I don't bother with leather armor, which is a shame as the new leather options are kinda cool.  Bronze is completely pointless I believe.  Ditto for gem weapons and everything else, it just gets skipped because steel is so easy.
- speaking of, not a fan of the 1 pig iron + lotsa flux => many steel bars reaction.  Just feels like cheat mode.  Flux is everywhere.
- dislike the Harder Smelting.  Guys running around coughing blood everywhere is irritating.  I'd turn it back on if it were something like dwarves randomly passing out or something, but the blood everywhere is just visually distracting.  Blood on the floor in the game should mean 'Oh Shit Something's Wrong', not something that I can't do anything about and have to use dfhack every season to mop up.
- love the Tears of Armok.  Fun, adds new element to mining and fort design.
- love Fear the Night so far.  Had a megabeast werewolf show up, and only a couple dozen silver bolts.  It made the mistake of running through my mastiff training zone, where it instantly knocked the head off the first mastiff it saw, then proceeded to be overwhelmed with mastiffs latching on to every body part the ww owned - it couldn't make any attacks, all it could do was 'break the grip' endlessly until, 20 pages later, it was exhausted.  16 pages later, my melee dwarves finally penetrated its noggin and lopped off the head with a steel axe.  Which was interesting, because up to that point the silver bolts were the only thing doing any real damage to it.  But is Fear the Night responsible for stuff like Gingerbread Man?  That's a little silly, although I don't mind, its kinda amusing. 
- I have secrets turned off.  Matter of taste, but once there's a 100+ dwarves its already distracting enough keeping track of the announcements.
- Crucible name always confuses me - every reaction there has 'hammering', yet a crucible is a melting pot!  Maybe 'Hammerworks'?  I keep going to the Crucible to access the new smelting options (which I then remember are at the Metallurgist...).
- Hematite produces 1 coarse iron, but tetrahedrite is worth 1 coarse iron and 1 copper... kind of odd that tetrahedrite is the 'best' common ore over all.
- I like the bifrost addition.  Harder metal being tied to a hard race is a good idea.
- I'm really doubtful about the volcanic metal addition.  It sounds too good, and too easy to make.  Steel is already easier than classic DF in this mod, blocks are easy, about the only limiting factor for volcanic is the dig-to-the-magma-sea part.  The mats couldn't get easier...
- love the brewing reactions for specific drinks
- platinum essences I think are a tad overpowered and a little messy - I love the concept, but making legendary dodgers out of my dwarves makes combat too EZ mode early on - possible to reduce the XP gain to something a little less super?  Also, I have to isolate the research lab behind a door and lock it when my test subject goes in, in order to prevent haulers from hauling residue out to the stone stockpiles, which apparently then ruins the "get rid of residue" reaction.  Some tuning required here!
- Speaking of monsters in combat - starting attributes for legionnaires/berzerkers are really high, can they be made a little less super?
- turret prices seem good.  I like the metagame it now involves - do I produce the goods early to purchase them, which ramps up fort value quickly, triggering sieges?  Or do I lay low, keep fort value down, and pass on those lovely web turrets...
- I like scarecrows and stone decoys.  They add nice tactical options, yet aren't so tough.  Good balance.
- love the crematorium for getting rid of vermin and body parts, its a reaction I've personally added into every DF game I play.
- iridium is cool.  My first iridium breastplate artifact was a real moment of joy.  Of course, your first iridium artifact has a tendency to quadruple the fort value, but that's still fun.

My overall feeling about balance is that it is too easy to outpace the "easy" invaders with regards to weaponry and armor, as MW is easier than DF when it comes to arming up early on.  Tetrahedrite is everywhere, and there always seems to be a flux stone layer, so really I feel like my only limiting factor at times is supplying the charcoal.  I can understand it is necessary however for the later invaders, but I have to wonder if it is possible to push the "arms race" out further, time-wise, so I'm not facing my first goblin siege with welded-mithril/steel-clad dwarves.  Not sure what to suggest, aside from removing mithril from traders (or making it hyper-expensive?).   Volcanic I fear will further worsen the problem - perhaps if its production was tied to items that fell from medium-difficulty races?

Criticism aside, love all the options and the mod in general, as it gives me so many new corners of the game to explore and try.  Fortress Defense was already my favorite way of adding difficulty to this game, and this mod adds more detail on top of that. 

As for future of the mod, I'd personally love to see workshops condensed as much as possible, and play-balancing. 
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9 - Spiked Minecarts and the Great Magma Forge
Post by: Meph on May 17, 2012, 06:25:31 pm
Oh, *enter swear word here* really ? Here is the "cheatless" entity file: http://dl.dropbox.com/u/60111839/entity_default.txt (http://dl.dropbox.com/u/60111839/entity_default.txt) Just copy this into your objects/raw folder. Or cheat as you like, do a quick testrun these next 1-2 days, and wait for the 34.09 version ;)

How in hell did I manage to leave that in ? There is always this little something I forget. I guess the linux/mac versions have it as well, cant do much about those.

@werdna: Will go through your post and answer a bit later.

EDIT: Ok, here we go: Everything you can produce in a reaction the dwarven caravan gets as well. There is no way to disable this, since you are both the same entity, the same civ. If you can make slademantine, then so can they. And in worldgen the reaction ignore all reagents, so without access to adamantine, the dwarven civ still has unlimited slademantine to trade. I cant balance this. I would love to, but I cant. Buying Mithril early from traders will ramp up your fort value, and that should lead to more invasions.

So what you say is that the new metals are too easy to make, mostly be trading I presume. And you think the volcanic is unbalanced. The thing is: I mostly do balancing by the reports I get. If people say it is too easy, I make it harder, if people say it is too hard, I make it easier. The diseases for example, those I will trim down for the 34.09 release. As I often say: You are the test players. I got 5 reports about diseases being unbalanced, so I will work on the issue, develope a better system, and in the meantime turn them OFF by default. I did leave them ON by default so far, so I do get more test reports ;)

Tetrahide should produce less coarse_iron you say ? But yeah, I did mod the game in a way that each embark should have iron and flux. The gingerbread men are from dwarf chocolate btw ;) The leather upgrades are mostly for people who want to play surface fort only, without mining. And again, you gave me a report about harder smelting being to hard. People seem to think that way, purely because there is no way to avoid the accidents. It seems that I can add stuff that is as hard as I like, as long as I give you a counter-measurement. But as soon as something cant be handled, it is disliked.

Thanks for the long report. :)

Uh, and: (Read 125000 times), Yeah.

EDIT: So I will rethink the diseases and harder smelting, as well as maybe a more difficulties in obtaining iron, steel and high tech metals. The volcanic is for example completely untested, I am curious what you guys will make of it.

Do you, the community, like where the mod is going ? Do you like the latest changes, from 1.7 to 1.9 ? What is good, what is bad, what would you have done differently ? Anything you like to see added, changed ?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9 - Spiked Minecarts and the Great Magma Forge
Post by: tahujdt on May 17, 2012, 06:37:14 pm
Congrats, 125000 reads! Best mod ever!

Edited, now knowing the facts.

Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9 - Spiked Minecarts and the Great Magma Forge
Post by: Meph on May 17, 2012, 06:39:55 pm
Please bear in mind that this mod wouldnt exist without deon and narhiril. And many other people ;) Deon gave me the entire genesis code to play around with, and narhiril is a witch (as in female mage, nothing negative intended) with interactions.

EDIT: Based on werdnas feedback here some changes:

 - Tetrahide no longer ore of iron and rarer.
 - Hematite now only ore of iron and more common.
 - Disease bearing dwarves popratio lowered from 45 to 8. 6 times more rare now.
 - Compat peat now appears in clay in small clusters.
 - Antracite now appears in granite as veins, and in all other rock layers as small clusters.
 - Harder Smelting is roughly 3 times less aggresive now. 3 times less accidents.
 - Crucible Steel making has been nerfed.
 - Added silver bars as a last ingredient to "volcanic"
   - Just imagine it. A metal made of steel, silver, obsidian and slade. How it must look. :)

The new crucible steel making:
(https://lh6.googleusercontent.com/-t0lioxabZPY/T7WeOChojFI/AAAAAAAAK0Q/Za6VacNxgbE/s477/new%2520crucible%2520steel.PNG)

EDIT: @werdna: The skill aether = legendary skill will be changed in the future, when I overhaul the creature research lab. I want every megabeast to drop something specific to the creature. The fractures would remain for hard enemies that you come along on the way.  A minotaur for example should give legendary wrestling skill, but a dragon should give fireimmunity, and a bronze colossus a bronze skin. The only bad thing about this is that it relies on transformations, so I might have to abandon that idea and go for something else. Bronze Colossus dropping "bronze colossus fists" which can be used as a dual-wield weapons, similar to overpowered knuckle-dusters ? :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9 - Spiked Minecarts and the Great Magma Forge
Post by: zenerbufen on May 17, 2012, 08:20:15 pm
Your dwarfs are quite the metalurgists with those composits. Won't be long till they start developing carbon fiber, nanotubes etc :p

anyways.. the linux/mac pages you have on DFFD LIE:


Masterwork Dwarf Fortress - this is the MacOs Version.
 
Short summary
 
+100 optional Settings. Never play the same game twice. Settings program. (GUI) < wrong
 

Includes stonesense, dfhack, dfFusion, stonesense and (patched) dwarf therapist. < wrong
 
You should remove this from the linux/mac pages.. at least untill we actually get those things working in the linux/mac versions.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9 - Spiked Minecarts and the Great Magma Forge
Post by: Meph on May 17, 2012, 08:34:44 pm
You know, you are right. Is fixed.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9 - Spiked Minecarts and the Great Magma Forge
Post by: Corai on May 17, 2012, 08:35:53 pm
This mod, needs Toady to put on mainpage.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9 - Spiked Minecarts and the Great Magma Forge
Post by: Meph on May 17, 2012, 09:20:19 pm
Then he could also post LFR and Genesis, and the LNP...and DwarfBuilder for Mac... were would you draw the line ? I never spoke to the man, and I would guess that he would dislike most of the changes I did, most of all the standardization of the materials. And cannibalistic, slaving dwarves.

PS: If you want to do advertisement, just copy the link I have at the bottom of the first post into your signature... the amounts of posts you do in this forum should bring hundrets of people here :P

EDIT: Oh, and speaking of the frontpage: I did change all the utilitiy names to links to their mainthread. Just a little change. I think the first post looks ok now as it is. Wouldnt really know what else to change.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9 - Spiked Minecarts and the Great Magma Forge
Post by: Corai on May 17, 2012, 09:24:08 pm
30 per day! And I never noticed that.


PS: I dont understand the sickness you speak of, is it some sydrome that a invisable unkillable vermin spreads?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9 - Spiked Minecarts and the Great Magma Forge
Post by: Meph on May 17, 2012, 10:14:21 pm
What sickness ? I guess you mean the plagues, I added 8 different diseases that migrants can bring in, but the entire system should be considered alpha.

EDIT: -snip- tileset removed again, because it doesnt work like I want it to. Argh.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9 - Spiked Minecarts and the Great Magma Forge
Post by: SAFry on May 18, 2012, 01:17:31 am
A late reply to you question about the mod in general Meph, I've only been playing DF for a couple months but I love all the extra goodies in this mod. It really didn't take me long to build everything in the original and see most of the features so I was really glad to see this mod. Unfortunately I haven't been able to test all the features of this mod due to all the Fun! I've been having. I died of thirst in a volcanic world, Frogmen, Badgermen, Minotaurs, Snakemen with war dragons  (turned of Fortress Defence at this point but I now build a fort with some kick ass intrinsic defences!). Downloaded 1.8.1 and suffered badly from rage and vomiting, now ready to try again!

I do like the Tears of Armok, I managed to irrigate the dried up ponds of a dessert embark which was fun, be good if you could re-mount them once you've dug it out to make a spring, maybe need to recharge it now and then.

I like the plagues but they need to be more slow burning to give you a chance to build the right wards and maybe less common, I think I might have got 2-3 infected people in one migration wave as I certainly got more then 5% go berserk. Vomiting is too profuse, the message spam on 100 dwarfs wiped out all my announcements and I couldn't see any fighting reports with the constant vomiting. Although the green tracing was interesting to see where my dwarves go!

Tree farms are cool and so is the rock crafting stuff, makes the un-embarkable embarkable.

I figured that searching the manual isn't much good after the basics, I looked at the .png guides but there is still a lot of stuff you basically have to search this thread for. Still I understand with stuff moving so quickly you could either be working on it or updating a manual which will be changed as soon as you finished working on the manual!

All in all I think it's an excellent mod and a great addition to the game which I wouldn't like to play without and I'd be glad to keep giving you my feedback on features. Please take any criticism in the spirit that it's meant, as feedback on an alpha aimed at improving the end product. 
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9 - Spiked Minecarts and the Great Magma Forge
Post by: SAFry on May 18, 2012, 02:45:34 am
Re-reading your posts in my van at work Meph, I have tested volcanic world, it doesn't look too bad until you realize there is basically no rain ever! Then there is a mad rush to find water or drain ponds before they evaporate.

Although I like your world setting ideas I tend to make my own as I like medium sized worlds and a little less minirals.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9 - Spiked Minecarts and the Great Magma Forge
Post by: Baijiu on May 18, 2012, 02:49:17 am
Oh god. I just butchered my first goblin. It's a bit disturbing how their meat effortlessly blends in with the rest of the meat. You'd think goblin meat would have a distinctive taste or something. :P
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9 - Spiked Minecarts and the Great Magma Forge
Post by: moisesjns on May 18, 2012, 03:11:26 am
hi guys i have a serious problem with the mod right now. which is sad as i played this mod when it first came out and then took a break but now i want to get back in. anyway the problem is this. my dwarfs are goblins instead of dwarfs. when i read their description it has the dwarven ones as well. i didint tinker with the creature standard other then make them have some skills be legendary. but thats it. i want to pos ta picture not sure how to. (http://)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9 - Spiked Minecarts and the Great Magma Forge
Post by: zenfiero on May 18, 2012, 03:15:19 am
I've been playing 1.8, and I can't seem to make a guild hall! I checked the changelog and it seems they've been removed. Is there another way to add dwarves to castes, or am I limited only to what dwarves arrive pre-casted?

Also, I suppose it's probably not possible to simply copy over my save into 1.9 and have it all work cozy-cozy?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9 - Spiked Minecarts and the Great Magma Forge
Post by: zenerbufen on May 18, 2012, 05:47:29 am
I've been playing 1.8, and I can't seem to make a guild hall! I checked the changelog and it seems they've been removed. Is there another way to add dwarves to castes, or am I limited only to what dwarves arrive pre-casted?

Also, I suppose it's probably not possible to simply copy over my save into 1.9 and have it all work cozy-cozy?

Depends what you mean by work... You should get minecarts, but you wont get the 1.9 goodness. For that you will need to gen a new world.

hi guys i have a serious problem with the mod right now. which is sad as i played this mod when it first came out and then took a break but now i want to get back in. anyway the problem is this. my dwarfs are goblins instead of dwarfs. when i read their description it has the dwarven ones as well. i didint tinker with the creature standard other then make them have some skills be legendary. but thats it. i want to pos ta picture not sure how to. (http://)

To insert an image, it need to be uploaded first. such as at imgur.com it will then give you a direct link that you copy then paste between the img tags. As for your problem, did you generate a new world or are you using an old one? Possibly the issue could be the gfx pack as well. Did you change this after genning the world?

Oh god. I just butchered my first goblin. It's a bit disturbing how their meat effortlessly blends in with the rest of the meat. You'd think goblin meat would have a distinctive taste or something. :P
Tastes like kittens.

Re-reading your posts in my van at work Meph, I have tested volcanic world, it doesn't look too bad until you realize there is basically no rain ever! Then there is a mad rush to find water or drain ponds before they evaporate.

Although I like your world setting ideas I tend to make my own as I like medium sized worlds and a little less minirals.
The size of the built-in worlds can be changed easily (i,u,p,o before world creation), the minerals and other settings can be changed as well Just hit 'e' before you start creating the world and scroll down to mineral scarcity. I tend to play on a tweaked Gaia myself.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9 - Spiked Minecarts and the Great Magma Forge
Post by: SeigeOps on May 18, 2012, 06:47:55 am
Thanks for the upload, Meph. Currently relearning the basic game mechanics and having ??FUN?? with minecarts (only question marks as I've thankfully had no accidents yet, mostly just derailed carts and incorrect dumps.)

That said, I did run into several more duplicate hotkeys in several workshops in 1.81 (since its a new version, I'm not sure these are still relevant as I haven't advanced far enough to recheck in the current version). I found dupes in the Armory (steel plate and steel armor), Tanner (leather strips and boil leather) and the Weaponry (make steel bayonets and set steel bayonets).

On the subject of ore (over)abundance, I think it's only a 'problem' because the default is set to 200. I personally don't have a problem with it as I like having a lot of metals and actually had a little trouble in my last fort last version as hematite did not appear in metamorphic or igneous rock. Only had some pockets of meteoric to hold me over, thank goodness for metal crate trading.

I don't remember tetrahidrite giving out iron though... Recent change?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9 - Spiked Minecarts and the Great Magma Forge
Post by: SAFry on May 18, 2012, 07:58:21 am
Zen, thanks I'll have another go at that, when I tried to change the world size it reset the parameters but if you say it can be done then it probably can! Still I did enjoy learning how the advanced options worked.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9 - Spiked Minecarts and the Great Magma Forge
Post by: Torrasque666 on May 18, 2012, 08:42:19 am
I may be getting ahead of this, but how long do you think it will take to adapt this for the new bugfix patch?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9 - Spiked Minecarts and the Great Magma Forge
Post by: Werdna on May 18, 2012, 09:43:51 am
EDIT: Ok, here we go: Everything you can produce in a reaction the dwarven caravan gets as well. There is no way to disable this, since you are both the same entity, the same civ. If you can make slademantine, then so can they. And in worldgen the reaction ignore all reagents, so without access to adamantine, the dwarven civ still has unlimited slademantine to trade. I cant balance this. I would love to, but I cant. Buying Mithril early from traders will ramp up your fort value, and that should lead to more invasions.

Hmm, ok, that makes sense.  I was thinking of candy, and how that doesn't appear on traders, so I assumed the same could be done to other metals.  I guess candy is an exception?  For the most part, yes, mithril I caravan-mine.  Steel I also get from caravans, but I'd say its only to supplement and stockpile, as my own steel industry is usually well in gear before the caravans get large enough to really contribute (I tend to keep fort value low my first three years or so, then ramp, to be ready defensively for the FD sieges).  Curious - why then do mithril anvils appear, but not copper?  Mithril anvils are a major source of my mithril.  Perhaps if its value was increased; its pretty easy to purchase early on.

So what you say is that the new metals are too easy to make, mostly be trading I presume. And you think the volcanic is unbalanced. The thing is: I mostly do balancing by the reports I get. If people say it is too easy, I make it harder, if people say it is too hard, I make it easier. The diseases for example, those I will trim down for the 34.09 release. As I often say: You are the test players. I got 5 reports about diseases being unbalanced, so I will work on the issue, develope a better system, and in the meantime turn them OFF by default. I did leave them ON by default so far, so I do get more test reports ;)

I haven't played with volcanic yet, but that's my suspicion, that it'll be too easy (and this is just one IMHO, no more, no less).  Diving to the magma sea is often done by second year of embark.  It takes a lot of reactions, but none of the components seem that hard.  I like the idea of volcanic, but ideally it should be tied to something later in the life of a fortress, do you see what I am saying?  I don't think my first squad would start in steel at all, I'd probably start them in volcanic.  That is what I like about bifrost - it is tied to a lategame creature.  Its something to look forward to.  If volcanic could somehow be tied to midgame, that'd be ideal.  Or, maybe just make it more resource intensive and make the player really sweat out the decision to make the Forge - maybe it takes many bars of steel and a few mithril bars or items made of those things?  Maybe more than one steel bar needed per volcanic item built?  That makes it a tougher decision, particularly if the player is 'rushing' the Forge too early.

Tetrahide should produce less coarse_iron you say ? But yeah, I did mod the game in a way that each embark should have iron and flux.

I'm not sure what to suggest re: tetra.  My comment was mostly about how MW makes hematite a lesser ore compared to classic DF, because tetra gives you as much iron as hematite (correct me if I'm wrong), plus a bonus copper.  In a way, yes, that seems like a good solution to have tetra give slightly less iron, now that the reactions have changed.  Tetra is everywhere, it is most players source of iron, and that easy iron becomes MW's easy source of steel.  So less bars from tetra will slow down the steel production a tad.  Personally, I prefer MW's style of iron&flux at every embark vs classic DF, it results in a better game and less embark searching.  But it does result in very early steel because the components are so easy to locate in the first year and I think that is what I am getting at - I like the guaranteed steel components on every embark , but I dislike that I am able to easily have all my dwarves outfitted before the first siege.

And again, you gave me a report about harder smelting being to hard. People seem to think that way, purely because there is no way to avoid the accidents. It seems that I can add stuff that is as hard as I like, as long as I give you a counter-measurement. But as soon as something cant be handled, it is disliked.

It's not too hard, that's not what I meant.  Its the blood all over the fort from the afflicted smelters.  I'm just giving you feedback on why I disable that feature, because it was becoming a regular trip to dfhack clean.  Sorry if I mentioned it before, I didn't mean to harp on it.

Oh geez, just saw that you posted some changes from my feedback, DAMN you work quick!!!  Quick reaction - I like the ore changes (personally, tetra as a source of iron was odd, and these changes will put the mod closer inline with a classic DF player's expectations - see SeigeOps last post as example), I like the flux/steel change; my problem with smelting sickness is simply that I hate the blood all over the fort (the smelter I could care less about, haha) so even at lesser frequency I'll personally have it off; silver bars to volcanic is a good step and I'll be happy to test on my next fort.  I love the whole aether idea of essences from megabeasts, and would love to see you further mature that concept.  It really gives fun incentive to kill the things rather than wall them off, etc.  Personally I'd prefer to have essences that can be used in many things (I like choices), but are a tad less 'legendary' in outcome.  Overall I like those set of changes!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9 - Spiked Minecarts and the Great Magma Forge
Post by: Werdna on May 18, 2012, 09:54:37 am
I don't remember tetrahidrite giving out iron though... Recent change?

No, its actually been there awhile.  I personally noticed in my first fort in MW (forget the version but it was many versions ago) because there was no hematite on my map at all, and I was trying to get my first squad in quick sets of copper armor.  So I was smelting tetra away... then started noticing my bar stockpile filling with coarse iron bars.  You get 1 bar of coarse iron and a bar of copper out of every tetra.  Hematite, I believe, produces only one coarse iron bar. 
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9 - Spiked Minecarts and the Great Magma Forge
Post by: Srial on May 18, 2012, 09:58:52 am
Well, you've already made the changes to make steel a bit harder to get, but honestly I never saw having a decent amount of steel as that big a problem.

First off, getting a full squad of steel armor from tetrahedrite requires a ton of smelting, which leads to a lot of injured dwarves with harder smelting turned on.  I just recently in an hour last night lost 2 peasants in my smelting farm to random 'So and so has suffocated to death' which I can only assume was due to the fires they started.  There's no combat log but there's a hell of a lot of smoke so I assume that did it.  And with harder smithing on you need even MORE of it than normal.

Second off, I've lost very decent well trained steel covered warriors with candy axes when a warlock ambush shows up and suffocates 2 dwarves to death in 1 or 2 spells (I honestly don't know why I turned warlocks back on, they always cause me nothing but grief).  Steel didn't seem to help them all that much.  Likewise I've had steel clad dwarves cut down by bows and arrows in no time.   Full disclosure:  I play with all FD races turned on because I prefer the challenge and the greater pool of potential enemies so I understand my dwarves may have tougher than average conditions, and I accept that risk.  Steel is certainly not saving my dwarves as my almost fully clad steel brigade (not in plate mail, I haven't figured out how armories work yet, that's my next goal) routinely lose 20-30% of their numbers against any combat I throw them into.   I can only imagine how dead they'd be if I had nothing but copper and bronze.

Also, my limiting factor has always been flux, but then I tend to pick embark areas for flavor and not based on what's there.  But having to wait til the next seige so you can grind up the bones of your enemies to make more steel has been a decent limiting factor in my last 3 forts.  Not to mention a great visual image.

From a balance point of view I did think it was odd tetrahedrite was so bloody useful for iron, but then I've had 1-2 forts now where that's the only metal I've had, so being able to, slowly, make steel was a life saver for a little bit anyway. 

The thing I love about Masterwork is there are lots of options and different paths to get where you need to be.   Tetrahedrite is just another option for getting steel (very slowly at that).   Personally I'm a big fan of more options and it's saved my rather crappy embarks quite a lot of headache.

Edit after reading Werdna's reply.  I'm also probably not very good at DF.  It takes me at least 2-3 years to get a a full squad of steel soldiers and I've usually gotten 2-3 sieges before then.   I might be ramping my fort value up too high.  I'll check into that.  I just don' tknow how to survive without buying a ton off the first few caravans  :-)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9 - Spiked Minecarts and the Great Magma Forge
Post by: Werdna on May 18, 2012, 10:21:12 am
Srial, I use the included worlds and they always seem to generate a 3z layer of flux before the first cavern.  And when I say layer, I mean layer!  Its possible I've simply been lucky on my world gens but I seem to get them so reliably that I have been digging down to them on all my forts, and building my fort in those layers (I love stuff made out of marble!). 

Steel certainly doesn't make the game EZ mode.  It's DF after all, and MW in particular has tons of baddies that can trash you every which way.  But - its still 10x better than not having steel, and having your dwarves hospitalized or killed by animals, or losing a limb to a random kobold thief that fights back.  Its also night vs day versus most invader races - stranglers and beak wolves and war wolves are completely outclassed vs steel, so are melee goblins, etc.

I forgot about the burning smelters - last I played with that option, they only bled?  Here's something funny - I would rather have a burning furnace operator, than one endlessly coughing blood all over my fort!  My furnace operators are always designated from my useless migrants, and I never care much about losing them.  A burning furnace operator is entertaining at least.  :)

I deal with warlocks with marksdwarves btw, much safer.  Bow and arrows are a known issue in classic, they're deadly even vs candy armor - I use marksdwarves and fortifications to deal with them; or if with melee, the trick is to pop the melee on them somehow at pointblank range.  You never want melee approaching archers across open ground.

I agree that the FD races*, and the MW races as well, make MW harder by default (and potentially extremely hard by choice) than classic in the invader aspect.  However, MW does add turrets and mastiffs and the like to the player's side of the ledger. 



* I've played with FD since it first came out, and it is what helped hone my playing style.  If you keep fort value low, and buy only what you need (and with a good embark strat, you shouldn't need much!), you can have both a well-trained melee squad, a squad or two of marksdwarves, and the fort kill zones to back them up before the first serious sieges.  Its not intuitive to be stingy with the first caravans, but it really does give you prep time before hitting the siege triggers.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9 - Spiked Minecarts and the Great Magma Forge
Post by: moisesjns on May 18, 2012, 10:58:59 am
ok now im really playing as goblins the description even says so. i have not changed the graphics after creating a world im still using asc 2 + which i created the world with. heres a pic
Spoiler (click to show/hide)
what line in creature standard do i have to edit for playing as a dwarf?  creature standard still has dwarf. i even looked at entity_default and it says [CIV_CONTROLLABLE] im really confused please help.

   [CREATURE:DWARF]
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9 - Spiked Minecarts and the Great Magma Forge
Post by: Meph on May 18, 2012, 11:15:22 am
@moisesjns: You said you modded the creature standard, so my best guess at a fix would be this: Take a fresh copy and replace your modded files. OR post them here, the entity_default at least.

@werdna & srial: Flux should be on every map, same as everything else you need. The evil swamp world and the  volcanic world are a bit tougher, but if people play the Garden of Gaia or the Good-Region world, then they offer everything you could ever want for. Diseases are more rare now, till I figure out a nicer way for them. I want doctors running around, and the diseases coming up from animals as well. Chicken giving bird flu, rat bites giving the plague and to on. Maybe even spoiler/rotten food, but I dont know how to fit this into modding yet.

Tetrahide was an or of iron 50% btw, not 100%. You did get 1 bar for 2 ores you smelted, but that changed now. Only Hematite now, but this is more common to reflect that change. I will also try for immolation in the smelter accidents, have actual fire started. That did work on the surface and in the caverns btw, but not on rock-floor.

@torasque666: I am done with the 34.09 update. The thing is: Therapist, Mouse Fortress and dfhack are not.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9 - Spiked Minecarts and the Great Magma Forge
Post by: moisesjns on May 18, 2012, 11:27:22 am
ok i replaced my entity_default with the one from the 1.9 download i created a new world. still a goblin. ill try reinstalling

Update ok i copied and pasted the download from 1.9 and replaced every file. i didint mod anything i just created a world. and im still playing as goblins.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9 - Spiked Minecarts and the Great Magma Forge
Post by: Srial on May 18, 2012, 11:49:33 am
@Meph: Ah, I've never tried the maps that come with Masterwork.  Maybe I'm just missing some stone that can be used as flux then, but looking at the list of flux stones on the wiki I can say for sure I've never seen any of those in my current fort and I've dug to the magma sea.  Maybe next time I generate a fort I'll try the included maps.

@Werdna - Yes, I've come to the same conclusion about warlocks, alas to late for a couple military commanders.  From now on, all marksdwarves for them.

I only ever used to get bleeding from smelters until recently.  I think this may be because normally I space our my smelters but for some silly reason when I made my magma arc smelters I put 2 right next to each other.  Twice now I've gotten notifications someone's died, and look and see lots and lots of smoke in that area coming from them.  I'm not sure if someone caught fire, or one ignited something in the other, or what, or I just had bad luck with the gases that come out of them.   I suppose this calls for science.

I'll try keeping my fort value low for a while.  It's a weird concept for me, but I'll give it a whirl.  It seems like I'd have to really reign in how fast I expand and build to start, but if it keeps me alive that's a bonus.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9 - Spiked Minecarts and the Great Magma Forge
Post by: DoX on May 18, 2012, 11:51:46 am
Hey, quick strange question. I just updated to 1.8.1, started a new fortress. Smaller region, but lots of Civs. All four trading civilizations were available on embark, and some stranglers have already tried to get to my fortress, so it's not a pathfinding issue. Yet I'm on my second year, spring, and no dwarf or elf traders have come. Where is everyone? Why are traders not coming?

Edit: Just confirming, there is a trade depot, it is accessible, I built a road, I cleared the trees around the boarder and the trade depot.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9 - Spiked Minecarts and the Great Magma Forge
Post by: Meph on May 18, 2012, 12:09:31 pm
@dox: That might happen if the civs are more or less dead. It is rare though that you dont seem to have any active civs... usually they are rather resiliant, but then again you mentioned that you have a small world and many civs, so infighting can cause this. The balancing is up to you if you decide to meddle with the worldgens ;) I can only say that the custom ones I made for the mod are balanced. Flobulon and LegendsViewer saw to that.

@srial: The "less minerals/less stone" options tend to mess up the standard worldgen. ;) Warlocks are designed to be deadly in melee, but weak against archers. Should make people use both melee and ranged squads in fortress mode.

@moisesjns: Cant help you there then... could you send me the entity_default you currently use in a PM so I can have a look ? I just checked the one I have here for the mod, but that one is OK.

@all: even with no official update for mouse fortress, Therapist and dfhack I managed to hack together a working version. Mouse Fortress works 100%, Therapist works 100%, including Castes, and dfhack works, except 5 plugins, autolabor, digv, df2minecraft, dfusion. Trying to upload just now. 8% already, yeah... zzzz....

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9 - Spiked Minecarts and the Great Magma Forge
Post by: DoX on May 18, 2012, 12:21:37 pm
It's just never happened before, and no traders at all? Not even drow? Plus, I am getting migrants. If there's no dwarf civilization, where are they coming from?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9 - Spiked Minecarts and the Great Magma Forge
Post by: Geneoce on May 18, 2012, 12:40:57 pm
Loving all the metals. So much variety! :D

I was just thinking that if maybe people are complaining that its too easy would an option for half or third percentage drops from metal ores make the game more difficult?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9 - Spiked Minecarts and the Great Magma Forge
Post by: Meph on May 18, 2012, 12:44:23 pm
@dox: The first two migrant waves are hardcoded and will always appear. For the rest... dont know, sorry. The game and the worldgen has many quirks ^^

@geneoce: I cant mod the drop rates, not even the vanilla smelter rates from ore to bars. I can only balance my modded stuff on the things Today adds as a default.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9 - Spiked Minecarts and the Great Magma Forge
Post by: Crazy_Ivan80 on May 18, 2012, 12:46:36 pm
how's the upload going? I'm debating wether or not to start a game with the current version.

liking the the masterwork-package much. excellent stuff :thumbs:
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9 - Spiked Minecarts and the Great Magma Forge
Post by: Meph on May 18, 2012, 12:48:08 pm
>>> NEW DOWNLOAD V 1.9.1 <<< (http://dffd.wimbli.com/file.php?id=5315)

1.9:
 - Win, Mac and Linux Support
 - Updated to 34.08
 - Spiked and bladed minecarts
 - NO dfhack
 - Two new super-metals: Volcanic and Bifrost
 - Create volcanic items in the great magma forge
 - Work bifrost bars from dead frost giants
 - Gemworkshop splitted into Gemcutter and Gemforge
 - New grass, Evil and Good region design. Hope you like it.

1.9.1:
 - Updated to 34.09!
 - Includes a beta version of dfhack for 34.09
 - More coal.
 - Rebalancing of steel making and inorganic mats

Spoiler: Full Changelog (click to show/hide)

Special Thanks
Zenerbufen for his fast linux and mac updates. And the idea of the html-based manual. :)

EDIT: crazy_ivan80: Question answered ? :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9 - Spiked Minecarts and the Great Magma Forge
Post by: Werdna on May 18, 2012, 01:17:47 pm
I'll try keeping my fort value low for a while.  It's a weird concept for me, but I'll give it a whirl.  It seems like I'd have to really reign in how fast I expand and build to start, but if it keeps me alive that's a bonus.

Don't worry about expansion, in fact you want to be building like crazy for defense.  Worry about goods as they are what ramp your value the most.  Particularly the new welded-metal goods like titanium and chromite.  Your first artifact will often be worth more than your entire fort layout, particularly if it gets made out of iridium, so I forbid the first iridium wafers early on.  Basically the only thing valuable that I produce early on are armor and weapons to kit my squads.  I use Prepared Meals to buy what I need from caravans (usually mithril, decoys, and mastiffs), as Prepared Meals are more useful overall than goblets.  An early Legendary Cook keeps the fort quite happy!

When I'm ready, I crank up fort value all at once by mass-producing welded titanium/chromite goblets, and start buying out caravans which by now are carrying the goods I've requested (particularly the expensive turrets).  Sieges take awhile to arrive once triggered, so usually I have a year of peace and super-caravans to stockpile goodies from before the real fun begins.

The main reason to drag things out like this is to give your squads a chance to become extremely well-trained and equipped before the sieges come (I don't use danger rooms or weapon traps as they make it too easy IMHO), plus having nasty kill zones set up where you can control everything that happens.  Survivability goes up by a ton. 
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9 - Spiked Minecarts and the Great Magma Forge
Post by: Crazy_Ivan80 on May 18, 2012, 01:36:56 pm
EDIT: crazy_ivan80: Question answered ? :)

and how :)

*off to download*
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: SAFry on May 18, 2012, 01:42:37 pm
Ahh, Friday, time to play test!

Download 1.9, sort out my advanced world parameters how I like 'em, do my prepare carefully for embark. Ok, ready to rock and... everybody has insomnia fever. Right from the embark.

Oh well, 1.9.1 is ready, lets do that instead.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: DoX on May 18, 2012, 02:04:03 pm
It's spring, time for the third migration wave and the "fortress attracted no migrants" despite the rise in space and value. I think you're right. The friendly civilizations have been overtaken. Such a shame.

Anyway, thanks for the help, and I absolutely love this mod. Great work. I only have one request.

Back when I was on vanilla with mayday graphics, my favorite thing was the smooth/engraved floors were so drastically different in colour. Engraved floors were bright, to nearly white, allowing me to make patterns in the floors. It'd be great if the engraved stone in the Phoebus pack had a brighter variant, like the water.

Edit: an example of what I'm talking about http://i48.tinypic.com/2dw7n76.jpg
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: Hugo_The_Dwarf on May 18, 2012, 02:39:54 pm
Edit: an example of what I'm talking about http://i48.tinypic.com/2dw7n76.jpg
Glorious
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: moisesjns on May 18, 2012, 03:01:21 pm
well 1.91 fixed my goblin problem. thank you for the amazing mod. i dont post a lot only when i need help or have questions.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: Meph on May 18, 2012, 03:04:03 pm
@dox:The sleeping room layout looks familiar, I distincly remember a giant volcano fortress I had using that design. BY HAND I might add, that was before I knew Chromafort/Quickfort.

I honestly dont know how this would be done, but since I am kind of spamming in the Phoebus thread anyway, I might as well ask this as well. :)

@werdna:
Quote
I don't use danger rooms or weapon traps
Danger Rooms cant be used in this mod without heavy casualties, and weapon traps are heavily nerfed. At least the trap comps, if you fill them with actual weapons, they still work as usual.

@moisesjns: Tears of Armok are aquifer gems, and produce unlimited water... when mined out, they drop a gem that you can use in the alchemists lab to fill unlimited amounts of buckets with water... or just cut and sell it the caravans.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: Sirmaril on May 18, 2012, 03:16:15 pm
Edit: an example of what I'm talking about http://i48.tinypic.com/2dw7n76.jpg

I would TOTALY LOVE this mod if it included the Maydays graphic pack. I dislike the Phoebus walls, beds, doors etc. and would be very happy if the same cold be done for this mod. Really i don't ask for Maydays animals and creatures, just the basics from the /data/art folder like dwarfs, walls, buckets and all the others. And since Meph included the Ironhand, so maybe?..
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: Meph on May 18, 2012, 03:19:22 pm
Mayday got the least amount of votes when I asked about tilesets, so it will be done last. But yes, sooner or later, the mod will also inlcude Mayday. The thing is that Mike Mayday has no time for DF right now, and there is no one updating the tileset for 34.09, with tracks and minecarts and all. If someone makes an updated version, I might feel tempted enough to add it. But they way it is, rather not...

EDIT: I love this community. Phoebus was kind enough to answer rather quickly to your (dox) request:

Quote
Not only is it possible, but by using the tileset assembler you're making it significantly easier to create your mod and keep the mod up to date with the latest changes with the game.

You can open the file "data/config/tilesetassemblerdata.zip" to see how the tileset assembler works.
You can copy your own custom mods in the directory "data/config/tilesetassembler/", and the tileset assembler will use them.

You should specifically look at "GroundMod_Floors_Smooth", copy & rename both the PNG and TEXT to "GroundMod_Floors_Mayday" and edit the PNG so it has mayday's old floors instead of the smooth floors.
so, yeah, the answer is YES, can be done. Is added to my list.
Title: Re: MASTERWORK Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: tahujdt on May 18, 2012, 03:41:49 pm
My favorite siege technique is to order a LOT of turrets from the caravan, and then,  when they bring them, deconstruct the depot and steal the turrets. Then raise the fortress value quickly, and pay them back next year. 5 Slade Turrets + 5 Warpstone Turrets=Dead Siege.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: DoX on May 18, 2012, 04:09:43 pm
Mayday got the least amount of votes when I asked about tilesets, so it will be done last. But yes, sooner or later, the mod will also inlcude Mayday. The thing is that Mike Mayday has no time for DF right now, and there is no one updating the tileset for 34.09, with tracks and minecarts and all. If someone makes an updated version, I might feel tempted enough to add it. But they way it is, rather not...

EDIT: I love this community. Phoebus was kind enough to answer rather quickly to your (dox) request:

Quote
Not only is it possible, but by using the tileset assembler you're making it significantly easier to create your mod and keep the mod up to date with the latest changes with the game.

You can open the file "data/config/tilesetassemblerdata.zip" to see how the tileset assembler works.
You can copy your own custom mods in the directory "data/config/tilesetassembler/", and the tileset assembler will use them.

You should specifically look at "GroundMod_Floors_Smooth", copy & rename both the PNG and TEXT to "GroundMod_Floors_Mayday" and edit the PNG so it has mayday's old floors instead of the smooth floors.
so, yeah, the answer is YES, can be done. Is added to my list.

-YOU- love this community? I got the Masterwork Modmaker AND Phoebus to respond to my questions in the same day. This community is freakin' exceptional.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: Twopences on May 18, 2012, 04:35:49 pm
i was wondering i really like this mod :) but i do also like the genesis mod and would like to know if its possible to use both mods at the same time ?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: azrael300 on May 18, 2012, 04:48:57 pm
>>>>>>Sam<<<<< as always, with some additions. Extract ridium/silver/gold strands for runes, or make wooden mechanisms/querns/millstone. A little upgrade for the craftsdwarf, not much. You can also generate a few new items here, candles, unravel cloth, make some new wooden items, order specific crafts and more.

misspelled same
or did you fix it in 1.9.1?

and by making diamond out of coal you mean adamantine? right? because they called diamonds,adamantine way back then.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9 - Spiked Minecarts and the Great Magma Forge
Post by: zenerbufen on May 18, 2012, 05:16:07 pm
Zen, thanks I'll have another go at that, when I tried to change the world size it reset the parameters but if you say it can be done then it probably can! Still I did enjoy learning how the advanced options worked.
Yes that warning scared me to, but the world still generated and still looked as it should. Keep us posted on how it works out for you please :)
Personally, I prefer MW's style of iron&flux at every embark vs classic DF, it results in a better game and less embark searching.  But it does result in very early steel because the components are so easy to locate in the first year and I think that is what I am getting at - I like the guaranteed steel components on every embark , but I dislike that I am able to easily have all my dwarves outfitted before the first siege.

QFT, I love that i know I will always be able to find flux.. but sometimes it seems to easy to get. ESP flux from bones, with a couple of fisher dwarfs and a kitchen(or was it butchers) you can grind up a TON of flux. Maybe more bones could be required or use a differant building could be used. (experiance based on older version, maybe this has already been changed.) My experiance with masterwork has usually ended up being, more flux than i know what to do with and not enough iron to use it, but maybe thats just how I play. I still havn't gotten very deep on my forts before starting fresh, and I usually keep my fortress value pretty low.

Also, I don't play that much.. I spend more time tinkering on things than playing currently, so take my input in this regard with a grain of salt.

@Meph: Ah, I've never tried the maps that come with Masterwork.  Maybe I'm just missing some stone that can be used as flux then, but looking at the list of flux stones on the wiki I can say for sure I've never seen any of those in my current fort and I've dug to the magma sea.  Maybe next time I generate a fort I'll try the included maps.

If you are short on flux, designate a fisherdwarf and turn those fishbones into flux, if you lack access to water you could breed kittens, then butcher them for their bones, and grind that to flux, to make your steel armour. Even better, make your armour out of the bones of your enemy's BWAHAHA :)

It's just never happened before, and no traders at all? Not even drow? Plus, I am getting migrants. If there's no dwarf civilization, where are they coming from?
I think the drow are shy. It usually takes several years before they show up in my experiance.

1.9.1
Looks like I have some more work to do
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: smakemupagus on May 18, 2012, 05:28:06 pm
wow, i was away for a while (Witcher 2 and Mass Effect 3), mind is spinning from all the changes to both vanilla DF and masterwork.  MW1.8 sounds awesome!

fun weekend coming up :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: zach123b on May 18, 2012, 07:11:33 pm
huh meph, i think i found a bug

Spoiler (click to show/hide)

edit:added the can't farm to the spoiler
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: chaosgear on May 18, 2012, 07:37:51 pm
Hmm. This is odd.
DF crashes every time I try to gen a new world. It gets to year 30ish and then freezes.
Uh...what do?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: Twopences on May 18, 2012, 07:49:24 pm
Hmm. This is odd.
DF crashes every time I try to gen a new world. It gets to year 30ish and then freezes.
Uh...what do?

try to lower the amount of setting u have like less races items and so on that helped for me
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: Meph on May 18, 2012, 08:13:20 pm
@chaosgear: Try without Illithids, they somethimes still cause problems.

@zach123b: yes, you did.
Quote
A size of 150 is typical for BAR, POWDER_MISC, LIQUID_MISC, and DRINK
You get 150 times more then you should, because I wrote 5 instead of 750 in the reagent. Somehow that leads to the conclusion that the refine drink reactions are also messed up, but strangely I remember them to work fine. 
EDIT: Wait, did the dwarf grab the entire stack of 1500 (should be 10) shrooms and managed to fill the output into just one barrel ? dwarves... they still dont know about physics.

@smake: Welcome back, was wondering where you are ;)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: LordBadger on May 18, 2012, 09:13:52 pm
Been a bit... I should really send my regards more often. Game still plays great, even at it's worst and most confusing-It can always make me smile.

You know, (And I have never turned them on before) Automatons look like a creature graphic from a really old game called "Questron". That part does not matter much, and you may not have used a sprite from that game, however I think they look cool.

I have gotten in a fight with a wandering Frost giant. She got stuck in a cage, and was still counted as "Friendly" And furthermore I was given the option of training her... That did not work, I tried to trade her to the elves for a Dragon and a magma hound. (BTW I love that those things can be ordered now) She got out, no real surprise there, so the dwarfs and the eleven caravan had to kill her. Good times.

Lastly sauropods can be difficult, but my hunters/archers are able to kill them in no time. They run off when they are being attacked. In that sort of frenzy they do not rage or charge. Figure it is supposed to be that way, but lord over 10000 units of meat can see you through the game.

Guess that was not lastly, the merchants now can escape from locked rooms. That is just ducky, really holds me back from being a thief. So good work, still am not sure how to play this game (To include vanilla) with a military, but your mod makes learning fun.

Been out of the loop for sometime, but I hope you are still having/had fun, well down south. You have done a great job Meph and associates.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: FalseDead on May 19, 2012, 12:50:01 am

Guess that was not lastly, the merchants now can escape from locked rooms. That is just ducky, really holds me back from being a thief. So good work, still am not sure how to play this game (To include vanilla) with a military, but your mod makes learning fun.




Create a Airlock Via Bridges around Your depot... and Close it up after Clearing all the Perishables from the Depot

Watch the Merchants get put down by their guards and Gain a Free army by opening into your fort!

I Right Now have 14 Dwarven Caravan Guards locked inside my fort

I don't Need No stinking Military!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9 - Spiked Minecarts and the Great Magma Forge
Post by: SAFry on May 19, 2012, 01:36:47 am
Yes that warning scared me to, but the world still generated and still looked as it should. Keep us posted on how it works out for you please :)

Well say go to desert volcano world, press 'e', page up, see how all the parameters on the last page are set to 0. Now go back out to the main page and increase the world size to 256x256 or whatever. Now go back in and get back to that page, they are all set to defaults for me, i.e. not 0.

I just have a few tweaks I like to do, I start with a medium size region, change minimum volcanism to 25, minimum volcanoes to 200, the gap between the cavern layers to 15 each, I prefer Meph's settings on cavern openness but I tone it down a touch.  Mineral density to 300-400, minimum types on the last page to 0 and max civilisations 30. 30 on a medium map works fine, world gen always drops out after the end of a golden age at 200 years, I get 2-3 good sized dwarf civs. I use default races plus some evil humans for good measure. Seems to work fine, well apart from the 1000 or so rejected worlds but you get there in the end! I like to think of it as a high fantasy land that time forgot sloshing with magma, untamed wilds and weird biomes.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: zenfiero on May 19, 2012, 02:19:03 am
Just a quick question of confirmation: is it possible to induct dwarves into castes?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9 - Spiked Minecarts and the Great Magma Forge
Post by: zenerbufen on May 19, 2012, 02:40:28 am
Yes that warning scared me to, but the world still generated and still looked as it should. Keep us posted on how it works out for you please :)

Well say go to desert volcano world, press 'e', page up, see how all the parameters on the last page are set to 0. Now go back out to the main page and increase the world size to 256x256 or whatever. Now go back in and get back to that page, they are all set to defaults for me, i.e. not 0.

Ahh, I see. Ok in that case head on over to data/init/world_gen.txt
find: [DIM:<width>:<height>]  example:   [DIM:129:129]    Valid values are 17,33,65,129, and 257. Others may not work. Hmm, powers of two plus one. odd that it isn't 16,32,64,128,256

Just a quick question of confirmation: is it possible to induct dwarves into castes?
This was possible until the guildhalls where removed. I don't think it's possible any more. I haven't seen a way at least. If I remember right (I might not be) they where taken out due to buggyness to be reimplemented properly later.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: Corai on May 19, 2012, 02:49:47 am
So, I was playing, making wheelbarrels and....


"Urist made a masterwork blah"

Okay, good!

"Urist made a masterwork blah"

Good!!!

"Urist made a masterwork blah" x33


What.


I had been playing for ten minutes, my novice carptender JUMPED from novice to Grand Master in seconds of making wheelbarrels. What.


---

Oh, now someone game with a copper swordgolem......Is this normal?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: andy_t_roo on May 19, 2012, 03:18:22 am
re: guildhall  - from the patch-notes; I believe it was removed because it conflicted with other cast changes, such as golums and mages, and some secrets
Patch 1.7:[/size]- removed guildhall and guildhall button
[/size]
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: Sirmaril on May 19, 2012, 03:53:44 am
Spoiler (click to show/hide)

I think there is a problem with this reaction, it have reagent A and C,but no B. every product ask for reagent A or B, no C.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: Sirmaril on May 19, 2012, 04:43:03 am
Spoiler (click to show/hide)

And I managed to make my own Mayday tileset, only the basics though. It's made like Phoebus so you need to call it Phoebus_16x16 and place it in \data\art. It includes rails.

EDIT:

And here is a pic of what I made while waiting for the new update:

Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: SAFry on May 19, 2012, 04:52:19 am
For some reason cage traps are now blocking depot access. Is that something to do with MW or the new DF?

*edit*

just found it on the main forum, it's a new DF feature, not sure if it's intentional or not. Oh well, now tiny pirate is really going to have to change his tutorial!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: maki32 on May 19, 2012, 06:36:58 am
There's any way to have the main manual in PDF? And why It doesn't appear the genre for example when I wanna "buy" a female dog and a male? Only appears a *... Thank you!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: thistleknot on May 19, 2012, 09:43:55 am
two questions

what version of dt are you guys using?  I guess I can just copy the memory layout file to my version...

I'm using a branched build based on splinterz 10.2

second question

where did you find the dfhack?  did you build it from a dev release?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: Olidot on May 19, 2012, 09:53:24 am
Whenever I try to load the settings GUI .exe file, it fails to initialize. What am I doing wrong?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: thistleknot on May 19, 2012, 10:02:51 am
shish just implemented some trait fixes (my contribution) into his build that works with masterwork,

plus it has a role editor.

please don't think this is it's own branch, it might be shish's eventually, but... it's based on splinterz/shish's/ and my own contributions (it's all very confusing)

but...

splinterz will have both of our changes in his next release of dwarf therapist which he says he's almost finished with

http://www.mediafire.com/?a38hvca28ow2i2d
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: zenerbufen on May 19, 2012, 10:48:57 am
shish just implemented some trait fixes (my contribution) into his build that works with masterwork,

plus it has a role editor.

please don't think this is it's own branch, it might be shish's eventually, but... it's based on splinterz/shish's/ and my own contributions (it's all very confusing)

but...

splinterz will have both of our changes in his next release of dwarf therapist which he says he's almost finished with

http://www.mediafire.com/?a38hvca28ow2i2d
Do you know if anyone currently working on mac/linux builds? I read somewhere about splinterz work getting merged with Dwarf Engeneers.. sometime eventually. I have a mac and dev tools if that helps, but little knowledge of c.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: thistleknot on May 19, 2012, 11:48:45 am
I don't know anything about mac...  I would assume you would just need the .ini files.  I have read about a couple of things on the therapist thread about mac.  That's where the discussion is at, not in masterwork.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: Talanic on May 19, 2012, 01:10:14 pm
Spoiler (click to show/hide)

I think there is a problem with this reaction, it have reagent A and C,but no B. every product ask for reagent A or B, no C.

Reread your post.  There's a reagent B after reagent C.  Also, since those are just names given to the reagents so that the reaction can track them, I'm pretty sure it doesn't matter; REAGENT:SNUFFLEUPAGUS would work just as well as REAGENT:A.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: jesusmod on May 19, 2012, 01:37:57 pm
okay, I always manually check dwarf descriptions to get caste info and all that, and I came across on that said :a short, sturdy creature fond of blood and drink. just..just what? I'm pretty sure that's not normal. to prove I'm not hallucinating here, (http://i.imgur.com/cAmIk.jpg)  :-\
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: Tierre on May 19, 2012, 01:45:01 pm
A vampire?

btw Meph did you think of adding CivForge into Masterwork? I like xelics for instance:)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: nekronuke on May 19, 2012, 02:13:27 pm
a friend and i get crashes on worldgen, anyone else?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: Mithril Leaf on May 19, 2012, 02:57:28 pm
I'm sorry that I'm too lazy to check the whole 300 pages of this thread, but is there a plan to have a gui for the linux version? I'd really like to pick features instead of just having the default.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: thistleknot on May 19, 2012, 03:18:17 pm
A vampire?

btw Meph did you think of adding CivForge into Masterwork? I like xelics for instance:)

seriously!

I love xelics and sand raiders!

but nooooo!!!! the community voted against it!.

...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: zenerbufen on May 19, 2012, 04:10:35 pm
I'm sorry that I'm too lazy to check the whole 300 pages of this thread, but is there a plan to have a gui for the linux version? I'd really like to pick features instead of just having the default.
yes
a friend and i get crashes on worldgen, anyone else?
are illithids on? if so turn them off. they use a ton of memory and cause out of memory crashes often,
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: andy_t_roo on May 19, 2012, 06:04:27 pm
okay, I always manually check dwarf descriptions to get caste info and all that, and I came across on that said :a short, sturdy creature fond of blood and drink. just..just what? I'm pretty sure that's not normal. to prove I'm not hallucinating here, (http://i.imgur.com/cAmIk.jpg)  :-\


iirc, that was one of the secrets, not specifically a vampire -- perhaps a blood beast, or something (not a positive one anyway - watch that dwarf, and if he starts drawing pentagrams or something, seal him off, as he might turn into a monster.


there might also be a cure, but again, i'm not sure, as i normally play with secrets off, so i don't have to vet all ariving dwarves to see if they are some type of monster.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: Meph on May 19, 2012, 06:13:27 pm
Quote
Lastly sauropods can be difficult, but my hunters/archers are able to kill them in no time. They run off when they are being attacked. In that sort of frenzy they do not rage or charge. Figure it is supposed to be that way, but lord over 10000 units of meat can see you through the game.
That figure might be a bit high... and again, I might habe to rebalance Dwarf Chocolate additions.

@zenfiero: No, caste changing is no longer possible, it messed up the Therapist and the other transformations.

@sirmaril: Nope the reagent names can be absolutely random, no problem here.

@corai: Yes, migrants might bring copper or iron golems. These low-tech golems can be bought from caravans as well.

@maki32: The font has no gender symbol. but I might be able to fix that in future. Just did not get around doing this. And No, I wont make a pdf manual, but a html version is in work.

@thistleknot: The output for the Therapist is for splinterz version anyway. And yeah, the dfhack is a hacked together dev version. Was tired of waiting.

@jesusmod: It is a "secret" dwarf. You can cure him with a ward against possesions. Or lock him up, your choice.

@Olidot: Update your windows .NET framework to the newest version, and the GUI should run without problems.

@nerkonuke: Again, Illithids might cause crashes. Again, I dont get them in my worldgen, so I dont really know how to fix it, except rewriting them from scratch, what I will eventually do. Thats the reason they are OFF by default.

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: YuriRuler90 on May 19, 2012, 06:17:07 pm
So... Dwarf caravan came in, unloaded their goods, and then spontaneously combusted. What the hell.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: Morwaul on May 19, 2012, 06:24:46 pm
So... Dwarf caravan came in, unloaded their goods, and then spontaneously combusted. What the hell.

Now there is a feature worth having!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: Meph on May 19, 2012, 06:25:28 pm
Sounds like the brought a boiling stone of some sort. But I just checked the dwarven trade selection, they just have normal stone. All looks good. Do you maybe have a safe for that ?

One thing I noticed: The damn dwarves have (of course) bifrost bars for trading. Sure, since you have a reaction to create them, your home civ has the same reaction. Damn. I will have to use the same workaround I did use for the volcanic. No bar making, but only custom items, that the caravan cant bring. Sometimes I dislike some of the game mechanics. Well... you can get bifrost items from dwarven caravans for now.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: YuriRuler90 on May 19, 2012, 06:38:27 pm
Do you maybe have a safe for that ?

I save scummed and had to go back 6 months. I'll make a save before they appear and post it if it happens again.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: Twopences on May 19, 2012, 08:06:47 pm
one of my dwarf became a carp acolyte of the carp god XP and killed my entire fort (only just started) never saw that 1 comming
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: moisesjns on May 19, 2012, 08:51:27 pm
my game crashes if i make a steel plate at armory. not sure why.

edit: it does it when i  try to make any plate.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: Asva on May 19, 2012, 09:13:10 pm
Spoiler (click to show/hide)
I think the reaction is not updated. Should give 4 blocks or 3 at least (as a punishment for not knowing magmasafe types of stone).
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: moisesjns on May 19, 2012, 09:27:11 pm
^^^ is that to me? where do i put this reaction?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: Meph on May 19, 2012, 09:32:28 pm
@moisesjns: Cant reproduce, just tested. Here:
(https://lh6.googleusercontent.com/-TKGKNCsTw64/T7hYYBvN7xI/AAAAAAAAK0o/Vk3NfvDvxkQ/s780/armorplates.PNG)
Works fine for me... and the reaction posted was not about your problem.

@Asva: Good catch, that should be 4, yes.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: moisesjns on May 19, 2012, 09:41:05 pm
hmm thats odd. i have no idea what i did wrong. i did not edit the building files at all. i have iron i have copper bars and gold. but the game crashes when i try to make irion plates. but i can add plate to my breastplates and boots and stuff.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: zach123b on May 19, 2012, 09:49:18 pm
first attempt at an above ground fort.  within the first year i have a child grow to an adult, a rope reed mini skirt artifact, nymphs stole my only artifact, a werebunny attacks and transforms back into a human after killing some wildlife and an undead siege in late winter

damn nymphs

but as far as bugs go, the corpses were attacking an elf engraver sorcerer which i think came with them, i don't know if it's masterwork problem though

edit: i looked away and the game crashed, the sorcerer died and there was fire everywhere because of him, i saw some combat report of him fighting corpses earlier though.  no idea about the crash :-X
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: zenerbufen on May 19, 2012, 09:58:10 pm
Undead can be a little weird about who they consider an enemy, this is a df thing and is perfectly normal.

If two necros show up and start raising corpses for example, the undead would fight each other and the ally necro's even if the necro's are friends. The undead are mindless re-animated corpses. What do you expect, extravagant diplomatic relations? Nope..they just wanna eat brains, brains, BRAINS! They don't care if it's in a friendly necro or a dwarf. And any other undead are just obstacles in the way.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: Corai on May 19, 2012, 10:18:44 pm
So... Dwarf caravan came in, unloaded their goods, and then spontaneously combusted. What the hell.

Yeah. Same here, I think they brought fire-bolts, or a burning skull.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: Deon on May 19, 2012, 10:40:23 pm
I think corpses are OPPOSED_TO_LIFE, that's why they attacked the sorcerer who was not NOT_LIVING.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: Awaen on May 19, 2012, 11:21:17 pm
Been a lurker for a while; found Masterworks through one of the various forumite signatures.

I love the work you've put into the mod; thank you for it.



Now: I do have a bug report.

I'm using the previous version of Dwarf Fortress (The latest patch BEFORE minecarts were added), along with the Masterworks version that was packaged with it at that time. The problem for me is:

Whenever I attempt to do the "Create bookcover from leather" task, Dwarf Fortress just crashes ("DF has stopped working", might be a segfault type deal). From the timing, it appears to occur right when the actual item is created.

Looking at the "Make a book" task gives reagants of

"TOOL"
"STACK"

output:
"BLANK BOOK"



I didn't see this issue listed anywhere; though I might have missed it; is it possible that this is a previous version bug; or just a general bug with the reaction?

It's occured across multiple forts with different Masterworks settings, I have the save files for the second fort available if you would like it.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: thistleknot on May 19, 2012, 11:33:50 pm
Just wanted to say

this mod really makes the game zoom

it's pretty nice, I mean that in a subdued way, cuz it's really f'n awesome the way it plays.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: Corai on May 19, 2012, 11:35:05 pm
I love how I keep getting set on fire when the dwarves come to trade.



Im gonna try and play as the Drow!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: thistleknot on May 19, 2012, 11:46:20 pm
I got this annoying undead leprechaun hand sitting on top of a tree that I can't seem to attack and it's totally disabling my entire fortress

I don't know if it's doing some sort of mind control, but all my dorfs are interrupted in their labors even tho he's just sitting there

I can't attack him as he's above ground (I tried to send archers, but they just sit outside him)

I dunno what to do.

I tried to build a ramp to get up there, but it's not happening, any help would be appreciated.

UPDATE:

everyone seems to not be red in anger, but I have a ton of starving people and they are all buzzing around my entrance for some reason (I already set the wagon to deconstruct).

I'm wondering if this evil ass leprechaun is interrupting my dwarve's from doing basic things like eating, cuz I got food.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: Sirmaril on May 20, 2012, 12:15:07 am
Spoiler (click to show/hide)

Dwarves it they are not in millitary will be scared and run away if they see a monster. You might try to build a ramp and wall as close as you can and send markdwarves there. If it's not possible you can try to burn it down with bonfire. If everything else fails you can cheat and mod-out fear so they will not be scared. If you need help with cheating send me a PM.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: Hugo_The_Dwarf on May 20, 2012, 12:23:13 am
Sounds like the brought a boiling stone of some sort. But I just checked the dwarven trade selection, they just have normal stone. All looks good. Do you maybe have a safe for that ?

One thing I noticed: The damn dwarves have (of course) bifrost bars for trading. Sure, since you have a reaction to create them, your home civ has the same reaction. Damn. I will have to use the same workaround I did use for the volcanic. No bar making, but only custom items, that the caravan cant bring. Sometimes I dislike some of the game mechanics. Well... you can get bifrost items from dwarven caravans for now.

Bifrost bar issue my friend, I has the solution. Make a non-exsistant metal ore (shows up nowhere) and frost giants drop it on death. so you smelt it through vanilla smelters, thus since no one can dig out bifrost ore, no one can trade it. allowing only players access when a dead giant drops it *success*

PS sorry for any un understanble-ness of writing, kinda still fazed from the party
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: Meph on May 20, 2012, 12:38:37 am
@Hugo: I might try that and see if it works. Otherwise I use the same tactic I do for the volcanic material: Custom items. No bars at all. That way the homeciv never trades it.

@awaen: This was a typo in the raws an E was missing. It is fixed since 1.9

@thistleknot: Shoot it ? But what do you mean: Up a tree ? You melee dwarves should be able to attack a leprechaun, they cant fly.

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: Hugo_The_Dwarf on May 20, 2012, 12:40:09 am
@Hugo: I might try that and see if it works. Otherwise I use the same tactic I do for the volcanic material: Custom items. No bars at all. That way the homeciv never trades it.

@awaen: This was a typo in the raws an E was missing. It is fixed since 1.9

@thistleknot: Shoot it ? But what do you mean: Up a tree ? You melee dwarves should be able to attack a leprechaun, they cant fly.

I bet my plan will work, maybe.

also the leprecon in the tree is acually an animated hand i think. probally from some over zealous axedwarf?

PS. anywhos sleep time cometh
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: thistleknot on May 20, 2012, 12:54:47 am

@thistleknot: Shoot it ? But what do you mean: Up a tree ? You melee dwarves should be able to attack a leprechaun, they cant fly.

it's literally one z level above a tree.

my melee dorfs arent shooting, maybe they don't have the right weapon equipped.

UPDATE:

here's my save

http://www.mediafire.com/?qh3e6cocs7iy3gt
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: The_Final_Stand on May 20, 2012, 01:00:05 am
There really ought to be a way to manufacture Wards.

A cultist of the Carp God came in my first migrant wave, set himself up, and there weren't any Wards with the Caravan. The Fortress fell when it was revealed it was the Militia Commander, and that he'd inducted his squadmates.
On a related note, they seem to have MAXAGE:1:2. I'll admit I'm not a modder, but doesn't that mean that they only live for 2 years, the first of which is "childhood"? That seems alarmingly short for something you will want a few of in case of multiple infiltration attempts.

Sure, Losing is Fun, but not when nothing's even happened yet.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: Awaen on May 20, 2012, 01:01:24 am
@awaen: This was a typo in the raws an E was missing. It is fixed since 1.9


If its fixable without a new world gen, can you tell me where it was so I can keep my main fort?


Edit: Nevermind. I found the typo, its a fatal issue. :(

On to 1.9 I go!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: FalseDead on May 20, 2012, 04:29:38 am
So Is the ageless from the Fountain of youth just the ageless tag? or is there more?

And what does "fully healed mean? Does that mean limbs regrown? Bones instantly healing?

Does it obsolete my Hospital for all but the most serious of injuries?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: YuriRuler90 on May 20, 2012, 07:23:05 am
Ran another 6 months, any my dwarf traders exploded a dozen steps into the map. Here's the save.

http://dffd.wimbli.com/file.php?id=6345

Edit. Oh Jesus Christ, Necro would be proud. The second horse in the caravan came in and immediately caught on fire. I looked into his inventory and found a burning pig tail fiber bag. Curious, I looked inside.

(http://img138.imageshack.us/img138/4886/magma.png) (http://imageshack.us/photo/my-images/138/magma.png/)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: thistleknot on May 20, 2012, 08:55:19 am
http://www.bay12forums.com/smf/index.php?topic=98196.msg3299460#msg3299460

I have my save... I think this is a bug.  I had another user look at it n he couldn't figure it out either.

I do have an idea, its called dfhacking some magma onto the leper, but I shouldn't have to cheat to fix it.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: Tierre on May 20, 2012, 08:55:36 am
LOL Bag with magma:) Guess volcanic workshop and materials need some reworking here.

I had a question to Meph - i heavily mod all my DF games and wanted to implement a lot of things from MW... though with current RAW structure of MW it is a bit dificult. So about glazes - then i turn them on file reaction_glaze becomes working but he got no reactions.... why do you need it at all?
I found those reactions in reaction_masterwork and so i try to understand why do you need that raction_glaze file:) Also reaction_u and reaction_nc - i can't grasp any difference in those reactions. They are absolutaly same.

I guess i will be asking questions about such things a lot now Meph - sorry and thanks in advance:)

PS... Suddenly thought that you might object in me using your ideas in my mod (which i am 99% sure i won't post on wimbli) - so wanted to ask specific permission to use ideas and ask questions about your changes. If you want i can go to PM questions instead.

PS2 also found this in Unicorn raws:

   [BIOME:ANY_LAND][BIOME:FOREST_TAIGA]
   [BIOME:ANY_LAND][BIOME:ANY_TEMPERATE_FOREST]
   [BIOME:ANY_LAND][BIOME:ANY_TROPICAL_FOREST]
   [BIOME:ANY_LAND][BIOME:SHRUBLAND_TEMPERATE]
   [BIOME:ANY_LAND][BIOME:SHRUBLAND_TROPICAL]

Should it be like this?
I use MW with all options turned off and then turn them 1 by 1 and see that changes in files.

PS3 now i see that even more creatures got that in the raws... is it really working well with such strange biome deinition?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: Olidot on May 20, 2012, 08:57:50 am
@Olidot: Update your windows .NET framework to the newest version, and the GUI should run without problems.

I did this, and now it gives this complaint:
Code: [Select]
Unable to find a version of the runtime to run this application
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: thistleknot on May 20, 2012, 09:39:48 am
surrounded the tree by level 3 water, immolated the tree, was able to attack the leprechaun.

saved the day!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: slay_mithos on May 20, 2012, 10:23:27 am
Arf, I see that the flux stone in the search for a site is still broken, Toady didn't fix it after two versions?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: Awaen on May 20, 2012, 10:57:19 am
I've been seeing "FLUX" show up lately on one world; haven't tried search with it on though.

You can generally find it pretty easily by hand though; prospect from dfhack works on the world map and can tell you if an embark has flux.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: Tierre on May 20, 2012, 11:33:44 am
I think you got a mistake in glazing reactions. In reaction_masterwork make glaze_u and make glaze_nc all use glaze_mat_u. That's in 1.9.1
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: Meph on May 20, 2012, 12:05:45 pm
 :o

750 downloads in a day, and tons of feedback coming in. I quickly checked for that "magma" bag, but will be difficult to find. Magma is the default name for any molten rock without a specific name assigned, so it could be pretty much anything. testing is ongoing.

@tierre: Thanks, should be glaze_nc. About the biomes: The biome_anyland are from me, the others are the originals. You will find the same with population numbers and sometimes frequencys. I added a new value for the mod, but left the old one, inactive, in the raws. This way I can see how the original was set up. All works, there is no problem with that. And yes, you can use everything in this mod for your personal mod.

@olidot: Dont know then... should work with .NET. I think greatwyrmgod had the same problem once, maybe ask him how he solved it.

@falsedead: heals everything, broken bones, lost limbs, adds the ageless tag... but they have to be fit enough to go to the building and do the interaction, so you still need a hospital ;)

@the final stand: If you think they are too hard, turn them off with the "Secrets Button" in the creature tab. But I know what you mean, I want to rework the wards a bit, both for this and for the plagues. Btw, your ward would reveal the leader, and that guy is a tiny bit stronger then the acolytes. Can only say: Tough luck that you got the cult in the first migrant wave.

EDIT: Funny how it goes... quote from IT-000 today.
Quote
I fixed a bug that caused potassium nitrate to be made as magma. Now I'm thinking of making 'workshop accidents' that spawns fire in certain workshops. I sort of liked the 'oh Fun' moment that the flaming workshop caused. But that needs to wait for a future release.
Sounds familiar, I suspect my "mercury/quicksilver" to be the culprit. Dont know why dwarves would put it in bags though, and not jugs...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: Tierre on May 20, 2012, 12:25:16 pm
I think you wanted to move all glaze reactions to reaction_glaze. They are still in reaction_other, and reaction_glaze is empty. So expanded glazes are always on regardless of settings.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: zenfiero on May 20, 2012, 12:48:19 pm
Hello again! Anyone else had problems with turret industry?

After a near-disaster of an ambush by clockwork men, I decided it was time to get me some turrets. After some research I found what workshop makes them and how and got the industry going to get me the resources for 3x slade, 1x bullet and 1x warp. Only there's a problem!

The warp turret fails to create. The bullet and slade turrets create fine and get put in my tool pile. But when I use a spawn location workshop to assemble them, instead of a badass defense emplacement, I get a puff of "Bullet turret" or "Slade turret" smoke and naught else. Drat!

Is this a known issue? I tried searching the thread but came up empty.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: Broseph Stalin on May 20, 2012, 02:14:06 pm
You have the wanderer reactions but not the wanderer objects. It makes adventure mode a little odd.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: Hugo_The_Dwarf on May 20, 2012, 02:23:18 pm
Hello again! Anyone else had problems with turret industry?

After a near-disaster of an ambush by clockwork men, I decided it was time to get me some turrets. After some research I found what workshop makes them and how and got the industry going to get me the resources for 3x slade, 1x bullet and 1x warp. Only there's a problem!

The warp turret fails to create. The bullet and slade turrets create fine and get put in my tool pile. But when I use a spawn location workshop to assemble them, instead of a badass defense emplacement, I get a puff of "Bullet turret" or "Slade turret" smoke and naught else. Drat!

Is this a known issue? I tried searching the thread but came up empty.
Keep using it, the maker needs to inhale the smoke. after awhile he/she should get the insperiation to make a turrent
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: Meph on May 20, 2012, 02:30:51 pm
@Tierre: No, they dont. They are toggled in the entity file, and it works fine.

@broseph stalin: Mh... seems not many people do use it then, because I have it in the game since... ever. First report I got about it. What exactly is happened in adv. mode then ? I will download a new version of wanderers friend and update/fix it.

@zenfiero: The spawning works with transformation and boiling stones. Like all other boiling stones you have a chance that the dwarf gets affected by a syndrome. While testing I had a successrate of ~90%, so I figured it is ok. The puff you see is the boiling stone that must affect the dwarf. Only real problem is that mages/healed secret dwarves will never work for this, since they are already transformed. Sometimes I hate the restrictions DF puts on me. There is no other way. I used a workaround for the golems and pets, you can use the reagent unlimited times, since you already need golems and pets as extra reagent. BUT I cant do this for landmines and turrets, since you could simply spawn unlimited turrets then. If anyone has a solution for this, I would like to hear it. Narhiril has the same problem with her mechanical spiders.

@hugo: There is a problem with "keep using it"... the reagent is used up.

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: FalseDead on May 20, 2012, 02:45:38 pm
:o


@falsedead: heals everything, broken bones, lost limbs, adds the ageless tag... but they have to be fit enough to go to the building and do the interaction, so you still need a hospital ;)



 :-\ Suddenly My Super hospital(20 3x3 rooms with 4 beds, cabinet, Water-source and a stockpile of medical supplies across the hall from every room) is obsoleted....... the irony being I placed the fountain in a center commons area in the hospital...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: Broseph Stalin on May 20, 2012, 02:47:08 pm
@Tierre: No, they dont. They are toggled in the entity file, and it works fine.

@broseph stalin: Mh... seems not many people do use it then, because I have it in the game since... ever. First report I got about it. What exactly is happened in adv. mode then ? I will download a new version of wanderers friend and update/fix it.

@zenfiero: The spawning works with transformation and boiling stones. Like all other boiling stones you have a chance that the dwarf gets affected by a syndrome. While testing I had a successrate of ~90%, so I figured it is ok. The puff you see is the boiling stone that must affect the dwarf. Only real problem is that mages/healed secret dwarves will never work for this, since they are already transformed. Sometimes I hate the restrictions DF puts on me. There is no other way. I used a workaround for the golems and pets, you can use the reagent unlimited times, since you already need golems and pets as extra reagent. BUT I cant do this for landmines and turrets, since you could simply spawn unlimited turrets then. If anyone has a solution for this, I would like to hear it. Narhiril has the same problem with her mechanical spiders.

@hugo: There is a problem with "keep using it"... the reagent is used up.

People have been reporting it actually, they just haven't vocalized it very well. The complaints about sewing pants with figurines and needles turning into chessboards are because the reaction requires or produces TOY_NEEDLE which doesn't exist in the vanilla raws.  DF responds by creating a random craft or using a random craft. Same deal with scrapers and anything else that Wanderers added. It looks like you just forgot to add ITEM_WANDERER when you added REACTION_WANDERER. I made a quick DIY patch by adding the necessary file and changing TOY into TOOL.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: moisesjns on May 20, 2012, 02:50:34 pm
quick question. how do i make iron golems be useful? i mean they just stay in the fort meeting area and i dont know how to position them outside to guard. i did the chain thing but thats a small amount of room. i also cant assign them to my millitary dwarfs.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: Werdna on May 20, 2012, 02:58:37 pm
http://www.bay12forums.com/smf/index.php?topic=98196.msg3299460#msg3299460

I have my save... I think this is a bug.  I had another user look at it n he couldn't figure it out either.

I do have an idea, its called dfhacking some magma onto the leper, but I shouldn't have to cheat to fix it.

The hand likely got on the tree when someone killed the leprechaun - it is common for pieces that go 'sailing in an arc' to land a z level higher on walls, trees, etc.  I see it all the time.  It later animated either because your map resurrects the dead, or a necromancer is around.

Try putting the cursor on the tree, go to the dfhack window, and type 'extirpate'.  This will remove the tree, and hopefully cause the hand to fall.  The non-cheat option is to kill it with archers, then try to quickly remove the tree or build a ramp, and dispose of the body part before it re-animates. 

@Meph:  Just a suggestion, but perhaps the 'Secret: Y/N' button could be renamed 'Secret !Fun!: Y/N'?  The 'Fun' tag might give folks a better head's up that enabling this is a difficulty boost.  Oh!  And while I'm at it, any chance you could add the mod version to Settings.exe?  Helps me catch when I forget to update my desktop shortcut, etc.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: jesusmod on May 20, 2012, 03:02:35 pm
oh dear god... (http://i.imgur.com/VH7Zz.jpg)

I was trading with an elven caravan, when apparently I just now found out that there's an elven ambush going on... with plaguebearers... oh god oh man oh god what do I do?

oh god now they're all on fire...
Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: zenfiero on May 20, 2012, 03:09:10 pm
Oooh, I see. I got a dwarf to make a turret, he caught the syndrome and all. He wandered a bit before the turret popped out, though, so it ended up somewhere not so useful. I might give it another go somewhere a bit further away. Maybe I can also try making a golem! In the last game for 1.8.1 I could move the turrets I bought from the caravan around like a pet, assigning it to zones or chains, but this one generated a friendly entity beyond my control. I hadn't tried to create any for myself in that one, and I haven't yet had a chance to find a turret for sale in 1.9.1.

Still expanding the scope of my fortress and thus my testing! Going fantastic so far! No other issues that I can think of, so far. I found a magma pool this time around and I've just built a magma temple and deployed a blessing! I just need to beef up my army.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: thistleknot on May 20, 2012, 03:12:09 pm
http://www.bay12forums.com/smf/index.php?topic=98196.msg3299460#msg3299460

I have my save... I think this is a bug.  I had another user look at it n he couldn't figure it out either.

I do have an idea, its called dfhacking some magma onto the leper, but I shouldn't have to cheat to fix it.

The hand likely got on the tree when someone killed the leprechaun - it is common for pieces that go 'sailing in an arc' to land a z level higher on walls, trees, etc.  I see it all the time.  It later animated either because your map resurrects the dead, or a necromancer is around.

Try putting the cursor on the tree, go to the dfhack window, and type 'extirpate'.  This will remove the tree, and hopefully cause the hand to fall.  The non-cheat option is to kill it with archers, then try to quickly remove the tree or build a ramp, and dispose of the body part before it re-animates. 

@Meph:  Just a suggestion, but perhaps the 'Secret: Y/N' button could be renamed 'Secret !Fun!: Y/N'?  The 'Fun' tag might give folks a better head's up that enabling this is a difficulty boost.  Oh!  And while I'm at it, any chance you could add the mod version to Settings.exe?  Helps me catch when I forget to update my desktop shortcut, etc.

I got it by immolating the tree

but that's a good tip

my archers wouldn't shoot at it for whatever reason.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: zenerbufen on May 20, 2012, 05:12:51 pm
@Meph:  Just a suggestion, but perhaps the 'Secret: Y/N' button could be renamed 'Secret !Fun!: Y/N'?  The 'Fun' tag might give folks a better head's up that enabling this is a difficulty boost.  Oh!  And while I'm at it, any chance you could add the mod version to Settings.exe?  Helps me catch when I forget to update my desktop shortcut, etc.
I agree on the first point, on the second I use "Masterwork Dwarf Fortress (version).app" when I'm testing, but then rename it to "Masterwork Dwarf Fortress.app" before release. Because of how the game works currently (it refers to its self by name) the name is hard coded inside the bundle and must be updated when renamed. Should I stop doing this?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: Meph on May 20, 2012, 06:12:16 pm
About pets, golems and turrets.

Turret (bought from caravan/brought by migrant)
 - Station by making a 1x1 pasture.

Golem  (bought from caravan/brought by migrant)
 - War train, then station by making a 1x1 pasture.

Landmine  (bought from caravan/brought by migrant)
 - Station by making a 1x1 pasture. Better: Build a murderhole.

Turret (deployed)
 - Friendly. Will stay where you deployed it.

Golem (transformed)
 - Go to nobles screen, make them militia commanders
 - Go to military screen, make a new squad.
 - You can now directly control your golem by giving it orders.

Landmine  (deployed)
 - Friendly. Will stay where you deployed it.

@jesusmod: You got elven traders and an elven ambush ? Do you play with both good and evil elves at the same time ?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: Corai on May 20, 2012, 06:58:10 pm
This is....odd. I force-embarked on a mountain and there was silk EVERYWHERE. Defaq?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: azrael300 on May 20, 2012, 06:58:13 pm
i found something in the workshop section of the buildings menu , spawn location
what does the spawn location do?

corai the silk god hates you
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: Werdna on May 20, 2012, 07:05:30 pm
Oh, ick.  My mastiff just ripped the head off a Plaguebearer before dying from a plague blast.  I couldn't find the body, but tracking the head down via the body parts in the z-menu, I zoom in on it and find it in the butcher's shop.  Tasty brain, plaguebearer skull, and plague fluid seconds later.  Brilliant, fellas, I guess that's where the body went.  Bon appetit!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: TuefelHundenIV on May 20, 2012, 07:27:08 pm
Enjoying the expanded build options.  Just gotta find fort where something like anubites don't show up when the wagons do.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: Corai on May 20, 2012, 07:34:41 pm
Welp, Carp cult in first migrant wave. Must begin training my crusaders!


Now how do you fight these things? Fire?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: Meph on May 20, 2012, 08:08:53 pm
@cult: How come they are so common ? The cult has a popratio of 70. Normal dwarves 52.000, plus all the castes, with 42 castes with 300 each, makes 12600.  Means ONE in 922 dwarves is a cultleader. And that does not even calculate the diseases, other secrets and guild dwarves... I damn hope that the popratio works as intended, and this is not a problem/bug from Todays side.

@werdna: Curious how it will end... plaguebearer brain, yam...

@azrael: How about the building guides ? They would tell you that this is the place where you can set up/spawn creatures you build in workshops.

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: Arbinire on May 20, 2012, 09:23:27 pm
*chuckles* I've come across the dwarven caravan coming in and setting fire to everything twice now.  Didn't check to see if it was bagged magma like the earlier poster, but both times I didn't bother to have a depot set up as I was more worried about getting my farms going and masons set to carving blocks so I could wall myself off...Kinda funny (though disappointing) seeing the immigrants that just came in with several skilled military dwarves get immolated trying to recover everything from the crispy critter'd caravan.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: Meph on May 20, 2012, 10:29:08 pm
I think I narrowed it down to the mercury. Liquid, and should be in jars, but they bring it in bags. All solid stone is called magma when it melts, so yeah... IT-000 had the same problem since the 34.09 update. Really weird.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: zenfiero on May 21, 2012, 02:06:46 am
@azrael: How about the building guides ? They would tell you that this is the place where you can set up/spawn creatures you build in workshops.
What's a building guide? I thought it was something in the raws.

*checks folders more thoroughly*

WOO! There are building guides!!! :D Thanks!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: McCrow on May 21, 2012, 02:08:52 am
A Cult Leader was set up in my fort for over a year and a half before I was able to get hold of a ward to reveal and dice him up. Culminated in a pretty epic boss battle.

Though honestly I'm a little sad it's over. That constant tenseness made the fort very interesting, had to figure out how to set up Martial Law and have the entire inside of the fortress defended by guards, rather than the outside. Oh well. Building a badass shrine/temple over the site of where the battle went down. The caravan bringing the ward spontaneously caught fire when it entered the area and drove off the traders, leaving a single ward stranded behind still designated as an "ally" unit (meaning I couldn't move it). Built the Altar of Armok around the ward, gathered the entire fortress population around it, and set it off.

It was rather bloody. Wrote it up as a story, posted it on reddit. (http://www.reddit.com/r/dwarffortress/comments/tx16y/the_purging_of_shieldfrenzy)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: zenerbufen on May 21, 2012, 03:00:18 am
That was epi. thanks for sharing :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: Awaen on May 21, 2012, 03:13:31 am
I killed the fort for other reasons, but I think I got a carp cult guy in my second migrant wave: It leaves combat logs of "So and so found a carp with various things done to it", right?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: Meph on May 21, 2012, 03:35:42 am
@McCrow: Indeed, an epic read. :) Thanks for that. And sorry for the burning merchants, I am working on that, seems that Mercury was handled as magma in its liquid form. Based on your story I will either make the cult work slower (for more time to get a ward) or find an alternate solution to unveil them.

@Awaen: Yes, more or less... there are several different messages you might or might not find.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: Tierre on May 21, 2012, 04:29:36 am
About that glazing raws. Why do you comment out reactions if you only need to comment entity premissions? Because you got make glaze reactions commented and glaze crafts non commented. And i honestly can't understand the meaning of file reaction_glaze - he is empty.
Maybe i just don't see some detail which will make it logical:)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: Redgaia on May 21, 2012, 04:44:58 am
Hey, I just got around to getting the new version, and the Blessed Serra preset crashes consistently 17 years into worldgen. The only changes I have made to the settings are to turn off some of the "Harder X" features, mainly because coal dust annoys the hell out of me, but that shouldn't affect worldgen. I didn't change any of the worldgen settings. It worked fine for me in 1.7 and 1.8, any suggestions?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: Tierre on May 21, 2012, 06:09:19 am
New version of DF is out:)

btw i thought about medicine part of DF. Did you know that kaolinite was used to cure bad stomach and diarrea in middle ages? Could led to implementations of some nasty new plag with medicine making to cure it.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: sethcor on May 21, 2012, 11:41:49 am
Not sure if this is the mod or DF general but i keep having items made of frozen blood. (clothing, rope, cloth, armor, weapons ect) in the caravans.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: firons2 on May 21, 2012, 11:44:52 am
Is it possible to see the whole text in the workshops? Because i cant figure out some things.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: Asva on May 21, 2012, 12:32:35 pm
The problem:
I have 4 pipes of green glass(also tested iron, gabbro(magmasafe), obsidian) and everything else required for great magma forge.
But I can't build the great magma forge (it shows me I need 4 pipes). I tried to switch [FIRE_BUILD_SAFE] to [MAGMA_BUILD_SAFE], which wasn't helpful. Only after erasing [FIRE_BUILD_SAFE] was I able to build the forge.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9 - Spiked Minecarts and the Great Magma Forge
Post by: fasquardon on May 21, 2012, 12:50:48 pm
Do you, the community, like where the mod is going ? Do you like the latest changes, from 1.7 to 1.9 ? What is good, what is bad, what would you have done differently ? Anything you like to see added, changed ?

I really love the things that Masterwork does to close economic cycles - things like the crematory, which allows trash to be burned to make useful ash, or the boneyard allowing us to make flux out of bones.

I love the things Masterwork does to make things convenient.  Having the ability to make obsidian in a building, rather than a complicated fps destroying obsidian farm, is the one that ranks the highest for me.  The clutter reducing efforts of Masterwork are also notable for the convenience they add.

I also like the flavourful things that Masterwork adds.  Libraries for training skills adds in a nice dimension of literacy to dwarven society, which makes them more "dwarfy" to me.  (Dwarfs without books just seemed wrong to me.)  More interesting trading and being able to buy blueprints, special materials, pets etc. from each civ makes me more engaged with the other civs.  Now I really work hard getting worlds with surviving elf and drow civs in them.  Golems, armoured pets, frost giants, carp cultists, and the ability to make things out of slade are also very flavourful things.

Overall, I like the way Masterwork is going.  In the time I've been following the mod, every release has managed to include something that makes me say "yeah, I have to have this!"

I think the biggest thing that I dislike about Masterwork is the clutter it adds to the game.  For example, there are alot of enemies that it adds in that are eminently forgettable.  I would like to see some of these culled out, and more energy focused on a few enemies that could challenge your fortress at different levels in interesting ways.  Another example is the wealth of iron and steel substitutes in the game.  For me having ironwood, steeloak, iron, steel, ironbone, bloodsteel and meteoric, which are all basically iron and steel under a multitude of names, just cheapens the importance of good dwarven steel.

I would love to see Masterworks try harder to achieve realism.  One of my favorite things about Dwarf Fortress is the way it tries to make a real and believable world (albeit a world with warped and twisted logic to it).  For example, it bothers me that the arc furnace needs no electrical infrastructure to make it work - it's just a special sort of magma furnace.  I'd love to see the arc furnace instead need power from waterwheels or windmills, magnets, copper wire, ball-bearings, etc., on top of the normal furnace requirements, to represent the furnace having a mighty electrical generator as part of it.  The same with the stone grinding reactions - it seems wrong that grinding a boulder does not need mechanical power (though considering how well dwarfs can pump, a single dwarf probably is strong enough to grind up a whole boulder in a few ticks).  I'd also like to see alchemy having more actual chemistry in it, rather than being a basically magical process as it is currently.

I also dislike how "magical" Masterworks is.  This one is surely about my personal taste as I know plenty of people want more magic in their dwarf fortress games, but I would really love some options in the GUI setup for Masterworks to remove more of the magical fluff than one can currently remove.  High on the list for that is magical alchemy and the overabundance of magical metals (which from a thematic point of view, mostly have the effect of making steel less interesting, and less worthy of producing - particularly since steel has a complex production chain).  The magical temples and dwarven magicians are also things that I just find un-dwarfy. 

I would like to see the magical things in Masterworks tied with things you have to get from enemies or other civs.  For example, making slade more like birfrost, so a player has to dig down to hell and kill some demons in order to harvest their bones and forge weapons of ultra-heavy EPIC would add alot of flavour to what is otherwise just a fairly simple reaction in a magma smelter.  This would also link back to making enemies more interesting - if looting the corpses of warlocks to steal their unholy artifacts is the only way of making alchemy labs or temples of the deep, it makes a warlock siege that much more engaging.

Other things I'd like to see:

*Simplified clothing - I'd clothe my dwarfs in one-piece jumpsuits if I could, but replacing trousers and socks with leggings would still be a huge step up.

*A use for toys - perhaps as something to train children in skills, or to just keep children or dwarfs busy.

*A low-powered option for dwarf religion and music.  A temple and a music stage that just made dwarfs happy, and maybe had some special tantrum-calming abilities, would be a nice low-power alternative option for those of us who don't like the powerful magical effects dwarven music and religion currently have, but who like the idea of there being dwarven music and religion.

*Getting rid of boozebelly goats, and introducing the ability to brew milk like the mean, magma-riding rock-mongols that our dorfs are!

To sum up, I think Masterworks is a very interesting mod and I stand in awe of the vigor with which you go at it.  What Masterworks already adds to the game is amazing, and I think really the biggest improvement that can be made is to refine what is already in your mod. 

fasquardon
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: Panopticon on May 21, 2012, 01:52:37 pm
While I disagree on a few specifics ( I like the magic system, and don't really care about realism, if I wanted that I would play vanilla DF, also I like the multitude of ways to get steel), fasguardon pretty well sums up my feelings on the mod, I think rather than major new additions, refining those currently in the game would be a major plus, tracking down that "Illithids crash the game during wordlgen bug" would be lovely.

Honestly I'll keep playing the mod no matter what you decide to do with it Meph, cause it's awesome, but if I had to choose I would go with bugfixing and refining elements already in game as well.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: TuefelHundenIV on May 21, 2012, 02:07:17 pm
So how do I farm trees in this?  I  noticed I have plenty of seeds but no idea how to plant them.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: SeigeOps on May 21, 2012, 02:25:02 pm
So how do I farm trees in this?  I  noticed I have plenty of seeds but no idea how to plant them.

Trees are like any other kind of outdoor crop. Designate a farm plot outside, tell your farmers to plant 'small trees' (you might need to scroll down a page on the crop selection menu) and wait. After about 1/2 to a full year later, the trees will become harvestable and your farmers will pick them and store them in your food stockpile. From there, you que up a 'cut small tree' job at your timber yard. (This require the woodcutting skill)Then viola, logs for your use. A decent sized treefarm can support you entire smelting industry if you set it up correctly.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: Morwaul on May 21, 2012, 02:34:37 pm
@ fasquardon and Panopticon

The absolute best thing about Masterwork is that you can turn things off or on to suit your needs / desires / playstyle / whatever.  You do not like some of the enemies, turn them off.  Same for the buildings and magic.  You do not have to play it with every option selected.  In fact, for enemies it is recommended that you only play with a few of them. 

I know for some stuff it is impossible to turn it on or off.  I am not sure if the different iron and steel sources are included in that but if they are you still have the choice of whether or not to use them.

The demon bone idea is very cool.  I have never actually managed to kill a demon...usually once I break open a candy tube it is more like an upwards flow of death and fun.

I also like the idea of having some of the high end buildings require electricity.  In the years I have been playing DF I have not once set up electricity.  This would definitely give me a reason.

A use for toys would be good also.  Not sure why they are in the game at all as they really serve no purpose othere than give something else to sell to the vendors.  Wait, didn't Meph make some toys components of other things? 
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: moisesjns on May 21, 2012, 02:44:15 pm
man. as much as i love this mod. i crash a lot. i kill a bunch of goblins who are ambushing or troglodytes. and  my pc freezes. i use to play vanila df with about 5 dwarfs fighting off a bunch of goblins and no crash. but this mod makes me crash. i set dwarf fort priority to real time.  i cleaned the map of blood.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: TuefelHundenIV on May 21, 2012, 02:48:37 pm
Thanks for the info on farming trees.  I thought it might something with outdoor farming but I can't get outdoor farms working just keeps telling me I don't have seeds go figure.  I work it out some how.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: Broseph Stalin on May 21, 2012, 03:05:29 pm
man. as much as i love this mod. i crash a lot. i kill a bunch of goblins who are ambushing or troglodytes. and  my pc freezes. i use to play vanila df with about 5 dwarfs fighting off a bunch of goblins and no crash. but this mod makes me crash. i set dwarf fort priority to real time.  i cleaned the map of blood.
How's your FPS? If it's not super low I can't imagine it's crashing because of too many units or blood on the screen you might have a bad install.
Thanks for the info on farming trees.  I thought it might something with outdoor farming but I can't get outdoor farms working just keeps telling me I don't have seeds go figure.  I work it out some how.
Are you embarking on a mountain?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: thistleknot on May 21, 2012, 04:05:26 pm
i spoke with splinterz about his branch of DT and castes...

incorporating castes into the attribute and trait role ratings may become a goal, currently they are read into memory, but the vanilla raws for traits/attributes are used to measure role ratings
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: vx10000222 on May 21, 2012, 04:19:53 pm
Dude For some reason when im Genning a new world (Even the master preset ones) I cant go past 90-110 years, any ideas why?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9 - Spiked Minecarts and the Great Magma Forge
Post by: Gatallorsith on May 21, 2012, 04:27:08 pm
Do you, the community, like where the mod is going ? Do you like the latest changes, from 1.7 to 1.9 ? What is good, what is bad, what would you have done differently ? Anything you like to see added, changed ?
Spoiler (click to show/hide)
I agreee with all this dwarf said, even the "personal taste" part.
I'd add that one of the things I appreciate most of this mod is the little bits to "optimize" the DF experience (better combat logs, better fonts, better workshops orders, better cloting system, optimized materials, etc..)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: jesusmod on May 21, 2012, 04:42:53 pm
yeah, I play with both good and evil elves, but I just thought it was another elven civ... on another note, this isn't normal, right? (http://i.imgur.com/jlS79.jpg)


edit: DEAR GOD WHY ARE THEY ALL FLASHING INTO L'S NOW :o

is that what the AoE addition does to them?
(http://i.imgur.com/DXulk.jpg)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: Meph on May 21, 2012, 05:17:32 pm
Mh... triple named golems ? What exactly is he, a swordgolem ?


Quote
*Simplified clothing - I'd clothe my dwarfs in one-piece jumpsuits if I could, but replacing trousers and socks with leggings would still be a huge step up.

*A use for toys - perhaps as something to train children in skills, or to just keep children or dwarfs busy.

Both cant be done with modding, same goes for electrizity/power for workshops. Would love to, but cant. Clothing must be these 4 items, doesnt matter what it covers, children cant be modded (much) and I havent quite figured out a way to make toys useful. I am playing with the thought of making all toys into one, called: Toy. This is an exceptional iron toy. Done.

I will consider more realisms and a complete overhaul/refining of the mod, just prepping a big post about it. Be patient.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 -NEW POLL
Post by: azrael300 on May 21, 2012, 05:30:02 pm
9th Granite - It is raining sheep's milk!
14th Granite - It is raining sheep's milk!
24th Granite - It is raining honey bee honey!
3rd Slate - It is raining sheep's milk!
12th Slate - It is raining honey bee honey!
21st Slate - It is raining sheep's milk!
28th Slate - It is raining sheep's milk!

¬_¬
it rained honey on my fortress also
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: Arbinire on May 21, 2012, 05:44:32 pm
@ fasquardon and Panopticon

The absolute best thing about Masterwork is that you can turn things off or on to suit your needs / desires / playstyle / whatever.  You do not like some of the enemies, turn them off.  Same for the buildings and magic.  You do not have to play it with every option selected.  In fact, for enemies it is recommended that you only play with a few of them. 

I know for some stuff it is impossible to turn it on or off.  I am not sure if the different iron and steel sources are included in that but if they are you still have the choice of whether or not to use them.

The demon bone idea is very cool.  I have never actually managed to kill a demon...usually once I break open a candy tube it is more like an upwards flow of death and fun.

I also like the idea of having some of the high end buildings require electricity.  In the years I have been playing DF I have not once set up electricity.  This would definitely give me a reason.

A use for toys would be good also.  Not sure why they are in the game at all as they really serve no purpose othere than give something else to sell to the vendors.  Wait, didn't Meph make some toys components of other things?

This pretty much sums it up.  Most, if not all the features you commented on disliking in your game can be turned off.  Also again, most, if not all, we're voted into the mod.  I personally like the magic and flavor (as I don't necessarily ascribe purely to the Gygaxian Dorfen stereotype).

One thing I loved in concept but eventually had to make myself turn off was the caste system though.  I suffer a bit from OCD when gaming,and found myself having to not only generate a perfect embark in my world, but also stats wise on my dwarves, instead of actually getting any real playtime in.  Even though I'm still tempted to turn it on and get that "perfect game" I know logically I'm never going to be happy with it turned on as there'll always be room for improvement.  I wouldn't ask for the removal of castes though because of my own hangups.  One just needs to excersize a modicum of discipline and turn off features that hinder our enjoyment.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: Jeoshua on May 21, 2012, 05:54:17 pm
Screw Gygax.  He took from the wrong source material anyways.  All of his stuff was taken from the Vance's books, which were derived over time from where all Dwarven lore SHOULD have come from, Tolkien.  And in Tolkien's conception, although magic does exist, it's not at all like what we've been force fed through Dungeons and Dragons and other such "fantasy" outlets.

Magic in the Tolkien sense is something altogether more special.  It's strange creatures from the time before man.  It's a glowing, abiding light in the darkness.  It's a presence that watches from behind the veil.  And most of all, it is NOT Fireballs and Dimension Doors and Power Word: Death.

Think about Gandalf.  Think about the magical power he displayed.  Actual gross obvious magical power.  Stumped?  You should be.  All of his stuff was attributable to skill and knowledge, besides small tricks such as a glowing wand or blowing incredibly intricate smoke-rings.  Oh, and that kicking a Demon's ass thing happened too, but like I said... skill...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: Broseph Stalin on May 21, 2012, 06:02:39 pm
Found a bug with Wicker my little dudes are making large bladeweed cabochon when bundling.

edit: Also, "make 10 stacks of soap" doesn't work it produces tallow which for some reason isn't stockpiled. I managed to fix it by changing the lye requirements from 750 to the 150 that the generic reaction uses. The fish from the fish farm can't be cleaned and never rot.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: Gatallorsith on May 21, 2012, 06:07:54 pm
I am playing with the thought of making all toys into one, called: Toy. This is an exceptional iron toy. Done.
(http://gaming.ngi.it/images/ngismiles/rotfl.gif)
You have my vote axe
I will consider more realisms and a complete overhaul/refining of the mod, just prepping a big post about it. Be patient.
I love you.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: Arbinire on May 21, 2012, 06:10:55 pm
Screw Gygax.  He took from the wrong source material anyways.  All of his stuff was taken from the Vance's books, which were derived over time from where all Dwarven lore SHOULD have come from, Tolkien.  And in Tolkien's conception, although magic does exist, it's not at all like what we've been force fed through Dungeons and Dragons and other such "fantasy" outlets.

Magic in the Tolkien sense is something altogether more special.  It's strange creatures from the time before man.  It's a glowing, abiding light in the darkness.  It's a presence that watches from behind the veil.  And most of all, it is NOT Fireballs and Dimension Doors and Power Word: Death.

Think about Gandalf.  Think about the magical power he displayed.  Actual gross obvious magical power.  Stumped?  You should be.  All of his stuff was attributable to skill and knowledge, besides small tricks such as a glowing wand or blowing incredibly intricate smoke-rings.  Oh, and that kicking a Demon's ass thing happened too, but like I said... skill...

*Chuckles* honestly when it comes to Magic and Middle Earth I think even Tolkein himself wasn't quite sure where he stood on the matter.  Like you said, you have Gandalf, who was a Maiar (which were like Angels/Demigods) who exhibited next to no magical abilities beyond some fluff....but then you have weapons like Orcrist and Sting which glowed bright frickin' colors when in the presence of their hated enemies which were found in the middle of the Trollshaws.  Then you have The Witch-King of Angmar, who was one of the greatest Sorcerer's of Man before his corruption.  And to top it off (And for this one it must be pointed out what Tolkein ultimately is, literally a Grandmaster of Language) before realizing Sauron was Sauron come back, he was the Necromancer at Dol Guldur(Hill of Sorcery in Sindarin) in Mirkwood.  It is important to point out that the wasn't capitalized for the title "the Necromancer", if it were it would reflect an exclusive title, but as is more so indicates a job title.  Like the Butcher, or the Tailor, the job's themselves are capitalized because they become proper nouns when refering to a specific person, but definately doesn't denote they are the ONLY ones.  Then the word Necromancer itself, which breaks down to user of death magic.  And this guy was just thought at the time by all the major players in the story to just be a minor nuisance.

So, who knows what the actual levels of magic were in Middle Earth?  We're given really only a very minor window into that world in a very limited time period, with instances that indicate it could have gone either way ;)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: marc on May 21, 2012, 07:14:09 pm
hi  :) ¿what can i do whit this two dwarfs? one is  paintyng blood pentagram  arround my fortress and the sencond  is studying the refuse pile .... ¿i just should end her poor lifes ?<.<
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: YuriRuler90 on May 21, 2012, 07:20:23 pm
Nope. You should make them lots of shiny gold things as tribute, and then accept them as your gods and saviors!

Blood for the Blood God!
Skulls for the Skull Throne!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: zenerbufen on May 21, 2012, 07:26:21 pm
I would imagine the triple named golem to have a hammer for a head, and swords for both his arms... That would be so cool.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: lolrobot on May 21, 2012, 07:35:57 pm
I can't get any thread or cloth for my Hospital because after its Spun, when a dwarf comes to pick it up it magically turns into clothing. I've even had sheep wool yarn turn into chitinplate shirts and stuff like that...

Is this a bug or am I just being dumb with something?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: SeigeOps on May 21, 2012, 07:42:38 pm
hi  :) ¿what can i do whit this two dwarfs? one is  painting blood pentagrams around my fortress and the second  is studying the refuse pile .... ¿i just should end her poor lifes ?<.<

For some constructive advice:
Both of them are 'secret' dwarves. The pentagram dwarf has the ability to transform into a blood beast (a Bad ThingTM).
Order a ward against possession from your dwarven caravan and hope it gets to you in time before he transforms. (I'm not too sure on the specifics of the exorcism, you'll have to ask Meph for that.)
In the meantime I suggest you physically isolate him in a hole or something (caution, building destroyer, a door won't be sufficient) so if he does transform, it'll minimize damage.

The other dwarf is, I believe a necromancer. End his life or contain him quickly as he will raise all you dead.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: Corai on May 21, 2012, 07:53:10 pm
I am having difficulty finding how to order a ward from my caravan. I cant find it in any of the "goods" the liaison is asking if I want. Is it possible for a civilization not to be able to construct wards?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: fasquardon on May 21, 2012, 07:56:23 pm
*I didn't know that workshops could not be connected to power.  Perhaps the way to represent electricity would be to have any "electrical" workshop require generator parts (so blueprints, high quality steel alloys, turbine blades, ballbearings, copper wire, magnets, pipes, pitch or leather for insulators) and consume either water and fuel, or need magma, and consume water, plus all the bits and bobs to represent the "smelter" end of the workshop. 

Alternatively, most of the things you can make with electrical smelting can be made with thermal/chemical smelting too, just needs different processes.

*With regards to magic, I am aware that most of the magical options can be turned off, but many of them can't (and I am meaning "magic" in quite a wide sense - many materials and "special" reactions come under this heading for me).

fasquardon
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: Meph on May 21, 2012, 08:13:48 pm
FUTURE OF THE MOD

Ok, this will be a longer post, but please stay with me for a bit.
I will not be aviable much the next 3,5 months. (from 21.05 till 10.09) Neither will I activly advance the mod further. That means no new features, maybe some bugfixes, maybe updates to new Df Versions, but I cant and wont promise anything. I am, as always, travelling. The next destination for me is the USA, where I will bicycle the route66, from LA to NY. Since I will be very busy at that part of the trip, and wont just stay in a hostel to code for you guys (Hostels in the States are a tiny bit more expensive then the ones in Latinamerica) and I am not travelling along anymore, but with a girl I met in Belize, and I wont make her wait on me, because I might be  sitting in front of my netbook. Sorry, RL takes precedence here.

My route, for those who care:
Spoiler (click to show/hide)

What does that mean for the mod ?

Zenerbufen was kind enough to offer his assistance. Anyone who followed the modding scene here a bit will know what Deon and Tomitaipo have been doing, so this will be similar. In the time of my inactivity, Zenerbufen will officially tend to the mod. I will be online now and then, read the thread, note down criticism and feedback, bugs and balancing issues. Please still keep posting this, it helps me greatly in refining everything. But the biggest part will be done by him. He is already working on the GUI for linux and mac, coding the linux and mac versions, and plans to make the manual a html. file, incorporating all the graphical guides I made.

How will the mod be continued after that time ?

I will be in Germany (surprise) for the autumn/winter. Mostly to get new sponsorship, set up a better website, take a break and plan the next year of travelling. I will also have access to a real computer, fast internet and as much time as I want. My plans for the mod are simple: I want to restart. Inspired by deon, I would like to do the mod from the start, with a GUI that (hopefully) truly reverts back to Vanilla if everything is off. Without bugs, with proper testing, with more research about realisms and balancing. I will keep what you like, alter what is not as well recieved, and remove what is bad. The main reason for this is: This is my first mod.  When I started writing it, I had no clue what I was doing. Many things are relicts, artefacts of the many changes and dont serve a purpose, and there is the issue that some people have crashes. I really dislike that fact, and will do my best to solve this. Zenerbufen will have something to say about this as well I guess. People voted for Clean Up, and voiced the opinion that the mod would mostly benefit from refining, making the features it currently has better. The easiest way I see for this, is the Restart. If I really manage to write a GUI that reverts back to Vanilla DF, then that would mean that the FPS- DwarfFortress would be included in this. I know some people really liked the idea.

So, there you go. I will be aviable for comments till tomorrow at noon, then depart in a 48h bus ride to Tijuana. Yeah. ;)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: Corai on May 21, 2012, 08:17:12 pm
Good luck with your life Meph, and good luck with your lady friend!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: thistleknot on May 21, 2012, 08:54:24 pm
I noticed he skipped Mexico.  Prolly a smart choice, but a shame.  I was just there for 17 days.  There's some real sweet spots... but him having seen the world the way he has... I guess it ain't no thing to miss a tiny spot like Mexico, but Mexico is prime real estate if it weren't for the violence...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: Meph on May 21, 2012, 08:57:48 pm
I spend 1,5 months in Mexico. ;)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: thistleknot on May 21, 2012, 09:01:13 pm
I spend 1,5 months in Mexico. ;)

no bike ride?

my wife is there now, there's a real nice town called san pedro mixtepec you should visit, has a waterfall 30 minutes away from the town.  the town is 30 minutes ne of puerto escondido.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: Morwaul on May 21, 2012, 09:05:35 pm
I will be in Germany (surprise) for the autumn/winter. Mostly to get new sponsorship, set up a better website, take a break and plan the next year of travelling.

What is this website you speak of?  Why isn't it in your signature so we can all check up on you?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: Meph on May 21, 2012, 09:11:58 pm
Well, when I say: Make a website then I usually dont refer to an already existing one. But since you ask: Under my avater is a little globe. That is a link to my previous website, with my former travelpartner and exgirlfriend. www.cyclenomads.com (http://www.cyclenomads.com)

@all: For once I make an exception: Off topic is allowed for now ;)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: Srial on May 21, 2012, 09:16:15 pm
Have fun on your trip!  We'll be here when you get back.  Have the time of your life!  I'm jealous you get to do that.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: Meph on May 21, 2012, 09:35:44 pm
Quote
We'll be here when you get back

That would be... never. The trip is open ended, currently I am travelling 5 years, and I will definetly do another 5. It is true though that I make little breaks in Germany, to do planning and gear/pr related stuff. And I am making a note here: Big thanks @ thistleknot. The community does surprise me yet again. In a positive way.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: zenerbufen on May 21, 2012, 09:36:26 pm
Meph, what is that dotted section in south america? Did you fall asleep and wake up on the other side of the continent?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: Meph on May 21, 2012, 09:46:51 pm
Dotted lines are boats. That was about 5000km on the amazon, from the peruvian andes to the brasilian ocean. And that took 4 weeks, and I was definetly not asleep. At least not all the time. ;)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: Jeoshua on May 21, 2012, 09:58:07 pm
You try riding a bike through the Amazon...  See how that goes ;)

Chile should be fun.  That first part will probably be mostly downhill, from the top of the Andes, right?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: Arbinire on May 21, 2012, 09:59:11 pm
looks like a fun trip, though I'm gonna shamelessly plug my homestate(coincidentally toady's as well) and say your next trip through the states you should totally take I-5 up here to Washington then I-90 across the northern parts of the US.  It's rather gorgeous up here, plus we have The Sounders FC, lots of bike trails, and you can't beat Mt. Rainier when it comes to mountains in this hemisphere ;).

Also, sounds good your plans for the mod, same as it was for Deon.  Sometimes the easiest way to clean a house is to set it afire and build a new one atop the ashes ;).  Maybe in that time too Toady'll have made more changes that'll allow you to do more of the things you'd like too that you constantly have to tell people "I'd like to do that, but that's a hardcoded feature with no workarounds."

Good luck on your trip and take 'er easy.  And if she's easy, take 'er twice.  :P
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: Meph on May 21, 2012, 10:00:35 pm
@Joshua: The red line... is what I have finished already. I have only a little tiny bit of blue left in northamerica, before the next stopover at home. Next after that will be silkroad to china, asian islands for half a year, then transsib back to europe, next stop. Should take at least another year.

And the andes were mostly uphill, downhill, uphill, downhill.. all the way from ushuaia till colomia.

@corrosivechains: Thanks, someday I come back to northamerica, if for nothing else then the denali. A friend of mine is just climbing it, and the bastard did not even invite me (well, he did, but I have my gear not with me) Anyway, no disrespecting women here. Keep it civil, I know it is the internet, but still... ;)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: thistleknot on May 21, 2012, 10:09:12 pm
looks like a fun trip, though I'm gonna shamelessly plug my homestate(coincidentally toady's as well) and say your next trip through the states you should totally take I-5 up here to Washington then I-90 across the northern parts of the US.  It's rather gorgeous up here, plus we have The Sounders FC, lots of bike trails, and you can't beat Mt. Rainier when it comes to mountains in this hemisphere ;).

Also, sounds good your plans for the mod, same as it was for Deon.  Sometimes the easiest way to clean a house is to set it afire and build a new one atop the ashes ;).  Maybe in that time too Toady'll have made more changes that'll allow you to do more of the things you'd like too that you constantly have to tell people "I'd like to do that, but that's a hardcoded feature with no workarounds."

Good luck on your trip and take 'er easy.  And if she's easy, take 'er twice.  :P

I'm from washington, I second this.

I second this for a second reason.  Toady is there (last I checked his round a 'bouts were near the 5).  Maybe you should reach out to him, share what you've done modding wise with him.  I'm sure he'd listen you coming from around the world on your trip, contributing so much on his forum.  I dream of just making a drive by thru his area and offering to take him to lunch, maybe you should say hey.  Maybe we can all (on your thread) say hey if you do indeed intend to make a trip through.  Recommend raw features for power generation! ;)

The area is mother f'n beautiful.  It's ALL GREEN, all year round, but not like jungle green, more like grass green, but there are a ton of trees, and mountains!  Cuz it's next to the rockies.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: Corai on May 21, 2012, 10:15:35 pm
Be careful on the silk road, thats where the Black Plaque started! We dont need any Meph Husks running around!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: Jeoshua on May 21, 2012, 10:17:26 pm
Good luck on your trip and take 'er easy.  And if she's easy, take 'er twice.  :P
Anyway, no disrespecting women here. Keep it civil, I know it is the internet, but still... ;)

As a fellow member of the poor, misunderstood people of the United States, I would like to say that... you just didn't get the joke.  No disrespect to women was intended in cc's post there.  Just a light-hearted comment.

And if you didn't catch it... most of this posting was completely sarcastic, except the part about cc not being a woman-hater ;)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: Arbinire on May 21, 2012, 10:20:45 pm
http://maps.google.com/maps/place?hl=en&cp=11&gs_id=5z&xhr=t&bav=on.2,or.r_gc.r_pw.r_qf.,cf.osb&biw=1920&bih=936&um=1&ie=UTF-8&q=mt+rainier+national+park&fb=1&gl=us&hq=mt+rainier+national+park&hnear=mt+rainier+national+park&cid=6698156646550578200&ei=9gW7T4HmIK3SiAKKiOztDQ&sa=X&oi=local_result&ct=photo-link&cd=1&resnum=10&sqi=2&ved=0CBEQnwIoADAJ

a review and slideshow of Mt. Rainier National Park.

And as to the comment, I meant the trip....yeah, the trip <_< >_>
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: nekronuke on May 21, 2012, 10:38:40 pm
hike MT. Shasta in california. And on your way stop in corning. So i can touch your hand.









gooby please
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: Corai on May 21, 2012, 10:40:52 pm
Stop in Palm Desert if your going that way, its a quaint town. And I should know, I live there! Its not that fancy, but its quiet and nice if you want to just relax for a few days.


Plus our girls make Playboy's look like she-hags. 8)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: Arbinire on May 21, 2012, 10:56:53 pm
Stop in Palm Desert if your going that way, its a quaint town. And I should know, I live there! Its not that fancy, but its quiet and nice if you want to just relax for a few days.


Plus our girls make Playboy's look like she-hags. 8)

hehehe, and I get reprimanded for disrespecting the ladies ;)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: zenerbufen on May 21, 2012, 11:07:51 pm
Corai! Someone else just got told for that behavior.  >:(

Meph: So, if I read your post right... everything I do while you are away is going to be thrown away and you are going to start over!? Sigh, I had hoped you would actually look at the work I'm going to contribute before throwing it in the "Recycle Bin"
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: Arbinire on May 21, 2012, 11:08:53 pm
Corai! Someone else just got told for that behavior.  >:(

Meph: So, if I read your post right... everything I do while you are away is going to be thrown away and you are going to start over!? Sigh, I had hoped you would actually look at the work I'm going to contribute before throwing it in the "Recycle Bin"

It's the clown avatar :P
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: nekronuke on May 21, 2012, 11:10:52 pm
oh, i also crash on year 73 during world gen, as does a friend of mine <_<
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: Jeoshua on May 21, 2012, 11:13:38 pm
zener:

No, what Meph is going to do is what most of the other big mod authors are doing right now.  These mods have been developed over 31.25 -> 34.10.  There are a lot of changes.  So they're starting "fresh".

That doesn't mean new things aren't going in.  That means they're adding stuff to Vanilla 34.10 instead of taking the 31.25 derived versions they're working with now and upgrading them completely to 34.10 standards.

In other words, it seems, everyone is going to create a new MAJOR version, instead of just upgrading again.

So keep working on what you're working on, but take special note that if you're basing it off things in Masterwork currently, the underlying stuff might shift around or become obsolete.  So don't make anything using the smoke reactions, or copy creature tags from any Masterwork-specific creatures.

If you're making something from SCRATCH that could go into VANILLA DF, Meph may still consider putting it in to the next version of Masterwork.



Ninja'd by the thread author  ;D
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: Meph on May 21, 2012, 11:13:58 pm
@zenerbufen: No, not quite like this. First of all I would start working with the Mod as a base, to get the example raws. The manual would be great, because I would only have to rewrite the text, the reactions setup is mostly ok, and will probably, except some balancing, stay. The GUI you want to write, for all three platforms, I would of course keep, and use for the new version of the mod. Seems way better then VB, which is windows based, and even then some people have problems with the .NET-framework.

The support in the thread is also not wasted, because the people will play this mod in the meantime. I hope ;)

I dont know how much else you plan to do ? The bugfixes would be obsolete, yes, but the manual, gui and support here in the forum definetely will not go to waste. Same goes for eventual updates to new df versions, although I hope today slows a bit down. If you still have questions, PM me, I am still here till tomorrow afternoon.

@nekronuke: send you a PM

@jeoshua: Correct, but for different reasons. Both deons and me will do this since we were noobs when we started these mods, so there is a lot of clutter in them. Now, with higher skills, we both hope to create a better version from scratch. I considered it, then disregarded it as too much work, then saw that deon started. Challenge accepted. And the poor hugo lost most of his data on regeneration, so he has to start anew.

PS: I will definetly set up a plan. A proper game design something, with goals and interlocking features. Not like I did this, with: Oh, I add this, and then maybe this, and wow, someone wrote Mod XYZ that I could fit in... things should be way more balanced. I do have the benefit of not having to work (as in: a job) so I can put as much time and effort into this as I want. As long as it is fun, I do it. And I love that so many people are interested in this first mod of mine. :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: Arbinire on May 21, 2012, 11:26:44 pm
well then back on topic for the mod, I do have one question/request for before you take off on your trip tomorrow Mr. Meph....

Mercury in jars instead of bags?  Any simple fixes for this, even if it's just a copy/paste job?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: Jeoshua on May 21, 2012, 11:31:54 pm
Major Features, as I see it, for this mod (for an opinion):


Theres lots of other features, but if Masterwork 2.0 had just those features, it would still be worth a download.

Oh, and deffinitely think about having a switch for the whole "Evil Ethics" for the Dwarves.  I can't seem to generate enough worlds where they're not at war with everyone nearby.  I realize that's supposed to be a difficulty thing, but it would be nice if only the ambusher and babysnatcher types wanted to war with the Dwarves, instead of just about everyone ;)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: moisesjns on May 21, 2012, 11:59:26 pm
ok i figured out a lot of my problems. and i came up against another one. i cant locate the guildhall. i have looked in workshops and furnaces and dont see the option to build a guildhall. unless i have to buy that from other dwarves.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: zenerbufen on May 22, 2012, 12:06:53 am
Well here is my current TODO list, (of course subject to change at any time)
Thoughts? You should be able to keep all that if your just reworking the raws.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: zenerbufen on May 22, 2012, 12:10:36 am
ok i figured out a lot of my problems. and i came up against another one. i cant locate the guildhall. i have looked in workshops and furnaces and dont see the option to build a guildhall. unless i have to buy that from other dwarves.
Removed, because they broke other things.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: Meph on May 22, 2012, 12:29:15 am
Quote
Mercury in jars instead of bags?  Any simple fixes for this, even if it's just a copy/paste job?
This should be fixed, I am working on a last update. Here the changelog so far:

##################################
######    PATCH 1.9.2       ######
##################################

 - Removed fire_safe tag from pipes needed for the great magma forge
 - Added 2 new reactions to pet armory: recycle broken iron/steel armor. For "armored dog iron" that is left after

butchering.
 - Updated Jolly Bastion Set to 34.10
 - Updated Dwarf Therapist to 34.10
 - Updated DF to 34.10
 - Updated Mouse Fortress to 34.10
 - Updated dfhack to 34.10
 - Maybe(?) fixed illithids crashing worldgen. This time I redid the creature file, last time was entity file.
    - If this does not work, there will be an illithid exodus in the raws. >:)
 - Maybe(?) fixed the magma-bringing traders. Really sorry for that one.
 - Added sprites for evil dwarves, elves, humans and drow. (carbon copy of normal race sprites for now)
 - Modified bladed/speared minecarts, can no longer be made of wood, only metal now. Need 5 bars to be made.
 - Added bladed/speared tracktraps, same as the minecarts, but no container capacity. Only need 1 bar to be made.
   - You can put these on automated/powered tracks and have invaders run through them. Fun.
 - Raised values of alchemical ingredients (mercury, truesilver and so on)
 - Magma-safe block reaction now produces 4 blocks, as intended, not just one.
 - Changed tooltip and text on "Secret" button. Is now "Secret !FUN!" and warns that it makes the game harder.
 - Rebalanced steel making in the blast furnace. Instead of iron+flux+coal=steel it is now:
   - Make batch of 6 pig iron bars, iron+flux.
   - Make batch of 6 steel bars, pig iron+flux+coke.
 - Removed false "compress slade" from stonecutter. Now only to be done in Great Magma Forge.
 - Changed Bifrost setup. First of all fixed traders/caravans having bifrost items and bars.
 - You can now select up to 6 differetn bifrost reactions. Weapon, Ranged weapon, two-handed weapon, armor, shield or ammo.
 - The dwarf will take bifrost boulders and create a random item of the chosen type. Can be a dagger, can be a runic warhammer. Can be a crossbow, can be a mechanized javelin thrower. Can be a pair of high boots, can be a platemail armor.

Runs beautifully, with no errorlog, all utilities working, on 34.10. Still looking if I can find more stuff to fix though. Biggest things should be the Magma in Caravans and the Illithids Crash, both "should" be resolved.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: zenerbufen on May 22, 2012, 12:36:55 am
Yes but you didn't update the download?? I just spent a 1/2 hour upgrading the mac port to 1.9.1... again.. oops... well it's got 34.10, just waiting on your new raws for .2
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: Meph on May 22, 2012, 12:38:01 am
I did not update anything yet. Just working on it, since 34.10 came out, otherwise I would have left the mod as it is.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: zenerbufen on May 22, 2012, 02:20:05 am
It's the clown avatar :P
My avatar is not a clown.

It is a yellow human head. All craftsdwarfship is of the highest quality. It is encrusted with blue fingerpaint. It's hair menaces with the spikes of marshmallow. This object is adorned with hanging rings of of foam. It is stuck to a piece of black construction paper with purple bubble gum. On the item is an image of an apple.

A very dwarfy avatar if you ask me.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: Meph on May 22, 2012, 02:21:57 am
Looks like it is straight from Whimsyshire. ;)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: Tierre on May 22, 2012, 02:52:13 am
Meph i just wanted to say a thing about future redesign of mod. I really try to take parts of your mod but they are so hard to locate:) Because raws have everything already and only little parts are changed. But i guess making a big repository of changes and parts would be too much work for only few modders who like to do their own mods (like me). Anyway thanks for this good mod (even though i play my own mod with little (it is going to change soon) parts from your mod, but ideas are great inspirtion for me).

Also good luck on your trip. If you return through transsib... then go to Moscow:) Russia is really beautifull. Visit Altai mountains - they really great. And then on your way back to Germany visit Moscow. It has a lot of beautiful sites. And i live there and would be really glad to meet you:) Maybe even be able to get you a place to sleep at my apartment (thoug i am really low on space). So PM me if you would be visiting Moscow:)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: Mister Always on May 22, 2012, 03:08:38 am
Welp, I'm gonna give this one a whirl. The increased 25% higher FPS is enough of a selling point as it is, and all of the other stuff is just icing on the cake. Scratch that, it's a league of other, smaller cakes, with icing of their own.

Only thing is I think the new, special combat messages look a bit...cheesy? With the runes and such. Well, nevermind that. Time to dive blindly into a completely unfamiliar mod! 
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: vomov on May 22, 2012, 04:57:09 am
New poll has the option: "small file size" as a priority.
Just finished Portal 2 with 15GB size, and currently playing the Witcher 2, with something around 20GB. I don't think 40mb would be an issue.

The option "To test new features, find and fix bugs and balancing issues.", does this mean "more frequent releases and artistic freedom for Meph", or does it mean "a bit more focus on fixing bugs and balancing"?

Also, the list of buildings is somewhat staggering, so would it be possible to somehow put some stuff more into categories and less into massive list?
(somewhat related: why are the kiln and crematorium different buildings? Shouldn't it be the same?)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: Mister Always on May 22, 2012, 05:23:43 am
Speaking of massive buildings lists, is there...any documentation at all, really?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: TehNoob on May 22, 2012, 05:25:45 am
Oooh, what's all this about runed weapons?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: zenerbufen on May 22, 2012, 05:30:57 am
Speaking of massive buildings lists, is there...any documentation at all, really?
Yes,
MasterworkDwarfFortress/Content/Masterwork Manual.chm
MasterworkDwarfFortress/Content/5 worlds.pdf
MasterworkDwarfFortress/Content/10 embarks.pdf
MasterworkDwarfFortress/Content/25 Tips and Tricks.pdf
also everything in the Guides & Readmes folder.
On mac/linux the above pdf's are in the Guides & Readmes folder as well as HTML version of the manual (start with table of contents)

New poll has the option: "small file size" as a priority.
Just finished Portal 2 with 15GB size, and currently playing the Witcher 2, with something around 20GB. I don't think 40mb would be an issue.

The option "To test new features, find and fix bugs and balancing issues.", does this mean "more frequent releases and artistic freedom for Meph", or does it mean "a bit more focus on fixing bugs and balancing"?
Neither, it means involving you the players more in testing, balancing, finding/fixing bugs.
File size is more to do with download times for people with slow internets, or small hard drives common on netbooks and with solid state drives, or those wishing to keep their game on a usb stick.
The next set of releases are mostly going to be cleanup/polish.

Looks like it is straight from Whimsyshire. ;)
Hey now, it's the result of a "Strange mood"  brought on by heavy drinking of booze made out of giant purple mushrooms. not, "Common everyday mood".
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: Zulithe on May 22, 2012, 07:48:55 am
Thank you for all your work Meph, and especially on the Mac version zenerbufen!!! waiting on 1.9.2 :3
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: marc on May 22, 2012, 08:26:49 am
thanks for answer me so fast, i will keep both together in the same  seal room maybe they will start a epic figth any day .
A new monster squad is created in my fortress :D they will protect my  militias in the frist lane in next ambush/ siegue XD
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: soardad on May 22, 2012, 09:31:04 am
Ive downloaded this mod. It looks amazingly great with a side of fantastic. one issue though, when I started a new world and chose my spot. I cant seem to embark on an area larger than about 6x6 without getting a runtime error and having the game crash. minor issue I know- just choose a smaller area, but I like to play with at least a 10x10 for some reason. I dont know if this info helps but im running windows 7,quad core great graphics card. able to run anything ive ever tried . even things that bog down decent computers.- cant wait to dive into this mod and try all the new content. major kudos author
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: Werdna on May 22, 2012, 09:42:49 am
Few thoughts -
- does the new pet armory handle armor from armored horses?
- possibly add an option to Settings.exe to open the 'Guide' directory?  People don't seem to realize its there.

@soardad - are you able to run classic DF at those embark sizes?  I've never heard of anyone getting a full-size fortress stably running at 10x10!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: Gatallorsith on May 22, 2012, 10:15:46 am
FUTURE OF THE MOD

Ok, this will be a longer post, but please stay with me for a bit.
I will not be aviable much the next 3,5 months. (from 21.05 till 10.09) Neither will I activly advance the mod further. That means no new features, maybe some bugfixes, maybe updates to new Df Versions, but I cant and wont promise anything. I am, as always, travelling. The next destination for me is the USA, where I will bicycle the route66, from LA to NY. Since I will be very busy at that part of the trip, and wont just stay in a hostel to code for you guys (Hostels in the States are a tiny bit more expensive then the ones in Latinamerica) and I am not travelling along anymore, but with a girl I met in Belize, and I wont make her wait on me, because I might be  sitting in front of my netbook. Sorry, RL takes precedence here.

My route, for those who care:
Spoiler (click to show/hide)

What does that mean for the mod ?

Zenerbufen was kind enough to offer his assistance. Anyone who followed the modding scene here a bit will know what Deon and Tomitaipo have been doing, so this will be similar. In the time of my inactivity, Zenerbufen will officially tend to the mod. I will be online now and then, read the thread, note down criticism and feedback, bugs and balancing issues. Please still keep posting this, it helps me greatly in refining everything. But the biggest part will be done by him. He is already working on the GUI for linux and mac, coding the linux and mac versions, and plans to make the manual a html. file, incorporating all the graphical guides I made.

How will the mod be continued after that time ?

I will be in Germany (surprise) for the autumn/winter. Mostly to get new sponsorship, set up a better website, take a break and plan the next year of travelling. I will also have access to a real computer, fast internet and as much time as I want. My plans for the mod are simple: I want to restart. Inspired by deon, I would like to do the mod from the start, with a GUI that (hopefully) truly reverts back to Vanilla if everything is off. Without bugs, with proper testing, with more research about realisms and balancing. I will keep what you like, alter what is not as well recieved, and remove what is bad. The main reason for this is: This is my first mod.  When I started writing it, I had no clue what I was doing. Many things are relicts, artefacts of the many changes and dont serve a purpose, and there is the issue that some people have crashes. I really dislike that fact, and will do my best to solve this. Zenerbufen will have something to say about this as well I guess. People voted for Clean Up, and voiced the opinion that the mod would mostly benefit from refining, making the features it currently has better. The easiest way I see for this, is the Restart. If I really manage to write a GUI that reverts back to Vanilla DF, then that would mean that the FPS- DwarfFortress would be included in this. I know some people really liked the idea.

So, there you go. I will be aviable for comments till tomorrow at noon, then depart in a 48h bus ride to Tijuana. Yeah. ;)
Wow, that sounds incredibly fun\adventurous. Have a nice journey, see you in Autumn ;)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: Meph on May 22, 2012, 10:16:32 am
Quote
- does the new pet armory handle armor from armored horses?
- possibly add an option to Settings.exe to open the 'Guide' directory?  People don't seem to realize its there.

Yes, when an armored animal gets butchered you get: "creature name iron/steel" So far this was junk, but now you can make iron/steel bars back from it. Recycle broken iron/steel armor. Edit: Actually, now that I think of it: People could buy these pets just to butcher them for the metal bars. ^^ Have to check how many "iron/steel" parts each of the creatures gives, hope the Elephant will not be unbalanced.

No, wont do that, because the next manual will be html based and will inlcude all those fancy pictures already.

@tehnoob: Runic weapons are upgraded weapons from the weaponry. Seems that not many people do use the option however, I excpected more feedback on them.

@tierre: Moscau is about 1,5 years in the future for me ;) First USA, then break in germany, then silkroad, then islands, then transsib. Will take a while ;)

@gatallorsith: Thanks :)

@all: Trying to upload, internet is as always a bit fickly. Edit: 48%, then cancelled. And again...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: thistleknot on May 22, 2012, 10:31:50 am
can there be a new poll to ask if users want an option to add xelic's and sand raiders from civforge to masterwork?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: Meph on May 22, 2012, 10:45:30 am
Apart from the fact that only clean-up and refining are on the to-do list, that I am not even here for the next months, that the last poll voted against them...  Mepheanstar already said that he rather keeps his works in his mod, and not in others ;)

But is shouldnt be too hard for you to mod them in, just copy the creature and entity file... thats it.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: SAFry on May 22, 2012, 11:39:42 am
I'm not 100% sure if it's this mod but I've been having trouble with fires around my magma forge area lately. I've actually had more deaths from fires then enemies in my latest fort.

I checked reports and announcements but there is nothing, first thing I know is that people start dropping dead and I find smoke and fires. First time it was around my magma forges, 2nd time it seemed to be in by bar storage room. I've taken to paving the floors around the area, the last fire somehow seemed to spread up and down stairs somehow.

One good thing about this mod is you can have stone storage bins which survived the fire! Next time though I'm going to separate my smelters and forges into different areas.

So any ideas what this is? Is it something to do with 'harder smelting'? Are magma monsters spitting fire at me? I've seen this before in reports but it didn't happen this time. I found some molten tin in my bar block room but I don't know if that was from the fire or the cause of the fire?

Maybe it would be an idea to include an announcement or report when a smelter accident or wapstone injury happens just so we can go back and see what's going on.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.1 - for 34.09 :)
Post by: Meph on May 22, 2012, 12:00:29 pm
>>> NEW DOWNLOAD V 1.9.2 <<< (http://dffd.wimbli.com/file.php?id=5315)

 - Updated to 34.10
 - Full dfhack this time
 - New Therapist feature, Role Tab. Replaces Dwarven Guidance Counselor.
 - Bifrost making rebalanced.
 - Blast Furnace steel making rebalanced
 - Minor bugfixes.

Spoiler: Full Changelog (click to show/hide)

EDIT: Yes, this is harder smelting, things can catch fire, but is it rare.

Quote
an announcement or report when a smelter accident or wapstone injury happens
Cant mod annoucements... But you get: You have struck warpstone, before the injury ;)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10
Post by: SAFry on May 22, 2012, 12:14:41 pm
Darn, guess I'll just have to build it into my next fort, walls and doors separating smelters and paved floors. Also keep my highly skilled metal craftsmen in a separate area.

Wonder if somebody was wheeling a flaming bin around and put it down in the bar storage room? Not sure I like all this carting around containers, it's causing me a lot of odd problems.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10
Post by: maki32 on May 22, 2012, 12:38:38 pm
Anyone can show us how is seen this mod with the Jolly bastion tileset? Thank you!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10
Post by: Meph on May 22, 2012, 12:45:51 pm
Open this file: Masterwork Settings 1.9.2.exe. Click on the "tileset:Phoebus" button, to cycle through all the tilesets. Done. You have to gen a new world for the change to take place.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10
Post by: Flobulon on May 22, 2012, 12:50:31 pm
Dwarf Fortress my friend, it has been too long! Time to strike the earth once again.

Thanks for all your hard work as always, Meph.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10
Post by: SAFry on May 22, 2012, 12:59:38 pm
World gen crash with Illthids on at 50 years, 69 years then 93 years (v1.9.2). On my custom medium sized world with 30 civs. Going to try without them now...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10
Post by: Meph on May 22, 2012, 01:00:21 pm
Awesome, both smake and you are back ;)

Your caste guide is outdated, come on there is work to do :P Your building guide inspired me to do all the guides, for all buildings btw, people have to thank you for that.

I will be off now. 48h busride await me, and then: USA. Good luck and have fun with the latest update. I hope you will enjoy it, and best of luck to zenerbufen with his overburdened to-do list as well.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10
Post by: YuriRuler90 on May 22, 2012, 01:05:08 pm
Good luck Meph.

Oh, and nice beard. (http://www.flickr.com/photos/38791637@N04/5651136270/in/photostream)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10
Post by: SAFry on May 22, 2012, 01:06:19 pm
hmm works fine without the Illthids...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10
Post by: moisesjns on May 22, 2012, 01:44:35 pm
found a bug. my millitary dwarf goes to put on plate armor from the magma armory and then just stays there. he does not move anywhere even if i station him to move. if i remove him from the millitary he wills tart moving again.

disregard i fixed it
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10
Post by: Meph on May 22, 2012, 01:54:17 pm
Ok, made a little note on the frontpage about the illithids. Still baffles me, since I redid both the entity file as well as the creature file.

Anyway, I am off now. For real. So no more offtopic please :P Till... sometime next week I guess.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10
Post by: moisesjns on May 22, 2012, 02:17:17 pm
I really am bad luck. making rock decoys at the rock forge freezes my game. anyone got any knowledge of what is causing this?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10
Post by: Arbinire on May 22, 2012, 03:42:18 pm
thank you and good luck meph (Though you've already left and who knows if you'll get to see this).

@Zen, ok, it's a masterwork clown then ;)  Also thank you too for the work you have put in for the linux and mac users already, and for the work you'll be doing for us windows users in the coming weeks.

Downloading 9.2 now, I'll keep you posted.  And as to the runed weapons, I'll give input once I finally get there XD.  Like I said earlier, I get gaming OCD :P.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10
Post by: nekronuke on May 22, 2012, 03:59:19 pm
Frost wyrms shouldn't have trapavoid D: no titan should D:
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10
Post by: Gatallorsith on May 22, 2012, 04:16:51 pm
About to start my new MW world  8)
Maybe It's already planned, but I'd like to add on the eventual "to do" list:

- what exactly are the features that need a new world when changed in the UI? (if any)
- animal sex displayed (fundamental in embark)
- balanced animal grazing (bigger animals equal bigger pastures, even if possibly not at the extreme default DF levels)

Also one or two newbie questions:

- forges accidents: are they curable in hospitals? For "burning" ones i suppose having a close source of water would be useful (?)
- Is there a way to totally avoid the usual "missing characters" bug?

Thx
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10
Post by: SeigeOps on May 22, 2012, 04:31:43 pm
Hmm, in the 'Custom Utilities' Tab there's something called: 'lib\jansi-1.8.jar'. I'm guessing its a leftover artifact from you updating Meph? Also, I noticed that Ithillids are on by default.

More importantly, I've noticed that Creepers always default to 'yes' whenever I open the Settings utility. This has been happening for the last couple of versions.

Edit: Sounsense no longer works too.

EditEdit: The Utility itself works but it the shortcut in the settings menus does not.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10
Post by: zenerbufen on May 22, 2012, 04:49:35 pm
Also one or two newbie questions:

- forges accidents: are they curable in hospitals? For "burning" ones i suppose having a close source of water would be useful (?)
- Is there a way to totally avoid the usual "missing characters" bug?

what exactly are the features that need a new world when changed in the UI? (if any)
There are ways to heal your dwarfs other than hospitals.
Could you elaborate on the missing characters bug? I don't know to what you are referring.

The settings on the first page generally do not require a new world. The exception being graphics packs. If these are changed you need to generate a new world if you are seeing incorrect graphics.

1.9.2 for mac is ready, just doing a few tests.. and then putting together linux, and uploading. Thanks for your patience.

Siege, Thanks for the report about creepers but I don't have the ability to fix that. When the new GUI is finished however that problem should be resolved. The same goes for the soundsense link.  I've noted them however and will pass the info along to meph if wants to do an update before I finish the new gui.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10
Post by: CheatingChicken on May 22, 2012, 05:49:09 pm
I just embarked on my first 1.9.2 world.
Just after the game starts I had my first "Oh Armok, no!" moment.

Is this supposed to be happening?

(http://puu.sh/wecW)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10
Post by: SeigeOps on May 22, 2012, 05:58:21 pm
I just embarked on my first 1.9.2 world.
Just after the game starts I had my first "Oh Armok, no!" moment.

Is this supposed to be happening?

(http://puu.sh/wecW)

Unfortunately, yes. Keep a wide berth. Thankfully, they don't leave trails like foul blendics(sp?) do.

They're not aggressive from my own experiences, but inflicting any kind of injury on them is fatal to all. Nevertheless, my mouse was never too far from the clean function on DFHack when they showed up.

Edit: Is there anyway to have my military dwarves keep their shoes on when on duty? They always seem to toss them off whenever I assign them boots.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10
Post by: azrael300 on May 22, 2012, 05:58:21 pm
when i play with dfhack
dfusion + starting population editor + changes to (put number here)+ dwarffortress(and masterwork) = dwarf fortress crashing

meaning changing the population with dfhack crashes dwarf fortress. it worked in 1.8.1 though
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10
Post by: saintjebus on May 22, 2012, 06:00:25 pm
I downloaded this mod for the first time. Whenever I try to generate a world using the Diverse set, the game crashed. Seems to work with the beginner set, though.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10
Post by: azrael300 on May 22, 2012, 06:06:36 pm
I downloaded this mod for the first time. Whenever I try to generate a world using the Diverse set, the game crashed. Seems to work with the beginner set, though.
lllithids on?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10
Post by: saintjebus on May 22, 2012, 06:10:16 pm
I don't know what that means.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10
Post by: azrael300 on May 22, 2012, 06:12:10 pm
I don't know what that means.
go to your masterwork settings and go to races
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10
Post by: saintjebus on May 22, 2012, 06:13:57 pm
Oh, facepalm. I totally missed the settings application and opened DF up on its own. Thanks.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10
Post by: azrael300 on May 22, 2012, 06:14:54 pm
Oh, facepalm. I totally missed the settings application and opened DF up on its own. Thanks.
your welcome
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10
Post by: zenerbufen on May 22, 2012, 06:22:27 pm
when i play with dfhack
dfusion + starting population editor + changes to (put number here)+ dwarffortress(and masterwork) = dwarf fortress crashing

meaning changing the population with dfhack crashes dwarf fortress. it worked in 1.8.1 though
Could you test this with dfusion and vanilla 34.10? Thanks!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10
Post by: saintjebus on May 22, 2012, 06:41:51 pm
So, my first outing in masterwork DF was .... interesting. I embarked on a serene biome, started looking around, and then it started to snow gold dust. All of my dwarves looked around, took stock of the situation, and immediately leaped into the 4 z-level waterfall that dominated the center of the map.

Much fun. :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10
Post by: zenerbufen on May 22, 2012, 07:23:10 pm
1.9.2 for Mac (http://dffd.wimbli.com/file.php?id=6368)
1.9.2 for Linux (http://dffd.wimbli.com/file.php?id=6369)

I was having issues with third party tools and 34.10 so I have left them out of the download.
If you use these please provide me feedback on your experience. Thanks :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10
Post by: golgy on May 22, 2012, 08:23:44 pm
1.9.2 for Mac (http://dffd.wimbli.com/file.php?id=6368)
1.9.2 for Linux (http://dffd.wimbli.com/file.php?id=6369)

I was having issues with third party tools and 34.10 so I have left them out of the download.
If you use these please provide me feedback on your experience. Thanks :)

I have a Linux workstation that from time to time I download a pack for, and play on.

Is there any testing that you need done?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10
Post by: zenerbufen on May 22, 2012, 08:43:42 pm
I haven't done much more than install, generate a few worlds, and start a couple embarks. I'm interested in the out of the box experience.  How hard is it to get going, find the help, make changes, etc.

There is no settings program on linux/mac currently but you can turn some features on/off manually by renaming files (like i did for illithids), copy folders(graphics packs), or doing find / replaces, comment/uncomment in the raws. Since most of the stuff is on by default you can just remove most of what you don't want.

I tried to make it as easy to figure out as possible. If I failed please let me know.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10
Post by: golgy on May 22, 2012, 09:21:00 pm
I haven't done much more than install, generate a few worlds, and start a couple embarks. I'm interested in the out of the box experience.  How hard is it to get going, find the help, make changes, etc.

There is no settings program on linux/mac currently but you can turn some features on/off manually by renaming files (like i did for illithids), copy folders(graphics packs), or doing find / replaces, comment/uncomment in the raws. Since most of the stuff is on by default you can just remove most of what you don't want.

I tried to make it as easy to figure out as possible. If I failed please let me know.

Disclaimer: I'm a systems admin, so i'm not terrible.

I didn't find the Linux version particularly easy to use. There's very little in the way of documentation on how/where to turn the various options off, and what documentation there is - you have to go digging for. I thoroughly understand it's difficult to maintain a Linux version, that works across versions, that's easy to make work.

Proposal: An "ini file" which has configuration sections with FEATURE=TRUE/FALSE ( or 0/1 depending on what you like ), and a "reconfigure" script which parses what the state should be. Write it for /bin/sh and you should have cross-platform compatibility ( and in the absence of a GUI to do it all that's cross-platform, it would likely be not terrible to use for the Mac version either. )
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10
Post by: CaptApollo12 on May 22, 2012, 09:47:08 pm
To: Zenerbufen and all modders
Thank you, especially Zenerbufen for mac compatibility (as my Gf just got into dwarf fortress and she has a mac) I really like the mod. Especially the ability to cut down on different things that slow my forts down to Fps death. Thank you.

Edit: Norton decided to nerf Pan.exe and Rule.exe. Is this very important?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10
Post by: Shukaro on May 22, 2012, 10:34:04 pm
Edit: Norton decided to nerf Pan.exe and Rule.exe. Is this very important?

It is if you'd like to use my Mouse Fortress Utility. I'm not sure why it would flag those as suspicious, you can look through their contents here: https://github.com/Shukaro/MouseFortress
Then again Norton isn't a very good AV. :(
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10
Post by: zenerbufen on May 23, 2012, 12:00:38 am
I haven't done much more than install, generate a few worlds, and start a couple embarks. I'm interested in the out of the box experience.  How hard is it to get going, find the help, make changes, etc.

There is no settings program on linux/mac currently but you can turn some features on/off manually by renaming files (like i did for illithids), copy folders(graphics packs), or doing find / replaces, comment/uncomment in the raws. Since most of the stuff is on by default you can just remove most of what you don't want.

I tried to make it as easy to figure out as possible. If I failed please let me know.

Disclaimer: I'm a systems admin, so i'm not terrible.

I didn't find the Linux version particularly easy to use. There's very little in the way of documentation on how/where to turn the various options off, and what documentation there is - you have to go digging for. I thoroughly understand it's difficult to maintain a Linux version, that works across versions, that's easy to make work.

Proposal: An "ini file" which has configuration sections with FEATURE=TRUE/FALSE ( or 0/1 depending on what you like ), and a "reconfigure" script which parses what the state should be. Write it for /bin/sh and you should have cross-platform compatibility ( and in the absence of a GUI to do it all that's cross-platform, it would likely be not terrible to use for the Mac version either. )
I'd be more inclined to use python since that's what I'm using for the gui. Also Currently things are configures via regex and I have poor experience getting them to work properly with bash/sh/tsch/zsh. I've tried them all and some Idiosyncrasy with special characters and escape codes always end up tripping me up.

The current gui only works on windows, the new one will work on Linux when its complete. Would some python scripts be helpfull in the meantime?

also what documentation was hard to find? EThere should be a folder in the root of the zip with all the documentation.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10
Post by: larkvi on May 23, 2012, 10:22:21 am
I can't create a world in 1.92 with default settings--always crashes in worldgen.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10
Post by: SAFry on May 23, 2012, 10:39:57 am
Larkvi, try turning off the Illthids race.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10
Post by: larkvi on May 23, 2012, 11:34:58 am
That did it--I misread the above posts and though this was resolved.

Incidentally, I got the same error when I tried to enable the elephant invaders.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10
Post by: Meph on May 23, 2012, 12:11:16 pm
Online at a bus station, bus is broken... yeah.

Anyway, thanks zenerbufen, I will upload the new version to the frontpage as soon as I can, but unfortunately certainly not from here ^^ wifi sucks in mexico.

EDIT: OK, Mac Version is up, but my laptop is empty, no power... Linux will have to wait.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10
Post by: Broseph Stalin on May 23, 2012, 04:32:50 pm
when i play with dfhack
dfusion + starting population editor + changes to (put number here)+ dwarffortress(and masterwork) = dwarf fortress crashing

meaning changing the population with dfhack crashes dwarf fortress. it worked in 1.8.1 though
Could you test this with dfusion and vanilla 34.10? Thanks!
I can attest to this happening with vanilla.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 MAC UPDATE
Post by: zenerbufen on May 23, 2012, 04:57:46 pm
Thanks Broseph.

Meph: I uploaded to dffd cause I knew you where out and about, so you wouldn't need to download/reupload.

larkvi: I made a note of that and will do some tests, see if I can reproduce and if they are related.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10
Post by: Kadian on May 23, 2012, 11:16:36 pm
when i play with dfhack
dfusion + starting population editor + changes to (put number here)+ dwarffortress(and masterwork) = dwarf fortress crashing

meaning changing the population with dfhack crashes dwarf fortress. it worked in 1.8.1 though


Yup, "simple embark" lets the game crash - Vanilla, masterwork and probably other mods as well. So it's probably a problem with the coding :/

On another note, the complex "embark" doesn't work either. That's what the windows says after trying to get it to work:

Code: [Select]
Select plugin to run (q to quit):3
found:45200b
dfusion/embark/init.lua:79: did not find patch location, failing...
stack traceback:
dfusion/init.lua:7: in function <dfusion/init.lua:5>
[C]: in function 'error'
dfusion/embark/init.lua:79: in function 'embark'
dfusion/embark/plugin.lua:4: in main chunk
[C]: in function 'xpcall'
dfusion/init.lua:12: in function 'dofile'
dfusion/init.lua:45: in function 'mainmenu'
dfusion/init.lua:99: in main chunk

after that it goes back to the menu.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 MAC UPDATE
Post by: SAFry on May 24, 2012, 12:52:12 am
Hate to add to the list of issues but something funky is going on with Dwarf Therapist too, when I sort by toughness the list is wrong. I don't know if it's sorting by something else but the list isn't in toughness order. Still I'm loving the integrated Dwarf Councillor, never really used it before.

In all I'm very much enjoying this version, as I play on a 37" screen the UI changes make much more use of the available area. Only thing is now there is a long list of materials at the forge and you can't use page up and down to skip through them so maybe some keyboard short cuts for metals etc?

So far I've had no diseases break out but also I haven't had any of those uber dwarves of the legion I liked so much! 
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 MAC UPDATE
Post by: Corai on May 24, 2012, 02:08:01 am
Hate to add to the list of issues but something funky is going on with Dwarf Therapist too, when I sort by toughness the list is wrong. I don't know if it's sorting by something else but the list isn't in toughness order. Still I'm loving the integrated Dwarf Councillor, never really used it before.

In all I'm very much enjoying this version, as I play on a 37" screen the UI changes make much more use of the available area. Only thing is now there is a long list of materials at the forge and you can't use page up and down to skip through them so maybe some keyboard short cuts for metals etc?

So far I've had no diseases break out but also I haven't had any of those uber dwarves of the legion I liked so much!

I am paranoid of carp again, and what would happen if a SECRET met a carp in combat?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 MAC UPDATE
Post by: SAFry on May 24, 2012, 02:29:45 am
Couple forts back I had a guy who kept transforming into a rattlesnake during combat, not a weresnake as far as I could tell. I also found him doing Kung Fu moves in the combat logs, specifically drunken master style.

Wonder if those were secrets?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 MAC UPDATE
Post by: maki32 on May 24, 2012, 02:36:25 am
What is a carp? I didn't saw anyone suspicious in my forts before
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 MAC UPDATE
Post by: SAFry on May 24, 2012, 03:50:13 am
Maki, before my time but I believe the carp used to be quite highly powered and would kill fishermen. I read about it a tutorial but never had it happen before but then I don't hang around rivers much. Have more trouble with cave crocs.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 MAC UPDATE
Post by: Tierre on May 24, 2012, 03:53:57 am
Yeah in times of 40d and even before that (i wasn't there to see it unfortunately) carps were super megabeats.... They took any fisher underwater and killed them there. Rivers were scary places:) That's why there is a cult of carp-god.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 MAC UPDATE
Post by: zenerbufen on May 24, 2012, 04:20:01 am
The included dwarf fortress is bleeding edge, not tried and true. I've noticed a couple quirks myself, since I switched over to playing with the windows port. I can't play without my therapist, and I'm used to it being quirky on the mac. At least it's even an option right now. The mac port doesn't work with 34.10 currently.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 MAC UPDATE
Post by: Shishimaru on May 24, 2012, 06:42:50 am
Hate to add to the list of issues but something funky is going on with Dwarf Therapist too, when I sort by toughness the list is wrong. I don't know if it's sorting by something else but the list isn't in toughness order.
The list is in toughness order, but the symbols in every cell are caste based, so if a caste has 3000 as toughness mean value a dwarf of that caste with 3000 toughness will have an empty cell, while a dwarf of a caste that has 1000 as toughness mean value and has 3000 toughness will have a black diamond in his cell.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 MAC UPDATE
Post by: SAFry on May 24, 2012, 07:13:30 am
Gotcha, thanks Shish, that explains that. Guess its not just the symbol but the description when you hover over too as my third one down said something like very flimsy and had a red square. no big deal now I understand what's going on.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 MAC UPDATE
Post by: splinterz on May 24, 2012, 08:05:37 am
Gotcha, thanks Shish, that explains that. Guess its not just the symbol but the description when you hover over too as my third one down said something like very flimsy and had a red square. no big deal now I understand what's going on.

yeah it's both the description and the drawing icon that are caste based. i wasn't sure if it was better to show the rating within a caste or compared to defaults. for example for the fighter castes, they often have a default very high strength, so they're always going to show as 'extremely strong' or whatever, even though, for their caste, they might be super weak. sorting though will always use the raw values.

however, this way it should match the in-game descriptions for the attributes, as the game changes them based on the caste ranges.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 MAC UPDATE
Post by: SAFry on May 24, 2012, 08:39:38 am
Well after picking dwarves with weapon skills I usually use toughness to pick out my raw recruits. Regardless of what they're like compared to the rest of their caste I still want to be picking from the top of the list which I can now do again with confidance!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 MAC UPDATE
Post by: Arbinire on May 24, 2012, 10:46:21 am
ok, been noticing a quirk since I've updated that I've haven't seen in earlier versions of Masterwork.  I've gone through 3 forts now that have been totally wiped out by summer of the first year by centaurs.  Wouldn't be so much a post worthy issue except in the first embark I had my walls all up and even cage traps, and had caught a couple other centaurs so I assumed one just escaped from a cage trap while it was being brought to my animal stockpile.  The second embark I had walls up but no traps, but I had both wardogs and war mastiffs tethered around the top level of my staircaise (6 in all) and somehow the centaur made it into my fort without fighting my dogs.  The third time I had just a ramshackle fort of 2 layers going, not much for defenses, no walls yet as I was setting up plugs to punch an aquifer, and again somehow the centaur made it into my fort.

I might just not be paying enough attention to them entering but It really seems like whenever they spawn 1 seems to spawn right in my fort.  All of these embarks were in good biomes, 2 of which were marshes, and the other a shrubland.  All 3 were flatlands, though the first and second embarks had minor hills on the edges of the map, but I was building dead center.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 MAC UPDATE
Post by: ShadowLop on May 24, 2012, 11:02:37 am
Noticing a possible bug with the Great Magma Forge. Simply put, I can't build one. It constantly asks for 4 magma safe pipes. Built 4 glass pipes, since I've heard glass is magma safe. Nothing. Built copper (since I had no iron/steel yet), nothing. After my first steeloak harvest, make 4 steel pipe sections. STILL demanding 4 magma-safe pipe sections. Working on getting some obsidian pipes, but seriously, how much more magma safe does it want if steel is not enough? It's magma, not nuclear fire straight from the core of the sun...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 MAC UPDATE
Post by: Werdna on May 24, 2012, 12:23:13 pm
Well after picking dwarves with weapon skills I usually use toughness to pick out my raw recruits. Regardless of what they're like compared to the rest of their caste I still want to be picking from the top of the list which I can now do again with confidance!

Highly suggest considering Agility first.  Toughness is important but decent armor essentially replaces it.  Agility determines the speed of the dwarf and how fast he attacks.  It also seems to speed up training speed, probably because an agile dwarf makes more attacks in a period of time, and therefore gains xp faster.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 MAC UPDATE
Post by: shadenight123 on May 24, 2012, 12:33:46 pm
fun fact: I like this mod.
Funnier fact: I keep downloading the mod with the updates.
Ultra fun fact: Real life prevents me from doing MORE than downloading the mod.
XD
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 MAC UPDATE
Post by: CheatingChicken on May 24, 2012, 12:37:10 pm
I just thought i might give some balancing feedback.

This image suggests, that either cloth is incredibly expensive, or leather, specially special leather like dragon scales, which are said to be bronze-like, are extremely underpriced.

Or that dwarves are just terrible traders.

(http://puu.sh/wxuI)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 MAC UPDATE
Post by: Teiresias on May 24, 2012, 01:03:32 pm
For some reason even though the Harder mining is disabled i get traps(Deadly traps that explode when i dig them) in my embarks,i generated several world and its the same in all of them.
Is it supposed to be like this?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 MAC UPDATE
Post by: SAFry on May 24, 2012, 02:18:16 pm
For some reason even though the Harder mining is disabled i get traps in my embarks,i generated several world and its the same in all of them.
Is it supposed to be like this?

Nope, I haven't seen any traps on embark.

@corrosivechains no centars either, maybe the kind of places you like to embark. I did have some a couple versions back who killed my fort off before the first migrant wave, annoying. I now save and exit then continue right after embark and if something goes horribly tits up I use the 'die' command in DFHack.

Hey, don't want to sound like Sir Moans-a-lot, I know this is cutting edge and all that  ;D BUT I've been having more trouble with Therapist. It won't sort crossbow-making, cheese making, clothesmaking or bees. I've been using the DT from 1.9.1 for most things but it can't see some of my dwarves or any castes so I have to have 2 different DTs open at once  :(

*EDIT*

with the version of DT that came with 1.91 it says I have 56 dwarves (but these is at least 1 missing)
the version of DT that came with 1.9.2 says I have 53 dwarves and has my talented fighter dwarf that's missing from the other one. 

**EDIT**

actually 1.9.2 says 53/4/1 so maybe 4 are kids and I'm just missing the one from 1.9.1?

Highly suggest considering Agility first.  Toughness is important but decent armor essentially replaces it.  Agility determines the speed of the dwarf and how fast he attacks.  It also seems to speed up training speed, probably because an agile dwarf makes more attacks in a period of time, and therefore gains xp faster.

thanks for that, will give it a go!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 MAC UPDATE
Post by: Gatallorsith on May 24, 2012, 03:44:32 pm
fun fact: I like this mod.
Funnier fact: I keep downloading the mod with the updates.
Ultra fun fact: Real life prevents me from doing MORE than downloading the mod.
XD
Haha, pretty similar to what happened to me. XD Tbh I also spent a good amount of time documenting on the mod, setting it up, and learning to use perfectworld.


One little doubt: are the manual\guides updated?

PS: another thing: the default embark site is 3x3..can you get it to the default 4x4 in some way?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 MAC UPDATE
Post by: Shishimaru on May 24, 2012, 04:27:08 pm
Hey, don't want to sound like Sir Moans-a-lot, I know this is cutting edge and all that  ;D BUT I've been having more trouble with Therapist. It won't sort crossbow-making, cheese making, clothesmaking or bees. I've been using the DT from 1.9.1 for most things but it can't see some of my dwarves or any castes so I have to have 2 different DTs open at once  :(

Try downloading the last version of Splinterz DT http://code.google.com/r/splintermind-attributes/ (http://code.google.com/r/splintermind-attributes/), this bug was fixed after the release of the 1.9.2
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 MAC UPDATE
Post by: SAFry on May 24, 2012, 04:37:56 pm
Try downloading the last version of Splinterz DT http://code.google.com/r/splintermind-attributes/ (http://code.google.com/r/splintermind-attributes/), this bug was fixed after the release of the 1.9.2

Sweet, that works, nice one Shish. 

Blessed are the cheesemakers!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 MAC UPDATE
Post by: The Scout on May 24, 2012, 04:39:40 pm
What job does it take for people to do the warpstone powder job at the chemist's lab? And does the effect stack?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 MAC UPDATE
Post by: Ishar on May 24, 2012, 04:46:40 pm
As a matter of fact, I had a somewhat similar problem with centaurs. They were just fooling around the map for a while, behaved like benign animals and things like that. Then, they came close to my fort. OK. Then, they came in. Ooookay.
They were faffing about for a while, business going about around them as usual. The dwarves didn't really mind. Then, out of the blue, the centaurs started kicking people. Fortunately I had my military up and running by then, so no real harm done, but still, weird behaviour.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 MAC UPDATE
Post by: Arbinire on May 24, 2012, 05:03:23 pm
fun fact: I like this mod.
Funnier fact: I keep downloading the mod with the updates.
Ultra fun fact: Real life prevents me from doing MORE than downloading the mod.
XD
Haha, pretty similar to what happened to me. XD Tbh I also spent a good amount of time documenting on the mod, setting it up, and learning to use perfectworld.


One little doubt: are the manual\guides updated?

PS: another thing: the default embark site is 3x3..can you get it to the default 4x4 in some way?


Yes there is, you go to data/init folders, then open the d_init file (text document).  Go down till you see [EMBARK_RECTANGLE:3:3] and change the numbers to the sizes you'd like your embark.

As to the centaurs...I was wondering if perhaps it was an issue with my embark locations, but if I remember correctly from the flame skulls, aren't just about all creatures flagged for all areas?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 MAC UPDATE
Post by: daxp on May 24, 2012, 05:37:01 pm
Are transformed golems working correctly? I made one squad of four golems, and one squad with just one golem. In the big squad, only the captain will actually follow orders, and every golem seems to be afraid of enemies. Do they only work when chained up, or did I miss something? Kill commands and move/station commands don't seem to work.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 MAC UPDATE
Post by: kizucha on May 24, 2012, 05:38:37 pm
Uhm i dont can seed carrots? ??? Or i do something wrong? :-[
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 MAC UPDATE
Post by: The Scout on May 24, 2012, 05:39:48 pm
Alchemy it is. Now how do I get him to consume this bag of warpstone powder?
Ach, mining the stable warpstone isn't giving the bonus. How does it work now?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 MAC UPDATE
Post by: zach123b on May 24, 2012, 07:00:13 pm
just saying, in the raws the centaurs can be in any land biome, have each curiousbeast token, building destroyer one so wooden doors and workshops they destroy and they can open doors.  build stone doors and lock them when they enter the field, maybe trap the door to lock on a pressure plate.  or just have weapon/minecart trapped hallways
they are 9.5 times the size of a dwarf as well :P

i think the warpstone powder is used to make warpstone turrets now, could be completely wrong though
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 MAC UPDATE
Post by: tahujdt on May 24, 2012, 08:35:45 pm
BTW, drake scale made into bags actually produces drake scale chests. How can I change this?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 MAC UPDATE
Post by: zenerbufen on May 25, 2012, 01:04:02 am
One little doubt: are the manual\guides updated?

PS: another thing: the default embark site is 3x3..can you get it to the default 4x4 in some way?

I can confirm that the guides have been updated with each recent update.

@corrosivechains centaurs are building destroyers, and can open doors. They don't have trap avoid though so your cage traps should still be catching them. I've had centaurs but they just came onto my map, stared at my fort for a while (the door was closed) and left. edit: If you use drawbridges as doors centaurs can't get past.
@cheatingchicken Thanks for the report, it's been added to the list of things to look into
@Teiresias I play with harder mining on, and haven't seen a trap yet. What are these traps? creatures? soil tile? If changing your embark location doesn't work I can look into this further for you.
BTW, drake scale made into bags actually produces drake scale chests. How can I change this?
What workshop are you trying to make the bag at and what is the name of the reaction called? Also drake scale is not considered a leather, I don't think you should be able to make bags out of them at all.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 MAC UPDATE
Post by: Panopticon on May 25, 2012, 01:07:14 am
When I was looking for fort locations earlier for the community fort I found the occasional "Deadly trap cluster", I assume that is what Tieresias was talking about. Haven't experienced them myself though.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 MAC UPDATE
Post by: zenerbufen on May 25, 2012, 01:48:37 am
Thanks panopticon, that really helped.

Ok here is the deal with traps. There are toggled on the building page, under archeology. They are actually considered a fossil. If you turn them off you won't be able to find some neat awesome stuff in the ground, but you also won't happen upon the traps any more either.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 MAC UPDATE
Post by: McCrow on May 25, 2012, 06:12:44 am
Hey, I'm still having trouble getting the Great Magma Forge to build, saying that I don't have magma-safe pipes (I do). I've tried removing the [FIRE_BUILD_SAFE] tag for pipes in the building_great_magma_forge file in raw>objects folder, but that did not make a difference. Is there something different that needs to be edited?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 MAC UPDATE
Post by: Werdna on May 25, 2012, 09:36:57 am
BTW, drake scale made into bags actually produces drake scale chests. How can I change this?
What workshop are you trying to make the bag at and what is the name of the reaction called? Also drake scale is not considered a leather, I don't think you should be able to make bags out of them at all.

IIRC, I believe the problem is that the drake scale has the [HARD] tag, and any material with that tag becomes a chest instead of a bag.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 MAC UPDATE
Post by: Ishar on May 25, 2012, 09:47:39 am
just saying, in the raws the centaurs can be in any land biome, have each curiousbeast token, building destroyer one so wooden doors and workshops they destroy and they can open doors.  build stone doors and lock them when they enter the field, maybe trap the door to lock on a pressure plate.  or just have weapon/minecart trapped hallways
they are 9.5 times the size of a dwarf as well :P

So that's why they tend to do so much damage. Huh.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 MAC UPDATE
Post by: Marc Remillard on May 25, 2012, 10:02:46 am
I've had a frustrating one just now - before saying that though, the MW mod has made the game a huge amount better, expanded it a lot beyond the ol' goblins.

A siege occurred, naga people I think, and it 'locked things up' from there - as in, I'd turtled to build steel armour etc, left them outside, there was also a lord vampire out there. The Nagas were riding flying beasts, and flew a few Z levels above the southeast volcano. And stayed there.

So once I felt the little peanuts were up to the action, I opened the gate. Lord Vampire ran in, jumped happily into a cage trap, and I designated him to the Target Practice room. He could move fast, but went down.

Anyway, I can't get at the siegers now. They're down to four, and just float around. I've built a little bridge over to them on the volcano, thinking its a pathing issue, its not apparantly. Not that I mind an odd naga or two hanging around, but since they've arrive, I've had zero caravans. Maybe a coincidence. I've also done the trick of bridging up an entry for traders to the traders depo (ramps leading down into the fortress, bridges blocking to the edge)... otherwise pretty unplayable imo. But the first 3-4 trade caravans were fine.

Anyway, maybe a vanilla bug. Puts a bit of an end to the fun though.

Other thing I had a question for, and after searching couldn't find, silk worms. I bought a few from the trader and I've tried to get them producing silk to no avail. Built their cage around some hives, had a beekeeper, locked the door so the little gollums wouldn't kill them. Can't get those guys to work. In the end I opened the doors, and the cats got em.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 MAC UPDATE
Post by: Werdna on May 25, 2012, 10:15:24 am
Hey, I'm still having trouble getting the Great Magma Forge to build, saying that I don't have magma-safe pipes (I do). I've tried removing the [FIRE_BUILD_SAFE] tag for pipes in the building_great_magma_forge file in raw>objects folder, but that did not make a difference. Is there something different that needs to be edited?

Make sure you are removing this from the raws in the save game you are loading from (Dwarf Fortress / data / save / region# / raw /objects).

Try removing the PIPE_SECTION line entirely and see what happens?  I looked at my building_great_magma_forge.txt and there isn't even a [FIRE_BUILD_SAFE] on the PIPE line.

Anyway, I can't get at the siegers now. They're down to four, and just float around. I've built a little bridge over to them on the volcano, thinking its a pathing issue, its not apparantly. Not that I mind an odd naga or two hanging around, but since they've arrive, I've had zero caravans. Maybe a coincidence. I've also done the trick of bridging up an entry for traders to the traders depo (ramps leading down into the fortress, bridges blocking to the edge)... otherwise pretty unplayable imo. But the first 3-4 trade caravans were fine.

This is a classic DF bug, flyers don't path well.  Fortress Defense (nagas, etc) sort of makes the problem worse, in that you now have more civs, that can tame more animals, so some civs will eventually tame a flyer and then those sieges are occasionally going to be pretty lame.

There are two things that will help, which I do whenever I add Fortress Defense races:
- do not run a long world gen.  I believe the longer the world generates, the more creatures these races tame, and the more likely they are going to have flying mounts.
- train up marksdwarves.  I always aim to have two squads up and running by the time I get siegers.  They are pretty good at chasing off 'stuck' flying sieges.  Since they need to be sent out of the fort to chase off flyers, be sure to lead with a melee squad to provide them protection - you don't want archers tripping upon an Ambush of goblin lashers or whatever!

EDIT: BTW, as you've noticed, traders will not arrive while your screen is showing the "SIEGE" tag
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 MAC UPDATE
Post by: Marc Remillard on May 25, 2012, 10:21:41 am
Quote from: Bilbo Baggins
I fail at quoting.

Ah ok thanks, yeah I thought I recalled reading a forum/bug report saying something similar. The problem is I can't get the marksdwarves to attack it, its off the rim of the volcano. The bridge should path them there, on the same Z level, but they're quite happy drinking rum indoors despite the order to Move over the there. I don't know if there's  any relationship between them lingering and the lack of traders, though its been ~5 years.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 MAC UPDATE
Post by: Marc Remillard on May 25, 2012, 10:33:49 am
Quote from: Bilbo Baggins
I fail at quoting.

Ah ok thanks, yeah I thought I recalled reading a forum/bug report saying something similar. The problem is I can't get the marksdwarves to attack it, its off the rim of the volcano. The bridge should path them there, on the same Z level, but they're quite happy drinking rum indoors despite the order to Move over the there. I don't know if there's  any relationship between them lingering and the lack of traders, though its been ~5 years.

The other, slight, weird issues that got me were:

1) designating a leather stockpile to receive from another; the target one had Lamellar only, as I wanted that particular workshop to make padded lamellar stuff. The lazy, fat dwarves didn't move anything there, and upon further checking, there's two Lamellar options in the list for the stockpile (and two Leathers etc). Choosing the 'second' lamellar worked.

2) trying the same trick with stone pots, having one larger stockpile Give to the little one. I wanted stone pot stockpile next to my pig tail oil producer... didn't seem to work at all. Maybe vanilla also. In this case there were no odd duplicates, it just didn't work.

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 MAC UPDATE
Post by: cephelo on May 25, 2012, 10:42:58 am
So apparently danger rooms are... incredibly dangerous... with Masterwork. Is there an option to disable this? I'm still getting used to the game and sieges, and have been using danger rooms to make up for the shitty sparring system that seems to break half the time. Is there a way to undo the changes to traps that made them so dangerous for danger rooms?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 MAC UPDATE
Post by: Marc Remillard on May 25, 2012, 10:48:00 am
So apparently danger rooms are... incredibly dangerous... with Masterwork. Is there an option to disable this? I'm still getting used to the game and sieges, and have been using danger rooms to make up for the shitty sparring system that seems to break half the time. Is there a way to undo the changes to traps that made them so dangerous for danger rooms?

There's an option to turn on/off weaker traps, if that's what you're after. I use a danger room, as the alternative is rediculous, and don't have any problems - apart from the eggs running in to grab ddecayed clothes etc. and dying. But if you watch it it should be OK. I normally have the dwarves have full body iron at least before trying the room though. Not so much because they might die, but because they might not train the relevant skills, not sure.
Title: Re: MASTERWORK Dwarf Fortress - v1.9.2 - for 34.10 MAC UPDATE
Post by: tahujdt on May 25, 2012, 01:22:15 pm
@Zenebuferen
 I was just using the Leatherworker's Workshop, which is in vanilla. Everything else makes bags, drake scale makes chests.
 
 In other news, my weaponsmith went secretive and claimed an iridium bar. Then he started shouting for cloth. I used dfhack to check which kind he wanted. Plant fiber.  Don't have it. Great. Fortunately, the caravan came, and I bought some. Now let's see what I get.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 MAC UPDATE
Post by: Gatallorsith on May 25, 2012, 02:36:02 pm
Aren't danger rooms a plain and simple way to cheat?  ???
I'm not an expert, but aren't there alternatives to sparring? And is sparring really broken or It's simply too slow?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 MAC UPDATE
Post by: Broseph Stalin on May 25, 2012, 02:43:04 pm
Aren't danger rooms a plain and simple way to cheat?  ???
I'm not an expert, but aren't there alternatives to sparring? And is sparring really broken or It's simply too slow?
Training is pretty broken. Repeatedly stabbing your dwarves to make them better fighters is dwarfy enough to warrant returns I prefer to capture enemies and create an arena but cage traps are OP too.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 MAC UPDATE
Post by: moisesjns on May 25, 2012, 03:42:43 pm
so quick question. is there a way to choose who dies for armok in my magma temple of armok? i just had my priest kill himself which is no biggy. but i just want to know if the preist always kills himself so i can kill useless workers.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 MAC UPDATE
Post by: The_Final_Stand on May 25, 2012, 04:12:20 pm
Make use of the manager. Label the dwarf(s) you want to sacrifice, give him the Strand Extractor labor, then make sure he/she/they are the only ones allowed to use the temple. Eventually, they'll go down to the temple and sacrifice themself.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 MAC UPDATE
Post by: slay_mithos on May 25, 2012, 04:19:59 pm
Arg, Meph did it again^^

1.9.1 for 34.9 was nice, but now 1.9.2 for 34.10, now we are behind in numbers instead.

That being said, it is nice to see this mod so fast to update that I had to scrap my old fortress to get the new version.
As always, thank for all the work put into it, we are really grateful to be able to play such a nice mod.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 MAC UPDATE
Post by: McCrow on May 25, 2012, 04:21:58 pm
Hey, I'm still having trouble getting the Great Magma Forge to build, saying that I don't have magma-safe pipes (I do). I've tried removing the [FIRE_BUILD_SAFE] tag for pipes in the building_great_magma_forge file in raw>objects folder, but that did not make a difference. Is there something different that needs to be edited?

Make sure you are removing this from the raws in the save game you are loading from (Dwarf Fortress / data / save / region# / raw /objects).

Try removing the PIPE_SECTION line entirely and see what happens?  I looked at my building_great_magma_forge.txt and there isn't even a [FIRE_BUILD_SAFE] on the PIPE line.

The raws for the individual save regions. Thanks! I was looking at the dwarffortress>raw>objects folder. Yours worked.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 MAC UPDATE
Post by: Arbinire on May 25, 2012, 04:32:04 pm
Aren't danger rooms a plain and simple way to cheat?  ???
I'm not an expert, but aren't there alternatives to sparring? And is sparring really broken or It's simply too slow?

I wouldn't call them a cheat, as that implies you're changing the game mechanics to achieve your goal.  At best it could be called an exploit, but considering how long it's been a known subject of debate, if it weren't working as intended then Toady would have worked out a change for it by now.

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 MAC UPDATE
Post by: Broseph Stalin on May 25, 2012, 05:52:54 pm
pet armor recycling is broken so far I've seen it turn a handful of cave croc eggs into 1700 cave croc egg shell bars and boulders into stone bars.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 MAC UPDATE
Post by: azrael300 on May 25, 2012, 07:30:46 pm
the wheelbarow things are not being used by the extra idle 13 dwarfs only 1 and rarely 2 dwarfs use one of the 50 wheelbarows a time!and they all have hulling enabled.

edit. and making me fustrated i tried the routs thing selected a minecart and then dwarf fortress crashes on me.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 MAC UPDATE
Post by: Flobulon on May 25, 2012, 07:38:42 pm
the wheelbarow things are not being used by the extra idle 13 dwarfs only 1 and rarely 2 dwarfs use one of the 50 wheelbarows a time!and they all have hulling enabled.

edit. and making me fustrated i tried the routs thing selected a minecart and then dwarf fortress crashes on me.

You can only have a maximum of three wheel barrows assigned to any one stockpile. Regardless, the new hauling is a hardcoded feature of vanilla Dwarf Fortress, and as such you may find it more productive to post about your troubles in the Gameplay Questions Forum (http://www.bay12forums.com/smf/index.php?board=7.0).
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 MAC UPDATE
Post by: azrael300 on May 25, 2012, 08:04:23 pm
 :o
when i generated a desert (volcanos) thing.... the land mountains and where the water is was exsactly the same as some other different map i generated i typed the seed for that one and now the desert one looks like it... no it is exsactly like it... what are the chances of generating a pre-generated world and its landscape being exsactly the same as someother one you generated with a typed in seed.......
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 MAC UPDATE
Post by: daego on May 25, 2012, 10:58:15 pm
I see some older threads on here about dwarven caravans bursting into flames, but no resolutions that I can see.

I just had my first caravan burn my entire map (and kill most of my dwarves and all of my livestock -- aka, fort died). I can't find the "smoking gun" of what set it off; I think it all burned up by now.

Any ideas on how to stop this? It's not fun at all :/
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 MAC UPDATE
Post by: azrael300 on May 25, 2012, 11:46:15 pm
I see some older threads on here about dwarven caravans bursting into flames, but no resolutions that I can see.

I just had my first caravan burn my entire map (and kill most of my dwarves and all of my livestock -- aka, fort died). I can't find the "smoking gun" of what set it off; I think it all burned up by now.

Any ideas on how to stop this? It's not fun at all :/
you can make the creatures made of stuff that cant burn, stop them from bringing magma in wool bags or you can do this
Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 MAC UPDATE
Post by: daxp on May 26, 2012, 01:24:44 am
Another thing concerning golems: sometimes the transformation doesn't occur. I read somewhere that the transformation occurs due to a syndrome; is the dwarf able to resist the syndrome?

And I still haven't figured out how to make them attack anything. If the dwarf is in the military, I can order it to move or kill, but it won't attack. If I try to remove them and make them ALL captains instead of one squad, I can't add them back to he squad or make them a noble.

I'm about to try making a golem without them being in the military first, and I'm going to try a golem of every type (I've only tried adamantine sword golems) to see if that helps.

EDIT: Made a golem that was not in the military. Can't do anything with it. I can't war train any of the transformed golems either. I'm going to redownload and try again.

EDIT2: New fort, new download. I changed the raws a little so that I could make golems faster (transmutation chamber gave free metal, golem forge did not need a heart), and the same result: the golems are afraid of everything. Can't make one a noble or put them in the military unless they're in before they transform. Also, I've noticed that they seem to follow burrow orders, even if I order them to station outside of the burrow. Is this normal?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 MAC UPDATE
Post by: SAFry on May 26, 2012, 03:51:29 am
I see some older threads on here about dwarven caravans bursting into flames, but no resolutions that I can see.

I just had my first caravan burn my entire map (and kill most of my dwarves and all of my livestock -- aka, fort died). I can't find the "smoking gun" of what set it off; I think it all burned up by now.

Any ideas on how to stop this? It's not fun at all :/

I thought that was caused by bags of mercury which are liquid at room temperature thus causing them to be classified as molten rock and starting fires. Apparently this was fixed with 1.9.2 though?   
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 MAC UPDATE
Post by: Riun on May 26, 2012, 03:58:49 am
To everyone not being comfortable with danger rooms: try embarking with 2/4/6 military dwarves WITH Levels in Teacher/Student (and maybe one in Organizer). I usually go for embarks with at least one Legion/berserker and give them 1Axe/Shield/Dodge/Armor, 1 Student, 1 Organizer, Rest Teacher.
Put them into 2 man Squads (else whenver combat training is organized, one of 10 dwarves goes to sleep/eat/drink and the training is cancelled).
 I Usually have Level10ish weapon/fighting and 5ish defense skills after 6-8 Seasons. Furthermore, the higher Teaching skills allow my starting dwarves to train up Recruits amazingly fast.

TLDR: Take Teaching at embark, Danger rooms are easy mode.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 MAC UPDATE
Post by: Broseph Stalin on May 26, 2012, 04:56:16 am

I thought that was caused by bags of mercury which are liquid at room temperature thus causing them to be classified as molten rock and starting fires. Apparently this was fixed with 1.9.2 though?
I don't know what happened with mercury but the bug has not been fixed .
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 MAC UPDATE
Post by: The Scout on May 26, 2012, 10:43:38 am
So... how do I play on the Gaia map?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 MAC UPDATE
Post by: BackgroundGuy on May 26, 2012, 10:53:50 am
What is a platinum skill aether fracture?  I get that it replaces corpses occasionally, but I don't know what it is or what it does.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 MAC UPDATE
Post by: Flobulon on May 26, 2012, 10:56:46 am
They can be combined at the Creature Research Lab to make a Platinum Skill Aether, which is used to give dwarves legendary powers.

Has anyone been able to successfully build Magma Golem Forges in 1.9.2?
The building asks for ITEM_TOY_BLUEPRINT_GOLEM, but I think this should be ITEM_TOOL_BLUEPRINT_GOLEM.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 MAC UPDATE
Post by: Srial on May 26, 2012, 11:23:28 am
So... how do I play on the Gaia map?

From the start go to 'Design New World with Advanced Parameters' .   On the right select the "Diverse (Many Biomes)" preset.  That is the Garden of Gaia.   You can tune the parameters a bit more, or just go witht he defaults. 
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 MAC UPDATE
Post by: AssassinT90 on May 26, 2012, 01:37:50 pm
Hey guys, I'm here to report about the Carp-God cult.
A very curious thing happened to me. Well, I chose the "Secret !FUN!" in the Creatures tab, expecting to have a lot of fun. Unfortunately, that's not how it happened.

I embarked on a glacier with flux stone, and ice, nothing else, and with all possible invaders and races enabled. I was looking for a hardcore, endless war.

I built a great castle, set a lot of defensive measures, and managed to get past the first waves very, very easily. The problem is that I had wounded soldiers, and I needed water for them. Well, Glaciers aren't known for their liquid water, so I had to find some water underground (I particulary hate the cave-in method to melt ice).

I started to dig until I had found a cavern, and when I found one, I built two wells to generate some water (I built two wells mostly because the wells were in the Z level -12, while the water was somewhere around -70. That made the wells work pretty slow). When the first dwarves used water (my docs for tending wounded dwarves), something curious started to happen.

I must state here that I built the wells right beside the hospital, for more efficiency, and that my chief medical dwarf had his bedroom inside my hospital.
Very well, after the using the water to clean some patients, I saw a fighting report from my chief medical dwarf: he had been stunned by some mysterious evil magic and developed a fear of water. There was something about a Carp God in the report, too.

Let me repeat: after using water from the well, my doctor, who slept 15 steps from the well, started to have hallucinations, developed FEAR OF WATER, and said something about a Carp God.

"Oh, amazing new feature. So the caverns have a carp god in their lakes." "Let him be", I thought, "If he comes up here, we'll have free sea food". Well, I changed my mind when one of my dwarves became a carp god adept. Well, being highly militarized I hadn't much of a trouble in dealing with him.

"Oh, fuck. What a damn coward. Can't believe he possessed a dwarf instead of coming himself." I didn't have enough troops to spare going underground. There were a lot of scary monsters, I couldn't fight them all and defend my fortress at the same time. "Time to sela those wells." And so I did.

Even with the wells sealed, the strange reports continued. Eventually, two dwarves became adepts of the Carp God. They were easily struck down, and were kinda useless dwarves anyways, so no worries. "But it could have been my legendary mason, or my accomplished crossbowman", I thought.

"Time to kill that fish. Let's go see if that carp god tastes good. Maybe his skin will be a good armor." So I sent my miners to dig around the underground lake. To lower the water level, you know. While they were digging, a thunderbird attacked my fortress. I had to defend the fort, so I delayed the Killing-the-carp-god project. to the next season. Meanwhile, I lost other two dwarves.

In the next season, with the project restarted, my miners finally dug around the lake. When the water level went down to 1~2, no Carp God appeared. I was kinda frustrated. "Where'd he go?"

Nonetheless, I sealed every tunnel that would lead to that cavern/well. That hopefully would stop my dwarves from becoming adepts. Too bad a few weeks later other two dwarves became adepts. I killed them. One of them was a great miner. I kept playing, hoping that eventually I would catch the evil force. And so my dwarves started to die. First two useless dwarves. Then a talented hammerdwarf. Then my professional crossbowdwarf, and that was enough for me. Time to look for help in the forums.

When I finally came here, I realized that it was a damn dwarf who was doing creating adepts.

You see, I really enjoyed when a vampire appeared in my fort the second time I played DF. I felt like Sherlock Holmes when I uncovered the vampire without consulting the wiki.
This time, however, I hated with all my strenght the Carp God cult. I was looking for a war, not an investigation. And the circumstances made me believe the threat was outside my fortress, deep in the caverns. I stupidly destroyed my wells and lost two wounded dwarves to dehydration. The Secret !FUN! wasn't funny.

I enjoy losing dwarves in a war, killing thunderbirds, werewolves, undeads, goblins, and things like that. But I hate when they start to randomly go berserk and leave me thinking the cause was black magic coming from a deep cavern when the true cause is a infiltrated dwarf.

Now I'm starting a new fort because I have no clue on how to build wards.

Anyways, this is a really great mod. I loved the invaders. I'll try again tomorrow without the Secret !FUN!.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 MAC UPDATE
Post by: UncleCern on May 26, 2012, 02:37:38 pm
Carp God aka Cthulhu?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 MAC UPDATE
Post by: eyneill on May 26, 2012, 02:43:27 pm
I would be more than happy to help with some Mac testing, I have some basic coding and modding experience and can probably help with some minor tweaking/bugfixing. :D
Title: Re: MASTERWORK Dwarf Fortress - v1.9.2 - for 34.10 MAC UPDATE
Post by: tahujdt on May 26, 2012, 02:48:18 pm
The aforementioned moody weaponsmith gave me an iridium scimitar with a picture of a dwarf in iridium on it. I gave it to a swordsdwarf, gave him a suit of welded mithril plate, and gave him an axedwarf as a sparring buddy. Together, they have killed a FB. The swordsdwarf technically got the "killing blow", because he stabbed it in the spine. I think the axedwarf actually was the one who forced its head into a long distance relationship with its body, though.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 MAC UPDATE
Post by: Arbinire on May 26, 2012, 03:28:27 pm

I thought that was caused by bags of mercury which are liquid at room temperature thus causing them to be classified as molten rock and starting fires. Apparently this was fixed with 1.9.2 though?
I don't know what happened with mercury but the bug has not been fixed .

I can second this now too.  Been fooling around with just random embarks since the centaurs, and this hadn't happened to me since the latest patch, but this morning, new fort, one I was actually going to put some time into, aquifer layers but with meteoric to satisfy my metal needs till I could punch it.  Was digging out an elaborate grid for all my stockpiles underground, but still had all my wood above ground (clearcut the whole damned map cause i was planning on building walls and above ground buildings out of wood till I could punch the aquifer), caravan comes in, I'm underground watching my miners when I get a message "Caravan needs a Trade Depot."  Come up to see the whole surface level ablaze, all of the caravan dead and scattered about, and all of my wood burnt up except for a handfull of pieces.

*chuckles* Kinda funny how all of my fool around/learning embarks are relatively successful, but my serious ones all fail within the first 3 seasons XD.  Damn you Murphey's Law!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 MAC UPDATE
Post by: daxp on May 26, 2012, 05:19:29 pm
Ok, I've been playing with the raws, and I've added PRONE_TO_RAGE to the golems. More specifically, I've added it to the list of tags added when dwarves get the golem syndrome thing. It helped...kinda.

Now, the golems will see something and become enraged and chase it. If they catch it quickly enough, they will fight it. If not, they will realize what they are doing and run away. Then they will enrage again, and chase the creature...then run away. So I believe I'm on the right track, at least.

This probably won't fix the burrow problem (the golems stay in burrows despite orders to station elsewhere), but at least it fixes one problem.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 MAC UPDATE
Post by: Torrasque666 on May 26, 2012, 07:36:26 pm
I know this was asked earlier, but the guy didn't get a clear answer.

Why am I starting out as greenskins now? It even says so on embark, instead of TAB:Dwarfs it says TAB:Goblins.

I have not modded anything, its a clean install.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 MAC UPDATE
Post by: Meph on May 26, 2012, 08:42:12 pm
So, zenerbufen, you like the amount of feedback ?

@the poster above me: Turn illithids OFF in the GUI, as posted on the frontpage.

@torrasque666: Why ? Cant tell with more intel, any settings changed in the GUI ?

@all: Sorry about the magma-content in bags, I havent tracked it down yet, because I cycle too much.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 MAC UPDATE
Post by: zenerbufen on May 26, 2012, 09:44:59 pm
@Meph, I'm taking notes. ;) You will have a nice long list waiting for you when you get back.
@eyneill thanks. I might need you soon, having some issues with aliases and when I fix it id like to test it on another mac before releasing.
@everyone keep the reports coming, sorry if I can't respond to everything, having some stuff go in IRL last few days.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 MAC UPDATE
Post by: Sirmaril on May 27, 2012, 12:19:58 am
This is how I managed to stop merucry AKA quicksilver from burning up stuff:

Find reaction_masterwork in raw folder.

Open it

Then you need to find every reaction with mercury in it and change mercury jar or bag to mercury pot. Then when caravan bring mercury with them, it should stop them from burning up things. I'm not sure as i have not tested it yet, so check it out by yourself.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 MAC UPDATE
Post by: Meph on May 27, 2012, 12:52:31 am
The mercury thing was an educated guess by me. I never said, and I am still not sure, if it really is the mercury. If yes, then it should be fixed... I had hoped that the magma-bag problem was solved, sorry to see that it isnt.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 MAC UPDATE
Post by: AssassinT90 on May 27, 2012, 02:27:23 am
Excuse me if this sounds stupid, but how do I get a ward? I can't see it in my list of buildings, nor I can request it from the trader.
BTW, I'm playing with all new buildings disabled.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 MAC UPDATE
Post by: Meph on May 27, 2012, 02:43:11 am
You should still be able to order them from caravans... under Pets. They are an actual creature currently.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 MAC UPDATE
Post by: AssassinT90 on May 27, 2012, 04:03:08 am
You should still be able to order them from caravans... under Pets. They are an actual creature currently.
Oh. Just found them. Thank you, man.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 MAC UPDATE
Post by: Arbinire on May 27, 2012, 09:50:32 am
The mercury thing was an educated guess by me. I never said, and I am still not sure, if it really is the mercury. If yes, then it should be fixed... I had hoped that the magma-bag problem was solved, sorry to see that it isnt.

The frequency I have experienced the  fires since you made the mercury change has definately dropped, IE it's only happened one time so far now.  Too bad the reports don't alert you that things have been set on fire and what the culpirt is :/
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 MAC UPDATE
Post by: Coco146 on May 27, 2012, 11:44:52 am
Is it possible to reduce the amount of rubble appearing on map?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 MAC UPDATE
Post by: Meph on May 27, 2012, 11:47:21 am
Yes, go to the raws and find rubble in the inorganic_mineral.txt and change the 100 to any smaller number:
YESVAPORSTONE[ENVIRONMENT:METAMORPHIC:CLUSTER:100]
YESVAPORSTONE[ENVIRONMENT:IGNEOUS_ALL:CLUSTER:100]
YESVAPORSTONE[ENVIRONMENT:SEDIMENTARY:CLUSTER:100]

Or just click on: "Less Solid Stone" in the GUI and you kick out rubble all together, and get microline back for it ;)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 MAC UPDATE
Post by: Flobulon on May 27, 2012, 12:27:01 pm
There seems to be a bug with the Brewery - seasoned drinks are not stockpiled correctly, and just stay in the workshop as Drinks(25). The dwarves don't seem to drink them at all. Could somebody confirm?

Edit: Also, the Magma Golem Forge asks for metal mechanisms for building casts (typo, says 'Built') yet as far as I know other than steel these cannot be made.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 MAC UPDATE
Post by: Torgan on May 27, 2012, 12:31:10 pm
Has anyone had a problem with goblins dying out in world gen? I've only genned two worlds successfully out of around ten (I do have illithids turned off) and goblins are dead in both, I've turned up number of civilisations to the max and am just using the default race options.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 MAC UPDATE
Post by: cerberus00 on May 27, 2012, 12:33:10 pm
Every time I turn off the simple items like gems, minerals etc... it crashes when I create a world. Is this a known issue already? I'm just concerned because I haven't seen archaeology veins in a few versions.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 MAC UPDATE
Post by: Arbinire on May 27, 2012, 01:10:57 pm
Has anyone had a problem with goblins dying out in world gen? I've only genned two worlds successfully out of around ten (I do have illithids turned off) and goblins are dead in both, I've turned up number of civilisations to the max and am just using the default race options.
If you have a sizeable number of the fortress defense races turned on, there's a markedly increased chance of many races not surviving through longer worldgens.  Try turning off all of the Fortress defense races and stick to the Masterwork races, sans the illithids if you experience worldgen crashes.

Every time I turn off the simple items like gems, minerals etc... it crashes when I create a world. Is this a known issue already? I'm just concerned because I haven't seen archaeology veins in a few versions.
Try turning off illithids if you haven't already.  If you have, it'd then be helpful if you went through each of the simple item options and see if you can pinpoint which one is causing you to crash.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 MAC UPDATE
Post by: Coco146 on May 27, 2012, 01:12:16 pm
Okay thanks, don't get why people hate microline so much?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 MAC UPDATE
Post by: Sirmaril on May 27, 2012, 01:12:38 pm
Is there a way to make stone drop rock more frequent after mining. The amount I'm getting now is a bit to little for my prefesting. On the wiki it's said that they drop 1 rock for roughly each 4th stone. Is there a way to make them drop 1 rock each 2nd or 3rd stone minned out? Or just come back to the previous settings where the skill deppended on the amount of rocks minned out.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 MAC UPDATE
Post by: cerberus00 on May 27, 2012, 01:37:55 pm
Every time I turn off the simple items like gems, minerals etc... it crashes when I create a world. Is this a known issue already? I'm just concerned because I haven't seen archaeology veins in a few versions.
Try turning off illithids if you haven't already.  If you have, it'd then be helpful if you went through each of the simple item options and see if you can pinpoint which one is causing you to crash.
[/quote]

Hmm, apparently it just affects the premade worlds. I was just trying to get it to work with blessed sera and it would crash. But, if I just make a regular map it will work just fine.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 MAC UPDATE
Post by: AssassinT90 on May 27, 2012, 02:17:43 pm
Hey, guys, I have a quick question.
I'm use crossbows a lot, and that generates lots of bolts/broken bolts. Is there any way I can easily get rid of them? Like, editing something in the saves to make the break ratio of fired bolts to be 100% or something?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 MAC UPDATE
Post by: Hugo_The_Dwarf on May 27, 2012, 02:34:04 pm
could try adding [ROTS] to all materials... but I don't know what the outcome would be
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 MAC UPDATE
Post by: Ishar on May 27, 2012, 03:37:42 pm
I've just had a goblin 'ambush' of fifty eighty. I've never seem such high numbers before in an ambush, is this a vanilla issue?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 MAC UPDATE
Post by: azrael300 on May 27, 2012, 03:59:37 pm
when i was playing with masterwork a trader from a dwarven caravan became part of my fortress... why? i did not use dfhack to force anyone to join me.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 MAC UPDATE
Post by: Broseph Stalin on May 27, 2012, 05:04:48 pm
when i was playing with masterwork a trader from a dwarven caravan became part of my fortress... why? i did not use dfhack to force anyone to join me.
Is he one of yours or just marked as friendly?  Occasionally a guard is left behind for whatever reason and they just stick around.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 MAC UPDATE
Post by: Mr. Palau on May 27, 2012, 05:57:00 pm
I've just had a goblin 'ambush' of fifty eighty. I've never seem such high numbers before in an ambush, is this a vanilla issue?
I'm going to guess that your issue is a MasterWork issue and not a vanilla issue, because if it was more people would have complained about it already.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 MAC UPDATE
Post by: Hugo_The_Dwarf on May 27, 2012, 06:02:00 pm
It's that there is a gigaton of goblins, so they have more to throw at you. Attacking cave civs will act like this too, because they don't have wars with each other. so they just grow and grow and grow. Then when they find someone to attack "you" they got a huge reserve of cannon fodder.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 MAC UPDATE
Post by: Noitanigami on May 27, 2012, 07:12:19 pm
Hello,

I wanted to post a recent bug I've found. I cannot use items that are placed in bins. This has happened with both glass blocks (during the construction of a glass fort) and with cloth. I am new to this game, so this issue might be something I'm doing. Has anybody else had this issue?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 MAC UPDATE
Post by: Broseph Stalin on May 27, 2012, 09:10:52 pm
Hello,

I wanted to post a recent bug I've found. I cannot use items that are placed in bins. This has happened with both glass blocks (during the construction of a glass fort) and with cloth. I am new to this game, so this issue might be something I'm doing. Has anybody else had this issue?
Are you sure you can't use the items in the bins or is it just bins being hauled? A problem with the new hauling system is that when a dwarf carries a bin of goods around to pick up more goods anything in the bin is unusable.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 MAC UPDATE
Post by: Meph on May 27, 2012, 09:16:24 pm
Quote
I've just had a goblin 'ambush' of fifty eighty. I've never seem such high numbers before in an ambush, is this a vanilla issue?

It is no issue, it is a feature. Goblins dont just send ambushes, but also invading armies, just invisible. You wont get a "a vile force of darkness has arrived" message, but there is a hostile army on the map, just as big as any other army might be. This is intentional, and works the same way vanilla elves work.

EDIT: Just have to give this guy some more credit, just read it again to do reserach about how to make the cult better...

Reddit story from Masterwork: The Purging of Shieldfrenzy (http://www.reddit.com/r/dwarffortress/comments/tx16y/the_purging_of_shieldfrenzy/)

EDIT2: Uploaded zenerbufens linux update to the frontpage. :) For 34.10
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Gunther on May 28, 2012, 06:09:51 am
Hey, first post, but I'm curious of a few things if you guys can help me.

1) Does anyone know how to use special abilities/magic? I've been searching up and down and I don't know what keys are used to unleash unique powers.
2) Does anyone know if I can repair golems that have been hurt in battle?
3) Can anyone explain how/where I can find the Golem Workshop, build it, and start having it put to some good use?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: SAFry on May 28, 2012, 07:41:03 am
Gunther, the golem workshop is under furnaces I believe. Look in your masterwork folder for the building guides. That should give you a few clues about the process. However I've heard there are a few issues with commanding them still, not sure haven't tried.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: jakmak on May 28, 2012, 08:36:48 am
hey memph or the guy who is working on this mod i encountered a bug. i got the latest version of this mod and there was no sound. i tried fideling with every option that involved sound ingame or in the mod options. i would use sound sense but i have no idea how to install it correctly so i am now playing this game without sound and i am worried it might throw me into a tantrum or drive me stark raving mad because staring at a mostly black screen without any sound probably isnt good for your ability to stay sane.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: SAFry on May 28, 2012, 11:23:07 am
hey memph or the guy who is working on this mod i encountered a bug. i got the latest version of this mod and there was no sound. i tried fideling with every option that involved sound ingame or in the mod options. i would use sound sense but i have no idea how to install it correctly so i am now playing this game without sound and i am worried it might throw me into a tantrum or drive me stark raving mad because staring at a mostly black screen without any sound probably isnt good for your ability to stay sane.

DF has sound? I've been playing in silence for 2 months now and I haven't gone crazy yet, teapot fishcake wheelbarrow.

If you look in the utilities tab of the launcher, launch the game then launch soundsense from the launcher. Next it asks you to find the gamelog.txt file in your DF folder, it should be easy enough to find, it's in the masterworkDF 1.9.2/dwarf fortress main folder wherever you put that. Next click on auto update in soundsense, hopefully that should do it, I don't know for sure because mine is still updating at 8%  ???

I don't remember there being any sound in the vanilla though, apart from that classical guitar track, I usually just watch TV in the background or listen to the radio.

*UPDATE*

OK, then once it's done loading all the new sounds go to the Sounds Configuration tab in soundsense and click reload configuration, make sure you have sounds switched on on the launcher with the volume up etc. and finally you should hear the instantly regrettable sound of adventure! I might keep the sound effects on, that music WILL drive me crazy!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Meph on May 28, 2012, 12:20:07 pm
I did download and add the newest soundsense, so that should work fine, but it is true that the mod comes without the normal 3min background music loop. To cut down filesize, the mod is big enough as it is. If you still want it, just copy the .ogg into the data/sound folder.


@ghunter:
1. Dwarves use their magic skills automatically when enemies are near.
2. Yes you can, in the golem forge. Just station them on it/nearby when doing the reaction.
3. Golem forges need magma to work, you will only see them when you found a volcano or magmalake.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Werdna on May 28, 2012, 12:54:55 pm
Some of the cavern-1 tiles are identical to stone wall tiles in the Phoebus set, making it difficult to tell what is cavern and what is wall - specifically, 'dread fungus' is often identical in texture/colors to rubble, and hard to distinguish from obsidian and other stone.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: zach123b on May 28, 2012, 01:19:47 pm
the tan sand is annoying as well in phoebus.  it looks exactly like farm plots, i've changed it several times now to be a different color.  hard to tell the difference most of the time with tan sand :-\
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Broseph Stalin on May 28, 2012, 03:11:32 pm
Gold and silver clothing require bars instead of cloth, there's no use for gold or silver cloth.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: The Scout on May 28, 2012, 06:21:00 pm
Gold and silver clothing require bars instead of cloth, there's no use for gold or silver cloth.
My guys use cloth. I also use it for medical purposes.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: zoommmmm11 on May 28, 2012, 06:32:46 pm
I don't know if anyone else has this problem but i can't access the AppSettings.plist on my mac, is there a way open that?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Meph on May 28, 2012, 07:52:36 pm
Quote
I don't know if anyone else has this problem but i can't access the AppSettings.plist on my mac, is there a way open that?
Sorry, cant help with the Mac Version.

@gold/silver thread: You can use it for suturing, clothing (in the clothiers workshop) or runes, for weapon upgrades. It is definetly not useless.

@fungus/sand: Is noted, I was suprised by the sand/farm thing as well...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: zoommmmm11 on May 28, 2012, 08:20:05 pm
Sorry, he says it's in the works, i didn't see that part.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: zenerbufen on May 28, 2012, 09:15:18 pm
@above poster
I don't know if anyone else has this problem but i can't access the AppSettings.plist on my mac, is there a way open that?
Yes, download the xcode tools from the appstore, be warned it's 'gigs' in size. I wouldn't recommend it though, there is nothing really in that file you need. It is completely ignored by dwarf fortress. The mac OS&the 'loader script' use it to properly integrate with the system. Editing anything in that file will just cause dwarf fortress to NOT open when you double-click it.

Instead open up data, then init, edit those files to your hearts content. TextEdit will work fine.

@fungus/sand:
The new version of dwarf fortress has new colors for allot of the rocks & mats. We should probably wait until after masterwork is based on the new vanilla raws and then re-address this issue, unless someone wants to submit a patch that will tweak the existing colors for usability in the meantime.

@everyone:
I'm going to be working on releasing a minor update for linux/mac soon with some scripts to allow you to toggle some options until I release the new gui, as well as include a working dwarf therapist/soundsense/and dwarf builder on mac. I am planning on defaulting illithids to off, and incorporating the 'trade caravans spontaneously bursting into flames' fix that was a few pages back if it works. (anyone want to test it?) I'm going to port these two changes to windows as well, plus possibly some documentation changes to make "help" a little easier to find. Since this means a new release for all 3 platforms is there anything else (small, easy, so the update doesn't get pushed out to long) you would like to see included in this update?

@meph:
dwarf fortress\data\config\graphics (beefmo ironhand mayday phoebus)
MasterworkDwarfFortress (phoebus ironhand jolly matrix)
Why are the graphics/raws split into the two separate locations and how do they interact with each other?
Also excepting your additions&gfx, it doesn't look like you change anything outside of the following locations from vanilla dwarf fortress, can you confirm I haven't missed anything glaring? thanks
\data\config
\raws
\data\speech
\data\art
\data\init

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 MAC UPDATE
Post by: Noitanigami on May 28, 2012, 09:31:27 pm
Hello,

I wanted to post a recent bug I've found. I cannot use items that are placed in bins. This has happened with both glass blocks (during the construction of a glass fort) and with cloth. I am new to this game, so this issue might be something I'm doing. Has anybody else had this issue?
Are you sure you can't use the items in the bins or is it just bins being hauled? A problem with the new hauling system is that when a dwarf carries a bin of goods around to pick up more goods anything in the bin is unusable.

This was the problem. Thank you for your help.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Meph on May 28, 2012, 09:51:54 pm
Quote
Why are the graphics/raws split into the two separate locations and how do they interact with each other?
Also excepting your additions&gfx, it doesn't look like you change anything outside of the following locations from vanilla dwarf fortress, can you confirm I haven't missed anything glaring? thanks
\data\config
\raws
\data\speech
\data\art
\data\init

I enable tilesets by copying the needed raws from a "backup" over the raws in the current DF folder. Thats why there is a copy for every tileset, but you only need creatures, tools, inorganics and plants. All else stays. I just copy the entire folder and replace all. The sprites I actually dont change, ironhand for example still uses phoebus-style dwarf sprites, somehow I never noticed that and no one mentioned it. I got a report about it maybe 2 weeks ago, and thats it. Can, of course, be done better.

Your list of changed folders is correct, in addition I also remove the vanilla ogg files in the data/sound folder. Easiest would be to just compare them with the Vanilla DF folder contents, if you want to make extra sure.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: maki32 on May 29, 2012, 05:05:02 am
One little question, If I desactivate the invaders, they still coming for thief and ambushes? Or this option desactivate all the enemies ambushes, thiefs and sieges?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: zenerbufen on May 29, 2012, 06:00:38 am
If you disable a race, you will need to generate a new world. Are they showing up after you do this?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Dark Archon on May 29, 2012, 06:19:22 am
The "pillar" parts of the walls are invisible in ASCII version.

(http://img404.imageshack.us/img404/1582/73008804.jpg)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: zoommmmm11 on May 29, 2012, 08:11:29 am
@above poster
I don't know if anyone else has this problem but i can't access the AppSettings.plist on my mac, is there a way open that?
Yes, download the xcode tools from the appstore, be warned it's 'gigs' in size. I wouldn't recommend it though, there is nothing really in that file you need. It is completely ignored by dwarf fortress. The mac OS&the 'loader script' use it to properly integrate with the system. Editing anything in that file will just cause dwarf fortress to NOT open when you double-click it.

Instead open up data, then init, edit those files to your hearts content. TextEdit will work fine.

@fungus/sand:
The new version of dwarf fortress has new colors for allot of the rocks & mats. We should probably wait until after masterwork is based on the new vanilla raws and then re-address this issue, unless someone wants to submit a patch that will tweak the existing colors for usability in the meantime.

@everyone:
I'm going to be working on releasing a minor update for linux/mac soon with some scripts to allow you to toggle some options until I release the new gui, as well as include a working dwarf therapist/soundsense/and dwarf builder on mac. I am planning on defaulting illithids to off, and incorporating the 'trade caravans spontaneously bursting into flames' fix that was a few pages back if it works. (anyone want to test it?) I'm going to port these two changes to windows as well, plus possibly some documentation changes to make "help" a little easier to find. Since this means a new release for all 3 platforms is there anything else (small, easy, so the update doesn't get pushed out to long) you would like to see included in this update?

@meph:
dwarf fortress\data\config\graphics (beefmo ironhand mayday phoebus)
MasterworkDwarfFortress (phoebus ironhand jolly matrix)
Why are the graphics/raws split into the two separate locations and how do they interact with each other?
Also excepting your additions&gfx, it doesn't look like you change anything outside of the following locations from vanilla dwarf fortress, can you confirm I haven't missed anything glaring? thanks
\data\config
\raws
\data\speech
\data\art
\data\init

thanks i'll try that
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: CheatingChicken on May 29, 2012, 09:47:05 am
The "pillar" parts of the walls are invisible in ASCII version.

That is something I noticed too. It is quite easy to fix.
Just go to /data/init/d_init.txt and change [PILLAR_TILE:199] (or whatever value it currently has for you. It probably is 255) to [PILLAR_TILE:'O'], if you want nice round Pillars, otherwise enter whatever character you want to use, as long as you keep it inside the ' '
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 MAC UPDATE
Post by: Torrasque666 on May 29, 2012, 10:04:06 am
I know this was asked earlier, but the guy didn't get a clear answer.

Why am I starting out as greenskins now? It even says so on embark, instead of TAB:Dwarfs it says TAB:Goblins.

I have not modded anything, its a clean install.


@torrasque666: Why ? Cant tell with more intel, any settings changed in the GUI ?


The only thing i've changed in the GUI is to DISABLE GOLBINS! Yet they still exist in this world for some reason. And yes, I've made sure its a new gen.

Oh and a side note: I can't load up one of these Gob-Dwarf games as it crashes. Has there been a fix on that?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Flobulon on May 29, 2012, 10:38:31 am
The list so far of possible bugs I've noticed in my game:


These are all relatively minor things which are easily fixed, and I'm otherwise enjoying 1.9.2 immensely.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Broseph Stalin on May 29, 2012, 01:07:18 pm
The list so far of possible bugs I've noticed in my game:

  • Clad [animal] in iron reactions ask for the steel cast
  • Seasoned drinks aren't stored in stockpiles or drunk by dwarves.
  • Golem forge asks for ITEM_TOY_BLUEPRINT_GOLEM, perhaps should be ITEM_TOOL_BLUEPRINT_GOLEM.
  • Golem casts ask for metal mechanisms, i.e gold mechanisms for the gold cast. AFAIK there is no way to make these mechanisms.
  • Golems acquired by trade aren't healed by the "light repairs" reaction.
  • Giant drowspiders don't spew webs - I'm guessing this is intended but it seems odd when their description mentions their silk.
  • Blast furnace batch reaction for making bronze creates copper bars.

These are all relatively minor things which are easily fixed, and I'm otherwise enjoying 1.9.2 immensely.

You make metal mechanisms with the trap component section of the forge.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: jakmak on May 29, 2012, 04:12:35 pm
hey memph or the guy who is working on this mod i encountered a bug. i got the latest version of this mod and there was no sound. i tried fideling with every option that involved sound ingame or in the mod options. i would use sound sense but i have no idea how to install it correctly so i am now playing this game without sound and i am worried it might throw me into a tantrum or drive me stark raving mad because staring at a mostly black screen without any sound probably isnt good for your ability to stay sane.

DF has sound? I've been playing in silence for 2 months now and I haven't gone crazy yet, teapot fishcake wheelbarrow.

If you look in the utilities tab of the launcher, launch the game then launch soundsense from the launcher. Next it asks you to find the gamelog.txt file in your DF folder, it should be easy enough to find, it's in the masterworkDF 1.9.2/dwarf fortress main folder wherever you put that. Next click on auto update in soundsense, hopefully that should do it, I don't know for sure because mine is still updating at 8%  ???

I don't remember there being any sound in the vanilla though, apart from that classical guitar track, I usually just watch TV in the background or listen to the radio.

*UPDATE*

OK, then once it's done loading all the new sounds go to the Sounds Configuration tab in soundsense and click reload configuration, make sure you have sounds switched on on the launcher with the volume up etc. and finally you should hear the instantly regrettable sound of adventure! I might keep the sound effects on, that music WILL drive me crazy!
i understand how to do it all i dont get is the gamelog.txt  is that the thing you click on in vanila DF to run the game? and also by sound i meant the music. there was not a peep of sound from my DF no music at all. i know there are no sound effects in vanilla just that awesome harp, guitar or violin sound thingy in the base game.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: lolrobot on May 29, 2012, 05:04:53 pm
I got a visit from Drows for the first time ever. As soon as they entered the map the Merchants went berserk and started attacking their horses. The two merchants got killed by their own guards/the friendly kobolds that live on my mountain, then the guards and the rest of the caravan dissappeared except for one muskox that wandered into the caverns and started fighting cavefishmen.
What the hell.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Acetana on May 29, 2012, 05:26:27 pm
I just found out about this mod recently (been a while since I've played much DF), and I have to say I'm quite liking it. I've run into a bit of an issue though, and I cannot figure out what the problem is. I can build the new workshops fine, but I haven't been able to get any of my dwarves to actually use them. I'm still at the beginning of the second year of the fortress, so the only ones I've built so far are a Rockforge, Stonecutter's Workshop, and Boneyard, but have not been able to do anything with any of them. I can queue up jobs fine, but my dwarves never do them.

When I noticed that I'd had stone hammers queued for more than half a year and they hadn't even been started, I checked the building guides and mason is apparently the appropriate labour, so I suspended all other masonry jobs and removed every other labour from my masons, and even after waiting a while and cancelling and re-queueing the job and other trying jobs in the workshop, they never started them. I tried doing similar things with the stonecutter and boneyard, with the same result.

I apologize if something like this has been answered already, and I skimmed the last 50-ish pages of this thread but couldn't find anything relevant. I'm using the most recent version with the included version of DF and no other mods.


An unrelated question as well, but... is it normal for unused wards to go missing? I had bought one from a caravan just to see it, and pastured it in the middle of my fortress to keep it out of the way until I could actually do something with it, and later got an announcement telling me a Stray Ward had gone missing. It hadn't too long since I bought it, they don't even move on their own as far as I can tell, and it was sitting just off of one of the highest-traffic halls in my fortress (I know it made it to the assigned pasture, but I stopped paying attention to it afterwards), so I have no clue what happened to it.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: SAFry on May 29, 2012, 05:34:21 pm
I understand how to do it all i dont get is the gamelog.txt  is that the thing you click on in vanila DF to run the game? and also by sound i meant the music. there was not a peep of sound from my DF no music at all. i know there are no sound effects in vanilla just that awesome harp, guitar or violin sound thingy in the base game.

Um no, you click on the .exe in the vanilla version, launch Dwarf Fortress through the masterwork launcher, then go back to the launcher and click on soundsense in the utilities tab, it will then prompt you to find the gamelog.txt file which will be the one in the dwarf fortress folder inside the masterwork folder. It's not that good, I find it just annoying, put the radio on instead!

You are launching materwork using the masterwork settings 1.9.2.exe launcher right?

@Acetana, I think it's mason to build the workshop, it's stonecrafting to use the stoneforge and bonecrafting to build stuff in the boneyard. That's what I've always assumed and it works fine for me.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Meph on May 29, 2012, 05:41:08 pm
That is correct, the building guides do list the buildlabor, which is needed to build the workshop, not ever skill for every reaction.

Wards only have a maxage (lifespan) of 1-2 years. The entire system around them is rather... alpha version, needs to be changed a lot.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Acetana on May 29, 2012, 06:10:15 pm
Ah, thank you. I could have sworn I had someone assigned to stonecrafting too, but that could explain my problem, I'll give it another try. And I figured it was something like that with the ward, since I remembered reading something about a limited lifespan, but I didn't think I'd had it for that long.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Broseph Stalin on May 29, 2012, 08:30:19 pm
Can't remember if anyone found the source of the fire problem in the new version but I can confirm they still carry bags of magma.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: zenerbufen on May 29, 2012, 11:32:36 pm
This is how I managed to stop merucry AKA quicksilver from burning up stuff:

Find reaction_masterwork in raw folder.

Open it

Then you need to find every reaction with mercury in it and change mercury jar or bag to mercury pot. Then when caravan bring mercury with them, it should stop them from burning up things. I'm not sure as i have not tested it yet, so check it out by yourself.

New features has a ton of votes, but we weren't really planing on adding features with the current release, but here is a couple small potential additions to discuss:

I found a post where someone added a resurection effect to good biomes, as they are the opposite of evil, how would you feel about the magicalness of 'good' biomes having a chance to bring the dead back to life.. not as re animated zombies.. but as themselves. Or a new good-biome creature.. the bunny, kinda like the one in monty pythons quest for the holy grail. The would be small, cute, fuzzy, and breed fast.  The revive mechanic would mean you would have to destroy the bodies of your slain enemies to prevent them from possibly returning, but your dead dwarfs could be brought back if you took care of the bodies. Thoughts?

Also, what threw you for a loop when trying to learn DF? jobs? military? tunneling? I am tinkering with the beginnings of a masterwork specific tutorial help project that would teach dwarf fortress with masterwork to a complete newb in a !fun! way. As an example, to teach combat I was thinking of walking through an evil world generation, with lots of mean monsters and doing a military embark, and walking the player through a 7 man, fight as long as you can survive, against endless waves of zombies type hold out. Thoughts?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Sirmaril on May 30, 2012, 01:30:36 am
(http://i50.tinypic.com/29xtb1g.jpg)

Suddenly i realised that I spend more time on this forum than playing the game. Well... I should get into the playing and check out EVERYTHING in this mod.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Arbinire on May 30, 2012, 02:33:34 am
Hey, how do i get silkworms to nest and start producing silk?  I took a couple on this most recent embark and have some pretty good industry set up now and would like to start clothing my dwarves in silk so i can keep pigtails for brewing
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: zenerbufen on May 30, 2012, 04:23:54 am
silkworms work like bee's and need hives.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: dragonly on May 30, 2012, 08:09:45 am
Hey, how do i get silkworms to nest and start producing silk?  I took a couple on this most recent embark and have some pretty good industry set up now and would like to start clothing my dwarves in silk so i can keep pigtails for brewing

I always will get two hives going per spawn, one that will never be harvested and just use to split to new hives. The new boxes will be harvested from time to time, but know that harvesting the silk will cause the hive to be empty again.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: FingO on May 30, 2012, 11:31:50 am
Thanks a lot for this mod, I really enjoy playing around with it. However, the macros do not work for me; Every time I try to load the macros (ctrl - l) df freezes. Are these problems typical for a mac environment?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: BeserkNINJA on May 30, 2012, 02:10:41 pm
i usually play this or kobold camp compared to vanilla and i was wondering are gem weapons and armor as good as iron or steel because i have a lot of opal and quartz and very little metal so should i invest in some gem troops or not?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: YuriRuler90 on May 30, 2012, 04:41:33 pm
Sooo.... Sauropods. Most awesome thing ever?

Most awesome thing ever.


(http://img545.imageshack.us/img545/6641/watvo.png) (http://imageshack.us/photo/my-images/545/watvo.png/)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Meph on May 30, 2012, 05:04:40 pm
@yuriruler90: I know of the issue with the sauropods. ^^ Can be easily fixed by decreasing their size. A lot.

@berserkninja: Check the manual, it should tell you how good or bad gem is.

@fing0: Write zenerbufen, he is doing the Mac version.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: tahujdt on May 30, 2012, 05:12:37 pm
Sooo.... Sauropods. Most awesome thing ever?

Most awesome thing ever.


(http://img545.imageshack.us/img545/6641/watvo.png) (http://imageshack.us/photo/my-images/545/watvo.png/)

In my best masterwork fort, I raise sauropods as livestock. War trainable also. So much better than dogs.

Also, Ninja'd by Meph.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: YuriRuler90 on May 30, 2012, 05:20:24 pm
This just in: a dwarf just withdrew to my Craftsdwarf workshop, stole 700 Sauropod bones and a piece of lignite, and made...
...
...
A mask.

Damnit.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: oliverosky95 on May 30, 2012, 06:34:06 pm
a possible bug:

the bebiliths (those hellish spiders) dont have a sprite
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: zenerbufen on May 30, 2012, 06:47:03 pm
Thanks a lot for this mod, I really enjoy playing around with it. However, the macros do not work for me; Every time I try to load the macros (ctrl - l) df freezes. Are these problems typical for a mac environment?
Will look into it, thanks.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: kendo on May 30, 2012, 07:03:21 pm
Dwarfs keep bringing meat to my dead cook's coffin. Not sure if this is a bug or not but I didn't experience it in Vanilla DF. Thought it might be to do with this mod since it changes meat? Not just one or two pieces, entire stacks of 28 meat. They drop bits of it on the coffin and leave, then someone else comes and collects it again later. His body is missing though, they haven't cooked him up have they?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: oliverosky95 on May 30, 2012, 07:23:24 pm
I want to make the bebiliths to spray soul webs but i cant find the soul silk template :I . The question is : where is that template and how to use it?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Lightningfalcon on May 30, 2012, 08:00:49 pm
Question- Why is about half by fort being harrassed by the Carp gods? 
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Rossol on May 30, 2012, 09:16:05 pm
have a bit of arena testing with mountain king, and he got died in heat twice, by pyromancer with his flaming zombies and by hellhound, don't test all creatures though
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: SeigeOps on May 30, 2012, 09:43:13 pm
Question- Why is about half by fort being harrassed by the Carp gods?
It means that you've been infiltrated by the Carp God cult. You'll need to buy a ward from the dwarves caravan and hope thing don't boil over in the meantime. I'm not sure if there's any documentation on what to do afterwards, but I do remember a post regaling about a fort's purging of the cult earlier in the thread.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Meph on May 30, 2012, 10:53:58 pm
Buy a ward, build an altar, make an Ward of Armok. It can reveal the Cult.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: IT 000 on May 30, 2012, 11:25:08 pm
Dwarfs keep bringing meat to my dead cook's coffin. Not sure if this is a bug or not but I didn't experience it in Vanilla DF. Thought it might be to do with this mod since it changes meat? Not just one or two pieces, entire stacks of 28 meat. They drop bits of it on the coffin and leave, then someone else comes and collects it again later. His body is missing though, they haven't cooked him up have they?

Hey! McCook! This meat is still raw! ...oh yeah...

~~~~~

A small typo on your DFFD download for the windows version

Quote
Includes stonesense, dfhack, dfFusion, stonesense and (patched) dwarf therapist.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: McCrow on May 30, 2012, 11:38:41 pm
Couple glitches I'm having with the most recent build:

All of the reactions for equipping pets with armor in the creature armory ask for steel armor casts, even the iron armor cast options.

For the Brewery workshop, the nonspecific "season drink (25)" reaction produces a stack of unlabeled "Drink (25)" items, which won't go in to any stockpile, dwarfs won't use it, and oddly it won't let me dump it either. Still shows up in the Drinks stock menu.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Corai on May 30, 2012, 11:41:39 pm
Buy a ward, build an altar, make an Ward of Armok. It can reveal the Cult.

Does that kill these things, or does it make them zerg rush everyone?

"WE GOT A WARD CARPS."

Your fortress has crumbled to it's end....
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Meph on May 30, 2012, 11:52:48 pm
Well, I said reveal. Not destroy. You have to kill them yourself.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: SAFry on May 31, 2012, 02:55:28 am
I like the Sauropods, I have a bunch pastured around the entrance to my fort in the caverns and I've learnt a thing or two about war training them. I ordered a bunch of dragons off the elves and just as the caravan showed up I got ambushed by 3-4 groups of automations riding sauropods! I battened down the hatches and got ready to turn turtle when the caravan and sauropods clashed, the dragons were eventually released and a massive battle ensued. After the fire storm died down my dwarves emerged to finish off the last of the retreating automations. Unfortunately the only thing that survived the fires was a few iron statues and enough corpses to keep my crematorium busy for about a year! I also made a bunch of totems from the remains and decorated my fort entrance with rows of skulls, another nice feature! The statues ended up decorating my queens mausoleum.

Very close to completing my 5 year challenge with this mod, glad to say I've still got around 50 fps whilst pushing 200 dwarves (well it did drop to 4 in the middle of the big battle). One question though, when burning clothing in the crematorium, does that just burn Xworn outX stuff or just anything surplus kicking around?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Lord Snow on May 31, 2012, 03:10:34 am
Any mirrors to the download? Wimbli seems to be down.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: AssassinT90 on May 31, 2012, 03:18:58 am
I got a bug to report. Any stone stockpile allows rubble, no matter how they are configured. I have a "metal ores" stone stockpile and it's filled with rubble.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Meph on May 31, 2012, 03:27:19 am
@assassin: Turn temperatur back on. Rubble should only leave evaporating dust. You probably have random things like sawdust, sparks, smoke, bacteria and fire in solid form lying around...

@the poster above assassin: No sorry, only on DFFD. See mainpost or my signature. Couldnt bring myself to call you by the Lord Commanders name, sry.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Lord Snow on May 31, 2012, 03:40:12 am
So we're expecting dffd to come back up? Thats nice :)

On an unrelated note, the Game of Thrones represention of Snow is a really silly pansy. I'm not happy my old nick has taken this turn to the worse. (books are cool though :D)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: SAFry on May 31, 2012, 05:32:11 am
Oh BTW, how did I end up with 1000 basalt bars? not blocks, bars...

Going to have to build something massive with them just to use them all up, might pave over my volcano and make a Dr Evil type opening with 4 tessellating bridges in the middle. See if I can tempt baddies on to it somehow. 
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Broseph Stalin on May 31, 2012, 06:32:12 am
Oh BTW, how did I end up with 1000 basalt bars? not blocks, bars...

Going to have to build something massive with them just to use them all up, might pave over my volcano and make a Dr Evil type opening with 4 tessellating bridges in the middle. See if I can tempt baddies on to it somehow.
Were you using the recover metal reaction at the creature armory? I wound up with almost 8000 crocodile egg bars.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Lightningfalcon on May 31, 2012, 07:02:57 am
Also, my legendary stonecrafter and mason have both been turned into "Acolytes of the Carp God", attacked a bunch of children, and left giant blood splaters on the ground.  What happened to their bodies? 
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Ishar on May 31, 2012, 07:18:18 am
About the sauropods: Normal ones are fine. A bit tough, but fine, as they are not aggressive.
Undead sauropods, however, can be a bit overkill in evil biomes. Fine, the whole might of a decent military can bring them down, once. Then they rise again. And again. And then their body parts rise once more. Those things are worse than a full-scale siege.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: AirPhforce on May 31, 2012, 08:33:42 am
About the sauropods: Normal ones are fine. A bit tough, but fine, as they are not aggressive.
Undead sauropods, however, can be a bit overkill in evil biomes. Fine, the whole might of a decent military can bring them down, once. Then they rise again. And again. And then their body parts rise once more. Those things are worse than a full-scale siege.

Settled in a terrifying glacier. Undead sauropods showed up, and just started traipsing around the edge of the map, basically doing laps. Then the big red text appeared, and a Roc showed up. Well the Sauropods killed the thing in about 1/5th of a second. Then I had an undead roc to deal with.

I was glad that the first thing I did was wall the fort off, complete with roof, with no doors or gate, so I could just watch the things tear migrant wave after migrant wave apart. And it was great, until a pet goose died inside and the skin came alive and killed everyone somehow.

Basically, settle in an evil place, expect stuff you are not expected to beat. That's how it goes.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: SAFry on May 31, 2012, 10:57:34 am
Were you using the recover metal reaction at the creature armory? I wound up with almost 8000 crocodile egg bars.

Ahh, yes I was and I only recently started doing that too. That's probably it then.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Broseph Stalin on May 31, 2012, 11:06:05 am

Ahh, yes I was and I only recently started doing that too. That's probably it then.
I had less than fifty crocodile eggs when I started the reaction and more than thirty when I finished it multiplies quick.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Arbinire on May 31, 2012, 11:30:54 am
@zen and dragonly

*nods* that much I had figured out on digging through past posts in the thread.  I just cant figure out how to get the worms from cage to hive :(, I THINK I have tried releasing them after building the hives and just got the "can't release animal, no empty cage" message a bunch, but I haven't played in a few days, just recently got New Vegas and have been digging into that a bit :P.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: SAFry on May 31, 2012, 12:49:29 pm
@zen and dragonly

*nods* that much I had figured out on digging through past posts in the thread.  I just cant figure out how to get the worms from cage to hive :(, I THINK I have tried releasing them after building the hives and just got the "can't release animal, no empty cage" message a bunch, but I haven't played in a few days, just recently got New Vegas and have been digging into that a bit :P.

I managed to get them out of the cage by pitting them but they just wondered around didn't know I had to have a nest though.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Speakafreak22 on May 31, 2012, 04:04:42 pm
I've got a few questions.
How do I make a golem cast? I'm trying to make the iron one. I've got some iron mechanisms and a few hundred iron bars, and it still won't let me make it at the golem forge.
Where do I construct clockwork parts?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: The Scout on May 31, 2012, 07:45:30 pm
Get them from killing automatons.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Torrasque666 on May 31, 2012, 08:38:12 pm
So no more advice on my greenskin problems?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: McCrow on May 31, 2012, 11:04:35 pm
Is anyone else having issues with the Brewery workshop? My dwarfs don't seem to touch the drinks made there at all, won't stockpile them or use them.

edit: figured out that all of the drinks being made at the Brewery aren't being put in to a container of any sort. They just exist as an enormous mass of boozy liquid inside of the workshop. Any way to fix this?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: BackgroundGuy on May 31, 2012, 11:32:56 pm
Are candles just trade goods or what?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: daxp on June 01, 2012, 12:28:54 am
The golem casts need mechanisms made out of whatever metal. So if you want iron golems, you need iron bars and iron mechanisms.

You can make metal mechanisms by going to a forge and selecting trap components. Then you pick your metal, then pick mechanisms.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Speakafreak22 on June 01, 2012, 01:52:30 am
The golem casts need mechanisms made out of whatever metal. So if you want iron golems, you need iron bars and iron mechanisms.

You can make metal mechanisms by going to a forge and selecting trap components. Then you pick your metal, then pick mechanisms.
I've tried that with iron and mithril so far. I've made the mechanisms and I have at least 25 bars of both metals. The iron and mithril golem casts still come up as red, even though I have both of the components.
I am able to use the copper golem reaction, though it produces no results.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: SAFry on June 01, 2012, 03:05:26 am
@speakafreak, I haven't played with golems much yet but I'll have a test and see if I can recreate the problem.

Also, I know Meph has already said that wards need an overhaul but I'd just like to 2nd the idea that you should be able to to manufacture them somehow. Maybe by sacrificing animals on an alter or something? Building a monument maybe?

I haven't got any wards in my fort and I was going to order some but no diplomat showed up with the caravan (maybe because I have the king already?) so even if one showed up next year I'm like 2 years away from getting a ward which is a long time with a full established fort.

Next time I'll embark with a couple I think, it's pretty much essential for this mod.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: King of Blades on June 01, 2012, 03:51:43 am
If I could use this mod with only the FPS saving changes, and none of the actual modding, I would, alas, I can't play anything but vanilla DF, so no FPS saving Masterwork for me.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Tierre on June 01, 2012, 04:13:34 am
There was a mod to make animal skins and material non unique (which greatly helps fps) on wimbli (i believe meph used it anyway or at least the idea of it)  and you can destroy some stone types yourself.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: ShadowLop on June 01, 2012, 09:15:13 am
Not sure if it's been mentioned, because 316 pages and it's bedtime, but search results in nothing.

Anyway, having some trouble with the spawn location.

Set one up where my animals were, deployed a decoy, nearby drake tore it's head off. Second deployment either failed or created two, not quite sure. After that, I ended up with three live decoys in my corpse pile. After killing them with my militia, since I couldn't do anything with them anyway, I am no longer able to deploy anything through spawn locations.

I have 5-6 decoys in stockpiles and option is red.
Built a scarecrow to test other items, does not work.
Removed all spawn locations and created a new one, does not work.

Have no gargoyles, turrets or mines, but could create a mine to test with, however probably will get same result.

Wondering if this is a known problem or if it's just me...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Ryusho on June 01, 2012, 12:37:19 pm
New player question for this, as I have been looking through the help file, and I can't find a way to make paper for books, so how do I get paper or whatever for books, I have book-binding leathers....
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: vonsch on June 01, 2012, 12:43:26 pm
For paper you  need a screwpress and wood. You can make it more efficient in wood use by using scrapwood produced in a timberyard if wood supply is an issue.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: vemiermark4 on June 01, 2012, 01:26:11 pm
Hey, having a trap issue... Not sure if I'm doing something wrong.

Trying to construct pulleys, which require a chain and mechanisms. I have plenty of both, but it still won't let me create any. Am I skipping a step or something? The building guides aren't helping me in this case.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: SAFry on June 01, 2012, 03:00:11 pm
@speakafreak OK, I got as far as making the copper golem cast, then when I tried to make the copper golem itself it just seems to cancel halfway through and I have to wait for them to put all the parts away again. It's a bit annoying with the new hauling system especially if somebody wonders off with the bin to go collect crap in the caverns with the golem cast bin!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Noes1s on June 01, 2012, 03:35:23 pm
My 1251 embark points Genie, died of old age 1 year after embark... whats the coded lifespawn? Is this normal?
He only gave me some diorite, a yellow diamond and a native copper. Dont worth the points.

I have a fortress on a good biome, close to an untammed biome. No evil biomes around. My hunter killed a jackal, moved the body to the butchery (-14z), and left. The jackal revived on his own, as a normal "jackal" again, and ran around the fortress until some war dogs killed him. I kept watching the dead body, waiting for some dwarf to take care of it, but he revived again... checked creatures list, no necros around, what the hell is happening in my fortress :S?

Another funny thing, its that some dwarf died falling off the waterfall. Getting some tantrums, buried the body, and fixed their happiness. Some time later, his body its found Again (wtf?) outside his tomb, and everyone starts tantrum again. Building a second tomb for the "extra" body, i receive some report that the same dwarf has just died of sofocation and that someone has found his body, for the third time in a row. I had to restart the fortress, insane amounts of red on my dwarf therapist.

Same thing happened with the Genie, first his body was found dead, later he dies of old age, and a week later his body is found dead again on the corpses stockpile... seriously, some weird bug its going on here.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: daxp on June 01, 2012, 05:07:36 pm
The golem casts need mechanisms made out of whatever metal. So if you want iron golems, you need iron bars and iron mechanisms.

You can make metal mechanisms by going to a forge and selecting trap components. Then you pick your metal, then pick mechanisms.
I've tried that with iron and mithril so far. I've made the mechanisms and I have at least 25 bars of both metals. The iron and mithril golem casts still come up as red, even though I have both of the components.
I am able to use the copper golem reaction, though it produces no results.

That's really odd. How many mechanisms do you have? I think 4 is the required amount, but I normally make 5 or 6 just in case some weirdness happens.

Also, you could make sure that the mechanisms and bars are stockpiled correctly. They won't count as available while being moved, IRRC. And lastly, and I'm not completely sure about this, but you could make sure that both stockpiles (where the bars and mechanisms are) are set to give to the golem forge. I THINK they'll take from anywhere if nothing is set to give specifically to them, but I could be wrong; I haven't messed with the stockpile changes a whole lot.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Meph on June 01, 2012, 05:35:28 pm
Could also be the burrow bug, that the raw ingredients are in a different burrow. Even if inactive, it will not accept them. Delete or move the burrow then.

@noes51: Genies shouldnt be taken at embark. They live about 1-3 years, and give random things. Believe me, they are balanced from price/reward, but not embarkpoints, only cash for caravans.

@shadowlop: the deployment sometimes works, sometimes not, but testing showed that is does most of the times. There are a few small oddities, but generally there shouldnt be any big problems. Again, about the "cant do reaction" thing - Burrows ?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: ShadowLop on June 01, 2012, 06:02:00 pm
Could also be the burrow bug, that the raw ingredients are in a different burrow. Even if inactive, it will not accept them. Delete or move the burrow then.

@noes51: Genies shouldnt be taken at embark. They live about 1-3 years, and give random things. Believe me, they are balanced from price/reward, but not embarkpoints, only cash for caravans.

@shadowlop: the deployment sometimes works, sometimes not, but testing showed that is does most of the times. There are a few small oddities, but generally there shouldnt be any big problems. Again, about the "cant do reaction" thing - Burrows ?

Yup, burrows... :s

UPDATE:
After several attempts, here are my results:

first spawn:
Scarecrow killed by a nearby swordgolem I didn't spot...however sitting comfy in the corpse pile, alive and intact.
Two failed decoys.
One decoy forbidden once it turned into a head to prevent the dwarves carting it off to the corpse pile, never completed.
One decoy sitting in corpse pile, intact.
One decoy sitting on a stair, no idea how it got there, possibly on the way to the corpse pile.
A few unfinished creature parts in the corpse pile.

Second spawn, WELL away from ANYthing that is not a dwarf:
Decoy 1 - Failed
Decoy 2 - Spawned within a nearby wall and exploded into giblets.
Decoy 3 - Spawned on the right square, but the kit never turned into a decoy after approx 1/2 season wait.
Decoy 4 - Spawned on the right square.
Gibbet from Decoy 2 turned into a decoy, at last. Seems to take approx an entire season to kick in?
Decoy 3 and 4 have still not activated, after approx 2-3 seasons.

Also, I found out the hard way that all dwarves now ALSO need water in addition to booze...fantastic. *reloaded*.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Meph on June 01, 2012, 07:41:26 pm
You could forbid the bodyparts that are created, or forbid dwarves from collecting outdoor refuse.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Tryble on June 01, 2012, 10:18:34 pm
The only thing about this mod that bothers me is how enormous chunks of it seem to creep into the game even when turned off.
I've used the customizer to disable most all of the features, as I was aiming for a vanilla-ish game with a few key things added in.  I really, really like the standardized resource types and this mod's the only one that has it, it seems. The useful wood/leather alternatives to metal equipment is neat, too. I was hoping to use the GUI to create, more or less, a vanilla DF with those things added in.

There is all sorts of odd stuff around that I thought would be disabled.  Creatures I've never seen before and don't know how to deal with, odd pets like the landmines and turrets, entire sets of ranged items/trap components I don't want to utilize, unknown(to me) metals made of bloodsteel/slade turning up in caravans...

Speaking of caravans, the first dwarven caravan on my map turned up with huge amounts of bloodsteel/slade equipment, above ground crops, and a cloth bag with magma in it. 
It caught fire instantly and destroyed the entire surface region and then brought it inside, where the smoke obscured most of the fortress interior for a while.  Had I not build most of the outer walls when I did, the fire probably would have killed all the dwarves on the surface...


For these reasons my vote goes to GUI and customization.  I'm really hoping this fortress doesn't get destroyed by some weird thing popping up that I don't know anything about, but the way the first year's been it will probably happen.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Speakafreak22 on June 02, 2012, 01:30:25 am
The golem casts need mechanisms made out of whatever metal. So if you want iron golems, you need iron bars and iron mechanisms.

You can make metal mechanisms by going to a forge and selecting trap components. Then you pick your metal, then pick mechanisms.
I've tried that with iron and mithril so far. I've made the mechanisms and I have at least 25 bars of both metals. The iron and mithril golem casts still come up as red, even though I have both of the components.
I am able to use the copper golem reaction, though it produces no results.

That's really odd. How many mechanisms do you have? I think 4 is the required amount, but I normally make 5 or 6 just in case some weirdness happens.

Also, you could make sure that the mechanisms and bars are stockpiled correctly. They won't count as available while being moved, IRRC. And lastly, and I'm not completely sure about this, but you could make sure that both stockpiles (where the bars and mechanisms are) are set to give to the golem forge. I THINK they'll take from anywhere if nothing is set to give specifically to them, but I could be wrong; I haven't messed with the stockpile changes a whole lot.
I made at least 10 of each after all the attempts. I'm pretty sure they were all stockpiled, but I'll try again one more time just to make sure.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: CheatingChicken on June 02, 2012, 02:09:53 am
An easy fix for the burrow bug is to create a inactive "global" burrow from the upper top left corner of your map all the way to the bottom right corner on the lowest z-level
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: ShadowLop on June 02, 2012, 03:08:02 am
Decoy Tests ^^^^^

Final analysis: Deploying decoys and scarecrows seem to be annoying at best, broken at worst. Have not tested with mines and turrets as current fort does not have clockwork access and have not tried mines yet.

Haven't tried modding much, but I would suggest to make the spawn point simply create the creature where it belongs in one go (as long as you have the required items, of course), instead of creating a body part that then resurrects. It also transforms the dwarf into another dwarf, then back again while creating, which seems to make him drop all his equipped gear.
Another point would be to create the creature as a tamed pet, instead of an allied creature. This will allow us to move it around as necessary using pens, instead of creating it where it should go and hoping for the best.

Another suggestion, one for new features, would be a Fortified Bridge. A bridge that acts normal when down, but when raised is a wall of fortifications instead of normal wall. Would require blocks to make, not boulders, maybe add a penalty for balance? Dunno if this would be in the capacity of a mod, or hardcoded into the default game.

Third suggestion: Creatures should be trapavoid if lore makes sense for them to be.
Thieves are sneaky and clever, so they can see the traps and triggers.
Certain large creatures like Megabeasts would be so large or heavy that traps would have no effect (too large for cage, not enough room for weapons to strike, etc.)
Creatures like Illithids, which are psychic/telepathic, could pick up faint memories from dwarves within the fort so they know where triggers are.
Etc.
I think the following races should be trapavoid only (and why):
Kobolds - Thieves, sneaky and clever, know what to look for in terms of traps.
Illithids - Pick up faint memories of traps from your mechanics.
Frost Giants - Freeze mechanisms of traps when they get too close, so disabling them.
(Possibly) Warlocks - Detect Trap spell, nuff said, though considering they have spells that ignore armor and go through fortifications as if they were nothing, might be OP if they also avoided traps...

No comment on animals and Fortress Defense races as I know you didn't do them directly.


Final word: Awesome mod, can't wait for more :D
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: AirPhforce on June 02, 2012, 05:08:11 am
Could also be the burrow bug, that the raw ingredients are in a different burrow. Even if inactive, it will not accept them. Delete or move the burrow then.

@noes51: Genies shouldnt be taken at embark. They live about 1-3 years, and give random things. Believe me, they are balanced from price/reward, but not embarkpoints, only cash for caravans.

@shadowlop: the deployment sometimes works, sometimes not, but testing showed that is does most of the times. There are a few small oddities, but generally there shouldnt be any big problems. Again, about the "cant do reaction" thing - Burrows ?

If I attempt an embark with one, I also embark with a nest box to get him rolling asap.

I can't afford to embark with it, but I miss it when I don't have it.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Tryble on June 02, 2012, 05:56:18 am
The only thing about this mod that bothers me is how enormous chunks of it seem to creep into the game even when turned off.

Yeah, I don't think I want to stick with this mod.  On top of those other problems (bits of the surface are still burning from that bag of magma the caravan brought, wrecking FPS) I just had a swarm of goblins with bodkin weapons firing these things that were literally shooting dwarves in half.  Must be some kind of handheld ballista, I don't know.  It's not even into the second year yet, either.
I didn't know there would be so much stuff I'd have to read about and research even though I had most everything disabled.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Fairin on June 02, 2012, 07:12:27 am
did a little play testing over the last few days again Meph, turns out golems i create are cowards (at least the only ones i tried - Adamantite spear golems) assigned them to a milita first then turned them into golems (jeeze that is expensive on the adamantite with the bloody fail rate)

they run from enemies, cannot be "War trained" and only the milita captian was able to be reassigned to a squad, so i got 5 hunks of pritty much an entire adamantite spire running around terrorfied of goblins

on a second note, i understand iron is a harder material than copper. but a couple goblin "archers" with rusty weapons shouldnt be tearing my copper golems to literal shreds in seconds

and from the last highlights of the evening i bring you some combat log fun =) lets see here's how it went, stationed at my Entrance i had 2 iron clad horses 1 steel clad (these came with people.. might as well use them as decoys eh?) one of my dwarves was an Animal Savant, and i just got the Elven caravan to arrive and i purchased a breeding pair of Dragons!

so i set my Animal trainer (who has Legendary status in animal training mind you) and pritty much instantly trained my dragon pair, Delighted i stationed them at my entrance too while i finished the Volcanic set for my troops to pair them with (where are the gauntlets to that set?)

OF course i have to get ambushed right? but i got a pair of dragons and whatnot Guarding my cave lets watch the fun !!

Spoiler (click to show/hide)
can i buy some Automations to defend my fort cause a few of these guys just -literately- punched and kicked through a pair of Excellently trained War dragons...


Further examination reveals quite the hellarious battlerager of my milita.

Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Broseph Stalin on June 02, 2012, 09:19:32 am
Soldiers in padded clothing get upset about being naked is this intentional or just a side effect of padded clothes being armor instead of clothing?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: The Scout on June 02, 2012, 01:45:21 pm
Is obsidian still really sharp? My entire embark is made of it. And how good is it armor-wise?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: ShadowLop on June 02, 2012, 05:47:54 pm
Is obsidian still really sharp? My entire embark is made of it. And how good is it armor-wise?
If you have copper or silver anywhere, you can get easy Volcanic gear, might as well use that, though it takes a little while.

GMF compress into slade, transmute Copper>Silver if necessary, you already have the obsidian, steeloaks provide infinite steel.
Requires 2 blocks, 1 fuel, 1 obsidian for every "bar" of volcanic (Not sure how many sets of meterials each item requires).

I would not, however, recommend slade armor...a helm weighs as much as a normal boulder, so, in the words of my brother "Your dwarves will trundle..."
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: oliverosky95 on June 02, 2012, 06:45:12 pm
where is supposed to be located the hellwood ?

i can't find the hellwood in the hell circus (no hellwood, no hell mushrooms, etc etc...)

and why the bebiliths don't spawn? 23 different embarks and didn't find one T_T
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Torrasque666 on June 02, 2012, 10:31:26 pm
For some reason it just isn't recognizing Dwarves. If I delete the goblins, then it just replaces them with kobolds, the next one down in the creature_standard file. Something is up and I don't know what...I really need help.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: ShadowLop on June 02, 2012, 11:21:31 pm
Found a seriously fun exploit:

Make a Legendary Dwarf, get 1000 Essence Residue.
Cut 1000 Essence Residue at Jeweller's workshop.
Make 1000 sets of gemtip bolts, valued at min 800ish, up to 2500+.
Roll in the money, or perforate anything that comes close.

With that many gems, you could also make enough gem crossbows and ammo to arm every dwarf in your fort with a crossbow, plus ammo. No seige would be safe and your crossbowdwarves would be FABULOUS!
The gems are also black (In Ironhand), which is a bonus.

...I'm going to go make 60ish crossbow dwarves with welded mithril armor sets, bladed steel crossbows and an unlimited supply of gemtip bolts.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Werdna on June 03, 2012, 11:32:28 am
The 'make glaze' reactions should probably be updated to make more glaze, now that each ore is 4x more rare.

I also had a problem with my normal still, where it was brewing typical booze (wine, rum, etc) but was not storing it in barrels.  The workshop 'contained' all the booze but there were no containers.  When I dismantled the shop, all the booze disappeared,  When I reassembled it in the same spot, it continued to do the same thing.  Yet when I moved it to a new spot, a z-level away, it started working normally.  In both cases, all the items it needed were within the same burrow.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Meph on June 03, 2012, 12:41:53 pm
Quote
The 'make glaze' reactions should probably be updated to make more glaze, now that each ore is 4x more rare.

Good point.  ;)

@the rest: Is noted, but I really dont have the time right now, sry.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: zenerbufen on June 03, 2012, 04:25:49 pm
For some reason it just isn't recognizing Dwarves. If I delete the goblins, then it just replaces them with kobolds, the next one down in the creature_standard file. Something is up and I don't know what...I really need help.

Can't reproduce. After disabling goblins, I am still (as always) dwarves. Try a fresh install?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: thistleknot on June 03, 2012, 05:25:33 pm
No sound when I enable sound...

what gives Meph?  What gives...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Werdna on June 03, 2012, 08:08:58 pm
Sorry to bring up mithril again.  I'm not quite sure what's happening, but my two year fortress is awash in it.  I don't think I've mined more than ~30 tiles of it,  although I've certainly purchased what I can from a few caravans.  Somehow I'm at 71 mithril bars + 72 welded mithril - and that's after making 10 w.m. helmets and 10 w.m. breastplates!

I think the problem might be that when a mithril vein is mined it is giving a guaranteed ore, like a gem.  If you expected it to be the usual 25% drop, and changed the reaction to produce 4x more bars than normal, then that would probably explain the extreme amounts I'm getting?  Otherwise, I'm stumped and something else must be wrong - there's no way I mined/bought enough to produce this much.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Meph on June 03, 2012, 10:11:45 pm
Quote
No sound when I enable sound...
what gives Meph?  What gives...
WTF, you are sitting right next me ^^

@werdna: No worries. I balanced the reaction to produce 4 times as much, since I thought that it would drop 4 times less stones. But then I played a round in the test fort, and I noticed that small clusters still drop a boulder every time now. So currently you have 4 times as many arc furnace metals.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: KaneAndTheHumanRace on June 03, 2012, 11:35:41 pm
No sound when I enable sound...

what gives Meph?  What gives...

I had this same problem on my girlfriend's computer, make sure you have the ogg vorbis codec installed:

http://www.vorbis.com/

Also make sure you actually have a sound file - I don't think it comes with the masterwork archive.  You need a file called "song_game.ogg" located in the dwarf fortress\data\sound directory.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: The Scout on June 03, 2012, 11:37:18 pm
No sound when I enable sound...

what gives Meph?  What gives...

I had this same problem on my girlfriend's computer, make sure you have the ogg vorbis codec installed:

http://www.vorbis.com/
I don't trust it.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: KaneAndTheHumanRace on June 03, 2012, 11:38:14 pm
No sound when I enable sound...

what gives Meph?  What gives...

I had this same problem on my girlfriend's computer, make sure you have the ogg vorbis codec installed:

http://www.vorbis.com/
I don't trust it.

Then use a media player in the background or something.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: The Scout on June 03, 2012, 11:45:35 pm
Ah, you're just a lurker. I normally play my music anyways.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Ishar on June 04, 2012, 03:25:45 am
Is there any sort of creature guide anywhere? All the dragon raptors, sauropods, centaurs and everything starts to confuse me. Most of the time I don't really have a clear idea how strong these creatures are. I mean fine, dragons beat everything. Sauropods are huge and very powerful, all right.
But I had no idea gnolls were such pussies, dragon raptors also don't exactly live up to a badass name like that (not bad, but not as menacing as I thought), etc etc.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Panopticon on June 04, 2012, 03:37:00 am
My ten year fort I had a little bit back had a Dragon Raptor that beat his enemies to death with a helmet he took off an orc, I miss that guy.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: 46852 on June 04, 2012, 07:46:25 am
The only thing about this mod that bothers me is how enormous chunks of it seem to creep into the game even when turned off.

Yeah, I don't think I want to stick with this mod.  On top of those other problems (bits of the surface are still burning from that bag of magma the caravan brought, wrecking FPS) I just had a swarm of goblins with bodkin weapons firing these things that were literally shooting dwarves in half.  Must be some kind of handheld ballista, I don't know.  It's not even into the second year yet, either.
I didn't know there would be so much stuff I'd have to read about and research even though I had most everything disabled.

I agree with these two posters. Would be good if all the Masterwork modifications would be included in separate files, not inserted among vanilla RAWs. That would probably make it easier to to choose different features separately from the GUI too.

There's way too much of weird stuff for my taste currently, with all the cannonballs and pet golems turning up from out of nowhere.

Also the ability to revert back to plain vanilla would be appreciated by many I'm sure.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: richieelias on June 04, 2012, 08:28:26 am
I agree with these two posters. Would be good if all the Masterwork modifications would be included in separate files, not inserted among vanilla RAWs. That would probably make it easier to to choose different features separately from the GUI too.

There's way too much of weird stuff for my taste currently, with all the cannonballs and pet golems turning up from out of nowhere.

Also the ability to revert back to plain vanilla would be appreciated by many I'm sure.

To revert back to plain vanilla:

1. Download vanilla DF
2. Run DF from vanilla folder
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: tahujdt on June 04, 2012, 08:56:03 am
Sometimes, I start with more embark points than average. Anywhere from 1274 to 1700, maybe more. Is this a bug or feature? I have screenshots to prove it, but I'm posting from work.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Rossol on June 04, 2012, 10:22:22 am
I have "...cancel seeking infant:to injured" spam, because one of my military gave birth to a kid, when resting in hospital. Not sure if its vanilla bug or not.
And got that bug when they bright meats of kill'd berserker/maniac dwarf to coffin, and cant put it inside, I ended up just dumb all his meats to lava.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: SAFry on June 04, 2012, 11:05:44 am
Sometimes, I start with more embark points than average. Anywhere from 1274 to 1700, maybe more. Is this a bug or feature? I have screenshots to prove it, but I'm posting from work.

I've had that too, not sure if it's vanilla or not.

I'm having trouble with wards going missing. Somebody else mentioned it before, I embarked with 2, 1 went missing early on so I locked the other one in a small room just to make sure some sneaky goblin didn't knife it in a panic to escape or a horse kick it or something. 2 years on.. went missing too.

Major problem is that in my other game when I got the queen move in I stopped getting diplomats so I couldn't order more wards and then I'm totally at them mercy of plagues and other such fun.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: tahujdt on June 04, 2012, 11:15:18 am
Sometimes, I start with more embark points than average. Anywhere from 1274 to 1700, maybe more. Is this a bug or feature? I have screenshots to prove it, but I'm posting from work.

I've had that too, not sure if it's vanilla or not.

I'm having trouble with wards going missing. Somebody else mentioned it before, I embarked with 2, 1 went missing early on so I locked the other one in a small room just to make sure some sneaky goblin didn't knife it in a panic to escape or a horse kick it or something. 2 years on.. went missing too.

Major problem is that in my other game when I got the queen move in I stopped getting diplomats so I couldn't order more wards and then I'm totally at them mercy of plagues and other such fun.

Wards have a life span of 2 years on average. They are probably dying of old age.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: 46852 on June 04, 2012, 12:16:40 pm
I agree with these two posters. Would be good if all the Masterwork modifications would be included in separate files, not inserted among vanilla RAWs. That would probably make it easier to to choose different features separately from the GUI too.

There's way too much of weird stuff for my taste currently, with all the cannonballs and pet golems turning up from out of nowhere.

Also the ability to revert back to plain vanilla would be appreciated by many I'm sure.

To revert back to plain vanilla:

1. Download vanilla DF
2. Run DF from vanilla folder

Oh, that was a typo or a brainfart by me, sorry :)

The ability to the ability to revert features back to plain vanilla.

Which is kind of the same thing I meant with my first paragraph... ::)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: SAFry on June 04, 2012, 12:55:17 pm
Wards have a life span of 2 years on average. They are probably dying of old age.

Yeah that's probably it, could be a bit of a problem if you stop getting dwarf diplomats, no way to defend against various types of fun.

*edit*

Looking at the wiki it turns out that it's true you don't get a dwarf liaison once the king has arrived. So basically if you want to play with disease or secret !fun! turned on make sure you never give more the 5k in offerings to the caravan. Unfortunately I've already messed up and given him 10k so I guess I'll just have to avoid building any more roads.

I'll stop going on about it now because I know Meph is busy but basically having the king and disease/secrets is incompatible unless the dwarf caravans keep bringing you the last thing you ordered after the king arrives. Don't suppose if anybody knows if that is true? or does it reset to defaults? 
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: CapnCanary on June 04, 2012, 01:40:44 pm
I'm having trouble with the furniture workshop since the most recent update*. It will let me make all the wooden sets, and the stone living room, dining room, and graveyard sets. It won't let me make anything else, even though I have the necessary reagents to make many of the others. I thought at first it might not be recognizing my cloth (that seemed to be the major change to the reactions), but it won't even let me make stone storage sets and I have piles of non-economic blocks, so I'm not sure what's going on.
 



*I skipped a few updates in the middle, so it might not be the most recent update that caused the problem.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Mechanixm on June 04, 2012, 02:15:55 pm
Sometimes, I start with more embark points than average. Anywhere from 1274 to 1700, maybe more. Is this a bug or feature? I have screenshots to prove it, but I'm posting from work.

If you are generating your world using the Advanced World Generating feature, then that could explain it.  You can set how many embark points you have in there somewhere.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: tahujdt on June 04, 2012, 02:32:24 pm
Sometimes, I start with more embark points than average. Anywhere from 1274 to 1700, maybe more. Is this a bug or feature? I have screenshots to prove it, but I'm posting from work.

If you are generating your world using the Advanced World Generating feature, then that could explain it.  You can set how many embark points you have in there somewhere.

No. Firstly, it randomizes, so I can get 1300 and the 1570 in the samwe world. Secondly, all of Meph's worldgens have 1274 set as the embark points.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Shawarma on June 04, 2012, 03:09:03 pm
@Meph

You sonova....

I finally decided to try out Masterwork after Diablo got boring. With it, you went and ruined vanilla dwarf fortress for me. Thanks a lot.

VIVA LA MASTERWORK!

-Shawarma
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Werdna on June 04, 2012, 04:13:43 pm
I'm having trouble with the furniture workshop since the most recent update*. It will let me make all the wooden sets, and the stone living room, dining room, and graveyard sets. It won't let me make anything else, even though I have the necessary reagents to make many of the others. I thought at first it might not be recognizing my cloth (that seemed to be the major change to the reactions), but it won't even let me make stone storage sets and I have piles of non-economic blocks, so I'm not sure what's going on.

Might be the burrow bug?  Try issuing the build order via the jobs menu and see if that works.  If it does, some of your ingredients are in a separate burrow from the workshop so the workaround is to move the ingredients, or just use the jobs menu for that reaction.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Durian Hohlades on June 04, 2012, 04:46:14 pm
Hey i turned off invaders for two seasons, and turned them on again, but there are no invaders coming anymore, and i have all known races with a P"eace" in the civilisation tab.
Any hints? Or is this a bug, thought i can toogle it on / off but its only kinda one way *,*
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: BigD145 on June 04, 2012, 05:26:54 pm
Damn, I don't have any wards and a dozen dwarves are suffering from breast cancer. I think I already lost the first person. Why cancer? Why must you be contagious in DF?!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Speakafreak22 on June 04, 2012, 05:43:09 pm
So every time I make a stone stockpile near the forges and only turn on the "Metal ore" category and turn the rest off, dwarves always bring collapsed bricks to the stockpile. Bug, or what?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Niveras on June 04, 2012, 06:11:42 pm
Minor, and I don't know if it's been mentioned and/or fixed yet, but there are 'language' errors in the iron golems' descriptions:
Quote
A big iron contruct provided by the mountainhomes. It resembels a humanoid with thick muscles and broad shoulders made entirely from iron. The eyes glow faintly red. It never speaks or even utters any sound. A valiant defender to guard against the vile forces of darkness. This golem yields a giant iron {weapon} as a right hand and wings it mercilessly.

'Construct', 'resembles', 'wields', and 'swings', respectively. The phrasing also kind of sets my teeth on edge but I want to overlook it because I'm hardly an English scholar and being pedantic about it would only invoke the ire of others, for exactly the same reason (i.e. they'd disagree with how I'd phrase it).

For spelling corrections in easy copy/paste form, see spoiler. Generic/sword/hammer/axe golem respectively. This is just for the iron golem. I haven't looked closely at all the rest (my supper is getting cold) but I see the steel golem at least has the same errors, and I'd guess all of them do.
Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: zenerbufen on June 04, 2012, 06:56:12 pm
I've seen this mentioned allot so I want to address it;

Ability to turn masterwork off, and revert to vanilla, or simply FPS only options.


Yes, this is 'The next big project' and goes hand in hand with the raw cleanup Meph has planned for when he finishes his trip, also the new GUI I am writing from the ground up from scratch is being written with this goal in mind and will include under the hood changes that will allow this to happen.

In the meantime, I am assembling some bug fixes that will be included in the minor updates in the meantime.

How can you help?

If you have found a bug:
A bug report is only really useful if it is reproducible. If I can't see the bug happening on my computer in front of my own eyes it is extremely hard to fix.

If you are experiencing a bug you would like to see fixed, or that you would like some help with and you are finding you are not getting the response you would like please preform one of the following.

1) Save you game, copy your save file over to a fresh installed copy of masterwork with all default settings. (change nothing) Open you game, see if you still encounter the bug. If so, upload the save file (dffd, dropbox,) and link to it. Provide directions on how to see the bug for ourselves.

2) Install a fresh copy of masterwork. Provide step by step instructions of what options to set, how you generated your world, where you embarked, whatever it takes to actually see the bug happen.

If you find a bug, and figure out how to make it keep happening, and share all the relevant information (most important how to reproduce) It will make it easier for us to find the root of the cause, and fix it.

Magma-in-bag on traders
There was a post a few pages back that had a possible fix for this issue. Has anyone who is experiencing the problem tried that?

@Durian Hohlades
You have to 'Create a New World' for most changes to take effect. This means you can't turn invades off or back on in an already existing fort. Any forts in that world will use whatever settings where in effect when the world was created.

@Speakafreak22
I've seen it mentioned before, but I can't remember where sorry. What I know of about collapsed bricks is that they are a type of ore related to archeology and you will find them as viens in the ground like ore(follow them to find treasure). This means that they are not at all like the bricks your dwarfs would create from sand/clay, hence the way they get stockpiled. I'm not sure if this is something that can be fixed. (Mods have to work around limitations in DF, that sometimes cause weird side effects)

@Wards Does anyone know why Meph decided to make them die? I think a longer lifespan would be nice. Thoughts?

@tahujdtDefine sometimes; when are you getting these odd embark points?

@CapnCanaryMake a big huge burrow that covers your entire fort, including all stockpiles and workshops (remember you can designate over multiple zlevels now) Do you still have the issue?

@IsharGuides & Readmes Pet Guide.PNG - includes most of the stuff that can end up on your team (sauropods are missing, but we all know those are just giant long necked dinosaurs right?) Buildings, Woods, Plants, Metals, and Materials are also documented there. Creatures have not been documented yet. Anyone up for this? You can find more info in the raws :(

@Niveras thanks
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: thistleknot on June 04, 2012, 07:58:11 pm
hey... that sounds vaguely familiar.

That's cool btw.  I hope to see that.  It would be nice to play vanilla with basic enhancements, like fps increase (with generic materials/objects!)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Broseph Stalin on June 04, 2012, 08:09:46 pm
-snip-

I haven't experienced the magma bag bug since preforming the fix.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Pikdome on June 04, 2012, 08:36:42 pm
I've noticed that when I conduct a random experiment after researching and getting blueprints, and because I had no other metal available, the random experiment uses the blueprints as metal bars, resulting in some very interesting, very valuable items like a gunsmith blueprint advanced crossbows and an ammunition mint katana.
I'm not aware if this has already been reported or if anything can be done about it.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: oliverosky95 on June 04, 2012, 08:48:59 pm
A cool new feature would be a way to unassign pets from the dwarfs (because is annoying, to assign a powerfull warbeast to a wrong dwarf)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Torrasque666 on June 04, 2012, 10:18:59 pm
I summon Necro to the field!

MAAAGGGMMMAAA!!!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Werdna on June 04, 2012, 10:49:25 pm
So I want to share my copper sword golem's story.

Ushat Nomalnadak was one of a few golems that arrived with migrants to the two year old glacial fortress of Ingishosdin.  With its thick metal skin Ushat was quickly assigned to outdoor watch duty, where if it had a bad thought about the frequent snowstorms, he never did deign to mention it.  He was primarily assigned as a thief trap - he was stationed so thieves could just get by it, but then later be spotted by roaming mastiffs guarding the inner entrance, at which point the fleeing thief had to make it by Ushat.  He already had one kobold kill to his credit.  It was only the faintest hint of what was to come.

In the spring of 213, Ingishosdin suffered its first overland ambush by greater badgermen and dreaded honey badgermen.  Ushat was the poor target of the ambush, as a Honey Badgerwoman Spearman rose up suddenly out of the driving snow a mere 4 tiles away, riding a fearsome Giant Queen Ant, Osmoz.  Not far behind, 15 badgermen lashers, instantly enraging as badgermen are known to do.  Ushat only has time to clang his palm loudly upon his copper breast, sounding the alarm - but it will be precious minutes before help will arrive from the depths.  He is on his own to keep 17 combatants at bay, his questionable life to be spent buying precious seconds of organized defense.

Spoiler (click to show/hide)

The spearwoman does not last long - a lucky early strike from Ushat bats the heavy gold spear from her hand.  Osmuz the giant ant latches onto Ushat's toe, but Ushat breaks this poorly chosen grip and shortly after strikes the spearwoman in the head, shattering her skull.  As the rest of the lashers pour over him in howling rage, Ushat proceeds to calmly chop one leg after another from Osmuz, until the ant falls over dead.

High above the battle, I confess I gave up on poor Ushat.  I turned my attention to my little dwarves, stationing my 10 man axe squad indoors and grouping them up first, not wanting them to stream out in dribs and drabs.  My marksdwarves were sent to the battlements overlooking the fight, but they were a new squad and poorly equipped.  The few that arrived offered only a thin stream of fire into the fray, with mere bone bolts that cause more pain than harm.

With my melee dwarves finally ready, I noticed that the roiling ball of badgermen had not progressed passed Ushat's station.  Watching carefully, I am surprised to see Ushat blinking red for a moment on one of the tiles, before disappearing under a steady stream of badger icons.  He's still alive?  I check screens, and there he is with 6 screens of combat text, still trucking.  He is covered in blood.  His body part listing is nearly all red, with some yellow.  He has killed 7 hostiles out of 17, and there are four unconscious ones.  One moment I was 'alas poor Ushat'; and the next, my melee squad is charging out screaming 'Ushat, save some for us!'.


Spoiler: Ushat's kill list (click to show/hide)

Spoiler: Ushat's broken body (click to show/hide)



Spoiler: The End (click to show/hide)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: zenerbufen on June 05, 2012, 12:25:53 am
-snip-
I haven't experienced the magma bag bug since preforming the fix.
thanks
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: ShadowLop on June 05, 2012, 01:34:15 am
In light of the golem story above, I've got one of my own to share.

I usually build one main path to the main entrance, a longer trap corridor to divert to. The Trade depot is usually just outside my entrance, but within my inner-most seal.
On this fort, I decided to put my trade depot in an air-locked position, instead of within my fort. This would prove fateful.

I had just finished trading with the elven caravan, having bought two fire turrets to defend my main entrance and the merchants were preparing to depart.
Suddenly, Nuru Lurunococu, a Frost Wyrm, appeared on the map. Speedy thing that he was, he almost made it up my incomplete trap/kill corridor (where I am testing a minecart-based grinder) before the dwarves could seal that bridge.
After a momentary thought, he turned and ran around the North edge of my fort towards the main entrance. Prepared and ready for him (the alarm to withdraw into the fortress had sounded already and everyone was inside), the dwarves quickly sealed the main entrance too. Having no way into the fort, I expected him to simply stay put, as they often do.

It was then that I realised that the outer airlock gate of the trade post was still open to allow the merchants to leave.
The dwarves had no chance to react. The wyrm entered the trade depot within seconds (go go 150 fps) and breathed frost onto the merchants.
The soldier escorts reacted quickly and retaliated, but they were no match for it. The wyrm made short work of them, recieving only minor injuries.

It was at this point, that the merchant wagons and trade depot deconstructed, spilling all their goods into the ground...including several web, acid, fire and hellfire turrets onto the ground.
All hell broke loose. The web turrets kept him trapped non-stop while the acid, flame and hellfire turrets roasted him alive and set the entire countryside on fire.
The various metals and fuels ignited and burned for a season while dwarves dumped buckets of water from the wall above, then another while a quick pond and pump system was erected, which finally doused the flames.

The turrets, which are friendly, therefore unmovable, remained there until the year after when some capuchins arrived...causing the turrets to set the world on fire again...both times the access bridge was destroyed...now I'm adding a paved tunnel to prevent wildfires again and my trade depot will be moved slightly to prevent friendly fire on merchants.

All in all, a good day for all, except the Wyrm, Capuchins and my hunter who decided to go hunting Capuchins in the middle of a brushfire...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Urist McTeellox on June 05, 2012, 01:47:25 am
Firstly, a *huge* thank-you to Meph for an awesome mod, and to Zenerbufen for volunteering to carry on with it as Meph goes gallivanting across the countryside. :)

I was just wondering if there's a git or other source control repo where development is happening? It would make it much easier when it comes to sending patches for things like spelling fixes, and means if I make my own local tweaks then I can make sure they don't get out-of-sync with the rest of the mod.

Many thanks,

T.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Urist McTeellox on June 05, 2012, 01:50:00 am
I was just wondering if there's a git or other source control repo where development is happening? It would make it much easier when it comes to sending patches for things like spelling fixes, and means if I make my own local tweaks then I can make sure they don't get out-of-sync with the rest of the mod.

And updates to the help manual and supporting docs. I'm not at all experienced at modding DF, but I do have a decade or so of experience as a technical writer. :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Durian Hohlades on June 05, 2012, 02:38:40 am

@Durian Hohlades
You have to 'Create a New World' for most changes to take effect. This means you can't turn invades off or back on in an already existing fort. Any forts in that world will use whatever settings where in effect when the world was created.



I see, but i had invasions the first 5 years, then i toogled invaders, saved and now it seems all civilisations are in peace with me, no kobolds, no snatchers, no ambushes at all, so i think toogling invaders off changed it for me in a existing world, but its not changing this setting back to "normal", any idea? :D
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: krko on June 05, 2012, 03:58:44 am

@Durian Hohlades
You have to 'Create a New World' for most changes to take effect. This means you can't turn invades off or back on in an already existing fort. Any forts in that world will use whatever settings where in effect when the world was created.



I see, but i had invasions the first 5 years, then i toogled invaders, saved and now it seems all civilisations are in peace with me, no kobolds, no snatchers, no ambushes at all, so i think toogling invaders off changed it for me in a existing world, but its not changing this setting back to "normal", any idea? :D

That "invaders" setting is an ini setting from vanilla actually. It just toggles sieges, thieves, and ambushes on and off. You can turn it on/off any time. It's quite useful for megaprojects.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: zenerbufen on June 05, 2012, 04:02:23 am
@Durian, sorry for the bad info, @krko, thanks for correcting me, @Urist McTeellox, soon
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Durian Hohlades on June 05, 2012, 04:34:10 am

@Durian Hohlades
You have to 'Create a New World' for most changes to take effect. This means you can't turn invades off or back on in an already existing fort. Any forts in that world will use whatever settings where in effect when the world was created.



I see, but i had invasions the first 5 years, then i toogled invaders, saved and now it seems all civilisations are in peace with me, no kobolds, no snatchers, no ambushes at all, so i think toogling invaders off changed it for me in a existing world, but its not changing this setting back to "normal", any idea? :D

That "invaders" setting is an ini setting from vanilla actually. It just toggles sieges, thieves, and ambushes on and off. You can turn it on/off any time. It's quite useful for megaprojects.

Yes i thought so, but all civilisations are PEACED, and after i toogled it back on they dont turn back to normal, i mean kobolds goblin civ beakwolfs and etc pp, that used to siege dont do shit anymore :P

may iam wrong or its just fucked up for me now
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Tierre on June 05, 2012, 04:38:19 am
About embark points - try to delete everything from your embark list and see how many points you really have. I think it is just a simple problem of having items of different value on a predefined list. That's all :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: zenerbufen on June 05, 2012, 05:17:07 am
I've noticed sometimes when I embark I will have a few points left over, other times it warns me I don't have enough. It is odd indeed.

@Durian, you might just have to wait?  maybe they have to get mad at you before they decide they don't like you enough to start another war with you? Have you tried initiating hostilities?

@Everyone
Per request I have set up a code repository for Masterwork over here (http://www.javaforge.com/project/5793)

You will find; A wiki that you can use to discuss the mod internals and technical details, a Tracker that you can use to submit bugs (I will be entering several for meph), and a Mercurial repository of the help guides and raws for anyone who wants to dig in and help out.

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Durian Hohlades on June 05, 2012, 06:24:23 am
i may try slaughtering next caravan, but how to gank on kobolds if they dont appear on yo map?! :D
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Altaree on June 05, 2012, 07:32:30 am
I've noticed sometimes when I embark I will have a few points left over, other times it warns me I don't have enough. It is odd indeed.

@Durian, you might just have to wait?  maybe they have to get mad at you before they decide they don't like you enough to start another war with you? Have you tried initiating hostilities?

@Everyone
Per request I have set up a code repository for Masterwork over here (http://www.javaforge.com/project/5793)

You will find; A wiki that you can use to discuss the mod internals and technical details, a Tracker that you can use to submit bugs (I will be entering several for meph), and a Mercurial repository of the help guides and raws for anyone who wants to dig in and help out.
Access Denied User "anonymous" has no permission to access "/project/5793"

Edit: I created an account and :
Access Denied User "altaree" has no permission to access "/project/5793"
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: tahujdt on June 05, 2012, 09:50:00 am
About embark points - try to delete everything from your embark list and see how many points you really have. I think it is just a simple problem of having items of different value on a predefined list. That's all :)

Yes I delete the items, and then I find that I have 1380 or whatever. I think this is a MW problem, as I never have it with vanilla. Hard to imagine how, though.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Lightningfalcon on June 05, 2012, 09:54:00 am
Where is the gamelog.txt file?  I'm trying to get Soundsense to work, but I can't find the file anywhere. 
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: tahujdt on June 05, 2012, 10:12:37 am
Hey, is it possible to get Jolly Bastion Tileset without having to turn on creature sprites?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Srial on June 05, 2012, 10:13:31 am
Gamelog.txt is in the root dwarf fortress directory.  The tricky part that always catches me is the gamelog.txt file isn't created until DF has been started at least once.

So, start DF, then immediately quit at the menu and you should see it appear in the Dwarf Fortress directory.

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: zenerbufen on June 05, 2012, 10:35:18 am

Access Denied User "anonymous" has no permission to access "/project/5793"

Edit: I created an account and :
Access Denied User "altaree" has no permission to access "/project/5793"

Odd, the project is open to everyone, and when I tried to ad altaree I couldn't find the username... have you confirmed your e-mail? The site is working for me =\ I'll look into this more when I get home.

@jollybastion without sprites, yes you can. Copy \MasterworkDwarfFortress\Jolly\data\art\Phoebus_16x16.png into \dwarf fortress\data\art\
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Urist McTeellox on June 05, 2012, 10:47:00 am
So, goblins have cut off access to my primary water source, and due to said goblins I'm now in great need of water for some dwarves who aren't in the best of health.

I've noticed I can "purify water from booze", which then gives me a bucket of clean water.  This is great, but how do I get my dwarves to tip it into my well/pond?  Will they eventually realise there are buckets that can be used (they haven't yet), or do I need to do something more than designate a pond zone?

In other matters, I'm also confirming that I also can't see the code repo, although I don't have an account on JavaForge.

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Werdna on June 05, 2012, 11:00:29 am
Hmm, I think the problem is that a Pond must be filled from a Water Source, which is by hand or well from an already existing tile of water.  The game probably doesn't recognize the already filled bucket of water as a water source unfortunately.  I don't think this is under Meph's control.

When I'm in that situation, I immediately order my miners to start sinking tunnels to locate the caverns, to locate underground lakes.  Once I discover a cavern with water, I route a tunnel directly over the underground lake and build a well over it.  Just be aware that the caverns are far more dangerous in Masterwork, so seal up unused openings into the cavern, and prepare to defend the ones you do use.  I've gotten massive troglodyte ambushes *very* early in the game - I think they may be triggered by cavern discovery, not wealth/pop like most invader races are.  YMMV!

Spoiler (click to show/hide)

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: ShadowLop on June 05, 2012, 11:21:06 am
Hmm, I think the problem is that a Pond must be filled from a Water Source, which is by hand or well from an already existing tile of water.  The game probably doesn't recognize the already filled bucket of water as a water source unfortunately.  I don't think this is under Meph's control.

On the other hand, a bucket of water should be given to the dwarf directly anyway, so you don't really need to put it in the pond in the first place...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Urist McTeellox on June 05, 2012, 11:43:18 am
On the other hand, a bucket of water should be given to the dwarf directly anyway, so you don't really need to put it in the pond in the first place...

If that works for both cleaning and watering dwarves, then I'm delighted to have buckets of water lying around.  I had one dwarf who kept wandering to the well and looking disappointed (with a "clean self" task), so I wasn't sure.

Quote
Hmm, I think the problem is that a Pond must be filled from a Water Source, which is by hand or well from an already existing tile of water.  The game probably doesn't recognize the already filled bucket of water as a water source unfortunately.  I don't think this is under Meph's control.

As it was, I ended up using the brewery to purify water from booze, then dfhack to drybuckets, and then added one unit of liquid to my well for each bucket dryed.  In this way I feel that I didn't completely cheat. :)

Thanks for the advice, ShadowLop and Werdna!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: lp_228 on June 05, 2012, 12:47:10 pm
Is there a known graphical bug in Phoebus Tileset? When i find flux stone, the image of tile is white instead of correct image of flux. This problem doesn't occur in "normal" DF - only in Masterwork.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Altaree on June 05, 2012, 01:04:16 pm

Access Denied User "anonymous" has no permission to access "/project/5793"

Edit: I created an account and :
Access Denied User "altaree" has no permission to access "/project/5793"

Odd, the project is open to everyone, and when I tried to ad altaree I couldn't find the username... have you confirmed your e-mail? The site is working for me =\ I'll look into this more when I get home.

Figured it out.  I had to search for the project and then join it.  Then I could see the project.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Werdna on June 05, 2012, 01:19:50 pm
Is there a known graphical bug in Phoebus Tileset? When i find flux stone, the image of tile is white instead of correct image of flux. This problem doesn't occur in "normal" DF - only in Masterwork.

I don't know if its a bug, it may be intentional.  Generally if you see a solid white tile it is marble, and a slightly off-white solid tile it is limestone.  I forget if there are any other flux types in Masterwork, those seem to be the two most common though.  I've used a lot of tile sets over the years and I can't really recall any of them having a uniform depiction of flux (might be poor memory though).
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Sirmaril on June 05, 2012, 01:56:17 pm
ABOUT THE EMBARK POINTS:

I've downloaded the 34.10 and 34.11 version of Vanilla DF and EVERY worldgen set have 1324 embark points, so this is new default. While Meph's sets use the older default of 1274, or somethin'. So this is partially the mod "bug" and partialy Vanilla "bug".

ZENERBUFEN:

When should we await update for 34.11? I would be gratefull if You could upload this soon as I have in plan starting a megaproject and the bug fixes from 34.11 would be helpfull.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: zenerbufen on June 05, 2012, 02:34:32 pm
Do all of the utilities still work with 34.11? I haven't had a chance to test anything on the windows side yet. If dfhack/therapist are good I should have one together soon. edit: Also new version is save file compatible with old version. Shouldn't stop your mega-construction.Just apply the magma fix patch a few pages back (http://www.bay12forums.com/smf/index.php?topic=98196.msg3321252#msg3321252).

Also I got the permissions worked out over here. http://www.javaforge.com/project/MWDF   (http://www.javaforge.com/project/MWDF)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Broseph Stalin on June 05, 2012, 04:17:45 pm
Talented Doctors are refereed to as she in their description regardless of gender.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Nesah on June 05, 2012, 05:54:20 pm
Is this mod working with current, vanilla version (.34.11) ?
doesn't matter... sorry.. really stupid question..
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: tahujdt on June 05, 2012, 06:04:10 pm
ABOUT THE EMBARK POINTS:

I've downloaded the 34.10 and 34.11 version of Vanilla DF and EVERY worldgen set have 1324 embark points, so this is new default. While Meph's sets use the older default of 1274, or somethin'. So this is partially the mod "bug" and partialy Vanilla "bug".


No, that isn't it. The number is entirely random, anywhere between 1274 and 1800+.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: zenerbufen on June 05, 2012, 06:45:14 pm
No, that isn't it. The number is entirely random, anywhere between 1274 and 1800+.
Any specific place you are seeing this? or not seeing this? or everywhere?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Meph on June 05, 2012, 06:56:10 pm
Can confirm that the embark numbers fluctuate, but I always thought that this is normal, because I always see it.

Just posting to say that I still read and note down everything here. Appearently my RL plans did change slightly, since I am now sitting near SanFrancisco, without a bike, but then again I couldnt tell anyone what will happen the next few days.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: sayke on June 05, 2012, 07:02:48 pm
i think the embark numbers fluctuate because embarking with the different castes results in different total costs for dwarfs... and the castes are random. does that make sense?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: tahujdt on June 05, 2012, 07:04:26 pm
i think the embark numbers fluctuate because embarking with the different castes results in different total costs for dwarfs... and the castes are random. does that make sense?
Vaguely so. How do castes affect the number of points?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Broseph Stalin on June 05, 2012, 07:09:27 pm

Vaguely so. How do castes affect the number of points?
Castes start off as accomplished in their skills. Is it possible we're being charged for them in embark?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: tahujdt on June 05, 2012, 07:10:55 pm

Vaguely so. How do castes affect the number of points?
Castes start off as accomplished in their skills. Is it possible we're being charged for them in embark?
Not really, that would start us off with less than 1274 points. However, I think it could be something with the castes.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Urist McTeellox on June 05, 2012, 08:05:40 pm
Have got access to the JavaForge SCM working.  I'm 'pjf_'.

Have also applied my first change, fixing the spelling with golems' flavour text that @Niveras reported a few pages back.

It looks like JavaForge is happy for me to throw changes directly into the main branch; should I continue to do that, or would you prefer for me to fork the repo and send pull requests (presuming this isn't too hard on JF).

Many thanks!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: zenerbufen on June 05, 2012, 08:16:53 pm
Whatevers clever, I can back-out any changes that cause problems. The 'master' repo is on my computer (or mephs) as well the ways it is now.  :p

Thanks for the help.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: ctharvey on June 05, 2012, 11:16:37 pm
Looking forward to the next version!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: zenerbufen on June 05, 2012, 11:19:32 pm
Looking forward to the next version!
Not as much as the next version is looking forward to you  :-*


 :-\
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Meph on June 06, 2012, 01:11:58 am
Just a general note: There will be a bugfix/34.11 version. Will at least take a week, to allow the Javaforge Bugreport (http://www.javaforge.com/project/MWDF) to do some progress. Anyone can post fixes or issues he or she finds. Dfhack, Therapist and other utilities have to be updated as well. 
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Tierre on June 06, 2012, 03:31:12 am
Well symbols.xml are partially working for DFhack and DT right now (at least the ydon't crush and do some things). But it's not a full release yet.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: KaneAndTheHumanRace on June 06, 2012, 09:29:24 am
Has anyone else noticed anything funny about drinks?  I couldn't figure out why my dwarves are all thirsty, and my drinks stockpile is empty, when the stocks screen showed several hundred drinks.  Finally I went under the "Drinks" category in stocks, and found the following:

Drinks[78]
Dimple cup none[18]
Dwarven wine[132]
Swamp whiskey[54]
Strawberry wine[24]
Dwarven rum[18]

Okay, I thought, this looks okay, except a little strange with the generic "drink" and "dimple cup none".  Then I took a closer look, expanding the list, and started zooming in on each pile of drinks.  Every stack appears to be residing within the brewery, just sitting there.  Then I had the brilliant idea to deconstruct the brewery.  Apparently these were all floating drinks, as deconstructing the brewery gave me the original 5 barrels and 5 rocks used to construct it, and left pools of alcohol everywhere.  Didn't put this on the bug list because I'm not sure it's repeatable, but just throwing it out there.

[Edit]Forgot to mention, there were plenty of empty barrels available in the furniture stockpile, at least at the time of brewery deconstruction.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Werdna on June 06, 2012, 10:53:26 am
I'm still having that same brewing problem, except with the Still.  It's driving me nuts - sometimes it works, sometimes it doesn't.  I suspect it might be the rock barrels since its the first time I've been using them, but I am not certain.  Are you using rock barrels?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: tahujdt on June 06, 2012, 10:57:23 am
Has anyone else noticed anything funny about drinks?  I couldn't figure out why my dwarves are all thirsty, and my drinks stockpile is empty, when the stocks screen showed several hundred drinks.  Finally I went under the "Drinks" category in stocks, and found the following:

Drinks[78]
Dimple cup none[18]
Dwarven wine[132]
Swamp whiskey[54]
Strawberry wine[24]
Dwarven rum[18]

Okay, I thought, this looks okay, except a little strange with the generic "drink" and "dimple cup none".  Then I took a closer look, expanding the list, and started zooming in on each pile of drinks.  Every stack appears to be residing within the brewery, just sitting there.  Then I had the brilliant idea to deconstruct the brewery.  Apparently these were all floating drinks, as deconstructing the brewery gave me the original 5 barrels and 5 rocks used to construct it, and left pools of alcohol everywhere.  Didn't put this on the bug list because I'm not sure it's repeatable, but just throwing it out there.

[Edit]Forgot to mention, there were plenty of empty barrels available in the furniture stockpile, at least at the time of brewery deconstruction.
Yeah, I noticed a similar bug back in 31.25 with the altar of armok's pray for booze reaction, it created plump helmet none. It was a problem with reaction tags, I forget how. Meph, do you remember that?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: BigD145 on June 06, 2012, 11:09:03 am
I did a quick search for "bag of loot" but am not finding a fix. I have a couple bags, I have placed them on and around the creature lab, but the option is still in red. The reaction is messed up somewhere.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Broseph Stalin on June 06, 2012, 11:12:07 am
I did a quick search for "bag of loot" but am not finding a fix. I have a couple bags, I have placed them on and around the creature lab, but the option is still in red. The reaction is messed up somewhere.
Is it a stockpile or burrow problem? It isn't a problem with the reaction itself I've done it without fail.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: KaneAndTheHumanRace on June 06, 2012, 11:37:27 am
I'm still having that same brewing problem, except with the Still.  It's driving me nuts - sometimes it works, sometimes it doesn't.  I suspect it might be the rock barrels since its the first time I've been using them, but I am not certain.  Are you using rock barrels?

Nope, just wooden ones.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Mictlantecuhtli on June 06, 2012, 12:19:38 pm
I did a quick search for "bag of loot" but am not finding a fix. I have a couple bags, I have placed them on and around the creature lab, but the option is still in red. The reaction is messed up somewhere.
Is it a stockpile or burrow problem? It isn't a problem with the reaction itself I've done it without fail.

That's odd, because I've actually not been able to convert the bags of gold, ever. Period. I've gotten almost every other reaction to work right in the Creature Lab, and yet the gold bags of loot.. Never work, even if I try to do it manually in the manager. It's a bit annoying, but nothing game-breaking.

Oh, and is there some way to simply remove those extra bars/blocks of 'black smoke' and 'rock dust' made by workshops and furnaces? Right now I just use it to build walls and floors to reduce clutter, but it's a bit overwhelming when everything that makes useful goods is flooded with this junk. That I can't store in bins. And clutters up my stone stockpiles, since I can't disable either of them from being dragged to the stockpile.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Broseph Stalin on June 06, 2012, 12:22:39 pm

That's odd, because I've actually not been able to convert the bags of gold, ever. Period. I've gotten almost every other reaction to work right in the Creature Lab, and yet the gold bags of loot.. Never work, even if I try to do it manually in the manager. It's a bit annoying, but nothing game-breaking.

Oh, and is there some way to simply remove those extra bars/blocks of 'black smoke' and 'rock dust' made by workshops and furnaces? Right now I just use it to build walls and floors to reduce clutter, but it's a bit overwhelming when everything that makes useful goods is flooded with this junk. That I can't store in bins. And clutters up my stone stockpiles, since I can't disable either of them from being dragged to the stockpile.

You should be able to turn dust off, also those should be appearing as clouds of smoke rather than bars.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Mictlantecuhtli on June 06, 2012, 12:24:12 pm
My -Rock dust scepter- and -Rock dust doors- disagree with you, there. They're getting produced directly as bars/blocks/whatever with the smoke being produced in the reaction. I assume that's to make the smoke effect appear, since the item is dissolving, basically, to create the 'smoke' effect. But the residual item is left. It's rather obnoxious, but hey, free stone I guess. It's just alot of clutter and extra items dragging down my FPS, since I make ~200 of these combined every season or so.


Wait, could it be because I have temperature off? That would explain why it's not 'melting' away. I think that may be it. I've been playing without temperature on for the FPS gains for a while now and just overlooked that.

Yep. Temperature on and the items dissolve just fine. I'm silly for not thinking of that in the first place. This could be considered an exploit, though, since those effects create stone that is considered economic and used to build crafts/furniture/etc. so essentially meaning you don't need to mine stone anymore if you play without temperature. Which I do, since I enjoy 250 FPS with 120+ Dwarves.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Meph on June 06, 2012, 12:33:46 pm
Yeah, I thought about linking temperature with every feature that needs temperature to work. Without tempereature MOST of the high tech stuff does not work btw, everything that uses boiling stones for reactions. Which is about everything. Golems, Magic, Constructs, Pet Armory, Musicstage...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: kizucha on June 06, 2012, 12:40:36 pm
Hm maybe is the thing with monster in the different types of maps "wilderness" "calm" a bit buggy? I have here nightmares in wilderness, i think nightmares are more like dark bad maps? ;D And... the nightmares burning all tiles in my map. :'( The same bad thing with the burning skulls. AND i have a fleshman in the first year that killd all my dwarfs, the nightmares are first year too. ???
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: zenerbufen on June 06, 2012, 12:54:13 pm
That is by design. Most of the added creatures show up everywhere randomly, so that you can enjoy the entire mod regardless of the embark. It bugs me a little as well, I've got a note on my list about changing that, so it is an option, will require a bit of work though.

In the meantime you can remove the ubiquitous (sp?) tag from any creatures you don't want to show up outside of their home environment.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Werdna on June 06, 2012, 01:13:10 pm
I did a quick search for "bag of loot" but am not finding a fix. I have a couple bags, I have placed them on and around the creature lab, but the option is still in red. The reaction is messed up somewhere.
Is it a stockpile or burrow problem? It isn't a problem with the reaction itself I've done it without fail.

That's odd, because I've actually not been able to convert the bags of gold, ever. Period. I've gotten almost every other reaction to work right in the Creature Lab, and yet the gold bags of loot.. Never work, even if I try to do it manually in the manager. It's a bit annoying, but nothing game-breaking.

I haven't set up a Creature Lab yet in the current version fort, but in the past, opening the bags was automatic.  I built the lab, next thing I knew, my bags of loot had all disappeared.  It wasn't until I noticed extra bars of platinum and gold in my stocks, that I realized my guys had automatically gone and opened all of them.  My gut feeling is that you're experiencing the burrow bug - make sure the bags and Lab are in the same burrow.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: juanm on June 06, 2012, 01:16:52 pm
Has anyone else noticed anything funny about drinks?  I couldn't figure out why my dwarves are all thirsty, and my drinks stockpile is empty, when the stocks screen showed several hundred drinks.  Finally I went under the "Drinks" category in stocks, and found the following:

Drinks[78]
Dimple cup none[18]
Dwarven wine[132]
Swamp whiskey[54]
Strawberry wine[24]
Dwarven rum[18]

Okay, I thought, this looks okay, except a little strange with the generic "drink" and "dimple cup none".  Then I took a closer look, expanding the list, and started zooming in on each pile of drinks.  Every stack appears to be residing within the brewery, just sitting there.  Then I had the brilliant idea to deconstruct the brewery.  Apparently these were all floating drinks, as deconstructing the brewery gave me the original 5 barrels and 5 rocks used to construct it, and left pools of alcohol everywhere.  Didn't put this on the bug list because I'm not sure it's repeatable, but just throwing it out there.

[Edit]Forgot to mention, there were plenty of empty barrels available in the furniture stockpile, at least at the time of brewery deconstruction.

I had the same problem using ornamental black brick barrels in a still to produce rum and beer. I think I used the new specific reactions of the mod (not "brew drink"). I dumped a lot of barrels via the stocks menu (those with low quality and no "food", "meat", "rum" or simmilar on their description, so they should be empty, right?). Could this be the source of the problem?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Mictlantecuhtli on June 06, 2012, 01:18:16 pm
I haven't set up a Creature Lab yet in the current version fort, but in the past, opening the bags was automatic.  I built the lab, next thing I knew, my bags of loot had all disappeared.  It wasn't until I noticed extra bars of platinum and gold in my stocks, that I realized my guys had automatically gone and opened all of them.  My gut feeling is that you're experiencing the burrow bug - make sure the bags and Lab are in the same burrow.

Nope. It's just not happening at all, trust me on that one. With/without burrows, no matter what. I just have bags of gold to trade with merchants, they never get converted automatically as the reaction doesn't even recognize them as existing, even if I have a bunch of them piled on the goddamn workshop.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Broseph Stalin on June 06, 2012, 01:26:16 pm
Nope. It's just not happening at all, trust me on that one. With/without burrows, no matter what. I just have bags of gold to trade with merchants, they never get converted automatically as the reaction doesn't even recognize them as existing, even if I have a bunch of them piled on the goddamn workshop.
Is the workshop forbidden?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Mictlantecuhtli on June 06, 2012, 01:28:17 pm
Nope. It's just not happening at all, trust me on that one. With/without burrows, no matter what. I just have bags of gold to trade with merchants, they never get converted automatically as the reaction doesn't even recognize them as existing, even if I have a bunch of them piled on the goddamn workshop.
Is the workshop forbidden?

I've been playing Dwarf Fortress for neigh 6 years, friend. I can promise you there's something fudged in the reaction that's not letting the bags dropped by the Kobolds get used in the reaction. I'll go pull up the raws now since it's bothering me so much and see if it's missing a bit from it.


Edit:
Spoiler: Kobold item that drops (click to show/hide)

Spoiler: Loot bag reaction (click to show/hide)

I don't think TOOL and TOY overlap. I've not done reaction modifications since 3d was new, but I think that may be the issue. I've seriously never converted a bag of loot, ever. I'm going to fiddle with it and reload and see if it does work now.

I notice there's two versions of the same item.

Well, after loading-changing-loading-changing some more, I can't get the reaction to work at all, period. With either the TOY version or TOOL version. I think I need to regen a new world, replace the Kobold drop with the TOOL version, and see what happens.

Confirmed: Yep, just change the Kobold drop to the TOOL verion, what Meph posted below, pretty much.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Broseph Stalin on June 06, 2012, 01:45:15 pm
I've been playing Dwarf Fortress for neigh 6 years, friend. I can promise you there's something fudged in the reaction that's not letting the bags dropped by the Kobolds get used in the reaction. I'll go pull up the raws now since it's bothering me so much and see if it's missing a bit from it.
It's not anything with the raws. I'm playing with the current version not only have I been able to get the stuff from the bags I just created a reaction that produces loot bags and they're automatically processed in the lab. Have you tried destroying and rebuilding the armory?



Edit:

Just looked at my raws and even though
[ITEM_TOY:ITEM_TOY_LOOT] exists kobolds are set to drop
[ITEMCORPSE:TOOL:ITEM_TOOL_LOOT:INORGANIC:GOLD]
and the reaction uses  [REAGENT:A:1:TOOL:ITEM_TOOL_LOOT:INORGANIC:GOLD]
I don't think I changed this at all in the raws.

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Meph on June 06, 2012, 01:45:28 pm
Nice find.

Fix:
[CREATURE:KOBOLD]blahblahraws
[ITEMCORPSE:TOOL:ITEM_TOOL_LOOT:INORGANIC:GOLD]

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Mictlantecuhtli on June 06, 2012, 01:50:07 pm
Nice find.

Fix:
[CREATURE:KOBOLD]blahblahraws
[ITEMCORPSE:TOOL:ITEM_TOOL_LOOT:INORGANIC:GOLD]

Yeppers, I just figured out that's what I need to change. Shame I need to regen my world now, but atleast now I know. No problem, by the way. I think there's some other custom reactions that need work, but I'm not a raw scourer anymore.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Broseph Stalin on June 06, 2012, 02:16:55 pm

Yeppers, I just figured out that's what I need to change. Shame I need to regen my world now, but atleast now I know. No problem, by the way. I think there's some other custom reactions that need work, but I'm not a raw scourer anymore.
Are you using the newest version? I just downloaded 1.9.2 and the reaction asks for the TOOL not the TOY even though both exist. Either way if your raws are wrong you should be able to change TOY:ITEM_TOY to TOOL:ITEM_TOOL in the reaction under your save to fix the problem without regen. .
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Mictlantecuhtli on June 06, 2012, 03:38:52 pm

Yeppers, I just figured out that's what I need to change. Shame I need to regen my world now, but atleast now I know. No problem, by the way. I think there's some other custom reactions that need work, but I'm not a raw scourer anymore.
Are you using the newest version? I just downloaded 1.9.2 and the reaction asks for the TOOL not the TOY even though both exist. Either way if your raws are wrong you should be able to change TOY:ITEM_TOY to TOOL:ITEM_TOOL in the reaction under your save to fix the problem without regen. .

No sir, I tried multiple different reactions including TOOL in my file with two different saves of forts with access to the bags. It doesn't matter either way, you don't really know what you're talking about my friend. I apologize. :p But mellow down with the patronizing tone. I am pretty sure I know what I'm doing when it comes to RAW work. I've done it longer than you've been in the game.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Broseph Stalin on June 06, 2012, 03:53:13 pm

No sir, I tried multiple different reactions including TOOL in my file with two different saves of forts with access to the bags. It doesn't matter either way, you don't really know what you're talking about my friend. I apologize. :p But mellow down with the patronizing tone. I am pretty sure I know what I'm doing when it comes to RAW work. I've done it longer than you've been in the game.

I don't know where your getting patronizing but while you probably do know what your doing when it comes to raws this problem doesn't seem to have effected anyone except you to the contrary the reaction is working fine for everyone else. Looking at the raws from a freshly downloaded version what your describing isn't apparent and it's easilly possible to create the exact problem your describing and then remedy it with the exact solution I just described.

This exists in the unmodified 1.9.2 raws
[ITEM_TOOL:ITEM_TOOL_LOOT]
[NAME:bag of loot:bag of loots]
[VALUE:10]
[TILE:128]
[SIZE:1000]
[MATERIAL_SIZE:1]
As does this
[ITEM_TOY:ITEM_TOY_LOOT]
[NAME:bag of loot:bags of loot]
[HARD_MAT]
If your saying that your kobolds are dropping the second then modifying the reaction to take it should work just fine.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Mictlantecuhtli on June 06, 2012, 03:55:19 pm
You don't need to keep talking about it, the issue is fixed.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Panopticon on June 06, 2012, 04:29:28 pm
I detected patronizing tones from only one person here, and it wasn't Broseph Stalin.

His suggestion also worked for me so I didn't have to regen a world, so I actually appreciated that contribution.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: BigD145 on June 06, 2012, 04:32:49 pm
Nice find.

Fix:
[CREATURE:KOBOLD]blahblahraws
[ITEMCORPSE:TOOL:ITEM_TOOL_LOOT:INORGANIC:GOLD]

Ah, good. It hadn't been a problem in past versions so I was wondering what was going on and where it might be fixed. Didn't think to check creatures raw.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Meph on June 06, 2012, 07:16:36 pm
Me neither, and that was the problem. I opened all reactions and did a find and replace to replace all old toys with tools, but did not check all creature files.

You can fix it in a running game by changing the reactions, no need for a regen then. Just make sure to alter the raws in the data/save folder, not the normal raws.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: ShadowLop on June 06, 2012, 07:47:07 pm
So, after making my main soldier a master armor user at the creature factory, I started cutting the Essence Residue into gems for my supply of 25,000 gemtip bolts.

What I've found, though, is my masonry industry grind to a halt about 2 seasons in. I've also noticed this even before I started cutting the residue for bolts and trade.

The Essence Residue, eventually, ends up landing in the stone stockpiles and there's no way to block it from happening.

I had a feeder pile linked to my masonry workshops, allowing only Marble, Granite and Olivine. Essence Residue filled it to capacity (Granted, it was smallish, but still).
There was also some residue in my main stone pile as well, though the majority did end up still in the creature lab.

Might be a good idea to change the essence residue into another material, or to make it possible to block it from stone stockpiles.

Ps. each gem is 100db, gemtip bolts are 600 at standard quality, going up to almost 10k at masterwork (if I remember correctly.)
Kinda breaks the trade game when you could buy out an elven creature caravan by end of year 2 with nothing but ammo...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Urist McTeellox on June 06, 2012, 08:28:31 pm
Looks like the toy/tool fix for bags of loot is already in the hg repository. I'm glad, because I hit the same problem in my current game. :)

I've noticed there's still ITEM_TOY_LOOT in the item_toy_Masterwork.txt file. I assume this is no longer needed, so have removed it with change 3:33bae74fb5b2.  Please revert if we do still need it.

With regards to breweries, there seem to have been reports of floating liquids, and of weird things (like dimple cups) being turned into booze.  I'm a complete newbie when it comes to raws, but if we peek at the reaction:

Spoiler (click to show/hide)

then it appears to me that we'll accept any plant as a reagent, which would explain the resulting dimple cup drink.  I don't know if DF allows one to say we need a brewable plant; in my scant minutes of research I haven't been able to find a tag that indicates that.

As for the floating drinks, I have no idea.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Werdna on June 06, 2012, 09:41:00 pm
Shadowlop, I think the Essence is supposed to be immediately used up in a 2nd reaction after the 1st reaction is consumed to Legendarize your dwarf.  In my experience, it doesn't happen fast enough and haulers place the essences in stone piles, ruining the reaction to consume them.  The workaround I found was to enclose the Creature Lab and bar the door when my guy goes in, and not let him out until the Essences are cleared.  That has worked well.

Re: the still, I just watched carefully.  They carry in a barrel and plants.  He brews, and the result is an empty barrel, a floating pile of booze, and seeds.  After observing it with a stone barrel I forbid it, in case it was bugged somehow; they hauled in a wooden barrel and same thing.  The amusing thing is that since the barrel isn't filled, he ends up brewing faster because all he needs to grab after that is more plants!  The un-amusing thing is that my fort has pretty much run out of booze now that the Stills are holding it all.


Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: zenerbufen on June 06, 2012, 09:43:26 pm
You don't need to keep talking about it, the issue is fixed.
Nope, it wasn't fixed. The reason only a few people are seeing this while others aren't is because the bug was only in the ironhand\ascii graphics packs. They where still trying to use toy while the others are using tool. Thanks for the find, I've fixed this for the next update.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Urist McTeellox on June 06, 2012, 09:54:53 pm
Re: the still, I just watched carefully.  They carry in a barrel and plants.  He brews, and the result is an empty barrel, a floating pile of booze, and seeds.  After observing it with a stone barrel I forbid it, in case it was bugged somehow; they hauled in a wooden barrel and same thing.  The amusing thing is that since the barrel isn't filled, he ends up brewing faster because all he needs to grab after that is more plants!  The un-amusing thing is that my fort has pretty much run out of booze now that the Stills are holding it all.

Just to check, is this happening at the still, or the brewery?  Which reaction are you using, is it just the standard "Brew Drink"?

Quote
Nope, it wasn't fixed. The reason only a few people are seeing this while others aren't is because the bug was only in the ironhand\ascii graphics packs.

You know, I completely missed the fact that there were graphic pack raws!  In which case it's also present in the Matrix pack (at least in the hg repo).  Now patched and pushed. :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: zenerbufen on June 06, 2012, 10:31:42 pm
matrix=ascii and just wasn't pushed it to the repo yet, but thanks. magma/caravan fix is pushed to
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Urist McTeellox on June 06, 2012, 10:43:07 pm
matrix=ascii and just wasn't pushed it to the repo yet, but thanks. magma/caravan fix is pushed to

Just a quick check, in reaction_masterwork.txt:

Code: [Select]
-    [REAGENT:jug:1:TOOL:ITEM_TOOL_JUG:NONE:NONE]
+    [REAGENT:pot:1:TOOL:ITEM_TOOL_pot:NONE:NONE]

Should that be ITEM_TOOL_LARGE_POT, rather than ITEM_TOOL_pot?

On a related note, should I be putting development discussions of this sort in a different thread/area, so we don't clutter up the main Masterwork thread?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Meph on June 06, 2012, 10:47:14 pm
Yes, it should be high caps.

You can keep it here, the more people see it, the more people can contribute.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: KaneAndTheHumanRace on June 06, 2012, 11:00:51 pm
Re: the still, I just watched carefully.  They carry in a barrel and plants.  He brews, and the result is an empty barrel, a floating pile of booze, and seeds.  After observing it with a stone barrel I forbid it, in case it was bugged somehow; they hauled in a wooden barrel and same thing.  The amusing thing is that since the barrel isn't filled, he ends up brewing faster because all he needs to grab after that is more plants!  The un-amusing thing is that my fort has pretty much run out of booze now that the Stills are holding it all.

Just to check, is this happening at the still, or the brewery?  Which reaction are you using, is it just the standard "Brew Drink"?

For me, this was happening with the brewery, with the first option (Brew Drink).
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: ShadowLop on June 06, 2012, 11:49:43 pm
Re: the still, I just watched carefully.  They carry in a barrel and plants.  He brews, and the result is an empty barrel, a floating pile of booze, and seeds.  After observing it with a stone barrel I forbid it, in case it was bugged somehow; they hauled in a wooden barrel and same thing.  The amusing thing is that since the barrel isn't filled, he ends up brewing faster because all he needs to grab after that is more plants!  The un-amusing thing is that my fort has pretty much run out of booze now that the Stills are holding it all.

Just to check, is this happening at the still, or the brewery?  Which reaction are you using, is it just the standard "Brew Drink"?

For me, this was happening with the brewery, with the first option (Brew Drink).

Was happening with me as well. Ironhand set. Still have the save so can check, but had dwarves dehydrating to death, dropping like flies, 1200 drinks available...


UPDATE: Also happening in my Phoebus fort. It's not as old, so I don't have 2k undrinkable drinks...but I do have "drink" and "dimple cap none"s in my brewery (only).
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Mictlantecuhtli on June 07, 2012, 01:12:30 am
You don't need to keep talking about it, the issue is fixed.
Nope, it wasn't fixed. The reason only a few people are seeing this while others aren't is because the bug was only in the ironhand\ascii graphics packs. They where still trying to use toy while the others are using tool. Thanks for the find, I've fixed this for the next update.

Is that what it was? I'd never have guessed the graphics packs had separate raws. Sorry if I came off snippy, I was just trying to fix it for myself. Had no idea it was a real bug.

Also, any timeframe on .11 release? I'd love to try this version -with- the manager, but it's pretty good without. Thank god for fixes.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: zenerbufen on June 07, 2012, 01:38:43 am
At least a week, see meph's previous post.

@Macro's crashing on mac, for now delete all the macro's out of Masterwork Dwarf Fortress.app/Content/Resources/data/init/macros
dwarf fortress mac doesn't seem to be able to handle the pre-recorded files. I've tried remaking them but I can't get them to run yet. Macros I make myself work fine however.

I disabled the Forums & Discussion on javaforge to keep discussion here and visible. :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Fairin on June 07, 2012, 04:52:03 am
wanted to point out, if it hasn't been pointed out, that created golems are sissys but bought golems can be war trained and are perfectly fine as long although i don't tend to like to see little tiny goblins with rusty iron arrows putting holes in my copper golems

and automations punching holes (literately -punching- ) in my dragons head.

- only tested with adamantite, to my dismay went though 8 spears to make 5 golems, think im gonna make it a burrow next time...

also brewery isn't putting the alcohol in barrels, will test it further but kind of irritated not to serve royal ale to my little drunk dwarves i make haul stone by hand and 3 wheelbarrows when i want a mason project done.

should totally make another Philosophers stone made by sacrificing citizens >:) i.e. sac a citizen get an item. turn 10 items into a stone. or half a stone

could it also make rock or plants, even wood! =D
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: zenerbufen on June 07, 2012, 05:50:16 am
I'm finally happy with what I've got so far.

I'm thinking of giving easy safe stuff green buttons, advance orange, and putting hard mode stuff in red. See temperature for an example. Here is a sample of the first page. Do you think this is an improvement the current settings app, or did I make things worse? I tried to make some things more self explanatory, did I make it too busy? (Ignore the second cave-ins button and the ?'s for now as loading of current settings is not finished). If I can get the colors to swap on-the fly across all three platforms I'm thinking of making the save buttons red or orange for auto backups saves off/ green for on. I also want to put a note about how Population caps and Child caps are sometimes ignored by DF, but am still pondering how to word it.

Linux/Win:
(http://18.imagebam.com/download/en5sw0ZJn24Iy8hLpsXJjQ/19466/194650591/Screen%20Shot%202012-06-07%20at%203.30.46%20AM.png)
Mac:
(http://46.imagebam.com/download/y6hP632P5u0scJ2xtnTzhA/19466/194650588/Screen%20Shot%202012-06-07%20at%203.29.30%20AM.png)

@Boozeproblem; has been reported, but we haven't found the cause yet.
@Sissygolems; It's been mentioned that making your golems prone to rage in the raws partially helps.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Altaree on June 07, 2012, 08:53:18 am
About the booze issue.

Dimple cups have this tag: [MATERIAL_REACTION_PRODUCT:DRINK:LOCAL_PLANT_MAT:DRINK]
Weed blade doesn't.  Dimple cups also don't have any of the other drink or alcohol tags that seem toe be associated with brewable plants.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Werdna on June 07, 2012, 09:38:18 am
Just to check, is this happening at the still, or the brewery?  Which reaction are you using, is it just the standard "Brew Drink"?

The Still, using the specific brew reactions.  I believe I have had it happen with rum, wine, and beer so far.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: BigD145 on June 07, 2012, 02:14:30 pm

Just a quick check, in reaction_masterwork.txt:

Code: [Select]
-    [REAGENT:jug:1:TOOL:ITEM_TOOL_JUG:NONE:NONE]
+    [REAGENT:pot:1:TOOL:ITEM_TOOL_pot:NONE:NONE]

Should that be ITEM_TOOL_LARGE_POT, rather than ITEM_TOOL_pot?

Where is this? I'm searching reaction_masterwork and not finding anything like this. It's not in v1.9.2.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Altaree on June 07, 2012, 02:40:11 pm

Just a quick check, in reaction_masterwork.txt:

Code: [Select]
-    [REAGENT:jug:1:TOOL:ITEM_TOOL_JUG:NONE:NONE]
+    [REAGENT:pot:1:TOOL:ITEM_TOOL_pot:NONE:NONE]

Should that be ITEM_TOOL_LARGE_POT, rather than ITEM_TOOL_pot?

Where is this? I'm searching reaction_masterwork and not finding anything like this. It's not in v1.9.2.

They are talking about unreleased changes in the source control system.
http://www.javaforge.com/repository/5628
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: YuriRuler90 on June 07, 2012, 04:27:33 pm
Quote
A short, sturdy creature fond of drink and corpses.

Yeah, I don't see this going very well.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: nef on June 07, 2012, 05:46:05 pm
(http://i.imgur.com/ovFjN.png)

Surroundings: Blingin'
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Broseph Stalin on June 07, 2012, 05:50:46 pm
(http://i.imgur.com/ovFjN.png)

Surroundings: Blingin'
Does good weather have any positive effects? My map had beer raining from the sky but all the dwarves were furious about the freak weather.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: AdmiralWarron on June 07, 2012, 06:19:01 pm
I am playing 1.9.2 and I can confirm a problem with the brewery. I had about 300 "drinks" floating in my brewery in stacks of 25 and 50. They stayed there for over a year and only disappeared after dump and deconstructing the brewery. I created them with "season drink(25)".
EDIT: I now also have a "dimple cup none barrel" sitting in my brewery.

Another strange bug was when I put ~Recycle broken steel armor~ on repeat in the Creature Armory. It left me with about 500 bars of "thin suede" that wasn't hauled to any pile.

I have a gameplay question too. What can I do with a platinum be water dodge book or platinum ether skills ?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: YuriRuler90 on June 07, 2012, 06:32:09 pm
Platinum ether skills can be redeemed by a dwarf at the Creature Research for one free legendary skill.

So, I just donated a barrel of Beakman blood to Armok. In return he blessed me with a statue. Made of blood. The statue depicts the creature it's made out of being killed by my Axedwarf.

Best. Decoration. Ever.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Meph on June 07, 2012, 07:41:21 pm
Yeah, the creature armory is broken, because bodypart tokens are broken. The syntax is correct, it is a DF bug, not my fault. ^^

And I cant find the error in the brewery, I might just remove the "season drink" and leave only the specific seasoning reactions in, after testing them.

The good weather currently is only decoration, you can turn it off in the GUI. I plan to do some more interesting ones though.

Quote
So, I just donated a barrel of Beakman blood to Armok. In return he blessed me with a statue. Made of blood. The statue depicts the creature it's made out of being killed by my Axedwarf.
Awesome :) But when you said Statue you actually meant Figurine. At least I hope so ^^

EDIT: @zenerbufen: The "teach me how to play" button would link to the manual ? Any progress on that one, integrating the building guides into it ?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Speakafreak22 on June 07, 2012, 08:02:27 pm
Hey guys, is there any way to update this for 34.11, or are we gonna have to wait for an official Masterwork release?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: se5a on June 07, 2012, 08:12:35 pm
Meph will likely be waiting for a DFHack release
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Speakafreak22 on June 07, 2012, 08:53:04 pm
Meph will likely be waiting for a DFHack release
Sweet, didn't even think of that.
On the topic of DFHack, is there any way to launch Masterwork DF without it, or does it have to launch simultaneously?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Meph on June 07, 2012, 09:11:19 pm
That is correct, I am waiting for the utilities to update. There are no raw changes from 34.10 to 34.11, so the only actual modding that has to be done is some bugfixing.

And you can disable dfhack by replacing the sdl.dll with the original from the normal df download. At least that should do the trick never tried to disable it myself. It is in the same folder as the df.exe.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: thistleknot on June 07, 2012, 09:13:16 pm
that's frackin sweet news

Update:

A simple copy over didn't work

errr...

I need an exact copy order

such as

new update

old mw

old phoebus... (or such)

maybe put on the frontpage so we know the procedure, I've done it a few times with civforge (shhh).

This is the procedure I followed

first entire masterwork folder

phoebus with full

then init's from old

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Meph on June 07, 2012, 11:38:37 pm
You just need to copy the exe, the data/index and the .dll files that are different. Nothing else. The only thing in the raws is this:

Quote
Auxiliary file changes for 0.34.11:
   armor items
      mail shirt layering moved from ARMOR to OVER
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Sirmaril on June 07, 2012, 11:55:23 pm
Meph will likely be waiting for a DFHack release
Sweet, didn't even think of that.
On the topic of DFHack, is there any way to launch Masterwork DF without it, or does it have to launch simultaneously?

Find sdl.dll
Call it sdlHACK.dll (for later use).
Find and rename sdlREAL.dll to sdl.dll.
If you want to USE IT you need to do the same but from the end to beginning.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: theguruofreason on June 08, 2012, 02:37:55 am
So, this is going to be hard to diagnose probably, since I get no error log, but the newest version of masterwork crashes during every worldgen. It's not always at the same year, and I've played with masterwork options a bit, but I cannot get through worldgen.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: ShadowLop on June 08, 2012, 02:55:03 am
So, this is going to be hard to diagnose probably, since I get no error log, but the newest version of masterwork crashes during every worldgen. It's not always at the same year, and I've played with masterwork options a bit, but I cannot get through worldgen.

Have you disabled Illithids? They tend to crash worldgen sometimes.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: theguruofreason on June 08, 2012, 03:23:48 am
Have you disabled Illithids? They tend to crash worldgen sometimes.
Just attempted, still crashed...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: zenerbufen on June 08, 2012, 03:59:15 am
Have you tried making the world smaller? or the history shorter? How much free memory does your computer have?

@Meph; Yes that is is the idea with the button. As for the guides/help I havn't started on that project yet.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Tierre on June 08, 2012, 04:05:18 am
Well about armor not giving bad thoughts... raw changes im 34.11 imply that any armor with layer UNDER is considered clothing. And so you can change all armors which are elastic to UNDER from ARMOR layer. Of course platemail is still ARMOR. I always thought that clothing is SOFT, but now it seems that anything can be considered clothing.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: theguruofreason on June 08, 2012, 05:05:52 am
Have you tried making the world smaller? or the history shorter? How much free memory does your computer have?
Well, I got one that worked finally. I didn't change any settings or anything. My comp has 8 gigs total and 5.5 of those are free at the beginning of each gen. Pretty sure I'm not short on system resources. Not sure why it was crashing.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: nef on June 08, 2012, 06:27:28 am
Does good weather have any positive effects? My map had beer raining from the sky but all the dwarves were furious about the freak weather.
Near as I can tell, anything other than normal rain/snow counts as freaky, and your dwarves freak out.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: ShadowLop on June 08, 2012, 07:23:11 am
Have you tried making the world smaller? or the history shorter? How much free memory does your computer have?
Well, I got one that worked finally. I didn't change any settings or anything. My comp has 8 gigs total and 5.5 of those are free at the beginning of each gen. Pretty sure I'm not short on system resources. Not sure why it was crashing.

You have 2.5 gigs of RAM in use? What the hell are you running to hog that much?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Dracia on June 08, 2012, 09:06:47 am
If I use any tileset other than Phoebus, Ironhand and Matrix the other settings stay unchanged.

And I really like the normal ASCII set. Any help?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: HammerDave on June 08, 2012, 10:08:23 am
If I use any tileset other than Phoebus, Ironhand and Matrix the other settings stay unchanged.

And I really like the normal ASCII set. Any help?

There is a warning on the settings program that changing tileset may change some options.  Have you tried to set the tileset first, and then the other options?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: BigD145 on June 08, 2012, 10:10:02 am
Have you tried making the world smaller? or the history shorter? How much free memory does your computer have?
Well, I got one that worked finally. I didn't change any settings or anything. My comp has 8 gigs total and 5.5 of those are free at the beginning of each gen. Pretty sure I'm not short on system resources. Not sure why it was crashing.

Push DF to a single core. That's my old standby for all crashes world gen related (except illithids which we know crashes under all circumstances).
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: BackgroundGuy on June 08, 2012, 10:56:42 am
Bug 1: Had a forgotten beast made of a flash of blinding light, or something.  One of those materials designed as a reaction result.  Hilariously, it melted about 20 steps into the map.
Bug 2: Creature armoury again.  It turned about 3 pig tail cloth into 299 units of pig tail fibre building material.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Kiberkiller on June 08, 2012, 11:06:47 am
Can someone give me a hint on how to "extract" simplified trees/leather/bodies from Masterwork raws for use in Lazy Newb Pack?
I love those features but I think that Masterwork is way too bloated with random shit otherwise. :/
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: SAFry on June 08, 2012, 11:07:30 am
Regarding word gen crashes, I use a large address extender which enables the 32bit DF to be able to see at least 4gb of RAM rather then just 2.

Here is the link for the one I use http://www.ntcore.com/4gb_patch.php works for other 32bit programs too.

Also I've found that enabling any of the fortress defence races I can't get any world past 300 years of history, well if you do then it crashes during finalisation. You wouldn't want to anyway or you'll get hoards of war dragon riding snakemen kicking your butt, younger worlds are better for fortress defence.

I've also found that using the large world presets on the advanced world parameters with MW you won't get a world past 650 years or it crashes on finalisation assuming you get that far. Small and medium worlds seem to finish at 200 years regardless of what you put in the advanced world parameters, not sure why but it works so I've just stuck with that.

I just use the medium region parameter set with a few tweaks for my MW games and as it never gets past 200 years it always seems to work ok. Be nice to have a longer one though.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Zale on June 08, 2012, 12:50:03 pm
How would one go about turning off the mouse.exe by default?

I've gotten used to using the keys, rather than a mouse.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: BigD145 on June 08, 2012, 02:11:35 pm
I've also found that using the large world presets on the advanced world parameters with MW you won't get a world past 650 years or it crashes on finalisation assuming you get that far. Small and medium worlds seem to finish at 200 years regardless of what you put in the advanced world parameters, not sure why but it works so I've just stuck with that.

I just use the medium region parameter set with a few tweaks for my MW games and as it never gets past 200 years it always seems to work ok. Be nice to have a longer one though.

This is often from a lack of megabeasts still alive. 200 or so is when that check happens.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: SAFry on June 08, 2012, 02:12:24 pm
How would one go about turning off the mouse.exe by default?

I've gotten used to using the keys, rather than a mouse.

As far as I know the keys works exactly the same by default on MW, I don't use the mouse either and never noticed any difference from vanilla to MW.

In other news, I was going to have a play with 34.11 and started looking for DFHack and man are they having some issues over there! Then I remembered I'd have to find and download the latest Dwarf Therapist and graphics pack then edit the .ini how I like it...

So anyway, I think I'll just wait for MW to be updated. 


This is often from a lack of megabeasts still alive. 200 or so is when that check happens.

interesting... I'll have a play with that next time, thanks.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: IronSmasher on June 08, 2012, 03:27:07 pm
How would one go about turning off the mouse.exe by default?

I've gotten used to using the keys, rather than a mouse.

As far as I'm aware, if you don't run mouse.exe then you just get the default vanilla mouse handling - ie, in certain aspects of the game (such as designate), left click selects a single cell, and right click places the cursor at a cell, and mouse wheel changes text size, of course.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: thistleknot on June 08, 2012, 07:10:27 pm
You just need to copy the exe, the data/index and the .dll files that are different. Nothing else. The only thing in the raws is this:

Quote
Auxiliary file changes for 0.34.11:
   armor items
      mail shirt layering moved from ARMOR to OVER

yay!

where should that armor change be made?  What file?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Hugo_The_Dwarf on June 08, 2012, 07:31:07 pm
ummm... "item_armor.txt"? lol
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: thistleknot on June 08, 2012, 09:59:51 pm
Quote
Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
« Reply #4910 on: Today at 07:10:27 pm »

    ReplyQuote
    ModifyModify

Quote from: Meph on June 07, 2012, 11:38:37 pm

    You just need to copy the exe, the data/index and the .dll files that are different. Nothing else. The only thing in the raws is this:

    Quote

        Auxiliary file changes for 0.34.11:
           armor items
              mail shirt layering moved from ARMOR to OVER


yay!

where should that armor change be made?  What file?

ummm... "item_armor.txt"? lol

thanks, so now more users can see!

update:

wait... that doesn't help.

a search for armor... doesn't lead one to the area they need to change

so...

what do I look for?

Over?  ... Cuz that's the value I need to change it to...

NM...

this would help a lot more

Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: The Scout on June 08, 2012, 10:35:09 pm
Are mud snakes poisonous? I might start using them instead of dogs, since they bred faster.
Skill fully tamed?
Semi wild?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Meph on June 08, 2012, 11:39:54 pm
Dont know about the mudsnakes, they are from dwarf chocolate. Just try them out ;)

Item_armor.txt for the mailshirt.

Mouse.exe is OFF by default, it is a utilitie, same as Therapist. You run it, it is on. You close the process, it is off.

FBs are randomly generated, they take any material, so yes, evaporating FBs are possible. No way around it.

Creature Armory Recycling Reactions are broken, again, not my fault, but the item tags are broken. A df bug. Have to remove them for the next version.

I will try to make the next Mod version LargeAdressAware by default and disable/delete the illithids. Hope that helps with the worldgen problems.

I will also go and shoot composite bows and shotguns tomorrow, americans are crazy, but if they invite me, why not :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Corai on June 08, 2012, 11:41:24 pm
Dont know about the mudsnakes, they are from dwarf chocolate. Just try them out ;)

Item_armor.txt for the mailshirt.

Mouse.exe is OFF by default, it is a utilitie, same as Therapist. You run it, it is on. You close the process, it is off.

FBs are randomly generated, they take any material, so yes, evaporating FBs are possible. No way around it.

Creature Armory Recycling Reactions are broken, again, not my fault, but the item tags are broken. A df bug. Have to remove them for the next version.

I will try to make the next Mod version LargeAdressAware by default and disable/delete the illithids. Hope that helps with the worldgen problems.

I will also go and shoot composite bows and shotguns tomorrow, americans are crazy, but if they invite me, why not :)

Were crazy enough to get our asses in every single conflict in the universe. Get in our country now Meph.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: SAFry on June 09, 2012, 02:25:05 am
@BigD145, I increased megabeast caves and titans etc by a factor of 10 and it got past 200 years, spent almost an hour getting to 1014 years before crashing! FFFFUUUUUU

Oh well, try again all part of the fun! I want to tweak it so it hits golden age and finishes around 750 years.

*edit*

crashed on finalisation at 700 years and 500 years, always crashed during finalising sites.

**edit**

crashed around 370 years, crashed on finalising sites at 480 years.

got up at 7:30 Saturday morning, now 10am and all I've done is watch world gens crash.

***edit***

2 more crashes and I finally get a world to finish at 360 years with the x10 megabeast and titans. Enough for 3 lifespans of dwarves, should be interesting. I think you'll find you get similar results using the default medium region settings. MW doesn't seem to like long world gens although I have gotten them to 1050 years before, it's mostly a case of luck and perseverance.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Tierre on June 09, 2012, 04:35:41 am
Meph - then shooting a shotgun protect your teeth from the butt of your boomstick:)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: lp_228 on June 09, 2012, 10:59:13 am
Is there a way to update current Masterwork DF to 0.34.11? Is switching DF version to newer sufficient or do i need to do something else?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: SAFry on June 09, 2012, 11:52:42 am
Is there a way to update current Masterwork DF to 0.34.11? Is switching DF version to newer sufficient or do i need to do something else?

I don't think that will work. We're currently waiting for DFHack to be updated for 0.34.11 before they can bring out the new MW package. Unfortunately the DFHack people seem to be having some issues so not sure exactly when that's going to happen.

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: BigD145 on June 09, 2012, 03:30:56 pm
Huh. Well that was unexpected. I set someone up to become a golem and lo and behold that person was carrying a baby. The baby became the steel swordgolem. Aw, how cute. It has a sword for an arm.

Now mom is a swordgolem. Carrying a swordgolem baby shield. This can only end well.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Panopticon on June 09, 2012, 04:08:54 pm
And awesomely, this interests me greatly.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: zenerbufen on June 09, 2012, 05:16:14 pm
If you can't wait, here is how to get masterwork LITE with 34.11:  (LITE as in most of the extra utilities won't work until updated versions are released)

inside your MasterworkDF folder (on a mac right click, choose show package contents inside "Contents":
rename "Dwarf Fortress" to "Dwarf Fortress Backup" ("Resources" to "Resources Backup" on mac)
extract df_34.11 zip and rename to "Dwarf Fortress" ("Resources" on mac)
copy the following folders out of "Dwarf Fortress Backup" and into "Dwarf Fortress" ("Resources Backup" into "Resources"
\data\art
\data\config (skip on mac or linux)
\data\init
\data\save
\data\speech
\raws

On windows:
Delete SDL.dll from "Dwarf Fortress", copy SDLreal.dll from "Dwarf Fortress Backup" into "Dwarf Fortress" and rename it to SDL.dll
DONE! also:
Copy over PhoebusTilesetAssemler.exe and any of the .dll's and .bat's in "Dwarf Fortress Backup" that are missing from "Dwarf Fortress" and the tile builder might work.

On mac:
Also copy appIcon.icns, AppSetting.plist, script, and MainMenu.nib
DONE!

On linux:
already DONE!

You should be able to do that to upgrade/downgrade any version of DF that is save file compatible.


Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: jesusmod on June 09, 2012, 07:33:57 pm
(http://img195.imageshack.us/img195/5702/20120609202644.jpg) .... am I doing something wrong here? are there supposed to be mountain dust storms composed of dragonfire?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Altaree on June 09, 2012, 09:00:43 pm
Can someone give me a hint on how to "extract" simplified trees/leather/bodies from Masterwork raws for use in Lazy Newb Pack?
I love those features but I think that Masterwork is way too bloated with random shit otherwise. :/

Create a copy of the raws with the trees reduced and not reduced.  Diff the two copies.  Is that "hinty" enough?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: CheatingChicken on June 10, 2012, 02:20:33 am
(http://img195.imageshack.us/img195/5702/20120609202644.jpg) .... am I doing something wrong here? are there supposed to be mountain dust storms composed of dragonfire?

I am getting those too on my current embark. I basically need to lock down my fort, since there almost always are storms of fire raging on the surface
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Meph on June 10, 2012, 02:40:44 am
Just a quick note on the dragonfirestorms: They were or testing, but I left them in with a very, very low chance of appearing. Since v1.7, so they have been there a while.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: CheatingChicken on June 10, 2012, 03:29:38 am
This is my first embark in a desert, so that probably is the reason why i never saw them before. They appear at least once every 2-3 months and ravage all that is moving outside
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: ShadowLop on June 10, 2012, 03:34:51 am
Just a quick note on the dragonfirestorms: They were or testing, but I left them in with a very, very low chance of appearing. Since v1.7, so they have been there a while.

Low chance as in?
(a) You have a small chance of them ever appearing on any map.
(b) You have a small chance of them hitting your map twice a season forever?

I once had a really !FUN! embark and it was getting hit by dragonfire waves almost constantly. One of them finally clipped my double caravan (reclaimed it from the first time when a wave swept through the dwarves bringing supplies indoors...) and melted everything into a perma-smouldering mess, inlcuding all my food, seeds and drink...didn't help that dwarves kept falling down the nearby waterfall as well XD
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Meph on June 10, 2012, 04:18:51 am
Weather is determinded by biome. If dragonfire has a YES, then it will appear again and again. But there is a very low chance that it will be the default cloud material for a biome. Dont worry, I will not leave it in like this, it was a test, and I have never gotten any reports about it (till now) so I just assumed it didnt show up in fortress mode.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Urist McTeellox on June 10, 2012, 07:44:25 am
I've had DragonFire clouds, but they'd just zip through the corner of my map without causing much trouble.  I think I've seen about one per year.  I'm hoping one might turn up to clear out my goblin problem. :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: CheatingChicken on June 10, 2012, 08:42:24 am
Dragonfire does seem to be the default cloud in my embark. Now I probably need to lock down my fort to prevent melting down my dwarves. Can anyone tell me, if dwarves will actively walk into clouds, if there is a stockpile within it? Just wondering if I now need to move my refuse pile to the inside
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Torgan on June 10, 2012, 09:03:23 am
Small bug (I think?) but crayfish shells are automatically tanned into chitinplate at the tannery. I just assumed chitin plate would come from dwarf/man sized crabby type animals.

Also don't know if something has been changed but I have two bifrost boulders after killing two frost giant thieves, they are sitting besides my creature research lab but there's not an option to turn it in to bars as it says on the building guide. The boulders are listed as reagants for all the bifrost reactions but all the reactions are red, maybe I just need more than two boulders? Also there's not a stone stockpile option for bifrost boulders, I just turned everything else off and they got taken to that stone stockpile.

And just because it made me laugh
(http://dl.dropbox.com/u/16763717/face.JPG)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Poonyen on June 10, 2012, 09:37:50 am
If you can't wait, here is how to get masterwork LITE with 34.11:  (LITE as in most of the extra utilities won't work until updated versions are released)

inside your MasterworkDF folder (on a mac right click, choose show package contents inside "Contents":
rename "Dwarf Fortress" to "Dwarf Fortress Backup" ("Resources" to "Resources Backup" on mac)
extract df_34.11 zip and rename to "Dwarf Fortress" ("Resources" on mac)
copy the following folders out of "Dwarf Fortress Backup" and into "Dwarf Fortress" ("Resources Backup" into "Resources"
\data\art
\data\config (skip on mac or linux)
\data\init
\data\save
\data\speech
\raws

On windows:
Delete SDL.dll from "Dwarf Fortress", copy SDLreal.dll from "Dwarf Fortress Backup" into "Dwarf Fortress" and rename it to SDL.dll
DONE! also:
Copy over PhoebusTilesetAssemler.exe and any of the .dll's and .bat's in "Dwarf Fortress Backup" that are missing from "Dwarf Fortress" and the tile builder might work.

On mac:
Also copy appIcon.icns, AppSetting.plist, script, and MainMenu.nib
DONE!

On linux:
already DONE!

You should be able to do that to upgrade/downgrade any version of DF that is save file compatible.

So...

I tried these steps to play Masterwork on 34.11 but it seems I entered the Twilight Zone on LSD. Marvel at the psychedelia of the hamlet, Swelterbejeweled:

Spoiler (click to show/hide)

The coloured squares seem to be occupied by quadrillions of rapidly changing "furrowed" stuff; furrowed silver, furrowed troll (female) etc. I suppose there are still some problems with a direct port to 34.11. I'll wait for the grandmasters then.

To make matters weirder, the road is made up of "petrification spell"  :o

What the hell was in that Fire Snake extract? Drugs may look like !fun!, kids, but it messes with your mind.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Urist McCoke on June 10, 2012, 10:31:22 am
I also encountered dragonfire clouds in my current desert embark.

Positive: couldn't care less about sieges
Negative: Dwarfes also doesn't care about silver road smelting and in general deadly clouds.

Also pretty mu:ch everyone in the embark  area (primary dwarfs but Not exclusive) is more or less  constantly vomiting
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: YuriRuler90 on June 10, 2012, 11:24:48 am
Also pretty mu:ch everyone in the embark  area (primary dwarfs but Not exclusive) is more or less  constantly vomiting


......and this seems to be a problem how?  :P
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: SAFry on June 10, 2012, 03:09:22 pm

I tried these steps to play Masterwork on 34.11 but it seems I entered the Twilight Zone on LSD. Marvel at the psychedelia of the hamlet, Swelterbejeweled:


At first I was like "sounds fun", but then I looked and I was like "he ain't kidding!".
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Mictlantecuhtli on June 10, 2012, 05:00:22 pm
Also don't know if something has been changed but I have two bifrost boulders after killing two frost giant thieves, they are sitting besides my creature research lab but there's not an option to turn it in to bars as it says on the building guide. The boulders are listed as reagants for all the bifrost reactions but all the reactions are red, maybe I just need more than two boulders? Also there's not a stone stockpile option for bifrost boulders, I just turned everything else off and they got taken to that stone stockpile.

Upload your save to the DFFD, what version are you running of masterwork? I haven't killed/used FGs so I don't know if these custom reactions are off or what. I'll see what the issue is if there is one, though.

If you have at least 2 boulders you should be able to use the reaction, as far as the reaction says.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: TTCBuilder on June 10, 2012, 05:14:23 pm
What is the group of dragons called that will invade you, on the surface. I got invaded by them goblins and elves at the same time. After the 5 dragons slaughtered the other invaders they entered my base. Why would a dragon with a sort of civilization be able to breath dragonfire. It was !fun! while it lasted though, and I got to watch the dragons chase down babies and children.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: ShadowLop on June 10, 2012, 06:35:19 pm
Dragonfire does seem to be the default cloud in my embark. Now I probably need to lock down my fort to prevent melting down my dwarves. Can anyone tell me, if dwarves will actively walk into clouds, if there is a stockpile within it? Just wondering if I now need to move my refuse pile to the inside

Like normal fire, they walk right into it. I was moving stuff into my fort, dragonfire was on the mountain above me and looked like it would miss.
It fell over my entrance while everyone was outside, swept straight for my cart. Every. Single. Dwarf walked straight into it and melted. 7 dwarves died in about 4 seconds.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: jesusmod on June 10, 2012, 07:17:20 pm
on the subject of fire, why is it that all grave cats, hellfire imps, or master vampires are either dead or in the process of melting?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Meph on June 10, 2012, 07:48:03 pm
Hellfire Imps => darkflagrance, Fortress Defense mod.
Grave Cats => Seth Creyid, Dwarf Chocolate mod.
Master Vampires => Xangi, Fear the night mod.

Should I say more ? I didnt make these creatures, but I appreciate the report. I will surely make certain that my restart will only take tried and tested things into it.

To answer your question: I do not know. Maybe the standardized materials give them non-fireproof mats ? I will certainly test them in the arena, so thanks for the report.

EDIT: Tested, gravecats are double, one of them melts, the other works. This one I can fix easily, havent looked at the raws for the other two yet.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Rumrusher on June 10, 2012, 10:15:25 pm
So here's a crosspost screenshot of a unique kill.
(http://www.truimagz.com/host/fortcrush2/folder3/Head-takedown.png)
okay I'm on the lower part showing that as a head I rip another mans head off.

here a suggestion maybe add in some reactions to adventure mode that deal with Skill aether and biofrost it sucks seeing them pile up knowing that the only way to make use of them is to drag them over to a fort site and switching over with fort mode. Unless that how you want folks to handle this then I guess I have to start fort mode sooner or later.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: SAFry on June 11, 2012, 01:17:08 am
What is the group of dragons called that will invade you, on the surface. I got invaded by them goblins and elves at the same time. After the 5 dragons slaughtered the other invaders they entered my base. Why would a dragon with a sort of civilization be able to breath dragonfire. It was !fun! while it lasted though, and I got to watch the dragons chase down babies and children.

Have you got any fortress defence races on? I found that with even easy races on a 'long' history, as little as 200 years, I would get named war dragons rampaging through my fort. The only defence against flying building destroyers was building sumps at every entrance to the fort.

As building destroyers can't break bridges from below; I build a down stair, a short corridor then an up stair, then you build a 2x2 bridge or whatever that caps off the up stairs and attach that to a lever. All you have to do then is make sure you never break through the virgin rock shell anywhere else in your fort and you can stay safely locked up until the dragons bugger off.

Just make sure you have enough food and water to last out a couple seasons and possibly a magma garbage chute for refuse! 

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Pan on June 11, 2012, 08:00:36 am
What's the cavern race for Masterwork that attacks?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: SAFry on June 11, 2012, 08:16:16 am
What's the cavern race for Masterwork that attacks?

Isn't there like 4 of them? Troglodytes, ant dudes, gremlins and... can't remember the last one. Crab people? No, but there should be.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Pan on June 11, 2012, 08:29:42 am
Are they armed and armored in wood like animal men? Or moddable to be armed and armored in metals like surface world creatures?

Think I might give this a spin just to fool about with underground races  :P
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Mistercheif on June 11, 2012, 08:30:48 am
I was just looking through the packaged Dwarf Therapist's weapons tab, and I noticed that, though babies can wield almost no weapons, they seem to be able to wield flintlock pistols.  Is this a reference to this (http://www.mspaintadventures.com/?s=6&p=003819)?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: SAFry on June 11, 2012, 09:13:14 am
Are they armed and armored in wood like animal men? Or moddable to be armed and armored in metals like surface world creatures?

Think I might give this a spin just to fool about with underground races  :P

They have their own metal armour styles, like Ant Men have tridents but no greaves, goblins have rusty iron armor. There seems to be quite a bit of variety. Definitely give it a go if you're curious. Just don't bother with any fortress defence races until you've seen what there already is.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Werdna on June 11, 2012, 09:14:37 am
Re: still:  I've switched over to using the generic 'brew drink' reaction and the problem has gone away; the booze stays in the barrel reliably.  So it seems to be the custom reactions that are acting flaky.

Are they armed and armored in wood like animal men? Or moddable to be armed and armored in metals like surface world creatures?

Think I might give this a spin just to fool about with underground races  :P

The other one is batmen IIRC.  I know the trogs show in metal armor and weapons, they had quite a variety - iron, rusty iron, various bronze.  I don't think they had the good metals.  They're also only partially armored - helms and breastplates I think.  Just be careful, they seem to spawn early - I've had a 20+ trog ambush in year 1 before I produced any wealth, so they are not like the above-ground races that wait on a wealth/population trigger to start invading.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: SAFry on June 11, 2012, 10:42:43 am
Yeah, I like to build a corral around my staircase in the caverns layers ASAP, often just a forbidden door and a couple weapon traps will keep most of the early cave invaders at bay. Still, all it takes is a troll or something to kick the door open and it's Fun time!

I once even have a cave passageway that lead down to the 2nd cavern level so I pastured some war dragons in the cave to intercept anything coming up from below. Never actually encountered Batmen, maybe they're a lower level race?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Werdna on June 11, 2012, 11:25:37 am
Never seen batmen either, but have always 'worried' about them because I assume they can fly.

My style is to take caverns one section at a time.  I'll breach a section, run the military around to clear it of wandering animals or potential ambushes, and then have my masons wall off sections while my diggers remove as much of the slopes leading into it, so each section becomes well isolated from ground-based invaders.  Once that's complete I'll try to take a new section, so I end up with a bunch of linked segments that have limited and controlled access to each other, with traps and defenses at each narrow connection point.  That gives me plenty of space to farm and chop down trees safely.

That's also why fliers throw a wrench in the works, because I practically have to make each section airtight, and that takes a lot of bricks and time (and its realllly easy to miss a diagonal somewhere where they can get in, and there's no way to test fly-pathing ahead of time...)  So I'm always wondering when the batmen are going to show up!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: PenguinCakes on June 11, 2012, 11:28:28 am
Started playing this mod a few days ago, it's really fun so far.

Question:  How do you make a golem forge?  I can't find the designation for it under Furnaces or Workshops anywhere.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: The_Final_Stand on June 11, 2012, 11:35:17 am
You need to have found magma, and it requires magma to build.

You also need a Golem Heart to build one. In theory.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: PenguinCakes on June 11, 2012, 11:39:02 am
Thanks for the answer.

Also, I don't know if this is intentional or not, but when I was using a Stonecutter's Workshop, I found that I couldn't make stone bins unless the stockpile for my blocks was on the same z-level.  It might be a distance issue, although I'm not entirely sure.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: SAFry on June 11, 2012, 11:40:43 am
@Werdna that's the way to do it, there comes a time when I sit down and spend 45 minutes figuring out how I can wall off and remove the slopes to cut off all the boundaries whilst leaving myself as much floorspace as possible. Like cutting a gem! But yeah, like you say, they could fly over the walls. I considered building walls on the walls up to the ceiling but I've never really got around to it.

Started playing this mod a few days ago, it's really fun so far.

Question:  How do you make a golem forge?  I can't find the designation for it under Furnaces or Workshops anywhere.

You need magma I think (not sure because I ALWAYS have magma mwhahahaa), then you have to buy a golem heart from a caravan. It's a little buggy still, try a copper one and see if it works before using all your good stuff up.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Werdna on June 11, 2012, 11:53:38 am
Also, I don't know if this is intentional or not, but when I was using a Stonecutter's Workshop, I found that I couldn't make stone bins unless the stockpile for my blocks was on the same z-level.  It might be a distance issue, although I'm not entirely sure.

Check your burrows.  For some reason, many of the new reactions only seem to become available if the workshop and the materials reside in the same burrow.

You can get around this by extending the burrow, or issuing the reaction as a job from the job manager screen; for some reason this method does not run into the problem.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: PenguinCakes on June 11, 2012, 12:10:54 pm
Also, I don't know if this is intentional or not, but when I was using a Stonecutter's Workshop, I found that I couldn't make stone bins unless the stockpile for my blocks was on the same z-level.  It might be a distance issue, although I'm not entirely sure.

Check your burrows.  For some reason, many of the new reactions only seem to become available if the workshop and the materials reside in the same burrow.

You can get around this by extending the burrow, or issuing the reaction as a job from the job manager screen; for some reason this method does not run into the problem.

Yep, that took care of the problem for me.  Thanks for the speedy answer.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Meph on June 11, 2012, 05:09:27 pm
Just a note about the cavern races: All races appear on all depths, there is no way to affect this, unfortunately.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: BigD145 on June 11, 2012, 05:20:56 pm
Never seen batmen either, but have always 'worried' about them because I assume they can fly.

My style is to take caverns one section at a time.  I'll breach a section, run the military around to clear it of wandering animals or potential ambushes, and then have my masons wall off sections while my diggers remove as much of the slopes leading into it, so each section becomes well isolated from ground-based invaders.  Once that's complete I'll try to take a new section, so I end up with a bunch of linked segments that have limited and controlled access to each other, with traps and defenses at each narrow connection point.  That gives me plenty of space to farm and chop down trees safely.

That's also why fliers throw a wrench in the works, because I practically have to make each section airtight, and that takes a lot of bricks and time (and its realllly easy to miss a diagonal somewhere where they can get in, and there's no way to test fly-pathing ahead of time...)  So I'm always wondering when the batmen are going to show up!

Flightpath no. Pathing yes. I leave ramps and start work on limited walls. If anyone can get to trees or shrubs "outside" the wall, it is not airtight. Once that is figured out just go straight up to the cavern ceiling.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Morwaul on June 11, 2012, 05:35:00 pm
Meph, or anyone.

Is there a way to designate undead / corpse / corpse parts in the animal stockpile?  I keep catching these things in my traps and cannot figure out how to pit a bunch of Corpse creatures. 

Alternatively and preferably I think, is there a way to turn all the corpse stuff off?  Not vampires, ghouls or whatever, just all the corpse stuff.  I am just tired of my dwarves getting attacked by random ankle bones and the like. 
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Urist McAddict on June 11, 2012, 05:59:58 pm
Meph, or anyone.

Is there a way to designate undead / corpse / corpse parts in the animal stockpile?  I keep catching these things in my traps and cannot figure out how to pit a bunch of Corpse creatures. 

Alternatively and preferably I think, is there a way to turn all the corpse stuff off?  Not vampires, ghouls or whatever, just all the corpse stuff.  I am just tired of my dwarves getting attacked by random ankle bones and the like.

Mate, check the Misc Features and turn on the "NO CORPSE" so anything killed will leave no bodies, no bodies means no undeadies =P

BTW, i hate the autonaughties... They pack too heavy a punch, i have to shoot them a hundred times before a kill. And the damn beasts show up all the time... Whatever, i'll shoot them until i have no ammo left =P

OH! Also i have a deity in my pretty little mountainhome.
Quote
Githa, Deity A man sized creature of great power. Its hair is long and matted. Its eyes glow softly in the dark. Beware of its long fangs. You will know why you fear the night!

It is gigantic and muscular. Its left eye is gone
.
AWESOME!

Cyas
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Morwaul on June 11, 2012, 06:54:00 pm
But I like butchering them  ;)  Tiger Man meat is a delicacy don't you know.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: smakemupagus on June 12, 2012, 02:55:11 am
some little bugs in 1.9.2

Transmutation chamber "Work Armok's Metal" is always available and takes any gem -- perhaps related to I play with !NOWARP! flag set?
*edit* Same situation for prepare "Warpstone" at the Chemist

[REACTION:SLEEP_SET2_WOOD] has reagent name "A" but product material name "B"
[REAGENT:A:7:WOOD:NO_SUBTYPE:NONE:NONE]
...
[PRODUCT:100:1:BED:NO_SUBTYPE:GET_MATERIAL_FROM_REAGENT:B:NONE]

oh, and there are wild war beasts, i don't know whether you consider this a bug; wild plaguebearers are too much for me though :)  maybe warbeasts off from now on ...

Hope your US tour is going well!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: CheatingChicken on June 12, 2012, 03:37:18 am
I'm not sure if this is a MW-Issue, but on my current embark I disabled less soil for the first time. While the red sand in my desert works just fine, the fire clay does not count as a valid clay collection zone, which it should, according to the official wiki. Is there some kind of tag missing?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Tierre on June 12, 2012, 04:21:48 am
i thought fire clay is disabled in MW with less soil... At least then i dissected RAWs of MW 1.9.2 it was so.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Meph on June 12, 2012, 12:26:34 pm
It is. There should only be SAND_TAN and CLAY, with both working fine. But I can check the fireclay...

And thanks smakemupagus for the reports, will be fixed. I actually left the 5 warbeasts into the wild, but with a very low frequency. And you are right, the transmutation reaction accepts anything if the fitting raw is missing.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: CheatingChicken on June 12, 2012, 02:46:05 pm
As i said, for the first time i played without  the less soil option. now, when i try to set up a zone on fire clay, it says there are 0 clay tiles in it
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Urist McHammer on June 12, 2012, 07:09:19 pm
This looks really great!
But unfortunately, it crashes everytime i gen a world...   ???
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: ShadowLop on June 12, 2012, 07:56:12 pm
This looks really great!
But unfortunately, it crashes everytime i gen a world...   ???
By your first line, I'd say you're new at MW. Disable Illithids from the GUI before you start, they like to crash worldgen.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: PenguinCakes on June 12, 2012, 08:40:36 pm
Hey guys, are there any massive changes to Elves/Humans in MW?  I've only traded with the elves so far(I assume that is because I settled in a place with no nearby human civilization) and they appear to be the same old bunch, offering wooden goods and exotic animals.  The only notable difference I saw was that their guards were more thoroughly equipped in mithiril armor.

Does this also mean that elves now are more powerful to face up against in sieges?

(I would not mind this, not at all, FYI)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Urist McHammer on June 12, 2012, 08:46:38 pm
This looks really great!
But unfortunately, it crashes everytime i gen a world...   ???
By your first line, I'd say you're new at MW. Disable Illithids from the GUI before you start, they like to crash worldgen.
Thank you my kind dorf!
That fixed the problem!
 ;D
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Meph on June 12, 2012, 08:54:01 pm
Elves are a lot more tough, because they have metals and several new bow and ammo types. Mostly though because of their new pets. Elves trade ALL exotic pets, that includes 5 very powerful ones that they even bring in sieges.

@UristMCHammer: Good to see the problem fixed. Note that I wrote that down in the first post, just next to the download link ;)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Corai on June 12, 2012, 08:55:41 pm
Elves are a lot more tough, because they have metals and several new bow and ammo types. Mostly though because of their new pets. Elves trade ALL exotic pets, that includes 5 very powerful ones that they even bring in sieges.

@UristMCHammer: Good to see the problem fixed. Note that I wrote that down in the first post, just next to the download link ;)

Elves are combat-worthy?



Spoiler (click to show/hide)


Dfhack Fixdiplomats allows elves to declare war, right?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Meph on June 12, 2012, 09:06:55 pm
Yes, but you dont need dfhack for this. I have added diplomats back in the raws, they should be able to start wars already.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: PenguinCakes on June 12, 2012, 09:09:43 pm
That's definitely both good and frightening at the same time.

How different are humans if any in MW?  I haven't had the experience of trading with them yet.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Meph on June 12, 2012, 09:12:00 pm
And so quote the manual:

Quote
Humans are great inventors and might trade you a blueprint for their buildings. These are needed building materials for two adv. furnaces: The weaponry and the armory. They also discovered the use of gunpowder and sell you blueprints for those. 

Unique: Humans bring the tome of life. This magic tome allows your dwarves to learn the blessing of life, and trains holy warriors that can put the undead to rest.

Instruments: Humans bring long Trumpets, Harmonicas and Violins.

Crates: Humans trade metal crates, armor crates, clothing and gun/ammo crates.

Guns: Humans can sell you simple guns, the musket and the flint-lock pistol. The better version you have to produce yourself. They also sell a unique gun and the fitting ammo: Handcannons and cannonballs. These do heavy blunt damage to the target.

Blueprints: Humans also trade blueprints. Your architects needs these to build upgrade buildings, the weaponry, armory, gunsmith and ammunition mint. A magma version of each is also aviable.

Materials: Humans bring a big selection of materials, but nothing special.

Weapons: Humans use the full range of melee and ranged weapons. Two-handed weapons and javelin throwers should be no surprises to you. Guns and handcannons are traded by them as well.

Armor: Their armor, while having fancy names, are not better or worse then those of other races. The only exception is the plate armor and the tower shield, both belong to the better items in the game.

To make it short: Be prepared for rosegold-armor wearing imperial rifleguards. 8) If they have handcannons... beware.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Flavio on June 13, 2012, 07:20:38 am
I've found this mod yesterday and so far is really good, but I've found an 'problem', in the worldgen parameters of the 'Garden of Gaia' there are 1274 embark points, when i'm embarking, if I choose prepare carefully i have 1349 embark points, if I choose  one of the pre-sets embark profiles i have almost 2000 embark points. It's not really a problem but I'm confused about how this could happen.
The mod seems great so far, great job!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Firehawk45 on June 13, 2012, 10:12:16 am
only one short question: How do cave beetles reproduce? They are not laying eggs, but i have them crawling around for 5 years now and no little bugs.... is there something special i have to do with them?

Also, i would like to point out thaqt you should give the male and female versions of the new animals different names. I was really confused on embark, wich cave beetle i should take in vast numbers and which one i can only take one for my bug-farm.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: SAFry on June 13, 2012, 11:44:43 am
only one short question: How do cave beetles reproduce? They are not laying eggs, but i have them crawling around for 5 years now and no little bugs.... is there something special i have to do with them?

Also, i would like to point out thaqt you should give the male and female versions of the new animals different names. I was really confused on embark, wich cave beetle i should take in vast numbers and which one i can only take one for my bug-farm.

I must admit I've never had much luck getting them to bread either.

Regarding the embark issues, it has been noted before that there is a bit of variation with the embark points, I don't know if it's because of the extra seeds etc. Sometimes it even buys all fungiwood stuff which costs loads more. I usually just take it as a random factor, you get what you get.

When choosing males and females if you look for hens and roosters and see which one is at the top of the list and which one is at the bottom: all the other genders are the same. I can't remember if it's male first then female but anyway they're all in the same order, hope that helps. Still, with the Ironhand tile set the had a little male and female symbol next to them which was better.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Flavio on June 13, 2012, 12:25:23 pm
Also, i would like to point out thaqt you should give the male and female versions of the new animals different names. I was really confused on embark, wich cave beetle i should take in vast numbers and which one i can only take one for my bug-farm.

The first one in the animal list is the female the second is the male. SAFry's tip is also a good one to make sure.

Regarding the embark issues, it has been noted before that there is a bit of variation with the embark points, I don't know if it's because of the extra seeds etc. Sometimes it even buys all fungiwood stuff which costs loads more. I usually just take it as a random factor, you get what you get.

Thanks!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Child of Armok on June 13, 2012, 01:12:01 pm
I like the mod A LOT.
Except for one thing: The mining.
I mine like my entire basic fort and i have like 10 pieces of rock.
And it's not enough!

And could you tell me how to change this?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: jesusmod on June 13, 2012, 01:34:16 pm
So I was going through the legends and I found a legendary hero of the dwarves, right? then I noticed that he had devoured at least 10 vampire lords before becoming king. being the brilliant detective that I am, I assumed that there must have been an error in my files, so I downloaded a clean install to replace my raw folder. before I did that, though. I checked the entity_default and I found this: (http://i.imgur.com/FF9g7.jpg) ... What..?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: BigD145 on June 13, 2012, 01:59:06 pm
I like the mod A LOT.
Except for one thing: The mining.
I mine like my entire basic fort and i have like 10 pieces of rock.
And it's not enough!

And could you tell me how to change this?

That is normal to basic DF 34.10. Toady changed things. I do seem to remember a setting in Masterwork that reduces drops, but the change is mostly on Toady.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: SAFry on June 13, 2012, 02:03:46 pm
I like the mod A LOT.
Except for one thing: The mining.
I mine like my entire basic fort and i have like 10 pieces of rock.
And it's not enough!

And could you tell me how to change this?

I was under the impression that MW mod has exactly the same amount of stone as the current version of DF. The amount of stone created was reduced with 34.10, you have to build stone blocks with it which will create x4 as much blocks as it used to. So now you can use blocks for your construction needs and not have to shift millions of boulders everywhere. Try to avoid using raw stones.

Oh, like BigD145 just said, he beat me to it!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: smakemupagus on June 13, 2012, 03:34:30 pm
Lead, & Galena

There are a number of Masterwork specific reactions that use lead (ammo, some type of pewter at the Metallurgist, alchemy), but I don't think you can even get Lead in Masterwork.  In vanillaDF it's smelted  from Galena; but in MWDF Galena produces only silver.  -- even with SIMPLE MINERALS:NO
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Meph on June 13, 2012, 03:37:07 pm
Galena produces lead in vanilla ? I have to check that...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: moisesjns on June 13, 2012, 03:37:42 pm
quick question. im loving this mod still amazingly fun. but i seem to crash when i create steel plate or any type of plate in the magma armory is there a reason for this? i have not modded the buildings or reactions.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: smakemupagus on June 13, 2012, 04:07:06 pm
Galena produces lead in vanilla ? I have to check that...

Yep!

http://dwarffortresswiki.org/index.php/DF2012:Galena/raw
Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Mythologique on June 13, 2012, 04:10:21 pm
So...

I tried these steps to play Masterwork on 34.11 but it seems I entered the Twilight Zone on LSD. Marvel at the psychedelia of the hamlet, Swelterbejeweled:

Spoiler (click to show/hide)

The coloured squares seem to be occupied by quadrillions of rapidly changing "furrowed" stuff; furrowed silver, furrowed troll (female) etc. I suppose there are still some problems with a direct port to 34.11. I'll wait for the grandmasters then.

To make matters weirder, the road is made up of "petrification spell"  :o

What the hell was in that Fire Snake extract? Drugs may look like !fun!, kids, but it messes with your mind.

I got something very similar in fortress mode. Only, it isn't so close together. I have a lot of normal spaces between the weird...furrowed things. It's like every thing ever thought of that could possibly be organic or inorganic has decided to furrow. I still want to play so badly though and no updates to the utilities are in site....now, let's see what happens when I dig there. !Fun!

Edit: Aww, no !Fun! for me. The area doesn't allow anything to be added to an embark that wasn't already there. I either use a blank embark and hope for the best or a premade embark but, it takes out the axes, picks, and plump helmets. Guess it's back to 34.10 for me for now.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Srial on June 13, 2012, 04:13:30 pm
Actually MW has a lot less stone than vanilla because MW has rubble and other non boulder producing stone.   I think in my last for I dug out a huge chamber on a dirt level, dug a 3x3 staircase down 20 z levels and realized I still had zero stones I could use to make a carpenter workshop.   What you say is defintitely correct aside from that though.  Those boulders you have are precious for a while so save them for when you have no choice or have mined out a lot.   Also, if the stone you DO have is considered economic, like a flux, then you may be doubly pinched to make tables and chairs.  Consider making some economic stones available if need be to help out.

I believe a few (10?) pages back someone posted an idea for how to get rid of rubble in the raws, though if that helps.   If you search for 'rubble' in this thread it should come up.


I was under the impression that MW mod has exactly the same amount of stone as the current version of DF. The amount of stone created was reduced with 34.10, you have to build stone blocks with it which will create x4 as much blocks as it used to. So now you can use blocks for your construction needs and not have to shift millions of boulders everywhere. Try to avoid using raw stones.

Oh, like BigD145 just said, he beat me to it!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Shawarma on June 13, 2012, 04:31:52 pm
There is a "less solid rock" option in the Misc. Feature tab that turn much more of the rock (when generating the world of course) into rubble, cutting back even more in the stone department.

I've never needed more stone in MW though. Just never stop mining. Ever.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: SAFry on June 13, 2012, 04:41:42 pm
I think you must have got unlucky with your stone Srial, my current fort is almost solid obsidian for 10 levels, I have 500 obsidian in one garbage dump alone. What are you mining that gives you so few stone?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Srial on June 13, 2012, 04:48:40 pm
Mostly I think I was just terribly unlucky to get zero.   Most of it was rubble and the part that wasn't was dolomite which I had set to economic because I was worried I'd need the flux.  Turns out I needed had bothered.   I had more of it in this fort than I can ever use.

I forgot about the 'less solid stone' option.  Thanks for the reminder!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: ShadowLop on June 13, 2012, 07:08:02 pm
There is no reason to keep a hold of flux stone because you might need the flux.
The boneyard can grind remains and body parts into flux directly and those are limitless.

On a side note: Scrap your caravan immediately if you're playing with fortress defense races on.
Lost about 6 dwarves to a seige because they were hanging out at the caravan instead of nestled safely inside my fortress...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: PenguinCakes on June 13, 2012, 08:16:45 pm
Speaking of fortress defense races, do they affect world-genning in any particular way, like causing the extinction of other races?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Rumrusher on June 13, 2012, 08:29:45 pm
I like the mod A LOT.
Except for one thing: The mining.
I mine like my entire basic fort and i have like 10 pieces of rock.
And it's not enough!

And could you tell me how to change this?

I was under the impression that MW mod has exactly the same amount of stone as the current version of DF. The amount of stone created was reduced with 34.10, you have to build stone blocks with it which will create x4 as much blocks as it used to. So now you can use blocks for your construction needs and not have to shift millions of boulders everywhere. Try to avoid using raw stones.

Oh, like BigD145 just said, he beat me to it!

Well that said I heard you can't use stone blocks for anything but construction so setting up a mason shop for stone chairs and statues going to be a pain. Though what hurt the most about the new boulder patch is the size of them now and how much a pain it is in adventure mode. All boulders are about the same weight of slade and will encumber you even spell rocks.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Corai on June 13, 2012, 08:31:12 pm
I think you must have got unlucky with your stone Srial, my current fort is almost solid obsidian for 10 levels, I have 500 obsidian in one garbage dump alone. What are you mining that gives you so few stone?

WHAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAT. How you make a entire ten layers obsidian?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Broseph Stalin on June 13, 2012, 08:37:49 pm

Well that said I heard you can't use stone blocks for anything but construction so setting up a mason shop for stone chairs and statues going to be a pain. Though what hurt the most about the new boulder patch is the size of them now and how much a pain it is in adventure mode. All boulders are about the same weight of slade and will encumber you even spell rocks.
Yeah the first thing I do is mod the furniture workshop to take blocks instead of raw stone. I think it should be a change to vanilla.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: smakemupagus on June 13, 2012, 08:45:39 pm
Speaking of fortress defense races, do they affect world-genning in any particular way, like causing the extinction of other races?

Certainly, especially if you use more than a couple of them.  Some prefer unusual biomes, like White Tigermen live at the arctic poles, so my impression is that they don't seem to interfere quite as much.

I usually use something like
Kobolds
Goblins
Orcs
Serpentmen
Tigermen
1 or 2 from the group:  Automatons OR Giants OR Badgermen OR Raptormen

... and the civilized races don't generally go extinct
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: SAFry on June 14, 2012, 01:17:40 am
WHAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAT. How you make a entire ten layers obsidian?

I think I just got lucky or unlucky, I thought there was sand or clay too but there is neither, just a thin scrape of peat 1 level thick on the surface and nothing else except the occasional bit of brimstone until I hit the first cavern level. Still, plenty of copper and tin in ore veins in there as well, it's probably because there is a volcano going straight down the middle of the map which my whole fort is build around.

I'll post my world recipe tonight, plenty of volcanoes and lots of megabeasts like I got a griffon and ice wyrm in the first 3 years. Mineral density of 300 which seems about right to make sure you get a load of something but not necessarily lots of everything.

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: juanm on June 14, 2012, 05:32:19 am
Also, i would like to point out thaqt you should give the male and female versions of the new animals different names. I was really confused on embark, wich cave beetle i should take in vast numbers and which one i can only take one for my bug-farm.

If you press F12 the font will change and you should be able to see the sex of the animal (male looks like a bag). If you are using a mac try Fn+F12 instead (or maybe it was cmd+F12...).
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Child of Armok on June 14, 2012, 06:34:45 am
Yes indeed, it was rubble, and something else, wait...
But still i have now, after i build my workshops, 1 rock,1!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Mistercheif on June 14, 2012, 09:11:31 am
It seems that concubines will leave ghosts, but cannot be memorialized.  One that the dwarven traders brought died to ice encasement, but it is not possible to memorialize her.  I hope this ghost is nonviolent.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Tierre on June 14, 2012, 09:14:53 am
use DFhacks fixghost. Should help.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: BigD145 on June 14, 2012, 11:34:06 am
Also, i would like to point out thaqt you should give the male and female versions of the new animals different names. I was really confused on embark, wich cave beetle i should take in vast numbers and which one i can only take one for my bug-farm.

If you press F12 the font will change and you should be able to see the sex of the animal (male looks like a bag). If you are using a mac try Fn+F12 instead (or maybe it was cmd+F12...).

If you play for awhile things like that and item value will cease to be. F12 doesn't help. Quit and restart.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Torgan on June 14, 2012, 01:07:57 pm
Also don't know if something has been changed but I have two bifrost boulders after killing two frost giant thieves, they are sitting besides my creature research lab but there's not an option to turn it in to bars as it says on the building guide. The boulders are listed as reagants for all the bifrost reactions but all the reactions are red, maybe I just need more than two boulders? Also there's not a stone stockpile option for bifrost boulders, I just turned everything else off and they got taken to that stone stockpile.
Sorry if this is a regular question but did anyone know what I'm doing wrong here?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Ishar on June 14, 2012, 02:44:00 pm
How exactly does this legendary traning work? I have the essence of a megabeast, so the option is available, but how do I control who gets it? I assume I have to enable a labor for the selected dwarf, but which one?
Obviously I didn't want to waste the essence.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Broseph Stalin on June 14, 2012, 02:52:59 pm
How exactly does this legendary traning work? I have the essence of a megabeast, so the option is available, but how do I control who gets it? I assume I have to enable a labor for the selected dwarf, but which one?
Obviously I didn't want to waste the essence.
If you have a manager you can control who uses the workshop alternately enable strand extraction on only one dwarf.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: mglarev on June 14, 2012, 04:07:40 pm
I don't know what it is, but it appears to be a bug (it is in the embark screen): The Fail Stone:

(http://i.imgur.com/PocsX.png)


Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: BigD145 on June 14, 2012, 06:31:45 pm
How exactly does this legendary traning work? I have the essence of a megabeast, so the option is available, but how do I control who gets it? I assume I have to enable a labor for the selected dwarf, but which one?
Obviously I didn't want to waste the essence.
If you have a manager you can control who uses the workshop alternately enable strand extraction on only one dwarf.

"q" on the workshop and then Shift+p
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: mglarev on June 14, 2012, 06:37:47 pm
What can I do with all this fungus? I slowly spreads everywhere...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Shawarma on June 14, 2012, 06:44:33 pm
I learned by testing. Now I have a fisherdwarf with legendary lashing.
Second times a charm though and now my crescent glaive wielding military dwarf is a limb slashing beast.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Draevos on June 14, 2012, 06:47:52 pm
What can I do with all this fungus? I slowly spreads everywhere...

Chop down mushrooms for wood, gather plants, pasture to feed animals, etc.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Shawarma on June 14, 2012, 06:52:35 pm
Also, i would like to point out thaqt you should give the male and female versions of the new animals different names. I was really confused on embark, wich cave beetle i should take in vast numbers and which one i can only take one for my bug-farm.

If you press F12 the font will change and you should be able to see the sex of the animal (male looks like a bag). If you are using a mac try Fn+F12 instead (or maybe it was cmd+F12...).

If you play for awhile things like that and item value will cease to be. F12 doesn't help. Quit and restart.

I am very confused by this statement.
How long is "awhile?"
What does "Things like that" refer to? Male and female animals?
"item value" ceases to be? I've never had a game go for more than five years due to FPS (I'm a food hoarder) so maybe I've never seen this problem.

Thanks for the clarification!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: mglarev on June 14, 2012, 06:57:32 pm
What can I do with all this fungus? I slowly spreads everywhere...

Chop down mushrooms for wood, gather plants, pasture to feed animals, etc.

Not the mushrooms for wood, that stuff that spreads slowly in my caverns. It is not harmful?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Corai on June 14, 2012, 06:58:35 pm
What can I do with all this fungus? I slowly spreads everywhere...

Chop down mushrooms for wood, gather plants, pasture to feed animals, etc.

Not the mushrooms for wood, that stuff that spreads slowly in my caverns. It is not harmful?

Its helpful. Its grass basically, but underground. Fungiwood is worth more then surface worth I think, so making a tree-farm would be smart.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: moisesjns on June 14, 2012, 07:49:50 pm
The mod special reactions like creating a golem cast or turret case or making plates causes crashes. is there a way to fix this? is it just me?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: BigD145 on June 14, 2012, 08:57:56 pm
Also, i would like to point out thaqt you should give the male and female versions of the new animals different names. I was really confused on embark, wich cave beetle i should take in vast numbers and which one i can only take one for my bug-farm.

If you press F12 the font will change and you should be able to see the sex of the animal (male looks like a bag). If you are using a mac try Fn+F12 instead (or maybe it was cmd+F12...).

If you play for awhile things like that and item value will cease to be. F12 doesn't help. Quit and restart.

I am very confused by this statement.
How long is "awhile?"
What does "Things like that" refer to? Male and female animals?
"item value" ceases to be? I've never had a game go for more than five years due to FPS (I'm a food hoarder) so maybe I've never seen this problem.

Thanks for the clarification!

Item value and animal gender tags will disappear from view. You cannot see them on your screen. Awhile? I don't know. I just play the game and lose track of time. I would guess 2+ hours in a single sitting.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Shawarma on June 14, 2012, 09:23:33 pm
Oh, true type issues. Yeah, I hate true type.

Another note, using the crescent glaive in Dwarf Fortress mode raised my lasher skill enough for me to realize it and use an essence.
Testing the glaive in Arena mode, I found no lasher skill so I tested it with both combatants only having GM Fighter, armor, dodger, and shields. My glaive wielding combatant is TEARING UP everyone else with every dwarf being in adamantine armor. Checking his skills out, I notice his halberdier skill going up.

Which is it, lasher or halberd? Do other special weapons have these issues?

Oh, and I was testing with the default MW raw files.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: PenguinCakes on June 14, 2012, 10:24:15 pm
I just got a siege alert, but it came from the caverns.  I can't see any difference in my unit list.  Is this a Masterworks thing because I never heard of sieges coming from caverns before.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Hugo_The_Dwarf on June 14, 2012, 10:38:35 pm
New feature, I use it in my Mod as well. The siegers are probally in an explored section of the caverns they appear on level 1-3 randomly
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: PenguinCakes on June 14, 2012, 10:44:01 pm
Yep, I just got a siege of batpeople who came from the edges of the map in the caverns.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: smakemupagus on June 14, 2012, 10:48:20 pm
Which is it, lasher or halberd? Do other special weapons have these issues?

I believe it's not due to the special glaive, but that lasher and halberd are "synonyms" for the same skill.

Quote
I just got a siege alert, but it came from the caverns.  I can't see any difference in my unit list.  Is this a Masterworks thing because I never heard of sieges coming from caverns before.

Yes, on the launcher "Races" tab you'll see 4 cave races.  Antmen will definitely siege, not sure about the others. 
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: smakemupagus on June 15, 2012, 12:18:49 am
Is the "Recycle Pet Armor" working for any of you all? 

.. For me, it duplicated a wood log about 100 times.  I don't see the reagent that the Recycle reaction is supposed to take (CORPSEPIECE) elsewhere in the raws.  But, I'm not sure it's a bug, I might have screwed it up with my own meddling. not that I was messing with anything directly related on purpose.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: SAFry on June 15, 2012, 01:04:27 am
Is the "Recycle Pet Armor" working for any of you all?

Recycle Pet Armor is broken, you end up with loads of random material blocks like one guy got thousands of crocodile egg bars.

The fungus spreading from caverns; I though was in vanilla DF, one thing people sometimes do is hollow out a large area near their fort for use as a fungiwood farm as the trees will grow there eventually. Be careful anywhere you have underground farmable corridors as sometimes trees will grow there and block your dwarves movement, I build paved roads inside on them.

In case anybody was waiting with bated breath for me to post my world gen recipe (doubt it), I ended up spending all evening tweaking and making new worlds. Think 360 Titans on a medium map is too many? Need to play test it now before I post it.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: AirPhforce on June 15, 2012, 02:04:34 am
Is the "Recycle Pet Armor" working for any of you all?

Recycle Pet Armor is broken, you end up with loads of random material blocks like one guy got thousands of crocodile egg bars.

The fungus spreading from caverns; I though was in vanilla DF, one thing people sometimes do is hollow out a large area near their fort for use as a fungiwood farm as the trees will grow there eventually. Be careful anywhere you have underground farmable corridors as sometimes trees will grow there and block your dwarves movement, I build paved roads inside on them.

In case anybody was waiting with bated breath for me to post my world gen recipe (doubt it), I ended up spending all evening tweaking and making new worlds. Think 360 Titans on a medium map is too many? Need to play test it now before I post it.

Is that what it was? I have like 10k tin bars. My entire stockpile got full and i have 300 or so still cluttering up the workbench.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Tierre on June 15, 2012, 02:10:36 am
I have found a mistake in raws. In archeology we have a restore armor reaction wich can give ITEM_ARMOR_RAZORPLATE
Also we have this item in CRAZY reaction in experimental chambber and in sacrafice armor to Armok in the Temple of Armok. Now the problem is - there is no such item. We have ITEM_ARMOR_EVIL3 which is
[NAME:razorplate armor:razorplate armor]
So i guess that's it - wrong armor name.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: AirPhforce on June 15, 2012, 02:17:12 am
Is the "Recycle Pet Armor" working for any of you all?

Recycle Pet Armor is broken, you end up with loads of random material blocks like one guy got thousands of crocodile egg bars.

The fungus spreading from caverns; I though was in vanilla DF, one thing people sometimes do is hollow out a large area near their fort for use as a fungiwood farm as the trees will grow there eventually. Be careful anywhere you have underground farmable corridors as sometimes trees will grow there and block your dwarves movement, I build paved roads inside on them.

In case anybody was waiting with bated breath for me to post my world gen recipe (doubt it), I ended up spending all evening tweaking and making new worlds. Think 360 Titans on a medium map is too many? Need to play test it now before I post it.

Is that what it was? I have like 10k tin bars. My entire stockpile got full and i have 300 or so still cluttering up the workbench.

By 300 I mean 300 pages holy crap so much tin
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: ShadowLop on June 15, 2012, 02:20:02 am
Which is it, lasher or halberd? Do other special weapons have these issues?

I believe it's not due to the special glaive, but that lasher and halberd are "synonyms" for the same skill.

Lasher skill (whip) is related to whips and bendy ropey weapons.
This (http://en.wikipedia.org/wiki/Halberd) is a Halberd
This (http://en.wikipedia.org/wiki/Glaive) Is a Glaive.
It makes no sense that Glaives of any kind would use whip skill, however, according to the raws, they do: both regular glaives and Crescent Glaives use lasher(whip), while Halberds use spear (as they should, or perhaps pike, but at least the correct family of skills).
Also, there is no Halberdier skill as halberds use spear skill.

Might want to fix that, Meph...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Tierre on June 15, 2012, 02:32:54 am
I have found a mistake in raws. In archeology we have a restore armor reaction wich can give ITEM_ARMOR_RAZORPLATE
Also we have this item in CRAZY reaction in experimental chambber and in sacrafice armor to Armok in the Temple of Armok. Now the problem is - there is no such item. We have ITEM_ARMOR_EVIL3 which is
[NAME:razorplate armor:razorplate armor]
So i guess that's it - wrong armor name.

OK. Now ARMOR_EVIL3 are drow's armor. I think it should be renamed to armor_razorplate in drow entity and item_armor_masterwork. (IMO it is better and more precise than armor_evil3).

Also many weapons are in the sacrafice weapon religion reaction and crazy alchemical experiments. ITEM_WEAPON_AXE_GREAT_FOSSIL is ONLY obtainable from fossils - maybe should be added there too?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: SAFry on June 15, 2012, 02:47:57 am
Poor Meph, looks like he has his work cut out for him when he gets back. I think he was planning on rebuilding the mod from scratch. In the mean time I guess anything that can't be hot fixed should be disabled or we're just going to get the same issues come up again and again.

Or do what I do, avoid the broken bits, still plenty to play with.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: AirPhforce on June 15, 2012, 03:06:18 am
Is the "Recycle Pet Armor" working for any of you all?

Recycle Pet Armor is broken, you end up with loads of random material blocks like one guy got thousands of crocodile egg bars.

The fungus spreading from caverns; I though was in vanilla DF, one thing people sometimes do is hollow out a large area near their fort for use as a fungiwood farm as the trees will grow there eventually. Be careful anywhere you have underground farmable corridors as sometimes trees will grow there and block your dwarves movement, I build paved roads inside on them.

In case anybody was waiting with bated breath for me to post my world gen recipe (doubt it), I ended up spending all evening tweaking and making new worlds. Think 360 Titans on a medium map is too many? Need to play test it now before I post it.

Is that what it was? I have like 10k tin bars. My entire stockpile got full and i have 300 or so still cluttering up the workbench.

By 300 I mean 300 pages holy crap so much tin

http://i.imgur.com/vcUtz.png

Holy crap the tin. That was ALL TIN. that was one stack of twelve after I deconstructed the workbench. This has gotta be fixed.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Tierre on June 15, 2012, 03:06:45 am
Well i always play in my mods in DF:) So i just started vivisecting masterwork and taking raws into parts. Maybe i will even post some parts of it so that you can add the feature you want yourself. If it is needed by someone - please inform me (though i only started).
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Torgan on June 15, 2012, 03:19:00 am
So I think I just butchered a dead elf merchant. But if they are going to bring dragons that set fire to the fungus all around the trade depot then burn to death it's their own fault.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: SAFry on June 15, 2012, 03:42:43 am
So I think I just butchered a dead elf merchant. But if they are going to bring dragons that set fire to the fungus all around the trade depot then burn to death it's their own fault.

Ha, yeah I once had elves bring 6 dragons then got ambushed by and army of sauropod riding mechanical men, hilarity ensued.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: richieelias on June 15, 2012, 07:55:57 am
Is the "Recycle Pet Armor" working for any of you all?

Recycle Pet Armor is broken, you end up with loads of random material blocks like one guy got thousands of crocodile egg bars.

The fungus spreading from caverns; I though was in vanilla DF, one thing people sometimes do is hollow out a large area near their fort for use as a fungiwood farm as the trees will grow there eventually. Be careful anywhere you have underground farmable corridors as sometimes trees will grow there and block your dwarves movement, I build paved roads inside on them.

In case anybody was waiting with bated breath for me to post my world gen recipe (doubt it), I ended up spending all evening tweaking and making new worlds. Think 360 Titans on a medium map is too many? Need to play test it now before I post it.

Is that what it was? I have like 10k tin bars. My entire stockpile got full and i have 300 or so still cluttering up the workbench.

By 300 I mean 300 pages holy crap so much tin

http://i.imgur.com/vcUtz.png

Holy crap the tin. That was ALL TIN. that was one stack of twelve after I deconstructed the workbench. This has gotta be fixed.

Recycle pet armor is known to be broken. Simple fix: Dont do it or this will happen.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Tierre on June 15, 2012, 08:04:36 am
A question about healing.
I know that to heal you transform it int HEALING creature for 1 tick.
It has a FREQUENCY:0 but... can they be domesticated by elves? Or no environment tags will make it is impossible? Also what about the age of a creature being transformed - does it have any affect on a creature it is transformed into. Will old dwarf being transormed to a creature with maxage bigger than hos real age immidiately die?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Marc Remillard on June 15, 2012, 12:09:06 pm
I have loved the mod - it adds things I think are really lacking in vanilla. In particular, things like simple wood - I've never cared about whether a log is elm or birch etc, I prefer rough wood. I guess some people love the variety, to me its annoying. Same with umpteen varieties of leather etc. Its leather. I don't care what beast it came from.

A few things annoyed me though, but nothing to make going back to vanilla.

Just because you can add something, doesn't mean you need to, picturing *Redacted typhoon here - its a glut of things atm, small e.g. is I tend to remove things like the Dragonfire rain - that is just unplayable. If its in there for 'testing', I'd go a branch on a git repo and not subject the end user to it, its fairly ridiculous - and from a previous post, not as rare as you want. All my ideal sites are barrens (I like flat, unembellished sites with no ugly ponds), and this lovely fire shows up a lot. But in general, it feels a bit like you've added anything you can get your hands on w/o thinking about the balance.

Minor niggles are the bone reaction - in terms of grinding them down to make carbonating thingies. I'm not sure how much wiggle room is there, in terms of using the whole stack. If its possible to introduce an intermediate item that'd be a nice change. I love the tree farming aspect, I tend to turtle and not buy anything if possible.

Thanks for all the hard work anyway, much appreciated here, adding an interesting touch to an interesting game.

Cheers.

* Its Mercer Myer I think. He or she had great little books.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Shawarma on June 15, 2012, 01:57:08 pm
Which is it, lasher or halberd? Do other special weapons have these issues?

I believe it's not due to the special glaive, but that lasher and halberd are "synonyms" for the same skill.

Lasher skill (whip) is related to whips and bendy ropey weapons.
This (http://en.wikipedia.org/wiki/Halberd) is a Halberd
This (http://en.wikipedia.org/wiki/Glaive) Is a Glaive.
It makes no sense that Glaives of any kind would use whip skill, however, according to the raws, they do: both regular glaives and Crescent Glaives use lasher(whip), while Halberds use spear (as they should, or perhaps pike, but at least the correct family of skills).
Also, there is no Halberdier skill as halberds use spear skill.

Might want to fix that, Meph...

Meh, I can definitely understand just slapping some of those exotic weapons into little use weapon training categories to spread around the skill training love. I just like to know which weapon need which skill, or hell, multiple skills. Wouldn't it be cool to have a few really exotic weapons that were very powerful, required traded blueprints, and multiple military skills to use? Something like kamas, that was require lashing and knives, and have a devastatingly fast attack speed?

One this note, I HATE requesting fixes and stuff for volunteer projects this this. I just appreciate the work already done. It is obvious many others do as well. I hope your biking trip is f'in amazing, free work like this deserves a reward.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Arbinire on June 15, 2012, 02:36:11 pm
Well i always play in my mods in DF:) So i just started vivisecting masterwork and taking raws into parts. Maybe i will even post some parts of it so that you can add the feature you want yourself. If it is needed by someone - please inform me (though i only started).

I'm sure you would earn a lot of love from a lot of people in here if you were to pick out all the standardized material raws (IE the wood, leather, etc) and packaged them to stick in vanilla.  That seems to be the biggest draw to masterwork.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Marc Remillard on June 15, 2012, 02:46:15 pm
I'd love a mod that just stripped out the wood and leather, and  included some more challenging invaders. Wicked potential for a game imho, just badly  under-resourced. But, for the price,  great. Still think an open source effort would be great - which in essence is what the modder's are trying to do, sans source code.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Meph on June 15, 2012, 03:02:06 pm
Quote
I'm sure you would earn a lot of love from a lot of people in here if you were to pick out all the standardized material raws (IE the wood, leather, etc) and packaged them to stick in vanilla.  That seems to be the biggest draw to masterwork.

Is planned. Like I said, when I am back in Germany, i will do a complete overhaul of the mod. The options should revert back to vanilla, and the standardized stuff can be selected as well. And it will have playtesting by me, ha. The entire mod has been written on a netbook so far, while travelling, so just you wait till I actually have access to a real computer. :P

PS: Currently in the middle of gorram nowwhere, in the Mojave desert. Temp is hovering between 100 and 110, and still 220miles to go till Flagstaff, my next break.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: smakemupagus on June 15, 2012, 03:25:03 pm
I'd love a mod that just stripped out the wood and leather, and  included some more challenging invaders.

How much have you experimented yet with turning off the features you don't like in the mod-loading GUI?  I think that just turning everything on the Creatures*, Materials, Building, and Misc tabs to "NO" would be a lot like what you're describing.

*Except Giant Animals and Animalmen maybe
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Marc Remillard on June 15, 2012, 03:31:51 pm
Quote
I'm sure you would earn a lot of love from a lot of people in here if you were to pick out all the standardized material raws (IE the wood, leather, etc) and packaged them to stick in vanilla.  That seems to be the biggest draw to masterwork.

Is planned. Like I said, when I am back in Germany, i will do a complete overhaul of the mod. The options should revert back to vanilla, and the standardized stuff can be selected as well. And it will have playtesting by me, ha. The entire mod has been written on a netbook so far, while travelling, so just you wait till I actually have access to a real computer. :P

PS: Currently in the middle of gorram nowwhere, in the Mojave desert. Temp is hovering between 100 and 110, and still 220miles to go till Flagstaff, my next break.

If you need any Java/Linux/Mac support, happy to help. One thing I've been meaning to do is capture a stack trace of SoundSense, that guy seems to die every five minutes.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: moisesjns on June 15, 2012, 03:35:28 pm
i fixed all my crashing issues thank god. but now i have a gameplay question if i summon a mountain king do i lose control of that dwarf?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Marc Remillard on June 15, 2012, 03:49:00 pm
I'd love a mod that just stripped out the wood and leather, and  included some more challenging invaders.

How much have you experimented yet with turning off the features you don't like in the mod-loading GUI?  I think that just turning everything on the Creatures*, Materials, Building, and Misc tabs to "NO" would be a lot like what you're describing.

*Except Giant Animals and Animalmen maybe

Not a huge amount I guess, though I've tweaked it as much as I'd like via the GUI. I'm not sure, still get out place creatures in biomes, but whether or not that is MW or not I'm not sure,
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Marc Remillard on June 15, 2012, 04:08:04 pm
I'd love a mod that just stripped out the wood and leather, and  included some more challenging invaders.

How much have you experimented yet with turning off the features you don't like in the mod-loading GUI?  I think that just turning everything on the Creatures*, Materials, Building, and Misc tabs to "NO" would be a lot like what you're describing.

*Except Giant Animals and Animalmen maybe

Not a huge amount I guess, though I've tweaked it as much as I'd like via the GUI. I'm not sure, still get out place creatures in biomes, but whether or not that is MW or not I'm not sure,

As an experiment, going to try a Dwarf-alike, using Slick (Java, 2D) stuff, or perhaps 3d, though the modelling is a killer then. I think 3d rendering, but 2d'ish in terms of physics. Surprising amount of coding challenges in getting those little peanuts to hoon around. Think the only way way forward is an open source project though. One man, no matter how many donations, is bound to fail. :p Mark my words.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Marc Remillard on June 15, 2012, 04:19:30 pm
I'd love a mod that just stripped out the wood and leather, and  included some more challenging invaders.

How much have you experimented yet with turning off the features you don't like in the mod-loading GUI?  I think that just turning everything on the Creatures*, Materials, Building, and Misc tabs to "NO" would be a lot like what you're describing.

*Except Giant Animals and Animalmen maybe

Not a huge amount I guess, though I've tweaked it as much as I'd like via the GUI. I'm not sure, still get out place creatures in biomes, but whether or not that is MW or not I'm not sure,

As an experiment, going to try a Dwarf-alike, using Slick (Java, 2D) stuff, or perhaps 3d, though the modelling is a killer then. I think 3d rendering, but 2d'ish in terms of physics. Surprising amount of coding challenges in getting those little peanuts to hoon around. Think the only way way forward is an open source project though. One man, no matter how many donations, is bound to fail. :p Mark my words.

Good god I'd donate thousands for a daily Game of Thrones episode, utterly addicted, great stuff.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: SAFry on June 15, 2012, 05:11:34 pm
Currently in the middle of gorram nowwhere, in the Mojave desert. Temp is hovering between 100 and 110, and still 220miles to go till Flagstaff, my next break.

Good luck Meph, the Mojave is amazing but not sure I'd have liked it so much without aircon!

Finally ready to share my world gen recipe, posted it in the DF2012 world gen cookbook: http://www.bay12forums.com/smf/index.php?topic=101280.msg3376589#msg3376589 (http://www.bay12forums.com/smf/index.php?topic=101280.msg3376589#msg3376589)

It's really designed for my Masterwork Mod enjoyment, it's a medium map as I like plenty of choices in starting location and room for civs to grow. It has a lot of volcanoes so you should be able to find some magma and it's a region so you'll get all the other races showing up at your doorstep.

It is designed for 9 races to have 4 civs each, so 36 civilizations. I have Kobolds, Goblins, Orcs, Frost Giants, Automations, Dwarfs, Elves, Humans and Evil Drow. I like the Drow but I reckon 3 trading races is enough so I use the evil Deep Drow race.

More info on the cookbook page but give it a go and let me know what you think.

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Srial on June 15, 2012, 05:45:11 pm
More info on the cookbook page but give it a go and let me know what you think.

I'm definitely going to try this, hopefully when .11 is finally ready for Masterwork but I'm itching to start a new fort so we'll see if I wait that long.  Thanks for sharing and I'll tell you how it goes!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Meph on June 15, 2012, 06:11:41 pm
The new release would have no new features... only fixes, both for the mod and vanilla DF. So, go ahead and start a new fortress, there is nothing you would miss
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: mglarev on June 15, 2012, 06:40:59 pm
I am currently trying to get seeds from fungi/netherwood (the stuff in the caverns). But it seems that it simply does not work for me. Or I am stupid. Any ideas?

When i fell the "fungitrees", I only get wood (that I can not process to seeds), and I can not gather the small plants.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Meph on June 15, 2012, 07:14:49 pm
You need a timberyard. Cut the fungiwood bark, or refine small trees. They also need quite a while to grow, but they work flawlessly, once you have a big farm.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: smakemupagus on June 15, 2012, 07:16:00 pm
I am currently trying to get seeds from fungi/netherwood (the stuff in the caverns). But it seems that it simply does not work for me. Or I am stupid. Any ideas?

When i fell the "fungitrees", I only get wood (that I can not process to seeds), and I can not gather the small plants.

When you collect plants, some of them will be "small fungitrees".  These may be different plants than the young fungitree saplings, which are possibly what you're seeing that you can't collect.

Then you process the small trees at Timberyard workshop.  Upon processing, you'll get some seeds.  (in fact quite soon once you cultivate them: lots of seeds)

...

LOL, meph you keep ninja answering.  How do you do this while cycling through the desert?  Do you have some kind of heads up display visor with an audio input? :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Arbinire on June 15, 2012, 07:59:18 pm
Quote
I'm sure you would earn a lot of love from a lot of people in here if you were to pick out all the standardized material raws (IE the wood, leather, etc) and packaged them to stick in vanilla.  That seems to be the biggest draw to masterwork.

Is planned. Like I said, when I am back in Germany, i will do a complete overhaul of the mod. The options should revert back to vanilla, and the standardized stuff can be selected as well. And it will have playtesting by me, ha. The entire mod has been written on a netbook so far, while travelling, so just you wait till I actually have access to a real computer. :P

PS: Currently in the middle of gorram nowwhere, in the Mojave desert. Temp is hovering between 100 and 110, and still 220miles to go till Flagstaff, my next break.

Heya Meph, I know but figured since the guy asked I'd point him in a direction.  Coincidentally, I've been out in the Mojave too....been playing Fallout New Vegas quite a bit lately and taking a break from fortressing.  Was starting to have dreams where I was helping groups of Dwarven Engineers and Architects build towers and bridges and what nots :P.




Quote
I'm sure you would earn a lot of love from a lot of people in here if you were to pick out all the standardized material raws (IE the wood, leather, etc) and packaged them to stick in vanilla.  That seems to be the biggest draw to masterwork.

Is planned. Like I said, when I am back in Germany, i will do a complete overhaul of the mod. The options should revert back to vanilla, and the standardized stuff can be selected as well. And it will have playtesting by me, ha. The entire mod has been written on a netbook so far, while travelling, so just you wait till I actually have access to a real computer. :P

PS: Currently in the middle of gorram nowwhere, in the Mojave desert. Temp is hovering between 100 and 110, and still 220miles to go till Flagstaff, my next break.

If you need any Java/Linux/Mac support, happy to help. One thing I've been meaning to do is capture a stack trace of SoundSense, that guy seems to die every five minutes.

Zenerbufen would be the guy to talk to about helping with Java/Linux/Mac support.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: mglarev on June 15, 2012, 08:00:36 pm
I am attacked by automatons... riding on flying giant kea's. WTF:

Edit: ... and giant slugs.

Edit2: And War Sauropods.

I am playing this mod for months. And it never ceases to amaze me.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: zenerbufen on June 16, 2012, 12:59:41 am
If you need any Java/Linux/Mac support, happy to help. One thing I've been meaning to do is capture a stack trace of SoundSense, that guy seems to die every five minutes.
I'm using python along with QT for the new interface. I don't know java :\  PM me if you want to help. Anything you could do to help get therapist/soundsense/dfhack working on mac linux would be appreciated by many in the mac/linux dwarf-community.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Torgan on June 16, 2012, 07:13:49 am
So I guess I am being dumb but how do you turn a dwarf in to a golem? I've built the magma golem forge, made a steel cast and have a steel long sword, the option to make a steel golem is there but the dwarf I have selected in the workshop profile to use the golem forge won't go and be turned into a golem. I have turned weapon smithing on that dwarf as you needed that to make the forge but that's not working either.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: mglarev on June 16, 2012, 07:26:00 am
Looked it up in
Dwarf Fortress\raw\objects\reaction_masterwork.txt

The reaction has    [SKILL:EXTRACT_STRAND].

Try turning on strand extraction.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Morwaul on June 16, 2012, 09:11:15 am
Sorry if I missed this somewhere.  Is there a problem with skeletons in 1.9.2?  I have a dwarf with a mood who wants skeletons.  I have butchered all kinds of critters but none give skeletons.

If so, is there a way to fix it before my best stone mason goes insane?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Broseph Stalin on June 16, 2012, 09:13:39 am
Sorry if I missed this somewhere.  Is there a problem with skeletons in 1.9.2?  I have a dwarf with a mood who wants skeletons.  I have butchered all kinds of critters but none give skeletons.

If so, is there a way to fix it before my best stone mason goes insane?
Did you use showmood to make sure he's looking for bones? He might just want lots of whatever the item he asked for before that was.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: BlastoiseWarlorf on June 16, 2012, 09:15:44 am
Perhaps a Noobish question, but how in the world do you get wards? I'm getting mighty tired of my crafters turning into Acolytes.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Morwaul on June 16, 2012, 09:17:15 am
Good call Broseph.  I didn't even realize that was a command.  silk cloth is what is holding him up. 
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: mglarev on June 16, 2012, 10:14:08 am
Reporting a small bug in the "Wood Guide.png". In the second row it says "Blunt Weapons" where it should say "Cutting Weapons"

 
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: SAFry on June 16, 2012, 11:35:38 am
Perhaps a Noobish question, but how in the world do you get wards? I'm getting mighty tired of my crafters turning into Acolytes.

You either have to either order them from the dwarf caravan under pets or take some on embark. It's a bit of a pain in the ass and Meph is going to revamp them eventually. They're really cheap but sometimes they die for no apparent reason, some say it's because they only have a life of 2 years. I've found the best thing to do with them is make a small room with a door and pasture them inside. They don't leave a corpse so if they die you just get a missing message if you're lucky, otherwise they just show up in the dead list one day. I wouldn't keep them pastured with anything else because I think even a horse kick can kill them which might have been what happened to mine.

In my current fort I have 4 locked in a small room but haven't had a single plague or anything!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Ishar on June 16, 2012, 02:31:13 pm
This might be a bug, but maybe a feature:
Mithril weapons can be extremely valuable. Like hooo-ly shit valuable. I've just sold a mithril greataxe for 46000 to a drow caravan (among other things). I know it's kind of rare, but I think this is too much. Some of my artifacts are less valuable than masterwork mithril weapons. Sure the crafter doesn't like it if their masterwork weapon leaves the map, but that's a small price to pay for a shitload of warbeasts and dozens of metal bars.
I've just tripled my military strenght by selling a single axe.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Meph on June 16, 2012, 03:29:57 pm
Was a nice axe then. ;) But I know what you mean. It is because the items need several bars, and the value gets multiplied, and then the masterwork multiplier on top of that...

Quote
LOL, meph you keep ninja answering.  How do you do this while cycling through the desert?  Do you have some kind of heads up display visor with an audio input?
Because I am awesome. But the visor thing you describe would be even more so. ;)
Also, because I ride 100km in the morning, hang around an aircon fastfood something with wifi (currently the good old all american McDonalds) all day, and cycle another 100km in the evening. Call it a siesta ;)

For the people who dislike the wards and the difficult handling of them: Turn "secrets" off (in the creature section) as well as "diseases" (in the misc section) That way you dont have to worry about them.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: mglarev on June 16, 2012, 07:27:27 pm
I was recently visited by a "gingerbread man"  ;D

Also: This Poison-glass trees in cavern layer 2 are not useful, aren't they?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Morwaul on June 16, 2012, 07:37:41 pm
Has there been any progress on the documentation?  If so, can someone please provide a link?  If not, can someone please remind me what the Overseer and Hammerer Nobles do? 
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: mglarev on June 16, 2012, 07:59:45 pm
The hammerer is the justice dwarf. It is in vanilla DF, too. I belief the overlord has something to todo with the Masterwork Slave system...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: zenerbufen on June 16, 2012, 08:57:49 pm
Overseer is for when running succession forts. This is the dwarf who 'runs everything', the mayor works for him. It doesn't actually do anything as far as I know. It is for role-playing purposes.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: marc on June 17, 2012, 05:35:08 am
hello  got a problem here, one of my armorer has been posses in to a mood  i give him a slademtite bar  for start work this bastard  still working in the artifact  maybe a month  and then turn into a berserker the troublen is this slade bar isnt be under taks in the workshop -.-" any suggestion whit df hack or any other program for try save the  live and the artifact of this bastard XD
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: ShadowLop on June 17, 2012, 07:17:42 am
hello  got a problem here, one of my armorer has been posses in to a mood  i give him a slademtite bar  for start work this bastard  still working in the artifact  maybe a month  and then turn into a berserker the troublen is this slade bar isnt be under taks in the workshop -.-" any suggestion whit df hack or any other program for try save the  live and the artifact of this bastard XD

DFHack: showmood
Check what items are tasked in the workshop. He only collects them in order top down, so whatever item in the list is missing, that's what he wants next.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: marc on June 17, 2012, 07:30:00 am
yep i know but the problen is he start build  her mysterius construction  an also requirement are is a single sladementite bar  >.<
thanks for answer so quickly but i really think is something wrong whit this mat o whit this dwarf he born in the fortress like sladamentite crowns and is a armorer savat too much coincidences...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: CheatingChicken on June 17, 2012, 08:19:47 am
Just some information about the viability of gem equipment:

(http://puu.sh/Byqm)

I think this really speaks for itself

After that dwarf lost hold of its mithril battle axe, it just continued to tear apart kobolds with his round shield, which seems to be just as effective
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Torrasque666 on June 17, 2012, 08:51:20 am
Soo....is there a reason the default inorganic_metals file isn't in with the other inorganics_x files? I want to mod my platinum so that its actually viable for something, like say....blunt weapons. How would I do this without duplicating raws?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: 46852 on June 17, 2012, 10:35:16 am
Just to check, is this happening at the still, or the brewery?  Which reaction are you using, is it just the standard "Brew Drink"?

The Still, using the specific brew reactions.  I believe I have had it happen with rum, wine, and beer so far.

Ok I think I pinpointed this brewing bug: Masterwork's custom still/brewery reaction can't handle big plant stacks, only stacks of 1-3 plants get inserted to barrel properly, yielding [5]-[15] booze barrels. Stacks of 4-5 plants get left as stacks of [20]-[25] floating booze on the still/brewery floor with empty barrel.

No idea how to fix it though? Should PRODUCT_DIMENSION be 100?

EDIT: PRODUCT_DIMENSION doesn't seem to help...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: mglarev on June 17, 2012, 01:18:43 pm
This is an highly important bug. The Storage screen showed a solid 500 drinks left to me, when my dwarfs started to dehydrate...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: The_Final_Stand on June 17, 2012, 03:16:47 pm
In the meantime, I just work with the bog standard Still "Brew Drinks" command and never build an actual Brewery. That, at least, we know works.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: thistleknot on June 17, 2012, 03:23:14 pm
no leather gloves?

I can burn them, but not make them.  They don't show up in the manager jobs.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: PenguinCakes on June 17, 2012, 03:27:31 pm
Excuse me, but what's the stockpile where the Grimoire of Death goes into?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: shabang50 on June 17, 2012, 03:42:50 pm
Quote
In the meantime, I just work with the bog standard Still "Brew Drinks" command and never build an actual Brewery. That, at least, we know works.
So the standard brew drinks reaction works consistently? I know it's not ideal, but at least toggling brewing is an easy (in vanilla, the only) workaround.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: thistleknot on June 17, 2012, 04:03:39 pm
craft rock bed from rock!

THANK YOU!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: thistleknot on June 17, 2012, 04:15:51 pm
how do I make a weaponry.

Apparently I need a blueprint

so I built a
library of crafting
and a
Tech research lab

anything else?  Apparently I can't just research it with just building these (god I LOVE the research aspect of this game).
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: 46852 on June 17, 2012, 04:24:28 pm
Quote
In the meantime, I just work with the bog standard Still "Brew Drinks" command and never build an actual Brewery. That, at least, we know works.
So the standard brew drinks reaction works consistently? I know it's not ideal, but at least toggling brewing is an easy (in vanilla, the only) workaround.

Vanilla "Brew drinks" works just fine, been using only it after I noticed my still was flooding with "dwarven wine [25]" x 40 :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: zenerbufen on June 17, 2012, 04:32:01 pm
craft rock bed from rock!

THANK YOU!

Apparently I need a blueprint
--snip--
anything else?
--snip--
I also love the new crafts.
I do believe you need to trade with the humans for your blueprints.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: ShadowLop on June 17, 2012, 07:11:55 pm
yep i know but the problen is he start build  her mysterius construction  an also requirement are is a single sladementite bar  >.<
thanks for answer so quickly but i really think is something wrong whit this mat o whit this dwarf he born in the fortress like sladamentite crowns and is a armorer savat too much coincidences...

So in DFHack, it says he specifically wants a slademantine bar? In that case, obvious question: do you actually HAVE a slademantine bar? since unless you buy one from a caravan, or smelt a slademantine item, the only way to get one is to combine slade and adamantine.

craft rock bed from rock!

THANK YOU!

Apparently I need a blueprint
--snip--
anything else?
--snip--
I also love the new crafts.
I do believe you need to trade with the humans for your blueprints.

Or any merchant race that happens to have them. I think the elves are the only ones that can't show up with them...


Regarding brew drinks, if the broken reactions leave stacks of "drink" behind, why not create a reaction to store those drinks?
Use: Drink, barrel; Create: Drinkable Drink
At least if you accidentally stockpile some brinks, it would let you clear them away without having to break the Still and lose resources.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Meph on June 17, 2012, 08:44:53 pm
Like I said before, I cant find the fault in the raws for the brewery, so I will just do a lot of bruteforce testing till I find a version of the reaction that actually works. ^^
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: thistleknot on June 17, 2012, 11:50:13 pm
man, my game is crashing :(

played 5 damn years, got all my dorf's armored (40!) and it crashes... I tried a few things to change things up, like attack the drow caravan...

still crashing at about 5 minutes in.


I guess I can use one of the saves (thank god for seasonal saves!)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: smakemupagus on June 18, 2012, 01:24:21 am
Like I said before, I cant find the fault in the raws for the brewery, so I will just do a lot of bruteforce testing till I find a version of the reaction that actually works. ^^

is it possible that the "/" character in the token "REAGENT:barrel/pot" is breaking the token?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: thistleknot on June 18, 2012, 02:54:46 am
I think I figured out my crash

I had one guy who was in a mood, and I got creative in stopping him from his mood.

I dug out the floor underneath his shop, then channelled the shop out.  It was hilarious when he went berserk but was incapable of moving.

WORKED!

It's a very effective way of doing business with trader's when you want all their goods but don't really wish to fight them all... mwuhahahaha
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: marc on June 18, 2012, 04:52:09 am
yep, he grab the bar and start build her misterius construction,under the workshop have the slade bar but he didnt use because
isnt under taks ( i mean pressing t  u can see items a few they are using for any construcction )
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Torgan on June 18, 2012, 06:31:08 am
no leather gloves?

I can burn them, but not make them.  They don't show up in the manager jobs.
You just make mittens/padded mittens instead. Meph has removed a lot of duplicate item types that all serve the same purpose.

And thanks for the reply mglarev, I wasn't aware you could do that. I leave any modding to the experts. :P
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: mglarev on June 18, 2012, 08:29:19 am
For your information: I started updating the Wiki (http://masterworkdf.wikispaces.com). I could use some help.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: PenguinCakes on June 18, 2012, 08:44:19 am
I approve of the time spent to update the wiki.  I actually found the manual to be more detailed than the wiki.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: mglarev on June 18, 2012, 08:57:40 am
This (http://masterworkdf.wikispaces.com/Stonecutters+Workshop) is what I more or less want for every building. Still need to add some explanations for the specific reactions, though.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Tierre on June 18, 2012, 09:04:45 am
A little bug maybe - in goblins entity i found that REACTION:GREENSKIn is duplicated.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Tierre on June 18, 2012, 09:54:57 am
OK - a suggestion. Might add some creatures which will spawn in a dug stone. Like a Barlog in the old Moria:) It can be done with a stone in CLUSTER_ONE with frequency 1. Might be even different creatures for different layers - like some weak demon in igneous_intrusive, some dinosaur in sedimentary. They can live some rewarding thing after death:)

Wait - then they spawn they are friendly right? Oh the possibility of your own pet dinosaurs dug out of earth. With the stone named ANCIENT_EGG.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Child of Armok on June 18, 2012, 09:58:54 am
(Balrog)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Arbinire on June 18, 2012, 10:20:51 am
OK - a suggestion. Might add some creatures which will spawn in a dug stone. Like a Barlog in the old Moria:) It can be done with a stone in CLUSTER_ONE with frequency 1. Might be even different creatures for different layers - like some weak demon in igneous_intrusive, some dinosaur in sedimentary. They can live some rewarding thing after death:)

Wait - then they spawn they are friendly right? Oh the possibility of your own pet dinosaurs dug out of earth. With the stone named ANCIENT_EGG.

this....is a pretty damned spiffy idea
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: thistleknot on June 18, 2012, 11:02:13 am
Why mittens vs gloves?  When I think mittens, I think like an oven mitten, no individual fingers.  I was worried a mitten was not gonna let my crossbowdwarves use their weapons.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Meph on June 18, 2012, 12:22:31 pm
OK - a suggestion. Might add some creatures which will spawn in a dug stone. Like a Barlog in the old Moria:) It can be done with a stone in CLUSTER_ONE with frequency 1. Might be even different creatures for different layers - like some weak demon in igneous_intrusive, some dinosaur in sedimentary. They can live some rewarding thing after death:)

Wait - then they spawn they are friendly right? Oh the possibility of your own pet dinosaurs dug out of earth. With the stone named ANCIENT_EGG.

this....is a pretty damned spiffy idea

This... can be done. Friendly unit, but with the crazed tag. Wow. THANKS.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: jesusmod on June 18, 2012, 03:08:19 pm
it's pretty annoying that if you have a turret, and that turret ever fires, all the dwarves run out, grab whatever was fired, and put it in the food stockpile... is this normal?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Lightningfalcon on June 18, 2012, 03:18:47 pm
What type of prefession is used for tech reasearch/chemist?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Panopticon on June 18, 2012, 03:37:13 pm
Also for cool things that could be dug out of the earth, how about something that operates like the Tears of Armok, but generates magma instead? Call it Blood of Armok or something,
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Meph on June 18, 2012, 03:57:33 pm
Quote
it's pretty annoying that if you have a turret, and that turret ever fires, all the dwarves run out, grab whatever was fired, and put it in the food stockpile... is this normal?
It is not, but can and will be fixed. actually I thought I already did fix it.. ^^

lightningfalcon: Alchemist.

Panopticon: Can do it, sadly, there are no aquifers for magma. There might be a trick to generate magma in workshops though, but the use for this is questionable at best. It wont power magma-needing buildings,not before you uncovered the magmalake
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: mglarev on June 18, 2012, 05:44:42 pm
Bug report (1.9.2):

The machine factory seems to be seriously bugged:

I repeated it with a bullet turret. Same result. I will try it once again to make sure it is a bug.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: smakemupagus on June 18, 2012, 05:58:14 pm
Bug report (1.9.2):

The machine factory seems to be seriously bugged:
  • Built an turret case  (worked)
  • Built a slade turret out of it.
  • Set up a spawner where I wanted the turret
  • Tasked "Deploy slade turret"
  • After a while, the task disappeared (no worker came there) and the turret, too.

I repeated it with a bullet turret. Same result. I will try it once again to make sure it is a bug.

I was testing too, in my last fort I had a 3 out of 8 success rate on deploying bullet turrets.  In my cases the guy did run out to attempt the deployment, it just didn't "take" every time. 

There was at least one case where he transformed into the "Dwarf deploying turret" creature but didn't actually create a turret, and even though he became a regular dwarf safely again there were some "Dwarf deploying turret" creature body parts strewn about.  ... Reminded me of those sci fi stories about teleportation -- do you really transport, or does the machine kill the old person and clone a new one?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: mglarev on June 18, 2012, 06:14:27 pm
Bug report (1.9.2):

The machine factory seems to be seriously bugged:
  • Built an turret case  (worked)
  • Built a slade turret out of it.
  • Set up a spawner where I wanted the turret
  • Tasked "Deploy slade turret"
  • After a while, the task disappeared (no worker came there) and the turret, too.

I repeated it with a bullet turret. Same result. I will try it once again to make sure it is a bug.

I was testing too, in my last fort I had a 3 out of 8 success rate on deploying bullet turrets.  In my cases the guy did run out to attempt the deployment, it just didn't "take" every time. 

There was at least one case where he transformed into the "Dwarf deploying turret" creature but didn't actually create a turret, and even though he became a regular dwarf safely again there were some "Dwarf deploying turret" creature body parts strewn about.  ... Reminded me of those sci fi stories about teleportation -- do you really transport, or does the machine kill the old person and clone a new one?

Still did not work on after the fourth try. I guess the guide stating "There is a low chance for a deploxment failing or getting several creatures. This happens rarely however." is a bit off.  I am trying more..

Suggestion: Maybe just increase the (low) costs, and make it much more reliable`?

Edit: Five times failed in a row. Really? I am going to look the reaction up..
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Iax on June 18, 2012, 07:01:56 pm
Make sure there are no other dwarfs or pets around.    when the spawn reaction happens it makes a bunch of temporary crap that other dwarfs will either pick up and dump or attack and destroy.
if that temp crap sits unmolested on the ground for a little bit it turns into the spawned thing,  turret/decoy/attack plants,  ect..


Suggestion: Maybe just increase the (low) costs, and make it much more reliable`?

Edit: Five times failed in a row. Really? I am going to look the reaction up..
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Hasse on June 18, 2012, 07:08:45 pm
i got a bug :C
i assing my archers some bola throwers :)
but the leader of the squad takes an artifact makeshift crossbow instead :C and when i send the squad somewhere he picks up and bola thrower and when i cancel the order he drops it.
and when i send the squad some of the soldiers drops the bola throwers and picks up javelin throwers and such instead :/
help please?.

i got ammonution for the bola throwers.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: mglarev on June 18, 2012, 07:08:51 pm
Make sure there are no other dwarfs or pets around.    when the spawn reaction happens it makes a bunch of temporary crap that other dwarfs will either pick up and dump or attack and destroy.
if that temp crap sits unmolested on the ground for a little bit it turns into the spawned thing,  turret/decoy/attack plants,  ect..

Nothing else around there. It is in a corner. Will test some more.

Edit: It worked on the sixth try. Finally. When it works, the dwarf turns into a "turret constructing dwarf" for a moment, then he leaves. After a moment the turret appears. You can see the message in the log, if it works.

Also, the dwarf left it pickaxe at the spawner (happens). And his brain. Maybe he does not need it anymore.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: smakemupagus on June 18, 2012, 07:13:03 pm
Suggestion: Maybe just increase the (low) costs, and make it much more reliable`?

i don't think it's un-reliable on purpose   :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: smakemupagus on June 18, 2012, 07:14:40 pm
and when i send the squad some of the soldiers drops the bola throwers and picks up javelin throwers and such instead :/
help please?.

You removed "personal choice - ranged" from their equipment when you added the bola throwers? 
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: mglarev on June 18, 2012, 07:16:48 pm
Suggestion: Maybe just increase the (low) costs, and make it much more reliable`?

i don't think it's un-reliable on purpose   :)

Well, maybe. But that is not fun anymore. I would gladly pay 5 times the materials than to watch the same spot for minutes until the turret arrives.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Hasse on June 18, 2012, 07:18:20 pm
and when i send the squad some of the soldiers drops the bola throwers and picks up javelin throwers and such instead :/
help please?.

You removed "personal choice - ranged" from their equipment when you added the bola throwers?

im pretty sure i did it
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: thistleknot on June 18, 2012, 08:42:40 pm
why does my game keep crashing?

I get past one point of crashing to another point of crashing.

I'm using DEFAULT options.

I'm using 34.11 as instructed by Meph on how to implement.

Yet...  I get a few seasons in, and again a crash.

Something is going on in the map.

Oh yeah, I have generic toys (meph did the change).

but I'm up a creek without a paddle.

I'm about to go vanilla.

Yeah.  My entire game... is trashed.

So far, so much fun.

12 hours

unknown crash

I killed 1 damn necromancer, that was it.

1

http://www.mediafire.com/?383no2lcwlq181q

I tried sending them all to the burrows

tried burrowing underneath the trader (didn't make it yet).

It's got to be something out of normal...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Meph on June 18, 2012, 09:02:46 pm
I use the same system as narhiril for creature spawning. To make it simple:

A boiling stone is created.
A dwarf is transformed into a new creature.
The new creature has a bodypart attached only be melting tissues.
The tissues melt and the bodypart falls to the ground.
The bodypart is reanimated by the transformed dwarf.
The now alive bodypart is now transformed into the new creature.
The dwarf transformes back into a normal dwarf.

Now, are there any question about why this is unreliable ? ^^ If I could just make a 100% reaction for creatures I would do so, please believe me. But the incredible workaround I just posted is the only way to create new creatures. I hope to refine it, make it more reliable, but this will have to wait till I am in germany again.

@thistleknot: Stop drinking so much before you post. :P The entire thing would be a little more useful, if you actually include things like errorlog and gamelog,at least the last entry, and if the crash reappeares after savescumming.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Arbinire on June 18, 2012, 09:13:20 pm
wait, we can update masterwork to 34.11?  I missed how to do that.   Does Dwarf Therapist work with it at least?  Been playing Genesis because it's my other go-to mod, but it's annoying how DT reads almost all the dwarven castes as female for it.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: thistleknot on June 18, 2012, 09:20:11 pm
thanks for airing my laundry ;).  Here's my files that I was unaware were being generated by DF.  By the way (the errorlog and gamelog) are in the save folder.

http://www.mediafire.com/?7ejac3a92mdbeds

oh yes, much savescumming.  I reloaded from spring 130, but it was still crashing, only mining underneath a mood dwarf solved that one.

So when I let it crash (after deleting the errorlog)

This is what I get (gamelog)

Ushrir Uzolshetbeth, MetalSmith cancels Forge bronze gauntlet: Needs 2 bronze bars.
Takuth Sakzulmishthem, MetalSmith cancels Forge bronze helm: Needs 1 bronze bars.
Ushrir Uzolshetbeth, MetalSmith cancels Forge bronze gauntlet: Needs 2 bronze bars.
Ushrir Uzolshetbeth, MetalSmith cancels Forge bronze helm: Needs 1 bronze bars.
Takuth Sakzulmishthem, MetalSmith cancels Forge bronze helm: Needs 1 bronze bars.
Egdoth Zegfazis has become a Recruit.
Atis Arelstinthad has become a Diagnoser.
You have struck hematite!
You have struck rose quartz!
Ineth Zuglartumam has created a masterpiece!
Ablel Itebestil, Nurse cancels Make Cheese: Needs unrotten milk item.
Stukos Doreniden, Dwarven Child cancels Make leather Quiver: Needs tanned hide.
Ablel Itebestil, Nurse cancels Make Cheese: Needs unrotten milk item.
Sakzul Uzolkeskal, Default Hauler cancels Make Lye: Needs ash.
Ushrir Uzolshetbeth, MetalSmith cancels Forge bronze greaves: Needs 2 bronze bars.
Angzak Nitigkol, Default Hauler cancels Forge bronze greaves: Needs 2 bronze bars.
Stukos Doreniden, Dwarven Child cancels Make leather Quiver: Needs tanned hide.
Ablel Itebestil, Nurse cancels Make Cheese: Needs unrotten milk item.
Ushrir Uzolshetbeth, MetalSmith cancels Forge bronze greaves: Needs 2 bronze bars.
Angzak Nitigkol, Default Hauler cancels Forge bronze greaves: Needs 2 bronze bars.
You have struck raw titanium!
Stukos Doreniden, Dwarven Child cancels Make leather Quiver: Needs tanned hide.

Nothing special, but no error log.  So it's hard error on something that's not showing in the error log (as  in there is no error log generated).

I understand this is not an "official" masterwork production, but the only thing different is: 34.11 implementation, which required no raw changes, and a toy to default toy raw change.  I'm not making toys.  Could be something though.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Meph on June 18, 2012, 10:03:23 pm
Well, it is not the generic toys I wrote for you, but I was hoping for the gamelog to show something like: elven caravan arrives. Because then I could narrow it down.

I am very undecided how much I should do at all on the current version, because of the planned restart.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: thistleknot on June 18, 2012, 10:08:06 pm
there was a toy thing you did, not sure what it was... but there was some generasizing of toys that I recall.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: ShadowLop on June 19, 2012, 12:22:38 am
I use the same system as narhiril for creature spawning. To make it simple:

A boiling stone is created.
A dwarf is transformed into a new creature.
The new creature has a bodypart attached only be melting tissues.
The tissues melt and the bodypart falls to the ground.
The bodypart is reanimated by the transformed dwarf.
The now alive bodypart is now transformed into the new creature.
The dwarf transformes back into a normal dwarf.

Now, are there any question about why this is unreliable ? ^^ If I could just make a 100% reaction for creatures I would do so, please believe me. But the incredible workaround I just posted is the only way to create new creatures. I hope to refine it, make it more reliable, but this will have to wait till I am in germany again.

What about making a creature that gives birth to a turret 'baby' thing?
Transform into creature, births baby turret because gestation is almost nil, transforms back, turret grows into adult.
Could something like that work?
Also, how does armoring creatures work? Since I'm guessing it would delete the, say, dog and spawn an armored dog. Would it be possible to use that reaction for turrets? Maybe even require an animal 'sacrifice' to create biomechanical turrets >:D
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Meph on June 19, 2012, 12:55:13 am
Giving birth  to turrets would work, but you would have a dwarf that needs to be a transformed creature for close to a year. so. no. ^^

Transforming dwarves into other creatures I already do with golems, I dont want people to buy "empty" landmine cases or turret kits to transform, they should be able to build unlimited ones themselves. And yes, the armoring takes a dog and transformes it into an armored dog.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: zenerbufen on June 19, 2012, 04:35:19 am
I could live with turrets powered by the souls of kittens.  8)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Tierre on June 19, 2012, 06:06:09 am
Well you could also make MORE bodyparts which melt down to make more creatures spawning. Hm if it was possible to make so that interaction targets only 1 bodypart.... and others will melt and disappear. But it may clutter Dead/Missing screen and won't really work i think:(
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Tierre on June 19, 2012, 06:14:00 am
I think i might have found a way to produce bones. Make an interaction turning creature into another, with 5-10 big arms with boiling connectors which will fall down from it. Those arms should have big relative size and relative big bone tissue size inside it. Then shift creature back. It should make those parts butcherable:)
So you can use something like Bone Bush from 3rd cavern layer and a reaction to turn in into bone this way.
Not sure if bodyparts are butcherable like this but might work.

I will make a new post about it for testing purposes:) Hugo would be glad to test it.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: colonelkadaffy on June 19, 2012, 08:01:42 am
Hi, been playing your mod for a while. Some issues im encoutering (by no means game breaking).

Firstly, I can't seem to get the updating to .11 to work, I've followed the instructions to the letter as posted several pages back, however i'm getting that issue that other seems to be getting, a psychedelic map on embark with tiles all over the map randomly (and rapidly flashing between) things like goblin blood and chicken egg. Another strange artefact seems to be that several of the 'crate of x' items don't seem to be in the game at as well as wheelbarrows.

Secondly, whilst I think the diseases feature is really cool, and a interesting challenge later in the game if your playing a relatively 'safe' fort, how to combat it seems a bit of a mystery. Obviously there should be some 'figuring out' involved, however considering its not instantly obvious what a 'ward' is, thus, combating disease is completely beyond me at present.

Thirdly, I am getting a lot of seemingly random fires on the surface outside of my fort. Sections of the map seem to suddenly burst into flames without provocation and engulf the surface. I am playing on maps that are exclusively heavily forested (for obvious reasons) and so a forest fire is to be expected, however these are ridiclously frequent and seem to take little account of whether it has rained, or season. Several times this has resulted in rather premature fortress ending fun as everyone outside (including merchants in effect cutting me off as far as I can tell) dies in or shortly after leaving the fire. 

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: thistleknot on June 19, 2012, 08:45:48 am
Here's a followup to my crash

Problem signature:
  Problem Event Name:   APPCRASH
  Application Name:   Dwarf Fortress.exe
  Application Version:   0.0.0.0
  Application Timestamp:   4fcc9488
  Fault Module Name:   Dwarf Fortress.exe
  Fault Module Version:   0.0.0.0
  Fault Module Timestamp:   4fcc9488
  Exception Code:   c0000005
  Exception Offset:   0064b49e
  OS Version:   6.1.7601.2.1.0.256.1
  Locale ID:   1033
  Additional Information 1:   0a9e
  Additional Information 2:   0a9e372d3b4ad19135b953a78882e789
  Additional Information 3:   0a9e
  Additional Information 4:   0a9e372d3b4ad19135b953a78882e789

I'm compiling DFHack for 34.11, I'm gonna try some stuff, like switch to adventure mode in the middle of the save and switch back in hopes of avoiding the crash

Here's dfhack 34.11
http://www.bay12forums.com/smf/index.php?topic=91166.msg3385980#msg3385980

changing game mode still crashes...

Well, since I compiled dfhack for you Meph, maybe 34.11 of Masterwork?  Maybe I can import my save into your latest version...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: SAFry on June 19, 2012, 08:51:46 am
I could live with turrets powered by the souls of kittens.  8)

Or dog brian turrets, like the idea of chopping the brains out of an animal to stick in a turret.

Oh and I think wards should be made from sacrificing animals at the alter which could work with the transformation thing too.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: mglarev on June 19, 2012, 12:25:36 pm
Some comments on features i tested:

Growing trees
Glorious! Just love the feature. The grow time for steeloak/netherwood seems to be a bit long (I think it is about a year). It could be three seasons to be more useful. The seed return on cutting the stuff in the timberyard is a bit low, I ran into some trouble when my intial supply of 10 seeds dropped to to three in after the first harvest.
Suggestions: Lower the growing time a bit, or increase the seed return a bit.

Golems
The new (non-fleeing) golems are great (and helpful!). Saved my migrants more than once. I have not figured out how to use the repair function of the Golem Forge, though.
Suggestions: None. Like it.

Turrets
Love the building system. Simple and elegant. I play with automatons, so I can get the clockwork parts. And I don't think you really need that many turrets if you do not fight automatons. I guess the deploying system can not fixed easily, but I have a suggestion.
Suggestion: Replace "Build turret case" and "Assemble turret" with "Develop turret plans" for each type of turret. Once you got the plans (which should be quite expensive.. you know). You can try to Deploy a turret as often as you want, without loosing the plans, just the additional materials for assembling (copper/slade bars, Silk, Mercury, ..). That way you can not set up an indefinite amount of turrets (because it still costs materials), but it would me much less annoying.

Great Magma Forge
Hooray! Love of. Period.



Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: moisesjns on June 19, 2012, 12:40:00 pm
i seem to be unable to build a apothecarus. every time i try i get job item misplaced or destroyed. i have tried building it countless times only for it to repeat the same thing.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: mglarev on June 19, 2012, 12:47:14 pm
i seem to be unable to build a apothecarus. every time i try i get job item misplaced or destroyed. i have tried building it countless times only for it to repeat the same thing.

Hm. Worked for me yesterday. If i recognize correctly. You need mortar and pestle for that. These are toys. For testing purposes, try to set store them on a stockpile with bins set to 0. Sometimes strange bugs appear concerning items in bins or barrels.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Meph on June 19, 2012, 12:52:32 pm
Quote
Growing trees
Glorious! Just love the feature. The grow time for steeloak/netherwood seems to be a bit long (I think it is about a year). It could be three seasons to be more useful. The seed return on cutting the stuff in the timberyard is a bit low, I ran into some trouble when my intial supply of 10 seeds dropped to to three in after the first harvest.
Suggestions: Lower the growing time a bit, or increase the seed return a bit.

Golems
The new (non-fleeing) golems are great (and helpful!). Saved my migrants more than once. I have not figured out how to use the repair function of the Golem Forge, though.
Suggestions: None. Like it.

Turrets
Love the building system. Simple and elegant. I play with automatons, so I can get the clockwork parts. And I don't think you really need that many turrets if you do not fight automatons. I guess the deploying system can not fixed easily, but I have a suggestion.
Suggestion: Replace "Build turret case" and "Assemble turret" with "Develop turret plans" for each type of turret. Once you got the plans (which should be quite expensive.. you know). You can try to Deploy a turret as often as you want, without loosing the plans, just the additional materials for assembling (copper/slade bars, Silk, Mercury, ..). That way you can not set up an indefinite amount of turrets (because it still costs materials), but it would me much less annoying.

Great Magma Forge
Hooray! Love of. Period.

Thanks for the long report. The tree grow time and seed amount is balanced from my perspective though. Remember that a good grower can grow a stack of 5 trees from 1 seed. If you use fertilizer and have a high-level planter/farmer then you will not run out of seeds.

I like the idea with the turret plans, but I dont see how it would save materials/hassle. You mean bypassing the entire clockworkpart/turret case thing, and just make one turret plan that is reused, from salvaged automaton parts ?

PS: Someone really has to paint a glorious picture of an automaton siege riding sauropods. Just saying.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Child of Armok on June 19, 2012, 01:31:24 pm
How do you build a Golem Forge?
i looked trough my List like  a hundred times, and i can't find it.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: mglarev on June 19, 2012, 01:34:41 pm
Thank you about the fertilization tip: Will try. There is always something new to learn about DF.

Concerning turrets: You may be right. It would still be nice to limit the loss of clockwork parts, though.

For the picture I suggest a siege I had this weekend: Automatons riding on giant snails and sauropods.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: mglarev on June 19, 2012, 01:35:28 pm
How do you build a Golem Forge?
i looked trough my List like  a hundred times, and i can't find it.

The Golem forge is named "Magma Golem Forge" and can be found in the furnance menu (b->e) after you discovered magma.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Child of Armok on June 19, 2012, 01:40:30 pm
Oh, ihaven't found magmayet :(
Wait... what is a Giant Drow spider?
Is it dangerous?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: hemmingjay on June 19, 2012, 02:26:59 pm
Two worlds genned. Two embarks engulfed in Dragonfire clouds within 2 seasons. 2 clouds per season. Ugh.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: mglarev on June 19, 2012, 02:41:47 pm
Just got my second illness spreading. It kills the victims. And I notices a "ward" is not something you can construct. D'oh. Let us see where this ends.

Edit: There goes my legendary +5 farmer *cry*
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Rawb on June 19, 2012, 05:33:06 pm
I have just had a strange mood dwarf create a fracking Iridium Battle-Axe (worth 264,000!)...

Now that I need to prepare for the massive onslaught that my one year old fort (and 27 dwarves) has to protect against... How good would this be as a weapon for the Captain?!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: mglarev on June 19, 2012, 05:46:44 pm
Congratulations :) Probably one of the best axes you can get. Apart from Adamantite of course.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: splinterz on June 19, 2012, 06:05:56 pm
wait, we can update masterwork to 34.11?  I missed how to do that.   Does Dwarf Therapist work with it at least?  Been playing Genesis because it's my other go-to mod, but it's annoying how DT reads almost all the dwarven castes as female for it.

vanilla DT or my branch has incorrect castes?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: mglarev on June 19, 2012, 06:35:18 pm
Possible bug (probably vanilla bug): I had a very long siege (took me about year to kill everything). Now every enemy is dead. But the (SIEGE) indicator at the top is still there.
Strange.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Lightningfalcon on June 19, 2012, 06:38:48 pm
Question-  Is Iridium light like Admantine?  I just had my weaponsmith make an iridium mace artifact, and wanted to know if it was awesome or useless.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: mglarev on June 19, 2012, 07:15:29 pm
Iridium is good for weapons, both cutting and blunt weapons. Bad for armor, though.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: thistleknot on June 19, 2012, 07:38:25 pm
bye bye cruel bittersweet world of Masterwork.

I tried everything I could... I tried compiling dfhack and enabling a bunch of options, savescumming to past saves (which still had their own crashes), and even trying to load my game in a prior version, plus countless posts on bay12.

However, my 12 hour game has succumbed to terminal crashing.

Of course, my game is 34.11

So... Either I wait for a release, or move to vanilla.  So you guys won't see me here.

But...

it was fun.

Masterwork is awesome.

Just wish it was up to date (and not crashing).  I'm sure 34.10 might work (which in case it would be 34.11's fault, or the mod's fault working with 34.11), but I want to play 34.11, so... I guess that has a higher weight right now :(
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Srial on June 19, 2012, 07:53:18 pm
Possible bug (probably vanilla bug): I had a very long siege (took me about year to kill everything). Now every enemy is dead. But the (SIEGE) indicator at the top is still there.
Strange.

Do you maybe have a siege in the caverns also?  Or perhaps have some single sieger trapped somewhere, on a wall, in a pool, in a moat?  Some sieges last as long as even one attacker survives.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Rumrusher on June 19, 2012, 07:54:57 pm
bye bye cruel bittersweet world of Masterwork.

I tried everything I could... I tried compiling dfhack and enabling a bunch of options, savescumming to past saves (which still had their own crashes), and even trying to load my game in a prior version, plus countless posts on bay12.

However, my 12 hour game has succumbed to terminal crashing.

Of course, my game is 34.11

So... Either I wait for a release, or move to vanilla.  So you guys won't see me here.

But...

it was fun.

Masterwork is awesome.

Just wish it was up to date (and not crashing).  I'm sure 34.10 might work (which in case it would be 34.11's fault, or the mod's fault working with 34.11), but I want to play 34.11, so... I guess that has a higher weight right now :(
I like to ask what did 11th patch did that makes jumping ship from 10 all that worth it?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: GaxkangtheUnbound on June 19, 2012, 07:56:57 pm
bye bye cruel bittersweet world of Masterwork.

I tried everything I could... I tried compiling dfhack and enabling a bunch of options, savescumming to past saves (which still had their own crashes), and even trying to load my game in a prior version, plus countless posts on bay12.

However, my 12 hour game has succumbed to terminal crashing.

Of course, my game is 34.11

So... Either I wait for a release, or move to vanilla.  So you guys won't see me here.

But...

it was fun.

Masterwork is awesome.

Just wish it was up to date (and not crashing).  I'm sure 34.10 might work (which in case it would be 34.11's fault, or the mod's fault working with 34.11), but I want to play 34.11, so... I guess that has a higher weight right now :(
I like to ask what did 11th patch did that makes jumping ship from 10 all that worth it?
I think the main draw is this:
Quote
(*) Stopped children from having missing/damaged clothing thoughts
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Arbinire on June 19, 2012, 08:06:03 pm
wait, we can update masterwork to 34.11?  I missed how to do that.   Does Dwarf Therapist work with it at least?  Been playing Genesis because it's my other go-to mod, but it's annoying how DT reads almost all the dwarven castes as female for it.

vanilla DT or my branch has incorrect castes?

My guess is it's vanilla (or as close to it as we get it these days).  I took the copy that was packaged in the LNP and copied it over to my Genesis and had the caste problems that seem to crop up, but this morning I actually was reading through the DT posts and saw your posted link to your project page and downloaded from there and it works splendidly, Splinterz.  Definate thank you for your work with DT.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: smakemupagus on June 19, 2012, 09:07:18 pm
Question-  Is Iridium light like Admantine?  I just had my weaponsmith make an iridium mace artifact, and wanted to know if it was awesome or useless.

[INORGANIC:IRIDIUM]
   [SOLID_DENSITY:7560]

[INORGANIC:ADAMANTINE]
   [SOLID_DENSITY:200]


[INORGANIC:SILVER]
   [SOLID_DENSITY:10490]

[INORGANIC:STEEL]
   [SOLID_DENSITY:7850]
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: LabashtheMighty on June 19, 2012, 10:03:20 pm
I was recently playing this mod when one of my dwarves had a mood. In the end of it all he created a slademantine great axe aptly named Ethramakmut or The Ripe Ripper. Its total value in all is 1921200. You are not reading that wrong its worth is one-million nine hundred and twenty one thousand two-hundred dwarf bucks. Is this a glitch because the great artifact Planepacked is worth in total 3,105,600 which leads me to believe that this is far too valuable. Here is the description.                                                                                                                 This is a slademantine great axe. All craftsdwarfship is of the highest quality. It is encircled with bands of bone. On it is an image of a single cut gem in slademantine.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: zenerbufen on June 19, 2012, 10:32:15 pm
wait, we can update masterwork to 34.11?  I missed how to do that.   Does Dwarf Therapist work with it at least?

Not really, I posted instructions on how I upgraded my copy, which although it worked fine for my test forts seems to be causing graphics problems for others who have tried, plus it breaks therapist. I wouldn't recommend it. You should be able to copy over your save file when the next version of masterwork is released.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Meph on June 19, 2012, 10:34:02 pm
Yeah, still waiting to be done on the utilities. But honestly I dont think that the next version will add anything to it,except some bugfixes, both by me and toady.

The slademantine axe value is ok, I had an adamantine artefakt worth 3 million once.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: The_Final_Stand on June 20, 2012, 01:47:39 am
With regards to Planepacked, it's important to note that the most valuable material used in its construction was a few stones of native platinum. Native Platinum has a value modifier of 40. Slademantine has a value modifier of 300. And a Great Axe has a value modifier of 54. Artifacts have a quality mod of 120.

300*54*120 = 1944000
An artifact adamantine axe would be just as valuable.
Meph's one probably used more than one adamantine bar.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: SAFry on June 20, 2012, 02:32:13 am
I just read the change list for 34.11 then kept playing MW v1.9.2 and saying "ohh, this is much better" to myself (forgetting I don't actually have it yet).

Funny, I've been playing MW for about 200 hours and I've never had a crash outside world gen and never had burning rain as far as I know. Although I did have an unexplained fire on a wooden bridge which dumped a caravan in the river recently.

I've actually turned off disease and !fun! as I've seen it and now can't be bothered with ward herding. Plus once you get a king you can't order any more wards.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Torgan on June 20, 2012, 03:57:45 am
Question-  Is Iridium light like Admantine?  I just had my weaponsmith make an iridium mace artifact, and wanted to know if it was awesome or useless.
It's been answered below but there's also a file in the Guides folder of Masterwork which explains all the metal values. And another for leather and wood. <3 all the guides explaining stuff so I don't need to hunt through the thread!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: zenerbufen on June 20, 2012, 04:21:55 am
PS: Someone really has to paint a glorious picture of an automaton siege riding sauropods. Just saying.
For the picture I suggest a siege I had this weekend: Automatons riding on giant snails and sauropods.
(http://i.imgur.com/N8uRW.jpg)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: thetyler101 on June 20, 2012, 05:35:42 am
Hey, I was trying to mod some of the Dwarf plants to grow above ground to give my Hill Dorfs a little more food options, but I cant seem to be able to drew or cook it correctly. There basically just renamed cave wheat (wheat), sweet pods (sugar beets), and quarry bushes (rock bushes) so I'm not sure what I'm doing wrong. Can anybody help me out? Also, where are brewing reactions stored?

Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: richieelias on June 20, 2012, 07:18:31 am
From what I can tell, either you didnt copy/paste it right or your first plant is missing the "[" bracket in the beginning. That might have done it. I don't know enough about modding to know what else you needed to do.

Alternatively you could also copy/paste a few of the plants from the plant_florafaunaff file if you want some variety, or turn "More Plant Types" on for lots and lots and lots of above ground variety.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: mglarev on June 20, 2012, 08:03:22 am
@zenerbufen: Masterwork!

Possible bug (probably vanilla bug): I had a very long siege (took me about year to kill everything). Now every enemy is dead. But the (SIEGE) indicator at the top is still there.
Strange.

Do you maybe have a siege in the caverns also?  Or perhaps have some single sieger trapped somewhere, on a wall, in a pool, in a moat?  Some sieges last as long as even one attacker survives.

Nope, I cleared the cavern layers, too.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Waterplouf on June 20, 2012, 09:12:08 am
Hello,
I don't know if it's a bug or a bad configuration, but I their is a bug with the gender display ( the gender isn't displayed, their is only a * for everything ) in the embark screen with the masterwork font.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Tierre on June 20, 2012, 09:28:42 am
It is a vanilla bug - turn Truetype off. Or press F12. SHould help.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Marc Remillard on June 20, 2012, 09:55:53 am
It is a vanilla bug - turn Truetype off. Or press F12. SHould help.

F12 does work, but I'm not sure its a vanilla bug. I think its the font introduced with MW that doesn't display the symbols, at least, I never used to have issue with Phoebus.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Tierre on June 20, 2012, 09:57:50 am
Meph i started a thread about raw parts of your mod. I hope you don't mind it. It may be easier for you to find mistakes then you start rebuilding your mod. And will help people who want to add somethign themselves without full functionality of Masterwork.

PS for Marc - It is a vanilla bug. I have heard of it quite a lot of times and not only in Masterwork - it is a TrueType problem. Well at leasti am 99% sure in this:)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Marc Remillard on June 20, 2012, 10:01:40 am
Meph i started a thread about raw parts of your mod. I hope you don't mind it. It may be easier for you to find mistakes then you start rebuilding your mod. And will help people who want to add somethign themselves without full functionality of Masterwork.

PS for Marc - It is a vanilla bug. I have heard of it quite a lot of times and not only in Masterwork - it is a TrueType problem. Well at leasti am 99% sure in this:)

Fair enough, I can't recall when I started seeing the male/female symbols versus the the star - I was pretty sure it was when choosing the new font for MW but maybe coincidental. Makes things really annoying; same with identifying masterworks etc.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Marc Remillard on June 20, 2012, 10:20:23 am
What (aside from .11 compat)) isn't working for SS, DFhack etc atm?

I checked out SoundSense, couldn't find source for it. One of my gripes atm is SS crashing every 5 minutes, or perhaps under heavy load. But w/o the source and debug symbols, not too keen on digging.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: smakemupagus on June 20, 2012, 11:36:47 am
(v)iew

Hail zenerbufen, creator of Stompinglizards, a pixel image!

loo(k)

This is a glorious picture made of pixels.  All craftsdwarfship is of the highest quality.  On the item is an image of automatons riding sauropods, in action figures.  The sauropods are striking a menacing pose.  The automatons are holding on for their lives.  The artwork refers to the siege that Mglarev had this weekend.  On the item is an image of robot Jules Verne riding a cartoon snail, in pixels.  The robot Jules Verne is pantomiming the operation of an elliptical machine during a rainstorm.  The cartoon snail is startled.  The artwork refers to exploration of the human condition.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Child of Armok on June 20, 2012, 12:07:33 pm
How do you gather driftwood?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: BigD145 on June 20, 2012, 12:28:54 pm
How do you gather driftwood?

You don't. Driftwood is like surface boulders. They are little more than grass and just as ungatherable. This is standard for DF and I think hardcoded.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: lp_228 on June 20, 2012, 12:39:45 pm
Is there a way to manage corpses? I got attacked by werebadger and pegasus - what do i do with corpses? My dwarwes don't want to move them to refuse pile, don't want to butcher them - is there a building which can use them?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Waterplouf on June 20, 2012, 12:50:49 pm
Effectively the true type seems to be the problem for the gender display, without it I have proper signs for male/female.
I was also wondering if Masterwork was worth for playing adventure mod ?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Hugo_The_Dwarf on June 20, 2012, 01:01:02 pm
Last that I remember (and that would be 3-4 Masterwork versions ago) Meph had no adv mode stuff. altho all the new critters might make it interesting.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: smakemupagus on June 20, 2012, 01:28:53 pm
Is there a way to manage corpses? I got attacked by werebadger and pegasus - what do i do with corpses? My dwarwes don't want to move them to refuse pile, don't want to butcher them - is there a building which can use them?

perhaps they are outside and you haven't activated "gather refuse from outside" on the (o)ptions menu?  i don't know why the butcher wouldn't use the pegasus at least, but you can also dispose corpses (and get some ash for it) at the Crematorium, which is a furnace type building.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: PenguinCakes on June 20, 2012, 01:35:33 pm
How exactly do rams and dart throwers work? 

Does only the enemy that steps on a dart trap get shot by the dart?  Or does it shoot everything in a line facing from it?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: smakemupagus on June 20, 2012, 02:20:47 pm
How exactly do rams and dart throwers work? 

Does only the enemy that steps on a dart trap get shot by the dart?  Or does it shoot everything in a line facing from it?

dart fires at just the enemy that got shot.  functionally very similar to using a bow or crossbow in a weapon trap.

rams are a giant blunt weapon; they can be pretty devastating when they're upgraded with armor plates. 
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: zenerbufen on June 20, 2012, 02:41:03 pm
@zenerbufen: Masterwork!
Hail zenerbufen, creator of Stompinglizards, a pixel image!
Thanks, it took a while but was nice to get my mind off 'LIFE' for a bit.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Rawb on June 20, 2012, 03:39:16 pm
Question about the Xen,

Looked at the desc which mentioned them turning creatures into more Xen. Looked into it in arena and saw the Spray Juice option but I have had no luck at all with it doing anything so can the Xen actually do that to creatures?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: mglarev on June 20, 2012, 04:08:36 pm
Question about the Xen,

Looked at the desc which mentioned them turning creatures into more Xen. Looked into it in arena and saw the Spray Juice option but I have had no luck at all with it doing anything so can the Xen actually do that to creatures?

Wrong thread?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: zenerbufen on June 20, 2012, 05:46:40 pm
Nope, I know what he's talking about. I've seen them rolling around...

(Size 50-200, insectoid) This xen specie looks like an oversized maggot. Its thick carapace covers a bloated body which is too heavy to walk, so infectors have to curl into a ball and roll around. Four tentacles protrude from the sides, always in motion.    Xen are terrifying species consisting of mutilated and deformed beings. They implant larvae in their prey which devour their soul and transform the body, turning the victim in another xen individual. They possess a hive instinct and any individual is ready to die to serve a whole xen group.

From reading their raws it looks like its not the spray which is relatively harmless and only kills you that you have to be worried of, but the 'bile' that courses through their bodies. If a creature touches or inhales xen 'guts/blood' then they will get infected. I wasn't able to find where the xen infection was defined so it may be un-finished however.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: smakemupagus on June 20, 2012, 08:24:50 pm
1) Small bug in the launcher?: The "secret fun" option doesn't seem to remember its setting when you close and re-open the launcher.

2) Some  errorlog stuff that I get repeatedly.  re: The TEARS_OF_ARMOK and WARPSTONE_SOLID errors, I play with Harder Mining turned off, but it looks like there are some reactions looking for them anyway.  The other stuff, no idea.

Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Zd05 on June 21, 2012, 07:15:31 am
Like I said before, I cant find the fault in the raws for the brewery, so I will just do a lot of bruteforce testing till I find a version of the reaction that actually works. ^^

is it possible that the "/" character in the token "REAGENT:barrel/pot" is breaking the token?

Yes, I tried to replace them. It works.

REAGENT:barrel/pot with REAGENT:barrel

EDIT: don't work finally... =/
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Child of Armok on June 21, 2012, 07:27:09 am
How do you gather driftwood?

You don't. Driftwood is like surface boulders. They are little more than grass and just as ungatherable. This is standard for DF and I think hardcoded.
What?
You should be able to.
I was my only hope.
I'm on a map with No wood and i can't breach the caverns yet, i don't have a militia and i want to set up my forges!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Tierre on June 21, 2012, 07:47:32 am
Rest in Peace Child of Armok
Amen.:)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Child of Armok on June 21, 2012, 10:30:49 am
It's raining sheep milk!
HUNH! :o
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Fairin on June 21, 2012, 10:40:22 am
breach the caverns yeh sissy dwarf!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Child of Armok on June 21, 2012, 10:44:47 am
nevermind, i saved it and the next time i want to open it, it has magicly disappeared.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Child of Armok on June 21, 2012, 11:18:08 am
i'm having a problem with world gen, with Ittilids (whatever there name is) off.
He gens until Placing Civilizations, and then He crashes.
Do you have any idee what this is?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: SAFry on June 21, 2012, 11:59:25 am
i'm having a problem with world gen, with Ittilids (whatever there name is) off.
He gens until Placing Civilizations, and then He crashes.
Do you have any idee what this is?

What settings are you using for world gen?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Child of Armok on June 21, 2012, 12:00:59 pm
Sandbox with less embark points and more ocean borders.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: SAFry on June 21, 2012, 12:24:20 pm
Got another world gen recipe designed for Masterwork but this time it's a specific one with a seed so you can see what the embark is going to look like. It has a river and a flat volcano, the details, including screenshots are here: http://www.bay12forums.com/smf/index.php?topic=101280.msg3391464#msg3391464

It's balanced for 9 races, I go for Dwarf, Elf, Human, Automation, Deep Drow (evil ones), Goblins, Orcs, Kobolds and Ice Giants. Unfortunately the Automations didn't make it, all 4 civs failed, one hangs in there until 358 but the other 3 die around 80. Three of the four Ice Giants take a beating and exist only as remnants with a population of less then 100 but the 4th one is doing fine with over 10k in the year 360. The Orcs and Deep Drow are doing fine but the dominant race actually seems to be Dwarves. There are also over 300 Water Dragon megabeasts, some with a long history of kills so be careful!

That said, if you are going to miss the Automations you may want to randomise the historical seed as see if it turns out much different.

Didn't want to go on about the Masterwork mod too much in the world gen cookbook thread but there is quite a bit of compacted peat and wolfram in the upper layers. Despite the high megabeat levels in 3 years I've only had one Deep Drow werelizard, and a Griffon. Told all my dudes to get inside but one hunter decided to take a single parting shot at the Griffon:

(http://i50.tinypic.com/11scx1j.jpg)


Sandbox with less embark points and more ocean borders.

Sandbox? Like pocket sized? Maybe too many civs for the available space, it can't place them all. Post the details if you like in the cookbook and I'll give you some pointers.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Child of Armok on June 21, 2012, 12:30:09 pm
Sandbox from Masterwork mod
Or the Easy starters world.
 
But it's oke, i just redownloaded Masterwork and now it works.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: CheatingChicken on June 21, 2012, 01:05:37 pm
I'm not sure if it is a masterwork issue, but this sounds very strange.
Short summary of my situation: I am sieged by humans and just sent my 3-man-militia armed with welded mithril equipment to charge at the human force. The humans are all infantry, except for one riding a giant rattlesnake. My dwarves are assisted by 2 copper and 1 iron golem.

Now this is what happened:
(http://puu.sh/CBVD)

What i want to point out is this part:
(http://puu.sh/CBYL)

What is this supposed to mean and how did it happen?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Child of Armok on June 21, 2012, 01:10:45 pm
I'm not sure if it is a masterwork issue, but this sounds very strange.
Short summary of my situation: I am sieged by humans and just sent my 3-man-militia armed with welded mithril equipment to charge at the human force. The humans are all infantry, except for one riding a giant rattlesnake. My dwarves are assisted by 2 copper and 1 iron golem.

Now this is what happened:
(http://puu.sh/CBVD)

What i want to point out is this part:
(http://puu.sh/CBYL)

What is this supposed to mean and how did it happen?

Yeah, i had the same thing sometime.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: SAFry on June 21, 2012, 01:14:25 pm
Sandbox from Masterwork mod
Or the Easy starters world.
 
But it's oke, i just redownloaded Masterwork and now it works.

Cool, possibly the extra oceans were cutting down on the available space. I make of copy of the profile before messing with it so I can revert without having to download the whole game all over again!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Zd05 on June 21, 2012, 01:40:34 pm
Like I said before, I cant find the fault in the raws for the brewery, so I will just do a lot of bruteforce testing till I find a version of the reaction that actually works. ^^

is it possible that the "/" character in the token "REAGENT:barrel/pot" is breaking the token?

Yes, I tried to replace them. It works.

REAGENT:barrel/pot with REAGENT:barrel

EDIT: don't work finally... =/

I think have found!

Deactivate new features of Still (Misc Features) in launcher seems work, i have deactivated Brewery too, idk if it's useful for this problem resolution.

PS: need to a create a new world for this work fine.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Speakafreak22 on June 21, 2012, 03:04:50 pm
I've been trying to make a golem for a while.
I have an iron golem cast, a few iron longswords, a few golem hearts, and some iron mechanisms. Every time I try to make the golem, all I get is a blinding flash of light.
Am I doing something wrong, or am I supposed to be doing something with the blinding flash of light?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Weaselcake on June 21, 2012, 03:28:07 pm
Is there any way to disable everything other than the new creatures and various other cosmetic features (new crafts/enravings)?

Last time I tried this mod there was a few builtin features like simple clothing that I couldn't disable. I just want the vanilla game but with the creatures and cosmetic crap.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Lightningfalcon on June 21, 2012, 03:59:31 pm
Why did the dwarven caravan just catch on fire?  I've had this happen before.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Fairin on June 21, 2012, 04:04:15 pm
@Speakafreak22 - Golems are a "chance" to become a golem, cause of how the code works. it cant be made 100% as far as i know so you have to keep trying (and possibly loosing those swords), but don't bother created golems are broken and are complete and utter sissies cause you can not war train them and run from groundhogs.

@Weaselcake, wait till the next Masterwork, thats one of the goals meph has outlined for his reworking of the whole thing

@Lightningfalcon, sometimes  the caravan brings an item that burns at room temprature, something they're not supposed to bring, its a bug, amusing but still. one did manage to catch a few of my dwarves on fire once...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Speakafreak22 on June 21, 2012, 04:07:18 pm
@Speakafreak22 - Golems are a "chance" to become a golem, cause of how the code works. it cant be made 100% as far as i know so you have to keep trying (and possibly loosing those swords), but don't bother created golems are broken and are complete and utter sissies cause you can not war train them and run from groundhogs.

Do you know the success rate % of the golems? I've created and lost about 20 long swords so far trying to make one, lol.
And is it possibly to modify them with [NO_FEAR] and a few other tags to make them as good as bought golems?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Meph on June 21, 2012, 08:07:56 pm
Is there any way to disable everything other than the new creatures and various other cosmetic features (new crafts/enravings)?

Last time I tried this mod there was a few builtin features like simple clothing that I couldn't disable. I just want the vanilla game but with the creatures and cosmetic crap.
Patience. You will get exactly this once I work on the restart, in 3 months.

Why did the dwarven caravan just catch on fire?  I've had this happen before.
Because they had a bag full of magma. Dont ask me why or how.

Do you know the success rate % of the golems? I've created and lost about 20 long swords so far trying to make one, lol.
Try station military dwarves on the workshop, 10, 20, as many as you like. You should get several golems that way with only one try.

Quote
REAGENT:barrel/pot with REAGENT:barrel
Guys. You dont realize how the raws work. The barrel/pot is just a name. It could be "zzyzyx" for all that I care, the entire reaction will work the same.

1) Small bug in the launcher?: The "secret fun" option doesn't seem to remember its setting when you close and re-open the launcher.

2) Some  errorlog stuff that I get repeatedly.  re: The TEARS_OF_ARMOK and WARPSTONE_SOLID errors, I play with Harder Mining turned off, but it looks like there are some reactions looking for them anyway.  The other stuff, no idea.
Thanks. The first one is new to me, the second one I knew about.

I am now, after 9 days, in Monument Valley, or at least nearby. 22miles to go. Have done 1300km so far, about 5000km to go. Rest is all good, even if it is a bit warm here.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Mister Dirks on June 21, 2012, 08:30:25 pm
Quick question: What do silkworms do? Curious, I brought four of them with me on my embark. I assumed that they would spin their silk like spiders do, but they are just wigglin' around in a closed off area for two seasons now doing nothing. Do they do anything or am I just dumb and missing something? :D
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: zenerbufen on June 21, 2012, 09:03:17 pm
You need hives. They  are like bee's.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: PenguinCakes on June 21, 2012, 09:16:01 pm
Is there any easy way of using Fountains to boost the morale of multiple siege operators?  I have three and whenever I give the "Drink for Courage" order multiple times in a row, one siege operator hogs the Fountain from everyone else.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Hugo_The_Dwarf on June 21, 2012, 09:19:40 pm
barrow the operatiors on/around the fountian.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: PenguinCakes on June 21, 2012, 09:20:15 pm
Ah, that makes complete sense.  I'm really disappointed that I didn't think of that earlier!  Thanks.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Cave Man on June 22, 2012, 12:36:24 am
When we will see 1.9.3 for 34.11?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Tierre on June 22, 2012, 02:04:08 am
As Meph just said - in 3 months. He is riding 6000 km long journey and uses netbook with wifi in macdonalds to answer forum:) Not a chance for update this way:) And in 3 months it will take him a lot of time to rebuild everything right from scratch. I am trying to dissect all the raws form his mod to find a errors and make his (and anybody who cares) life easier then he goes for it.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: zenerbufen on June 22, 2012, 02:43:01 am
You are making my life easier :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: vomov on June 22, 2012, 04:14:01 am
...rebuild everything right from scratch.

Will this mean that the next-gen masterwork will start out with just a few features, and one-by-one add and extensively test the stuff we're having in the current generation? In that case, maybe we'd want to make a prioritized list?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: SAFry on June 22, 2012, 04:36:10 am
Wish I knew more about raws so I could contribute more. Still, must be nice for Meph to be able to take a break and see so many people who like his project spring up and offer to help out.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: afftor on June 22, 2012, 07:27:10 am
3 months for compatibility with 34.11? sheesh i give up on it
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Mictlantecuhtli on June 22, 2012, 07:33:28 am
3 months for compatibility with 34.11? sheesh i give up on it

I'm just going to see if I can jimmy rig a version with the hotfixes mixed in with the newest updates of the utilities. I tried Zen's method before but never got around to playing a fortress [so no LSD tripping for me] so that may work as well.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: SAFry on June 22, 2012, 07:59:53 am
3 months for compatibility with 34.11? sheesh i give up on it

I thought we were still waiting for DFHack before the next MW package could be released. Doubt it will be 3 months but DFHack is now a collaborative effort and I think they're a bit tapped out lately with all the changes.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Tierre on June 22, 2012, 09:42:35 am
About your creatures Meph - Hugo just said that [ARENA_RESTRICTED] is redundant to [DOES_NOT_EXIST] in creatuers. It overrides arena tag. So might be removed freely.

Also Hugo proposed this template for crates :

[USE_MATERIAL_TEMPLATE:FLINT:SOIL_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:crate of flints]
      [STATE_NAME_ADJ:LIQUID:magma]
      [STATE_NAME_ADJ:GAS:smoke]
      [PREFIX:NONE]
      [MATERIAL_VALUE:!200!]determine crate value for trade
      [SOAP]

It should give the same effect as your STEEL_CRATE template but will be less cumbersome.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: ShadowLop on June 22, 2012, 10:04:30 am
-bla bla snip-

What i want to point out is this part:
(http://puu.sh/CBYL)

What is this supposed to mean and how did it happen?

That would be the impact with the environment after being propelled away by the bullet. It's a little bit broken I believe in description. Judging by the fact that the human seige had firearms, I'm guessing your three dwarves got slaughtered, yes?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: moisesjns on June 22, 2012, 12:33:48 pm
how do i make light repairs on my golem? do i pasture him north of the workshop or south or east tile? because west and in the middle did nothing.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Child of Armok on June 22, 2012, 01:33:55 pm
I just gained some slade armor and warhammer of armok.
Is this better then steel?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Srial on June 22, 2012, 01:44:39 pm
Slade is much better protection than steel, but also much heavier.   Your dwarves may trundle until they have a lot of skill in armor use, then it's less noticable.

There's a metal guide in the masterworks guides folder that will help answer questions like this.

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Child of Armok on June 22, 2012, 01:47:40 pm
oh, oke
thanks :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Meph on June 22, 2012, 01:54:51 pm
Quote
Will this mean that the next-gen masterwork will start out with just a few features, and one-by-one add and extensively test the stuff we're having in the current generation? In that case, maybe we'd want to make a prioritized list?

It will start out almost as full as the one you are used to. Just more balanced, without crashes/bugs (ha, as if I could pull that of ;) ) and with settings that allow a complete revert back to vanilla (I have high hopes that I can pull that of) and FPS-only settings. Some things will be killed/changed in the process, but not much in total.

On that note: Zenerbufen, could you please send me whatever you have on the new GUI ? I just want to have a look how the Python Code is build, since I never used Python, and wrote my GUI in Visual Basics, which is closer to C.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Roses on June 22, 2012, 02:12:18 pm
Hey Meph, could I use a couple of your fantasy creatures in my creature deluxe mod? Saves me the trouble of having to remake some of the more basic fantasy creatures not found in vanilla.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: CheatingChicken on June 22, 2012, 02:17:01 pm
-bla bla snip-

What i want to point out is this part:
(http://puu.sh/CBYL)

What is this supposed to mean and how did it happen?

That would be the impact with the environment after being propelled away by the bullet. It's a little bit broken I believe in description. Judging by the fact that the human seige had firearms, I'm guessing your three dwarves got slaughtered, yes?
Actually they killed each and every one of the humans, since those thought bringing 10 Bullets each was enough. Barely any of those hit my dwarves, most of those that did connect were either blocked or deflected by armor. Welded mithril is pretty damn hard to pierce. I think the part about being propelled away is due to the extremely low weight of the full armor set ( and by full I mean every single piece in the forges armor menu plus padded silver clothing ;)). The most dangerous one who killed most of the humans was my militia commander, who walked out there on a crutch. He tore them apart, until he got a hard hit on his arm and dropped his crutch. All the dwarves and all but 1 golem survived the attack, none of the dwarves had mayor injuries.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Meph on June 22, 2012, 02:26:19 pm
Interesting report. But then again welded mithril IS quite good.

@roses: Yes, you can, but check the raws for each, because I have custom material templates/tissue templates that might be missing in your DF version.

Superrandom offtopic: I want this. (http://fc09.deviantart.net/fs71/i/2012/007/c/e/lord_vader__rise____by_iririv-d4lm8w9.jpg)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Roses on June 22, 2012, 02:36:54 pm
Hey, its going to be a bit of a hassle combining some of the fantasy creatures from several different mods, making sure I have all the materials/tissues/body templates and then making them all be balanced, but I think it will work out. If it ends up being to much work I may just have to make the creatures myself.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Child of Armok on June 22, 2012, 03:03:30 pm
Superrandom offtopic: I want this. (http://fc09.deviantart.net/fs71/i/2012/007/c/e/lord_vader__rise____by_iririv-d4lm8w9.jpg)

What?
A Darth Vader Golem?
Whoo, First, Make a Dwarf a Cyborg.
Second, Make a Gaint badass Golem with a hole for Darth Dwarf to enter and a Battery for his electricity fist.
Also make a power station for him to load up and some badass lazor swords.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Meph on June 22, 2012, 03:37:08 pm
Sorry, but that is not a golem, but a StarWars, Warhammer 40k and Alien mashup. With Darth Vader as Horus.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: zenerbufen on June 22, 2012, 07:32:48 pm
On that note: Zenerbufen, could you please send me whatever you have on the new GUI ? I just want to have a look how the Python Code is build, since I never used Python, and wrote my GUI in Visual Basics, which is closer to C.
You want to see the dirty, unfinished, tangled mess that will some day be the new UI!? An artist never shows his work in progress!

Just kidding. Its not that much of a mess... just very unfinished, sent.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: PenguinCakes on June 22, 2012, 09:13:51 pm
Out of curiosity, what exactly is the drake and how does it perform in combat in comparison to war dogs?

Edit: Answered the latter part of my question with arena testing.  Drakes definitely outperform dogs due to having a much thicker skin/armor. 
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: toboo123 on June 22, 2012, 09:25:50 pm
Holy crap my Golem just defeated a titan alone, does this mean golems are overpowered or that was a really wimpy titan, cause all the golems i have ive gotten free from migrants.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Hugo_The_Dwarf on June 22, 2012, 09:35:37 pm
Meph have you ever concidered my way for making creatures? It is a hybrid of the Broodmother concept. It will stop migrants from bringing pet golems, If you like we can farther discuss this idea. Since I use it heavy for my shapers.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Fairin on June 23, 2012, 02:17:13 am
@meph - that picture.         o.o              Vader +  wh40k armor + xenomorphs weilding lightsabers? i found my new dwarf overseer!

@toboo123 not all titans are the same =) , combat is random, and golems are medium "just right" not exceedingly op but very usefull as walking targets

@penguinCakes - i belive its based on the D&D drake, or a wingless little dragon, shear them for Drake scales (bronze leather =D ) they also breed pritty fast with live births, normally i pair one with each dwarf in my fortress

@Meph/zen - what and where can i put in the golems (created not pets) to make them not run from enemies? (for raw editing dummies if you please)

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: CheatingChicken on June 23, 2012, 05:01:27 am
I was just browsing my stocks screen when I noticed something weird.

(http://puu.sh/D2M8)

Were did those suddenly come from?
Did one od the caravans, that traveled through clouds of dragonfire, bring them? The armoks shroms also are all on one single, unbarreled stack in my stockpile.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Child of Armok on June 23, 2012, 07:00:31 am
Do you have a shrine to Armok?
maybe he rewarded you with it.

I gained Slade armor of Armok and a Slade warhammer from it.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: CheatingChicken on June 23, 2012, 07:15:20 am
Oh, I see.
I have an Altar of Armok, where i was sacrificing alcohol one single time. This reaction might need rebalancing then, since the stack of shrooms has ridiculous value.
(http://puu.sh/D3H1)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Child of Armok on June 23, 2012, 07:30:09 am
It's a 100 a Shroom.
You just have a TON of them.
And Armok doesn't give you a shroom for each piece of alcohol you offer.
probably you have offerd like 6000 booze. ( or very expensive ones)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: CheatingChicken on June 23, 2012, 08:24:52 am
I dont know what my dwarves offered him. I just gave the order to sacrifice booze one time and forgot about it, until i discovered this huge pile of shrooms

Also, yay for broken creature spawning. i just had a dwarf successfully set up a decoy... The location is just a little bit different than what i imagined it to be.
Spoiler (click to show/hide)

He put it inside my fortifications. Well, why not?  ;)

EDIT:

About the issue with overflowing barrels: I got proof that barrels can hold quite a lot of fluid....

(http://puu.sh/D4Qd)

Also, this barrel is now by far the most valuable thing in my fortress.....
(http://puu.sh/D4Rj)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Meph on June 23, 2012, 10:16:31 am
Yep, the one reaction in the shrine of armok is of by *150. Liquids have a size of 150 for ONE unit. Unfortunately I wrote 1, instead of 150 in the raws. ^^

Dfhack 34.11 is out. Downloading now, might be that there will a a little update the following days. The only problem I have is electrizity, running the netbook on battery just now.

@hugo: I added extra golems that you can buy/ are brought by migrants, but only low grade ones. This is intentional. But I gladly accept help for later on, when I start working on this again.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: SAFry on June 23, 2012, 10:46:04 am

Dfhack 34.11 is out. Downloading now, might be that there will a a little update the following days. The only problem I have is electrizity, running the netbook on battery just now.

We need to airlift in Meph a solar power netbook recharger!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: PenguinCakes on June 23, 2012, 11:11:33 am


@penguinCakes - i belive its based on the D&D drake, or a wingless little dragon, shear them for Drake scales (bronze leather =D ) they also breed pritty fast with live births, normally i pair one with each dwarf in my fortress


Noted!  I didn't know how to visualize them in my head. 

I also find them amazingly useful as early defensive war beasts, since their armor is pretty thick.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: TTCBuilder on June 23, 2012, 01:33:12 pm
So, I got invaded by automatons... One of them can fly. I think this may be some sort of error, because it's a heavy metal thing and has no wings... Unless the creature it originally was had wings. It's annoying because it just shoots my dwarves and flies around, I can't kill it. Does their "steam" make them too light?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Child of Armok on June 23, 2012, 01:36:48 pm
Does he have a mount?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: BigD145 on June 23, 2012, 02:16:34 pm

Dfhack 34.11 is out. Downloading now, might be that there will a a little update the following days. The only problem I have is electrizity, running the netbook on battery just now.

We need to airlift in Meph a solar power netbook recharger!

Elf!

What Meph needs is an alcohol guzzling automaton blowing on a windmill and urinating on a waterwheel, but I guess this will do. (http://news.cnet.com/8301-11128_3-9992614-54.html)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Meph on June 23, 2012, 02:22:28 pm
I think I promised an update once dfhack for 34.11 is released.

Quote
As Meph just said - in 3 months. He is riding 6000 km long journey and uses netbook with wifi in macdonalds to answer forum:) Not a chance for update this way:)
Nothing is impossible. 3h in a McDonalds, with Wifi and power, one large iced coffee, and a forestfire in my way from here to Durango... all of these mixed give you this:

>>> NEW DOWNLOAD V 1.9.3 <<< (http://dffd.wimbli.com/file.php?id=5315)

 - Updated to 34.11
 - Updated dfhack, Therapist and Mousefortress
 - Golems are prone to rage again and fight
 - Turret ammo is not collected anymore
 - Fixed Altar of Armok Reaction
 - Removed non-working "recycling armor", "season drink" "brew custom drink" reactions
 - Removed dragonfire storms, were leftovers from testing.
 - Sand has now a different color then farmplots.
 - All fixes zenerbufen & users have collected.

Spoiler: Full Changelog (click to show/hide)

Toadys Fixes:
Spoiler (click to show/hide)

 8)

EDIT: Seems that splinterz updated the Therapist today as well, so for everyone who wants the absolutely newest stuff: http://code.google.com/r/splintermind-attributes/ (https://rapidshare.com/#!download|677p2|272912307|Dwarf_Therapist-15.1.zip|6544|0|0)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: PenguinCakes on June 23, 2012, 02:41:22 pm
Appreciations to you, Meph.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Meph on June 23, 2012, 02:43:33 pm
Thank you.

If anyone can find the error in the still/brewery reactions, I would be more then happy. For now I only removed them, since the booze was produced outside of barrels, leading to fortresses with a lot of booze dieing of thirst. You can easily find the reactions in the reaction_masterwork.txt, searching for "brewery" or "new still"

EDIT: zenerbufen, your move :P

EDIT2: Just figured out why my elves never bring wagons. Wagons are made of wood. -.-

Quote
KILL_PLANT    This determines a race's position towards wood as well - a response between MISGUIDED and UNTHINKABLE (see below) causes the entity to refuse wooden objects in trade, and it also prohibits them from bringing caravan wagons.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: BigD145 on June 23, 2012, 03:21:52 pm
I think I promised an update once dfhack for 34.11 is released.

Nothing is impossible. 3h in a McDonalds, with Wifi and power, one large iced coffee, and a forestfire in my way from here to Durango... all of these mixed give you this:

That's some dedication right there. Thanks Meph.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Meph on June 23, 2012, 05:42:33 pm
Well, I am off now, have fun. Lets just hope that Toady does not release 34.12 tomorrow ;)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: thistleknot on June 23, 2012, 06:26:29 pm
Yay!

I secretly started playing your mod again, I scaled back the number of options in hopes it would prevent crashes...

So... no bronze anvil?

Btw, splinterz released a 15.1 version of his DT.

Btw, who does your DT?  I looked at about, and it says something about a viper forum, Splinterz about has v15.1 info in it, yet your DT has Role %'s
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: zenerbufen on June 23, 2012, 07:47:40 pm
@Meph/zen - what and where can i put in the golems (created not pets) to make them not run from enemies? (for raw editing dummies if you please)
The raw updates are included in the version meph just released. Upgrade :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: ShadowLop on June 23, 2012, 07:49:27 pm
ALL HAIL THE HYPNOTO- errr I mean MEPH!

PS, would it be possible to make it so that your starting 7 can never be afflicted with some curse? I just started and one of my 7 is drawing pentagrams in blood...(he's a miner so I'll just make him dig his own grave..._
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: BigD145 on June 23, 2012, 10:31:09 pm
I don't think I've ever seen an aquifer in the first caverns. They are about 7 layers below the bottom of a lake bottom. Is this new? With reveal aquifer is showing up way down at level 11.

edit: medium world with default settings
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Hugo_The_Dwarf on June 23, 2012, 11:06:58 pm
@hugo: I added extra golems that you can buy/ are brought by migrants, but only low grade ones. This is intentional. But I gladly accept help for later on, when I start working on this again.
no problem just give me a buzz when your in, I will probally have perfected the "Spawing" process, and the Broodmother concept. When I feel I need to improve those systems.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Speakafreak22 on June 24, 2012, 12:24:50 am
You work quick, Meph. Great job.

Today in the 34.09 version, my weaponsmith got a fey mood and made a rusty iridium sword. How is it compared to a regular iridium long sword? Does the "Rusty" give it any negative qualities? Maybe it can give the enemy tetanus...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: hikkiko on June 24, 2012, 01:24:36 am
I was looking  for correct names for workflow when found this:
reaction_masterwork.txt
[REACTION:BRONZE_MAKING_BATCH]
[PRODUCT:100:12:BAR:NO_SUBTYPE:METAL:COPPER]
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: thistleknot on June 24, 2012, 03:40:54 am
how do I deploy my treant seeds?  I see I can build a wall with them, or do I plant them?

I looked in the manual, did a search on seeds...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Doren on June 24, 2012, 03:57:33 am
Heya, noble dwarfs I'v fixed ye broken brewery.
Now it creates only one royal drink per barrel but seems like it doesn't use up reagents at all. So it would be a kind of cheating if yo have enough spare barrels.

Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Fairin on June 24, 2012, 04:35:57 am
Quote
- Added Prone To Rage back to Golems
 - Added [DO_NOT_CLEAN_GLOB] to Bullet and Slade turret ammo

Squee!!!! no more sissy Golems in my Military

for fun embark with 100 concubines and 100 mining picks! instant fortress! (btw they're not broke don't change my harlots! i like them being able to do stuff they are afterall. my angels.)

wonder if i can golem them...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: denadan on June 24, 2012, 06:27:47 am
mined rough ammo claster - wtf?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Child of Armok on June 24, 2012, 06:31:01 am
It is a fossil.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Riun on June 24, 2012, 08:27:51 am
Thistleknow, you can make a Spawn location under Workshops, there you can deploy the treant.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: lp_228 on June 24, 2012, 09:22:47 am
First off - i wanted to thank Meph for update.

Now to the point - is there a extensive manual for Masterwork DF? I know there is manual in launcher but it's lacking.
For example - i'd like to know what to do with golems. How do i incorporate them into military? They come as someone's pets so how do i get them to fight?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: thistleknot on June 24, 2012, 09:24:41 am
Golems, u have to create pasture zones and assign them to a pasture.

Now if only I can figure out how to heal them.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Scruffy on June 24, 2012, 09:51:35 am
I have a couple of stupid questions that I most likely could figure out by tinkering and doing a few test embarks but I'm going to ask them anyway:

Are ironbark and steeloak hardcoded features or do i need to toggle the +120 tree types to get them?
Also, are sausages etc other new cooking reactions a part of the more food types setting or does it only add new types that can be gotten from the old reactions?

Anyway, I love the mod!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Child of Armok on June 24, 2012, 10:17:59 am
All my pre-genned world i gen and love very much are VERY deep so my FPS dies very quickly, like 60 levels beneath 0. TERRIBBLE, what to do?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Speakafreak22 on June 24, 2012, 10:42:41 am
I have a couple of stupid questions that I most likely could figure out by tinkering and doing a few test embarks but I'm going to ask them anyway:

Are ironbark and steeloak hardcoded features or do i need to toggle the +120 tree types to get them?
Also, are sausages etc other new cooking reactions a part of the more food types setting or does it only add new types that can be gotten from the old reactions?

Anyway, I love the mod!
You can order the ironbark and steeloak seeds from caravans (I think Dwarven and Elven, maybe Drow and human as well), and I'm pretty sure you have to turn on the new food settings for sausage.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: thistleknot on June 24, 2012, 11:10:36 am
heal golems?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: thistleknot on June 24, 2012, 11:55:54 am
Thistleknow, you can make a Spawn location under Workshops, there you can deploy the treant.

okay, built the spawn thingy, now how do I deploy it?  All I have are seeds

Nevermind, seems like my seeds ran away (I can't find them now)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: mglarev on June 24, 2012, 12:27:41 pm
First off: Thank you very much for the update. I love it, as always.

A question: Can I copy my 1.9.2 savegame over to the 1.9.3 folder and play it? I am getting better with raws and modding, but I am not sure of it.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: Hugo_The_Dwarf on June 24, 2012, 12:48:03 pm
Quote
- Added Prone To Rage back to Golems
 - Added [DO_NOT_CLEAN_GLOB] to Bullet and Slade turret ammo

Squee!!!! no more sissy Golems in my Military

for fun embark with 100 concubines and 100 mining picks! instant fortress! (btw they're not broke don't change my harlots! i like them being able to do stuff they are afterall. my angels.)

wonder if i can golem them...
The concubines are Dwarves so you should be able to golem them, unless Meph has forseen this and make his boiling rock syndrome only affect normal dwarves ;) hint hint Meph

As for making thim mine? I take it some DT magic is involved there?

And the golems will be slightly sissy, until they fly off the handle.

heal golems?
Well if Meph made all golem tissues healable without the need to be set or splinted, then all you would need to do is somehow boost it's RECUPERATION, may not heal lost limbs but it will heal the other damages. Unless he makes a interaction to resurrect+transform(temp) a dead golem. I say transform(temp) because it should be a "Golem under repair" immobile creature. that takes a year or something to wear off and be the golem it once was.

So for all the use golems, just hope that Meph reworks them :P it's a mess in there.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: mglarev on June 24, 2012, 12:53:51 pm
heal golems?

There is a reaction in the golem forge using mechanisms to heal golems. I could not get it to work, though.

Now to the point - is there a extensive manual for Masterwork DF? I know there is manual in launcher but it's lacking.

There is the wiki: http://masterworkdf.wikispaces.com/

It is a bit outdated, though, and needs more work. I am about the only person that trys to keep it up to date.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: thistleknot on June 24, 2012, 01:02:27 pm
heal golems?

There is a reaction in the golem forge using mechanisms to heal golems. I could not get it to work, though.

Now to the point - is there a extensive manual for Masterwork DF? I know there is manual in launcher but it's lacking.

There is the wiki: http://masterworkdf.wikispaces.com/

It is a bit outdated, though, and needs more work. I am about the only person that trys to keep it up to date.

lame wiki, have to register, THEN ask permission to join
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: mglarev on June 24, 2012, 01:04:50 pm
I believe guest editing is activated. Edit: I approved your account.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: shabang50 on June 24, 2012, 01:48:15 pm
@meph; In regards to the custom brewing reactions not working, somebody (not me, but the thread is TL, so NR :P) said that the problem only occured with larger stack sizes of plants. Don't know if it's any help (anything apart from changing [INDIV_CONTROLLABLE] is a mystery to me).
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: mglarev on June 24, 2012, 02:40:20 pm
I am trying to keep track on the bugs at the wiki page: http://masterworkdf.wikispaces.com/Bugs

Also, some balancing suggestions at the bottom.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: zenerbufen on June 24, 2012, 04:22:43 pm
I am trying to keep track on the bugs at the wiki page: http://masterworkdf.wikispaces.com/Bugs

Also, some balancing suggestions at the bottom.
Thanks for putting that together, we have this also set up: http://www.javaforge.com/project/MWDF/tracker

Also,  your 1.9.2 save file should work fine in 1.9.3.

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: thistleknot on June 24, 2012, 04:52:57 pm
how do I chop down trees that are planted?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Arbinire on June 24, 2012, 05:05:23 pm
Thank you for the update Meph
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: mglarev on June 24, 2012, 05:27:28 pm
how do I chop down trees that are planted?

http://masterworkdf.wikispaces.com/Tree+Farming
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Speakafreak22 on June 24, 2012, 06:47:55 pm
Just mined a gemstone-looking tile that gives a "Metal of Armok" gem.
What is it supposed to be?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: mglarev on June 24, 2012, 07:46:49 pm
You can transform it into a bunch of metal bars at the transmutation lab, I believe.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: thistleknot on June 24, 2012, 07:50:10 pm
why no cloaks?  They deflect some ranged attacks :(
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Meph on June 24, 2012, 10:23:03 pm
Ok, first of all: Thanks for all the feedback. I hope everything works alright with the new version. Now to answer some stuff (most of it already answered by other users, thanks)

Quote
why no cloaks?
Check Runerobes, they are the new, better cloaks. Metal only ;)

Quote
Just mined a gemstone-looking tile that gives a "Metal of Armok" gem.
A valuable gem, can be used as a gem, or used in the Transmutation Chamber to create a big, random selection of metal bars. A nice find ;)

Quote
There is a reaction in the golem forge using mechanisms to heal golems. I could not get it to work, though.
Correct. It creates a boiling stone that should only affect golems and gives them recuperation 5000 for a short time. The inhaled syndrome might conflict with the no_breathing of the golems, but I think it shouldnt.

Quote
The concubines are Dwarves so you should be able to golem them, unless Meph has forseen this and make his boiling rock syndrome only affect normal dwarves hint hint Meph
I did foresee this earlier, but when I redid the golems it happened so that I ignored that... so yeah, golem concubines are possible currently.

Quote
So for all the use golems, just hope that Meph reworks them  it's a mess in there.
Stop insulting art :P

Quote
Now to the point - is there a extensive manual for Masterwork DF? I know there is manual in launcher but it's lacking.
There is an extensive manual, the one included, as well as all the graphical guides in the Guides & Readmes folder. I hope to combine the manual, the graphical guides and the wiki into one html-manual for the next version though, should make things easier.

Quote
A question: Can I copy my 1.9.2 savegame over to the 1.9.3 folder and play it? I am getting better with raws and modding, but I am not sure of it.
Yes you can, but you only get the hardcoded changes by Toady, since mine are in the raws. Most changes in them require a new world, but you can copy the new reactions_masterwork.txt into your savefolder to get most of the fixes.

Quote
All my pre-genned world i gen and love very much are VERY deep so my FPS dies very quickly, like 60 levels beneath 0. TERRIBBLE, what to do?
I am not certain if I understand your question completely. You FPS dies, because of too many zlevels ?

Quote
Also, are sausages etc other new cooking reactions a part of the more food types setting or does it only add new types that can be gotten from the old reactions?

The new food types are just new names for you cook to make, just flavor. The sausages actually allow you to use inedible stuff to be grinded into them (yeah, disgusting, just as in real life) and you can enable/disable them with the "Misc Features" Tab, Kitchen Button ;)

So, tomorrow I probably take a day off, most likely no riding ;) Have to sort out some pictures, upload them, make the next part of the route and so on.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Arbinire on June 24, 2012, 11:09:14 pm
ok noticed that there's a LOT more ward types now instead of the blanket ward type we had before.  Most are self explanatory, but what do the empty ward and Armok's ward do exactly?  And any recommendations on which would be most helpful on an initial embark list?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Child of Armok on June 25, 2012, 12:55:47 am

Quote
All my pre-genned world i gen and love very much are VERY deep so my FPS dies very quickly, like 60 levels beneath 0. TERRIBBLE, what to do?
I am not certain if I understand your question completely. You FPS dies, because of too many zlevels ?
Yes, that is exactly what i mean. i have world that are !200! Z-levels deep.
and not because i'm in the mountains. i'm on a tottaly flat embark.
and i have like 30 dwarfs and my FPS is 30.


Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Meph on June 25, 2012, 01:01:49 am
@corrosivechains: Empty ward: Same as the normal one before, you can outfit it for anything in the correct building. Armoks ward is against the cult of the carp god. Again, I will refine both systems greatly for the next version, I had hoped it would turn out better.

@child of armok: Zlvls (unrevealed) should not affect the FPS at all. Creatures, pathfinding, itemcount, temperature, these are the biggest problems. I dont know how I could help you.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Child of Armok on June 25, 2012, 01:09:56 am
Yeah, i did had 10000 of these mushrooms of Armok.
MAybe because of that?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Riun on June 25, 2012, 04:42:33 am
Thanks for the update, after an extensive Diablo3 break im back into it:)

As for wards, i really liked the idea behind them. Only things that bother me about the current system is that sometimes they fail to be outfitted and that you cant work with them reactively. If a plague shows up i need to wait till next caravan/liasion to order them, untill then all my dwarves are infected. In current system i just buy one of every kind and immunzie my dwarfes, nothing happens.

Short lifetime of wards would be perfectly fine if we could make them ourselves. (Sacrifizing a dwarf into a ward?)

I may overread it, but didnt the still work fine before? Why did you take out the custom brew reactions in there? i really miss making specific drinks for seeds in early game. Not a real problem, just wonderin.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: 46852 on June 25, 2012, 08:19:29 am
I may overread it, but didnt the still work fine before? Why did you take out the custom brew reactions in there? i really miss making specific drinks for seeds in early game. Not a real problem, just wonderin.

It did work partially. Plant stacks of 1-3 go to barrels, stacks of 4-5 go to the still/brewery floor. That means a fort with experienced farmers will be flooded in alcohol, in a negative way :(
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Riun on June 25, 2012, 09:52:30 am
I read about this problem in the brewery, never experienced it in the still. Hopefully it will be resolved soon
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Gearheart on June 25, 2012, 12:06:59 pm
Quick question, may have already been answered, but I'm wondering if the turrets will fire through fortifications if there is a possible path to the enemy, or does it have to be a clear, empty line directly to what they are firing at?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Child of Armok on June 25, 2012, 12:15:02 pm
They can fire trough Fortifications.
I have seen it with my own eyes.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Altaree on June 25, 2012, 12:58:30 pm
I add platemail(foreign) to my uniform next to breastplate but my dwarves won't upgrade.  Order doesn't seem to matter.  Do I HAVE to have different  plate and non-plate uniforms or am I just not waiting long enough?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: mglarev on June 25, 2012, 01:01:50 pm
Just found this gem:

(http://i.imgur.com/UaZQQ.jpg)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: hikkiko on June 25, 2012, 01:04:22 pm
Im' not sure, but my brewer was able to pour plump helmet wine into barrel after swapping  [PRODUCT_DIMENSION:150] and [PRODUCT_TO_CONTAINER:B]. (also in 1 line with product) can anybody test it?

fail. after brewing few barrels brewer was too drunk to do proper work...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Speakafreak22 on June 25, 2012, 01:21:28 pm
Had to turn off the Ilithid race, kept crashing world gen. Is that happening with anyone else?
Also, what's the best way to combat Ilithid, Warlocks, and other magic users?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Lightningfalcon on June 25, 2012, 01:31:35 pm
I think it might be happening to me.  I finally turned on Illithid's a few days ago and I'm having trouble with world gen crashing.  Didn't connect them together at all.
I'm also having problems with soundsense.  Not sure if it's a masterwork issue or just a soundsense issue. 
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Hugo_The_Dwarf on June 25, 2012, 01:46:37 pm
Well soundsense is a external Program not made by meph so I will safely assume programs that are bundled with Masterwork other then the settings untity that fail are not something Meph can fix.

Also Meph's.. art :P seems to have a few issues hehe (Sorry meph hehe)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Child of Armok on June 25, 2012, 02:17:10 pm
What kind of battle report is this?
(http://tnypic.net/images/aaab7_thumb.jpg) (http://tnypic.net/aaab7.jpg.html)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Hugo_The_Dwarf on June 25, 2012, 02:19:24 pm
means he is a spy, kill him. Or else he will cause alot of bad juju.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Morwaul on June 25, 2012, 03:08:47 pm
I am having an issue I think.  It may be intended.  Body parts keep coming to life.  It is mostly skin at my tanner shop but also bones, and wool.  I have stationed war mastiffs by all refuse stockpiles and they are handling it but it is fairly irritating.  I have looked for some kind of message in the Alerts and Reports menus but nothing is jumping out.  No pentagram drawing, raises the dead, or even an evil laugh...  Am I missing something? 

Is this normal behavior now?  If not, what am I missing?  I haven't quite figured out the Ward thing yet though I bought one.  There are lots of options for wards, any recommendations as what to try?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: mglarev on June 25, 2012, 03:33:47 pm
There is a necromancer somewhere in your fortress. Beware, even the ghosts of necromancers are able to raise the dead.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Torgan on June 25, 2012, 04:28:06 pm
Had to turn off the Ilithid race, kept crashing world gen. Is that happening with anyone else?
Also, what's the best way to combat Ilithid, Warlocks, and other magic users?
Yes it's in the first post of the thread that Illithids may/do cause world gen to crash. You probably want to try and use marksdwarfs or traps to kill warlocks, melee just seems to get annihilated :(

Just had a weregecko/elf attack my fortress and his attack was to spray cheese, beer or rock nut oil at the enemy. My hunter killed him before I could work out how to trap him to give me an eternal food source :< Ha, but my dwarves are collecting the cheese laced with water out of the brook \o/ Wait is this a sneak attack to weregecko my fortress? Or even worse, were-elf!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Meph on June 25, 2012, 05:24:14 pm
Quote
Just had a weregecko/elf attack my fortress and his attack was to spray cheese, beer or rock nut oil at the enemy. My hunter killed him before I could work out how to trap him to give me an eternal food source :<
Ehm... that wasnt me. Either randomly generated, or some mixup with werebeast-mage-something from dwarf chocolate. Either way, funny. ^^
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: mglarev on June 25, 2012, 05:31:39 pm
I was once visited by a "beer man"
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Hugo_The_Dwarf on June 25, 2012, 06:05:15 pm
I was once visited by a "beer man"
(http://t1.gstatic.com/images?q=tbn:ANd9GcSgJthHbKFaQCrNz535WLreLLAbkuR1kgueO0yU-GW7WPS_NDtZpdFigiqv)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Slayerhero90 on June 25, 2012, 06:39:19 pm
There is nothing that tells me how to download this!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: mglarev on June 25, 2012, 06:47:08 pm
Check for the word DOWNLOAD in the first post.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Slayerhero90 on June 25, 2012, 06:50:40 pm
The word I think I'm looking for is install. Or use. I can get past download, but after that,  ???
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: mglarev on June 25, 2012, 07:05:38 pm
Start the Masterworks Settings 1.9.x.exe
Configure your game as you wish.

Hit "Play Dwarf Fortress" on the right site.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: mglarev on June 25, 2012, 07:07:18 pm
@meph: I can not find the runerobes you mentioned. How can i make them?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: empfan on June 25, 2012, 07:11:15 pm
Er, its been about a month since I've started using this mod, and I still can't tell how your supposed to make totems, any help?

Also, how are you supposed to stop plague/outbreaks of things like, say, Insomnia?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: ShadowLop on June 25, 2012, 07:17:50 pm
Er, its been about a month since I've started using this mod, and I still can't tell how your supposed to make totems, any help?

Also, how are you supposed to stop plague/outbreaks of things like, say, Insomnia?

Totems are made from skulls in the craftdsdwarf workshop.
Use the appropriate wards, they can be taken on embark or bought from merchants.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Srial on June 25, 2012, 07:47:58 pm
I had this problem once.  I bought 3 platemail's from the humans, made a uniform with platemail and my first 3 warriors equipped them fine, then I crafted some of my own and the rest of my dwawrves wouldn't touch them no matter how long I waited.

After trying a few things I realized there were two platemail(foreign) entries in the armor list.  When I redid the uniforms using the first one on the list, it worked for me.  My dwarves wore mine and wouldn't touch the human ones anymore.

I can only suggest trying to rebuild and reassign your uniform and make note of which platemail you chose from the list. 

I add platemail(foreign) to my uniform next to breastplate but my dwarves won't upgrade.  Order doesn't seem to matter.  Do I HAVE to have different  plate and non-plate uniforms or am I just not waiting long enough?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Slayerhero90 on June 25, 2012, 07:48:57 pm
I can't even find how to get to the customise menu!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: mglarev on June 25, 2012, 08:01:26 pm
I can't even find how to get to the customise menu!

Unpack the archive ("MasterworkDF 1.9.3.rar"). Start the Masterwork Settings 1.9.*.exe in the folder you unpacked it to.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Slayerhero90 on June 25, 2012, 08:05:35 pm
How do I unpack? Is it like unzipping?
All I get is something that asks me to use the internet services or something. I DON'T KNOW WHAT I'M DOING!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Hugo_The_Dwarf on June 25, 2012, 08:12:06 pm
You need to install a program called WinRar or 7zip to extract .rar(s)

Yes it's like unzipping.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: BigD145 on June 25, 2012, 09:53:34 pm
How do I unpack? Is it like unzipping?
All I get is something that asks me to use the internet services or something. I DON'T KNOW WHAT I'M DOING!

Start reading
http://www.rarlab.com/rar_file.htm
You should also probably start with the original vanilla DF.

Er, its been about a month since I've started using this mod, and I still can't tell how your supposed to make totems, any help?
Totems are vanilla DF. Go to the craftsdwarf workshop with "q" and hit "a", "t" then "r". All heads will be dealt with.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Morwaul on June 26, 2012, 12:21:36 am
Another oddity.  The last couple times a migration wave has come there have been some extra folks that come along with them.  DT sees them at first (before they walk out on screen with the X flashing) but after that they disappear from DT.  When I look at them (k) it shows a description like animals and in the Units menu they show up under other with status friendly.  Anyway, they just walk around the map and never attempt to enter my fort even though they are in forbidden zones.  Concubines are disabled if that makes a difference.  Could they be slaves or something?  If so, how do I get them into my base?  One of them is a Leather Savant and I sure could use him.

Also, what is the best way to find a necromancer?  I have scoured my Alerts and Reports but see nothing.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Keome on June 26, 2012, 12:30:34 am
Has anyone found a way to stop caravans from bringing magma?  I can't seem to play past the first Dwarf caravan without turning the surface into a charred mess.

I did try some of the things mentioned a few pages of posts back, but it had no effect.

I even disabled everything to make things as vanilla as possible, and I still ended up with magma in the caravan.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Child of Armok on June 26, 2012, 01:24:24 am
means he is a spy, kill him. Or else he will cause alot of bad juju.

Are you serious?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Hugo_The_Dwarf on June 26, 2012, 01:26:26 am
means he is a spy, kill him. Or else he will cause alot of bad juju.

Are you serious?
If your playing with Secrets on, then yes I'm dead serious. I suggest placing him in a cell for a bit. And see how things turn out.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Child of Armok on June 26, 2012, 01:28:50 am
He's one of my starting seven, i don't even have a farm yet!
How can i have a cell?
And my first spy has to come on an embark next to a TOWER!
But what is Secrets? i haven't seen such a button.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Hugo_The_Dwarf on June 26, 2012, 01:58:52 am
I guess build a door, dig a small room with a hole in the roof to throw food and drink down to him.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Child of Armok on June 26, 2012, 02:04:26 am
How do you throw food at him?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Hugo_The_Dwarf on June 26, 2012, 02:37:55 am
How do you throw food at him?
Garbage dump next to the feeding hole
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Child of Armok on June 26, 2012, 02:53:35 am
In DT The Spy arrived in the winter BEFORE the embark.
!!SIENCE!!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Tierre on June 26, 2012, 03:07:34 am
it is ok. I usualy see 2 or 3 of my starting seven as arrived 1 minute before spring - DT thinks it was winter and so states they are from another wave, But this is ok.

Also i thought about wine brewery problem. What is the size of the barrel? In wiki it says 100 liquid material... though large pot has 60000. And it is hardcoded. Meph care to try use a large pot for this reaction? Would it solve the problem?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Child of Armok on June 26, 2012, 03:33:24 am
What kind of labor do you need to research Tech?  :D
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Riun on June 26, 2012, 04:14:48 am
Alchemy. its in the very last category "other". It will level up Sciencedwarf as a skill.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Child of Armok on June 26, 2012, 05:05:08 am
You remember that spy?
It was a Warlock!
I kind of destroyed my cell and ran out But he was overwhelmed by a ton of dog's, puppy's, a woodcutter with a copper great axe and an axedwarf who hacked the warlock's finger's off and went to combat training while the warlock wasn't dead. Eventually a puppy bit his head of. No Dead, only a bruising from a slade boulder wo hit somebody in the chest.

But is he going to rise as a ghost? And still make !!FUN!!?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: mglarev on June 26, 2012, 06:24:34 am
He can rise as a ghost. Happened to me, once. Not if you are burying him correctly, I believe.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Demiurge on June 26, 2012, 09:29:45 am
Wee, .11 update and its time to check out all the new stuff! Wtf is a boneyard? I don't know! How do I make rune weapons? No way to tell but try! I'm giddy with anticipation :D
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Tierre on June 26, 2012, 09:45:23 am
Meph with that stupid but interesting work i am doing in vivisection thread i posted some suggestions and errors i found - should i make some kind of summary and post it here? Like steel grade DEMONIC inorganic material which you get in fossils from slade....and you really have waaaay better metals by that time so it kills all the purpose of digging that fossils.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: mglarev on June 26, 2012, 10:16:34 am
There is a bug tracker

http://www.javaforge.com/project/MWDF/tracker

I am not sure if anyone looks at it, though.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Speakafreak22 on June 26, 2012, 11:55:40 am
Had to turn off the Ilithid race, kept crashing world gen. Is that happening with anyone else?
Also, what's the best way to combat Ilithid, Warlocks, and other magic users?
Yes it's in the first post of the thread that Illithids may/do cause world gen to crash. You probably want to try and use marksdwarfs or traps to kill warlocks, melee just seems to get annihilated :(

Just had a weregecko/elf attack my fortress and his attack was to spray cheese, beer or rock nut oil at the enemy. My hunter killed him before I could work out how to trap him to give me an eternal food source :< Ha, but my dwarves are collecting the cheese laced with water out of the brook \o/ Wait is this a sneak attack to weregecko my fortress? Or even worse, were-elf!
Ah thanks man, thought that got fixed a while back. Time to train up my marksdwarves!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Torgan on June 26, 2012, 12:19:33 pm
@meph: I can not find the runerobes you mentioned. How can i make them?
They're made at the forge by your armoursmith.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: ScriptWolf on June 26, 2012, 02:54:03 pm
im really thinking of downloading this mod, on a scale of 1-10 how good is it and could someone just give a little description of whats its like ? please and thank you.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: mglarev on June 26, 2012, 02:56:09 pm
@meph: I can not find the runerobes you mentioned. How can i make them?
They're made at the forge by your armoursmith.

That is where i looked first. Still can't find it. Checked everywhere. Also, they are not in the manager's work order menu.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: PenguinCakes on June 26, 2012, 05:00:13 pm
im really thinking of downloading this mod, on a scale of 1-10 how good is it and could someone just give a little description of whats its like ? please and thank you.

Honestly, everything you need to know is in the first post of this thread.  But personally, I like it a lot not just because of all the added content, but because of the ability to customize and remove whatever you dislike in the mod.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: zenerbufen on June 26, 2012, 05:51:50 pm
There is a bug tracker

http://www.javaforge.com/project/MWDF/tracker

I am not sure if anyone looks at it, though.
Yes it is looked at. Any bugs are kept on the tracker, and e-mailed to me and meph. Also bugs in the tracker are guaranteed not to get lost in the  350+ pages of this thread.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: ScriptWolf on June 26, 2012, 06:00:51 pm
Yeah I know, but only really pictures in the mod no meat or text to find out more like giving examples and stuff looked a bit more closely found what I was looking for :D but could give more infomation on specific features, like to into how golems or made or the research or how magic or religion works . But from what I have seen it does look good and adds lots of cool stuff I'm sold but...


 I don't mean to sound like a idiot but I did download the mod and scanned all the files through virus total and my own scanner, little bit paranoid now the settings .exe was showing up as a trojan   :-\
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Hugo_The_Dwarf on June 26, 2012, 06:06:42 pm
I would say it is ok because 1.
The settings.exe is code/program that your AV doesn't reconize and for safty has flagged it as a trojan. I don't believe Meph would infect other people's machines. Anyone else have their AV go nuts over MW settings.exe?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: ScriptWolf on June 26, 2012, 06:13:57 pm
I'm not saying he would go out of his way to infect our machines, I'm just really paranoid what goes onto my system, and would rather post it saying somewhere a AV flagged of but it was 1/40 AV's so I guess not that bad but I still feel like it worth posting with like more nasty stuff cutting about these days
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: tahujdt on June 26, 2012, 06:28:34 pm
im really thinking of downloading this mod, on a scale of 1-10 how good is it and could someone just give a little description of whats its like ? please and thank you.
10/10.
Masterwork is, well,
Spoiler: ragepost (click to show/hide)
In all seriousness, though, it is a mod that adds a little bit of everything. It is unique in that is has a utility to add and remove parts of it. If you don't like the extra metals, you can turn it off. If you don't like golems, you can turn that off. It has everything from a temple of Armok to a Thatchery for making thatched furniture and stuff. It is in a major rework right now, or would be if the programmer wasn't busy biking across the USA. (I realize that sounded mean, but I really appreciate Meph and his mod, and don't mean anything by it.) All in all, it is a
Spoiler (click to show/hide)
out of ten.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Meph on June 26, 2012, 10:09:13 pm
I did list a description of all the features on the opening thread, but it became too long. You can still download it and have a look at the manual, it has some little guides, or look at the Guides & Readmes folder, everything down to every ingredient and outcome is in there.

EDIT: Just read through the bugtracker... some things are helpful, but I cant add any reactions to the clothiers shop for example. And the animal man button works correctly. the "Hair Man" is certainly not an animal man, but an independant fantasy creature. Apart from that it helps, thanks at mglarev for showing so much enthusiam. :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: zenerbufen on June 26, 2012, 10:42:33 pm
Suggestion: Add a link to the tracker on the first post
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: thistleknot on June 27, 2012, 05:28:28 am
pulleys, how to use them?

Searched the manual, and the wiki...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: ShadowLop on June 27, 2012, 06:06:08 am
pulleys, how to use them?

Searched the manual, and the wiki...

Trap workshop, they are required to create dart throwers, along with one mechanism.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
Post by: vomov on June 27, 2012, 06:22:39 am
@penguinCakes - i belive its based on the D&D drake, or a wingless little dragon

A drake usually is a male duck, and I think the DF wiki refers you to duck if you search for 'drake'.
But if the Masterwork Drake yields scales, it's either the drake from D&D, or a badass duck.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Torgan on June 27, 2012, 06:38:43 am
@meph: I can not find the runerobes you mentioned. How can i make them?
They're made at the forge by your armoursmith.
That is where i looked first. Still can't find it. Checked everywhere. Also, they are not in the manager's work order menu.
That is odd, I am playing 3.11 and made some last night. Is there a chance they are either not in your graphics pack (I'm using Phoebus I think) or they are a civ specific item? I know you sometimes don't get high boots or certain cloth clothing items because of that.

I had a question, I've been mining away, found a damp patch and thought it was safe so redesignated it for mining. I now have water gushing out of where the gold ore was. I do remember seeing about Tears of Armok but I didn't get a message saying I'd hit one and there's not a Tears of Armok floor left behind (I think it's meant to be a gem?). I have aquifers turned off and I wasn't digging up or down, just mining horizontally. I was digging near some collapsed brick veins if that matters. Any idea what's happened? It's not a major problem as the water is staying around 2-3 deep so I think I can wall it off somehow before my magma forges get flooded. I have been meaning to install some more waterfalls after my last fortress fell to FB dust rotting my military.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: hikkiko on June 27, 2012, 06:43:14 am
it looks like you can fit only 15 units of drink into barrel... plump helmet stored in stacks of 5 so 5*5=25 units of drink.
solution: change the ration to 1-3

ps. pots can fit more drinks =(
is it possible to unstack items?

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: mglarev on June 27, 2012, 07:17:00 am
@meph: I can not find the runerobes you mentioned. How can i make them?
They're made at the forge by your armoursmith.
That is where i looked first. Still can't find it. Checked everywhere. Also, they are not in the manager's work order menu.
That is odd, I am playing 3.11 and made some last night. Is there a chance they are either not in your graphics pack (I'm using Phoebus I think) or they are a civ specific item? I know you sometimes don't get high boots or certain cloth clothing items because of that.

I am using phoebus pack, in a new MWDF 1.9.3 generated world. It is not there. Could be something with the civilization. I remember seeing them in MWDF 1.9.2, though. I will check again and maybe open a ticket.

I had a question, I've been mining away, found a damp patch and thought it was safe so redesignated it for mining. I now have water gushing out of where the gold ore was. I do remember seeing about Tears of Armok but I didn't get a message saying I'd hit one and there's not a Tears of Armok floor left behind (I think it's meant to be a gem?). I have aquifers turned off and I wasn't digging up or down, just mining horizontally. I was digging near some collapsed brick veins if that matters. Any idea what's happened? It's not a major problem as the water is staying around 2-3 deep so I think I can wall it off somehow before my magma forges get flooded. I have been meaning to install some more waterfalls after my last fortress fell to FB dust rotting my military.
Maybe just an underground sea? Tears of armok are like aquifers: They flood everything - the water would not stay at a deep of 2 or 3. I am currently using one to power my pump stack.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Cthulhu Inc on June 27, 2012, 09:34:14 am
I want to further mod this thing to change some stuff...like say, making my dwarves magma-proof, or making them melt in normal weather :P

Right now, I'm using roughly the same thing as for dragons:
Code: [Select]
[SELECT_MATERIAL:ALL]
[COLDDAM_POINT:NONE]
[HEATDAM_POINT:NONE]
[IGNITE_POINT:NONE]
[IF_EXISTS_SET_MELTING_POINT:55000]
[IF_EXISTS_SET_BOILING_POINT:57000]
[SPEC_HEAT:30000]
Need to make sure blood and pus aren't solid at regular temperatures.
[SELECT_MATERIAL:BLOOD]
[PLUS_MATERIAL:PUS]
[MELTING_POINT:10000]

But where do I put it?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Zeebie on June 27, 2012, 09:35:42 am
@meph: I can not find the runerobes you mentioned. How can i make them?
They're made at the forge by your armoursmith.

That is where i looked first. Still can't find it. Checked everywhere. Also, they are not in the manager's work order menu.

I'm having the same experience.  This is the only reference to them I can find in the raws:
       [ARMOR:ITEM_ARMOR_FORCEFIELD:FORCED] <= runic robe

Would anyone like to interpret?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Rawb on June 27, 2012, 09:42:05 am
pulleys, how to use them?

Searched the manual, and the wiki...

Trap workshop, they are required to create dart throwers, along with one mechanism.

On top of this, What are dart throwers for? Just a possible weapon for the weapon trap? If so, how do they compare to other weapons?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Arbinire on June 27, 2012, 10:25:55 am
hehehe, was just about to go report a couple things in the bug tracker but it looks like mglarev beat me to the punch on both the creeper's and the masterwork settings .exe typo.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: richieelias on June 27, 2012, 11:09:03 am
I'm having the same experience.  This is the only reference to them I can find in the raws:
       [ARMOR:ITEM_ARMOR_FORCEFIELD:FORCED] <= runic robe

Would anyone like to interpret?

You are looking in the entity file. That is where the token that allows you to make the runic robe is placed. To find the actual runic robe armor you need to look in the "item_amor_masterwork.txt" file.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Zeebie on June 27, 2012, 11:45:30 am
I'm having the same experience.  This is the only reference to them I can find in the raws:
       [ARMOR:ITEM_ARMOR_FORCEFIELD] <= runic robe

Would anyone like to interpret?

You are looking in the entity file. That is where the token that allows you to make the runic robe is placed. To find the actual runic robe armor you need to look in the "item_amor_masterwork.txt" file.

But what we're concerned with is the ability to make the runic robe - do we need to change this so it can be made?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: richieelias on June 27, 2012, 01:56:04 pm
I'm having the same experience.  This is the only reference to them I can find in the raws:
       [ARMOR:ITEM_ARMOR_FORCEFIELD] <= runic robe

Would anyone like to interpret?

You are looking in the entity file. That is where the token that allows you to make the runic robe is placed. To find the actual runic robe armor you need to look in the "item_amor_masterwork.txt" file.

But what we're concerned with is the ability to make the runic robe - do we need to change this so it can be made?

Something happened to me that I think may shed some light on the confusion here:

In my first fortress (masterwork 1.9.3, current version) I was able to make rune robes just fine. That fortress eventually got wiped out by a tantrum spiral after a lava caravan melted half of my dwarves. I started a second fortress with nothing changed in the raws between the two (new world generated), and the runic robes are mysteriously missing from the armorer.

Same raws: robes present in one world, missing in another... very very mysterious.

What exactly is the difference between
[ARMOR:ITEM_ARMOR_FORCEFIELD]
and
[ARMOR:ITEM_ARMOR_FORCEFIELD:FORCED]
in the entity file? Is the default of COMMON making it possible to not have the ability to make something while FORCED guarantees it?

Just grasping at straws, but I couldnt help but notice that the robes were the only item without the FORCED token.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Hugo_The_Dwarf on June 27, 2012, 02:03:56 pm
Vanilla issue, COMMON gives it a good chance of teh entity using it, FORCED is a very good chance, UNCOMMON is a chance and RARE is very low chance

SO even with FORCED some items can be left out.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: mglarev on June 27, 2012, 02:05:56 pm
Vanilla issue, COMMON gives it a good chance of teh entity using it, FORCED is a very good chance, UNCOMMON is a chance and RARE is very low chance

SO even with FORCED some items can be left out.

That sheds some light on the issue. Why don't I see - lets say - breastplates missing sometimes?

Also, a question:

In creature_warbeast_masterwork.txt i found:
Quote
[CHILD:1]
in the Dragon tags. Does that mean i can breed dragons?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Hugo_The_Dwarf on June 27, 2012, 02:14:51 pm
Vanilla issue, COMMON gives it a good chance of teh entity using it, FORCED is a very good chance, UNCOMMON is a chance and RARE is very low chance

SO even with FORCED some items can be left out.

That sheds some light on the issue. Why don't I see - lets say - breastplates missing sometimes?

Also, a question:

In creature_warbeast_masterwork.txt i found:
Quote
[CHILD:1]
in the Dragon tags. Does that mean i can breed dragons?
it is random on what it leaves out, I had a world were Mail Shirts were left out, but mainly High Boots or Shields are left out most of the time.

And yes if the entire dragon or all castes have a [CHILD:xxx] tag then they can breed if they have the respective MALE and FEMALE castes aswell
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Torgan on June 27, 2012, 02:27:47 pm
In creature_warbeast_masterwork.txt i found:
Quote
[CHILD:1]
in the Dragon tags. Does that mean i can breed dragons?
I've had them lay an egg but I only noticed once it had been taken to my food stockpile ><
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: MrFluffums on June 27, 2012, 02:34:42 pm
I can't seem to even download the file.  The entire file will download, then tell me that it can't be saved because the source file can't be read.

Can anyone shed some light on this issue?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: PenguinCakes on June 27, 2012, 02:44:40 pm
I've had embarks where I seem to get messages from the caverns when I haven't even explored them yet, like "A baby frog has grown up to be an adult frog!"  Also, related, when equipping my militia, I have designations to weapons/armor that creatures in the caverns are most likely using.

(Just made a new embark, I'm getting rusty tridents and scimitars in my military equip screen even though I have none)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Meph on June 27, 2012, 04:00:05 pm
Quote
I can't seem to even download the file.  The entire file will download, then tell me that it can't be saved because the source file can't be read.
I just use the DFFD, like most other modders. It should run fine, just try to download again a bit later.

Quote
(Just made a new embark, I'm getting rusty tridents and scimitars in my military equip screen even though I have none)
Sure, why not ? You can tell them to equip anything that exists in theory. Otherwise you couldnt kill the cavern races, take their weapons and use them yourself.

Quote
Does that mean i can breed dragons?
Dragons should breed. :)

Quote
What exactly is the difference between
[ARMOR:ITEM_ARMOR_FORCEFIELD]
and
[ARMOR:ITEM_ARMOR_FORCEFIELD:FORCED]
in the entity file?
Forced means that they always have it. At least in theory, I didnt know that it can still happen that a race is missing the items, when it is forced. Usually used for invaders, so that they bring full armor.

Quote
A drake usually is a male duck, and I think the DF wiki refers you to duck if you search for 'drake'.
But if the Masterwork Drake yields scales, it's either the drake from D&D, or a badass duck.
Drake = Flightless little cousin of the dragon, D&D Drake. I think I even renamed the male duck, so that there is no mixup.

Quote
Pulleys...
Just a little item needed for Trapupdates in the Engineers Workshop. Used for nothing else.


All in all the new version looks good, yes ? These are just questions, no new bugreports... so yeah, Mission accomplished, at least for now ;)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: ThiefofTime on June 27, 2012, 04:48:10 pm
I just had a whole lot of dwarfs run over weapon traps, and to my surprise, they triggered them and half of them died. Is this normal? Last time I played (a few versions ago) weapon traps didn't trigger on your own dwarves.

I have a suspicion it might have had something to do with the web turrets placed nearby, maybe they got caught in webs and that made them vulnerable to the traps? Could that be it? Or are weapon traps potentially dangerous to dwarves in this version or in masterwork?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Meph on June 27, 2012, 05:01:29 pm
Webbed traps also react on your dwarves, same as unconscious dwarves on your traps. This is a vanilla feature, not mine.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: zenerbufen on June 27, 2012, 05:28:30 pm
Vanilla issue, COMMON gives it a good chance of teh entity using it, FORCED is a very good chance, UNCOMMON is a chance and RARE is very low chance

SO even with FORCED some items can be left out.
When does this happen? I mean, if I'm playing and an item is missing, do I have to make a new fort for a chance to see it, or do I need a whole new world gen?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Putnam on June 27, 2012, 05:29:19 pm
Vanilla issue, COMMON gives it a good chance of teh entity using it, FORCED is a very good chance, UNCOMMON is a chance and RARE is very low chance

SO even with FORCED some items can be left out.
When does this happen? I mean, if I'm playing and an item is missing, do I have to make a new fort for a chance to see it, or do I need a whole new world gen?

New fort with a different dwarf entity. If there isn't a different dwarf entity, then you need a new worldgen.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: ShadowLop on June 27, 2012, 06:06:19 pm
pulleys, how to use them?

Searched the manual, and the wiki...

Trap workshop, they are required to create dart throwers, along with one mechanism.

On top of this, What are dart throwers for? Just a possible weapon for the weapon trap? If so, how do they compare to other weapons?

Dart throwers are ranged weapons that can be placed in weapon traps and use darts made from wood(or stone, I forget). You can also make bolts with poison tips but I'm not sure what the advantage is. Interestingly, they are available for equipping in the military screen as weapons. I have not tried this though, so I don't know how well this would work.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: neotemplar on June 27, 2012, 07:08:05 pm
So I start a fort with this mod for the first time.

It is now summer and something odd happens.  We have a combat report, from across the major river, of a Gnoll, behing hit in the chest, by a frozen beer, that was spinning.  What just happened here?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: mglarev on June 27, 2012, 08:02:44 pm
The spinning message is used when a dwarfs throws something at an enemy. I guess he threw a beer at the attacking gnoll.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Broseph Stalin on June 27, 2012, 08:27:46 pm
So I start a fort with this mod for the first time.

It is now summer and something odd happens.  We have a combat report, from across the major river, of a Gnoll, behing hit in the chest, by a frozen beer, that was spinning.  What just happened here?
the gnoll was attackd by a beer man or a Conjuror
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Noozeelander on June 27, 2012, 08:29:20 pm
Do golems ever die? I've got an Iron Speargolem who's just a mass of red wounds and dents, with no oil left in him, who's been getting hammered by four troglodytes (including one hammer lord) for about the last month. He's still fighting, and the troglodytes are actually getting over-exerted from hitting him too much..

EDIT: Never mind, he finally dropped after about fifty pages of combat
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Broseph Stalin on June 27, 2012, 08:43:46 pm
Do golems ever die? I've got an Iron Speargolem who's just a mass of red wounds and dents, with no oil left in him, who's been getting hammered by four troglodytes (including one hammer lord) for about the last month. He's still fighting, and the troglodytes are actually getting over-exerted from hitting him too much..
Anything that can't bleed to death and has a hard head will frustrate the hell out of any enemy without serious weaponry. Cut em in half or destroy their heads.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Shawarma on June 27, 2012, 08:59:19 pm
Has anyone found a way to stop caravans from bringing magma?  I can't seem to play past the first Dwarf caravan without turning the surface into a charred mess.

I did try some of the things mentioned a few pages of posts back, but it had no effect.

I even disabled everything to make things as vanilla as possible, and I still ended up with magma in the caravan.

Whenever a dwarf caravan comes to town, I make it rain using DFhack, you know, as a preemptive measure. Usually stops the fire and saves the caravan before they burn themselves.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: neotemplar on June 27, 2012, 10:23:23 pm
The spinning message is used when a dwarfs throws something at an enemy. I guess he threw a beer at the attacking gnoll.

The thing is...
My Dwarves have no beer.
The beer was frozen mid summer when nothing else is frozen.  Beer can freeze at all?
This was 100-150 tiles away from any of my dwarves, there is no bridge, noone is on that side of the river.
No thrower was indicated.

There is a cave over there, is this some sort of mysterious beer hurling foe?

I will admit it was funny as hell but I seriously want to know who's hucking beers at Gnolls.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Lightningfalcon on June 27, 2012, 11:15:26 pm
Why, exactly, do we even have bags of magma?  I just traded one to a elven caravan, but nothing happened.  So no advantage that I can see to them.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Meph on June 27, 2012, 11:59:06 pm
Magma is the default name for any liquid that uses the stone template. Somehow,  somewhere, dont ask me why or how, there is a stone that is liquid, and it shouldnt be. I cant narrow it down, because it has no custom name and reverts back to the default one, "Magma". And thats all it is. The dwarven civ has a reaction that produces some stone-liquid, and naturally (stupid as they are) they do want to trade it.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Sirmaril on June 28, 2012, 01:22:41 am
The spinning message is used when a dwarfs throws something at an enemy. I guess he threw a beer at the attacking gnoll.

The thing is...
My Dwarves have no beer.
The beer was frozen mid summer when nothing else is frozen.  Beer can freeze at all?
This was 100-150 tiles away from any of my dwarves, there is no bridge, noone is on that side of the river.
No thrower was indicated.

There is a cave over there, is this some sort of mysterious beer hurling foe?

I will admit it was funny as hell but I seriously want to know who's hucking beers at Gnolls.

Beerman throws frozen beer. Slime man throws frozen slime, and so on.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Torgan on June 28, 2012, 01:59:16 am
The spinning message is used when a dwarfs throws something at an enemy. I guess he threw a beer at the attacking gnoll.

The thing is...
My Dwarves have no beer.
The beer was frozen mid summer when nothing else is frozen.  Beer can freeze at all?
This was 100-150 tiles away from any of my dwarves, there is no bridge, noone is on that side of the river.
No thrower was indicated.

There is a cave over there, is this some sort of mysterious beer hurling foe?

I will admit it was funny as hell but I seriously want to know who's hucking beers at Gnolls.
I said a page or two ago but I did have a weregecko (Fear the night!)that was throwing frozen cheese, rock nut oil and milk at my dwarves. You should have got a message if one appeared at your fort though, any chance one lives in the cave? That might mean it wouldn't be announced as it was always there. I've never embarked on a cave so no idea.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Fairin on June 28, 2012, 02:03:34 am
im really thinking of downloading this mod, on a scale of 1-10 how good is it and could someone just give a little description of whats its like ? please and thank you.

This is the Masterwork Mod for Dwarf Fortress, All craftsdwarfship is of the highest quality. it Menaces with Spikes of Raws. it is Studded with Adamantine, on the item is an Image are several players weeping from the sheer beauty of the world around them in iridium, it is Adorned with Hanging Rings of Elf Bone. on the item is an Image of a Wagon on fire in magma- this Relates to a bug where merchants bring combustable materials and magma in bags to your fortress in autumn of the year 101, On the item is an intricately designed statue of a golem and a groundhog. the golem is running from the groundhog like a sissy.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: vomov on June 28, 2012, 03:26:37 am
Drake = Flightless little cousin of the dragon, D&D Drake. I think I even renamed the male duck, so that there is no mixup.

I used to think they looked something like this:
(http://i46.tinypic.com/2hdblhj.jpg)

But my next fort will be using these:
(http://i50.tinypic.com/3004oew.png)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Asva on June 28, 2012, 06:03:34 am
"Several moders have created total conversions for Dwarf Fortress. Many of these include more races, new constructions, new metals, items, and even tech trees. Four of the more popular and complete total conversions include Corrosion, Genesis, Legends of Forlorn Realms, and Masterwork."
Taken from "Getting Started with Dwarf Fortress" Peter Tyson's book. Glad my favorite mod is mentioned.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Tierre on June 28, 2012, 08:01:44 am
I just found that PET_HEALING stone doesn't have MAT_FIXED_TEMP:9001 or something like that. Is it intended? It might not work in very cold conditions. Also their boilong temperature is 10 times lwoer than melting. It is ok from thermodynamics point of view - but is it ok from DF's?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Tierre on June 28, 2012, 08:21:30 am
Not sure if this the right place to ask but... i was trying to finally understand body and bodyparts structure of DF creatures and usage. I was doing this on amsterwork raws (as always). I see a lot of SHELL in the BODY tags of creatures but no RCP_SHELL. Yet you have this one in the body_masterwork. It is just really interesting - why? There should be some reason for it. (Maybe i am asking really obvious question but i am really only starting to dig into creatures). Also feathers template has SHELL tag in it.... O_O It is something new to know about feathers hehehe.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Tolisk on June 28, 2012, 12:22:45 pm
What use is the imperial guard skill for humans?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Broseph Stalin on June 28, 2012, 12:30:13 pm
What use is the imperial guard skill for humans?
Wrestling.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Hugo_The_Dwarf on June 28, 2012, 01:45:44 pm
"Several moders have created total conversions for Dwarf Fortress. Many of these include more races, new constructions, new metals, items, and even tech trees. Four of the more popular and complete total conversions include Corrosion, Genesis, Legends of Forlorn Realms, and Masterwork."
Taken from "Getting Started with Dwarf Fortress" Peter Tyson's book. Glad my favorite mod is mentioned.
I believe the last 3 would count as Major Mods would they not? Since they seem pretty Dwarf Fortressy to me, While Corrosion is playing in a post-apoc world with horride mutants.

Maybe this Peter Tyson needs to add "Four of the most Popular and complete major mods and total conversions include:"
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Speakafreak22 on June 28, 2012, 02:47:29 pm
So I just started using DFhack to screw around with weapons last night.
Is there a way to add runes to weapons that way?
Like say I just change a copper zweihander, and converted it to a masterwork iridium zweihander. Is there a command to make it a runic iridium zweihander?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: ulrikk on June 28, 2012, 03:22:06 pm
Hi.  :)   I'm a new guy on this forum, but have been playing for a while. I hope you can help me with a question about this mod.

I try to build a Golem Forge and acquired a Golem Heart from the drow. But whenever I try to build the forge I get a error message: "Need Golem Heart". What in the holy name of Armok am I doing wrong?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Asva on June 28, 2012, 03:33:48 pm
I believe the last 3 would count as Major Mods would they not? Since they seem pretty Dwarf Fortressy to me, While Corrosion is playing in a post-apoc world with horride mutants.

Maybe this Peter Tyson needs to add "Four of the most Popular and complete major mods and total conversions include:"
I'll paste the full text. Just in case. Can see no much difference though.
Spoiler (click to show/hide)

I'm intrested if anyone had successful silkworm silk farm. Mine is just not working. I built closed room with hives, put there 5 worms - got no result. Tried the same thing on the surface - got no result.
Anyway, reader, If you did it, consider giving a hint ;D. Detailed hint.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Torgan on June 28, 2012, 04:00:56 pm
Hi.  :)   I'm a new guy on this forum, but have been playing for a while. I hope you can help me with a question about this mod.

I try to build a Golem Forge and acquired a Golem Heart from the drow. But whenever I try to build the forge I get a error message: "Need Golem Heart". What in the holy name of Armok am I doing wrong?
I seem to be having the same problem, I bought one last year and it couldn't be found. I've just bought six more from the new Drow caravan and I still get the same message. They aren't in a bin yet, aren't tasked to be picked up and I've just made one burrow that covers the entire map so it shouldn't be a burrow message.

Had a question about the animated armours in the cavern. I killed one (and quite impressed by the attacks passing through it in the combat log!) then was able to butcher it leaving animated armour helm, plate boot, spikegreaves etc in my butcher workshop. It's not being moved to any stockpiles so is it meant to be able to be used as armour? I can't see it as an option when I try and equip my dwarves with a specific boot for example, the Animated Armour Plate Boot isn't there.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Speakafreak22 on June 28, 2012, 05:19:50 pm
Hi.  :)   I'm a new guy on this forum, but have been playing for a while. I hope you can help me with a question about this mod.

I try to build a Golem Forge and acquired a Golem Heart from the drow. But whenever I try to build the forge I get a error message: "Need Golem Heart". What in the holy name of Armok am I doing wrong?
Might be bugged.
Instead, smelt a bunch of bars until you get at least 1 iridium wafer, save it.
Make some totems, dig to the magma, and set up a magma altar of Armok. You can offer an iridium wafer for a Golem Heart, and those have always worked for me.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: thistleknot on June 28, 2012, 07:10:00 pm
feature request:

make a set of armor?

I don't know if you have to have a rule for every type of metal...  but it would be nice to have a defacto set of armor (plate, mail, shield (maybe a buckler vs shield option), greaves, leggings, etc).

same for leather (minus the shield's).
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Meph on June 28, 2012, 08:00:53 pm
Quote
feature request:

make a set of armor?
Feature is already in the game, just build an armory. Helm, breastplate, greaves, 2 boots and a shield, all in one reaction.


Quote
So I just started using DFhack to screw around with weapons last night.
Is there a way to add runes to weapons that way?
Like say I just change a copper zweihander, and converted it to a masterwork iridium zweihander. Is there a command to make it a runic iridium zweihander?
I wouldnt know. Ask in the dfhack thread. ^^ the runic zweihander is a different weapon altogether.

Quote
Had a question about the animated armours in the cavern. I killed one (and quite impressed by the attacks passing through it in the combat log!) then was able to butcher it leaving animated armour helm, plate boot, spikegreaves etc in my butcher workshop. It's not being moved to any stockpiles so is it meant to be able to be used as armour? I can't see it as an option when I try and equip my dwarves with a specific boot for example, the Animated Armour Plate Boot isn't there.
They are a Genesis Mod creature. The bodyparts should work as armor, shields and so on, but appearently the bodypart token is broken (the same reason that the pet armor recycling didnt work) Nothing I could do about it, but thanks for the report.

Quote
I'm intrested if anyone had successful silkworm silk farm. Mine is just not working. I built closed room with hives, put there 5 worms - got no result. Tried the same thing on the surface - got no result.
Anyway, reader, If you did it, consider giving a hint . Detailed hint.

Beekeepers should harvest it in time... but for the next version I will make it a lot simpler, by just making it a shearing/milking reaction. Not using vermin creatures, but full size creatures for silk farming.


Quote
I try to build a Golem Forge and acquired a Golem Heart from the drow. But whenever I try to build the forge I get a error message: "Need Golem Heart". What in the holy name of Armok am I doing wrong?
Ups, my mistake. Someone mentioned that the golem heart from the temple wouldnt work, since I used a "tool" for it, and the building wanted a "toy" itemtype. So I changed it to "toy"... forgot about the golem hearts the drow trade... because they still bring the tool version.

2 Options to fix it:
1. Build a temple and pray for a golem heart. These work.
2. Open the building_golem and replace the TOOL:ITEM_TOOL_BLUEPRINT_GOLEM with TOY:ITEM_TOY_BLUEPRINT_GOLEM. This should work in a running game, so make sure to change it in the raws of the data/save/ folder.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: BigD145 on June 28, 2012, 08:30:17 pm
How many times is this now, Meph? Tools. Toys. They're all the same to you, aren't they?!

/joking
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: sayke on June 28, 2012, 10:09:34 pm
meph - best version yet! this really seems quite mature and stable to me now, but i did have a couple of questions still:

- do the "animal people" and "giant animal" buttons actually work? i'm not having any luck, and i've gone into the raws in c_variation_default to mess with the DOES_NOT_EXIST tags etc. whenever i generate worlds, no matter whether the button is enabled or disabled, and no matter whether the DOES_NOT_EXIST tags are there or not, i always get animal people (and beer people etc) and giant animals, as evidenced by sites_and_pops.txt. any idea what's going on here?

- the illithids are still crashing worldgen, for whatever reason. i have no idea why this would be the case but it certainly seems to be. once i disabled them everything seemed to be working fine. if they're not disabled by default, maybe they should be!

i'll let you know what else i notice as i develop this current fort. absolutely all the best and thanks again for such a wonderful mod -
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: AirPhforce on June 28, 2012, 10:27:11 pm
I am having an issue I think.  It may be intended.  Body parts keep coming to life.  It is mostly skin at my tanner shop but also bones, and wool.  I have stationed war mastiffs by all refuse stockpiles and they are handling it but it is fairly irritating.  I have looked for some kind of message in the Alerts and Reports menus but nothing is jumping out.  No pentagram drawing, raises the dead, or even an evil laugh...  Am I missing something? 

Is this normal behavior now?  If not, what am I missing?  I haven't quite figured out the Ward thing yet though I bought one.  There are lots of options for wards, any recommendations as what to try?

I butchered an animal. It's skin kept coming alive. 5 years later and it was still regularly reanimating.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Meph on June 28, 2012, 10:37:42 pm
Quote
How many times is this now, Meph? Tools. Toys. They're all the same to you, aren't they?!
Imagine how stupid I feel ^^ It is just that I am travelling, and then do DF on the side with wifi while camping. Believe me,I am looking forward to code on a real PC in a stable environment.

Quote
I butchered an animal. It's skin kept coming alive. 5 years later and it was still regularly reanimating.
Evil biome ? Necromancer in Fort ? Maybe stealth "dwarf chocolate" über-wizard ? (these are sometimes unbalanced, but rather rare)

Quote
meph - best version yet! this really seems quite mature and stable to me now, but i did have a couple of questions still:

- do the "animal people" and "giant animal" buttons actually work? i'm not having any luck, and i've gone into the raws in c_variation_default to mess with the DOES_NOT_EXIST tags etc. whenever i generate worlds, no matter whether the button is enabled or disabled, and no matter whether the DOES_NOT_EXIST tags are there or not, i always get animal people (and beer people etc) and giant animals, as evidenced by sites_and_pops.txt. any idea what's going on here?

- the illithids are still crashing worldgen, for whatever reason. i have no idea why this would be the case but it certainly seems to be. once i disabled them everything seemed to be working fine. if they're not disabled by default, maybe they should be!
Thanks ! :)

Illithids are off by default, no idea why the crash the worldgen for most (some?) people. Never crashes on me... The animalman/giant versions should work, at least the entire syntax is correct. If the creature_variation does not work (like I say, I dont play,so cant test it myself) I can do it differently. The beer/hair/gingerbread men and so on, they are NOT part of that button btw.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Morwaul on June 28, 2012, 10:45:45 pm
I am having a similar problem as AirPhorce.  On a fresh embark, a cougar killed 2 of my dogs, now there dog heads running around attacking everything.  I have a necromancy ward pastured right by the wagon and nothing has happened.  I am in a haunted biome though.  Will this cause random body parts to come to life?  I quit the last game because I could not figure out what was causing the same issue. 
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Meph on June 28, 2012, 10:52:26 pm
Quote
I am in a haunted biome though.
Ehm... this is a vanilla feature. Every corpse and bodypart will always come alive, unlimited times, in all evil biomes. This is nothing I modded. You can turn this off by genning a world with 0 regional effects in worldgen, if I am not wrong. Should be next to nightcreatures and vampires and such.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Morwaul on June 28, 2012, 11:05:08 pm
Huhn, I always played with evil biomes and never noticed this before the last game.  Is this a new feature of vanilla from the last couple of versions or something?  Maybe I have always unknowingly had my stockpiles in non evil regions of the map. 

If I do the 0 regional effect thing will it turn off all the other cool features for evil biomes and the evil biome specific creatures or just the irritating oh, I getting attacked by more skin thing?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Meph on June 28, 2012, 11:51:55 pm
Code: [Select]
[DEMON_NUMBER:0]
[NIGHT_TROLL_NUMBER:0]
[BOGEYMAN_NUMBER:0]
[VAMPIRE_NUMBER:0]
[WEREBEAST_NUMBER:0]
[SECRET_NUMBER:0]
[REGIONAL_INTERACTION_NUMBER:0]  <<<=== This one you want to have ZERO
[DISTURBANCE_INTERACTION_NUMBER:0]
[EVIL_CLOUD_NUMBER:0]
[EVIL_RAIN_NUMBER:0]

There you go. All the rest, as you can see, is individual set-able. And it is a feature since the big update from 31.25 to 34.XX
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Broseph Stalin on June 29, 2012, 12:11:18 am
Huhn, I always played with evil biomes and never noticed this before the last game.  Is this a new feature of vanilla from the last couple of versions or something?  Maybe I have always unknowingly had my stockpiles in non evil regions of the map. 

If I do the 0 regional effect thing will it turn off all the other cool features for evil biomes and the evil biome specific creatures or just the irritating oh, I getting attacked by more skin thing?

Not all evil biomes ressurect the dead. If your site has dead trees and zombies meandering through it then you're going to have a zombie problem.  I try to embark on split evil biomes so there's a chance that at least one half of the map won't have a zombie infestation, I doubt that's whwat's happening to you because there would probably be a very well defined line separating the dead side with the living but still evil side.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Morwaul on June 29, 2012, 12:18:31 am
Meph, You have all this cool stuff going on in your real life, keeping up this mod, people griping about bugs and changes to the mod, and yet you still take the time to help us with all our silly questions and point us in the right direction when needed.  I just want to say thank you man.  I and I know most everyone in this forum truly appreciate you and all you do for us.  Thank You.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Tierre on June 29, 2012, 04:08:22 am
Meph - about animal people. We had this thing discussed with Hugo 2 times already:) You need to add [CV_REMOVE_TAG:BIOME] to creature variation.. This will fix it. Biome tag overrides DOES_NOT_EXIST obviously.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: mglarev on June 29, 2012, 07:16:58 am
The disabling of animal men works for me, though.

Currently testing dragon breeding. How long does it take for an egg do hatch? I can't wait to raise an army of armored war trained dragons.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Tierre on June 29, 2012, 07:59:00 am
The bigger the animal (or actually its egg size) - the longer it takes. For dragon it should be something like 9 months i believe (might be wrong :) Never delved in dragons a lot yet).
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Zeebie on June 29, 2012, 09:26:07 am
Has anyone been playing around with stonebound? I'm curious about a few things that I haven't been able to figure out yet:
    - How tough is their stoneskin? Can it repel weapon attacks if unarmored? How about fire?
    - Does the earthquake attack hit friendlies as well as enemies?
    - Do their special attacks use the magic/science/alchemy skill? Does that skill need to be trained up to be effective?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Tierre on June 29, 2012, 09:32:07 am
reporting a bug here. There are crates with plants norrium, insomnium, silphium, philosophum and cure_all which elves can bring.... problem is - there are no such plants in raws. And i think this is a persistent bug from 1.7.2. Meph you forgot them:(
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Meph on June 29, 2012, 12:50:17 pm
@Tierre: Wow. You are right.

Spoiler: Missing plants (click to show/hide)

Quote
    - How tough is their stoneskin? Can it repel weapon attacks if unarmored? How about fire?
    - Does the earthquake attack hit friendlies as well as enemies?
    - Do their special attacks use the magic/science/alchemy skill? Does that skill need to be trained up to be effective?
- As tough as stone armor. So not very good, but together with armor as good as two armors ;)
 - Fire still kills them
 - No friendly fire, enemies only
 - Nope, no skill required.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Zeebie on June 29, 2012, 01:26:38 pm

Quote
    - How tough is their stoneskin? Can it repel weapon attacks if unarmored? How about fire?
    - Does the earthquake attack hit friendlies as well as enemies?
    - Do their special attacks use the magic/science/alchemy skill? Does that skill need to be trained up to be effective?
- As tough as stone armor. So not very good, but together with armor as good as two armors ;)
 - Fire still kills them
 - No friendly fire, enemies only
 - Nope, no skill required.

Thanks Meph! So who benefits from the "train magic skill" in the Hall of the Mountain King? Folks like magmamancers?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Meph on June 29, 2012, 01:43:27 pm
It trains the "magic_nature" skill, which is portrait as "Druid" ingame. Cant change the name unfortunatly. It is used in all of the reaction in all the 3 magic buildings. Just as a mason builds faster, a better druid can do the reactions in these buidings faster. Previously I had a magic melee and a magic ranged weapon as well, that uses this skill for combat, but they are not in the mod at the moment, because of balancing.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: ulrikk on June 29, 2012, 02:25:17 pm
Quote
I try to build a Golem Forge and acquired a Golem Heart from the drow. But whenever I try to build the forge I get a error message: "Need Golem Heart". What in the holy name of Armok am I doing wrong?
Ups, my mistake. Someone mentioned that the golem heart from the temple wouldnt work, since I used a "tool" for it, and the building wanted a "toy" itemtype. So I changed it to "toy"... forgot about the golem hearts the drow trade... because they still bring the tool version.

2 Options to fix it:
1. Build a temple and pray for a golem heart. These work.
2. Open the building_golem and replace the TOOL:ITEM_TOOL_BLUEPRINT_GOLEM with TOY:ITEM_TOY_BLUEPRINT_GOLEM. This should work in a running game, so make sure to change it in the raws of the data/save/ folder.

Thank you very much, Meph and Speakafreak22.  :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: thistleknot on June 29, 2012, 04:41:38 pm
Quote
feature request:

make a set of armor?

Feature is already in the game, just build an armory. Helm, breastplate, greaves, 2 boots and a shield, all in one reaction.

Hmm, too bad I disabled the armory (didn't want blueprints to hold me back)... gonna have to revisit that option.

It would be nice if the job was available via the manager screen.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: thistleknot on June 29, 2012, 04:46:30 pm
@Tierre: Wow. You are right.

Spoiler: Missing plants (click to show/hide)


how hard is it to put that back in, the heal_all looks kind of neat.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Tierre on June 29, 2012, 05:23:18 pm
Just add it to the end of plants_masterwork.txt Also delete that opening square bracket in the middle of each plant... it can ruin raws:(
[DEAD_SHRUB_COLOR:0:0:1]
   [GROWDUR:1425]
   [
   [USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]
Gen a new world and those plants will be there for you.... i mean at elves:) They won't be anywhere else - don't forget to turn storage on.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: zenerbufen on June 29, 2012, 05:26:09 pm
@Tierre: Wow. You are right.

Spoiler: Missing plants (click to show/hide)


saved that info (including tierre's fix) into the bug tracker http://www.javaforge.com/issue/52550
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Bromlad on June 29, 2012, 05:26:48 pm

Quote
I try to build a Golem Forge and acquired a Golem Heart from the drow. But whenever I try to build the forge I get a error message: "Need Golem Heart". What in the holy name of Armok am I doing wrong?
Ups, my mistake. Someone mentioned that the golem heart from the temple wouldnt work, since I used a "tool" for it, and the building wanted a "toy" itemtype. So I changed it to "toy"... forgot about the golem hearts the drow trade... because they still bring the tool version.

2 Options to fix it:
1. Build a temple and pray for a golem heart. These work.
2. Open the building_golem and replace the TOOL:ITEM_TOOL_BLUEPRINT_GOLEM with TOY:ITEM_TOY_BLUEPRINT_GOLEM. This should work in a running game, so make sure to change it in the raws of the data/save/ folder.

ok if you do 2 you will not be able to use the heart from the temple again. the best way would be to change the ones the drow bring to tool
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Lightningfalcon on June 29, 2012, 07:44:47 pm
How good will my artifact bayonetted wooden musket be? 
And how goo is my artifact iridium veil?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: ShadowLop on June 29, 2012, 08:14:53 pm
How good will my artifact bayonetted wooden musket be? 
And how goo is my artifact iridium veil?

The veil should be pretty good, since Iridium is a good material and artifacts are awesome.
Wooden musket should be great at range...not so great in melee...

EDIT: Only an artifact musket could be made of wood though. A normal weapon takes on the material of the bayonet, so a wooden weapon with a steel bayonet would become a steel weapon, as well as reset it's quality when upgraded.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Lightningfalcon on June 29, 2012, 08:41:04 pm
Hmm... still not worth setting up an entire industry for. 
Also, if my weaponsmith get's a mood, will he use the gunsmith if it is there?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Hugo_The_Dwarf on June 29, 2012, 09:20:03 pm
Hmm... still not worth setting up an entire industry for. 
Also, if my weaponsmith get's a mood, will he use the gunsmith if it is there?
Nope only vanilla workshops can be used in moods, he would grab a forge
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: JimmyBobJr on June 30, 2012, 05:21:00 am
Hey Guys, commin back to DF after a long Hiatus.

I downloaded the lastest Version of Masterwork last night and almost immediatly ran into a problem; The Diorite that ive dug seems to be bugged in that i cannon use it for anything. I can move it around and place it in stockpiles, but the mason and stoneworker shops refuse to use it. There are several hundred boulders but none are usable. I ran the search function in this topic to see if anyone else has this issue, but no relivant results appeared except one stating "Is it maked as Economic stone?"

In the stone stocks screen the list of Economic stones is only 3 pages long and doesnt include Diorite; Instead, Diorite is listed under "Other Stones" and not "Economic Stones"

And reason why i cant use the Diorite?

EDIT:
Resolved. I hadnt realised that when i had set a stone stockpile to send stone to a workshop it means that the workshop will only get stone from the stockpile. I just had to wait for the stone stockpile to get some more Diorite for it to work.

Man, new features confuse me every time.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: mglarev on June 30, 2012, 08:34:51 am
Probably just a vanilla thing, not worth a bug report. Still funny, though.

(http://i.imgur.com/4zenB.jpg)

He was "friendly", but my turrets fired on him anyways. Scared him of the map.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Arbinire on June 30, 2012, 08:53:07 am
Probably just a vanilla thing, not worth a bug report.

(http://i.imgur.com/4zenB.jpg)

He was "friendly", but my turrets fired on him anyways. Scared him of the map.

My guess is that it was a werebeast of some type, since they seem to generate announcement prompts whether they are in their beast form or not.  At least they had in earlier versions.  Once lost a fledgling fort to an elf who came in similar to that who seemed friendly but then turned into a weresquirrel and went at my dwarves like they were cashews.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: mglarev on June 30, 2012, 12:28:43 pm
The essence residue is cluttering all my stockpiles for stone. I know it can not be helped, but by now i have 2000 essence residue left and it would take years to get rid of it. Can you change it into something not that heavy? Or make it that I can forbid it in my stone stockpiles?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Speakafreak22 on June 30, 2012, 12:55:35 pm
Just found a pretty sweet embark site. Flux, deep soil, shallow/deep metal, hills, volcano. Embarked, a message popped up saying I located a shrine.
Wasn't sure what it meant, so I thought it was pretty sweet.
Then I hit the units screen, I guess "Shrine" translates into "Vampire lords home".
Needless to say, got absolutely slaughtered. Good times.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: mglarev on June 30, 2012, 02:20:45 pm
Cool, never happened to me. Reclaim it with 7 elite military dwarfs.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: g1real on June 30, 2012, 06:28:10 pm
Quote
Turrets

- 6 different Turrets. Mostly stationary creatures with powerul ranged or breath attacks. Shot, melt or web approaching invaders. Currently the AI is a little buggy, so the turrets need a clear path to the enemy, otherwise they wont shoot.

When something is defined as a clear path, can this be as long and complex as here? I was kind of hoping to get some tower defense thing up for sieges.
Spoiler (click to show/hide)

Edit: Also figured I'd say I'm a bit disappointed at the rarity of goodies while digging, I think I found one fossil so far and thats it. When I had extra stone types disabled I found things like that way more often. I enjoyed finding those.

And, leather, when you enable non-simplistic leather... it tends to be a bit of a bitch to manage the stockpiles, I was unable to make a drakescale specific stockpile so I could get some drakescale leather sets. Which also reminds me to tell you there needs to be a Drakescale Armor Set job.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: ShadowLop on June 30, 2012, 07:17:05 pm
The essence residue is cluttering all my stockpiles for stone. I know it can not be helped, but by now i have 2000 essence residue left and it would take years to get rid of it. Can you change it into something not that heavy? Or make it that I can forbid it in my stone stockpiles?

Make 5 jeweller workshops and set them to cut the essence into gems. You can use the gems for whatever after that.

Quote
Turrets

- 6 different Turrets. Mostly stationary creatures with powerul ranged or breath attacks. Shot, melt or web approaching invaders. Currently the AI is a little buggy, so the turrets need a clear path to the enemy, otherwise they wont shoot.

When something is defined as a clear path, can this be as long and complex as here? I was kind of hoping to get some tower defense thing up for sieges.

They fire just like crossbow dwarves except they will only fire in cardinal directions through fortifications, they don't seem to like firing diagonally through them. Haven't tested about firing from one space back yet though...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: carkasjak on June 30, 2012, 08:27:50 pm
I would love the option to have Simple Trees/Gems/Soil/Stones/Minerals/Pets and other performance enhancing options without adding any new features to the game.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: zenerbufen on June 30, 2012, 09:01:25 pm
I would love the option to have Simple Trees/Gems/Soil/Stones/Minerals/Pets and other performance enhancing options without adding any new features to the game.
That is actually mephs goal for the next release.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Tolisk on July 01, 2012, 02:36:37 am
Why is it that my Military SwordGolem is now killing my own men when enraged at enemys?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: JimmyBobJr on July 01, 2012, 04:59:14 am
Right well, this is weird.

I was just attacked my a Titan/Megabeast/Watever called a thunderbird. After losing my entire military (One Dwarf) i sicked the 29 or so dwarves in the mountain to dogpile it.

Unfortunatly, one of my two miners did not survive this encounter.

So i immediatly drafted a hauler into Mining duty and, to my surprise, this no-skill miner was OBLIDERATING EVERYTHING at a million miles an hour. In fact, in the time it took my Legendary +15 miner to clear a 3x3 area, the complete novice must have cleared 10 times that.

I watched him almost instantainously clear out the entire Catacomb complex, and then seemingly TELEPORT to the dining room for a snack.

I slowed down the FPS to about 60 and, sure enough, he was doing EVERYTHING instantly. He seemed to jump 3 or 4 tiles a step, and mined a large shaft in a few seconds.

What the hell..?

Also, hes doing this With a broken shoulder sustained in the Thunderbird attack.

At this rate hes going to finish all work in the fortress for years in advance! BY HIMSELF!

EDIT:

damnit he stopped. Why did that happen, anyway?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Torgan on July 01, 2012, 05:11:41 am
Is there any chance he mined a Blessing of Armok gem? From the manual "Blessing of Armok" that makes the miner super fast for 1 month" I am fairly sure I got an announcement when I discovered one.

Had a small quirk where one my dwarves was named Urist, Vampire Metalsmith. Checking his details and it did look like he was a vampire as he hadn't had a drink in ages, he was promptly drafted to defend the main gates and died to a goblin ambush. Is that a Masterwork quirk that got his name changed like that? I checked the justice screen and there was nothing there, he was quite a new immigrant so no one had been found drained of blood yet. When he immigrated he was just called a metalsmith. He was a member of the Smith's guild caste so I was wondering if there was something funny happening there, I have checked the vanilla wiki on vampires and don't think there's any mention of this happening there.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: JimmyBobJr on July 01, 2012, 05:32:11 am
Is there any chance he mined a Blessing of Armok gem? From the manual "Blessing of Armok" that makes the miner super fast for 1 month" I am fairly sure I got an announcement when I discovered one.

Not sure about a Blessing gem, but ive gotten tears and Metals. That must be it.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: mglarev on July 01, 2012, 07:07:05 am
I am currently watching a video of someone playing MWDF adventure mode. Perhaps you are interested:

http://www.youtube.com/watch?v=zGd8KWXlioc&feature=plcp
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Torgan on July 01, 2012, 08:01:50 am
I had a question, I've been mining away, found a damp patch and thought it was safe so redesignated it for mining. I now have water gushing out of where the gold ore was. I do remember seeing about Tears of Armok but I didn't get a message saying I'd hit one and there's not a Tears of Armok floor left behind (I think it's meant to be a gem?). I have aquifers turned off and I wasn't digging up or down, just mining horizontally. I was digging near some collapsed brick veins if that matters. Any idea what's happened?
Aha, found what happened. I've been digging a level above the water and have hit a Tears of Armok gem so that is actually the source of the water even though I was mining the level below. Shouldn't have ignored that damp stone warning I guess!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Stormbuilder on July 01, 2012, 02:05:01 pm
Looks like I have a problem understanding something.

I have a squad equipped with mechanized axe throwers, and I have plenty of axe heads. But no one is shooting.

What am I missing?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: dooro23 on July 01, 2012, 02:56:39 pm
Looks like I have a problem understanding something.

I have a squad equipped with mechanized axe throwers, and I have plenty of axe heads. But no one is shooting.

What am I missing?
Did you set the axe heads as ammunition for your squad?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Stormbuilder on July 01, 2012, 04:03:27 pm
They are the only ammunitions allowed for them...both training and combat.

I do not see the ammunition in the inventory screen though, so I do not know whether it is equipped or not. (not a very experienced DF player).

This is quite problematic, as I have quite well-set above ground fortifications and archer tower coverage...but if I can't shoot at the siegers, well...

Also, another question: just bough two female and one male dragon for the elves (and it was quite hard, given the necessity to pay it while respecting the weight limits. Thanks god for platinum gem encrusted crafts). What is the best use for them?


Bottom line: love this mod. Have an army of war mastiffs who tear everything apart, the new stuff is fun although I need some time. Is there any more detailed guide than the help files/guides?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: The_Final_Stand on July 01, 2012, 04:37:22 pm
Have they got quivers? They won't fire anything without quivers.

If they have, check that the axes are in the quivers.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: mglarev on July 01, 2012, 05:36:51 pm
Also check that the hunting labor is NOT enabled. Causes some bugs.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Stormbuilder on July 01, 2012, 08:11:10 pm
Upon testing (creating a new game), it looks like quivers were the problem.

However, seeing as I produced quivers after I kept not being able to make them shoot, it looks like the were not willing to equip them...so perhaps I should have had them put off and on the uniform to reset it.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Meph on July 01, 2012, 11:55:19 pm
Nice to see no open question and/or bugreports. :)

Little RL update, since it is the end of the month. I made good progress, cycled roughly 3000km through the USA so far, made it to the Carlsbad Caverns, will visit them tomorrow. Bike is ok and got some fresh gear, I am well rested and everything turned out to be easier then expected.

Here are some pictures, for those who want to know more:/USAJune2012 (https://picasaweb.google.com/Mephistopheles248/USAJune2012) Last picture shows my route through the US so far.

I will continue towards NY with giant detours in all directions, 2 months to go. :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Tierre on July 02, 2012, 01:28:07 am
Wow beautiful photos:) Then you go to Russia you will get even better photos. Do you plan on seeing Altai mountains - their views are extremely beautiful. Wish your bike complete this trip without any failures:)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Child of Armok on July 02, 2012, 09:21:01 am
I would like to see the Aztec and amyan piramides
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: ShadowLop on July 02, 2012, 09:33:29 am
So, what do you even need to do any knapping?

I have about a thousand small limestone rocks in my backpack.
To make a sharp rock, it wants a blunt small stone and a blunt small stone, but I can only select the stone for one reaction, not the other. Even when playing vanilla, I still can't select anything for the second rock.

Do you need a second type of rock or something?

EDIT: nm, just needed a rock in each hand and Put away was being a pain...

UPDATE: Seems the create stone scraper is broken. First time made a bayonetted pistol, second time made a stone pike...and trying to make a stone arrowhead made a miniature castle...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Meph on July 02, 2012, 10:24:15 am
Yes, I added the wanderers-friend reactions a long time ago,but the items are missing, therefore the game takes a random item to be created. I will focus a little bit more on the adv.mode on the big update, but main focus is fortress mode.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Broseph Stalin on July 02, 2012, 10:38:24 am
Yes, I added the wanderers-friend reactions a long time ago,but the items are missing, therefore the game takes a random item to be created. I will focus a little bit more on the adv.mode on the big update, but main focus is fortress mode.
Didn't you get that fix I sent you a while back?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Meph on July 02, 2012, 10:48:11 am
Apparently not ?  ???
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Broseph Stalin on July 02, 2012, 11:01:09 am
Apparently not ?  ???

Hey,

Since you wrote the fix already, could you please send me the missing toys/tool files ?

greets,
Meph
I shot you a message the same day with the wanderers files.
Either way here's the fix. Not perfect but it's servicable. 
http://dffd.wimbli.com/file.php?id=6350
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: ShadowLop on July 02, 2012, 11:32:01 am
Apparently not ?  ???

Hey,

Since you wrote the fix already, could you please send me the missing toys/tool files ?

greets,
Meph
I shot you a message the same day with the wanderers files.
Either way here's the fix. Not perfect but it's servicable. 
http://dffd.wimbli.com/file.php?id=6350

Sorry, yoink. Also, which folder should this go in to work?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Broseph Stalin on July 02, 2012, 03:34:48 pm
Sorry, yoink. Also, which folder should this go in to work?
Objects, just put it with the other raws.

Unrelated: Boiling leather produces a puddle of "liquid" looking at the raws it's probably supposed to return the oil reagent a percentage of the time but that's not happening.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Zeebie on July 02, 2012, 08:43:39 pm
Meph, I've noticed a bizarre phenomenon where, when a monster recovers from being petrified by a stonebound, it gains super speed! it starts moving easily ten times its normal speed.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: ShadowLop on July 02, 2012, 08:47:15 pm
Sorry, yoink. Also, which folder should this go in to work?
Objects, just put it with the other raws.
Tried that, then put it into the world raws, both times got a miniature castle out of trying to make a stone spearhead.
Would I need to regen the world to update it in? Or can I circumvent that?

UPDATE: It seems I can use the junk created by the reactions in place of the stuff I would actually need. I just used a paladin figurine I got instead of a needle to sew a leather cloak.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Broseph Stalin on July 02, 2012, 09:10:32 pm
Tried that, then put it into the world raws, both times got a miniature castle out of trying to make a stone spearhead.
Would I need to regen the world to update it in? Or can I circumvent that?

UPDATE: It seems I can use the junk created by the reactions in place of the stuff I would actually need. I just used a paladin figurine I got instead of a needle to sew a leather cloak.
The weirdness is because the reaction is requesting and attempting to produce an object that doesn't exist. DF doesn't know what a TOY:NEEDLE is but it recognizes TOY so it just hands you one of those or let's you use anything considered a TOY.

It looks like you will have to regen.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Godlysockpuppet on July 02, 2012, 09:20:09 pm
Hello, just want to point out with the latest version of your mod, (1.9.3) the settings.exe is still called "Masterwork settings 1.9.2" I know it's purely cosmetic but just letting you know!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: zenerbufen on July 02, 2012, 10:09:09 pm
Meph, some of those pictures are amazing. I've never been down that stretch from cali to AZ, I always took I-10. Looks like I missed out.

Hello, just want to point out with the latest version of your mod, (1.9.3) the settings.exe is still called "Masterwork settings 1.9.2" I know it's purely cosmetic but just letting you know!
Thanks for the report!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: thistleknot on July 02, 2012, 11:27:15 pm
Bug report:

Fatal error

Nemesis Unit Load Failed (ok dialog, game crashes)

here's some stuff from my gamelog file

Spoiler (click to show/hide)

and from errorlog
Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Meph on July 02, 2012, 11:31:52 pm
@thistleknot: That is a vanilla bug. See here for more info: DFFD savegame of a unmodded save having the same crash. (http://dffd.wimbli.com/file.php?id=6511)

EDIT: I searched the forum a bit, seems like a mostly adv. mode related bug that leads to crashes. I can occur in 34.11 and hast most likely nothing to do with the mod, since umodded saves have it as well.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Stormbuilder on July 03, 2012, 12:47:23 am
Am I missing something, or has the production of candy (the metal) changed? I can't find the extract strands option.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: ilfirin on July 03, 2012, 01:13:21 am
So, im completely unable to view the help manual at all. " Navigation to the webpage was canceled" is all I get. :-< Any ideas whats wrong?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: ShadowLop on July 03, 2012, 01:48:19 am
Possible adventure mode bug with arrows. Every shot seems to be passing right through targets. I'd expect them to pass through skeletal creatures, but not things like beak dogs, grave cats and HORSES...hopefully the combat rebuild+Masterwork rebuild will fix it if it's not a small thing. In the meantime, SLICEY DICEY AWAY!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Child of Armok on July 03, 2012, 02:16:14 am
Bug report:

Fatal error

Nemesis Unit Load Failed (ok dialog, game crashes)

here's some stuff from my gamelog file

Spoiler (click to show/hide)

and from errorlog
Spoiler (click to show/hide)

You are dead!
or your fort at least.
i have read on the forum and i quote:
The Nemesis error is the most fearsome fort killer.
So, or you have a backup, or your fort is dead!
It has something to do with historical figures, so maybe you should post your save in the thread of this error and they could do some !!SIENCE!!.
I accttually had the error myself, and now i always have a backup!  :D
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Firehawk45 on July 03, 2012, 08:07:56 am
My armourer just made a mithril reignplate armor.... Is that a good artifact?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: A Dwarf on July 03, 2012, 08:44:01 am
edit: Nevermind got it working :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Stormbuilder on July 03, 2012, 11:39:22 am
edit: I will post this up again after tests
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: hood on July 03, 2012, 12:45:33 pm
Creature spawning does not work in my Masterwork DF. Dwarfs just put decoys, turrets and landmines inside the spawn point. In addition,  reactions that create "Transformation" or "Shapeshift" have no effect too.

Maybe i'm doing something wrong?

Version 1.9.3
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Doren on July 03, 2012, 01:22:48 pm
if the dwarf runs away from the spawnpoint too fast, sometimes he doesn't get caught into "spawnstone" vapors. If so, he doesn't spawn anything.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Stormbuilder on July 03, 2012, 01:49:29 pm
QUESTION:

How does the armory decide which specific armor to upgrade with the plates? As in, I have a lot of steel breastplates, and just started making candy breastplates. How can I make sure that it is the candy armor that becomes platemail?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Torgan on July 03, 2012, 01:57:39 pm
QUESTION:

How does the armory decide which specific armor to upgrade with the plates? As in, I have a lot of steel breastplates, and just started making candy breastplates. How can I make sure that it is the candy armor that becomes platemail?
I've assumed it's just the usual behaviour where the armourer uses the closest items to the workshop. On the plus side the plate material doesn't matter, it's the material of the armour that determines the material of the plate armour. So you can upgrade adamantine breastplates with copper plates, which is nice for me as I have loads of tetrahedrite and malachite!

Had an odd bug where the human caravan got ambushed by automatons and one of the wagons zoomed at high speed to my depot then left straight away to leave te map. I thought it was some oddity where a prototype had hit the wagon so hard it was propelled away but as it went to the depot I don't think that was it. On a related note, are automatons meant to be able to shoot as they have names like Sharpshooter? I've only ever seen them melee. Also prototypes hurt, one headpunched it's way through loads of my best military. But then DF crashed and I got to play it again a bit more safely!

Also very nice photos, I've seen this one (https://picasaweb.google.com/Mephistopheles248/USAJune2012#5756976393839334514) several times before. Where/what is it?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Stormbuilder on July 03, 2012, 02:19:29 pm
QUESTION:

How does the armory decide which specific armor to upgrade with the plates? As in, I have a lot of steel breastplates, and just started making candy breastplates. How can I make sure that it is the candy armor that becomes platemail?
I've assumed it's just the usual behaviour where the armourer uses the closest items to the workshop. On the plus side the plate material doesn't matter, it's the material of the armour that determines the material of the plate armour. So you can upgrade adamantine breastplates with copper plates, which is nice for me as I have loads of tetrahedrite and malachite!

That sounds great! I was worried about needing steel to make the armorplates, but apparently they don't matter. I'll just unleash the copper smelters then.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Morwaul on July 03, 2012, 03:16:19 pm
What is material_size? Is this how many bars it take to make something, a fraction of bars, or does it mean something else?  If this is something else then what tells an item how many bars it will require to be made?


If this has been answered somewhere or is in the DF Wiki please give me the link. 

Thank You
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Fairin on July 03, 2012, 03:30:53 pm
looks like you'll come within a couple blocks of my house in new jersey meph >:)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Meph on July 03, 2012, 03:45:21 pm
Quote
looks like you'll come within a couple blocks of my house in new jersey meph >
I'd be happy to pay a visit to you :)

Quote
What is material_size? Is this how many bars it take to make something, a fraction of bars, or does it mean something else?  If this is something else then what tells an item how many bars it will require to be made?
It should be on the wiki, but it is the amount of bars... 3 material size equals 1 bar, at least the last time I checked. Previous versions had 1=1 and 6=1, so better check ;)

Quote
Also very nice photos, I've seen this one several times before. Where/what is it?
Antelope Canyon, near Page, Arizona.

Quote
Creature spawning does not work in my Masterwork DF. Dwarfs just put decoys, turrets and landmines inside the spawn point. In addition,  reactions that create "Transformation" or "Shapeshift" have no effect too.

Maybe i'm doing something wrong?
Silly question, but is your temperature ON ? Otherwise it will never work...

Quote
Am I missing something, or has the production of candy (the metal) changed? I can't find the extract strands option.
Same as always, Extract Metal Strands in the Craftsdwarf... hardcoded, cant touch it anyway.

Quote
So, im completely unable to view the help manual at all. " Navigation to the webpage was canceled" is all I get. :-< Any ideas whats wrong?
No idea. it is offline and doesnt need anything to run. Do you use Windows ? It is a chm. file, windows help file...

Quote
My armourer just made a mithril reignplate armor.... Is that a good artifact?
Yes, it is better then steel and the armor itself is as good as platemail, meaning better then a breastplate.

Quote
Possible adventure mode bug with arrows. Every shot seems to be passing right through targets. I'd expect them to pass through skeletal creatures, but not things like beak dogs, grave cats and HORSES...hopefully the combat rebuild+Masterwork rebuild will fix it if it's not a small thing. In the meantime, SLICEY DICEY AWAY
No idea... again, Adv.mode is not really my thing, help appreciated. Thanks for the report though.

Quote
are automatons meant to be able to shoot as they have names like Sharpshooter?
Yeah, they should bring guns, but somehow are too stupid to do so. Will spend a lot more thought on the entities/races next time.

Offtopic: Carlsbad Caverns are great, Batflight was nice to see, I am back in Roswell now, and head towards the R66 again. Alls good, and I am spending way less money then I thought these last days... :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Mictlantecuhtli on July 03, 2012, 04:50:45 pm
Material_Size:3 = 1 bar in current version, scaling up from there.

What is material_size? Is this how many bars it take to make something, a fraction of bars, or does it mean something else?  If this is something else then what tells an item how many bars it will require to be made?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: ShadowLop on July 03, 2012, 05:15:22 pm
edit: Nevermind got it working :)

There is nothing more annoying that seeing a post/thread with your exact same problem and a simple response from the OP saying "EDIT:Fixed!".
HOW!? WHAT!? WHERE!? WHEN!? WHO!!??

If you fix a problem, please don't edit away the details of the problem and if possible leave details of the fix as well in case someone else runs into it.

(cookie to whoever gets the reference, google will not help you here)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: mglarev on July 03, 2012, 05:43:16 pm
edit: Nevermind got it working :)

There is nothing more annoying that seeing a post/thread with your exact same problem and a simple response from the OP saying "EDIT:Fixed!".
HOW!? WHAT!? WHERE!? WHEN!? WHO!!??

If you fix a problem, please don't edit away the details of the problem and if possible leave details of the fix as well in case someone else runs into it.

(cookie to whoever gets the reference, google will not help you here)

I want my cookie: http://xkcd.com/979/
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Stormbuilder on July 03, 2012, 05:55:02 pm
Ahaha, fair enough.

My "problem" was that I had completely forgotten about "extract metal strand" meaning "extract adamantine" and was vainly looking for "extract adamantine strand" in the U-M-Q menu, then the raws etc etc.

I got to the point in which I wrote an extract adamantine strand reaction, learned that you have to edit the save raws by substituting it to an existing formula and then I though..."wait a second...oh god why am I so dumb".
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Panopticon on July 03, 2012, 06:10:49 pm
Not sure if bug or intended, but burning cages at the crematorium also gets rid of their contents, you don't get more ash or anything, they just go away, had this happen with captured invaders as well as with wild animals in cages. My guess is this might work on fire immune enemies too, which is a little odd.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: ShadowLop on July 03, 2012, 06:16:04 pm
edit: Nevermind got it working :)

There is nothing more annoying that seeing a post/thread with your exact same problem and a simple response from the OP saying "EDIT:Fixed!".
HOW!? WHAT!? WHERE!? WHEN!? WHO!!??

If you fix a problem, please don't edit away the details of the problem and if possible leave details of the fix as well in case someone else runs into it.

(cookie to whoever gets the reference, google will not help you here)

I want my cookie: http://xkcd.com/979/
You get half a cookie. That comic is why I posted this post, but I have another reference that rewards full cookies.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: AssassinT90 on July 03, 2012, 07:57:20 pm
Did you guys ever have trouble with the ink man's ink? Just a single goddamn ink man managed to kill around 30 of my dwarves and all my animals.

My dwarves who didn't get killed by the ink kept spreading it all over the map. Some migrants would die, others wouldn't. All the invaders and animals were killed by the ink after a given exposure time.

Oh, and the cause of death is always suffocation.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Broseph Stalin on July 03, 2012, 08:05:03 pm
Yep, I usually mod them out. I don't like the idea of a common creature with such an easily spread fatal syndrome.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: A Dwarf on July 03, 2012, 08:28:40 pm
Yep, I usually mod them out. I don't like the idea of a common creature with such an easily spread fatal syndrome.

How would I do that?

First embark of masterwork and a Inkman was literally the first creature I saw. He one shot'd 2 of my poor dorfs :(



Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Broseph Stalin on July 03, 2012, 08:44:46 pm

How would I do that?

First embark of masterwork and a Inkman was literally the first creature I saw. He one shot'd 2 of my poor dorfs :(
Pretty simple. Just go into the raws and find the INKMAN creature entry then remove all traces of it. If you need more than that you should probably check out the wiki on modding.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Meph on July 03, 2012, 11:06:06 pm
Another Masterwork Mod Succession Fort (unofficial) wants to start, so anyone who wants a turn, here is the thread: http://www.bay12forums.com/smf/index.php?topic=112644.msg3423284#msg3423284 (http://www.bay12forums.com/smf/index.php?topic=112644.msg3423284#msg3423284)



Mh.. sorry for that... Inkmen are part of the dwarf chocolate mod, somehow I start to believe that half of the creatures are unbalanced... have to talk to Seth Creiyd about that, I think he would like the feedback.

PS: I got the reference to XKCD as well. But cant proof it, now that it is out. ^^

Cageburning with content is ok I guess, nothing I could mod about it. Cage is cage, no matter if empty or full. (or does the empty tag work on them, have to test)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: AssassinT90 on July 04, 2012, 02:13:30 am
Well, I managed to find the ink man in creature_magical_ff.txt, in the folder data\save\region2\raw\objects.

Removed his syndrome (upon contact with ink, causes numbness, nausea and ultimately stops organ functions), but the problem wasn't the syndrome. It was the ink. Apparently, an ink man has enough ink to spread through my whole map. Seriously, my dwarves spread it through a WHOLE layer.
Also, the ink just wouldn't go away (I was in a tundra so no rains) nor it would freeze. And that, ladies and gentlemen, is what destroyed my fortress.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Tierre on July 04, 2012, 02:16:16 am
Why not use DFhack and clean all option? And the syndrom is in the ink - if you modded that out it ill stop killing them. Just a lot of ink on the floor:)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: hood on July 04, 2012, 02:58:26 am
Thank you, Meph.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: thistleknot on July 04, 2012, 03:01:44 am
@thistleknot: That is a vanilla bug. See here for more info: DFFD savegame of a unmodded save having the same crash. (http://dffd.wimbli.com/file.php?id=6511)

EDIT: I searched the forum a bit, seems like a mostly adv. mode related bug that leads to crashes. I can occur in 34.11 and hast most likely nothing to do with the mod, since umodded saves have it as well.

ur so diligent, thanks
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: thistleknot on July 04, 2012, 03:21:48 am
Just add it to the end of plants_masterwork.txt Also delete that opening square bracket in the middle of each plant... it can ruin raws:(
[DEAD_SHRUB_COLOR:0:0:1]
   [GROWDUR:1425]
   [
   [USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]
Gen a new world and those plants will be there for you.... i mean at elves:) They won't be anywhere else - don't forget to turn storage on.

can't find a plants_masterwork.txt file, I did a search at the root of the folder for plants*.*

found it

it's plant_masterwork.txt
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: thistleknot on July 04, 2012, 03:43:01 am
does anyone know of a good site to do mod hosting from?

I mean, that plant fix is a good one.  It would be nice if there was a way the files could be sorted (i.e. picked out from within the thread) on the front page that are going to be included in next mod release, so diy'ers like me can plug them in without hunting through the forum piece meal modding it.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: AssassinT90 on July 04, 2012, 03:48:26 am
Why not use DFhack and clean all option? And the syndrom is in the ink - if you modded that out it ill stop killing them. Just a lot of ink on the floor:)
I had no idea I could do that with DFhack. Well, thanks. I'll do that in my next fortress should I have a similar problem.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: thistleknot on July 04, 2012, 04:47:40 am
more crashes, different errors (I was losing this fort anyways, so... don't mind as much this time) (game just quits, no messages). tried on two saves, different spots, still crashed (invasion mind you)

errorlog quip
Spoiler (click to show/hide)

gamelog quip
Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Demiurge on July 04, 2012, 05:53:01 am
I'm having trouble generating worlds more than 400 years, almost always crashes when it tries to compile. It's apparently also impossible to stay in the Age of Myth for longer than 150 years even if I vastly increase the number of beast sites and caves. I assume some of the stronger civs are wiping them out but its sad to play in the Age of Heroes since there are less megabeasts :(
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Firehawk45 on July 04, 2012, 08:05:21 am
I'm having trouble generating worlds more than 400 years, almost always crashes when it tries to compile. It's apparently also impossible to stay in the Age of Myth for longer than 150 years even if I vastly increase the number of beast sites and caves. I assume some of the stronger civs are wiping them out but its sad to play in the Age of Heroes since there are less megabeasts :(

Which races are active? Ive heard strong civs can be devastating to other civs and megabeasts. War Elephants could have the potential to fall into this category.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Tierre on July 04, 2012, 09:25:09 am
Just check your memory usage. Meph do you patch exe to use more than 2gb of memory? It can crash then your full history and all goes to that 2gb point and then crash as 32bit application native problem. It can be avoided a little by using a patcher which can make DF exe file use up to 3.2 gb (around that depending on your hardware (and actually better hardware here usually makes less memory avaible)). Still it can give you 1.5 times more memory.

edit - a little PS question.
Meph why does your norrium and such plants have a FREQUENCY and CLUSTERSIZE? They have no biome so those tags are redundant. Or am i wrong on this?
edit2 - i wrote Meph's name with a typo:(
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: g1real on July 04, 2012, 01:22:10 pm
I'm trying to get some silver thread woven but it seems I'm missing a step or something in the process. I have galena and some silver bars smolten from galena. Can I only use native silver for weaving from the stone or something?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Broseph Stalin on July 04, 2012, 03:11:22 pm
Just saw a wild steelclad horse, is that supposed to happen?

Also it's absolutely terrifying to watch undead horse steel go on a killing spree. It kicked five griffons to death.

edit: I've been noticing numerous veins and clusters of Alunite that sometimes behave as aquifers in mineral rich worlds.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Parhelion on July 04, 2012, 07:26:11 pm
Newb question --

How can I tell which crops that my dwarves will be able to grow without out-right buying the seeds?  Why is it that some crops can be grown while others cannot?

For example, I can buy watermelon seeds, but I can't figure out how to plant them.  I can plant purple mints, however. (This holds true no matter the season.)  In fact, the plantable crops seem to change game-to-game, but there's never very many of them.

Can someone shine some light on what may be going on here?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Meph on July 04, 2012, 09:17:50 pm
It depends on the biome. Some might only grow in tropical climate, others in the tundra... Check the folder: Guides&Readmes and open this file: New Plants Guide.htm
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Stormbuilder on July 04, 2012, 09:36:37 pm
I question regarding special units you get via transformation: are they still normal, controllable dwarfs? As in, do they retain equipment, military squad status etc, or are they treated as friendly pets, like golems?

Also, making philosopher's stone is !!FUN!!. I promised to myself that I am going to wait to have components for 20 attempts before trying, and I am very close now (after 3 or so in-game years)...just need to finish the mercury production, mwahahah.

EDIT: Components gathered! Armok, do not cheat me now...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Meph on July 04, 2012, 09:40:25 pm
Quote
or are they treated as friendly pets, like golems?
Only the golems you buy are regarded to as pets. The others are a new creature, no pet tag, can join the military, but cant do labors. Mages on the other hand, they are normal dwarves, can do labor, all as usual, just that they kick ass alot.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Stormbuilder on July 04, 2012, 09:47:38 pm
Do they retain the skills / equipment etc. ?

I guess what I am asking is, would it make sense for me to earthbound my UristMcDevastator, guy with legendary axe, fighter and doger skills?

Also, mod balancing question: doesn't the fountain's swim ability (heal/no aging) make the elixir of life obsolete? Unless it can't restore missing limbs, of course, but even them the difference seems quite small, and elixir of life does not seem worth it.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Meph on July 04, 2012, 10:11:13 pm
They retain their skills, but probably drop their gear... but they can pick it up again.

About the swim/elixir:Yes, i noticed that too... had no time to change it yet, will be done in the big update.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Stormbuilder on July 04, 2012, 10:30:17 pm
Rather than nerfing the fountain, it may be interesting to give some interesting addition to the life elixir...after all, 1 philo stone is a load of work.

I am not sure what is possible to do, but perhaps something among the lines of max all physical/mental attributes?

Also, would it be possible to change the "destroy aether" reaction so that it destroys them in smaller increments? otherwise if something goes awry you have 1000 pieces to cut into gems...which takes a while.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Stormbuilder on July 05, 2012, 12:49:52 am
Well, 20 attempts at a philo stone and no stone created...12% chance of this happening.

Sigh. 3 years of caravan management, and 0 result.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Tierre on July 05, 2012, 01:48:53 am
couldn't you just DIE fortress in dfhack and reload?:)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: ShadowLop on July 05, 2012, 02:52:32 am
Rather than nerfing the fountain, it may be interesting to give some interesting addition to the life elixir...after all, 1 philo stone is a load of work.

I am not sure what is possible to do, but perhaps something among the lines of max all physical/mental attributes?

Also, would it be possible to change the "destroy aether" reaction so that it destroys them in smaller increments? otherwise if something goes awry you have 1000 pieces to cut into gems...which takes a while.

How about rapid regen/healing for the philo stone?

Also, 1000 free gems for gemcrafting or ammunition? considering a set of gembolts is min about 900 Dbucks, that is a LOT of money. I was getting about 5k for masterwork gembolts. It's also a LOT of ammo, coming up to 25,000 bolts all up. Just set you military to gemcutters only, that way any soldiers not training cut gems and make ammo :P
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Torgan on July 05, 2012, 06:44:09 am
I'm trying to get some silver thread woven but it seems I'm missing a step or something in the process. I have galena and some silver bars smolten from galena. Can I only use native silver for weaving from the stone or something?
You need silver bars then a dwarf with the strand extraction labour uses the extract silver strands job at the craft workshop. There's still the old extract metal strands job but that's only for adamantine.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Godlysockpuppet on July 05, 2012, 07:10:50 am
Hey Meph, could you add some sort of terractotta army style golem? (Only it dosn't require a dwarf to be transofrmed) i was thinking at say, the magma temple or some other building, you would need a clay statue, and 3 scrolls of life (That are created at a library) that also need to be dipped in the fountain of youth. They could be easily broken but mass producable once you have the appropriate items :) I dunno if I was so clear explaining that.. so if clarification is needed feel free to ask  :P
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: ShadowLop on July 05, 2012, 07:54:56 am
Hey Meph, could you add some sort of terractotta army style golem? (Only it dosn't require a dwarf to be transofrmed) i was thinking at say, the magma temple or some other building, you would need a clay statue, and 3 scrolls of life (That are created at a library) that also need to be dipped in the fountain of youth. They could be easily broken but mass producable once you have the appropriate items :) I dunno if I was so clear explaining that.. so if clarification is needed feel free to ask  :P

Approprate items including the horribly difficult Philosopher's Stone for said fountain?
Could be a reaction at the fountain that creates the golem, to similate dipping it in the fountain maybe?
What kinds of weapons would they use though? Maybe have them equipped with dart launchers? Like a fragile, mass produced archer?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Godlysockpuppet on July 05, 2012, 10:01:26 am
Hmm... I do like the blowgun idea.. That's cool ??? I'd like to see that implemented! Have them produced kinda like a gargoyle is - at a spawn point!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Firehawk45 on July 05, 2012, 10:46:32 am
Terracota-army is actually a really nice idea.... maybe with the possibility of other civs using them in a war against you?

They should be really good against archers and stabby-stabby-guys, but go under against blunt and slash weapons
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Stormbuilder on July 05, 2012, 10:54:50 am
Rather than nerfing the fountain, it may be interesting to give some interesting addition to the life elixir...after all, 1 philo stone is a load of work.

I am not sure what is possible to do, but perhaps something among the lines of max all physical/mental attributes?

Also, would it be possible to change the "destroy aether" reaction so that it destroys them in smaller increments? otherwise if something goes awry you have 1000 pieces to cut into gems...which takes a while.



Also, 1000 free gems for gemcrafting or ammunition? considering a set of gembolts is min about 900 Dbucks, that is a LOT of money. I was getting about 5k for masterwork gembolts. It's also a LOT of ammo, coming up to 25,000 bolts all up. Just set you military to gemcutters only, that way any soldiers not training cut gems and make ammo :P

Eh, but it feels like an exploit and it kills my fps. At the end I just waited for the "unassigned" caste to take them out, and I autodump-destroyed them with DFHack

How about rapid regen/healing for the philo stone?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Godlysockpuppet on July 05, 2012, 11:16:14 am
Just to develop on the terractotta army idea more; The reagents could be 3 scrolls of life and a clay statue, and the quality of the terracotta man would vary with the quality of the statue. The scrolls of life would need to be made at a scriptorium/library (to make the paper and write the scroll), but the scrolls will need to be dipped in a fountain, or perhaps used in in a reaction with a philosophers stone, where the stone has a 95% chance to be preserved with each use. Once the soldier is constructed he would be spawned at a spawn point similar to a landmine, turret or garoyle (or whatever else is constructed there). For weapons perhaps really strong punches and blowdarts or something like that? make them really easy to kill, but easy to mass produce-late game. As said earlier, perhaps the automatons or warlocks could bring them along as siegers? maybe give them the building destroyer 1 tag? Whatcha think? :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Meph on July 05, 2012, 02:08:42 pm
I clearly like the idea of a terracotta army. In general I would like to make invaders a lot more unique, and a terracotta army china-style race sounds like fun. NO Pandas though. ;)

The essence residue I would put into a custom container (procude 1000 residue in 1 item) so you only have one item to carry around. I made that reaction before Toady made the stone-cutting things in the jeweler, so I was quite surprised when the first report about that came up. ^^
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Godlysockpuppet on July 05, 2012, 03:01:23 pm
I'd advise you check out wikipedia about the actual terracotta army if you're going to base a siege force on them. I'd still like to be able to construct them though! :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Meph on July 05, 2012, 08:22:28 pm
I just want to make something clear: I am really looking forward to start modding again, even if I have tons of stuff to do when I am back home. I will have so many options, 3 PCs, fast Internet, a lot of space, and the experience of the first MDF.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Firehawk45 on July 05, 2012, 11:25:35 pm
I imagine you coming home, first thing, you go to the PC to not be seen for a month, only to bring the upper-update :D
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Hugo_The_Dwarf on July 05, 2012, 11:37:24 pm
lol Meph has been taken by a Fey mood... Oh god you not gonna name MW2 Artifact fortress lol :P
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Tierre on July 06, 2012, 03:14:52 am
God i hope it won't be Fell mood... where will you find bones dwarf?:)

edit: Even better. Meph has been possessed by a spirit of IT000. After he finished his mysterious constructions we see a MWCorrosion... Oh nooooooo...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: vomov on July 06, 2012, 04:24:22 am
Teracotta... golems? How about calling everything golems and just grouping them on what they can do, which could basically be based on their base material?

Higher-grade materials feel like they would be able to 'store' more life force (or whatever) than lower grade materials, like Soulgems from The Elder Scrolls. For example:
Making 10 teracotta golems, using the life force of chickens, would be just as hard as making a single metal golem using the life force of a single chicken. However, the metal one would be stronger and more durable. Both of these wouldn't be smart enough to actually do a job, but function like the bought golems we've got now.
At the same time, a metal golem (like it is now) has enough capacity to store a dwarf, essentially making Shale from Dragon Age.

But still, all of them are golems in my mind. Rock, metal, ceramic, dirt, glass, it doesn't really matter since the basic action is the animation of non-living matter. On the other hand, this might be a bit of useless terminology.

Speaking of golems and the like:
You currently need to buy Gargoyles, Spitting Orchids and Treeants from the caravans, right? What do these do, exactly?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Stormbuilder on July 06, 2012, 04:43:05 am
You can also make spitting orchids and treant seeds at the fountain of eternal youth...so yeah, you basically need to get them from the caravans unless you are masochist (like me).

Stationary defense, they are. Don't know how powerful, but I doubt they are more effective than hellfire turrets. Especially hellfire turrets ringed by fortifications.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Demiurge on July 06, 2012, 05:22:47 am
I'm having trouble generating worlds more than 400 years, almost always crashes when it tries to compile. It's apparently also impossible to stay in the Age of Myth for longer than 150 years even if I vastly increase the number of beast sites and caves. I assume some of the stronger civs are wiping them out but its sad to play in the Age of Heroes since there are less megabeasts :(

Which races are active? Ive heard strong civs can be devastating to other civs and megabeasts. War Elephants could have the potential to fall into this category.

Just the standard races. Orcs, Automatons, Drow, Goblins, Kobolds, I've got Serpentmen on as well as Minotaurs and evil Humans (bandits). I suppose it could be the Robots or the Minotaurs. I'll try turning these superstrongs off in my next worldgen.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Godlysockpuppet on July 06, 2012, 06:11:00 am
Teracotta... golems? How about calling everything golems and just grouping them on what they can do, which could basically be based on their base material?

Higher-grade materials feel like they would be able to 'store' more life force (or whatever) than lower grade materials, like Soulgems from The Elder Scrolls. For example:
Making 10 teracotta golems, using the life force of chickens, would be just as hard as making a single metal golem using the life force of a single chicken. However, the metal one would be stronger and more durable. Both of these wouldn't be smart enough to actually do a job, but function like the bought golems we've got now.
At the same time, a metal golem (like it is now) has enough capacity to store a dwarf, essentially making Shale from Dragon Age.

But still, all of them are golems in my mind. Rock, metal, ceramic, dirt, glass, it doesn't really matter since the basic action is the animation of non-living matter. On the other hand, this might be a bit of useless terminology.

Speaking of golems and the like:
You currently need to buy Gargoyles, Spitting Orchids and Treeants from the caravans, right? What do these do, exactly?
Well for a start they're not really terracotta golems, they're clay figurines brought to life.... (Lol that is a golem now that i think of it..!) only a terracotta statue can't be made of anything but pocelain/clay/earthenware as it's intended to be based upon the actual terracotta army in China :-\ Also a golem is made from a dwarf, as the dwarf who "bring the golem to life" Transforms into that golem... I was thinking the dwarf needn't transform into the terracotta statue upon its' construction, as that's why you need those scrolls in its' creation.
I do agree they sound pretty much the same but IMO I think there's subtle differences. Also gargoyles can be created at the church of the dark depths, spitting orchids and treants at the fountain of youth. Quite easily too. Although I don't like the fact all the turrets, gargoyles, decoys and landmines I make are only ever "friendly" and never pets, so I've no real control over them... I wasn't even considering the terracotta army idea to even be related to golems.
Also Meph, I love modding DF (Never realeased any of my mods though, only for my friends and personal use) so I don't suppose you may need a hand? The only thing I'm crap with is actually making creature's bodys using all that template tissue stuff ::) For that I just use Vbase to make it seem a little less insane ;)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Werdna on July 06, 2012, 10:34:11 am
Mh.. sorry for that... Inkmen are part of the dwarf chocolate mod, somehow I start to believe that half of the creatures are unbalanced... have to talk to Seth Creiyd about that, I think he would like the feedback.

Personally, I'm really not a fan of most of the monsters that come from Dwarf Chocolate.  Some of the ideas are interesting, but personally I find the names of the creatures very poor, their frequency as wildlife irritating, and the fact that I can't 'turn them off' from Settings very annoying.  I would really love an option to remove them without having to edit mods.  I like the 'automation' flavor that Masterwork has (turrets, landmines, automatons, golems) - its a nice theme and a good differentiator from classic DF.  The Dwarf Chocolate monsters really detract from it however; I'd prefer classic DF's animal-men to these.  My arctic fortress had regular visits from Hair Man, Sweat Man (who left trails of sweat everywhere, which then got tracked everywhere), and Beer Man.  I winced every time they showed up.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Werdna on July 06, 2012, 10:49:36 am
I don't mean to be too hard on Seth and DC - the actual raws for these creatures are actually pretty neat.  They'd make a great basis as templates and ideas for new monsters, especially if one could somehow make their frequency/visits more rare.  My main complaint is that the names are cartoonish and immersion-breaking, many of the materials are a bit silly, and too many of them leave behind trackable substances which is a tedious and irritating game mechanic to deal with on a regular basis.  In my fort example, the Beer Man and Sweat Man are regular visitors all year round and the map gets covered in their crap.  I don't like to resort to dfhack unless I have to, but for those two I end up spamming dfhack clean like crazy to keep my sanity.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: smakemupagus on July 06, 2012, 12:28:41 pm
(re: DC)  My main complaint is that the names are cartoonish and immersion-breaking, many of the materials are a bit silly, and too many of them leave behind trackable substances which is a tedious and irritating game mechanic to deal with on a regular basis. 

I also don't care for the DC monsters, as you guys said about half are imbalanced, but I don't know that the other half don't have much to recommend them either.  (from a gameplay point of view .. i appreciate what you guys are saying that they're interesting 'raws' craftsmanship)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Meph on July 06, 2012, 01:47:20 pm
Is noted. I was hoping for some kind of drop-down menu for the next GUI anyway, so you can select: Dwarf Chocolate (All), then open a sub-menu and select/deselect any creature of that mod. want to do that for everything the mod has, but dont know if zenerbufen can pull it off with Python.

@zenerbufen: Any chance for a linux/mac update with the 34.11 version ? ;)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: OREOSOME on July 06, 2012, 02:13:32 pm
I cant see the Customization thing at all for the mac version, it just skips to the title screen. Is there something i am missing?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Meph on July 06, 2012, 02:48:34 pm
Yes, you are missing the fact that there is no customization think for Mac (and Linux) currently. That is the reason we (zenerbufen & me) want to redo it in another programming language.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Godlysockpuppet on July 06, 2012, 03:20:47 pm
Yes, you are missing the fact that there is no customization think for Mac (and Linux) currently. That is the reason we (zenerbufen & I) want to redo it in another programming language.
Fixed  ;D
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Meph on July 06, 2012, 05:09:12 pm
Ja, dir fehlt die Information, dass es zZ. keine Optionen für Mac (und Linux) gibt. Das ist der Grund warum wir (Zenerbufen und Ich) ein neues Programm in einer anderen Sprache schreiben wollen.
Fixed  ;D Repariert. ;)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Godlysockpuppet on July 06, 2012, 06:12:52 pm
Ja, dir fehlt die Information, dass es zZ. keine Optionen für Mac (und Linux) gibt. Das ist der Grund warum wir (Zenerbufen und Ich) ein neues Programm in einer anderen Sprache schreiben wollen.
Fixed  ;D Repariert. ;)
Haha touché ;)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Meph on July 06, 2012, 06:35:50 pm
No worries ;) If no one corrects my english, how should I learn it ? ^^
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: zenerbufen on July 06, 2012, 06:40:15 pm
@zenerbufen: Any chance for a linux/mac update with the 34.11 version ? ;)
Possibly, there is a new Mac OS coming out soon, and I want to get customization working first. I have been in a rut and haven't done much work on this in the last few daysweeks :'(.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: DrStalker on July 07, 2012, 01:47:17 am
Animal gender icons are missing

Using masterwork when embarking the animals have different icons for gender (granted, these icons are a pendent and a bag but that's good enough to tell them apart)

Once in the game gender is always a star: http://i.imgur.com/2tgxQ.png

I've tried a few of the tilesets that come with masterwork, they all do the same thing.  Is there any way to adjust the config files to change this?  Right now it's impossible to see gender when looking at list of animals unless they use different terms for different genders. 
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Godlysockpuppet on July 07, 2012, 06:54:47 am
Animal gender icons are missing

Using masterwork when embarking the animals have different icons for gender (granted, these icons are a pendent and a bag but that's good enough to tell them apart)

Once in the game gender is always a star: http://i.imgur.com/2tgxQ.png (http://i.imgur.com/2tgxQ.png)

I've tried a few of the tilesets that come with masterwork, they all do the same thing.  Is there any way to adjust the config files to change this?  Right now it's impossible to see gender when looking at list of animals unless they use different terms for different genders.
That's a problem with the phoebus/ironhand tileset. The gender icons share their symbol with other ingame objects, and in order to modify the ingame objects the gender symbols changed too. It has to do with the game engine and there is no current workaround I believe :P
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Broseph Stalin on July 07, 2012, 07:23:04 am
Animal gender icons are missing

Using masterwork when embarking the animals have different icons for gender (granted, these icons are a pendent and a bag but that's good enough to tell them apart)

Once in the game gender is always a star: http://i.imgur.com/2tgxQ.png

I've tried a few of the tilesets that come with masterwork, they all do the same thing.  Is there any way to adjust the config files to change this?  Right now it's impossible to see gender when looking at list of animals unless they use different terms for different genders.
Turn truetype off when you're checking gender.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: CheatingChicken on July 07, 2012, 08:43:41 am

Turn truetype off when you're checking gender.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - 1.6 NEW: ASCII & JollyBastion Tileset
Post by: Sauzer on July 07, 2012, 10:52:12 am
I don't know what I'm doing wrong, but this is the 5th fortress I start that gets no migrants after the first 2 scripted waves (if I'm lucky I sometimes get 1 or 2 dwarves, that's it). Yes I produced wealth, yes I have contact with the dwarf civ and it's alive, yes caravans arrive regularly. Only thing I can think of is too many Fortress Defence races, but testing the theory is hard since it takes quite a while to get to the point of non-scripted migrants (after the first two waves, which is a lot if I have to try a load of combinations).
Am I doing something very, very wrong?
I just registered to echo the issue of this poster.  I am on the fifth year of a fortress and have received no migrants since the second scripted wave.  The fortress is regularly buying out caravans so I doubt value is the culprit, and anyway I don't even receive the "fortress has attracted no migrants" as far I have noticed.  In Legends, my dwarven civilization is still extant (the largest civ in the world in fact) so it's not that they are wiped out either.  I routinely receive caravans from the mountainhome.

Since this doesn't seem to be affecting most posters, here are the settings I'm using in the launcher with the newest version (1.9.3):
Spoiler (click to show/hide)
Anyway I question whether a fix would be possible with such vague information, but I just figured I'd reiterate that this A Thing for certain (apparently few) players/worlds.  Otherwise I love the mod, thanks.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Godlysockpuppet on July 07, 2012, 10:58:33 am
This has to do with the size of your dwarven civilisation. If its a very small civ (check when your embarking by pressing tab too see your civ) you can see how much territory it controls. If I contains less than 3 squares on the world map migrants are rare as the civ simply cannot afford to send migrants. Gen a new world where the dwarfs thrive more or choose a civ that has multiple territories under its control to avert this.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: smakemupagus on July 07, 2012, 11:42:16 am
That's a problem with the phoebus/ironhand tileset. The gender icons share their symbol with other ingame objects, and in order to modify the ingame objects the gender symbols changed too. It has to do with the game engine and there is no current workaround I believe :P

In the Phoebus tileset, if you look closely at the pendant you'll see that the charm on it is the Venus symbol ♀, and the fastener on the bag looks quite a bit like the Mars symbol ♂
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: HavingPhun on July 07, 2012, 11:44:24 am
I just started using masterwork mod and I have a problem. The first autumn just started for my current fortress and at first every singal person had a fever but I just ignored it. Now one of my concubines died of suffucation. No I only use them for extra hauling work getting done. Or for a bastion. But I don't eat them. But anyways she was just standing around without any injuries and suffocated. So I decided to save and wait till the next day to ask for help. When I turned off DF I saw that every singal one of  my dwarfs had gotten the plague. But it did not even show up as an announcement. Is there any way I can get rid of it. I don't have a hospital. I saw something called a plague ward on the embark screen but I did not buy any and would have no idea how to use them. Is there anything I can remove from the raws in the save to get rid of the plague and the fever on the infected dwarfs? How can I fight it in the future?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Meph on July 07, 2012, 02:15:16 pm
You have to order a ward from a caravan...granted, that takes forever. You can also quarantine your dwarves, and wait for the plague to stop. You only have to find and isolate the ONE dwarf that started it.

If you want to disable it, you can open the Settings.exe and disable "Diseases" under Misc Features. But you need to gen a new world.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: HavingPhun on July 07, 2012, 06:18:48 pm
So I just have to quarantine the one dwarf that started it even though just about all of them have it? Won't more die before then?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Meph on July 07, 2012, 08:47:06 pm
Maybe ? It is supposely very virulent ;) The ability to infect others stops after a while, even if they are still affected by the negative sides of the plague. If you can sort out the slowly healed ones and isolate them from the sick ones, it will work. It is tricky, but that is intended.

I also have a question for the community:

I encountered a little problem. There is a conflict between having interlocking components, and components that are stand.alone. Example:

Guns need gunpowder.
Chemist should make gunpowder.
So without chemist, guns wont work.

Currently I do this:
Guns need gunpowder. Gunpowder is produced in ammo mint.
Chemist creates blackpowder, is used for explosion (mines and turrets)
This makes no sense realism-wise.

First example is a nicer flow, but people need to activate both workshop for guns to work. Second example allows to independently enable/disable guns and chemistry, but makes no sense.

Question: What is better? Independent Features, or Interlocking Features ?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: DrStalker on July 07, 2012, 08:49:13 pm
(granted, these icons are a pendent and a bag but that's good enough to tell them apart)

That's a problem with the phoebus/ironhand tileset. The gender icons share their symbol with other ingame objects, and in order to modify the ingame objects the gender symbols changed too. It has to do with the game engine and there is no current workaround I believe :P

I don't mind the re-purposed icons, I do mind not having different icons; something in masterwork has changed the animal list from "male symbol = X and female symbol = Y" to "Male AND female symbol = Z"

Turn truetype off when you're checking gender.
Thanks, that fixed it and brought back the different icons.

Turn truetype off when you're checking gender.

I'm playing Dwarf Fortress with a mod that adds more complexity.  I don't feel the need to use an ASCII tileset or disable truetype fonts to be even more elitist. 


Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: smakemupagus on July 07, 2012, 09:32:01 pm
Question: What is better? Independent Features, or Interlocking Features ?

interlocking would be really fun, until you make something that i really like interlock with something i don't :)

Can you do logic in the toggles like "if Ammomint=Yes OR Chemist=Yes then Gunpowder=exists".  Or just make the material gunpowder exist all the time no matter what.  Then both Ammo Mint and Chemist can make and use the same kind of gunpowder?  ... independent, but still more sense?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Meph on July 07, 2012, 09:44:54 pm
What I can do is this:

You disable Chemist, it automatically disables Guns as well.
You disable Chemist, it automatically adds gunpowder to Gunsmith.
You disable Chemist, it disables Gunpowder and Guns can be made without it.

It gets really complicated, both for me and the player though... and the manual would be a horror to write: Yes, you need gunpowder, is produced in the Chemist, except when you disabled the Chemist then is is created in the Gunsmith, or not at all. ^^

I want to either do ONLY independent features, or interlocking ones, to avoid confusion. I just dont know how well that will turn out. Or in other words: What would be favoured by you, the players ;)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Arbinire on July 08, 2012, 12:43:01 am
(granted, these icons are a pendent and a bag but that's good enough to tell them apart)

That's a problem with the phoebus/ironhand tileset. The gender icons share their symbol with other ingame objects, and in order to modify the ingame objects the gender symbols changed too. It has to do with the game engine and there is no current workaround I believe :P

I don't mind the re-purposed icons, I do mind not having different icons; something in masterwork has changed the animal list from "male symbol = X and female symbol = Y" to "Male AND female symbol = Z"

Turn truetype off when you're checking gender.
Thanks, that fixed it and brought back the different icons.

Turn truetype off when you're checking gender.

I'm playing Dwarf Fortress with a mod that adds more complexity.  I don't feel the need to use an ASCII tileset or disable truetype fonts to be even more elitist.

Has absolutely nothing to do with elitism.  You shouldn't get snippy with someone who's trying to help you with your problem.

Maybe ? It is supposely very virulent ;) The ability to infect others stops after a while, even if they are still affected by the negative sides of the plague. If you can sort out the slowly healed ones and isolate them from the sick ones, it will work. It is tricky, but that is intended.

I also have a question for the community:

I encountered a little problem. There is a conflict between having interlocking components, and components that are stand.alone. Example:

Guns need gunpowder.
Chemist should make gunpowder.
So without chemist, guns wont work.

Currently I do this:
Guns need gunpowder. Gunpowder is produced in ammo mint.
Chemist creates blackpowder, is used for explosion (mines and turrets)
This makes no sense realism-wise.

First example is a nicer flow, but people need to activate both workshop for guns to work. Second example allows to independently enable/disable guns and chemistry, but makes no sense.

Question: What is better? Independent Features, or Interlocking Features ?

And Meph, I agree that the first example makes a ton more sense, but it can become a nightmare in the long run once you put out the major rework that allows for nearly all options to be toggled.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: smakemupagus on July 08, 2012, 01:26:30 am
In this specific example I like either of these solutions:

* Chemist is the only source of gunpowder, therefore if you disable Chemist, it automatically disables Guns as well.
or
* Chemist and Gunsmith both can always create the same kind of gunpowder (whether or not the other building is active)


But I dislike:

* You disable Chemist, it automatically adds gunpowder to Gunsmith.
* You disable Chemist, it disables Gunpowder and Guns can be made without it.
* Chemist makes one kind of blackpowder, Gunsmith makes a different gunpowder

I am not sure how those preferences map on to the general question.  Perhaps because I don't know exactly what interlocking means in this case.  (complex industry chains can be fun!  but allowing certain combinations of options to lead to broken dependencies or dead-ends are bad of course..) 
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Ise on July 08, 2012, 02:58:09 am
I got a migrant who belongs to "Secret3 Wp" caste. In addition, his description says: " A short sturdy creature fond of the moon and industry." Who is this dwarf, and does he have any special abilities?

(http://i.imgur.com/r7UNv.png)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: zenerbufen on July 08, 2012, 03:04:30 am
Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Sarkovar on July 08, 2012, 03:04:54 am
I got a migrant who belongs to "Secret3 Wp" caste. In addition, his description says: " A short sturdy creature fond of the moon and industry." Who is this dwarf, and does he have any special abilities?
Don't take my word on this because I've never seen it personally, but if I were you I would forge a few silver weapons if you know what I mean.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Sarkovar on July 08, 2012, 03:17:11 am
Hope the linux version gets updated soon, because simply transferring the raw and data folder doesn't work anymore. The game crashes every time I hit the "b"uild key.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: Meph on July 08, 2012, 10:27:31 am
Hmm... splinterz mentioned that the new version reads out the castes a bit differently. In the old one he would have been sorted with the normal dwarves... have to find a workaround for that I guess. And yes, better get a werebeast ward or keep him locked somewhere...  you could later throw some invaders at him, for added fun.

Edit: Just looked at reddit, dwarf fortress, search for masterwork mod. Wow. I am amazed. Wonder why these guys wont come here with there feedback (and praise and criticism) because the chances are way higher that I will see it here.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
Post by: dead on July 08, 2012, 12:49:40 pm
i have a question and i can't seen to find anything on it searching this thread or the internet. is it intended to change the tile of certain stone? some flux, like marble appears as just a white square when using pheobus, which is not the marble tile for pheobus. the same for bauxite walls, they show up as the smooth floor tile, not the natural wall. not a big deal, since it's just graphical. i just got used to vanilla df and was like 'what the heck are these stones, they don't look right.'

in other news, i am enjoying this mod. all those pointless leather, so much nicer now. before when i get a siege, the clean up was insane. not just the equipments they brought with them but, but all those body parts they left behind. and oh, mister useless mcdorf, go sacrifice yourself to armok.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
Post by: Meph on July 08, 2012, 05:31:36 pm
Relicts of my modding past ;) They shouldnt look different, but somehow I liked solid marble walls better at some point then the phoebus flux symbol, since I have entire marble layers. Never changed it back, and I think you made the first comment about it ;) Thanks for the praise, any suggestions on how to make this mod better ? Apart the often mentioned better manual ;)



Just made a new poll, so I know what way my brain has to work for the next update. Have tons of ideas floating around, think I have to get my little sketchbook out and put them down in ink.



Another tiny little thought: Searching for "Masterwork" something something is rather unhelpful in this forum, because the word is used often. And adding "dwarf fortress" to it, in the dwarf fortress forum... is just as unhelpful. I think, for searching purposes it would be better to change the modname, and references to MDF. Like LFR it is unique and people know what it means. MDF2 would be the next version then. Any thought on that ?

Now with reddit thread, a bit pointless to link to it from here, but what the heck, why not. Just gathering data.  MasterworkDF Suggestions on reddit (http://www.reddit.com/r/dwarffortress/comments/w8lt1/masterwork_df_post_your_suggestions_for_the_next/)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
Post by: Stormbuilder on July 08, 2012, 09:32:47 pm
To answer your second question: there is to choose between small releases and one big release: just make the small ones and mark clearly the big ones. The aficionados will download and beta test the small ones, and the casual users will only bother when a big announcement comes out.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
Post by: dead on July 09, 2012, 12:43:37 am
suggestions?

1. more war animals. war animals are cool. more steel clad war animals are cool.
2. grenade type throwing weapons. throw a flaming jug of oil at the enemy, set them on fire. weaponize bees. have bee hives within some distance of target, throw a jug of honey at the enemy, they get attack by swarm of bees. everyone wins. throwable plague bearer jugs, same effects.
3. sacrifice live captives to please armok. wild animal, meh. sentient beings, alright. titans, mega, fb, awesome. bonus points if you sacrifice elves.

as for the poll. instead of having a workshop that does everything for an industry, just have contained industries. by that i mean several workshop that product items for a single industry and that's it. so the player can select the industry and have everything they need to produce everything in said industry. if there are workshop that just creates a bunch of things every other industry need, then put it down as a perquisite.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
Post by: vomov on July 09, 2012, 03:45:21 am
instead of having a workshop that does everything for an industry, just have contained industries. by that i mean several workshop that product items for a single industry and that's it. so the player can select the industry and have everything they need to produce everything in said industry. if there are workshop that just creates a bunch of things every other industry need, then put it down as a perquisite.

How about making a gunsmith, placing the chemist's workshop directly next to it, and make these two workshops function like one single workshop? Gun assembly line :D

Until we've got standing production orders, anything else will require micromanagement, or spamming of the announcements screen ("I can't make a gun! I've got no gunpowder 'cause the chemist is out drinking!", or both.

On the other hand, the combination J-->M-->Q is quick enough, and I've usually got a dedicated manager (Urist McSuit) to pump out orders as soon as I give them, so I'm going to vote for realism. And the gun assembly line is possible with fervent use of minecarts.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
Post by: Panopticon on July 09, 2012, 04:12:24 am
I vote more steel clad warbeasts, I wanna put Dragons and Sauropods in armor.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
Post by: Firehawk45 on July 09, 2012, 04:21:05 am
Maybe the ability to not only armor the animals, but to also give them stronger attacks? Steelclaws, steeljaws, horrible drowscience that replaces monkeyhands with blades/guns/magmathrowers, such stuff

Also, what about a cannon as a siege engiene? Shooting exploding !FUN! cannonballs?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
Post by: Tierre on July 09, 2012, 04:55:05 am
Meph about that gunpowder from chemist. It can be done a little bit other way i think.
1) Make it so that if an important part is disabled - then dependant things are disabled automatically and greyed out (with a tooltip saying what to turn on).
2)make a building AND feature buttons - so a chemist building may be on but gunpowder may be off while some plastic or kevlar production is on. If all features greyed out - building is disabled automatically.
It makes bigger and more difficult interface but gives a lot of options to tinker with.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
Post by: Godlysockpuppet on July 09, 2012, 06:51:49 am
Apart the often mentioned better manual ;)
Not so subtle hint ;)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
Post by: Varyag on July 09, 2012, 11:25:45 am
One thing that's been bugging me lately now with the tracks and minecarts is the power needed to completely automate them, so far i've been solving this with water reactors but it kills my fps. What i was thinking instead was how nice it would be to have a power producing building that requires neither wind nor water reactors to work.

Now, i don't really know if this is possible but a boiler plant would be nice, producing power by inserting coal every once in a while. This and/or some sort of power producing building that requires rare/expensive/dangerous components to build but then provides power permanently.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
Post by: tahujdt on July 09, 2012, 12:46:41 pm
One thing that's been bugging me lately now with the tracks and minecarts is the power needed to completely automate them, so far i've been solving this with water reactors but it kills my fps. What i was thinking instead was how nice it would be to have a power producing building that requires neither wind nor water reactors to work.

Now, i don't really know if this is possible but a boiler plant would be nice, producing power by inserting coal every once in a while. This and/or some sort of power producing building that requires rare/expensive/dangerous components to build but then provides power permanently.

Not even close to possible.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
Post by: A Dwarf on July 09, 2012, 02:11:09 pm
Not sure what the problem is.. but I'm unable to construct the Magma Golem Forge (says I need heart, which I have) and a steel cast armor set (at the creature armory) despite having all the materials.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
Post by: Meph on July 09, 2012, 02:31:01 pm
Any burrows around ?

Quote
Workshop reactions are red, even with all the materials aviable.
Bug:      
If a workshop is in a burrow, even if the burrow is inactive, then it accepts only materials within the same burrow.

Solution:
Make a bigger burrow including the materials, or keep the material stockpiles within the same burrow. Or delete the burrow.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
Post by: reallyagnome on July 09, 2012, 05:27:32 pm
Military Uniform
I've been trying to work out the best military uniform in Masterwork, I think it's this:
(edit: added a few more layers, heavily tested everything except robes)

4x Padded Shirt
1x Metal Breastplate
7x Runerobes (perhaps more)
8x Padded Hood
1x Metal Helm
2x Padded Leggings
1x Metal Greaves
1x Mittens
1x Metal Gauntlets
2x Shoes
2x Metal High Boots
1x Kite Shield (need to test, saw a dwarf with an Iridium Long Sword and 2 copper kite shields).
1x Weapon of choice

When queuing these up at the manager, don't forget to add 1x Waterskin and 1x Backpack

Main things to note are:
use "Replace Clothing" instead of "Over Clothing"
padded mittens can't be used with gauntlets, but normal mittens can be
mittens have to be made out of leather (cloth can only make padded mittens)
mittens and gauntlets get listed once (which equips a pair of them)
shoes and high boots get listed twice each
I don't have enough Runerobes to test as much as I'd like
I had lots of trouble getting one of my military to equip 8 hoods + helm. Creating an underlayer uniform of just the cloth/leather, then switching him to a separate uniform with everything seemed to help.

If anyone has managed to get better equipped dwarves, please share :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
Post by: Stormbuilder on July 09, 2012, 08:25:57 pm
Don't runic vests manage to fit in there somewhere? As substitutes to cloaks?

Great share by the way, I was wondering about what the most comprehensive uniform is.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
Post by: Stormbuilder on July 09, 2012, 08:26:48 pm
As for me, I just got a message "Something someone's right had has burst in a cloud of flames".

What is this? Should I be ordering wards?

EDIT: Oh, got it. Still don't know what he is, but I was wondering why the two fire turrets in front of my entrance kept belching fire and smoke after the end of the siege...he is some sort of creature in there, covered with wounds and they keep smoking him. Shame they don't have combat skills, or would be legendary by now.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
Post by: ShadowLop on July 09, 2012, 10:41:30 pm
suggestions?

1. more war animals. war animals are cool. more steel clad war animals are cool.
2. grenade type throwing weapons. throw a flaming jug of oil at the enemy, set them on fire. weaponize bees. have bee hives within some distance of target, throw a jug of honey at the enemy, they get attack by swarm of bees. everyone wins. throwable plague bearer jugs, same effects.
3. sacrifice live captives to please armok. wild animal, meh. sentient beings, alright. titans, mega, fb, awesome. bonus points if you sacrifice elves.

as for the poll. instead of having a workshop that does everything for an industry, just have contained industries. by that i mean several workshop that product items for a single industry and that's it. so the player can select the industry and have everything they need to produce everything in said industry. if there are workshop that just creates a bunch of things every other industry need, then put it down as a perquisite.

Second #3
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
Post by: b33fman on July 10, 2012, 04:20:19 am
Can anyone help me with this problem, whenever I save and quit the game, and try to load the save again, I get a Fatal Error: Missing Word Definition.

My region1/raw/objects/language_words.txt file gets corrupted(example:http://pastebin.com/X1pBgp3a)

If I replace the file with a fresh one from another save, i can load again, but maybe someone here knows a permanent fix?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
Post by: A Dwarf on July 10, 2012, 05:53:42 am
Any burrows around ?

Quote
Workshop reactions are red, even with all the materials aviable.
Bug:      
If a workshop is in a burrow, even if the burrow is inactive, then it accepts only materials within the same burrow.

Solution:
Make a bigger burrow including the materials, or keep the material stockpiles within the same burrow. Or delete the burrow.

Made the burrows cover nearly my entire fortress and when didn't that work, I deleted them. Which did not fix the problem either :(
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
Post by: Firehawk45 on July 10, 2012, 07:40:25 am
Any burrows around ?

Quote
Workshop reactions are red, even with all the materials aviable.
Bug:      
If a workshop is in a burrow, even if the burrow is inactive, then it accepts only materials within the same burrow.

Solution:
Make a bigger burrow including the materials, or keep the material stockpiles within the same burrow. Or delete the burrow.

Made the burrows cover nearly my entire fortress and when didn't that work, I deleted them. Which did not fix the problem either :(

I had a similar problem with steelproduction. I had Flux, but it didnt get noticed by the furnace. The fix was to let the dwarfs bring the flux to a stockpile. Maybe that works for you.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
Post by: Tierre on July 10, 2012, 08:24:27 am
Meph i thought about a way to use 2 tags at once to mark features which require 2 prerequisites. For example like fossil ammo and alchemy to use them. Or guns with gunpowder and chemistry. You can use YESGUNPOWDER_YESCHEMISTRY[ and then changed it will look for a full emtry and change it accordingly - like NOGUNPOWDER_YESCHEMISTRY- will make guns dissappear though you still have chemsitry for plastics or other uses. It will make application to process 4 types of tags insted of normal 2 - yes_yes no_no yes_no and no_yes. But it gives you way more flexibility.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
Post by: Kanedoom on July 10, 2012, 02:32:45 pm
When I start dwarf fortress mode on any "world" My dwarves are "Cave swallows". What the hell is going on? They can't build or mine, or do ANYTHING. Damn birds!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
Post by: tahujdt on July 10, 2012, 02:34:31 pm
When I start dwarf fortress mode on any "world" My dwarves are "Cave swallows". What the hell is going on? They can't build or mine, or do ANYTHING. Damn birds!
My guess is duplicate raws, try downloading again.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
Post by: g1real on July 10, 2012, 02:39:27 pm
Activating all siege races seems to wipe out my dorf civilization. Working as intended?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
Post by: Firehawk45 on July 10, 2012, 03:04:28 pm
Yep, the possibility of the dwarfs getting wiped out is given everytime you make a world. Some of the evil races are really strong (frost giant, war elephants, etc), and have big potential of doing so. Have fun with that world :)

Actually, i think that could have happened in my world too, as the dwarfs are at war with 5 different civs. Good thin i stopped world gen at year 5 :D
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
Post by: smakemupagus on July 10, 2012, 03:15:37 pm
When I start dwarf fortress mode on any "world" My dwarves are "Cave swallows". What the hell is going on? They can't build or mine, or do ANYTHING. Damn birds!

did you happen to try to install it on top of an existing DF folder?  that causes problems like this (from duplication of raws, as the other poster said)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
Post by: RavenZ on July 10, 2012, 04:01:41 pm
Hi, im actually playing on this great mod but not only in Fortress mode - i have question about bug in adventure mode when im trying to make for example stone needle i got (masterpiece when i saw that note "You made a masterpiece.." my first thought - "lol wtf... ;D" My dwarf dont have any points spent in knapping nor the ability which helps in crafting)schist halberd and (also good)schist pike and when i was tryin to make bone needle i got masterpiece burning elephant statue out of lion bones... grr... what a waste... Can you please dive in the crafting in adventure mode issues? For some time I began to depend more on adventure than on normal mode - Fortress mode <- because of crafting abilities! If someone will make mod where you can chop down trees - mine in rocks and set up your very own forge for crafting purposes - im on with it!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
Post by: ioi101 on July 10, 2012, 04:54:53 pm
Having great fun with this mod, I have some larger scale feedback to give once I play with it more, but for now some possible bugs:

1)The bronze reaction at the blast furnace produces copper, not bronze
2) The batch reaction to make tallow at the soapmaker doesn't work. Oddly, it doesn't seem to consume the lye buckets, only the tallow, and produces nothing (the normal 1 at a time reaction works fine)
3) The brewery only contains the turning blood into bloodwine reaction. I understand that the custom brewing reactions were disabled, were the sugar ones as well?
4) Not sure what causes this but sometimes when my dwarves use the kitchen or the crematorium they get sick - nausea, followed by fever and vomitting, and their stomach looks bruised. But then they get well. Not sure what the cause of it is and whether it's connected to the kitchen/crematorium at all. Seems to only happen there though, and only when making stuff with meat, not plants.
5) I bought a genie, and it died mysteriously after a season or two for no reason and I can tell. And since then every so often (~2weeks?) the dwarves "find" his corpse, or tell me that he's missing. Even though his corpse is just sitting in the refuse pile.
6) It seems like you can drain blood from already cooked prepared food. Maybe not a "bug" in principle but certainly annoying heh.
7) I had a fisherdwarf caste child that showed up with the fisher labels enabled. Nice you may say. Until he got kidnapped by a snatcher cause he was always somewhere outside fishing heh.

As you can tell these are all minor issues, the mod is great.

Also, I did some weapons testing people might find interesting. It's all group fights, 5vs5 in the small 2x2 boxes provided in the new arena. All dwarves wearing mithril armor/weapons/tower shields with great weapons/fighter proficiencies, and accomplished dodge/shield/armor. I did 5 tests of each weapons matchup, they were:

zweihandlers vs. battle axes
zweihandlers vs. pikes
great axes vs. battle axes
great axes vs. pikes
battle axes vs. pikes

Both 2h weapons got beaten, only winning 1 of the 10 total contests they had vs the 1h weapons. The pikes then beat the battle axes 5 out of 5 times as well. I then also tested warhammers vs. pikes and the pike predictably got beaten only winning 1 out of the 5 contests. Of course, vs large creatures, hammerdwarves have their issues heh.

One thing I can't find info on.. does it matter what type of strands you use for runic weapon? i.e. silver or gold?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
Post by: dead on July 10, 2012, 08:53:55 pm
war elephants are awesome. i have half a dozen of them in a fortified room with a couple of dwarfs throwing random wooden weapons at them for about two seasons. none of them are dead though. i like that when they attack my fort, they come riding giant coatis or something. whatever they are, there is no way they are big enough. if i had any artistic talent i would draw the approaching army. the trembling looks on my dwarfs' faces as the ground shake and the war elephants drop the weapons they had carried all the ways from their homes at the edge of my map. thanks for the steel mauls. i shall use them to bash all of your heads in.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
Post by: Stormbuilder on July 10, 2012, 11:05:40 pm
Something which frustrates me a little bit is that I like the MASTERWORK font, but I can't use it - because the symbols for male and female are identical, so I can't tell whether I am butchering a useless male or an offspring-producing female animal.

Am I doing something wrong?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
Post by: dennislp3 on July 11, 2012, 01:43:39 am
Thats when you zoom to a creature and check its description and just manually mark for butchering like that.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
Post by: Kandryn on July 11, 2012, 02:40:44 am


2) The batch reaction to make tallow at the soapmaker doesn't work. Oddly, it doesn't seem to consume the lye buckets, only the tallow, and produces nothing (the normal 1 at a time reaction works fine)


Noticed that too. In my fort they bring the 10 tallow to the soap workshop, but not the lye. And still, a dwarf spend some time working on the shop, then the order is removed from the list, no cancel job message is sent, but nothing was created (nor lost, the tallow remains in the workshop)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
Post by: hikkiko on July 11, 2012, 03:49:57 am
Something which frustrates me a little bit is that I like the MASTERWORK font, but I can't use it - because the symbols for male and female are identical, so I can't tell whether I am butchering a useless male or an offspring-producing female animal.

Am I doing something wrong?
press F12 to turn off truetype. standard fonts show gender properly
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
Post by: A Dwarf on July 11, 2012, 06:32:12 am
Any burrows around ?

Quote
Workshop reactions are red, even with all the materials aviable.
Bug:      
If a workshop is in a burrow, even if the burrow is inactive, then it accepts only materials within the same burrow.

Solution:
Make a bigger burrow including the materials, or keep the material stockpiles within the same burrow. Or delete the burrow.

Made the burrows cover nearly my entire fortress and when didn't that work, I deleted them. Which did not fix the problem either :(

I had a similar problem with steelproduction. I had Flux, but it didnt get noticed by the furnace. The fix was to let the dwarfs bring the flux to a stockpile. Maybe that works for you.

In my case, everything is already in a stockpile as far as I know. Are you suggesting I delete those stockpiles and make a new one near where I need to build?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
Post by: Broseph Stalin on July 11, 2012, 06:35:24 am
In my case, everything is already in a stockpile as far as I know. Are you suggesting I delete those stockpiles and make a new one near where I need to build?
You don't have any "give to" stockpile orders do you? I always have trouble with steel production when I forget I set the ore pile to give to the smelter to prevent my furnace operators from walking down into the mines to grab ore.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
Post by: Bouchacha on July 11, 2012, 09:45:49 am
I love this mod, here are some of my suggestions:

1. Leather production is needlessly drawn out. I don't foresee too many situations where studded leather would be used in favor of lamellar since the latter doesn't require a new reagent. On a similar note, bone studs tend to be very scarce unless you have a constant butchering supply. They're also not historically accurate (as far as I know) since metal studs were used to assemble lamellar.
Suggestion: Get rid of studded leather, change studs to be made out of metal as well (maybe 1 bar = 5 studs?). I'd also love to see an option where chitinplate and scaleplate would just be called 'leather', since they're functionally identical already.

2. The main draw for me is how much simpler the material process is (no more giant bat leather waterskins!) and I'd like to see that applied to equipment as well. This might be too onerous a request but I personally don't get much out of the flavor names of the various armors. I don't see the need for bloodsteel weapons (just make them steel) or winged helmets (if they're identical to helms, just make them helms). The practical concern about this is that it makes equipping your military much more complicated. If you're short on weapons and armor and want to scavenge your enemy's, you'd probably want to have duplicate entries (cap, helm, winged helmet, etc) set up in your uniform to facilitate that but that's really time consuming. I'm sure others get a kick out of the new armor/weapon types but I don't see the need when you're managing 100+ dwarves.
Suggestion: Option to make equipment generic.

3. Some manufacturing limitations don't make sense to me. Why can't my clothier make cloaks or robes? Why can't I smelt masks? I can understand if this is meant to encourage trade but current DF trade mechanic is way too screwed up to currently salvage. Would it be possible to severely restrict what civilizations offer in order to make trade more interesting? No one gets excited when the caravan brings you 20 pig tail ropes and 100 different types of flasks. Skipping through that list gets tedious and players generally only look for a few key items. In my last run for example, I only traded for alcohol, wood and its derivatives (ash, lye, coke), steel, and elephants. The caravans never really had anything worthwhile otherwise. Drow do not bring iridium and slade as promised (at least not that I've seen) and when they do bring weapons and armor, they're of a wildly different and often useless material.
Suggestion: Severely restrict what caravans can bring (if possible) in order to make trade more worthwhile. Severely restrict the materials weapons/armor are made out for trade to make them more worthwhile (copper great axe? yay!!). Similarly, wood is the most undervalued item in the game. It does not deserve a price of 3 dorfbux, that's ridiculous.

4. The crate mechanic is fantastic and I'd love to see that expanded to other mass items. Every civilization should be offering this and it should be the bulk of the trading. Purchasing crops or meat now is especially tedious as you have to confirm the quantity as well.
Suggestion: Crates of rough wood/smooth wood/coke/ash/lye/alcohol/flux/glass/cloth/leather/crops/etc would be fantastic in addition to what's already offered.

5. Minor but why is 'make set of clothing' done at the craft workshop?
Suggestion: Make sets of clothing at clothiershop.

6. I like the idea of a training system but the current one is convoluted. I have to take logs, get paper, get ash, get ink, get leather, assemble it, build the proper workshop, limit it to the proper person and blah wayy too many steps. I usually just mod in a practice workshop or something because that's far easier to manage. Most professions can practice in more conventional ways (make rock blocks, make copper spears, plant stuff, etc) so this is only really useful for doctors. Coincidentally, it makes sense to me that in the DF world, books would only be used to teach "literate" pursuits such as bookkeeping and medicine. I don't see how I can learn how to wield an axe from a tome.
Suggestion: For realism and consistency purposes, books should not be home-made (where did they get that knowledge from??) and should only affect certain professions ("non-manual" if that makes any sense).

7. Shouldn't bullets be made of lead? That's the practical, historical, and contemporary usage. Definitely not steel.

8. Is it possible to restrict materials for random equipment? It doesn't make sense that an unskilled hunter immigrant would show up with sladeadamantine bolts.

Bugs (apologies if these are already reported)
- Stack soap making doesn't seem to do anything, at least when using tallow.
- Not sure if this is a bug but weapons are often listed several times in stockpile menus (there's about 5 listings of 'crossbows'). This makes stockpile management difficult.
- Brewery seasoning not available? I saw something about this on the changelog but didn't quite understand it.
- Smooth wood is worth the same as roughwood ($3)

That should be all (for now?). Cheers dude.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
Post by: tahujdt on July 11, 2012, 10:02:29 am
I love this mod, here are some of my suggestions:

1. Leather production is needlessly drawn out. I don't foresee too many situations where studded leather would be used in favor of lamellar since the latter doesn't require a new reagent. On a similar note, bone studs tend to be very scarce unless you have a constant butchering supply. They're also not historically accurate (as far as I know) since metal studs were used to assemble lamellar.
Suggestion: Get rid of studded leather, change studs to be made out of metal as well (maybe 1 bar = 5 studs?). I'd also love to see an option where chitinplate and scaleplate would just be called 'leather', since they're functionally identical already.

2. The main draw for me is how much simpler the material process is (no more giant bat leather waterskins!) and I'd like to see that applied to equipment as well. This might be too onerous a request but I personally don't get much out of the flavor names of the various armors. I don't see the need for bloodsteel weapons (just make them steel) or winged helmets (if they're identical to helms, just make them helms). The practical concern about this is that it makes equipping your military much more complicated. If you're short on weapons and armor and want to scavenge your enemy's, you'd probably want to have duplicate entries (cap, helm, winged helmet, etc) set up in your uniform to facilitate that but that's really time consuming. I'm sure others get a kick out of the new armor/weapon types but I don't see the need when you're managing 100+ dwarves.
Suggestion: Option to make equipment generic.

3. Some manufacturing limitations don't make sense to me. Why can't my clothier make cloaks or robes? Why can't I smelt masks? I can understand if this is meant to encourage trade but current DF trade mechanic is way too screwed up to currently salvage. Would it be possible to severely restrict what civilizations offer in order to make trade more interesting? No one gets excited when the caravan brings you 20 pig tail ropes and 100 different types of flasks. Skipping through that list gets tedious and players generally only look for a few key items. In my last run for example, I only traded for alcohol, wood and its derivatives (ash, lye, coke), steel, and elephants. The caravans never really had anything worthwhile otherwise. Drow do not bring iridium and slade as promised (at least not that I've seen) and when they do bring weapons and armor, they're of a wildly different and often useless material.
Suggestion: Severely restrict what caravans can bring (if possible) in order to make trade more worthwhile. Severely restrict the materials weapons/armor are made out for trade to make them more worthwhile (copper great axe? yay!!). Similarly, wood is the most undervalued item in the game. It does not deserve a price of 3 dorfbux, that's ridiculous.

4. The crate mechanic is fantastic and I'd love to see that expanded to other mass items. Every civilization should be offering this and it should be the bulk of the trading. Purchasing crops or meat now is especially tedious as you have to confirm the quantity as well.
Suggestion: Crates of rough wood/smooth wood/coke/ash/lye/alcohol/flux/glass/cloth/leather/crops/etc would be fantastic in addition to what's already offered.

5. Minor but why is 'make set of clothing' done at the craft workshop?
Suggestion: Make sets of clothing at clothiershop.

6. I like the idea of a training system but the current one is convoluted. I have to take logs, get paper, get ash, get ink, get leather, assemble it, build the proper workshop, limit it to the proper person and blah wayy too many steps. I usually just mod in a practice workshop or something because that's far easier to manage. Most professions can practice in more conventional ways (make rock blocks, make copper spears, plant stuff, etc) so this is only really useful for doctors. Coincidentally, it makes sense to me that in the DF world, books would only be used to teach "literate" pursuits such as bookkeeping and medicine. I don't see how I can learn how to wield an axe from a tome.
Suggestion: For realism and consistency purposes, books should not be home-made (where did they get that knowledge from??) and should only affect certain professions ("non-manual" if that makes any sense).

7. Shouldn't bullets be made of lead? That's the practical, historical, and contemporary usage. Definitely not steel.

8. Is it possible to restrict materials for random equipment? It doesn't make sense that an unskilled hunter immigrant would show up with sladeadamantine bolts.

Bugs (apologies if these are already reported)
- Stack soap making doesn't seem to do anything, at least when using tallow.
- Not sure if this is a bug but weapons are often listed several times in stockpile menus (there's about 5 listings of 'crossbows'). This makes stockpile management difficult.
- Brewery seasoning not available? I saw something about this on the changelog but didn't quite understand it.
- Smooth wood is worth the same as roughwood ($3)

That should be all (for now?). Cheers dude.
I'm surprised, this is one of the only suggestion posts that I've seen that actually made possible suggestions. BTW, the reason that "make clothing set" is at the craftdwarf's is because that the clothier's doesn't have a tag for reactions, so you can't do reactions there. I like your idea of books being non-manual professions only, but most people don't. Brewery seasoning isn't available because dwarves would only see the sugar if the bag wasn't in a barrel. I think you're right, the crate mechanic should be expanded, and that's what Mpeh might do in the future.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
Post by: Meph on July 11, 2012, 11:14:05 am
@Bouchacha:Thanks, the report is really handy and will be considered.

1. Leather. Duefully noted and will be rebalanced.
2. Custom named armor/weapons. Will be reduced, will not be deleted. Maybe optional...
3. Caravan restrictions are very difficult, but I already did a lot on that topic. Elves will bring crates of all kinds of wood, and drow all kinds of fancy stuff, check the "misc" section. I would love to take away most random stuff from caravans, but that is impossible. They always bring toys/tools, even if the entire civ doesnt even have toys/tools assigned to the entity. -.- If I want to remove food (too easy and excessive) from caravans, then I have to remove it from the civ, and it starves. -.- I will do more testing when I am back home.
4. Crates will be expanded. Hope not too many people just order stuff for 100.000 dorfbucks and then murder everyone.
5. Clothier cant make custom reactions.
6. Interesting. I thought the current setup was easy, because all training is done in libraries. Smakemupagus send me some raws about a more-genesis aproach, with a lot more buildings, but I thought having them in one place would help ?
7. There is no lead with simple metals, thats the reason for no lead bullets ;)
8. Sadly no. Not really, everything the homeciv can make, it makes. Will seriously work on the slademantine though, because it is to unbalanced that the homeciv has it. This will definetly be changed.

@ioi101: Thanks to you as well for the long report. The bugs are all noted, the brewery I took out because it was buggy and I dont really have the time to fix it now.

About the combat reports: Interesting, but not very conclusive. Your test show that warhammers are best, but you have to remember that it is only against smaller targets. A golem would be impossible to kill with blunt weapons. And a elephant would fall easier to a pike (large target = pierce organs for max damage and passing out from pain) Testing all weapons against all possible targets is way too much work ^^
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
Post by: Bouchacha on July 11, 2012, 12:05:00 pm
Military Uniform
I've been trying to work out the best military uniform in Masterwork, I think it's this:
(edit: added a few more layers, heavily tested everything except robes)

What about mail?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
Post by: Firehawk45 on July 11, 2012, 12:33:39 pm
How do i mine living stone without destroying it? (getting the "boulder")
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
Post by: smakemupagus on July 11, 2012, 12:39:34 pm
Bouchacha's post is great and reminded me of another thing I keep forget to mention.  You know how you made a new reaction that specifically uses Scrap Wood for charcoal and paper?  Can you also do one that specifically uses Lamellar leather for an armor set?


6. Interesting. I thought the current setup was easy, because all training is done in libraries. Smakemupagus send me some raws about a more-genesis aproach, with a lot more buildings, but I thought having them in one place would help ?

Nah the books are pretty hard to make.  They're probably the most complex supply chain besides runic steel weapons!  And controlling the workflow with stockpiling is tricky .. so many cancellations for missing jugs of ink.

I agree with you Meph, that in the "genesis style" approach there are currently too many buildings and there is a lot of room for improvement...  I just like the general idea of using up Training Weapons (or etc.) for solidiers; and use cadavers & splints to train doctors.

7. There is no lead with simple metals, thats the reason for no lead bullets ;)

Did you add lead back to Galena in 1.9.3? (i don't see it in changelog).  Otherwise I am pretty sure there's no lead in Masterwork at all :)


Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
Post by: AssassinT90 on July 11, 2012, 01:16:21 pm
Hey, guys, I need some help over here.

I started a fortress with harder smithing enabled.
I realized a little too late that playing Fortress Defense in hard mode with harder smithing enabled isn't the most brilliant idea someone can have.

I wanted to know if there's a way to mod the number of metal bars required forge armors/weapons to the default.

Thank you very much.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
Post by: Firehawk45 on July 11, 2012, 01:21:51 pm
isnt that one of the things you can just switch without doing a new world gen?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
Post by: AssassinT90 on July 11, 2012, 01:47:37 pm
isnt that one of the things you can just switch without doing a new world gen?
Currently playing with harder smithing disabled and an adamantine gauntlet needs 6 adamantine waffers to be forged. Is that the default?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
Post by: ioi101 on July 11, 2012, 02:04:30 pm
Yes, I agree about the warhammers, that's why I said hammerdwarves have their own issues vs. large creatures. I think the problem is more with the pikes - pikes should be the best vs. large creatures but they also turn out to be very good vs. armored dwarves. So what are they not best against? I'm guessing they would fail in combat between unarmored opponents if the other side had slashing weapons (slashing is good against unarmored, small opponents), but that sort of combat almost never happens in fortress mode. I also think slashing may beat them in fights between a few dwarves vs. alot of badly armed/armored opponents, but that's much harder to test.

I didn't really mean it as something to be fixed though, the balance is fine enough that say, making it 5vs6 is enough to change the balance the other way, so in practice, this doesn't matter much. I may do some testing of small grps of mithril armed dwarves vs. bigger grps of steel/iron oppnents later and see if that changes things. And maybe 2h weapons could use a little boost.

I also want to push back against making skill training simpler. I actually like it alot the way it is - something to use for training doctors and training teacher/basic combat skills to a main dwarf without being overpowered or easy. I'd maybe add the possibility of using something else for binding that isn't as trade-limited as leather (lots of cloth? metal strands?), and change the skill used to something specific so you don't waste your leg. armorer on it while you aren't looking (although that can be solved with profile manager I think).

My much bigger problem with training in general is that it's far too dependent on luck in getting the right caste's. A legion or bezerker dwarf is a much, much better warrior then anything else. Same with savants and other specialized castes. This is in principle a good thing, but you really need a way to be able to get the caste's you need, at a high cost. I guess that used to be in the mod but was removed because it interfered with something?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
Post by: AssassinT90 on July 11, 2012, 04:44:27 pm
So... If anyone could tell me which file I should edit to change the number of bars required for forging armors/weapons, I'll be thankful.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
Post by: Roses on July 11, 2012, 05:01:25 pm
So... If anyone could tell me which file I should edit to change the number of bars required for forging armors/weapons, I'll be thankful.

Each weapon/armor piece has its own material size, so you would have to change all the item_*.txt files [MATERIAL_SIZE] token. The reason it takes so much adamantine is because they are waffers not bars and IIRC one bar = 3 wafers.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
Post by: Meph on July 11, 2012, 05:50:28 pm
Wafers and bars are not the same ? Wow, that makes adam/iridum stuff a lot more expensive. Has this always been like this, or just since 34.?

Quote
Same with savants and other specialized castes. This is in principle a good thing, but you really need a way to be able to get the caste's you need, at a high cost. I guess that used to be in the mod but was removed because it interfered with something?
Yes, it used transformation, and already transformed creatures cant transform again. The problem was that a dwarf => legion dwarf => golem/mage was impossible. And since there is no indication if a dwarf is part of a caste because he was always a member, or because he became one, it was difficult to micromanage the golems and mages. An already transformed dwarf could easily waste all you golem/mage ingredients without ever transforming.

The weapons are also balanced by the need for bars. A shortsword is weaker then a pike, yes, but also cheaper and lighter. I would however appreciate a better balancing, although I dont exactly know which weapons are overpowered and which are not. I usually have zweihander, battleaxe, warhammer, pike, and  crossbows (early ranged) and handcannons (highly skilled ranged).

About the books: Maybe I can change it to this:
Leather => Make vellum => need ink => book
Wood => Make paper => need ink => book
Plants => Make papyrus => need ink => book

With these reactions for ink:
Blood => make red ink
Ash => make black ink
Specific stone/ore => make (whatever) ink

Add a "ink crate (10 jars full of ink)", "blank book-crate (10 blank books)" and "mixed book-crate (10 random books)" to the trading and it should be better, no ?

I also have 5 buildings currently for the training, the scriptorium to make everything, and 4 libraries, just to split the different categories up a bit. Would you think that ONE big library would be better ? It would cause more scrolling for the training reactions in the workshop itself, but I could scrap 3 buildings for it...

EDIT: I also got a suggestion about special named books, similar to the ones that currently have a small chance of popping up now and then. Have them as high value tradegoods, or more complicated to write, but they give a bigger skillboost. Not training a little and being preserved, but train one entire lvl. Similar to the skill essence, but not to legendary, but only a little step. The book would be used up in the process, so if you find the "advanced handbook on swordfighting" or the "ancient technique of drizzt the drow sworddancer" you could use these more readily... sounds good, bad, unbalanced ?

EDIT2: Afterthought: Maybe add old books to fossils... who says that forgotten boxes and chests must be full of metal bars ? I can put all kinds of stuff in there... small chance for some book or scroll...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
Post by: Roses on July 11, 2012, 06:44:57 pm
As far as I know the wafers =/= bars thing has always been the case. I remember when I used to play vanilla that a breastplate would take 3 bars but 9 wafers. Granted that was a long time ago and it's been awhile since I've played a fort to the point where I got candy wafers so I could just be wrong.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
Post by: tahujdt on July 11, 2012, 08:17:19 pm
Meph, for the wafer vs. bar deal, I would suggest making candy and iridium bars instead of wafers when more bars for smithing is turned off.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
Post by: Mictlantecuhtli on July 11, 2012, 09:38:09 pm
As far as I know the wafers =/= bars thing has always been the case. I remember when I used to play vanilla that a breastplate would take 3 bars but 9 wafers. Granted that was a long time ago and it's been awhile since I've played a fort to the point where I got candy wafers so I could just be wrong.

It's always been like that, even back in 2d as far as I can remember. I just never really took note of it till now, I assumed bars and wafers were the same.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
Post by: Bouchacha on July 11, 2012, 10:11:01 pm
Training Books

I actually haven't played around with books because of the production line, but looking at the guide it says that it uses the teacher skill to create a tome. The guides say the reaction is guaranteed and without a failure rate. Does this mean that the teaching skill has no effect? If that is the case, I still don't understand how an unskilled laborer can write a instructional manual detailing the nuances of say, dwarven surgery. Let me know if I'm misunderstanding the mechanic. If not, I still think it makes way more sense to offer tomes strictly as a trade good. One of the stated objective of the mod is to make trade more interesting and necessary, and this is definitely one way to do it.

Speaking in terms of flavor, books only make sense if they're rare and originating from established sites of civilization, not mass produced by a bunch of drunks in a dirt hole.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
Post by: Firehawk45 on July 11, 2012, 11:34:10 pm
Training Books

 I still don't understand how an unskilled laborer can write a instructional manual detailing the nuances of say, dwarven surgery.

Dwarfen surgery is applied via the use of a pickaxe, so the instructions arent that problematic ;)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
Post by: Xangi on July 12, 2012, 01:16:08 am
I'd just like to say, thanks for keeping my mod in even when I didn't update. I'm bugfixing the hell out of it now, and a new version will be out soon.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
Post by: Tierre on July 12, 2012, 03:34:33 am
About adding books to archeology - i always thought that it is not rewarding enough. Getting silver, gold and  platinum bars is funny - but you got it a lot anyway. So maybe really more expensive gems, maybe even old coins (for trade), books, alchemic ingridients (upto philosopher stone), and a big variety of weapons and armor of verying material and effectiveness (depending on a chest you find). It is more reasonable than simple bars of metal. And i wrote about that i think about all the things you get from archeology in my thread in the first post:). So i think archeology is up for a good rework. Fossilised ammo and weapons is strange - you won't be able to use them anyway. More chests with different things in them. Like ancient elven chest of alchemy and books and big chest of human treasures (with gold and coins) and ancient chest of demonic weapons (i think it should use slademantine instead of steel grade demonic material though - or it is not rewarding enough):)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
Post by: Kandryn on July 12, 2012, 04:23:02 am
Books should all be available in a single workshop (library maybe?) Keep it small, 2x2 tiles? (desk,chair, bookcase-like tile, and an empty space) because it's one workshop per dwarf training, I don't want to setup a 3x30 room so 10 dwarves can read at the same time :D
Is it currently possible to setup a stockpile only for book?

Also books should come with a quality affix, affecting learning speed (hurrah for a masterful book of surgery). Learning skill of the reader should also be used in the equation.

For the book creation process I could see 2 options:
-Using the writer skill related to the current book being written to define the quality. (a legendary miner should create superior/excep/masterul mining books)
-Using the teacher skill to define the book quality.

In both cases, the writer should gain some teacher skill.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
Post by: Tierre on July 12, 2012, 04:32:08 am
I think it is not possible to get link from a quality of the book to the learning rate. Though Meph is an industrious felow and might figure some way to do it, but don't get your hopes up:) I don't see any option how to do it at all with present modding possibilities.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
Post by: Kandryn on July 12, 2012, 04:51:50 am
Mmh yeah, on second thought, I also doubt it's possible with raw-editing only :/
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
Post by: Firehawk45 on July 12, 2012, 05:04:57 am
Meph, the problem with the boneyard, that it tooks the whole stack, couldnt you fix that by doupling the "make bone crafts" reaction and modifing it? Or isnt that possible? (My knowledge of modding is somewhere near zero, ive never taken a look at raws)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
Post by: Tierre on July 12, 2012, 06:09:32 am
It MIGHT be possible with bone crafts or bone studs and was discussed with me and Hugo and Meph. But i think nobody tested this yet. Also vanilla reactions won't work with them i think. But boneyard might actually work.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
Post by: ioi101 on July 12, 2012, 09:48:19 am
Heh, so that's what those special books were lol. I remember seeing "The art of war" and wondered what happened there. As far as I can tell it isn't usable though? Or maybe it's for something I haven't used.

I guess I'm the only one who finds books useful in the current balancing, so they should probably be more worthwhile. I do think that connecting the scriptorium with a profession (plant processing, LW, or whatever) would help alot though, since a skilled dwarf would then make books much quicker then they do right now.

Making crates of them is definetly a good idea, and so is the idea of a one shot (or maybe few shot, like say 50% chance of return) books that give alot more experience. That would allow you to make a tradeoff between the efforts of your industry vs. the time for your specialist dwarves, which is very good. Either ones you find through arch, or maybe ones that just require alot more mats (although I can't think of any rare mats that they would logically require). Perhaps crates of rare books, with high cost? And maybe make wizard-type enemies drop them? Oh and I think putting them all in one building is a mistake, you generally specialize them to a specific dwarf that only needs a specific type of training anyways.

As for the transformations... that's strange, doesn't the spawn reaction involved multiple transformations where you transform back and forth? Anyways, I know nothing of modding so I guess that's that heh. I'd still definitely prefer having the option to transform into castes, with a warning in known issues or something that you can't transform again. Now that I finally got the 2nd dwarf caravan and bought half a mil's worth of runes and blueprints, I guess I'll be trying out the other transforms heh. I'm looking forward to the healer mage.

I'll try to look at weapon balance later, probably when I play through with the fortress defense races enabled, that's when combat should get very !FUN!. I think my tests vs. dwarves were pretty conclusive, but when you're outnumbered or fighting against creatures that don't feel pain or bleed (nightwings), the balance can be very different, so we'll see.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
Post by: smakemupagus on July 12, 2012, 10:47:06 am
some of the item_weapon_masterwork don't have a [MATERIAL_SIZE] token (v1.9.2)

specifically
ITEM_WEAPON_AXE_CHAIN
ITEM_WEAPON_VOID_CUTTER
ITEM_WEAPON_VOID_REAVER
ITEM_WEAPON_FELLING_AXE
ITEM_WEAPON_EVIL3
ITEM_WEAPON_EVIL6
ITEM_WEAPON_KERIS
ITEM_WEAPON_ELF1

ITEM_WEAPON_KERIS_TWIN
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
Post by: Merijeek on July 12, 2012, 11:38:56 am
Relatively simple question here...

Is there a manual or explanation of what does what and how and where and how different things are linked?

Typically, I'm just having to go to the manager interface and start to filter looking for whatever I can't figure out and then seeing what errors pop up when the job gets to the front of the queue. Yes, I probably should have been able to figure out that a medieval book cover was made by a leatherworker, but still.

Is there anything out there? I don't see it in the OP.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
Post by: smakemupagus on July 12, 2012, 12:22:19 pm
check out the Guides & Readmes folder in your install, especially the Building Guides
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
Post by: dead on July 12, 2012, 02:19:00 pm
so, hey. what happens if i catch the war elephant high queen and tame her? because apparently she and the war elephant calves born in captivity are tamable. those calves are also hostile toward their mothers, but the ones born inside cages are hostile to dwarfs like their parents. i feel like using them as pets are going to end really badly.

one more thing, what skills are needed to extract blood from unrotten remains in the kitchen? cause my cooking dwarfs are not doing it and are just idling when that comes up.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
Post by: ioi101 on July 12, 2012, 02:27:24 pm
I always thought it was cooking, but since my cooks are from the cooking caste it could be butchery. Or even brewing.

Speaking of that, are there any other good sources of blood? Seems like it's meat, remains, and prepared food with meat in it. All the other body parts that you get from butchering don't seem to work. Is there something I'm missing?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
Post by: Neyvn on July 12, 2012, 04:23:23 pm
Damn, I can't load the page from DFFD. Is there any Mirrors or such up anywhere???
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
Post by: Neyvn on July 12, 2012, 05:22:13 pm
Anyone???
Meph???
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
Post by: Bouchacha on July 12, 2012, 06:25:04 pm
I have a couple more ideas:
1. Early Chinese blast furnaces were powered by water wheels (http://en.wikipedia.org/wiki/Blast_furnace). Instead of requiring steel bars and leather (I don't understand the point behind these), why not just require them to be powered by wind/waterwheels? It would certainly add the proper "price" to establishing blast furnaces, and it would also add to the woefully underpopulated category of machine-powered buildings. Maybe other top tier forges should also require power. It's logical from a flavor and game balancing perspective. It would also look cool. Is it possible to add a power requirement?

On a similar note, I don't understand the bronze bar requirement for metallurgists. It's tautological, unless you happen to bring some on embark or melt some bronze equipment. I find it an annoying requirement.

2. In MDF and Vanilla, one corpse will only get you one skin. You can change this behavior as follows:
in material_template_default.txt, you add the following to the SKIN definition:
[BUTCHER_SPECIAL:GLOB:NONE]
[STOCKPILE_GLOB]
[DO_NOT_CLEAN_GLOB]

and then remove [USE_BODY_COMPONENT] from the TAN_A_HIDE reaction in reaction_other.txt (credit goes to GulMadred & scamtank over at SA)

This would now get you leather hides proportionate to the corpse. The problem is that leather reactions still only require 1:1 production, so you end up with way too much leather than you know what to do with, with this modification. I personally like the idea of proportionate hides, but they'll need to be balanced against production, probable on a higher scale than bars are right now. For example, leather shirt = 9 hides or something. Do you find this an interesting option to the mod?

You might also balance out tanning production by always having it generate miasma. This is historically accurate (http://en.wikipedia.org/wiki/Tanning#History), as tanning was traditionally always relegated to the outskirts of town because of the smell.

I think you also mentioned using leather for book pages (aka vellum)?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
Post by: Meph on July 12, 2012, 06:50:10 pm
Thanks again for the long report and the thought behind it. I love those. :)

Leather for blast furnace: Bellows.
(http://1.imimg.com/data/6/1/MY-903229/traditional-implements-250x250.jpg)

Tanning should smell, yes, that why I added the chance for a sickly smell/nausea. I already had leather vellums in the mod, but took them out after a while... dont ask me why, I think there was a misunderstanding between vellums and books.

I plan to do multiple leather skins from bigger creatures, but with extra-butchery-items. This allows me to do more precise numbers, and I dont have to rebalance the leatherworker reactions, which would be impossible anyway, because these are hardcoded. The same counts unfortunately for workshops and power, I cant link the blast furnace to a waterwheel.

@nevyn: Ehm... try DFFD later I guess... I dont have another mirror.

@ioi101: extract blood uses brewing. (was in the still previously,never changed the labor, ups) and you named the best sources. Meat and bodyparts. Although I never anticipated that prepared meals would work as well, have to find a workaround for that,otherwise people loose a lot of food.

@tierre: wrote you a PM

@firehawk: Sadly impossible... there is no bone craft reaction I could copy.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
Post by: Deimos56 on July 13, 2012, 12:51:01 am
@firehawk: Sadly impossible... there is no bone craft reaction I could copy.
Just a thought... possibly a very inefficient thought... would it work to be roundabout and use a bone's worth of bone crafts as the material instead of actual bones?... I'm not sure whether or not you can designate generic 'bone crafts' as a material, but it could be something to think of, maybe?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
Post by: ShadowLop on July 13, 2012, 05:02:58 am
Damn, I can't load the page from DFFD. Is there any Mirrors or such up anywhere???

Unless Meph objects (I wanted to get started quick since my internet is slow atm) I'm uploading a copy of Masterwork to Rapidshare and can share a link as a mirror.
Will update this post once uploaded.

Meph, please let me know if you don't want it mirrored and I'll take it down.

https://rapidshare.com/files/1602626619/MasterworkDF 1.9.3.rar (https://rapidshare.com/files/1602626619/MasterworkDF 1.9.3.rar)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
Post by: Kandryn on July 13, 2012, 06:29:22 am
Are rocktip bolts broken at the moment? I've setup my marksdwarves militia to use any kind of bolt, still they don't take the rocktip bolts from my ammo pile. (they do with wooden ones though)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
Post by: ShadowLop on July 13, 2012, 06:48:49 am
Are rocktip bolts broken at the moment? I've setup my marksdwarves militia to use any kind of bolt, still they don't take the rocktip bolts from my ammo pile. (they do with wooden ones though)

They might have a missing tag maybe? Set them to use a set of rocktip bolts in addition to their normal bolt sets until they're fixed?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
Post by: somebears on July 13, 2012, 08:16:19 am
I hope this has not been done yet..
I just wrote a small bash script for LINUX to enable/disable parts of the mod
It uses grep and sed.
WARNING: This may break your df installation. Make a backup of your ./raw folder!!!!!!!!!!
Spoiler (click to show/hide)

Installation:
1. copy code
2. paste into empty file in your dwarf fortress folder (eg /home/user/df_linux_masterwork/dwarf-fortress/)
3. profit


available commands:
Code: [Select]
read          ----- lists mods and their status included in the list at the beginning of the script (might not be complete )
enable MODNAME
disable MODNAME

just pass them as an argument in the command line. (if the file is named dfmw.sh)eg
Code: [Select]
somebears@home ~/df $ sh dfmw.sh read
somebears@home ~/df $ sh dfmw.sh enable ELEPHANT

 if you get stuff like
Code: [Select]
FF is disabled
FF is enabled
this means that parts of the mod are enabled, but other parts are off. using enable/disable will affect the entire script. That means that you cannot enable or disable parts of the script like it is done in the Windows GUI.

hope this helps some linux users
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
Post by: Meph on July 13, 2012, 09:38:08 am
Interesting. Just out of curiosity, why did you not use Wine (http://www.winehq.org/) to run the GUI ? I think someone mentioned that this would work as well.  Then again I have neither Mac nor Linux so I cant judge.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
Post by: Neyvn on July 13, 2012, 09:46:00 am
A wonderful little read of someones experience with Masterwork...
http://www.bay12forums.com/smf/index.php?topic=113161.0
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
Post by: ioi101 on July 13, 2012, 09:55:12 am
From what I can tell, bodyparts actually don't work for blood. At least the ones you get from butchery - spleen's, eyes, etc. Only meat does. Mutilated body parts that haven't been butchered yet probably would work. That's fine though, food is already far too good of a source of money.

And the work-around that I use for not wasting my prepared food on blood is to give all the stuff I need in the kitchen from stockpiles. Come to think of it, it would be best to have another kitchen dedicated to blood production, so my normal one can operate better. Yes, you can tell I like using the temple reactions hehe.

I also have some suggestions about the wood industry. Right now, other then as a source of ash/charcoal from scrapwood, it's not very worthwhile.

The year-long wait time and high embark cost of steeloak seeds make it impractical for early armor. The fuel cost of refining will probably make it impractical for late-game ammo as well, although I'm not there yet to check. Polishing wood takes a whole barrel of oil (I'm guessing this isn't something that can be fixed) and fairwood has a value of just 5 - too low to make it interesting considering the effort. Fungiwoods are an decent source of good alcohol, but that's not terribly important. Netherbark, I'll have to see, don't have access to it yet.

What I'd like is for wood to be a good source for high-value furniture (too many of my forts end up with all gold living chambers heh). This can be done by adding more wood polishing (or more generic "treating") reactions to to timberyard, that would take all the different types of trees and make them into high value logs - I'd say starting from 25-30 value and going up to 80-100. Something to compete with the value of the all too common gold, while still being light - maybe make it so one of them looses density as a result of the reaction for nice-value light bins/barrels. The reactions could take multiple logs, or extra oil, and maybe some type of metal powder or even gems for some very high value treatments. Should probably be more then 100 though if you make it a big enough reaction.

If you want to make it more useful for practical purposes I'd also probably lower the time to grow to one or two seasons, and remove the fuel cost for refining the "metal" trees. By the time you can get alot of them, you'd probably have access to magma anyways, but they would still be a nice source for ammo like that. Although I wouldn't worry about that, I think it's fine for each industry to be best at one thing and you don't need to have everything be optimal for everything. It's impossible anyways.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
Post by: UltraValican on July 13, 2012, 11:20:26 am
Sorry if this has been asked before, but how do you disable DF Hack from running with Df?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
Post by: Meph on July 13, 2012, 11:30:11 am
Open df folder, find SDL.dll, delete it, find SDLreal.dll, rename it to SDL.dll. Done.

@ioi101: Everyone plays differently, I think slow, unlimited steel is overpowered as it is ;)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
Post by: Firehawk45 on July 13, 2012, 11:36:18 am


I would love to actually see some reactions taken away from the timberyard. Its a really expensive building, and to run the wood industry effectively you need more than one. Maybe another workshop ("Woodpreparer" would be my idea, but i dont care how its called), which gets reactions like "remove bark", "refine wood" (was it that one?) and MAYBE the refine into Iron/Steel reaction. The reactions you need to kick the industry off would still be in the timberyard (basically all the cut farmed trees, but remove bark could also be here to make it a necessary building.)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
Post by: smakemupagus on July 13, 2012, 11:56:35 am
@ioi101
Interesting to read your perspective!... I agree that fairwood is quite hard to make and could be either easier or more valuable.  Nether is quite readily mass produced (if you dedicate a timberyard and a big farm to it).   I do like the look very much of nether- and crystal- furniture.

On the other hand I actually think the steeloak farms are way *too* powerful already:

1 bar steel from Steeloak:
Jobs:  (Plant, Harvest), Cut, Refine
Real Cost:  1 [fuel]
Extra Cost: 1 year time, space for big farm plot, seeds, maybe potash

1 bar Steel at smelter:
Jobs:  (Mine, Haul), Smelt, Refine, Pig Iron, Steel
Real Cost:   1.5 flux, 1.5 extra coal
Extra Cost: 2.75 [fuel], ore vein

"Extra" costs are those I think are negligible in a mature fort.  You'll have a magma smelter so that doesn't cost fuel. ... But I'd also argue that time and space for farms are almost free too, and you'll be swimming in seeds. 
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
Post by: ioi101 on July 13, 2012, 01:08:57 pm
I think you're perfectly right, for a mature fort (although magma blast furnaces actually make steel easier then that). That's not really my focus though - unlike in vanilla, steel is not the best material in Masterwork, so for a mature fort I'd rather go for volcanic/cobaltite gear. The only thing steel would be good for at that point is ammo (and maybe for feeding into vulc items, don't know if that's possible?), and I do think I may go with steeloak farms for ammo. Haven't decided yet, I'm still only at my 2nd dwarf caravan and only now starting production of volcanic gear. But when it comes to setting up early defenses in the first year, steeloak is impossible because of the time to grow and the fact that you have to get it off caravans.

I agree my perspective on this may be different from most people, I'm more used to playing with fortress defense enabled and early steel (and generally having a huge focus on military) is critical for that. I also use reveal in dfhack so mining tends be alot easier then it would be for people doing exploratory mining.

My main point is really about the furniture though, and having this as a source of high-value, light, but time-consuming to produce materials. I think there's a lack of that sort of mat in vanilla DF and it would make sense for it to be filled this way. If other people find steeloak good enough as is, that's perfectly fine.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
Post by: Meph on July 13, 2012, 02:54:34 pm
So what you really say is this:
You are a good player that goes for steel early.
Steeloak takes too long, by the time they grow you have welded cobaltite/mithril/volcanic materials.
Therefore your conclusion is: Steel from steeloak should be faster/better.

I come to a different conclusion: The high tech metals should be slower, and/or harder to obtain. If you easily get them within the 2nd/3rd year, something is going wrong.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
Post by: ioi101 on July 13, 2012, 03:27:17 pm
Weeeell, no. I don't think the mod should be balanced for how I or another powergamer would play it. DF is not starcraft, it's much more of a simulation game, and people like to play it in different ways. I'm sure I don't play it optimally either - there's certainly no point to making individual rooms full of golden furniture for all my dwarves, but I do it cause I like to have valuable furniture. It's more like civ, another game which is more about having multiple viable strategies, even if only very few are "optimal" and viable if you play it at the highest difficulty.

So my conclusion would be that you should leave steeloaks as is and ignore my opinion when it comes to something like that, I didn't realize it's widely used by others. My main point was really about the furniture, and there I think making the wood industry a source of mats as good as high value stones/gems, at the cost of more effort, would be useful to everyone.

If you do have an interest in making it harder though, I do have one major idea that I've been mulling over for a while. I want to play more before I try to put numbers on this, but the basic idea would be to make trading and in general industry alot more important by:

1) Put a top tier (or tiers) of materials (and maybe pets/constructs/other important mats) as tradegoods only sold in crates by the various races.
2) Make the price of the material when it's out of the crate much lower the the cost of the crate would be (so that you can't just order crates, make stuff with them, sell them back for far more then they cost in the first place, which makes trade trivial)
3) Set a balanced price on the crates, but then allow players to set a multiplier on it to make it harder/easier. I don't know if it's possible to do this for almost arbitrary numbers and have a script changing the raws, or if you could just do a bunch of different options. The idea here is that this would be like an overall setting on the difficulty of the game, but easy to understand/modify depending on how ppl want to play.

And it still allows you to make your own stuff, you're only buying the material, not the actual items, which is important to me at least heh.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
Post by: Meph on July 13, 2012, 03:39:32 pm
I can easily do the valuable wood for furniture, but I actually thought people would use metals for high value furniture anyway.

The trade-good only thing will be difficult, but doable. I just have to make sure the races are not bringing anything made of it randomly. I think the dwarven homeciv would do so, regardless of what I do, because the reaction you as a player use is of course also used by the civ in worldgen. So you get "supermaterial-toys,tools, armor and weapons" from the dwarven caravans at random. Only way around that is the same thing I did with volcanic/bifrost, which is to write custom reaction for the items, and have neither ore nor bars anywhere.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
Post by: Firehawk45 on July 13, 2012, 03:40:28 pm
Quote
1) Put a top tier (or tiers) of materials (and maybe pets/constructs/other important mats) as tradegoods only sold in crates by the various races.

wouldnt it be a good idea to have some metals only obtainable by taking it from the cold, dead (not reanmated) hands and bodys of your enemies? It would encourage actual fighting sieges instead of waiting them out.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
Post by: Meph on July 13, 2012, 03:49:54 pm
Thats what I am doing already, in several cases, and want to heavily improve on the idea. In the next version I would love to merge goblins and orcs into one, and heavily change the cavern races. Reduce it to 3 probably, and add one surface race for it... same amount of invaders...

3 Cavern races

 - Spawn of the Holistic (deep) => hard, naturally armed/armored, transformes dwarves => Drop... (?)
 - Xen/Xelic (shallow) => medium, multi-armed, caste system => Drop Special Chitin(?) & Goblinite
 - Ratmen/Skaven => medium, warpstone weapons, mutations, some mages => Drop warpstone stuff

6(7) Evil races

 - (Kobolds of course) => very easy, thieves => Drop bags of loot

 - Greenskins (Standard) => easy, Goblins, Orcs, Trolls => Drop Goblinite
 - Terracotta Army (Plains) => easy, naturally armed/armored, golems, chariots => Drop Scrolls of Life
 - Anubites (Desert) => medium, Anubites, egyptian Gods, fight with magic => Drop Sand & goblinite(?)
 - Living Land (Forest) => medium, Druids, Satyrs, Nymphs, Treants, walking plants => Drop wood/seeds
 - Frost Giants (Tundra/Glacier) => hard, giants, icewolves, frost wyverns => Drop bifrost & goblinite
 - Automatons (everywhere) => hard, steampunk spiders, automatons, moving turrets(?) => Drop clockwork parts
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
Post by: ioi101 on July 13, 2012, 04:22:57 pm
Yes, I think the best thing is to have both options- both hunting in the caverns and trading as ways of obtaining very high quality gear. And the mod already has the basic setup of both things, and I think it would be a interesting way in which to expand it.

As for eliminating any other forms of the "supermaterial" from trade - wouldn't it be easiest to make it so only the non-dwarf civs have access to it at all? And then let the dwarves be the source of the great automatons/runes/tomes, etc. like they are already. I don't know how easy it would be to make a script that multiplies all the values of these tradegoods. Should be doable in UNIX, in windows I have no idea heh. I think it really fits with your style of making the mod moddable though, by letting the player control the difficulty.

Why do I want something like that - basically right now if you're playing powergamery, you worry about getting good gear/weapons (or traps), food, and some very basic happiness (furniture). Creating value for trade caravans just happens naturally through growing/cooking + training armorsmith/weaponsmith. Doing things purely for export - making crafts/decorating, dyes, etc. is pretty much unnecesary, and ineffective. But if you make it so there's an endless stream of expensive stuff to buy, and couple it with a boost to some of the value making industries that aren't as neccesary right now (say making decorations/crafts 2-3x as valuable), it would give you more ways to play and be more interesting. And it's also a straightforward way to bump up the difficulty of the economic side of the game, as opposed to the military.

In general I think it would be a good thing for industries to have a "specialties" of sorts, i.e. metal/temples -> military equips/buffs/transforms, wood/stone -> furniture, gems/crafts/decorating-> value for trade. Of course you also want to have versatility and connections, but those are pretty much already in the mod/vanilla DF, i.e. being able to make weapons from a variety of materials even if metal is "best", and the fact that lots of industries make tools needed in other ones like bags/jugs/etc.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
Post by: Meph on July 13, 2012, 04:33:46 pm
Quote
wouldn't it be easiest to make it so only the non-dwarf civs have access to it at all?

Well, sure I would do that, but YOU, the player, who is playing dwarves, would need a way to use it. And then your homeciv does as well, because you play with that civ. If I allow a custom building that uses these materials to make stuff, or if I enable it for your forges and smiths to be used,so does your civ in worldgen.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
Post by: ioi101 on July 13, 2012, 04:52:09 pm
Yeah that was.. rather obvious wasn't it. Ok I'll leave the modding to the modders  :).
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
Post by: Firehawk45 on July 13, 2012, 04:53:43 pm
well, then the only way to avoid this is by giving the enemy the finished goods with them. Dwarfsized enemys of course, and weapons dwarfes can wield. In this way you dont need to give the dwarfs the reaction. The downside would be that you do not know what you get before the invaders are knocking on your door with the stuff you want.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
Post by: Truec on July 13, 2012, 05:18:04 pm
Just decided to try this mod out, after putting off trying it forever. 

A quick question; when starting Masterwork Settings 1.9.2.exe, I'm told it can't find the DF directory.  It can't find the very directory that it's sitting in.  Is there something obvious I was supposed to do before starting it that I missed?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
Post by: Tierre on July 13, 2012, 05:28:42 pm
Have you actually unrared it or just opened an archive and went for the exe?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
Post by: Truec on July 13, 2012, 05:59:25 pm
UnRARed it all into a DF subdirectory (making this I believe the 6th concurrent installation of DF I have now), with the other files and folders from the RAR in the same directory as the game.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
Post by: Meph on July 13, 2012, 06:40:13 pm
No wonder it doesnt work. You just unpack it, and that is it. You dont need DF, you dont need to sort anything, just unpack and run it. It is pre-installed, meaning that Dwarf Fortress is already included.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
Post by: somebears on July 13, 2012, 06:40:24 pm
@meph
I was not sure if there are some differences how the linux version and how the windows version works
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
Post by: thistleknot on July 13, 2012, 08:11:43 pm
rock anvil?  what makes it?

rock forge isn't it
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
Post by: Truec on July 13, 2012, 08:23:58 pm
No wonder it doesnt work. You just unpack it, and that is it. You dont need DF, you dont need to sort anything, just unpack and run it. It is pre-installed, meaning that Dwarf Fortress is already included.
That was what I did.  I unpacked the RAR into it's own directory, separate form my other DF installs.

I did however figure out that, when I was unpacking, I shoved the Settings exe into the DF directory, rather than leaving it in the one above it.  So now it works.  Seems like a odd choice, requiring a certain directory structure to make something work, but I'm a terrible programmer, so I'm hardly fit to judge.

MUCH LATER EDIT: Okay, had to break away for a bit before I could start actually playing, upon returning, I genned a test world from one of the included worldgen recipes.  Nice quick generation, found a test site.  Grass, water... trees?  Maybe?  They're placed like trees, but they look like fire, the same flickering square effect.  And when I cursor over them, the tile material shifts randomly very fast.  When I caught this shot, it decided it was called Metal of Armok.
Spoiler (click to show/hide)

So I decided to try generating another world, and fed it a recipe in use in vanilla 41.11.  Upon reaching the site, same thing.  This time, the flickering square, in the frame I caught it in, decided it was bismuth bronze.
Spoiler (click to show/hide)

In addition, I actually decided to look at the embark settings this time.  I don't pretend to know all the new items added, so I'm forced to ask. Silt pickaxes, white sand anvils, petrification spell clay, hardwood chops, is this all normal?

Is anything here normal?  Is my install completely screwed up?  Is it something that could have been caused by my choice of settings?
 
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
Post by: ShadowLop on July 14, 2012, 12:06:15 am
No wonder it doesnt work. You just unpack it, and that is it. You dont need DF, you dont need to sort anything, just unpack and run it. It is pre-installed, meaning that Dwarf Fortress is already included.
That was what I did.  I unpacked the RAR into it's own directory, separate form my other DF installs.

I did however figure out that, when I was unpacking, I shoved the Settings exe into the DF directory, rather than leaving it in the one above it.  So now it works.  Seems like a odd choice, requiring a certain directory structure to make something work, but I'm a terrible programmer, so I'm hardly fit to judge.

MUCH LATER EDIT: Okay, had to break away for a bit before I could start actually playing, upon returning, I genned a test world from one of the included worldgen recipes.  Nice quick generation, found a test site.  Grass, water... trees?  Maybe?  They're placed like trees, but they look like fire, the same flickering square effect.  And when I cursor over them, the tile material shifts randomly very fast.  When I caught this shot, it decided it was called Metal of Armok.
Spoiler (click to show/hide)

So I decided to try generating another world, and fed it a recipe in use in vanilla 41.11.  Upon reaching the site, same thing.  This time, the flickering square, in the frame I caught it in, decided it was bismuth bronze.
Spoiler (click to show/hide)

In addition, I actually decided to look at the embark settings this time.  I don't pretend to know all the new items added, so I'm forced to ask. Silt pickaxes, white sand anvils, petrification spell clay, hardwood chops, is this all normal?

Is anything here normal?  Is my install completely screwed up?  Is it something that could have been caused by my choice of settings?

I believe this issue is related to duplicate RAWs.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
Post by: Truec on July 14, 2012, 12:21:21 am
That did occur to me (last time that happened to me I ended up with playable crocodiles), and so wiped the objects folder, re-extracted from the RAR, and generated another world.  Same issue. 

Upon wiping the whole mess and starting with a freshly extracted install, it now seems to work fine.  So presumably, something I did before went terribly wrong.  As usual, the error lies somewhere roughly between the keyboard and the chair.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
Post by: cAPSLOCK on July 14, 2012, 12:46:00 am
Hey! First of all, I love this mod! It makes fortress mode not boring!   :D

Second, the drop rates for stones seems to have been DRASTICALLY reduced.
I turned off the less solid rock option but it doesn't seem to help. :(

Like, out of 100 spaces mined I only got ~20 stones.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
Post by: ioi101 on July 14, 2012, 06:54:36 am
Hey! First of all, I love this mod! It makes fortress mode not boring!   :D

Second, the drop rates for stones seems to have been DRASTICALLY reduced.
I turned off the less solid rock option but it doesn't seem to help. :(

Like, out of 100 spaces mined I only got ~20 stones.

According to the wiki this is a change to vanilla DF in 34.08, nothing to do with MW. stones have a flat 25% chance of appearing (100% for small clusters like gems), which is about what you're seeing. But yeah this suprised me too initially heh.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
Post by: Meph on July 14, 2012, 10:46:42 am
Yes, that is vanilla. It is genius. Stones now cut into 4 blocks instead of one, all ore makes 4 bars, all coal makes 4 coke. 4 times less micromanagement, 4 times less clutter, 4 times less workforce needed.

EDIT: A little repost about the future ideas for invaders... any comments ?

3 Cavern races

- Spawn of the Holistic (deep) => hard, naturally armed/armored, transformes dwarves => Drop... (?)
 - Xen/Xelic (shallow) => medium, multi-armed, caste system => Drop Special Chitin(?) & Goblinite
 - Ratmen/Skaven => medium, warpstone weapons, mutations, some mages => Drop warpstone stuff

6(7) Evil races

- (Kobolds of course) => very easy, thieves => Drop bags of loot
 - Greenskins (Standard) => easy, Goblins, Orcs, Trolls => Drop Goblinite
 - Terracotta Army (Plains) => easy, naturally armed/armored, golems, chariots => Drop Scrolls of Life
 - Anubites (Desert) => medium, Anubites, egyptian Gods, fight with magic => Drop Sand & goblinite(?)
 - Living Land (Forest) => medium, Druids, Satyrs, Nymphs, Treants, walking plants => Drop wood/seeds
 - Frost Giants (Tundra/Glacier) => hard, giants, icewolves, frost wyverns => Drop bifrost & goblinite
 - Automatons (everywhere) => hard, steampunk spiders, automatons, moving turrets(?) => Drop clockwork parts

Basic idea is that each race will give some kind of material/itemdrop that is needed for high-tech stuff.
Kobolds just drop a bag full of metal bars, so people hunt them down.
Goblins/Orcs drop golbinite, e.g. free metal equipment.
Terracotta army drops magic scrolls/golem related stuff, to give life to inanimate objects. (golems for example)
Anubits/Egyptian Gods drop... NO IDEA
Living Land (working title) drops seeds, wood and plants.
Frost Giants drop bifrost, a metal between steel and adamantine.
Automatons drop clockwork parts, needed for high-tech/mechanical things, like turrets.

Ratmen/Skaven drop warpstone/mutation related things, possibly to upgrade pets a lot more...
Xen/Antmen drop... chitin for some strong and lightweight armor, mostly for archers (?) (BETTER SUGGESTIONS?)
Spawn of the Holistic drop... definetly something special, but I dont know what yet.

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
Post by: Flobulon on July 14, 2012, 12:15:55 pm
Sort of a random question, but I was just going through the raws in order to update the Caste Guide, and I was wondering - are we 100% sure that [SLOW_LEARNER] doesn't override [SKILL_LEARN_RATE:x:y] ?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
Post by: Bouchacha on July 14, 2012, 12:42:20 pm
I play with ASCII (I'm so used to it by now that tiles look like gibberish to me) but wish there was a better one packaged with MDF. Might I suggest Haowan's set (http://dwarffortresswiki.org/index.php/Tileset_repository#Haowan)? It's based on the original set but designed for bigger resolutions (which most people should have anyways) and square. I think it's the best looking ASCII tileset available.

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
Post by: Jacob/Lee on July 14, 2012, 07:24:49 pm
This might sound silly, but how do I change the font back to DF's default? I don't care much for any of the fonts included and it just bugs me a little reading this (http://i.imgur.com/k9n5A.png) all the time.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
Post by: Broseph Stalin on July 14, 2012, 08:17:19 pm
This might sound silly, but how do I change the font back to DF's default? I don't care much for any of the fonts included and it just bugs me a little reading this (http://i.imgur.com/k9n5A.png) all the time.
f12
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
Post by: Jacob/Lee on July 14, 2012, 08:42:42 pm
This might sound silly, but how do I change the font back to DF's default? I don't care much for any of the fonts included and it just bugs me a little reading this (http://i.imgur.com/k9n5A.png) all the time.
f12
Thanks!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
Post by: ioi101 on July 14, 2012, 08:43:37 pm
Alright this is gonna be long report, now that my current fort has pretty much failed. TLDR, apparently 6 steel armed dwarves+all the steel armored grizzlies you can shake a fist at can't deal with 2 troglodyte ambushes at once, at least not without serious casualties. Since I don't want to stay locked up while trying to train/arm in volcanic, I'm restarting, this time with the FD races. I've been keeping notes for these 3 years so I'll split this up into bugs/odd things, and balance suggestions:

Bugs/wierdness (sorted from bad to minor):

Corpses/parts of monsters keep "resurrecting" almost dead. Doesn't always happen, and butchering seems to finnish them off for good. Highly annoying as it scares your civs everytime as they try to drag it back.

Bullet turret bullets are classified as tallow and end up in food stockpiles. Who knew copper was edible. Couldn't find it in between all the types of fat/tallow, so simply disabled tallow from all stockpiles.

Wards make dwarves fall down, which then makes other dwarves recover them for resting. I think moving away from the staircase helped with this though. Also wards keep showing up as combat... annoying as you don't notice real combat sometimes.

Outfitting wards in apothecary seems to simply destroy them.

I bought crates from the drow-> but then they seem to have dissapeared, can't find them on the trade depot and everything is red in crate opener workshop

Freezing giant snatcher destroys outdoor fields by walking through them. I think this is an effect from their "blood" as well, so without dfclean it would probably track all over the fortress. Maybe this is a feature though, not a bug hehe. Those snatchers

Temple of armor reaction: uses diorite, and I assume any other stone not neccesarily ore like the manual says

Bezerk sneak goes bezerk before revealing himself - can move dwarfs over to find him.

No reaction for volcanic gauntlets. Again, may be deliberate.

About the vomiting related to crematorium, and sometimes kitchen - looks like one of the dwarves got sick from it, he keeps getting fever/vomitting fits. I'm not sure the kitchen causes it at all actually, but the crematorium certainly seems to, when burning remains (haven't used other reactions)

troglodyte ambush tends to rush up through my fortress to get away when "beaten"

Note sure if this is mod fault but I get graphical glitches - black spaces- over icons when assigning pets to pastures (can't see the cage/pasture graphic) and in workshops (can't see the S, R, or A letters). Seems to happen with long names. I tried both fonts and ironhand/phoebus, same problem.

Suggestions:

Allow bronze armorplates - seems strange that you can't make them from bronze

The materials for philosophers stone fill up bags, but the game does not recognize them as filled bags and they clutter up bag stockpiles. Make them non-powders if there isn't another way to fix this?

It would really help to know where in the stockpiles menus many of the new items are. Like for example crates, or armorplates, or runes. Maybe a mini-guide?

The great magma forge seems to be too important. I built just one, but for my next game I plan on 2, and more likely 3. One obvious suggestion is to separate the making of the slade/obsidian blocks from the volcanic item crafting. Although I do love the general idea of the forge- turning lots of metal into super-metal.

I've said this before but the power of the caste/savant dwarves vs. the non-caste ones feels too big. I end up with tons of crappy dwarves running around hauling for the caste ones. And if you put caste and non-caste in the same squad, the caste ones are so much faster they end up killing everything before the slowbies show up, leaving the non-caste even further behind in skill. I'll end up making caste-split squads next time. I think I'll switch on easier learning for my next game.

I found the steel-clad grizzlies/mastiffs and bullet turrets suprisingly weak against troglodytes. They do well against goblins though. I had 3 bullet turrets shooting an ambush of troglodytes through fortifications (had a raised bridge), and they really weren't doing much, even after multiple days. Spirit hunters seemed a little better, but not much.

I'll probably do some testing on these animals in the arena but right now managing pets that aren't directly assigned to dwarves is so annoying (finding the one you want in 5 pages of pets..) that I'll probably try to just stick to raptors. Or dragon raptors :). And probably try the rest of the turrets. In general I'd much prefer pets to be more expensive or otherwise rare but good - much less micromanagement that way.


Things I tried and liked alot:

Temples and their rituals. In general I like the idea of hard to make buildings, and rituals that allow you to turn alot of semi-worthwhile things into one really nice thing. Timberyard goes under this as well, although I only used it for scrap. Alchemy was another cool thing.

Actually looking forward to caravans for once. Although I ended up buying far too many pets (drow caravan with ~5x dragons, raptors, grizzles, spirithunters each, and then anotehr ~8 other animals) and got completely bogged down in trying to manage them.

The armor/weapon improvement system. Need to be able to put runes/plates in a stockpile so I can manage what gets upgraded though.

The different look of the 3 different caverns. Has alot more personaility. The whole reason my fort died so early is because I tried breaking into the middle cavern for crystal trees before I was ready heh.


And finally, I have a question since my fort died before I could get to it - do the fighter transformations (demonbound/stonebound/earthbound) radically increase the attributes of dwarves (str/heal/etc.) like the the bezerker/legion caste does? If they do, that would help fix alot of my issues with the caste's.

Great mod overall, now time to start my next run.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
Post by: Neyvn on July 15, 2012, 04:54:12 am
How do I get the Text out of the Embark Profile pdf???
I am trying to make a Community Fort for a NON Bay12 group of mine and I wanted to make things a little easier to see, but yeah, can't get out the text... T_T
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
Post by: Marshbaboon on July 15, 2012, 10:36:01 am
Loving the Skaven idea, my all time favourite warhammer race.

If catapults & ballistas end up getting reworked (shooting up/down z levels) it'd be awesome having an invader race that constructs a fortification, camps your entrance & pelts you from across the map. Even better when toady adds in tunnelling bridge building/ ladders etc for the AI.

Some sort of mutant/chaos force could be interesting. Larger humanoids Immune to pain & fear so they have to be killed or otherwise disabled. They could have different mutations to overcome certain aspects of your defences. Mutated ogres with tentacle arms riding skinless mammoths that bleed everywhere. Plus: natural weapons so no goblinite.

A persian style god-king, with armies comprised of slaves, animal masters & trained armoured warbeasts. Would need a way to send in the slaves before the warbeasts as a meatshield (to clear traps). If you kill the god-king leader the warbeasts turn wild & the slaves/ animal masters retreat. Warbeasts would also need trapavoid (no free creatures for you to tame, but plenty of meat out of whatever you can haul off the battlefield before it rots).

Zero idea if any of that is possible but there's never any harm in sharing.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
Post by: The Scout on July 15, 2012, 10:48:22 am
Is the Werewolf and Vampires mod part of this? Could I just put them together?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 -Poll about new races
Post by: Meph on July 15, 2012, 01:56:25 pm
Quote
Is the Werewolf and Vampires mod part of this? Could I just put them together?
Do you mean Fear the night ? If yes, it is included...

Quote
Loving the Skaven idea, my all time favourite warhammer race.
- snip -
Zero idea if any of that is possible but there's never any harm in sharing.
Most of it is not possible with modding, no AI modding can be done.

Quote
How do I get the Text out of the Embark Profile pdf???
It is a .jpg, so either copy the picture, or type it again. Or scan it with a software that detects text in pictures, but that would take it a little far.

@ioi101:
Quote
Temples and their rituals. In general I like the idea of hard to make buildings, and rituals that allow you to turn alot of semi-worthwhile things into one really nice thing.
What exactly do you mean by that ?

Quote
do the fighter transformations (demonbound/stonebound/earthbound) radically increase the attributes of dwarves (str/heal/etc.) like the the bezerker/legion caste does?
Yes, they do get the same attribute bonus in addition to their magic abilities.

Most of the other stuff you wrote make sense, and is in my todo list now. Thanks for the long report.

Quote
Might I suggest Haowan's set?
Yes you might. It uses standard ascii settings in the raws I take it ? It will be really easy to add, but I thought that vherids extra ascii set would be more then sufficient.

@flobulon: I actually dont know which part overwrites what, but I assume that the skill rates are set first, and slow learner takes the skill rates assigned to a creature and reduces them to 50%.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 -Poll about new races
Post by: ioi101 on July 15, 2012, 04:44:41 pm
I meant rituals like the one that gets you the iron golem at the temple, even though I didn't get one last game. Lots of inputs -> one really good thing. Same to a lesser degree with the altar reactions (lots of ash-> demon wood, etc.), and the volcanic gear. LFR also has this for the transforms in that mod, although I haven't played with it yet.

And on the flip side you have reactions (trans. chamber and others) that allow you to get semi-rare mats that may not be present at your embark. Didn't have much use for that last time around since I had an embark rich with damn near everything, but my new game has almost nothing so I imagine I'll use them alot more. Speaking of which, a reaction to transmute anything into cinnabar/realgar, and maybe the other less rare philosopher's stone mats would be much appreciated heh.

Of course the big difficult to make buildings are also a great thing. And good to hear about the transforms.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 -Poll about new races
Post by: TTCBuilder on July 15, 2012, 06:10:06 pm
I found a bug:
I sent a dwarf to sacrifice iridium wafer to get a golem heart in magma armok temple, unfortunately he instead turned straight into an iron golem. He was a darn good worker too. I don't even know where he got an Iron sword... Or iron pieces...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 -Poll about new races
Post by: Meph on July 15, 2012, 07:57:56 pm
Quote
I found a bug:
I sent a dwarf to sacrifice iridium wafer to get a golem heart in magma armok temple, unfortunately he instead turned straight into an iron golem. He was a darn good worker too. I don't even know where he got an Iron sword... Or iron pieces...

A feature. You pray... praying is unrelyable. Armok just wanted to grant you a free golem, that might happen... but rare.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 -Poll about new races
Post by: DrStalker on July 15, 2012, 08:36:22 pm
No option to make Runerobes

I just started a new world, same Masterwork 1.9.2 install as my last world and there is no option to create runerobes.  I can't craft them at the forge, can't assign them to be crafted through the job manager and they don't show up when editing uniforms.

Any ideas where to look to fix this?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 -Poll about new races
Post by: smakemupagus on July 15, 2012, 09:39:26 pm
in entity_default you have a section that looks like this   

[ARMOR:ITEM_ARMOR_BREASTPLATE:FORCED]
[ARMOR:ITEM_ARMOR_MAIL_SHIRT:FORCED]
[ARMOR:ITEM_ARMOR_LEATHER:FORCED]
[ARMOR:ITEM_ARMOR_FORCEFIELD] <= runic robe

Sometimes your civilization doesn't know about rune robes, since they don't have a rarity token, they default to "common" level of rarity.  If you make it

[ARMOR:ITEM_ARMOR_FORCEFIELD:FORCED]

then they should be available always.  someone will correct me if i'm wrong but i'm 99% sure that takes a world re-gen
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 -Poll about new races
Post by: Bouchacha on July 15, 2012, 10:33:26 pm

Quote
Might I suggest Haowan's set?
Yes you might. It uses standard ascii settings in the raws I take it ? It will be really easy to add, but I thought that vherids extra ascii set would be more then sufficient.

The issue with vherid's set is that it's very pixelated. Here's a comparison, with the color scheme I use. Everything looks crystal clear to me with this set-up:
(http://i.imgur.com/wMA4v.png)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
Post by: Kandryn on July 16, 2012, 04:28:10 am
Hello there,

Played a lot this weekend so here's a list of things I noticed that seem bugged.

It would really help to know where in the stockpiles menus many of the new items are. Like for example crates, or armorplates, or runes. Maybe a mini-guide?

The thing is there's no filter in the stockpiles for a lot of new items, and some seems broken.

For example, pulleys, created in the trap engineer workshop end up in a finished good stockpile, but they are not listed in it.

Another problem: Axe blades are listed 3 times in the trap components tab of the weapon/trap stockpile (I guessed one entry per kind of axe blade->normal, spring loaded, mechanized)
Spoiler (click to show/hide)

But no axe blades of any kind are hauled to a stockpile that i setup for them. Further investigation led me to the fact that if you disable the weapon tab in a weapon/trap stockpile, no axe blades are hauled to them, while they are trap components which is another tab.

Also, all alchemy related stuff really need stockpile filters. Mortar and pestle are constantly hauled from finished good pile to the workshop, bags of magnesium and salt end up in a furniture stockpile next to sand bag, totally untraceable.

There's also a major problem when using bin in a stockpile, but that may be Vanilla DF related. Dwarves bring the bin to the place where they gather items to be put in the bin. Consequently, if you have some items in a bin that is being hauled then any workshop reaction needing items in that bin are marked as unavailable until the bin is back to the stockpile.
 I'd really like to have my dwarves haul items to the bin which would stay in a stockpile, tried using forbid on placed bin, but the dwarves just haul a fresh bin form the furniture stockpile and use it.


Finally, anyone could tell me how they setup their marksman militia in every aspect. I've trouble with training mine.
I've given mine multiple archery range, places declared as training area for their squad, large amount of bolts in stockpile, quiver cleaned of any unwanted ammo,xbow equipped, squad order set as training  and STILL, they don't shoot at the archery range, at all, in 3 years.


Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
Post by: DrStalker on July 16, 2012, 05:08:22 am
Finally, anyone could tell me how they setup their marksman militia in every aspect. I've trouble with training mine.
I've given mine multiple archery range, places declared as training area for their squad, large amount of bolts in stockpile, quiver cleaned of any unwanted ammo,xbow equipped, squad order set as training  and STILL, they don't shoot at the archery range, at all, in 3 years.

I had that problem in vanilla; I eventually fixed it by setting the squad to inactive, at which point they wandered over and trained a little.  They leveled up so painfully slowly that I gave up.

My plan in masterwork is to train dwarves up with melee weapons and then switch to a ranged weapon that used  the same skill, avoiding the pain of melee training. 

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 -Poll about new races
Post by: Kandryn on July 16, 2012, 05:16:16 am
Do you also have your hunters constantly getting bolts from your ammo stockpile, walking away 2 tiles then going back to deposit them? This may be related to ammo  management.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 -Poll about new races
Post by: ioi101 on July 16, 2012, 08:53:40 am
The bin behavior appears to be a "feature" of the new hauling system in vanilla. Highly annoying initially but I've more or less gotten used to it. Since it seems bins can now store unlimited cloth, I've basically given up on trying to maintain an orderly cloth stockpile, just set one up temporarily to gather them up then remove it so they don't constantly move them around. And my seed/plant stockpiles don't use barrels.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 -Poll about new races
Post by: Bouchacha on July 16, 2012, 09:31:32 am
Meph, I really love the crematorium building, it's a fantastic feature. What about adding the option of making "fuel" (charcoal/coke) out of tallow? I'm not sure if that's realistic, although I know you can use tallow to make diesel.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 -Poll about new races
Post by: narhiril on July 16, 2012, 10:27:03 am
Do you also have your hunters constantly getting bolts from your ammo stockpile, walking away 2 tiles then going back to deposit them? This may be related to ammo  management.

That's an issue that's persistent even in vanilla.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 -Poll about new races
Post by: Altaree on July 16, 2012, 10:56:09 am
Just found something interesting.
1) Hellfire turrets can shoot through a fortification, over a 2 wide drawbridge, followed by a 1 wide moat.  (The DB's where used to block the siteline of the turret)
2) Hellfire turrets nicely roast frost giants.
3) Hellfire turrets destroy the DB's.
4) Hellfire turrets can destroy your main DB if it is in the line of fire.
5) Hellfire turrets can destroy your paved roads.
6) Trees burn for a LONG time.

I create a little u shaped set of fortifications outside of my front DB.  A moat was dug around the fortifications.  3 DB's were used to block the fortifications from the rest of the landscape.  Stuck a hellfire turret in the fortifications.  When a frost giant came, I lowered the DB's and the world burned!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 -Poll about new races
Post by: Rumrusher on July 16, 2012, 12:14:26 pm
are there towers in Masterwork secrets?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 -Poll about new races
Post by: Marshbaboon on July 16, 2012, 12:15:24 pm
Have the brewery reactions been disabled? I seem to only be able to distill blood into wine, I can't refine with sugar.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 -Poll about new races
Post by: Hugo_The_Dwarf on July 16, 2012, 12:25:35 pm
Have the brewery reactions been disabled? I seem to only be able to distill blood into wine, I can't refine with sugar.
Brewery? Suger can be an issue, try making syrup from sweet pods instead of suger (unless Meph has done a poor butcher job of my Brewery methods, then that maybe ueseless)
See the reaction looks for suger in a bag, thing is suger is bagged, then the bag is put in a barrel. And the reaction goes "Da Fuq?"
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
Post by: Torgan on July 16, 2012, 12:58:06 pm
Military Uniform
I've been trying to work out the best military uniform in Masterwork, I think it's this:
(edit: added a few more layers, heavily tested everything except robes)

If anyone has managed to get better equipped dwarves, please share :)
According to the manual Tower Shields have the best block rate, you can either order them from the humans or make them at the Armory forge by adding metal plates to a round shield. Other than that looks good!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 -Poll about new races
Post by: DrStalker on July 16, 2012, 02:09:10 pm


Sometimes your civilization doesn't know about rune robes, since they don't have a rarity token, they default to "common" level of rarity.  If you make it

[ARMOR:ITEM_ARMOR_FORCEFIELD:FORCED]

then they should be available always.  someone will correct me if i'm wrong but i'm 99% sure that takes a world re-gen

Thanks, that and a world-gen fixed the issue.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 -Poll about new races
Post by: Altaree on July 16, 2012, 02:32:28 pm
Dear warlock necromancer,

Thank you for raising those corpses and then getting into a fight with them.  My dwarves really enjoyed watching the battle.

-----

I don't think the warlocks should arrive mounted... they are now fighting their zombified mounts.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 -Poll about new races
Post by: Xiaras on July 16, 2012, 03:28:53 pm
Have the brewery reactions been disabled? I seem to only be able to distill blood into wine, I can't refine with sugar.
All the brewery reactions beside distill blood have been disabled for the time being, as I recall. Might check the changelog.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 -Poll about new races
Post by: Firehawk45 on July 16, 2012, 03:42:38 pm
Dear warlock necromancer,

Thank you for raising those corpses and then getting into a fight with them.  My dwarves really enjoyed watching the battle.

-----

I don't think the warlocks should arrive mounted... they are now fighting their zombified mounts.

Die Geister, die ich rief, werd ich nun nicht wieder los!

Sorry, i dont know the english lines (or the english nameof this piece of poetry), just think about brooms weaponizing a lot of water and a wizards apprentice who is to stupid to know the "stop it!" spell :)

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 -Poll about new races
Post by: Marshbaboon on July 16, 2012, 03:48:15 pm
Brewery? Suger can be an issue, try making syrup from sweet pods instead of suger (unless Meph has done a poor butcher job of my Brewery methods, then that maybe ueseless)
See the reaction looks for suger in a bag, thing is suger is bagged, then the bag is put in a barrel. And the reaction goes "Da Fuq?"


The problem is that the reaction isn't there to select. Does the reaction only appear in the workshop when you have bagged sugar? I've searched the changelog already, can't find anything
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 -Poll about new races
Post by: Xiaras on July 16, 2012, 04:04:20 pm
Ah, found it.

 - Removed custom brewing and seasoning reaction in still/brewery for now.

It's near the bottom of the changelog, removed in 1.9.3, apparently.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 -Poll about new races
Post by: smakemupagus on July 16, 2012, 07:05:25 pm
Die Geister, die ich rief, werd ich nun nicht wieder los!

Ha, awesome reference. In english we call that poem "The Sorcerer's Apprentice," and both Mickey Mouse and Nic Cage have done movies of it :)

Spirts that i've cited // my commands ignore!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 -Poll about new races
Post by: SammyLiimex on July 17, 2012, 11:51:43 am
How do I make books at the scriptorium?

Ive made leaver book covers and Pressed wood into paper at the Screw press, but I still cant make books. Am I missing a step?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 -Poll about new races
Post by: ioi101 on July 17, 2012, 12:02:03 pm
Make ink from ash. Reaction at the scriptorium. Needs jugs though.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 -Poll about new races
Post by: SammyLiimex on July 17, 2012, 12:24:11 pm
Make ink from ash. Reaction at the scriptorium. Needs jugs though.

Doing this now, thanks
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 -Poll about new races
Post by: zach123b on July 17, 2012, 12:41:51 pm
hey meph, what about leather made from a fungus or a plant?
there's a fungus called kombucha cultured on tea+sugar, no sunlight, and takes 1-3 weeks depending on temperature and size.  used mainly for tea but leaves a thick skin behind called a scoby which this woman, link below, is trying to make clothes out of it.  only problem is that it absorbs water like a sponge to the extreme of to much weight.  the kombucha has little alcohol from ethanol in it as well (.5-1.5% alcohol)
http://blog.ted.com/2011/05/04/grow-your-own-clothes-suzanne-lee-on-ted-com/ (http://blog.ted.com/2011/05/04/grow-your-own-clothes-suzanne-lee-on-ted-com/)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 -Poll about new races
Post by: smakemupagus on July 17, 2012, 01:24:12 pm
@zach123b:
Indeed, You can make leather from netherwood at the Timberyard :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 -Poll about new races
Post by: zach123b on July 17, 2012, 01:45:46 pm
forgot about that :o
usually i don't go down that far, cause i'm afraid of the face-huggers down there >.>
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 -Poll about new races
Post by: SammyLiimex on July 17, 2012, 01:51:10 pm
I made ink and I still cant bind a book. it says the reagents i need are Bookcover and Stack. How do i stack paper?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 -Poll about new races
Post by: ioi101 on July 17, 2012, 02:48:47 pm
Strange those are the pages and leather book binding which you said you already have. Did you make several papers at the screw press? It takes 5 I believe. This stuff is in the building guides btw.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 -Poll about new races
Post by: Vherid on July 17, 2012, 02:56:07 pm
The issue with vherid's set is that it's very pixelated. Here's a comparison, with the color scheme I use. Everything looks crystal clear to me with this set-up:

Well that's because he's using my 16x16 tileset which is mostly just a 2x of the 8x8 tileset. But it also just comes down to taste. Some people such as myself like the pixelated NES type of style for the tilesets, where you have people such as yourself who like the smooth, non pixellike tilesets, which I personally find weird and awkward, they have this just odd hyper smoothness to them in comparison to everything else. Of course everything is about self-clarity and it's not hard to just shove your own stuff into the mod lol.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 -Poll about new races
Post by: Firehawk45 on July 17, 2012, 03:00:00 pm
Spoiler (click to show/hide)

Could someone explain that to me, please?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 -Poll about new races
Post by: FluffyBinLaden on July 17, 2012, 03:39:36 pm
I'm curious, does this work on the new Mac Os X Lion? I tried it once before, and really want it to work, but last time I couldn't get her to work properly.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
Post by: Riun on July 17, 2012, 03:48:07 pm
EDIT: A little repost about the future ideas for invaders... any comments ?
Basic idea is that each race will give some kind of material/itemdrop that is needed for high-tech stuff.
Kobolds just drop a bag full of metal bars, so people hunt them down.
Goblins/Orcs drop golbinite, e.g. free metal equipment.
Terracotta army drops magic scrolls/golem related stuff, to give life to inanimate objects. (golems for example)
Anubits/Egyptian Gods drop... NO IDEA

->this could be a possibility to introduce a new, high end magic system, utilizing drops for a magic reaction work shop (transformations and/or summonings like in the other magic buildings). Sand magic, time magic, and, my favorite, snake throwing magic.

Living Land (working title) drops seeds, wood and plants.
Frost Giants drop bifrost, a metal between steel and adamantine.
Automatons drop clockwork parts, needed for high-tech/mechanical things, like turrets.

Ratmen/Skaven drop warpstone/mutation related things, possibly to upgrade pets a lot more...
-> LIKE
Xen/Antmen drop... chitin for some strong and lightweight armor, mostly for archers (?) (BETTER SUGGESTIONS?)

-> Chitin arrows as warfare alternative to the producable magic arrows?

Spawn of the Holistic drop... definetly something special, but I dont know what yet.


Really like the ideas and more distinguished invaders, i am not sure if I understood correctly the biome restrictions: Do they mean i only meet Anubites in deserts? or do they also invade in other biomes?

I havent read the last 10 pages in full detail and cant playtest alot myself right now. Only thing i tested: With a semidedicated fort i was able to make volcanic gear in my second year (Volcano embark, no smith caste, could maybe even do it in first winter with better migrants).
And i would really like an archeologists revamp: Only use i see is using dfhack and going straight for early weapons/armor. If I just play and stumble upon them i already have steel grade stuff to use.

PS: Better stockpile options for new staff would be No1 on my wishlist as well
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 -Poll about new races
Post by: Firehawk45 on July 17, 2012, 04:07:55 pm
The syndrome bolts from archeology are actually nice thought, you might want to keep them ;)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 -Poll about new races
Post by: zenerbufen on July 18, 2012, 02:46:15 am
I'm curious, does this work on the new Mac Os X Lion? I tried it once before, and really want it to work, but last time I couldn't get her to work properly.

I made/tested the mac version on lion. I'm waiting untill after mountain lion is released for the next mac/linux version.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 -Poll about new races
Post by: Bouchacha on July 18, 2012, 04:35:51 am
Volcanic equipment is made at the great magma forge out of slade/steel/obsidian/silver, and if you melt down volcanic equipment you obviously get volcanic bars. However, there doesn't seem to be any reactions associated with volcanic bars. Can you do anything with them?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
Post by: orius on July 18, 2012, 05:43:22 am
A wonderful little read of someones experience with Masterwork...
http://www.bay12forums.com/smf/index.php?topic=113161.0

Hmm, interesting.

Anyway, I'm having a problem with surface farming.  I have extra plants turned on, but the only plants besides Vanilla DF surface plants I'm able to grow are steeloaks, ironbarks, small trees, rock parsley, wild lentils, quick roots, and grapes.  It's not a seed problem:

(http://i.imgur.com/aO8js.png)

I don't think it has anything do do with the plots being roofed over, I just made one outside, and it too has limited crops.

Maybe I'll just establish a huge winery or something.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 -Poll about new races
Post by: Firehawk45 on July 18, 2012, 06:53:10 am
I think you need to be in the right biome for some of them to grow.... But im not sure
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 -Poll about new races
Post by: Tiaximus on July 18, 2012, 07:30:12 am
I've been a big fan of Dwarf Fortress for the last month or so.  I started playing with the raws recently, doing such things as making all animal people milkable, making snake people lay eggs, deleting trapavoid, turning creatures into pet/pet_exotic, etc.  You know, the easy stuff.  Then I get into Masterwork and crap my pants.  This is a fantastic mod--everything is here. 

I only have one gripe.  I like having my kobold bone bolts and goblin leather boots. 

After cruising through the raws, I (eventually) started picking out the right tokens to start getting the names back.  Meat was easy, bones were next, trees I couldn't touch lest the Timberyard become useless... then I started mucking around with leather and skin.  Screwed the whole process.  Should have backed up everything before each edit, but what the hell. 

But notably, I messed around with milk a bit, and came across eight different lines of Forgotten Beast Milk in my embark list...

Anyway, I appreciate the mod, and after toying around in it, I realize that generic items are a completely hardcoded part of this mod, and after screwing around and finding out just how deep those CREATURE_MAT and ANIMAL tags go, I would wager an option to turn specific-name items back on is far too much of a pain to code.  I guess I'll just have to find a way to deal with my fascination with amassing piles of dead elf and goblin paraphenalia.
 
I was trying to make a reaction at the Kitchen to turn vermin remains into crap food, i.e. MAT_ON-A-STICK.  I've seen PRODUCT tokens with 8 different :sections: --is there a better list of what the product tokens do with all the other sections?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 -Poll about new races
Post by: Tiaximus on July 18, 2012, 07:35:13 am
I think you need to be in the right biome for some of them to grow.... But im not sure

Exactly, for example (from the raws):

Wild Leek                 [WET][BIOME:SHRUBLAND_TEMPERATE]
Fungiwood Spores      [BIOME:SUBTERRANEAN_WATER] [BIOME:SUBTERRANEAN_CHASM]
Henna Seeds            [DRY][BIOME:DESERT_BADLAND]
Pumpkin Seeds          [DRY][BIOME:ANY_TEMPERATE_BROADLEAF]

Also, don't ever try to set every plant to every biome in the raws.  You'll never get a viable world generated.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 -Poll about new races
Post by: Torgan on July 18, 2012, 09:02:26 am
Spoiler (click to show/hide)

Could someone explain that to me, please?
http://dwarffortresswiki.org/index.php/Slab
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 -Poll about new races
Post by: Meph on July 18, 2012, 10:21:18 am
@Tiaximus: Thanks. And yes, applying the changes for generic mats would seriously threaten many reactions I wrote...

We are currently looking for experienced Overseers who want to take a turn or two:
Fortress Thread  ☼Angelictower The Bloody Dungeons of Testing☼ (overseers wanted) (http://www.bay12forums.com/smf/index.php?topic=110476.105)
Fortress Discussion Thread Masterwork Succession Fort (http://www.bay12forums.com/smf/index.php?topic=109628.390)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 -Poll about new races
Post by: Firehawk45 on July 18, 2012, 10:23:29 am
Spoiler (click to show/hide)

Could someone explain that to me, please?
http://dwarffortresswiki.org/index.php/Slab

The problem isnt that they have learned from it, but WHAT he learned. Conjuring food? Goddamn, i want that in my fort NOW
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 -Poll about new races
Post by: Meph on July 18, 2012, 10:56:34 am
There are lots and lots of custom mages in the mod. And I mean lots...

Also, nice line:
Quote
WHAT THE F***? Our Iron Golem has grown attached to his rare silk bag, which he used to beat a kea to death. I dont know what to say about that, but i think i shouldnt be surprised. This silk bag probably has more kills then the average soldier in this fort.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 -Poll about new races
Post by: Firehawk45 on July 18, 2012, 11:06:47 am
There was a lot of attachment happening during this two seasons... but that one was the weirdest of all. Also, all of them happened after the dwarf (golem) killed a kea with that weapon. Is there a connection?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 -Poll about new races
Post by: Borshch on July 18, 2012, 02:16:59 pm
In which workshop do I need th "cold hammer slade"?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 -Poll about new races
Post by: Altaree on July 18, 2012, 02:34:41 pm
Couple of questions:
1) I have two melancholy traders (different caravans) wandering around my fort.  They aren't doing anything bad, but they aren't dieing either.  Any ideas?
2) If I pit caged warlocks, will they use there spells on the way to the pit? Or are they docile?
3) How do I set up a stockpile for bifrost?
4) How do I set up a stockpile only for armor plates?

Thanks!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 -Poll about new races
Post by: Marshbaboon on July 18, 2012, 03:17:16 pm
Two moar questions from me too.

I can't seem to buy the battle picks at embark, or forge them at a metalsmith. How do I get them?

With feather wood gone what's the best super light material to make bins with?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 -Poll about new races
Post by: Zeebie on July 18, 2012, 03:32:14 pm
I have never managed to set up a stone decoy. I make them, set the spawn point, and then all the decoys vanish without being set up. I've set up gargoyles, so I know I'm doing it correctly.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 -Poll about new races
Post by: ioi101 on July 18, 2012, 03:40:01 pm
Bifrost is under stone. Don't think armorplates are anywhere.

I think your only choice for material lighter then wood is... mithril. Or better yet, patterned mithril. Needless to say, not exactly a good use of it lol. But yeah, light woods would be great.

I'm now planning on making my furniture out of hellwood through the use of the ash-> hellwood reaction at the altar. Should be.. interesting hehe. Can't really see another great use for it though, except maybe trap weapons.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 -Poll about new races
Post by: Meph on July 18, 2012, 03:47:10 pm
Excuse  my shortness, but Hellwood = Ballista Bolts = FUN.

Stone Decoys work the same as Gargoyles, but sometimes the boiling stone doesnt work... it is random, unfortunately.

@altaree:
1. Kill them ?
2. They wont make trouble.
3. Stone stockpile
4. No idea. ^^

@borsch:
In the crucible. (Will be changed next update, doesnt really make sense, realisticly speaking.)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 -Poll about new races
Post by: ioi101 on July 18, 2012, 05:17:31 pm
Since I have to butcher alot more with the fortress defense mod, I messed around some more with giving from stockpiles to be certain that:

You cannot get blood from meat or other butchery organs

You can get blood from prepared food, presumably one containing meat/butchery organs. And vermin remains. And probably parts of corpses although I butcher those instead.

You can also get rid of all the annoying organ products from butchery by sacrificing them in an altar, for at least a small chance of a nice drink. Better then having them get in your prepared food and messing up it's value though. I'm still looking for a use for tallow though.

I've actually never played with siege engines. I might try
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 -Poll about new races
Post by: Marshbaboon on July 18, 2012, 06:06:26 pm
You can use tallow to make candles in the craftdwarfs workshop. They're good for trading.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 -Poll about new races
Post by: cAPSLOCK on July 18, 2012, 08:32:24 pm
If you use the great magma forge to compress two boulders to slade, and then use the magma arc furnace to grind it down to powder, then smelt it, then use the transmutation chamber to turn it into mithril, its basically like:

2 worthless stone --> 2 mithril bars.

Was this intended at all? Seems a little bit OP.  :P
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 -Poll about new races
Post by: HandFullOfCheese on July 18, 2012, 08:33:25 pm
I maybe missed it, but was there a change made along the way that makes stone have a low chance of dropping ore/stone? My legendary miners are only getting like 40% of what I mine (not stones like sandstone that go to dust, either. Granite, gabbro, diorite, etc) and it's making it really hard to supply a fortress with furniture and armor (especially since I use the harder smithing/smelting options anyways) and such like I normally would. An option I would appreciate being able to turn off if it's a change that I missed sometime along the way.

I wouldn't mind like a 75% or 60% ratio or something, but this is kind of ridiculous imo.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 -Poll about new races
Post by: cAPSLOCK on July 18, 2012, 08:52:00 pm
I maybe missed it, but was there a change made along the way that makes stone have a low chance of dropping ore/stone? My legendary miners are only getting like 40% of what I mine (not stones like sandstone that go to dust, either. Granite, gabbro, diorite, etc) and it's making it really hard to supply a fortress with furniture and armor (especially since I use the harder smithing/smelting options anyways) and such like I normally would. An option I would appreciate being able to turn off if it's a change that I missed sometime along the way.

I wouldn't mind like a 75% or 60% ratio or something, but this is kind of ridiculous imo.

Yeah, but now smelting an ore gives 4 bars instead of one. There is now a flat drop rate for mining, so it balances out pretty nicely. Less management needed.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 -Poll about new races
Post by: HandFullOfCheese on July 18, 2012, 08:58:26 pm
Oh okay, great. I was getting annoyed just trying to make tables and chairs and such that I didn't get as far as smelting much and looking at the numbers. Thanks!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 -Poll about new races
Post by: smakemupagus on July 18, 2012, 09:23:03 pm
Oh okay, great. I was getting annoyed just trying to make tables and chairs and such that I didn't get as far as smelting much and looking at the numbers. Thanks!

Also just fyi, it's a vanilla DF change, not masterwork
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 -Poll about new races
Post by: Marshbaboon on July 18, 2012, 10:10:34 pm
Are there surface monsters that can create fire in the mod? Twice now I've hotkeyed from the surface to the trade depot and back, only to find the entire world burning, and all of the dwarven merchant's goods lying in a neat little pile over their charred corpses. There's nothing in the logs to show what the hell caused it.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 -Poll about new races
Post by: Hugo_The_Dwarf on July 18, 2012, 10:19:30 pm
Since I have to butcher alot more with the fortress defense mod, I messed around some more with giving from stockpiles to be certain that:

You cannot get blood from meat or other butchery organs

You can get blood from prepared food, presumably one containing meat/butchery organs. And vermin remains. And probably parts of corpses although I butcher those instead.

You can also get rid of all the annoying organ products from butchery by sacrificing them in an altar, for at least a small chance of a nice drink. Better then having them get in your prepared food and messing up it's value though. I'm still looking for a use for tallow though.

I've actually never played with siege engines. I might try

Tallow boulders for catapults... A use for tallow.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 -Poll about new races
Post by: HandFullOfCheese on July 18, 2012, 10:50:09 pm
Oh okay, great. I was getting annoyed just trying to make tables and chairs and such that I didn't get as far as smelting much and looking at the numbers. Thanks!

Also just fyi, it's a vanilla DF change, not masterwork

Yeah, I thought about that after posting. I haven't played a vanilla game in so long that I didn't even think about it at first.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 -Poll about new races
Post by: smakemupagus on July 18, 2012, 11:07:27 pm
Are there surface monsters that can create fire in the mod?

Yes, including mutant faedogs, burning skulls, and wild elvish warbeast dragons & magmahounds if you have those enabled
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 -Poll about new races
Post by: Marshbaboon on July 18, 2012, 11:35:10 pm
Yes, including mutant faedogs, burning skulls, and wild elvish warbeast dragons & magmahounds if you have those enabled

I thought as much. I just haven't encountered any. The odd thing when it just happened there all the dwarf traders stuff was sitting in the middle of a brook, and the half of the map behind the brook was burnt to ashes. The liaison made it safely though.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 -Poll about new races
Post by: TTCBuilder on July 18, 2012, 11:59:45 pm
It's possible the traders had a bag of magma or a hellfire turret.
Otherwise I really don't know.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 -Poll about new races
Post by: orius on July 19, 2012, 01:34:12 am
I think you need to be in the right biome for some of them to grow.... But im not sure

Exactly, for example (from the raws):

Wild Leek                 [WET][BIOME:SHRUBLAND_TEMPERATE]
Fungiwood Spores      [BIOME:SUBTERRANEAN_WATER] [BIOME:SUBTERRANEAN_CHASM]
Henna Seeds            [DRY][BIOME:DESERT_BADLAND]
Pumpkin Seeds          [DRY][BIOME:ANY_TEMPERATE_BROADLEAF]

Also, don't ever try to set every plant to every biome in the raws.  You'll never get a viable world generated.

Ah so that was my problem.  I'm limited to tropical freshwater swamp plants on the map then, the only other biome is mountain which of course has nothing.  I sold off all those extra seeds to the caravan so they don't takes up space, I'll probably need to whip up another big batch of bags though.

Are there surface monsters that can create fire in the mod?

Yes, including mutant faedogs, burning skulls, and wild elvish warbeast dragons & magmahounds if you have those enabled

And nightmares.  You forgot the nightmares.

Anyway, I went into the raws and changed featherwoods back to their normal wood, I was kind of disappointed to feather wood gone when I embarked on a good map.  Everything else is the same though, most of tht stuff just gets burned up in a fort anyway.  Hasn't messed anything up so far that I can tell. 
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 -Poll about new races
Post by: Torgan on July 19, 2012, 06:33:31 am
3) How do I set up a stockpile for bifrost?
4) How do I set up a stockpile only for armor plates?

Thanks!
3) I don't think you can, I can't find the bifrost entry in the stone stockpile menu but if I turn off everything on a stone stockpile the bifrost is hauled there though. Now I just have the problem that I can't do anything with the bifrost boulders as the reactions are all red at the creature research lab. Not sure if that's just me being dumb, I had the same thing with the loot bags from thieves but then suddenly they started being opened at the lab.

4) Can't do it specifically for armour plates but they fall under tools in a finished goods stockpile so I made one that only accepted copper tools and there were only a few other trash items from a caravan that went to it. Runes are also a tool if you want to stockpile them next to your weaponry. It's a good place to look for any new types of items in Masterwork, you'll be able to see them in the z stocks menu.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 -Poll about new races
Post by: ioi101 on July 19, 2012, 11:00:31 am
Actually bifrost is in the stone stockpile settings, near the end. Good to know about the armor plates stockpile though, that's news to me.

I'm getting into a big problem though - you cannot select volcanic material in the military screen. Only solutions I can see is upgrading dwarves manually, or forbidding/removing any items from other metals so the dwarvs use volcanic.

And as for getting mithril through slade, the only problem is, if I'm understanding the materials guide correctly, volcanic is already superior to mithril, and probably easier to make using great forges.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 -Poll about new races
Post by: MightyDorf on July 19, 2012, 11:33:15 am
I really enjoy this mod. But I have an issue with my dorfs that never happened before : they are all sick, but without any indications of their symptoms and possibility to heal them (I have many doctors/diagnosticians in my fort, an hospital with the adequate material, a well). They sleep all the time, have no bad thoughts, or move/execute tasks very slowly. In the section "caste" of Dwarf Therapist there is a child who is ranked as a "sick dwarf" - surely a fresh migrant who arrived with an unknown disease, contaminating the others (I noticed piles of vomit here and there, but I assumed it was du to the tanning/cremating job). I doubt this is a permanent situation, but I don't know what to do : wait ? kill the child ?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 -Poll about new races
Post by: Tierre on July 19, 2012, 11:47:07 am
About light bins - you can try a thatchery and make thatch bins. They should be pretty light... but i will need to check it in the raws though... Checked - usual density is 1200 which is way more than many other things.... I guess this needs an overhaul in thatchery module - make it use wicker template (with low density) instead of plant template or assign all plants lower densities. Because thatch bins should be very light. Like density 200 or 300 (near feather wood).
edit:grammar mistakes:)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 -Poll about new races
Post by: Firehawk45 on July 19, 2012, 12:01:26 pm
I have a question myself: With the ability to butcher and eat sentient beings.... Doesnt that possibly lead to more wars with the elves and humans (drows? Dont know about their ethics) during world gen? With all those enemies and the bad versions of the allies, maybe having an option for a "no war with humans, elves, drows" mode (where they just agree with all your ethics, except for planttreating, the elves define themselves with that.), would be a good idea.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 -Poll about new races
Post by: Torgan on July 19, 2012, 12:36:58 pm
Actually bifrost is in the stone stockpile settings, near the end.
Just started up my game now I'm home and unless I'm really blind it's definitely not an option for me in the stone stockpile. Are you using the Phoebus tileset? Something came up a few/many pages ago where both guys were playing with different tilesets and there were some differences. I have three bifrost in a stockpile and all options are turned off apart from the misc allow plant/animal one.
Spoiler (click to show/hide)
And that's weird, was just away to say I wasn't able to work the bifrost I do have but now I can. Seems a bit like the lootbags, had some for at least a year, options were red at the lab and then all of a sudden they became available to use. I don't think they were being carried around in bins all that time... The bifrost definitely wasn't seeing as it can't be put in bins.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 -Poll about new races
Post by: Tierre on July 19, 2012, 12:45:41 pm
Maybe bifrost is considered economic stone?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 -Poll about new races
Post by: Firehawk45 on July 19, 2012, 12:48:31 pm
It should be. Its not an ore, but it has a use apart from making a trumpet from it.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 -Poll about new races
Post by: Putnam on July 20, 2012, 04:51:25 am
I've seen some issue with stones that aren't mined from the ground and stockpiles, but I'm not sure if bifrost is one of those (I'm guessing it is).
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 -Poll about new races
Post by: Someone64 on July 20, 2012, 05:26:47 am
I noticed that the special font doesn't include male and female symbols. I added them for you guys.

Here: http://www.mediafire.com/?psoheow86uvo075
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 -Poll about new races
Post by: Torgan on July 20, 2012, 06:40:50 am
Maybe bifrost is considered economic stone?
All the stone types are turned off, metal ore, economic, other stone and clay.

Bifrost drops from slain Frost Giants (or that's the only way I have got it so far) so maybe Putnam is on to something.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 -Poll about new races
Post by: Altaree on July 20, 2012, 09:11:38 am
I would like to be able to block my hellfire turrets from firing on targets. I have tried using magma-safe draw bridges but they keep getting destroyed.  What methods have other people used?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 -Poll about new races
Post by: Marshbaboon on July 20, 2012, 09:30:09 am
I could be wrong, but I believe they shoot dragonfire. So you need a dragonfire safe material for the bridges. Dolomite is probably the easiest option.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 -Poll about new races
Post by: Godlysockpuppet on July 20, 2012, 10:10:56 am
[IGNORE] :P hehe sorry bout this.
 
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 -Poll about new races
Post by: Altaree on July 20, 2012, 10:15:27 am
Thanks!  No Dolomite. Found this wiki pages (DOH) http://dwarffortresswiki.org/index.php/DF2012:Fire

Slade blocks it is. 
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 -Poll about new races
Post by: ioi101 on July 20, 2012, 10:54:14 am
I was wrong, can't find bifrost in the list of stones. It's definitely there in the list of bars, so I guess I remembered that and connected it to stones.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 -Poll about new races
Post by: Stormbuilder on July 20, 2012, 10:59:13 am
Hey Meph, is there any point in transforming Berserkers and Dwarfs of the Legion in Stonebounds? Do they maintain the benefits from the previous caste?

I did some experiments and it looks like they maintain the high attributes (strenght in particular), although it seems that the transformation has about 50% chance of failing: consuming the components but not changing the caste (at least, according to dwarf therapist, I didn't check the z screen).

Also, at this moment I am sitting on a squad of 3 stonebounds, 7 berserkers/dwarfs of legion, all of them with 5 padded shirts / full suite of plate steel armor components and runic pikes. I am itching for a fight :D
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 -Poll about new races
Post by: ioi101 on July 20, 2012, 12:24:54 pm
After seeing how slow volcanic armored dwarves are, I decided to do a bit of testing to see how good it really is... the results are rather unexpected.

Same method as before, 5vs5 fights, and each fight done 5 times, one group had full volcanic armor, the other had full mithril armor, all great skill in fighting/defensive skills. I used 2 types of weapons - mithril battleaxes+tower shields and wolfram meteor hammers, thinking that armor will matter for battleaxes and won't matter for the hammers. What actually happened:

Both using mithril battleaxes+shields= Volcanic armor won 2, mithril armor, 3.
Both using wolfram meteor hammers= I had to leave them fighting for something like 5 mins... and there are still no clear winners. Based on how many are left and how wounded, I'd say volcanic won one and mithril won the rest. But the hammers are pretty much unable to penetrate either armor, at least for delivering killing blows, so this was worthless. Very unexpected for me, since steel warhammers were quite good at going through armor in my previous tests.

I'll be doing more testing, but as far as I can tell it doesn't look like volcanic armor is worth the bother, but obviously more testing needed.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 -Poll about new races
Post by: ioi101 on July 20, 2012, 12:58:35 pm
BIG caveat: after doing all this I realized that I need to create dwarves with two gauntlets and two boots, since asking for one item only gave you one of the pair. So keep that in mind. I'll try and revisit some of this a bit later to see if this matters.

Alright I ended up doing some more tests right away heh. Same idea as before (both sides use same weapons, different armor) except I used warhammers+shields instead of meteor hammers, used volcanic and mithril weapons, and tested steel armor as well.

Using mithril battle axes, volcanic vs mithril armor: volc 2, mithril 4 (this is same as my old one, getting a larger sample)
Using mithril battle axes, volcanic vs steel armor: volc 5, steel 1
Using volc battle axes, volcanic vs mithril armor:volc 5, mithril 1
Using mithril battle axes, steel vs mithril armor: mithril 4, steel 1
Using mithril pikes, steel vs mithril armor: mithril 4, steel 1
Using volcanic war hammers, volc vs. mithril armor:volc 1, mithril 5

So from all that, about the only thing you can conclude is that steel is indeed worse then both volc and mithril. Other then that, it does look like mithril is better, except for the results when volc battle axes were used.

Edit: the other clear thing is that there's something wrong either with meteor hammers or with wolfram as their material. The volcanic warhammers didn't have any of the same trouble penetrating mithril or volcanic armor.

Edit2: Instead of another reply I'll update this with what's probably my last test. This time I fixed the problem above with the armors, so every dwarf was fully armored instead of missing left gauntlets/boots. There are still unarmored body parts though in a breastplate+helm+gaunts+greaves+high boots setup, like the arms/face.

I made this simpler, just volcanic vs. mithril armor, using volcanic battle axes in one case and mithril battleaxes in the other. 11 trials.

With mithril battleaxes: 6 volcanic wins, 5 mithril wins
With volcanic battleaxes: 11 volcanic wins

It seems like with mithril battleaxes it's mostly luck based, basically who gets a cut on an unarmored body part first since neither one does much damage when hitting armor. With volcanic battleaxes, you can penetrate mithril armor easily, but not volcanic, hence volcanic always wins.

I think there may also be an effect where since mithril is so much lighter, mithril armored dwarves get more attacks, which would make sense of the advantage of mithril in the previous tests (where there were more unarmored body parts). Although this is much harder to tell, I did some 1 vs. 1 fights and looked over the logs, but it was ambiguous.

Final verdict (IMO): In FD mode, since no enemy uses volcanic weapons, mithril is probably better for armor, simply for the movement speed advantage and being relatively easier to make. Volcanic weapons are clearly better though.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 -Poll about new races
Post by: Firehawk45 on July 20, 2012, 02:03:43 pm
Hey Meph, is there any point in transforming Berserkers and Dwarfs of the Legion in Stonebounds? Do they maintain the benefits from the previous caste?

I did some experiments and it looks like they maintain the high attributes (strenght in particular), although it seems that the transformation has about 50% chance of failing: consuming the components but not changing the caste (at least, according to dwarf therapist, I didn't check the z screen).

Also, at this moment I am sitting on a squad of 3 stonebounds, 7 berserkers/dwarfs of legion, all of them with 5 padded shirts / full suite of plate steel armor components and runic pikes. I am itching for a fight :D

I think there is a problem with castes and transformations, Meph talked about that a while ago, but im unable to find it.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 -Poll about new races
Post by: Meph on July 20, 2012, 06:24:49 pm
Quote
I think there is a problem with castes and transformations, Meph talked about that a while ago, but im unable to find it.
No. Completely unrelated, castes and transformations was only about the Guildhall, which has been removed for a long time.

@ioi101: Thanks for all the testing. So you think the volcanic should be lighter ? Also note that it does extra damage against frostgiants ;)

@Someone64: You are a true hero, YEAH. I alway wondered wich glyphes were missing...

@bifrost: It is not naturally occuring, and therefore has no stockpile option. No much I can do...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 -Poll about new races
Post by: ioi101 on July 20, 2012, 08:32:03 pm
Well, maybe, I don't know if my speculation about attack speed is correct. I kind of like it the way it is - volcanic is super-heavy and strong, mithril is light and practically as good vs. most enemy attacks. I guess it depends on if there's enemies with volcanic/bifrost quality weapons, or dragonfire. If there are then volcanic armor still has a place for the vanguard, if not then volcanic is only good for weapons. Either way it's not a problem, I would just say something about it in the guide maybe. I would've gone for mithril first if I'd known about this heh.

But I dunno, maybe going down to 15000-20000 density as opposed to ~30k would be good. Still twice as heavy as steel, but not quite as extreme.

Is it possible to put volcanic in the list of materials in the military screen? It not being there is quite annoying.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 -Poll about new races
Post by: Godlysockpuppet on July 21, 2012, 07:56:23 am
Hey Meph, I've just discovered a bug with all animalmen that have paws, namely their paws seem to be wierdly attached to their body. For instance they have both hands and paws, as seperate appendages. When you chop off the right arm, or right hand, the right paw remains. pretty wierd right? Look at this:
Spoiler (click to show/hide)
I only noticed this as I got the same problem in my own personal mod and when I went to your mod (looking for inspiration as to a workaround) I found you had the same problem. How do I fix this?? :) Cheers!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 -Poll about new races
Post by: Rumrusher on July 21, 2012, 09:40:51 am
isn't paw = foot? looks like it connected to the leg.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 -Poll about new races
Post by: Godlysockpuppet on July 21, 2012, 09:48:32 am
isn't paw = foot? looks like it connected to the leg.
Oh... Of course... for some reason I assumed it was a hand.. D'oh.... I'm a retard. Hehe ::) I wonder why it isn't working in my own thing then. Looks like it's time to revise some raws :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 -Poll about new races
Post by: Syuviel on July 21, 2012, 10:57:59 am
I don't know how to feel about this.

My gem cutter just made an artifact, a rock crystal bucket. It's encrusted with squares of brilliantly cut... (drum roll please) Rusty Ammo Bundle.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 -Poll about new races
Post by: ioi101 on July 21, 2012, 11:04:03 am
Ok, did one more test to be sure, and yeah I was right, more weight = fewer attacks. To be certain I did a test using wooden weapons (so they don't kill each other and I have more sampling), where one side had slade metal armor and the other had welded mithril (heaviest vs. lightest). 1vs1 fights with great skills on both sides. The guys in welded mithril did something like 10-20x as many attacks as the ones in slade metal. It's really obvious when the difference is that huge.

So yes, if you intended for volcanic to be used for armor and not just weapons, you should lower it's weight. Hell even for weapons welded mithril might be better so long as you aren't fighting something very tough (or frost giants).

Now let me reorient my fort towards mass production of welded mithril from slade... hehe.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 -Poll about new races
Post by: Marshbaboon on July 21, 2012, 12:20:29 pm
Just a general gameplay question. With the guildhalls disabled what does "harder learning" balance with if you use it in conjunction with castes?

Do you use the libraries to help skill up non caste dwarves (I'm primarily thinking about the military)? Or do you simply treat caste dwarves like heroes ,keeping legion & berserkers in their own squads, only using savants/guild members to craft,  using your non caste dwarves as haulers & the key component of operation meatshield.

Oh also: What exactly do deadly traps do. I know when you mine them they go explodeybad. My miners flash for a while when they hit one, but they don't seem to ever get wounded. Is it something linked to the diseases? I try to avoid mining them, but when they're in the middle of a room I've just designated there really isn't any choice.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 -Poll about new races
Post by: Tierre on July 21, 2012, 01:46:56 pm
Meph said: @bifrost: It is not naturally occuring, and therefore has no stockpile option. No much I can do...
I got a possible (not the best) solution for this. If slade is undiggable - then male bifrost occure as CLUSTER_ONE in slade - this will make it uppear and won't let people mine it (except if it can be channeled into). And maybe do the same with other unoccuring materials so that they can be stockpiled correctly.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 -Poll about new races
Post by: Roses on July 21, 2012, 02:41:13 pm
Ok, did one more test to be sure, and yeah I was right, more weight = fewer attacks. To be certain I did a test using wooden weapons (so they don't kill each other and I have more sampling), where one side had slade metal armor and the other had welded mithril (heaviest vs. lightest). 1vs1 fights with great skills on both sides. The guys in welded mithril did something like 10-20x as many attacks as the ones in slade metal. It's really obvious when the difference is that huge.

I'd be interested in seeing what the difference in attacks are for legendary fighters and for fighters with no skill. It would help determine if skills are a linear increase or not.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 -Poll about new races
Post by: Marshbaboon on July 21, 2012, 02:43:04 pm
Ok... is it just me this is happening to? Most of my embark sites end up looking like this very quickly. I didn't even have the goods from the wagon moved inside. Serene biome my ass!

Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 -Poll about new races
Post by: Torgan on July 21, 2012, 03:13:30 pm
Ok, did one more test to be sure, and yeah I was right, more weight = fewer attacks. To be certain I did a test using wooden weapons (so they don't kill each other and I have more sampling), where one side had slade metal armor and the other had welded mithril (heaviest vs. lightest). 1vs1 fights with great skills on both sides. The guys in welded mithril did something like 10-20x as many attacks as the ones in slade metal. It's really obvious when the difference is that huge.

So yes, if you intended for volcanic to be used for armor and not just weapons, you should lower it's weight. Hell even for weapons welded mithril might be better so long as you aren't fighting something very tough (or frost giants).

Now let me reorient my fort towards mass production of welded mithril from slade... hehe.
Armour skill is supposed to increase the dwarf's speed in armour (I assume if legendary he moves at the same speed as unarmoured? No idea.) Did you/can you assign armour skills to the dwarfs in the test? That might even up the differences between the two armour types. That skills always seems to lag behind the rest of the military skills on my militia though.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 -Poll about new races
Post by: Putnam on July 21, 2012, 04:01:41 pm
I don't know how to feel about this.

My gem cutter just made an artifact, a rock crystal bucket. It's encrusted with squares of brilliantly cut... (drum roll please) Rusty Ammo Bundle.

Oh, yeah, that happens sometimes. I remember one time, in 31.25, someone was playing with the Wizard Tower mod and ended up with an artifact Magic Missile barrel; the barrel's value changed randomly every time he started up the game, so the value of the fort went from less than -1,000,000,000 urists to over 2,000,000,000 urists.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 -Poll about new races
Post by: Godlysockpuppet on July 21, 2012, 06:08:39 pm
Ok... is it just me this is happening to? Most of my embark sites end up looking like this very quickly. I didn't even have the goods from the wagon moved inside. Serene biome my ass!

Spoiler (click to show/hide)
Happens to me all the time in good regions. A common creature in these regions are Night mares and night stallions (also occasionally faedogs) which breathe fire and set the whole world on fire. Haha this happened to me so frequently I went so far as to remove them from the game entirely... :P
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 -Poll about new races
Post by: ioi101 on July 21, 2012, 06:35:49 pm

Armour skill is supposed to increase the dwarf's speed in armour (I assume if legendary he moves at the same speed as unarmoured? No idea.) Did you/can you assign armour skills to the dwarfs in the test? That might even up the differences between the two armour types. That skills always seems to lag behind the rest of the military skills on my militia though.

The dwarves had great in all skills, including armor. So not complete legendary but quite high. Seemed to me like a good compromise to see dwarves with decent but not perfect skills.

As for varying skills.. yeah it would be nice but well... maybe later heh. I don't see much point though - perhaps complete legendary in armor would eliminate the penalty, but I doubt it consider how huge of a difference it was at great level. And even if it does, most of the time you don't have legendary armor dwarves.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 -Poll about new races
Post by: Mictlantecuhtli on July 21, 2012, 06:59:46 pm
Legendary Armor Users get no speed penalty from armor, IIRC.

[Which makes the 10-20 factor in speed even more noticable, considering they were at great. That shit's heavy.]

I've never even thought about using slade as armor, not even for a second. The main attribute to factor in for armor is how much it's going to weigh compared to how well it'll defend; which is what makes Candy so worth making into armor. All the defence in the world isn't going to help if the attacker(s) [much exacerbated with multiple attackers] get multiple moves in for your one. Stick to making Slademantine if you're messing with the stuff, it's useless otherwise. Except hammers. But those are of varying worth, too.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 -Poll about new races
Post by: smakemupagus on July 21, 2012, 08:49:31 pm
I've never even thought about using slade as armor, not even for a second.

Yeah, i'm starting to wish it wasn't even possible to make slade armor, since if some invader brings a piece onto the map you have to lug it around :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 -Poll about new races
Post by: orius on July 21, 2012, 09:36:24 pm
Ok... is it just me this is happening to? Most of my embark sites end up looking like this very quickly. I didn't even have the goods from the wagon moved inside. Serene biome my ass!

Spoiler (click to show/hide)
Happens to me all the time in good regions. A common creature in these regions are Night mares and night stallions (also occasionally faedogs) which breathe fire and set the whole world on fire. Haha this happened to me so frequently I went so far as to remove them from the game entirely... :P

Oh yes. (http://www.bay12forums.com/smf/index.php?topic=113161.msg3449574#msg3449574)  Nightmares are psychotic pyromaniacal demon horses that shoot fireballs if your dwarves so much as fart in their direction.  If that wasn't bad enough, they also fly.

(http://i.imgur.com/SPPpW.png)

OTOH, bubble bulb is apparently very resilient and grows back quickly.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 -Poll about new races
Post by: Marshbaboon on July 21, 2012, 09:48:43 pm
Finally caught them in the act. 5-6 times it's happened with no combat reports and no creatures in the creatures list to blame. I'm going to try to cover everything by the entrance with fireproof flooring... Do brass golems burn? :P
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 -Poll about new races
Post by: fasquardon on July 22, 2012, 12:10:42 am
Thoughts on new races:

The Terracotta army sounds cool. 

I do like the idea of adding a race that uses warpstone. 

I was thinking it might be good to make a race of invaders with a link to books and archeology, since both of those aspects are a bit bland as they stand.  The mooted egyptian themed race would fit well with that.

What I am envisioning is:

-A race of Anubi that comes equipped in fossil armour and weapons.
-With a spellcaster caste that is able to raise "mummies".
-Possibly with chariots, thought that might fit better with the Terracotta Army - both Ancient Egypt and Ancient China used chariots, but giving both armies chariots might reduce the flavour of both enemies.
-Drop books (the non-magical ones that are used in skill training) and fossil items when killed.
-I really don't like the idea of a race of jackal-men in ancient Egyptian kit just coming over the hill one day and attacking the fortress, much more interesting would be if they were the "guardians of the hidden knowledge" who had a chance of appearing when your fortress recovered powerful fossil artifacts.

Say the Anubi were created in a similar way to the reaction that creates golems and turrets now, only instead of the reaction creating a creature friendly to the fortress, it creates an enemy or a squad of enemies.  More valuable fossils would have higher likelihoods of resulting in Anubi appearing, and the most valuable fossils would tend to result in whole squads of Anubi or single powerful Anubi spell casters coming to protect the knowledge that your foolish Dwarfs were trying to steal from the depths.

It would also continue the work Masterwork has been doing developing threats that strike from inside the fortress.

Clearly, the more dangerous the Anubi, the more powerful fossils should be, in order to tempt players to risk their wrath, just as adamantine tempts us to risk demonic invasion.  Fossil magical tomes for example.  I'm not sure that making fossil weapons and armour be another "better than steel" material is a great idea, since there are already alot of those, maybe if fossil items were the same as bronze, but had special powers, similar to the way Volcanic has special anti-frost giant properties?  I am not sure what sort of special powers are possible given the limitations of raw editing though.

The idea of the magical tomes being something I had to battle Egyptian deities to get makes me thirst to build a fortress of god-killing sorcerer dwarfs, and I'm one of these folks who usually plays Masterwork as low-magic as I can.

fasquardon
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 -Poll about new races
Post by: Meph on July 22, 2012, 11:28:04 am
Ok, today will be interesting, I will meet Narhiril in a few hours. :)

@fasquardon: That is a brilliant idea. I could make a workshop that essentially says: Do this reaction to summon a group of evil creatures (summon demons, awaking old egypt mummies and so forth) and fight them, and upon death they do drop special items. That is actually totally new and I think people would love it. Thanks a lot for this idea :)

@marshbaboon: Try channeling as fire-barriers. Fires cant burn up or down zlvls. Deadly traps should kill the miner, maybe I should make them deadlier ^^ And the harder learning does affect the castes as well, just not as strongly. How you treat them is up to you however.

@tierre: Another good idea. Hide non-natural stuff in undiggable slade, so the stockpiles accept it. I have to test this :) Maybe a natural occuring inorganic mat with a frequency of 0 would suffice as well ?



Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 -Poll about new races
Post by: Tierre on July 22, 2012, 01:11:31 pm
Well Toady tend to make everything to high or to low to reset to default setting, so i guess it may do so with frequency 0. As in a slade there is nothing now, so cluster_one will be all filled with bifrost (as it is the only thing we can fill it at all). For this case you can make a stone called, say, slade cluster, and make it CLUSTER_ONE with frequency 100. Then bifrost with frequency 1 will be almost non-existent:) And you can add all the other things without worrying that people can find it and channel from above - probability would work against them this way. But slade cluster might be minable... - like a rare find which let's you take out a chunk of slade.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 -Poll about new races
Post by: The Scout on July 22, 2012, 01:51:10 pm
I can't get farms working. Always shows no seeds available despite having 20 bags of different seeds. Both above and below ground.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 -Poll about new races
Post by: hikkiko on July 22, 2012, 02:09:29 pm
any burrows? probably some management mistakes? I have no problem at my current hole in the ground and around it...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 -Poll about new races
Post by: Marshbaboon on July 22, 2012, 03:08:47 pm
@marshbaboon: Try channeling as fire-barriers. Fires cant burn up or down zlvls. Deadly traps should kill the miner, maybe I should make them deadlier ^^ And the harder learning does affect the castes as well, just not as strongly. How you treat them is up to you however.

Ah, didn't know that with fire. thanks! The traps still aren't killing my miners. Whoever mines it starts flashing but they don't suffer any wounds from what I can tell. what kind of damage are they supposed to do?

With harder learning I was more curious from a design perspective. The tooltip states harder learning makes guilds more important, obviously to balance the castes system. I was wondering if there was something new to replace the guildhall.

Probably easier to explain if I use an example: With the guildhall you could have soldiers join the legion in order to make combat training easier. Now that the guildhall is gone is there an alternative way to train that's more efficient? Or does it simply make it harder?

(BTW I love the random chance of getting caste members, and not being able to replace them. Very rewarding, and you care a LOT when they die).
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 -Poll about new races
Post by: stool on July 22, 2012, 03:31:56 pm
1.9.3 . in my fresh fort, my expedition leader was resting from a broken toe after a giant hornet attack,
when the caravan and the liason came, i checked for him in the hospital.
Merchants have arrived and are unloading their goods.
The merchants need a trade depot to unload their goods.
?? i check the surface, to see everything is on fire. no burning skulls involved.
i thought traders wouldnt bring magma anymore  :-\ .
well, every dwarf made it to the burrow, and and i got some free stuff including pools of molten cheese and lead.
just to mock me, elephants came in late winter (1st year still) and headbutted everyone.
oh the glory.. :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 -Poll about new races
Post by: Broseph Stalin on July 22, 2012, 03:45:16 pm
@marshbaboon: Try channeling as fire-barriers. Fires cant burn up or down zlvls. Deadly traps should kill the miner, maybe I should make them deadlier ^^ And the harder learning does affect the castes as well, just not as strongly. How you treat them is up to you however.

Ah, didn't know that with fire. thanks! The traps still aren't killing my miners. Whoever mines it starts flashing but they don't suffer any wounds from what I can tell. what kind of damage are they supposed to do?

With harder learning I was more curious from a design perspective. The tooltip states harder learning makes guilds more important, obviously to balance the castes system. I was wondering if there was something new to replace the guildhall.

Probably easier to explain if I use an example: With the guildhall you could have soldiers join the legion in order to make combat training easier. Now that the guildhall is gone is there an alternative way to train that's more efficient? Or does it simply make it harder?

(BTW I love the random chance of getting caste members, and not being able to replace them. Very rewarding, and you care a LOT when they die).
I think deadly traps bruise the heart, since the dwarven heart is vestigial this has no real effect.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 -Poll about new races
Post by: The Scout on July 22, 2012, 04:32:22 pm
any burrows? probably some management mistakes? I have no problem at my current hole in the ground and around it...
No burrows. Looks like my castle must live from foraging and hunting.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 -Poll about new races
Post by: ioi101 on July 22, 2012, 07:22:57 pm
Uh, I think I ran into a major bug. It looks like demonbound warriors go to sleep... forever. I only realized after one of them died from thirst. Unfortunately, they were my main defense squad, the second caravan never showed up for some reason so they ended up as my only special unit option. They can be roused by removing their beds.. but they just go to the next available bed, after maybe taking a drink.

Any ideas on how I could fix this in the raws? I looked at their parameters in the creatures_standard file, but didn't find anything that seemed odd to me, or anything that looked that different from the other types of special transforms. If not I'm guessing I'll have to start another game.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 -Poll about new races
Post by: Meph on July 22, 2012, 07:37:42 pm
@ioi101:To quote from a reddit thread about the issue:

Quote
Hi Meph,
All I did was add the line 'yesmagic [no_sleep]' on a new line to each of the mages that were falling asleep and never waking up (earthbound, demonbound, shadowmancer) in creature_standard in the raw objects in my savegame. Now it appears to be fixed.

I know that people with NO_STUN never wake up... but they dont have this tag... I dont know why they should go to eternal sleep. I know people had demonbounds with no problem, since I got player reports about how much they kick ass... so yeah, add NO_SLEEP to them, and they should be fine. I havent gotten around to do anything about it, because I am busy cycling ;)

@stool: Still bring magma in bags... sorry

@marshbaboon: Deadly traps should stop their heart, but they dont seem to care... and I havent found anything new to replace the guildhall yet... yet. ;)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 -Poll about new races
Post by: ioi101 on July 22, 2012, 08:51:46 pm
I was about to say it doesn't work.. 10 mins later I find out that raws are case sensitive and need to be capitalized. So, it works. Thanks for the quick reply.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 -Poll about new races
Post by: Marshbaboon on July 22, 2012, 09:33:56 pm
Ah, ok cool cheers. With traps in general I think it might be good to give you a reason to dig through them. Right now you have a chance to avoid them, but you need to babysit the game with your thumb on the space bar & watch the alerts, & it's totally random (which I don't like) and if you spot them you have no reason to ever mine them (unless they're in the middle of a room you need, which is annoying).

If possible I think it would be great to combine the traps with the chests, and have one tile "trapped chest". When you mine it there's a chance something bad happens, or it can drop one of the types of chests (Or different tiles for the different chests, better chests have better traps).

Even better would be if the miners could pause/remove designation when they get to it (like with damp stone) and you'd have a strategic choice with whether or not you want to risk your miners to get the treasure. Or if legendary miners had a better chance of not "triggering" the trap, or having a better chance of getting a chest. This way rather than it being random you have a real obstacle with the deadly traps.



With the guildhall & castes I like how the caste dwarves are so valuable right now. It diminishes the value if you can have as many of them as you want (with the guild members). Also there really isn't a downside to using the guildhall because you're going to specialise your dwarves labours anyway. Even with harder learning turned on it just gives you easier learning with no downside. The only problem with the guildhall gone is the difference in learning speed for combat when you combine legion/berserkers with normal dwarves in the same squad.

Personally I think (if possible :P) something like combining the crafting castes with crafting savants, and only having a reaction to make combat castes would be ideal. You have to rely on migrants to get new crafting castes/savants (if children born in your fortress could also have a low % chance to become a random savant that'd work well too). I also think there should be some sort of downside to the castes too. Crafting castes could specifically suck at combat, and combat castes could specifically suck at crafting, so if complete disaster strikes and you end up having to make your cooking savant the militia captain he's not going to do a very good job at it.


TLDR: I'll stop rambling anyways, good luck with the cycling dude :P. Don't know how you can stand the heat. It's 20 degrees where I am, and being Irish I find that so sweltering I can't sleep.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 -Poll about new races
Post by: Meph on July 22, 2012, 11:40:10 pm
>>> NEW DOWNLOAD V 1.9.4 <<< (http://dffd.wimbli.com/file.php?id=5315)

 - Gender symbols (mars/venus) for the masterwork custom font. (Thanks Someone64)
 - Fixed a handful of bugs, full list see below.
 - Easier bookmaking. 2 types of inks, 3 types of "paper", no need for bookcovers anymore.
 - Custom leather armor sets, chose normal leather, tough hide, studded leather or lamellar leather.
 - Iron or Steelclad War Sauropods. I know you wanted them...
 - Most custom brewing back in Still and Brewery.
 - Thatchery can now produce really light bins.

Full Changelog
Spoiler (click to show/hide)

Note: This is a small update, mostly things that have been brought to my attention by YOU, and several fixes that showed up either here or on reddit. I tried to include some things that people requested, like making books easier, allowing specific leather reactions and the sauropods. Ishar will be thrilled. ;)

RL Update: I am doing good time, as always. Have only about 1000 miles to go till my final destination, New York. Here the route so far. Will go to Chicago, Niagara Falls, and possibly Toronto/Montreal and Boston before heading to Manhattan. 6 weeks left to go.
Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 -Minor bug/balancing update
Post by: Panopticon on July 23, 2012, 12:18:44 am
Forget Ishar, I am thrilled about armored Sauropods, time for some testing.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 -Minor bug/balancing update
Post by: Meph on July 23, 2012, 12:26:44 am
Quote
Ah, ok cool cheers. With traps in general I think it might be good to give you a reason to dig through them. Right now you have a chance to avoid them, but you need to babysit the game with your thumb on the space bar & watch the alerts, & it's totally random (which I don't like) and if you spot them you have no reason to ever mine them (unless they're in the middle of a room you need, which is annoying).
Not totally random, they only appear in rubble, same as chests.

Quote
If possible I think it would be great to combine the traps with the chests, and have one tile "trapped chest". When you mine it there's a chance something bad happens, or it can drop one of the types of chests (Or different tiles for the different chests, better chests have better traps).
Possible, but would people risk a legendary miner for a random chest ?

Quote
Even better would be if the miners could pause/remove designation when they get to it (like with damp stone) and you'd have a strategic choice with whether or not you want to risk your miners to get the treasure. Or if legendary miners had a better chance of not "triggering" the trap, or having a better chance of getting a chest. This way rather than it being random you have a real obstacle with the deadly traps.
Impossible, cant do the "damp/hot stone thing" myself. Same goes for the rest, I have no way to influence this...

Quote
With the guildhall & castes I like how the caste dwarves are so valuable right now. It diminishes the value if you can have as many of them as you want (with the guild members). Also there really isn't a downside to using the guildhall because you're going to specialise your dwarves labours anyway. Even with harder learning turned on it just gives you easier learning with no downside. The only problem with the guildhall gone is the difference in learning speed for combat when you combine legion/berserkers with normal dwarves in the same squad.
Guildhall couldnt produce Savants... it can only raise skill learn rate, but you had to train them yourself still... so not too overpowered.

Quote
Personally I think (if possible ) something like combining the crafting castes with crafting savants, and only having a reaction to make combat castes would be ideal. You have to rely on migrants to get new crafting castes/savants (if children born in your fortress could also have a low % chance to become a random savant that'd work well too). I also think there should be some sort of downside to the castes too. Crafting castes could specifically suck at combat, and combat castes could specifically suck at crafting, so if complete disaster strikes and you end up having to make your cooking savant the militia captain he's not going to do a very good job at it.
I thought about this... a fighters guild only, with the background the dwarves that joined the legion are unaviable for anything else. This would fix the issue with already transformed dwarves not being able to become golems/mages. The legion is outside of society, no one touces them. Think DragonAgo1. A little bit more micromanagement for people, but that should be easily done.

Also, all savants have a negative effect: they learn everything only half as fast as normal dwarves... they are only good in their specific line of work.

Quote
TLDR: I'll stop rambling anyways, good luck with the cycling dude . Don't know how you can stand the heat. It's 20 degrees where I am, and being Irish I find that so sweltering I can't sleep.
Well, I have been cycling in the Sahara with 50°+ celsius, so the 40° here dont affect me much. I just dont care about it anymore. ;)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 -Minor bug/balancing update
Post by: Marshbaboon on July 23, 2012, 01:44:17 am
Quote
Not totally random, they only appear in rubble, same as chests.

I meant it's a totally random chance to hit a trap with mass designation, whether or not you know brick is there it's still a random chance to hit a trap. Obviously you can completely avoid them by digging square by square, or watching the alerts very carefully but it's so tedious, and so easy to train legendary miners why bother.

Quote
Possible, but would people risk a legendary miner for a random chest ?

If the reward is good, then I think so. And again miners are so easy to train, even with harder learning I make hauler dwarves miners and they fly up to legendary in no time. If the rewards were unique to the chests it would be even more tempting. I think it's fair because miners are so easy to train, and so easy to replace. At the moment anyone who doesn't want to risk their legendary miner for a random chest will turn archaeology off.

Quote
Impossible, cant do the "damp/hot stone thing" myself. Same goes for the rest, I have no way to influence this...

Thought so, forgive my ignorance. Still would work without it perfectly fine. My only other possible idea would be to have the trap trigger when the reaction is done to cut/open the trapped chest.

Quote
Guildhall couldnt produce Savants... it can only raise skill learn rate, but you had to train them yourself still... so not too overpowered.

Mixing my words and being terrible at explaining things, sorry. I was talking about having dwarves join the different guilds. I was only saying this thinking about a replacement guildhall coming back to the mod. Being able to join the guilds is a huge boost with no downside. Being able to have all your dwarves join any guild is a bit too powerful (imo) because you'll only have them doing the same handful of labours anyway. When you get guild dwarves in migrant waves they feel special. Plus they level up so fast In a small fort I've been able to have 1 smiths guild cover all my weapon & armour production, and one craftsdwarf doing mason + carpenter + engraver + stonecrafter.

I was comparing the savants to the guild members because they have the same benefit (getting a legendary dwarf faster).

Quote
I thought about this... a fighters guild only

Yea I like that, it's a good price to pay because the legion dwarves are absolute asskickers. I really don't think crafting guilds are needed because we still have moods to give us legendary skills in addition to the migrant waves. That's the only problem I've found with the caste system right now. You need to separate legion/berserkers into their own squad, but you'll rarely get enough of them to make a full one.

I knew the learning penalty was there for savants, but I find that even with additional harder learning I can still have those dwarves perform tons of other jobs with little downside. I tend to make spare savants miners, butchers, cooks, brewers etc. Although I've been thinking about it more if there were any more penalties you'd probably end up killing any savants you didn't need so they didn't waste food :P. I think I was wrong here.




Just sharing ideas because I love the mod. Everything I've mentioned is just personal opinion, but if other people like it too then awesome! Feel free to ignore/disregard anything I bring up if you dislike it, I won't be offended in the slightest. Thanks for taking the time to address every single thing I've had to say :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 -Minor bug/balancing update
Post by: Firehawk45 on July 23, 2012, 09:08:54 am
Spare savants are perfect for jobs which dont need a high skill level (furnace operators in most of my forts, threshers, millers, etc.)

Err, i got a.... strange migrant here. I was checking my latest migration wave via Therapist for Legion and berserker dwarfs, but one has the caste "secret wp3". His description is "A short sturdy creature fond of the moon and industry"

I just hope that this is working as indended and im not looking at a cult leader or something like that :) But nontheless, whats special about this guy?

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 -Minor bug/balancing update
Post by: Meph on July 23, 2012, 09:41:57 am
Shishimar made some changes on how the therapist reads out dwarves, they now read the ID instead of the name. Splinterz knows about it, and probably changes it again... anyway, you have any Werebeast Wards around ? Otherwise... have FUN :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 -Minor bug/balancing update
Post by: Firehawk45 on July 23, 2012, 09:49:29 am
yeah, he stares at the moon, i think i know what he is. He got conscripted and thrown against a giant bull, problem solved.

Wow, he didnt even have blood, but some unknown creature substance..... creepy, good thing i searched for suitable militia dwarfes :D
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 -Minor bug/balancing update
Post by: DoX on July 23, 2012, 11:38:31 am
Hey there, quick question.

How do I process Metal of Armok or Armoks Metal? I read it can become one of every vanilla metal bar.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 -Poll about new races
Post by: stool on July 23, 2012, 01:02:51 pm
@stool: Still bring magma in bags... sorry
hehe its fine i look at it as a feature. have fun on your remaining trip!
thx for the update
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 -Minor bug/balancing update
Post by: Altaree on July 23, 2012, 01:38:22 pm
How do people deploy their treant /spitting orchid seeds.  I just did my first set of treant seeds and now I have a bunch of friendly 'ents that hang around inside my front gate.  Anyone have any strategies?

Oh, my golems tried to attack the baby entlings...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 -Minor bug/balancing update
Post by: Torgan on July 23, 2012, 02:42:43 pm
Hey there, quick question.

How do I process Metal of Armok or Armoks Metal? I read it can become one of every vanilla metal bar.
You need to use the Transmutation Chamber, I think you need a dwarf with the alchemy skill for the reaction.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 -Minor bug/balancing update
Post by: Firehawk45 on July 23, 2012, 03:02:59 pm
Experience from my fort:

"Oh, blessing of armok, what does that do?"

boa gets designated, miner goes there

"WTF HAVE YOU DONE TO MY DWARFS MEPH?"
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 -Poll about new races
Post by: fasquardon on July 23, 2012, 03:20:15 pm
@fasquardon: That is a brilliant idea. I could make a workshop that essentially says: Do this reaction to summon a group of evil creatures (summon demons, awaking old egypt mummies and so forth) and fight them, and upon death they do drop special items. That is actually totally new and I think people would love it. Thanks a lot for this idea :)

Another variation on this idea would be to have a reaction at the alter of armok that summoned one of the mountain kings to test your dwarfs - if you kill the mountain king, Armok leaves you a foundation stone that can be used to build high level structures (particularly the Temple of Armok) and/or a syndrome that would give the dwarf(s) who slew the mountain king membership of the "chosen of Armok" caste.

I like the idea that Armok would only accept the worship of dwarfs who had passed a fortress-destroying test.

Linking the super metals to the key "foundation stone" would also give materials like Mithril, Volcanic and Slade a proper difficulty in line with their epicness.

Also, love that you added light bins to the thatchery, I had been feeling the absence of featherwood as well.

Steel armoured war sauropods will be making an appearance in my next fortress.

fasquardon
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 -Minor bug/balancing update
Post by: Meph on July 23, 2012, 05:21:01 pm
Well, I will cleary spend some thought on the whole "defeat spawned enemies for stuff"-idea, and this one sounds like another neat way to do it. I cant promise anything shortly, but I itch to write at least a little something, because it is just so... new. I always like adding things that are unheard of so far.  The Mountainking would be overkill however, I spawned all creatures in the arena several times, and the Mountainking does not have any problems with them. He can melt/burn to death after a long, long time... but thats it. Otherwise he plays golf with everything, try it out ;)

But buildings something like "The Gauntlet" to have the player pass a couple of divine tests to unlock new tech trees ? AWESOME. I already want to base one industry on each of the invader races, once the new version is out... have to take some notes, although I guess most of my freetime/modding time will be taken by the manual/design stuff for now.



Really interested in the following things right now:
Testing the new book/ink/paper reactions
Testing all the still reactions
Testing the new leather armor reactions
Testing the armored sauropods

I havent done any testing at all, only opened the game once, no errorlog (yeah) and think that the raws look fine, but any feedback on these 4 things will be greatly appreciated. :) And just as I write this I notice that I should have added a "drakescale leather armor" reaction as well... stupid me. Sorry.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 -Minor bug/balancing update
Post by: gwathlobal on July 23, 2012, 05:21:55 pm
Guys, was anyone able to colonize level 3 of the caverns? Facehuggers are absolutely horrible. Any way to deal with them without making a catsplosion?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 -Minor bug/balancing update
Post by: ioi101 on July 23, 2012, 05:24:12 pm
Sounds like a great update. It seems like it should be possible to update without genning a new world - what would I have to do to that? I imagine copy the raws from somewhere or gen up a new world and put in my old save?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 -Minor bug/balancing update
Post by: Meph on July 23, 2012, 05:26:15 pm
Catsplosions cant happen, since they dont adopt owners in the mod. The alternative is "frill lizards" they also hunt vermin. I guess it would be easier if I make a warbeast, that you can assign to your squads, so they follow them around, and you can go vermin-hunting.

Or, the easy solution: Build a bonfire or fell a firetree, and just burn down cavern3 to get rid of all the vermin down there. I am always amazed how few people do use fire aggresivly. ;)

EDIT:@ioi101: Not really... you can get most of the fixes by copying the reaction_masterwork.txt into the old save folder, but that will also break some minor things. You need to enable the new reactions in the entity file, and those changes do require a new world. Anyway, the update is small... you can for example copy the font.ttf from data/art, and get the gender symbols back, but the rest you need a new world for.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Playable Orc Race Plugin
Post by: Meph on July 24, 2012, 12:40:48 am
Please excuse the double post, but I just found this:


Orc Fortress for Masterwork Dwarf Fortress (http://www.bay12forums.com/smf/index.php?topic=113621.0) by smakemupagus


It is for version 1.9.2, so if anyone would like to test it out on 1.9.4, go ahead. Besides the mentioned entity_default there shouldnt be any big problems. I added the same link to the frontpage as well, directly under the downloads. (@smake: If you dont want the link there, for whatever reasons (alpha version, testing, bugs) just tell me and I will take it down again.

And one request by me about this: All feedback about Masterwork Orc Fortress please, please, please, in the fitting thread. Not here. Things would get very confusing indeed. Thank you.

Edit: Updated the Orc Mod for 1.9.4, all I had to do is the entity file. I posted the repack and download link in the Orc Fortress Thread. As soon as smake updates the DFFD link I will take it down.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 -Minor bug/balancing update
Post by: gwathlobal on July 24, 2012, 04:30:18 am
Catsplosions cant happen, since they dont adopt owners in the mod. The alternative is "frill lizards" they also hunt vermin. I guess it would be easier if I make a warbeast, that you can assign to your squads, so they follow them around, and you can go vermin-hunting.

Or, the easy solution: Build a bonfire or fell a firetree, and just burn down cavern3 to get rid of all the vermin down there. I am always amazed how few people do use fire aggresivly. ;)

Hmm, but don't vermin spawn indefinitely? Moreover, they spawn even if you don not breach level 3 caverns.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Playable Orc Race Plugin
Post by: hikkiko on July 24, 2012, 08:51:11 am
Meph, there is still feedback.
tested:plump helmet.
no problem with reaction now and then. it produce 5 drink per 1 item. looks like Toady changed barrels... partly... I tested custom reaction with fixed output and 15 drinks was always placed into the barrel... 20 - always out(the same with too big stacks of prepared meals)

standard brewing reaction can fit all 25 units.
solution - large pots instead of barrels.
ps. can anybody give me correct line for large pots?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Playable Orc Race Plugin
Post by: ioi101 on July 24, 2012, 08:58:09 am
Oh. That would make sense of why I have stacks of 30-40 dwarven royal beer sitting at my temple armok outside of barrels. hehe. I'll try making some pots.

Thanks for the reply meph. I'll play around some mroe with my current game though. Although now that all the caravans have seemingly decided to stop showing up in the second year, I may give it up soon. Don't know what happened there, depot is still accessible, and they all showed up the first time. Now no one is showing up for the second year. I had sieges near the usual caravan time, but those were quickly dispersed, and in any case sieges don't block caravans do they?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Playable Orc Race Plugin
Post by: Tierre on July 24, 2012, 09:03:45 am
Meph, there is still feedback.
tested:plump helmet.
no problem with reaction now and then. it produce 5 drink per 1 item. looks like Toady changed barrels... partly... I tested custom reaction with fixed output and 15 drinks was always placed into the barrel... 20 - always out(the same with too big stacks of prepared meals)

standard brewing reaction can fit all 25 units.
solution - large pots instead of barrels.
ps. can anybody give me correct line for large pots?
ITEM_TOOL_LARGE_POT - just browse through the tools file and you'll see it.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Playable Orc Race Plugin
Post by: Dogamus on July 24, 2012, 02:47:58 pm
Are there any trees in this mod that cause fire when felled?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Playable Orc Race Plugin
Post by: Tierre on July 24, 2012, 03:16:26 pm
yes:)

A firewood one is very dangerous to fell:) But it's  a 3rd level cave as i remember. Correct me if i am wrong.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Playable Orc Race Plugin
Post by: rod270 on July 24, 2012, 05:16:25 pm
how do you get boulders i have tryed everything to get them for this mod and still can't seem to get boulders to build any of the mod buildings
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Playable Orc Race Plugin
Post by: Putnam on July 24, 2012, 05:20:04 pm
how do you get boulders i have tryed everything to get them for this mod and still can't seem to get boulders to build any of the mod buildings

...you mine? You just have to be mining the right stones, that is, stones that make up layers of stone.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Playable Orc Race Plugin
Post by: Meph on July 24, 2012, 05:38:24 pm
Well, some kind of rock might only leave dust behind, mostly sandstone and rubble. You can turn this off in the setting, under misc:less solid rocks. But just digdeeper, and you will always find solid stuff.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Playable Orc Race Plugin
Post by: Putnam on July 25, 2012, 12:29:56 am
IS the less solid stone thing that necessary with 34.08, anyway?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Playable Orc Race Plugin
Post by: Laggy on July 25, 2012, 01:20:30 am
Is it possible to remove the weather effects without genning a new world?  I assume not, but I didn't know to turn them off and now I'm in an area where it does nothing but rain beer.  My whole above ground map is literally "a pool of beer".

Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Playable Orc Race Plugin
Post by: Ishar on July 25, 2012, 01:50:22 am
Is it possible to remove the weather effects without genning a new world?  I assume not, but I didn't know to turn them off and now I'm in an area where it does nothing but rain beer.  My whole above ground map is literally "a pool of beer".

Spoiler (click to show/hide)

And what's your problem with that?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Playable Orc Race Plugin
Post by: Laggy on July 25, 2012, 01:59:56 am
Is it possible to remove the weather effects without genning a new world?  I assume not, but I didn't know to turn them off and now I'm in an area where it does nothing but rain beer.  My whole above ground map is literally "a pool of beer".

Spoiler (click to show/hide)

And what's your problem with that?

1) It looks ridiculous.
2) Unhappiness from the freaky weather (which I could understand and live with if it wasn't beering 4/5's of the month.)
3) It makes it hard to get a bearing on positioning for anything I want to do above ground.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Playable Orc Race Plugin
Post by: Tierre on July 25, 2012, 03:13:23 am
Go to your saves/region/raw folder and find interaction_weather.txt file. Find
[INTERACTION:GOOD_FOG_WEATHER_WITH_BEER_RAIN]
delete that entry or make its frequency to 1 (0 might not work - but you cat try it anyway). Also try DFhack command "clean all". And please write what helped (i am especially interested if clean all command cleans beer from ground:) )
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Playable Orc Race Plugin
Post by: Laggy on July 25, 2012, 03:43:07 am
Go to your saves/region/raw folder and find interaction_weather.txt file. Find
[INTERACTION:GOOD_FOG_WEATHER_WITH_BEER_RAIN]
delete that entry or make its frequency to 1 (0 might not work - but you cat try it anyway). Also try DFhack command "clean all". And please write what helped (i am especially interested if clean all command cleans beer from ground:) )

Thanks.  Clean all did clean it all from the ground.  I couldn't delete the interaction entirely or my save wouldn't load, but I deleted all the properties.  Running it now, but thanks for the help!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Playable Orc Race Plugin
Post by: orius on July 25, 2012, 05:22:59 am
Is it possible to remove the weather effects without genning a new world?  I assume not, but I didn't know to turn them off and now I'm in an area where it does nothing but rain beer.  My whole above ground map is literally "a pool of beer".

Spoiler (click to show/hide)

Dat looks like dorf heaven.

I've been having a slight irritation.  The collapsed bricks from ruin veins keeps clogging up the stone stockpiles, particularly the one I'm using for loading ore.  I can't find ruins or collapsed brick in the settings for stone stockpiles either.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Playable Orc Race Plugin
Post by: Tierre on July 25, 2012, 05:50:20 am
Try adding to [INORGANIC:RUINS] tag [IS_STONE]. Might help. Or just turn the temperature on like it is supposed to be with Masterwork mod - they will boil and disappear.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Playable Orc Race Plugin
Post by: RabblerouserGT on July 25, 2012, 07:20:18 am
So I'm getting a plague turns my dwarves sterile.
How do I fight this? Never come across this before.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Playable Orc Race Plugin
Post by: Firehawk45 on July 25, 2012, 07:24:14 am
sterility ward, for further informations, ask your nice dwarfen liaison to bring one or bother armok with your needs ;)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Playable Orc Race Plugin
Post by: RabblerouserGT on July 25, 2012, 07:49:23 am
Thanks. Couldn't find anything about wards in the included Manual.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Playable Orc Race Plugin
Post by: raledon on July 25, 2012, 07:54:02 am
A few changes from normal DF that boggled me, and I'd like some help with:
Some creatures (such as werewolves and other new creatures) ignore traps. Is this intended?
Also, is there a way to properly stopping them without cheesing the game (bridge in, bridge out)?
Archers doesn't seem to want to pick a crossbow and shoot... might require some more testing by my part (lack of ammo? no barracks?)
Last question, why does my dwarves hate burrows? I can't seem to get them to properly unassign them via the alert tabs, since they keep themselves inside (solved by manually removing them from the burrow's civilian list...)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Playable Orc Race Plugin
Post by: RabblerouserGT on July 25, 2012, 09:06:27 am
I don't think I'm too fond of diseases. (http://tnypic.net/b4780.png)
ALL within the span of about 4 seconds. And it's spreading.

Do I lose any special features if I disable them?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Playable Orc Race Plugin
Post by: raledon on July 25, 2012, 09:14:36 am
Also, turns out I cannot create a world older than 50-100 years.... !Fun!  ???
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Playable Orc Race Plugin
Post by: RabblerouserGT on July 25, 2012, 09:21:30 am
Weirdness!
Elven caravan arrives and all of the sudden, my entire fort rushes to them and starts taking items!


And I can't trade most of them back because elves love to make stuff from wood (and doesn't like getting them in return, weird).
It's like this mod WANTS you fighting those pointy-eared hypocrite.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Playable Orc Race Plugin
Post by: Tierre on July 25, 2012, 09:27:18 am
You can even add evil elves - those will definately fight you:) About traps - many creatures have TRAPAVOID - meaning they are not affected by traps... ever. So army is what you need:) Or just get inside fortress and close thedoor until you got enough skillfull soldiers... and some golems.. and maybe a guardian of armok and mountainking. Then open up and make a gory mess of enemies:)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Playable Orc Race Plugin
Post by: raledon on July 25, 2012, 09:35:56 am
You can even add evil elves - those will definately fight you:) About traps - many creatures have TRAPAVOID - meaning they are not affected by traps... ever. So army is what you need:) Or just get inside fortress and close thedoor until you got enough skillfull soldiers... and some golems.. and maybe a guardian of armok and mountainking. Then open up and make a gory mess of enemies:)
My caged armies of trolls... noooooooooooo!
One question though, does mines count as traps in that sense? Do the mines get triggered by caravans or my own dwarves?
Sounds like that... cheesing it the way to do it :<.
oh and just one more idea to your list: make a bridge, fill the area below it with magma. Make them walk it. Close the bridge (or pull the lever to the trapdoors). Let them burn (or turn them into a target practice for your marksmen).
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Playable Orc Race Plugin
Post by: Tierre on July 25, 2012, 09:52:47 am
Might not work against ice giants:) Mines are just creatures which then near enemy will self destruct. But only near enemies. So it is a good idea not to have yours near them at that moment. Friendly fire guaranteed.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Playable Orc Race Plugin
Post by: RabblerouserGT on July 25, 2012, 10:49:34 am
Still wondering why every dwarf in my fortress is vomiting. My floors are stained green!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Playable Orc Race Plugin
Post by: Firehawk45 on July 25, 2012, 10:52:45 am
probably another disease? Maybe some syndrome? Have you battled something... unusual lately, like... err... a centipede biting of dwarfes head?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Playable Orc Race Plugin
Post by: RabblerouserGT on July 25, 2012, 11:05:12 am
No forgetten beasts.
The only thing it seems to be doing is making the entire fortress vomit.

Only things I've battle lately are kobolds, a hair man, and a couple Bladefooted Rancor (not sure if that's how it's spelled).



This started, though, before I really had any of those fights. Like it was brought in from my outpost liason.
If it was a syndrome, I'd imagine the doctors could do their thing, but no. They're just constantly retching and vomiting and not requesting diagnosis.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Playable Orc Race Plugin
Post by: Torgan on July 25, 2012, 12:28:35 pm
Found another oddity about the Animated Armour monster (I posted earlier about being unable to use most of the armour pieces it dropped when killed). I've just noticed I have Animated Armour strands in my cloth stockpile. Not really sure how they would be formed, I've had extract metal strands on repeat for ages while I make adamantine so maybe that's it but I don't remember seeing any hair or wool drop off the corpse.

I can't see any animated armour jobs in the manager so I guess it's useless unless it can be used for sutures.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Playable Orc Race Plugin
Post by: Meph on July 25, 2012, 12:48:28 pm
@torgan: interesting... I always hoped that dwarves could use the armor, but at least you found a way to recycle it :)

@putnam: No... it is not necessary, but I havent removed it yet, thats all. Still travelling, you know ;)

@rabblerouser: Wards... or quarantine some and wait a season.

@raledon:
Quote
Some creatures (such as werewolves and other new creatures) ignore traps. Is this intended?
Also, is there a way to properly stopping them without cheesing the game (bridge in, bridge out)?
Archers doesn't seem to want to pick a crossbow and shoot... might require some more testing by my part (lack of ammo? no barracks?)
Last question, why does my dwarves hate burrows?
Yes, trapavoid is intended, to make the game harder.
Stop them with steel. In sword and axe form.
Archers shoot ok in the mod, probably a user error ;)
Burrows are unaffected by the mod as well.

@orius: Turn on temperature

@laggy: Turn of Weather on the first tab of the GUI. Works without genning a new world :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Playable Orc Race Plugin
Post by: raledon on July 25, 2012, 02:01:48 pm
Just now my marksdwarf, using a javelin thrower, decided to chase kobolds instead of using Javelins. He has the skills, and I have done nothing to stop him from using them. Ideas?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Playable Orc Race Plugin
Post by: smakemupagus on July 25, 2012, 02:05:59 pm
correct ammo type assigned to squad?  correct ammo type available?  has quiver?  quiver is not full of wrong ammo type?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Playable Orc Race Plugin
Post by: firons2 on July 25, 2012, 03:32:15 pm
Any way to fix Golems parts where it says: the oil is gone, dented and smashed open?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Playable Orc Race Plugin
Post by: raledon on July 25, 2012, 03:42:25 pm
correct ammo type assigned to squad?  correct ammo type available?  has quiver?  quiver is not full of wrong ammo type?

Ummmm quiver might be the issue. I'll check that one.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Playable Orc Race Plugin
Post by: orius on July 25, 2012, 09:01:49 pm
Try adding to [INORGANIC:RUINS] tag [IS_STONE]. Might help. Or just turn the temperature on like it is supposed to be with Masterwork mod - they will boil and disappear.

Oh HELL.

I usually keep temperature off on the maps to help FPS unless I'm playing with magma or a fire starts or something (because it would be kinda cheaty otherwise).  So that's why the bridge made out of collapsed brick blocks apparently disappeared on me when I turned it on for all those nightmare fires.  Even more !!FUN!!!  I've been using the blocks made of collapsed bricks all around my fort.  So when I turn temperature on, I'm not sure how much is going to disappear.   :o

On the bright side, I'm considering abandoning it anyway.  I got my taste of MW, but the fort is somewhat badly organized because I didn't properly prepare for some of the more unusual features.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Playable Orc Race Plugin
Post by: Murdath on July 25, 2012, 10:36:28 pm
DFFD seems to be down  :-\
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Playable Orc Race Plugin
Post by: Tierre on July 25, 2012, 11:51:06 pm
Well without temperature you won't have golems, healing, magic or anything like that to work - so it's a waste anyway:) And you will have A LOT of things which are supposed to disappear:)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Playable Orc Race Plugin
Post by: Laggy on July 26, 2012, 03:14:14 am
Hmm, new problem.  I genned a new world, and when I tried to start playing on it I get an error "Missing Definition: FLY_TEST2", which is part of the weather interactions.  I turned weather off in the options GUI before I genned the world, so I decided to compare the weather interactions from an old world to this new one. The file was basically the same, except for what I presume is the line that stops the weather effects.

The "off" line seems to be the same as the off line in other things I have turned off (ie I checked entity_evildrow and it was the same format -- !NOWEATHER!OBJECT:INTERACTION] is the line.  So I'm not really sure why its not working :(
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Playable Orc Race Plugin
Post by: Torgan on July 26, 2012, 06:58:58 am
Any way to fix Golems parts where it says: the oil is gone, dented and smashed open?
There is a repair golem job at the golem forge, not sure if it works correctly though. The building guide might explain it better.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Playable Orc Race Plugin
Post by: Broseph Stalin on July 26, 2012, 07:42:54 am
No forgetten beasts.
The only thing it seems to be doing is making the entire fortress vomit.

Only things I've battle lately are kobolds, a hair man, and a couple Bladefooted Rancor (not sure if that's how it's spelled).



This started, though, before I really had any of those fights. Like it was brought in from my outpost liason.
If it was a syndrome, I'd imagine the doctors could do their thing, but no. They're just constantly retching and vomiting and not requesting diagnosis.

Are you rendering fat? It produces a cloud that can make nearby dwarves ill.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Playable Orc Race Plugin
Post by: Fairin on July 26, 2012, 07:48:37 am
a while ago meph toyed with the idea of diseases, usually brought in by caravans or immigrants, most common one is the vomiting plague, lasts for a season or so. the apothocary makes wards for these, since ordering takes a year.. and well the problem should subside by then.

so yeah .. dfhack clean. since dwarves dont seem to want to do it themselves, at least i cant think of why or how to get them to do it myself. (cleaning enabled. nothing else enabled... example)

also the brewery and kitchen have side effects of gas clouds that make dwarves vomit (kinda .. irritating in a way.. are my dwarves really that grossed out? hehe)

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Playable Orc Race Plugin
Post by: RabblerouserGT on July 26, 2012, 08:20:02 am
a while ago meph toyed with the idea of diseases, usually brought in by caravans or immigrants, most common one is the vomiting plague, lasts for a season or so. the apothocary makes wards for these, since ordering takes a year.. and well the problem should subside by then.

so yeah .. dfhack clean. since dwarves dont seem to want to do it themselves, at least i cant think of why or how to get them to do it myself. (cleaning enabled. nothing else enabled... example)

also the brewery and kitchen have side effects of gas clouds that make dwarves vomit (kinda .. irritating in a way.. are my dwarves really that grossed out? hehe)
I don't know. I quite like the idea of a green fort.  :P
It's the vomiting itself that's annoying.

Thanks for the apocethary advice, though!

So I've had two plagues, sterility and vomitting.. any others I should know of?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Playable Orc Race Plugin
Post by: oliverosky95 on July 26, 2012, 08:28:00 am
A stupid question: how do i get hellwood ?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Playable Orc Race Plugin
Post by: Firehawk45 on July 26, 2012, 08:37:28 am
You are allowed to guess, where you could find HELLwood ;)

Attention, this spoiler contains information you might wanna find out yourselve. Im not responsible for the lack of !FUN! in your fortress if you read it anyway.

Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Playable Orc Race Plugin
Post by: firons2 on July 26, 2012, 09:26:50 am
Is this a bug that when my dwaves needed cloth for their hospital and a drow caravan has arived they started massively stleanling from the drows and putting the cloth in the hospital? And the drows seem to not give a shit about that.

P.S. Drows deal with it  8)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Playable Orc Race Plugin
Post by: Tierre on July 26, 2012, 09:48:21 am
DF bug. Don't make hospitals while caravans are arriving:) Also build 1 chest at a time. Or those idiots would staff them with HELLUVA thread.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Playable Orc Race Plugin
Post by: Altaree on July 26, 2012, 10:38:40 am
I let the dwarves stock some cloth/thread and then change the hospital settings to request 0 of each. 
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Playable Orc Race Plugin
Post by: firons2 on July 26, 2012, 11:12:06 am
It was karma i stole the drowes cloth and then 2 ambushes came of Warlocks and messed my shit up real good i would have kept playing maybe to see if anyone will survive the tantrum typhoon but Soundsense raped me in the ears.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Playable Orc Race Plugin
Post by: RabblerouserGT on July 26, 2012, 01:20:20 pm
Can't place the apothecarium.
"No access to thread".


Not sure what to do to fix.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Playable Orc Race Plugin
Post by: ioi101 on July 26, 2012, 01:31:39 pm
I believe the apoth requires thread to be created. So either from pigtails or sheep or whatever.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Playable Orc Race Plugin
Post by: RabblerouserGT on July 26, 2012, 01:44:16 pm
I redid the chests so I didn't have 1,000,000,000,000/1 cloth (exaggeration of course).
Then it let me do the apothecarium.


So do I just outfit a ward against vomiting and that's it? I don't have to build anything and junk?
If so, good.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Playable Orc Race Plugin
Post by: Meph on July 26, 2012, 07:54:57 pm
Well, you need a ward first, which is the problem with the current setup. I plan to redo it, but right know you need to buy a specific ward from a caravan, OR have a spare one lying around and outfit it at the apothecarius. Otherwise you have to find the source dwarf (check therapist, caste, sick dwarf) and isolate him/kill him. A month later the fortress should be fine.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Playable Orc Race Plugin
Post by: RabblerouserGT on July 27, 2012, 06:16:11 am
Well, you need a ward first, which is the problem with the current setup. I plan to redo it, but right know you need to buy a specific ward from a caravan, OR have a spare one lying around and outfit it at the apothecarius. Otherwise you have to find the source dwarf (check therapist, caste, sick dwarf) and isolate him/kill him. A month later the fortress should be fine.
Thanks a ton! I didn't think you could use DT to pinpoint it.
So I just need to isolate the source dwarf. Not any others that have been infected?

Also, am I wrong in believing you're one of the ones working on the mod?
EDIT: -Sees OP- Yeeaah. Dumb question. Thanks for all the hard work and help!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: Ishar on July 27, 2012, 06:26:11 am
About the poll:
Humans all the way, I'd very much like to play them - above-ground civilization with better armor but overall shittier technology. If possible, try not to make them TOO clumsy however: traditionally, it's dwarves who are slow-moving tanks.

I just had an idea, however it might be a crazy one. Is it possible to control the cave races? Antmen fortress would be kickass: no above-ground industries, breeding like crazy, very vulnerable individuals. An army of batmen (http://1.bp.blogspot.com/_SWcXxYPqxGI/TEqYMkWiPjI/AAAAAAAADPw/a5vrDVagzko/s1600/BATMEN.jpg) would be a bit over the top though.

Whichever happens, it would sure be nice to embark with another race. I haven't tried Smake's Orc Fortress yet, but I absolutely love the idea.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: Firehawk45 on July 27, 2012, 06:27:52 am
Yeah, Meph is one of the people enslaved and mind controlled by a cat which tries to get cat people into the game. Meph still resists it, but the cat got him to put in new civs, so im just waiting for his mindbarriers to fall apart, in which case he will delete EVERY civ in the game and replaces it with different cat civilizations.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: RabblerouserGT on July 27, 2012, 07:07:35 am
Oh god.
My hunter's hunting Nymphs.

(http://i46.tinypic.com/2lxxvyc.jpg)

 :'( He's got some problems!
Don't kill the fae folk! Don't kill.. or.. whatever sick thing he's doing.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: firons2 on July 27, 2012, 07:10:19 am
On the embark races poll i chose drow and humans because i liked the idea of that but the elves would be like a challenge race because no digging will make everything harder.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: RabblerouserGT on July 27, 2012, 07:16:20 am
What are Tears of Armok?
Encountering many of these in my mining.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: firons2 on July 27, 2012, 07:19:27 am
Either its a gem or a super aquifier sorry dont remember for sure
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: firons2 on July 27, 2012, 07:20:28 am
What do these mean // before and after a dwarves name in the therapist?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: Ishar on July 27, 2012, 07:51:51 am
What are Tears of Armok?
Encountering many of these in my mining.
Be careful, those can produce an infinite source of water - useful for reservoirs under wells, and also for flooding the hell out of your fortress. Not sure how they can be utilized, it's been a while since I've seen one, but I THINK they open when you mine them.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: firons2 on July 27, 2012, 08:30:43 am
What are Tears of Armok?
Encountering many of these in my mining.
Be careful, those can produce an infinite source of water - useful for reservoirs under wells, and also for flooding the hell out of your fortress. Not sure how they can be utilized, it's been a while since I've seen one, but I THINK they open when you mine them.
I think i once mined it and got gems but im not 100 percent sure
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: Firehawk45 on July 27, 2012, 08:37:35 am
I had one in the MW succession fort (the other one, not that one with the badass military ;) ) It started flooding the mine when i breached to it. After my miner mined it, it stopped. It then got crafted into an artifact of ridiculous worth.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: firons2 on July 27, 2012, 08:51:12 am
Do in farms the show the plants that you can grow because you have seeds or all of the plants that you can grow?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: Firehawk45 on July 27, 2012, 09:02:52 am
All that you can grow
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: RabblerouserGT on July 27, 2012, 09:21:46 am
Plague, then theives...

Caravan arrives, thank goodness, but OH NO! My stupid ****-for-brains broker doesn't want to go to the depot.

But it doesn't end there, AN AMBUSH OF WARLOCKS halves my military.
But it doesn't end there! A forgotten beast arrives!
BUT IT DOESN'T END THERE!!! "Something has pulled a lever"... giving the FB a path into my fort.

I am.. at peace with myself. And have accepted MW just wants to kill you.


I think I'll just DFHack lava over this fort.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: Firehawk45 on July 27, 2012, 09:25:43 am
You have the wrong point of view:

Masterwork doesnt want to kill you, Its DF that wants you to suffer. MW is only that person in the background, supplying DF with the things it needs to make it happen ;)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: RabblerouserGT on July 27, 2012, 09:29:56 am
The FB killed my military.
He's made of pig iron. So I only seem to be able to fracture and dent him.

Time to put on some epic music while my fortress fails! (http://www.youtube.com/watch?v=Zi8vJ_lMxQI&t=1m)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: firons2 on July 27, 2012, 09:32:26 am
Where do i can press logs into paper?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: Firehawk45 on July 27, 2012, 09:34:21 am
Pressing things, look at the screw press ;)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: firons2 on July 27, 2012, 09:43:25 am
Nooo my genie die of old age in mid laying of stuff . Atleast i got some amber blocks and an amber crown
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: firons2 on July 27, 2012, 09:52:28 am
 :o phew barely manage to pull the lever in time  only one centaur managed to get through my bridge and met his end.

P.S. You think centaur blood is a good fertilizer?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: Firehawk45 on July 27, 2012, 09:53:46 am
No, but it may be a good wine.... If in a barrel, dwarfs dont drink from the ground ;)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: firons2 on July 27, 2012, 09:56:20 am
How can i like barrel blood?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: firons2 on July 27, 2012, 09:57:49 am
I have a not so friendly friend with a benefit. Hes an iron collosi and he tore up my first siege. He lives in his shrine and we leave him alone and he does the same... for now...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: Firehawk45 on July 27, 2012, 09:58:12 am
The kitchen can extract it and the brewery can make it into wine.... if you use the newest version ;)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: RabblerouserGT on July 27, 2012, 10:04:18 am
Decided to scrap the lava plan and unleashed the circus.. something I haven't done before. So... nice to see how it works before I have to deal with it for real.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: firons2 on July 27, 2012, 10:08:22 am
Holy c*** i was like where is my wood? I had like a whole lot stockpiled. And turns out i accidentaly set the press logs into paper on repeat. Now i got 72 stacks of paper. Super duper(jk)!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: firons2 on July 27, 2012, 10:12:44 am
http://postimage.org/image/5kj8etf0l/ well that is totally safe. its nice but wont i catch fire? HOW DO YOU EVEN MAKE THIS?!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: gwathlobal on July 27, 2012, 10:26:56 am
Is it just me or there are really only two sources of oil - mineral oil (which I have never seen) anf pig tails?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: firons2 on July 27, 2012, 10:38:54 am
A vile force of darkness has arrived! Well i guess the merchants are staying
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: firons2 on July 27, 2012, 10:40:51 am
A vile force of darkness has arrived! Well i guess the merchants are staying
I can not believe this the dark stranglers went to kill the iron collosi XD safe once again. BEST.FIREND.EVER.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: firons2 on July 27, 2012, 10:44:35 am
A dark strangler got strangled oh the irony
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: RabblerouserGT on July 27, 2012, 11:21:11 am
Is this an MW or a vanilla thing?

(http://i45.tinypic.com/24on1n7.jpg)

Because, what I'm seeing here is one MASSIVE river.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: firons2 on July 27, 2012, 11:26:18 am
I say its vanila
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: Panopticon on July 27, 2012, 11:27:06 am
That ain't a bug, and is vanilla, you just got yourself a honkling big river.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: Torgan on July 27, 2012, 11:50:21 am
Is it just me or there are really only two sources of oil - mineral oil (which I have never seen) anf pig tails?
I think so yeah, a good way to check is just going to the job manager and searching for oil.

Hmm apparently you can cut mineral oil as a gem and encrust stuff with it. I guess that's a bug although it's such a faff to make mineral oil it's not an exploit I guess.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: Tierre on July 27, 2012, 01:57:28 pm
And what stops you from using rock nuts? They are the usual oil reagent in vanilla.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: gwathlobal on July 27, 2012, 02:01:49 pm
Indeed, nothing stops me from anything but I thought I could do without growing underground crops.
Thanks for replies all the same.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: Ishar on July 27, 2012, 02:02:51 pm
Something strange is going on in my current fort. I have a shitload of iron (approx. 100 bars), 20-30 charcoal, and many-many marble boulders. Some of those are in a stockpile (the marble layer is deep down), but most of it is underground.
The problem is, pig iron (and therefore, steel) making is red. Both in my magma smelters and my blast furnaces. I managed to smelt 20 steel bars, and then, nothing. What could cause this?

My only guess is that the brick oven, masons workshop etc claim the marble for themselves, but that would be some insane large-scale claiming. Also, how do you forbid materials for certain orders? I'd like to build my furniture out of something other than valuable flux stone.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: Meph on July 27, 2012, 02:07:50 pm
My first thought wouldbe burrows. Are they in different burrows ? Has to be in the same one, even if the burrow is inactive. Try stockpiling them nearby ?

You can go to stocks, stone, and set marble as economic, masons wont use it then as buildmat.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: Ishar on July 27, 2012, 02:39:13 pm
My first thought wouldbe burrows. Are they in different burrows ? Has to be in the same one, even if the burrow is inactive.

Damn, I feel so stupid now. Of course it was the burrows. Thanks.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: MiamiBryce on July 27, 2012, 03:48:06 pm
Drow!  For the love of Lolth please, please, please Meph!  Give me Drow!!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: firons2 on July 27, 2012, 03:57:08 pm
I was genning a new world until 125. Then at 123 i was like i would be s*** if it would crash. Annnnnnd boom! Crash! Dammit
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: kizucha on July 27, 2012, 04:25:54 pm
And what about "Fox-People"? Meph? Please? :'( :-[ ;D

Edit: But Human and no digging? They need Metal for Armor? I think only the Elves dont like it to go under earth. :D
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: chronicpayne on July 27, 2012, 06:31:57 pm
Incase it hasnt been documented it appears custom goblinite weapons and armor cannot be melted down?
For example Razor bows, Claws, Sickles, Scythes, etc.

I'm thinking it must not be possible to make custom items meltable? Can't see this being overlooked otherwise.

If it is not possible to make customs meltable, is there an alternative to gathering them all up and trading them to get rid of them?
Thanks.

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: Putnam on July 27, 2012, 07:59:56 pm
The same way a dwarf makes an indestructible floodgate out of cheese and soap.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: Shawarma on July 27, 2012, 09:12:49 pm
Because, what I'm seeing here is one MASSIVE river.

Frogmen just LOVE to sneak into maps through rivers like that. Good thing they are squishy.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: Cavgunner on July 27, 2012, 10:38:10 pm
Hi all.  When I try to open the Manual from the Extras tab I can see the table of contents to the left, but the main part of the screen says "Navigation to the webpage was cancelled."  Any thoughts?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: smakemupagus on July 27, 2012, 11:25:44 pm
Hi all.  When I try to open the Manual from the Extras tab I can see the table of contents to the left, but the main part of the screen says "Navigation to the webpage was cancelled."  Any thoughts?

It works for me, sorry that's probably not much help, but is all i got  ???  Maybe your computer has some security feature that is is blocking it?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: orius on July 28, 2012, 01:55:57 am
Oh god.
My hunter's hunting Nymphs.

(http://i46.tinypic.com/2lxxvyc.jpg)

 :'( He's got some problems!
Don't kill the fae folk! Don't kill.. or.. whatever sick thing he's doing.

I'll dub him Urist McRipper.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: vomov on July 28, 2012, 05:12:53 am
The kitchen can extract it and the brewery can make it into wine....

Klingon Bloodwine?
'Iw HIq vaD Hoch wIj ghotpu! HoH Hoch elves! (klingon translator ;D)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: firons2 on July 28, 2012, 06:06:29 am
A caravan arrived and drove straight into my pont around my fort and left all their goods behind in the water.Now i have tons of riches woo
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: firons2 on July 28, 2012, 06:17:16 am
Anyone have any ideas how to get stuff from underwater? (http://s14.postimage.org/4vzjqxye9/postcardsmall.jpg)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: firons2 on July 28, 2012, 06:23:44 am
Question: How can i transport creatures to the Trading depo with the cage? Because whenever i do that the dwarves let out the creature.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: Tierre on July 28, 2012, 06:34:15 am
Firons - you can't sell a caged creature. It is a hardcoded thing - you will always release a creature. Ask Toady for fixing this:) To see if you can tame cave beetle - just go to its raw and see if it has a PET tag.
About things from water - there are two ways. First - a cheaty DFhackish way - either cast water around it with obsidian and then make it water 1 or 0 inside and make a down rump there. Or just drwain all water form there so that dwarfes can take items before it fills up again. Non cheaty variant - caveins or building magma pipe to obsidianize it yourself. But cheaty variant let's you do it before those things rot:)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: firons2 on July 28, 2012, 06:38:59 am
Firons - you can't sell a caged creature. It is a hardcoded thing - you will always release a creature. Ask Toady for fixing this:) To see if you can tame cave beetle - just go to its raw and see if it has a PET tag.
About things from water - there are two ways. First - a cheaty DFhackish way - either cast water around it with obsidian and then make it water 1 or 0 inside and make a down rump there. Or just drwain all water form there so that dwarfes can take items before it fills up again. Non cheaty variant - caveins or building magma pipe to obsidianize it yourself. But cheaty variant let's you do it before those things rot:)
Caveins tried was epic failtrain, magma 100 years until i get to that. I like advancing slow and steady.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: firons2 on July 28, 2012, 06:59:59 am
Motivation to help me get the riches out of the water:

If you do not help me find a way to get those items from the pond a baby alpaca will DIE. Yes there is a caged baby alpaca in there. Do you want for it to die? Well do ya?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: Scruffy on July 28, 2012, 07:06:10 am
Now if we just could get some kind of a ghost vacuum cleaner or a totem-like ghost attractor.. hinthint ;)

Yes there is a caged baby alpaca in there. Do you want for it to die? Well do ya?
Don't worry, the carps will save it.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: firons2 on July 28, 2012, 07:09:07 am
Itll suffocate before that. Dont be a bastard for every saved baby alpaca a 1000 elf souls are used to power my runic weaponry
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: Rumrusher on July 28, 2012, 09:04:17 am
I wonder if turrets and landmines could be made in adventure mode?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: firons2 on July 28, 2012, 09:08:10 am
Why do dwarves and other fortress occupants start hanging around a restraint when i build it
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: Ishar on July 28, 2012, 10:41:50 am
Another stupid question: how do I get slade bars? The great magma forge was quite a letdown, producing boulders and all. Bullet turrets are quite weak, especially against armored enemies, I wanted to craft a few slade turrets.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: oliverosky95 on July 28, 2012, 10:59:05 am
hi, meph.

I was trying to make a new reaction to my dogs wear mithril armor. but does not work.

here is the reaction to make the mithril armor cast

Spoiler (click to show/hide)

and here is the raw of the armored dog

Spoiler (click to show/hide)

My question is :why this reaction does not shown in the workshop ?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: Firehawk45 on July 28, 2012, 11:06:55 am
Another stupid question: how do I get slade bars? The great magma forge was quite a letdown, producing boulders and all. Bullet turrets are quite weak, especially against armored enemies, I wanted to craft a few slade turrets.

Look at the arc furnace ;)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: Tierre on July 28, 2012, 12:18:54 pm
well did you put that reaction for armored dog in the entity? Stupid question of course by "devil hides in small details":) (another russian proverb:) ). Also for this dog to work you'll also need to make a boulder of boiling stone with needed transformation:).
About water and alpaca in a cage - inside cages are small compound PARALLEL DIMENSIONS - meaning even if you got 500 alpacas in 1 cage and it's in magma - everything will be fine (if cage is magma proof of course). The last non-cheaty way to get it all out - build water pumps near it and pump water from there. It won't dry all the river BUT you can make a square or two almost dry (with 1-2 water which is enough) for a long time. This will let your dwarf to get down there and taeke that goods out of there.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: firons2 on July 28, 2012, 12:24:16 pm
Suggestion time!

Suggestion for what i could use 2 angry trolls in cages?

Tell your suggestion!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: Ishar on July 28, 2012, 12:33:23 pm
Another stupid question: how do I get slade bars? The great magma forge was quite a letdown, producing boulders and all. Bullet turrets are quite weak, especially against armored enemies, I wanted to craft a few slade turrets.

Look at the arc furnace ;)

That reaction's also red. Meh, I guess slade (stone) and slade (metal) still have no connection. Would have been sweet.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: Firehawk45 on July 28, 2012, 12:54:15 pm
I was perfectly able to grind it into powder and then smelting it into bars... Burrows, Stockpiles, Bags?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: Meph on July 28, 2012, 01:01:35 pm
@ishar: Yes, it should work. Make slade boulder, grind slade boulder, smelt powder into bar. All use the same template by now and are the same material.

@firons2: You can just build a pump next to it and dry the water out that way. And release the trolls in your dining room please. ;)

@oliverosky: many, many things are wrong with that. The armor cast you need for the next reaction, which is actually armoring the dog, that one is missing. the inorganic boiling stone is also missing. probably the sprite and graphics.txt as well. And the recycle reaction does not work. So... back to the drawing board ;)

@rumrusher: in theory yes. Not currently, but I might be able to add this. No idea how the AI would treat them though.


Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: firons2 on July 28, 2012, 01:15:40 pm
@firons2: You can just build a pump next to it and dry the water out that way. And release the trolls in your dining room please. ;)
Change of plans the forgotten beast wants to have a tea cup with them after kiling my loyal drowspider. I will arrange this meating (yes meating)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: oliverosky95 on July 28, 2012, 02:26:38 pm
Ok i made some changes to the raw file, and make a sprite for the dog (just a recolor :I) and here is the result :D

(http://img4.imageshack.us/img4/1491/succes.png)

(http://img820.imageshack.us/img820/4167/succes2.png)

so , thanks meph and tierre for the help :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: Ishar on July 28, 2012, 02:29:40 pm
Unrelated report:
Meph, this volcanic stuff may be a bit overpowered. OK, it's closely related to magma, needs silver and steel, so it might be hard enogh to work for, but still, look at this craziness:

(http://i.imgur.com/pia55.png)

Spoiler (click to show/hide)

Fine, the dwarf himself is an expert sworddwarf/professional fighter, but that volcanic zweihander is a bit TOO powerful I think - the dwarf is good, but not exceptionally good. I accept that great fighters can bisect enemies, but this guy bisects armies with that thing. While this is undeniably awesome, it might not be intentional.

(Of course the hero was killed by the end of the battle. This is DF after all.)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: Meph on July 28, 2012, 02:41:40 pm
@oliverosky: Nice. But why is the dog mithrilclad, and the armor-cast welded mithril ? Anyway, you think this should be done to all the armored pets ? It is just some copy and pasting...

@ishar: A professional fighter, with a giant twohanded-sword made of a material that is 1/2 as good as adamantine goes through an army ? That shouldnt be a surprise. The normal invaders dont really have any materials to match this, try Frost Giants ;) I mean, 4 slade, 4 obsidian, 4 silver and 4 steel went into that one sword... and magma. So it should be good.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: oliverosky95 on July 28, 2012, 02:55:16 pm
@oliverosky: Nice. But why is the dog mithrilclad, and the armor-cast welded mithril ? Anyway, you think this should be done to all the armored pets ? It is just some copy and pasting...

A little truetype error  :P
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: RabblerouserGT on July 28, 2012, 05:02:58 pm
And what about "Fox-People"? Meph? Please? :'( :-[ ;D

Edit: But Human and no digging? They need Metal for Armor? I think only the Elves dont like it to go under earth. :D
No furries please. :(
Keep this in-theme.

Unrelated report:
Meph, this volcanic stuff may be a bit overpowered. OK, it's closely related to magma, needs silver and steel, so it might be hard enogh to work for, but still, look at this craziness:

(http://i.imgur.com/pia55.png)

Spoiler (click to show/hide)

Fine, the dwarf himself is an expert sworddwarf/professional fighter, but that volcanic zweihander is a bit TOO powerful I think - the dwarf is good, but not exceptionally good. I accept that great fighters can bisect enemies, but this guy bisects armies with that thing. While this is undeniably awesome, it might not be intentional.

(Of course the hero was killed by the end of the battle. This is DF after all.)

... TELL ME HOW TO MAKE THIS! :D
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: Meph on July 28, 2012, 06:09:29 pm
Mh... surprise. Seems like most people either say "Dwarves" or "Dont care for different embark races" These two are more or less the same... Humans&Drow come next, and Elves and self-invented stuff ranks absolutlely low.

Interesting.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: RabblerouserGT on July 28, 2012, 06:13:16 pm
Mh... surprise. Seems like most people either say "Dwarves" or "Dont care for different embark races" These two are more or less the same... Humans&Drow come next, and Elves and self-invented stuff ranks absolutlely low.

Interesting.
\o/
I voted for both of this!

Can't wait to play as those dark elves. >:D
And to TRY hoomenz.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: Steforian on July 28, 2012, 09:54:27 pm
Where is the ASCII+ tileset located? and how would i copy it into a pack to use in another version of DF?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: chronicpayne on July 28, 2012, 10:04:45 pm
Can anyone help me out with Lamellar armor? Seems i cannot stockpile it seperate from the regular leather.
Infact i cannot sort any of the new leather types into their own stockpiles... even though all the options are there and it should be simple.

Am i missing something or is it not possible to split up the new leather types?

Thanks.  :D
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: orius on July 28, 2012, 10:17:09 pm
... TELL ME HOW TO MAKE THIS! :D

I believe the volcanic stuff needs the Great Magma Forge.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: Ishar on July 29, 2012, 01:53:35 am
... TELL ME HOW TO MAKE THIS! :D

Great Magma Forge, built over magma, the reaction needs 4 slade boulders (can be produced there, by compressing 8 blocks), 4 obsidian (if you don't have it, you can also melt it from 8 other blocks), 4 silver bars and 4 steel bars. Smaller weapons require less.
At first, I wasn't interested in this, because the guide said it's half as good as adamantine, and I was like 'meh, just half, might as well use mithril', but damn. Half of adamantine is still in a totally different league than anything else. It's waaay more powerful than mithril, wolfram, rose gold and any other fancy stuff. Pure slade is better for blunt weapons, but I always found that way too heavy for armor. Sure my dwarfs are immportal when they wear that, but they are practically immobile.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: Urist McCoke on July 29, 2012, 02:28:34 am
i forged a slade zweihander some time ago.
My captain never made it to the fights in time :
I prefer welded mithril, pretty much weightless and sharp, not candy sharp though.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: Cavgunner on July 29, 2012, 02:46:37 am
Hi all.  When I try to open the Manual from the Extras tab I can see the table of contents to the left, but the main part of the screen says "Navigation to the webpage was cancelled."  Any thoughts?

It works for me, sorry that's probably not much help, but is all i got  ???  Maybe your computer has some security feature that is is blocking it?

Disabling firewall/virus protection has no effect. 
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: Firehawk45 on July 29, 2012, 02:48:31 am
Welded mithril is the best material you can easily access. If you get your hands at slademantine, thats better of course. But Mithril gets carried to you by every race.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: Ishar on July 29, 2012, 03:05:37 am
Bug report:
When setting the material preference in the military screen, you can set all kinds of fishy substance (dragon engine leather (?), human kidney tissue, harvester vowen souls, turret silk, beholder wool, just to name a few), but there's no option for volcanic. Every other new metal types are there, including welded variants, but volcanic is not on the list. It's the same both with weapons and armor, although most of the crazy stuff is not present in the weapon's section - obviously there are no battleaxes made out of wool.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: Child of Armok on July 29, 2012, 03:07:32 am
You should make the playable Hobbit race!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: kizucha on July 29, 2012, 03:39:11 am
Mh... surprise. Seems like most people either say "Dwarves" or "Dont care for different embark races" These two are more or less the same... Humans&Drow come next, and Elves and self-invented stuff ranks absolutlely low.

Interesting.

I think the most people think, it's a dwarf game and should stay there. :) i only wish furries because i love it but so long not allowed i wish to stay with dwarfs too ... at most i only thinking about to play elves as a other embark race. ;D
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: Firehawk45 on July 29, 2012, 04:10:05 am
Drows are dwarfes.... only more evil.... and with more soultaking :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: firons2 on July 29, 2012, 08:13:33 am
How can i turn off DfHack?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: Altaree on July 29, 2012, 09:56:10 am
How can i turn off DfHack?

don't hit alt-tab?

Otherwise I think you replace sdl.dll with sdl.real.dll
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: Altaree on July 29, 2012, 09:58:29 am
How do people deploy their spitting orchids, treants, and gargoyles?  I am looking for tactics, not instructions on how to use spawn locations.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: ioi101 on July 29, 2012, 10:33:02 am
@chronicpayne Lamellar is in the list of materials twice - once at the top and once far down in the list of leather types, I'd say ~5 pages down? Along with what seems to be a second copy of tough/studded/etc. leather. I'm not sure which is the "real" one, for my stockpiles I enable both and I get the leather to separate. Couldn't get drakescale to separate, but that's bronze quality so book cover fodder.

Now if you want to get your dwarves to equip it specifically, good luck, I couldn't be bothered to find it in the material list on the military screen.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: RabblerouserGT on July 29, 2012, 11:17:04 am
Is there a way to get fire-safe anvils without having to wait on a trade caravan in this mod?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: dead on July 29, 2012, 12:02:08 pm
Is there a way to get fire-safe anvils without having to wait on a trade caravan in this mod?

you can make rock anvils at the stonecutter workshop out of rocks...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: Steforian on July 29, 2012, 03:58:31 pm
Is there a way to get fire-safe anvils without having to wait on a trade caravan in this mod?

you can make rock anvils at the stonecutter workshop out of rocks...
Or you could forge one at the furnace if you found some ore already.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: Ishar on July 29, 2012, 03:59:49 pm
Is there a way to get fire-safe anvils without having to wait on a trade caravan in this mod?

In addition to rock anvils, there's a reaction in the smelter that lets you form an anvil right there, without a forge. It consumes more metal though, at least I think. Also, you can't choose which metal type the reaction uses, unless you play with burrows of course.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: RabblerouserGT on July 29, 2012, 06:42:27 pm
... I think a dwarf just gave birth to some Black Bronze javelins!

EDIT: MY DWARVES ARE GIVING BIRTH TO WEAPONS!
EDIT 2: LITERALLY!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: RabblerouserGT on July 29, 2012, 06:52:50 pm
My archers aren't arching.
I have quivers, I have bolts, I have crossbows, but they just aren't.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: Altaree on July 29, 2012, 07:01:45 pm
Fun tactic for dealing with warlock sieges:
Take advantage of the fact they bring necromancers.  And that they attack the corpses they raise.  Just little the front of your fort with corpses.  The necro will raise them.  All the other warlocks will attack the zombies.  Area attacks and zombies will kill more warlocks which will then be raised again...  Once those idiot spell casters are gone, kill the zombies and loot the metal eq.  Leave the corpses :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: smakemupagus on July 29, 2012, 07:19:19 pm
My archers aren't arching.
I have quivers, I have bolts, I have crossbows, but they just aren't.

maybe upload a save?  a lot of other people use crossbows successfully in this mod, so i don't know how folks are going to be able to help you without more info.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: Rumrusher on July 29, 2012, 09:42:49 pm
@rumrusher: in theory yes. Not currently, but I might be able to add this. No idea how the AI would treat them though.

okay how about this, you make the turret into a "sentient" being that you can talk to, and have the text all be computer talk.
and have their trait set up so that they will always agree to join you.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: vomov on July 30, 2012, 02:54:50 am
Also, you can't choose which metal type the reaction uses, unless you play with burrows of course.

DF can now link stockpiles to workshops, forcing workshops to take from that stockpile only.
That's how I prevent my carpenter from using rough wood, and make my masons make marble furniture while ignoring the rest.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: Riun on July 30, 2012, 04:07:13 am
My archers aren't arching.
I have quivers, I have bolts, I have crossbows, but they just aren't.

maybe upload a save?  a lot of other people use crossbows successfully in this mod, so i don't know how folks are going to be able to help you without more info.

setting up an succesful archery range is incredible complex. You need to assign a barrack (armor stand/weapon rack), inside this barrack you need to build an archery target. Set the Archer Squad to train at both, carefully assign the correct shooting direction as well as room size so your archers  have a place to stand and shoot.

Furthermore, check if they have to correct ammunition in their quivers (sometimes they pick up a crossbow+quiver with javelins). Also, check if the correct ammo types are allowed to use (military screen, "f"). For example, you need to add Rocktip bolts to Hunters/Squads first and mark them for training/combat.

@Meph: Talking about ammo, I did not find an entry for rocktip javelins. Either I am blind, or there is no way to add them.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: vomov on July 30, 2012, 07:31:52 am
You need to assign a barrack (armor stand/weapon rack), inside this barrack you need to build an archery target.

I've got an archery range in the next room, which works just as well. Usually, it's just ammo/quiver-related behaviour.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: SAFry on July 30, 2012, 11:10:15 am
Hey all, is it just me or do bone blocks from the boneyard not have a storage pile? I can't get them to go into any of my bar/block stockpiles, they just sit in my boneyard which is a pain.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: ggamer on July 30, 2012, 01:54:19 pm
So my last fort was destroyed by a simple mistake combined with unimaginable bad luck (I forgot that swords take three bronze and I was attacked by a **Giant brush titan**. After Torturing my battle miner for several days it killed two children and decapitated my militia commander and caused a tantrum spiral), and I decided to abandon and embark in the same world.

So my new fortress has a couple of odd issues. Firstly, fungiwood suddenly became ungodly expensive, secondly, boulders aren't turning to dust anymore. solution?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: Firehawk45 on July 30, 2012, 02:01:17 pm
temperature on? And if you request Fungi, the traders charge extra for it.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: SAFry on July 30, 2012, 06:05:33 pm
Hmm, another problem, has some elves get killed and I melded their mithral root armour and guess what? Got like 6k mithral, guess that's not intentional. Suppose I'll be making mithral everything now!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: Meph on July 30, 2012, 06:14:03 pm
But the melting is done automatically, as soon as a meltable object is there, the game just adds it. Hardcoded. This is nothing I could alter. You say elven stuff leaves tons of bars after melting ? Usually everything only leaves 1 bar...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: SAFry on July 31, 2012, 01:48:00 am
Hi Meph, must admit it was just a guess that it was the root armour, all I know is that I was melting objects then suddenly I'm swimming in mithral and it's all coming out of my smelter not the arc furnace. If everything just leaves 1 bar; well I definitely didn't melt 6000 objects.

Odd, well, just chalk it up on the mystery board and see if anybody ever reports the same thing I suppose. 

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: Parhelion on July 31, 2012, 03:30:01 am
Hmm -- wondering if it would be possible to prevent "sick dwarf" from appearing in the embark?

It's Extra Fun to actually begin a game IMMEDIATELY with a syndrome. ;P
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: SAFry on July 31, 2012, 06:53:16 am
Out of interest Meph, it turns out that not everything yields 1 bar http://dwarffortresswiki.org/index.php/Melt (http://dwarffortresswiki.org/index.php/Melt) is there not something in the raws about how much an item returns? I was also melting some instruments and stuff, guess I could have just got a random massive mithral object from the elf caravan?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: RabblerouserGT on July 31, 2012, 08:03:50 am
You need to assign a barrack (armor stand/weapon rack), inside this barrack you need to build an archery target.

I've got an archery range in the next room, which works just as well. Usually, it's just ammo/quiver-related behaviour.
This might be it.
By the way, I'm using the MW macro-setup uniforms, by the way.

I've done great in Vanilla DF, so I'm not I'm doing anything wrong.

EDIT: And my dorfs don't want to spar. Maybe I've forgotten something in my absence.
Or does sparring just not send out reports anymore?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: Firehawk45 on July 31, 2012, 09:32:27 am
sparring highly depends on squad size and the minimum number of dwarfs assigned to train. Try smaller squads or lower the minimum to something between 2 and 4. That should help make them spar.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: RabblerouserGT on July 31, 2012, 09:39:17 am
I managed to fix the sparring thing on my own. Turns out I hadn't set THAT particular squad to 4 minimum, though I thought I had.


The crossbowdwarves still won't arch.
I guess I'm forced to create equal parts javelins, equal parts bolts. :/ Lame.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: ggamer on July 31, 2012, 10:13:32 am
Figured out the problem, I had simple stones turned off and only eight stones turn to dust.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: RabblerouserGT on July 31, 2012, 10:19:38 am
D: WHY CAN'T I USE THE SEIZE BUTTON?
It's grayed out. 3:<
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: Fairin on July 31, 2012, 10:31:13 am
no cat people, no dragon people? i feel singled out =(
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: Firehawk45 on July 31, 2012, 10:55:21 am
Meph, i request firebreathing leopardpeople with wings.... And a really really hard skin.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: Ishar on July 31, 2012, 03:02:33 pm
Just something new I found. I was under siege by serpent men (again... they come all the time...), in the process of slowly grinding them down, squad by squad, and then, something amazing happened.

Suddenly, the combat log was full of a 'chosen one' lighting serpent men on fire, and turning them into 'dying slag' creatures. Of course, all that fire ignited the grass, and the invaders soon scattered, the only surviving squad was the one trapped in my killzone - those were chopped to pieces by my volcanic-wielding military, but I didn't lower the bridge after that scene with the chosen one.

What the hell is that? Is he friendly? Will he burn my whole fortress down? Is it a dwarf at all? Considering he just killed more than a hundred serpentmen on his own, I'm reluctant to just let him in.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: smakemupagus on July 31, 2012, 03:12:37 pm
Wow, awesome.  Chosen One is a type of curse you can get from a deity in masterwork; he is cursed "[ to seek out and destroy the powers of evil]"

But I don't know whether he'll be safe.  If he blasted the serpent men I guess he isn't restrained to destroying the undead.  His attack spell looks like this

Spoiler (click to show/hide)

Notice, no brackets around REQUIRES opposed to life, so it's not really there.  So if he is hostile, it's quite possibly going to try to blast you.  If he looks like a dwarf, who knows, maybe friendly.  Send a lye maker out to greet him :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: smakemupagus on July 31, 2012, 03:15:26 pm
The crossbowdwarves still won't arch.
I guess I'm forced to create equal parts javelins, equal parts bolts. :/ Lame.

Oh -- are you allowing squad to mix javelins and crossbows?  I would recommend not letting archery squads "choose ranged weapon" on their own but rather tell them specifically, and don't mix within a squad.  Otherwise you'll have xbowmen with quiver of javelins and never use them up.  Same as in vanilla with bows.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: Hurize on July 31, 2012, 03:19:11 pm
This mod needs more adventure mode content

also, I don't want to run into him during the night



 
Wow, awesome.  Chosen One is a type of curse you can get from a deity in masterwork; he is cursed "[ to seek out and destroy the powers of evil]"

But I don't know whether he'll be safe.  If he blasted the serpent men I guess he isn't restrained to destroying the undead.  His attack spell looks like this

Spoiler (click to show/hide)

Notice, no brackets around REQUIRES opposed to life, so it's not really there.  So if he is hostile, it's quite possibly going to try to blast you.  If he looks like a dwarf, who knows, maybe friendly.  Send a lye maker out to greet him :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: Ishar on August 01, 2012, 01:49:25 am
I couldn't find him, but he is definitely still on the map. He's igniting random wildlife - birds, badgers, things like that. He doesn't seem hostile though, at least he hasn't attacked any of my woodcutters, and didn't attempt to come into the fortress. Seems like I just have a free Rambo in the surrounding woods, I think I can live with that.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: Firehawk45 on August 01, 2012, 06:45:29 am
Just wanted to tell you guys, the first thing that happens when drows are implemented will be a successsion game ;) Looking forward to it, as long as Meph makes them evil enough :D
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: Ishar on August 01, 2012, 07:20:40 am
About succession games, here is a little spam (http://www.bay12forums.com/smf/index.php?topic=109628.msg3493121#new) of the 'official' succession test fortress. We would appreciate a few more players.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: KingFerret on August 01, 2012, 10:36:00 am
Is anybody else having trouble making bullet turrets? My dwarves take the turret assembly kit to the spawn location, a gas comes off (the gas is called bullet turret) but then nothing. No bullet turret is spawned.
Am I doing something wrong? I only made 1 change to the raws themselves and that was to change wooden training spears to be safe for danger rooms again (hehe).

EDIT: This time the dwarf did transform into "dwarf busy setting up a creature" however still no bullet turret was spawned. I'm beginning to run out of clockwork parts.

Just thought I'd mention at the end of this that I love the mod. I got a demonic katana (!!!) by sacrificing weapons to armok. How cool is that?

EDIT2: my last clockwork parts successfully made a bullet turret! Hooray!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: kizucha on August 01, 2012, 11:05:49 am
I have a little Problem, cave wheat wicker bale dont be stockpiled. ??? I have found the entry in the stone-stockpile but my stupid dwarfs dont bring the bales to the stockpile. :(
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: Ishar on August 01, 2012, 11:17:42 am
Is anybody else having trouble making bullet turrets? My dwarves take the turret assembly kit to the spawn location, a gas comes off (the gas is called bullet turret) but then nothing. No bullet turret is spawned.
Am I doing something wrong? I only made 1 change to the raws themselves and that was to change wooden training spears to be safe for danger rooms again (hehe).

EDIT: This time the dwarf did transform into "dwarf busy setting up a creature" however still no bullet turret was spawned. I'm beginning to run out of clockwork parts.

Just thought I'd mention at the end of this that I love the mod. I got a demonic katana (!!!) by sacrificing weapons to armok. How cool is that?

EDIT2: my last clockwork parts successfully made a bullet turret! Hooray!

I noticed the same with landmines - it seems like the spawning reactions are buggy as hell, but that's not new. It's better to order from trade caravans for now I suppose.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: KingFerret on August 01, 2012, 11:31:08 am
Ah ok thanks for the info :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: gwathlobal on August 01, 2012, 11:46:32 am
Seems I've found a bug. The line in the BOIL_LEATHER reaction should be like this:
[PRODUCT:50:1:LIQUID_MISC:NONE:GET_MATERIAL_FROM_REAGENT:oil:NONE][PRODUCT_TO_CONTAINER:oil container]
It had "liquid" instead of "oil".
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: smakemupagus on August 01, 2012, 03:34:38 pm
Are the reanimated from the Dance of the Dead supposed to be friendly or aggro?  (either way, awesome, by the way)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: Meph on August 01, 2012, 03:44:05 pm
They should be friendly, but will still scare civilians as far as I know.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: Ishar on August 01, 2012, 03:57:42 pm
Shit, another balancing/story report.

I thought in year five, it was due time to breach a cavern. Me being a careful player, I stationed all of my military near the single one block-wide breach my miners made, and advanced slowly. It should be noted that all my military wore full steel armor, volcanic edged-, and slade blunt weapons, all of them were at least overall proficient warriors, some of them waaay above that, led by the dude from one of my previous posts (who killed the serpent men at the bridge single-handedly), 18 dwarfs in total: that army routinely beats back orc sieges on an open field by now. No ranged units were there, I had a feeling they may get hurt.
I came across four (as in 4) batmen. Of course with a military like that, I thought that would be a piece of cake. Oh boy. They fucking tore my military apart - sure, I won in the end, but more than half of my soldiers were seriously wounded, a couple of them killed, including my grand master swordsman. The batmen only had iron melee weapons, nothing else, and again, it was 18 vs 4. The only other notable thing is, they killed a forgotten beast beforehand, I guess they can get exp or something, too?

I know: They are vengeance. They are the night. They. Are. Batmen! (http://www.youtube.com/watch?v=R30YFdjXdVQ) But still. This might be unintentional.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: smakemupagus on August 01, 2012, 04:21:43 pm
They should be friendly, but will still scare civilians as far as I know.

Then I have a bug report for you :)

Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: Meph on August 01, 2012, 05:30:55 pm
They should be friendly hostile, but will still scare civilians as far as I know.

Then I have a bug report for you :)

Spoiler (click to show/hide)

Fixed that for you :P

@ishar: Ehm... thats weird, because the batmen are the original vanilla DF batmen, just with weapons.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: ggamer on August 01, 2012, 08:43:47 pm
So after a terrible run of luck with two forts (one underwent rape-by-brush titan, the other was flooded by a well-gone-awry), So I decided to gen a new, fifty year old world, and holy shit the rng hath smiled upon me.

I set up a few basic industries, smith up some picks, and dig down a few levels and immediately strike meteor. I now have over ~60 blocks of meteor, only about ten of which that has been smelted into meteoric bars. My military swells to an axedwarf (He's killed ten grey langurs and an orcish thief) and a swordsdwarf (No hand, it got cut off by the orcish thief, i'll get to it later), with three war dogs. In the latest migrant wave I got a stray genie child, so hell yes. My fort also has my first successful well. However, I have a question:

How do you train pets as war animals? I have an ironclad dog and a steelclad mastiff just waiting to be turned into war animals, but because one of my dwarfs owns them, I can't train it. That being said, I also cannot train a cougar I just bummed of the elven caravan for war, and this is disappointing me. How do I fix this?

Also, just a game report:

My fort is currently under attack by a hidden necromancer. This is my first experience with this kind of enemy, and man, FUCK NECROMANCERS.

When my fort was visited by an orcish thief, he cut off the hand of my swordsdwarf, which wasn't a problem until now.

The problem being that the only corpse the necromancer will raise is the same godforsaken hand. Over and over again. My military will disable it, and the slippery little bastard will just get raised again by that fucking hidden asshole, who is trapaising around my fort like the little necromancer dickwad that he is, constantly raising a dwarfs hand and nothing else. And for some reason the fucking crowd of dogs that follows my axedwarf doesn't see jack shit.

Anyway, yeah, my hunters have killed a unicorn, and several lionmen, who can apparently be butchered. I also have a goblinman that ran into my cagetrap, and i'm building an arena so my military can fuck his shit up.

However, i've run into a problem. As I go into my fort's third year, I'm not quite sure what to do. I'm not really ready to dig into the caverns, so for now i'm just bumming around the upper z-levels with nothing to do. suggestions?

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: Meph on August 02, 2012, 12:58:25 am
Future of the mod

Ok guys, a longer post to come.

I am in Chicago right now. I have finished the Route66 on bicycle and will continue next to Niagara Falls, then Canada, then NewYork. I have just above 1 month left for my trip before I return home. Inspired by smakemupagus's orc fortress, I thought it would be a good idea to write some quick race-plugins, on the fly so to speak. Making races, with completely different game mechanics takes a lot longer then I thought however. I also can barely play any testgames on a little netbook that runs DF mostly on 20-30fps, or not at all (crash)

Since the polls show that most people would prefer working on the dwarves, with humans/drow a second, and "dont care for embark races" as a third, I think I have to say that these ideas have to wait.  What I can do is help any of you, if you intend to write this yourself. Like I said, smake gave me the idea in the first place,with his orcs. So if anyone wants to try his or her hands on humans or drow, I can send you everything I have done so far on those races. I will also offer help with any reactions and things like custom embark screens and putting those races into the GUI/Settings.

The rest of the mod comes along fine. As you have noticed bugreports are lower then ever, and most of what I get is minimal. Balancing is still random at times ;)

The manual is being written by Godlysockpuppet (the html template) and looks a bit like hugos downloadable wiki at the moment. I will improve an that one, although I am unsure if I should write something about all things in DF (even vanilla ones) or only mod-related things. I wanted to do all at first, but seeing how everything is covered in the Wiki already, and people who play mods rarely need to look up vanilla things... and that the manual would get rather big and harder to look though... considering all that I tend towards writing it only for mod-related items. Comparisons, for example how mithril fares against steel, will still be included of course.

The new GUI, written by Roses, uses Python and should run on Windows, Mac and Linux. I havent seen any code yet, but most features seem to be finished. It contains a tree-selection using checkboxes. All items can be selected ONE-BY-ONE. That means you can tick a checkbox "weapons" and all weapons are added or removed. You can open the "weapons" tab, and find melee and ranged. Open melee, find one-handed and two-handed. Open two-handed, and you will see all 5 two-handed weapons. You can select or deselect any of those individually. Same goes for inorganics, creatures, items, buildings, and so on. Open creatures, open birds, deselect kea, because you dont like them.
Roses plans to release this as an utility for vanilla df, but I will of course write a lot of more detailed and custom options for the mod.

Zenerbufen is usually working on the Mac and Linux updates, but he is really, really busy in RL, so please excuse the missing updates for those. If anyone wants to do one or both of these now, just send me a downloadlink and I will add them to the frontpage.

I also want to adress a few topics that sprang to mind:

Diseases
I am, and you as well, not very pleased with how they turned out. I want to remove or at least severly limit the sick dwarf migrants. Instead I plan on adding vermin like rats that transmit plagues, as well as domestic animals. Chicken pox that kills all you tame birds, or rabies that lets your dogs go berserk. The plagues will be rewritten and can be cured/immunized by either potions/special alcohol, or a better system for the wards. I dont like how these turned out and will probably use a completely different system for those.

Domestic animals
One of the industries I havent touched yet, these will experience a significant boost. Special items upon butchery, more grazing, more warbeasts. Just to let you know ;)

Mixed Invaders
All invaders always have the same sprite/race. But there is a trick to have different races in one invading army, used by both deon and narhiril so far. I want to do the same, to give the invaders more character. No more goblins or orcs invading. No. One army of goblins, orcs, trolls and ogres, with boars and wargs as pets. No antmen siege, but antmen shepards herdings groups of giant ants. Automatons should bring mechanical siege engines, clockwork spiders and other steampunky stuff. All these will take a while, but are possible.

Hell
I currently have custom demons in hell that pose a sort of reward for players that defeat the HFS-invasion. Easy to defeat "souls" that drop goodies, and adamantine beetles that can be tamed and give unlimited adamantine. I have those in the mod since the first release, but never got any feedback on those. I am thinking about replacing those with harder enemies. You defeat the 100 demons rushing you after you opened hell ? Well, next level would be to build a staircase down and fight even harder non-flying demons. Any thoughts on that ?

If anyone wants the current work I have done on drows or humans, just leave me a PM, or I can offer a downloadlink right here.

EDIT: Another little note here: Big thanks for 6.000+ replies, 200.000+ views and almost 30.000 downloads (all versions) :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: Hugo_The_Dwarf on August 02, 2012, 01:02:12 am
Quote
... and looks a bit like hugos downloadable wiki at the moment ...

:(
I am not bolded or even a capital at the start
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: Meph on August 02, 2012, 01:04:50 am
Well, you are not working on this mod, or are you ? :P smake isnt either, and he wrote the orc-plugin ;)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: SAFry on August 02, 2012, 02:08:06 am
Great news about the mod Meph, looking forward to more playtesting and hopefully getting to HFS to see what you've done there. I've been uber busy IRL moving house and getting married and I've only been able to play occasionally but will surely settle back in soon.

Only issues I'm having in my 1.9.3 for at the moment is essence residue, it gets taken away into my metal ore stockpiles and kills my FPS in the process. So far the workaround has been to forbid the stuff, lock the door and build a new creature research lab (which is also what I did with my sea of mithral BTW).

So would it be possible to add essence residue and bone blocks to the stockpiles anywhere? Also don't seem to be able to use bone blocks as building materials oh and the boneyard seems to use stacks of bones as 1 unit too which is a pain.

Must admit I turned off secret !fun! and disease as it was too much of a pain in the ass. I'd prefer something that didn't involve ordering stuff from the caravan as when you get the king you can't order things any more. Be better if you could sacrifice cows or something to make wards if that's possible.

Just my humble opinion, best of luck with the last month of your trip, hope you're having better weather then us back here on the other side of the pond!   
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: Hugo_The_Dwarf on August 02, 2012, 02:36:18 am
Well, you are not working on this mod, or are you ? :P smake isnt either, and he wrote the orc-plugin ;)
I did make the Frost Giants :P unless you found another one, and helped with the mines hehe (altho you have probally made those two "art" like your golems hehe)

I was for a bit working on MW ;) before someone wanted me to work on Regen again.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: smakemupagus on August 02, 2012, 03:15:57 am
thanks for sharing the plan.  sounds good as always.
seems like a finished game now, hard to believe it's going to get better

my wife [MANDATES] that you put the Lead back in galena ore ;)

my random input for the day:
is slademantine obsolete now that there's volcanic and bifrost?   (i feel like we still can get slademantine too early by purchase or looting, compared to how hard you work for the others it seems out of line)

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: Panopticon on August 02, 2012, 03:43:21 am
I second the call for lead.
I also really dig this concept of multiple layers for hell, if that is what I am reading correctly, currently I do my damnedest(heh) to avoid it as I don't want to deal with unlimited demons forever, but waves of increasing difficulty as you get deeper? I could get behind that.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: Torgan on August 02, 2012, 07:00:00 am
I've just avoided Hell so far in Masterwork as there's enough challenge from everything else really.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: ioi101 on August 02, 2012, 09:30:50 am
Making new races is probably too much work for not enough interest, but I do think some of the ideas for those races were good enough that they could be great to add to the dwarves in some way. Specifically

Trading posts - exchanging stuff for coins and vice versa (with different trading posts for different races)

The idea of getting alot more out of dead enemies through the Drow-like stuff - as part of the church of dark depths and so on.

More with books - getting better skillbooks, maybe as high value trade books, or for rituals.


My own playing has sort of suffered recently, but once I get done with some rather important RL stuff (writing my thesis heh), I'll try to break into hell and see if I like it heh.

One thing that severely annoyed me recently - the exploding trees and the bleeding trees. Just makes wood chopping in the lvl 2/3 caverns a pain in the ass. I think if you want to make it more dangerous to open these caverns, you can add even more dangerous creatures. These trees though, are just annoying - you have to go through and do the tree chopping on by one.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: Orb on August 02, 2012, 01:18:23 pm
I haven't been following this for a while.

I looked in the guide and searched 'ward' in the thread, but I couldn't find anything that really explained it.

What are wards exactly, and how do they work? Thanks in advance.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: Riun on August 02, 2012, 02:42:01 pm
I just breached hell in my last game to end my fort. ~25 8-11 Skill level Dwarves waited for the demons. They took out ~70 of 100, only cladded in mediocre quality steel. Think with Welded Mithril, more training or crossbowsquads i could have handled it.

An idead that crossed my mind after you talked about adding time to reactions - would it be possible to "breed", as in, trade/spawn/embark with an animal, butcher grown up version, loot item, item allows to get different animal, and so on.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: Jikor on August 03, 2012, 10:57:49 am
I am having trouble finding this info but I saw it mentioned that the Tears of Armok can be used to create aquifer. How would you do that? I know of the Transmutation reaction to make the barrel of stuff but can't figure out the other use (if there is even one)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: Altaree on August 03, 2012, 12:06:48 pm
I am having trouble finding this info but I saw it mentioned that the Tears of Armok can be used to create aquifer. How would you do that? I know of the Transmutation reaction to make the barrel of stuff but can't figure out the other use (if there is even one)
They mean that tears of Armok are 1x1 tile aquifers.  Just dig out next to them and release the flood.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: Fairin on August 03, 2012, 12:48:48 pm
er ... i'll suggest digging 1 zlevel over the gem and channeling down around it - not ontop of it. digging in from the side will quite literately unleash the flood =)

.  .  .
. A H====~ 
.  .  .

for diagram in its beauty.
periods for stone above gem
A = armok tears, 1 zlevel down
H = channel
= = path to channel

i call them my "get well free cards" er gems... yeah.. =)

@meph . so about those Feline Dragon races...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: billw on August 03, 2012, 03:02:55 pm
I tried to find an answer to this but couldn't: How can I completely disable guns? I like a lot of the ideas in this mod that I have read about, having guns in ruins it for me (not very "fantasy" like). I saw you can disable the gunsmith but will that stop trade caravans bringing guns or other races using them?

/edit

Ah I looked at the settings again and it says at the top "All changes also remove the respective materials items and reactions". I will assume this means if I disable Gunsmith I disable guns completely and remove them from the world. Please tell me if I am wrong!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: DoX on August 03, 2012, 03:12:55 pm
Hey guys, new question, thanks for the help before.

I've got a Baron who loves large gems. Is there any way to make them besides cutting gems and crossing my fingers? They seem pretty infrequent that way. I see you can cut large gems into two small ones, any way to reverse it?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: toradrow777 on August 03, 2012, 03:16:11 pm
How do I add DFHack to the exclude list?  I think it's causing the game to crash during standard worldgen.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: DwarvenBuffet on August 03, 2012, 03:33:53 pm
How do I add DFHack to the exclude list?  I think it's causing the game to crash during standard worldgen.
You can't, It's integrated into the .dlls and .exe. The exclude list just prevents a utility from showing in the list (like pieces of the soundsense engine). DFHack most likly isn't the problem, try disabling illithids and see where that gets you. They used to cause worldgen issues.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: Firehawk45 on August 03, 2012, 03:36:10 pm
How do I add DFHack to the exclude list?  I think it's causing the game to crash during standard worldgen.

If you have them enabled, try to disable illithids, that helps with most crashes during world gen.

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: Meph on August 03, 2012, 04:40:02 pm
Quote
I tried to find an answer to this but couldn't: How can I completely disable guns? I like a lot of the ideas in this mod that I have read about, having guns in ruins it for me (not very "fantasy" like). I saw you can disable the gunsmith but will that stop trade caravans bringing guns or other races using them?
Sorry, but you will still be able to order them from humans,and humans will still be armed with them.

@fairin: Crafty. ;)

@orb: Wards immunize sick dwarves against plagues, and can unveil/heal possessed dwarves. The ones that might howl at the moon, or paint pentagrams. ;)

Also, something important: Here is an early alpha of the manual. I would really appreciate some feedback. I also have one question: I do use the custom masterwork font in it, but of course I do have it installed on my PC. But you guys dont... so how is the html and font portrait on your PC ? Does it show a standard font, or an error message ? And if the font doesnt work (what I expect) does anyone know how I can add it to the repository of the manual, so that it is read out automatically ?

Here the download link: Manual Download (https://dl.dropbox.com/u/60111839/MW%20manual.rar)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: RabblerouserGT on August 03, 2012, 04:54:28 pm
Tempted to start a DF livestream.
Trying to work out some kinks, though.

EDIT: Link in my sig if you want to listen in.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: billw on August 03, 2012, 05:25:43 pm
Quote
I tried to find an answer to this but couldn't: How can I completely disable guns? I like a lot of the ideas in this mod that I have read about, having guns in ruins it for me (not very "fantasy" like). I saw you can disable the gunsmith but will that stop trade caravans bringing guns or other races using them?
Sorry, but you will still be able to order them from humans,and humans will still be armed with them.

Thanks for the reply! So I already started a game with disabled gunsmith, does that mean I am in for excessive fun if I have to fight humans, or are my crossbows going to be an effective counter?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: Broseph Stalin on August 03, 2012, 05:40:16 pm

Thanks for the reply! So I already started a game with disabled gunsmith, does that mean I am in for excessive fun if I have to fight humans, or are my crossbows going to be an effective counter?
You should be able to edit the weapon data to replace guns with crossbows.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: smakemupagus on August 03, 2012, 06:19:32 pm
You'll be fine.  Guns are pretty good but so are your available upgraded crossbows (mechanical xbow, bladed crossbow which is good in melee, javelins).  Hand cannons are pretty devastating but that's why your guys train in dodge ;) 
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: toradrow777 on August 03, 2012, 07:08:58 pm
I guess there's a problem with the illitheds, 'cause turning them off did solve the problem.  Thanks.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: BigD145 on August 03, 2012, 07:37:43 pm
The manual as seen with Firefox 14.0.1
Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: darkside on August 03, 2012, 08:42:50 pm
Also, something important: Here is an early alpha of the manual. I would really appreciate some feedback. I also have one question: I do use the custom masterwork font in it, but of course I do have it installed on my PC. But you guys dont... so how is the html and font portrait on your PC ? Does it show a standard font, or an error message ? And if the font doesnt work (what I expect) does anyone know how I can add it to the repository of the manual, so that it is read out automatically ?

Here the download link: Manual Download (https://dl.dropbox.com/u/60111839/MW%20manual.rar)

Meph, I think you could try to use the CSS font-face trick (as in, you embed a custom font), like this: http://paulirish.com/2009/bulletproof-font-face-implementation-syntax/
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: billw on August 03, 2012, 08:56:40 pm
I have another quick question: is it possible to "build" tears of amrok somewhere after mining it? I had a look in the manual and in game but couldn't see any obvious way to do it...

On the manual side: why not just make a wiki and fill in content yourself? Then we get search feature, discussion pages, a well known format etc.. Seems like there is enough content to warrant a wiki.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: Orb on August 03, 2012, 11:43:14 pm
I do like offline manuals though. It shows everything that is in the manual in a table and then you can dive into what interests you.

With wikis, you generally have to know what you're wondering about in order to get info. If that made any sense.

Also, thanks Meth! I assume wards just attack near by dwarves, which cause immunization and so on? (Note: I haven't actually got a ward. Should probably do that before any further questions)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: Riun on August 04, 2012, 05:42:17 am
Manual is working perfectly fine. I don't know if its displaying the correct font, but it's good as it is for me.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: fasquardon on August 04, 2012, 07:58:11 am
The manual displays nicely, my not having the MW font doesn't seem to have broken anything.

fasquardon
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: firons2 on August 04, 2012, 10:43:58 am
I have created a map set in perfect world what do i do now?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: billw on August 04, 2012, 10:47:08 am
I guess I found a slight bug:
My first caravan arrived, I didn't have a depot so I went to build one. Then I go back to find the caravan and instead find a massive raging fire that seemed to have its source where the caravan used to be. Did they try to bring fire to trade to me and as soon as they appeared on map they immediately burst into flame, or what? I checked for enemy creatures and corpses but can't find any, only the dead caravan escorts and horses.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: Meph on August 04, 2012, 10:55:30 am
@billw: yep, dwarves might come with magma in bags. Cant find the bug though, so cant fix it. Will be fixed in the restart of the mod.

@all: thanks for the feedback about the manual. And about the Wiki: No. I had a wiki, yes, some people worked on it, but most, and yes, I mean most of the info on it was wrong. It caused more confusion then good. The official manual will be absolute, since I write it. And I do know the raws ;) the discussion can continue here in the forum.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: ioi101 on August 04, 2012, 12:04:31 pm
I'm having a very persistent problem with the transformed dwarves - specifically demonbounds, but also probably stonebound (I have alot more demonbound then stone) - they keep dying to blood loss. Some just get "pale" from blood loss, others die, pretty randomly. Without getting hit by anything.

I think it has something to do with their special abilities, since this only happens in battle (and immediately afterwards), but I've checked the reports and it is not related to actually getting hit by anything (except each other's spells maybe? can that happen?).

Is there a way to maybe switch off their special abilities, see if that fixes it?

Edit: looks like their body parts are melting heh
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: Meph on August 04, 2012, 02:11:08 pm
That sounds strange and rather unique... I tested them quite well in arena mode. Do you have a save ?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: ioi101 on August 04, 2012, 02:28:19 pm
They seem to develop this weakness over time, they were perfectly fine the first few fights. I have a save, 7 megs, not sure how to send it to you though.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: Meph on August 04, 2012, 02:46:13 pm
Mediafire or Dropbox would be easiest. Or DFFD ^^ But that sounds really strange, because they do use the normal dwarf body, with the same boosts as a legion dwarf, plus their special interactions. Nothing that could cause bleeding, no changes in body composition or materials... sure they dont have a syndrome/sickness that causes bleeding ?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: ioi101 on August 04, 2012, 03:06:31 pm
Here, hopefully this link should work:

http://dl.dropbox.com/u/39505436/region1presiege.rar

There will be a siege arriving almost immediately after you unpause, just send the first squad (axemen) to attack them. May take a few tries, occasionally they will kill the enemies too quick for anything to happen, but I normally loose 1-2 of them.

It's not a syndrome, they only die when they have to fight. But the enemy doesn't seem to really matter, I've had them die against macaque's. I'm guessing there's some sort of exertion when they use their spells. Also, a few of them seem to get permanent wounds (one of them is missing fat, another guy's hand has melted), but they never seek medical attention for it, and it doesn't seem to bother them outside of combat. Although, it's not just these wounded ones that die. This has been going on for the last 2 sieges, just getting worse. The only one who doesn't seem to have any trouble is my legionaire, which is why I'm guessing it's something to do with the spells.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: Ishar on August 04, 2012, 03:13:17 pm
Fun fact: the chosen one I've written about a while back is hostile. And, as the necromancers, he's in stealth mode. So he just ignites random dwarves from a distance. That's massively FUN, but since this curse was supposed to create a zombie-killer, I start to consider it a bug.

Oh, by the way: stonebound vs war sauropod: 1-0. The beast couldn't even move, the stonebound paralyzed it with the first attack. He seems to be way more powerful than magmamancers and shadowmancers - those are the other transformations I've tried. May be balanced enough though: since you have to research/trade a new rune for each transformations, this looks like a nice buff, not completely overkill (just moderately).
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: firons2 on August 04, 2012, 03:22:31 pm
A lot of crashes in worldgen. Must be my setup...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: firons2 on August 04, 2012, 03:44:14 pm
Best way to unfreeze ice with little supllies. Go!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: Meph on August 04, 2012, 04:36:58 pm
@ioi101: Thanks I will have a look.

@ishar: stonebound shouldnt be very good against groups. There the magmamancer should be better. It also heavily depends on the skills and gear the stonebound has, while the magmamancer will always fight the same, if kept safe.

@firons2: Why the double post ? Did you gen the world without Illithids ? And water unfreezes when dropped a few z-lvl underground. 
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: Panopticon on August 04, 2012, 05:27:01 pm
I can speak from experience in my current game that stonebound aren't much better than normal dwarfs against groups. With no instant kill or aoe type attacks they have to rely on paralyzing one at a time and occasionally knocking down a bunch for a combat turn.

Shadowmancers are a bit more range oriented I've found, they don't do much in melee either but their ranged abilities are pretty darn good, the problem with them is you have to keep them away from your refuse stockpile as they animate the dead. I also found they animate body parts used to build things, like the Church of the Dark Depths.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: ggamer on August 04, 2012, 05:30:22 pm
Meph, I love what you've done with mining. It feels more spontaneous and dangerous, but with more of a risk/reward value. I was mining out a collapsed brick wall when I found a hidden case, whch was exciting. Unfortunately, said hidden case was cut and claimed by a fey dwarf, and now survives as a galena mug that menaces of **Hidden case spikes**. I also ran into a deadly trap when mining out more bedrooms, which manifested as a 7/7 tile of boiling magma. !!FUN!!.

Quick question, will weak warpstone work as a warpstone substitute? Or is it just there to be deadly?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: RabblerouserGT on August 04, 2012, 08:06:32 pm
Question: What did the blast furnace do?

Also, I never really got to the research stuff. I'm curious what merging even does.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: Meph on August 04, 2012, 09:50:12 pm
Quote
I also found they animate body parts used to build things, like the Church of the Dark Depths.
Sounds like a bug, thanks for the report. And yes, all "-mancers" are ranged, all "-bound" are melee.

@ggamer: Thanks :) But... 7/7 magma from a deadly trap ? That is... impossible. it does boil away though, and affect miners.

Warpstone comes in 3 types. Weak one you can mine, slight sickness, miners gets fever and becomes drowsy. it only slows you down. Unstable one kills. Stable one... now that is the one you want for warpstone mines and turrets.

@rabblerouserGT: Blast furnace smelts batches of 6 bars (old version) since the new update with all ores giving 4 bars, I raised it to 12 or 16 bars in one go. That feels like too much, and not that useful to me. Especially anthracite, it has a 36 coke batch reaction. Thats just too much.

Merging ? Just making one "Research Building" instead of 2 or 3 different ones. It will have less flavor, but also less buildings to scroll though.

EDIT:Oh, and I know it has nothing to do here what so ever... but I will still post it.

I would like to officialy vote the USA to be my least favourite country for bike riding.

Just came to Detroit. 3 Bordercrossings to Canada. 2 Bridges, Interstate, no bikes allowed. No pedestrians either. 1 Tunnel. No bikes allowed. It does have a shuttle service, 4 Dollars. No bikes allowed. How do I get my bike across the border ? Well, I cant.

Next bordercrossing ? 100km north. No bikes allowed. Next after that ? 550km, no bikes allowed. The other direction ? About 660km. No bikes allowed. -.-

What I did ? I managed to get an employe who works for the tunel service to take my bike across. Mind you, JUST MY BIKE. I was not allowed in the pickup. I then waited for 1h for the next bus, paid my 4 dollars, and found my bike and bags leaning against a wall outside the canadian customs. The officers had no idea, the guy just dropped them off there, anyone could have taken all my gear.

It is now 22:35 and I am in Canada. YEAH. Only road to the Niagara Falls from here ? Highway, no bikes allowed. (as if I care) and then ? Bordercrossing at Niagara Falls back to the USA. A bridge. with no bikes allowed. Will be fun.

I will now drink my XL-French Vanilla coffee and ride all night...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: BigD145 on August 04, 2012, 11:35:48 pm
Damn, that sucks on the border crossing. You have to come further west to get foot crossing and such as it's not as crowded/developed over here.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: RabblerouserGT on August 05, 2012, 01:25:49 am
Finally got my volcanic junk... after I've discovered candy. Both the magma vein AND the candy vein revealed one RIGHT after the other.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: firons2 on August 05, 2012, 02:25:48 am
How am i supposed to get the ice underground...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: Ishar on August 05, 2012, 03:06:27 am
How am i supposed to get the ice underground...

Cave-in, or simply mine it, it sometimes leaves an ice boulder.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: firons2 on August 05, 2012, 03:30:46 am
How am i supposed to get the ice underground...

Cave-in, or simply mine it, it sometimes leaves an ice boulder.

I smell failure...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: Panopticon on August 05, 2012, 03:45:04 am
Why? He is entirely accurate, mining ice leaves ice boulders, at least in vanilla DF it does.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: firons2 on August 05, 2012, 04:17:57 am
Why? He is entirely accurate, mining ice leaves ice boulders, at least in vanilla DF it does.
Failure on my part
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: sebcool on August 05, 2012, 04:53:00 am
Well about the blast furnace. Judging from the wikipedia article the blast furnace was designed for smelting pig iron and not much else. So what you could do would be to triple the input and output of the blast furnace, but restrict it to making pig iron from iron ore, and use the smelter (or bloomery if you go into detail) for the other metals.
Or you could also change it to a steel mill which basically rolls all of the processes in making steel into one, simplifying the process.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: Panopticon on August 05, 2012, 05:06:55 am
Steel Mill actually sounds good to me, currently it is something like a 3 or 4 step process for steel, if I can do it in one reaction, even if that doesn't save me any materials, I would be quite pleased.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: ShadowLop on August 05, 2012, 05:34:14 am
I'm having a very persistent problem with the transformed dwarves - specifically demonbounds, but also probably stonebound (I have alot more demonbound then stone) - they keep dying to blood loss. Some just get "pale" from blood loss, others die, pretty randomly. Without getting hit by anything.

I think it has something to do with their special abilities, since this only happens in battle (and immediately afterwards), but I've checked the reports and it is not related to actually getting hit by anything (except each other's spells maybe? can that happen?).

Is there a way to maybe switch off their special abilities, see if that fixes it?

Edit: looks like their body parts are melting heh

If they have fire magic, I would like to bring up a potential cause:

Way back when I was playing Adventure in Masterwork, I found a tablet of fire.
Thinking "Fuck yeah! Fire!", I immediately fond a suitable target and launched a fire attack at it (Forget which one by now).
The target was engulfed in fire and died quickly.
Problem is, I also got engulfed in fire, even though I stepped away from the attack direction as soon as I cast the spell, running at over 900 speed.
Doesn't really make much sense for your own fire attack to melt yourself. Might be possible they're setting themselves on fire with that spell?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: firons2 on August 05, 2012, 05:59:29 am
Is a bonfire any usefull?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: Ishar on August 05, 2012, 06:29:25 am
It can light grass on fire when built, and also to burn corpses (prevents reanimating)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: Fairin on August 05, 2012, 10:02:37 am
bon fire melts water near it / over it doesn't it? i swore i read something somewhere about that, probably in LFR.

if you really. bloody need water and all of it is frozen its far easier to just bloody dig down to the caverns , you dont have to really deal with the monsters and what not (unless they fly hehe) park a well above the water there z levels don't matter. just makes it take longer.

and really anything can climb up that well. but if you need water to save your beloved dwarves its worth the !!FUN!!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: firons2 on August 05, 2012, 10:33:03 am
My fort just failed because of something stupid... No fish in the caverns, they refused to hunt (WTF) i had bolts and crossbows but nope nope nope (Damn vegan dwarves), then one guy refused to eat or drink until he starved to death (planting a colony of bees is worth your life nowadays), they didnt want to use the bridge (WTF) had to make a ramp... That about sums up the failtrain.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: BigD145 on August 05, 2012, 11:49:47 am
My fort just failed because of something stupid... No fish in the caverns, they refused to hunt (WTF) i had bolts and crossbows but nope nope nope (Damn vegan dwarves), then one guy refused to eat or drink until he starved to death (planting a colony of bees is worth your life nowadays), they didnt want to use the bridge (WTF) had to make a ramp... That about sums up the failtrain.

You will eventually run out of fish and animals anyway so you might as well take up farming.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: Ishar on August 05, 2012, 12:13:57 pm
I don't think the 'chosen one' creture can be killed. I tried to throw my whole military at it, at they just went up in flames. Kind of annoying.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: Firehawk45 on August 05, 2012, 12:38:35 pm
I don't think the 'chosen one' creture can be killed. I tried to throw my whole military at it, at they just went up in flames. Kind of annoying.

Isnt there fireproof equipment?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: smakemupagus on August 05, 2012, 12:53:34 pm
Regarding poll #2, i vote for re-doing Tech research as something other than "heads you win, tails you die", but I don't feel strongly about whether it gets merged with the other workshop
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: Ishar on August 05, 2012, 01:05:35 pm
I don't think the 'chosen one' creture can be killed. I tried to throw my whole military at it, at they just went up in flames. Kind of annoying.

Isnt there fireproof equipment?

That doesn't help, the chosen one transforms every enemy into a 'dying slag', which melts almost immediately. Sure, all that fancy volcanic armor remains on the floor after the 'fight', but that's not exactly helping much.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: firons2 on August 05, 2012, 01:12:16 pm
My fort just failed because of something stupid... No fish in the caverns, they refused to hunt (WTF) i had bolts and crossbows but nope nope nope (Damn vegan dwarves), then one guy refused to eat or drink until he starved to death (planting a colony of bees is worth your life nowadays), they didnt want to use the bridge (WTF) had to make a ramp... That about sums up the failtrain.

You will eventually run out of fish and animals anyway so you might as well take up farming.
I couldnt get to the planting stuff in time
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: Meph on August 05, 2012, 01:26:27 pm
Sorry Ishar. It is another one of those dwarf chocolate/wizards tower special curses/mages, that are probably all horribly unbalanced. No way dfhack can help ?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: YuriRuler90 on August 05, 2012, 01:56:07 pm
Meph, just had a caravan pop into my fortress while on fire again.

Using DFHack, I splashed water all over the caravan and depot. Where before there was 1 unit of Magma in a bag, there is now 1 unit of Brimstone.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: firons2 on August 05, 2012, 01:58:02 pm
Why can i cut stone at the jewelers workshop? and how can i remove that option?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: smakemupagus on August 05, 2012, 02:16:53 pm
Why can i cut stone at the jewelers workshop? and how can i remove that option?

It's a vanilla feature, not Masterwork.  Not sure that there is anything to remove it.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: Ishar on August 05, 2012, 04:04:35 pm
It's not exactly a 'fair' solution, but I have something for low FPS, even if it's a pact with the devil: DFhack's 'fastdwarf' command. It made the game playable for me, with as low as 7 fps. Sure, in the long run, it's obviously a cheat, but for me, it fixed the problem: my problem was a shitton of antmen in the second cavern. I used fastdwarf to build fortifications and a drawbridge, two thing that would've taken forever at that framerate. Then I breached the cavern, killed the antmen, and my fps came back up, close to normal.

I know this is a bit offtopic, but it may be a temporary solution to a lot of... erm... 'features', such as essence residue, undergroud constructions with thousands of zombies, things like that. I know there's autodump as well, but fastdwarf seems like a versatile solution, so I thought I'd share.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: RabblerouserGT on August 05, 2012, 04:55:50 pm
I just had a longname guy die.
"Iden Besmaretag Bunsothtat Kulin, Speardwarf has been found dead".

EDIT: No sooner than I posted that I think I figured out what caused it.
"The Speardwarf is caught in a cloud of acid cloud!"

After that, he lost grasp, sight, ability to stand, and couldn't breathe.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: UltraValican on August 05, 2012, 05:02:13 pm
Does Millet and Rye only grow in specific biomes? I brought some for an above ground fort ,but there's no option to grow it.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: smakemupagus on August 05, 2012, 05:14:32 pm
re: Millet and Rye:  yes, both [BIOME:GRASSLAND_TEMPERATE]

@Rabblerouser:  was your speardwarf perhaps fighting a warlock; or in an evil biome that rains warlock blood?(if the latter is even possible)

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: RabblerouserGT on August 05, 2012, 05:26:49 pm
re: Millet and Rye:  yes, both [BIOME:GRASSLAND_TEMPERATE]

@Rabblerouser:  was your speardwarf perhaps fighting a warlock; or in an evil biome that rains warlock blood?(if the latter is even possible)
He was fighting a Corrupted Spellcaster Saboteur" or something like that.

It's not exactly a 'fair' solution, but I have something for low FPS, even if it's a pact with the devil: DFhack's 'fastdwarf' command. It made the game playable for me, with as low as 7 fps. Sure, in the long run, it's obviously a cheat, but for me, it fixed the problem: my problem was a shitton of antmen in the second cavern. I used fastdwarf to build fortifications and a drawbridge, two thing that would've taken forever at that framerate. Then I breached the cavern, killed the antmen, and my fps came back up, close to normal.

I know this is a bit offtopic, but it may be a temporary solution to a lot of... erm... 'features', such as essence residue, undergroud constructions with thousands of zombies, things like that. I know there's autodump as well, but fastdwarf seems like a versatile solution, so I thought I'd share.
Trouble with fastdwarf is well.. I find it turbocharges food production (fish especially) and you'll have a TON of fish in your food stockpile.
That and it seems a bit cheaty when it comes to combat, as they can move faster than their opponent.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: smakemupagus on August 05, 2012, 05:35:16 pm
Yep, that's the caste of Warlock that has an acid cloud attack spell.

   [CASTE:ACID]
      [DESCRIPTION:A warlock which has learned the secret of flesh-boiling acid.]
      [CASTE_NAME:corrupted spellcaster:corrupted spellcasters:corrupted spellcaster]
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: BigD145 on August 05, 2012, 05:48:57 pm
Wizard fortress is best balanced against warlocks. It's too bad !FUN! you're just dwarves.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: billw on August 05, 2012, 07:03:13 pm
My cage traps capture merchant horses and golems. Pretty sure they don't in vanilla. Am I missing something?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: Gamerboy4life on August 05, 2012, 07:05:39 pm
There are no plump helmets...

Is that normal?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: billw on August 05, 2012, 07:16:47 pm
Update on the cage trapping merchants: it caught an iron horse they had with them, the merchants disappeared (I just got a "the merchants will be leaving soon" message, but they aren't in the unit list). I pastured the iron horse to try and release it, but now it is "crawling around crazed" :(

/edit I unpastured the horse, and it slowly crawled off out of my fort, on the way out it didn't trigger my cage traps.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: RabblerouserGT on August 05, 2012, 09:06:58 pm
I've had an alpaca go crazy in vanilla, I think.
Killed an merchant and a small ambush.

Priceless.

EDIT: Actually, it may have been a yak bull.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: firons2 on August 06, 2012, 08:55:22 am
Do i need liek a male bird to fertilise an egg?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: Ishar on August 06, 2012, 10:35:20 am
Do i need liek a male bird to fertilise an egg?

Well, yes.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: Altaree on August 06, 2012, 10:45:51 am
I had a Plant Savant - Berserker migrant show up.  He was wearing jewelry but had no kill list.  First thought: VAMPIRE!  Created a room with a lever that was restricted to only him and walled him in.  So far so good.  Never hungry or thirsty...  Then he goes and gets a strange mood!  I now have an insane vampire "Running around babbling!" in this walled off room.  He won't die of starvation or thirst because he doesn't eat or drink.  Any proposed uses for this guy?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: Meph on August 06, 2012, 11:19:48 am
Meph, just had a caravan pop into my fortress while on fire again.

Using DFHack, I splashed water all over the caravan and depot. Where before there was 1 unit of Magma in a bag, there is now 1 unit of Brimstone.
This is priceless. Amazing solution. Thanks for the name of the culprit, now I can fix it :)

Oh, and about the crazy vampire: Use him as decoy.

Oh, and another idea: Would you guys be interested in custom reactions that can turn dwarves in vampires, werebeasts and liches ? Same system as the mages, with positive abilities and attributes, but possible bad sides as well ? The vampires and werebeasts would be custom made by me, using interactions, so no vanilla vampires. Cant touch that unfortunatly, but I could simulate it quite well.

EDIT: And wow, that is one inconclusive poll... ^^ Oh, and I put another 5h into the manual, a lot more content and 3 more tabs by now. :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: Panopticon on August 06, 2012, 01:17:16 pm
I am always interested in turning vanilla dwarfs into other things. They would have to be different than the versions we have now though. Vampires are vaguely useful these days, but I think most players aren't willing to pay the dwarf tax to keep them around. And werebeasts are far too violent.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: BigD145 on August 06, 2012, 01:20:18 pm
I had a Plant Savant - Berserker migrant show up.  He was wearing jewelry but had no kill list.  First thought: VAMPIRE!  Created a room with a lever that was restricted to only him and walled him in.  So far so good.  Never hungry or thirsty...  Then he goes and gets a strange mood!  I now have an insane vampire "Running around babbling!" in this walled off room.  He won't die of starvation or thirst because he doesn't eat or drink.  Any proposed uses for this guy?

He will slow down to uselessness. I tend to wall off my vampires in the depths of the earth to do largely as they please. I would use them more if dfhack didn't do weird things to items when unwalling sections of the map to the main portion of the fortress.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: Ishar on August 06, 2012, 01:58:36 pm
Personally, I don't like it. Being a vampire/werebeast should be a curse, as it traditionally is. Building golems, training mages, summoning demons and things like that seem fine, but intentional vampire curse just seems wrong to me.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
Post by: Meph on August 06, 2012, 04:47:25 pm
Well, it depends on what kind of vampires you draw your picture from. I personally wouldnt see vampirism as a curse. Same goes for werebeasts. While the classical werewolf is a curse, a shapeshifter that could willingly transform sounds more usefull/awesome.  I have probably read too much Ann Rice to see vampirism as a curse ;)

I thought of this:
Vampire: Enhanced speed and strength, no aging, sterile, no drink, no eat, but kills one dwarf a year.
Werebeast: Transformes when attacked (aka Hulk) but also gets "crazed" tag, attacking friend and foe.
Lich: A hopefully working necromancer this time.

I just want to replace the current 3 melee/3 ranged mages with more interesting things. A "puppeteer"-mage would be awesome. He makes enemies crazed, and transformes scarecrows you own into "scarecrow-men" that can fight.

The vampire thing would also be nice, since you could do an all-vampire fortress. They wouldnt target each other, so you have a fortress of no-aging, sterile vampires, that immediatly slaughter all migrants that appear. ^^

Here is an updated version of the manual. DOWNLOAD (https://dl.dropbox.com/u/60111839/MW%20manual.rar)I added a lot of content. The basic design is pretty much done, but I just want to know what you think. So, please only vote on the poll if you actually had a look at this thing. The filesize is that big, because it includes a ton of unused icons, havent sorted everything yet. (fancy, a downloadlink in the poll works :) )

The old poll points towards removing/changing the blast furnace. The tech buildings might be merged or not, it was rather inconclusive on that one ;)

Edit: All other feedback about the manual is appreciated as well. I still need to figure out how to add more complex things, like the tree-farming industry, the diseases and mages and so forth. Any good ideas ?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - HTML-MANUAL (Alpha)
Post by: RabblerouserGT on August 06, 2012, 05:32:04 pm
Why don't I have backpacks in adventure mode?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - HTML-MANUAL (Alpha)
Post by: YuriRuler90 on August 06, 2012, 05:33:08 pm
Quote from: Meph
This is priceless. Amazing solution. Thanks for the name of the culprit, now I can fix it :)

No problem. Thanks for working on this mod even while bicycling across our wide nation.

Oh, and the manual. Awesome. Seriously awesome.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - HTML-MANUAL (Alpha)
Post by: RabblerouserGT on August 06, 2012, 05:39:21 pm
Also, why are there two human male options in adventure mode?
Press G to change gender, and there's male, male, female.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - HTML-MANUAL (Alpha)
Post by: smakemupagus on August 06, 2012, 05:51:44 pm
Also, why are there two human male options in adventure mode?
Press G to change gender, and there's male, male, female.

one of them is the caste that drops a skill essence fracture rather than a corpse when it dies.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - HTML-MANUAL (Alpha)
Post by: Meph on August 06, 2012, 07:02:41 pm
Correct. Modding and its quirks... ^^

@yuriruler: I am in Canada by now. Only 1000-1500km left to go, feels like nothing. I have done 800 in the last 5 days. Everytime I have lunch or dinner I seem to have wifi and electricity, and when I stop early I do some work in the tent, because I am a huge nerd. I just happen to like sports as well ;)

And while I cycle along, my brains works in strange ways... just 10 minutes ago I came up with this: Use boiling stones to add a syndrome to dwarves that adds an interaction, a sort of upgrade. I use this for golems already, but kind of forgot about it, (I also never got feedback about it, they can have AoE attacks, you know ? ;) )

I think adding learning reactions for the mages, so that they can learn extra spells, or adding upgrades to turrets, additional barrels, to raise firerate and targetnumber would be a great idea.

"Magmamancer has learned firebreath" => new interaction, works like flamethrower.
"Magmamancer has learned fireball" => new interaction, works like fire-imps fireball.
"Magmamancer has learned to hate cats" => new interaction, randomly combusts cats. It will be fun :)

I just have to do some testing with the display name, display tile, display color and blinking icons, so people can keep track of those updates, because they are not really visible in fortress mode.

I also wonder if negative natural skills would work, so I can transform someone into a golem, take away all his labor-skills, to avoid "Urist Golem Butcher Golem"
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - HTML-MANUAL (Alpha)
Post by: YuriRuler90 on August 06, 2012, 09:37:01 pm
Hm. I had a Deity pop up on my fortress announcements.

It ended up being the Goblin Law-Giver, Ancient Vampire that slaughters ANYTHING with a punch to the face. And it seems to be marked as "Friendly". Which is okay with me since it is single handedly destroying any siege that appears.  :D
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - HTML-MANUAL (Alpha)
Post by: RabblerouserGT on August 06, 2012, 11:13:58 pm
You know what would be awesome?
Sacrificing babies to Armok.

Can just imagine making babygolems.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - HTML-MANUAL (Alpha)
Post by: Firehawk45 on August 07, 2012, 03:46:26 am
You know what would be awesome?
Sacrificing babies to Armok.

Can just imagine making babygolems.

Only at bay12 is that an acceptable thing to say :D
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - HTML-MANUAL (Alpha)
Post by: Edrin on August 07, 2012, 04:12:31 am
There is a very annoying problem with the magmamancers: they tend to die very, very often. It seems that, if they are immune to fire, they are not immune to hot things. It does not always appear in the combat log, but my last dwarf, just after having killed a drider, was “caught in a burst of boiling swamp whiskey”. Seems like they should use only fire safe material flasks and backpacks, and/or find some way to immunize them completely against any kind of heat, not only fire (which is kind of weird, as fire's only danger is heat…). As they are, they are pretty useless, except to generate small amounts of fun (or bigger, if you use one in a squad of non-magmamancers).
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - HTML-MANUAL (Alpha)
Post by: Ishar on August 07, 2012, 05:53:10 am
You should use them as you use ranged squads: from atop a battlement, or behind fortifications. They should NOT walk on the actual battlefield at all. Take a look at the succasseion game, there the magmamancer is the third most useful military asset, works like a charm.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - HTML-MANUAL (Alpha)
Post by: BigD145 on August 07, 2012, 09:18:35 am
You know what would be awesome?
Sacrificing babies to Armok.

Can just imagine making babygolems.

I've made a golem out of a baby in the past. Never did get to test babygolem shield. Just have a mother carry her baby into the reaction and see what happens.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - HTML-MANUAL (Alpha)
Post by: Altaree on August 07, 2012, 09:28:54 am
You should use them as you use ranged squads: from atop a battlement, or behind fortifications. They should NOT walk on the actual battlefield at all. Take a look at the succasseion game, there the magmamancer is the third most useful military asset, works like a charm.
I had a squad of 6 magmamancers in a tower with a 1x1 internal stair surrounded by walls.  The fighting platform is 5x5 internally, 7x7 with fortifications.  A bad guy went underneath the lip were he couldn't be hit.  I sent the squad down the stairs and one of them freaked out.  The blast killed 2 magmamancers and wounded 2 others.  OUCH!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - HTML-MANUAL (Alpha)
Post by: kizucha on August 07, 2012, 11:09:41 am
Got anyone the same problem with the thatchery? The dwarfs dont haul the wicker-bales to the stockpile(all enabled). or is it only my game? ???
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - HTML-MANUAL (Alpha)
Post by: Altaree on August 07, 2012, 12:44:18 pm
Got anyone the same problem with the thatchery? The dwarfs dont haul the wicker-bales to the stockpile(all enabled). or is it only my game? ???
I have that problem and Also the bins(baskets) stay in the shop until used.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - HTML-MANUAL (Alpha)
Post by: smakemupagus on August 07, 2012, 02:11:56 pm
I think adding learning reactions for the mages, so that they can learn extra spells, or adding upgrades to turrets, additional barrels, to raise firerate and targetnumber would be a great idea.

"Magmamancer has learned firebreath" => new interaction, works like flamethrower.
"Magmamancer has learned fireball" => new interaction, works like fire-imps fireball.
"Magmamancer has learned to hate cats" => new interaction, randomly combusts cats. It will be fun :)

Oh, cool, that's how I'm trying to do my Orcs' Dreamwalkers too, so I'm interested to see how you do it (better, no doubt, particular with respect to cats i see).  ... They'll only have a couple weak spells domestically, but will get better ones over time as  longboats pillage artifacts from foreign lands.  I also am playing around with one where you can give a guy "greek fire" grenade canisters for about a week. 

Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - HTML-MANUAL (Alpha)
Post by: Gamerboy4life on August 07, 2012, 04:16:26 pm
Sorry if I am bothering,

but Plump Helmets do not exist anymore for some reason. They do not show up in embark, etc.

What other plants can I use to distill booze?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - HTML-MANUAL (Alpha)
Post by: smakemupagus on August 07, 2012, 04:24:58 pm
Sorry if I am bothering,

but Plump Helmets do not exist anymore for some reason. They do not show up in embark, etc.

What other plants can I use to distill booze?

Almost anything
http://dwarffortresswiki.org/index.php/DF2012:Alcohol
for more info

Have you regularly not had Plump Helmets over the course of several embarks?  It is certainly possible to not have a particular plant on occasion, but it should be rare for Plump helmets.  Do you use the Masterwork Advanced world gen parameters, or your own Advanced parameters, or the regular Create New World?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - HTML-MANUAL (Alpha)
Post by: Meph on August 07, 2012, 04:46:39 pm
This is a vanilla DF feature. If the first cavern has no water at the place your home-civ lives, then there will be no underground plants, therefore no plump helmet seeds at embark or from caravans. It has nothing to do with the mod.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - HTML-MANUAL (Alpha)
Post by: Firehawk45 on August 07, 2012, 04:52:35 pm
i actually enjoy having forts without plump helmets and muck roots, makes suppling the fort with food much more challenging. Should be a feature of "harder farming", removing all the "ready to eat" plants or altering them in a way they need processing before being eaten
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - HTML-MANUAL (Alpha)
Post by: Mictlantecuhtli on August 07, 2012, 04:56:41 pm
i actually enjoy having forts without plump helmets and muck roots, makes suppling the fort with food much more challenging. Should be a feature of "harder farming", removing all the "ready to eat" plants or altering them in a way they need processing before being eaten

That'd actually be a good change to the 'harder' farming option. Making plump helmet reactions, where it produces something along the lines of a "Plump Paste" or otherwise would be neat. It's extremely easy to never starve to death if you make a 5x5 farm. Atleast requiring more steps to go from farm->eating [with associated happiness/value increases] would make it less gamey and simple.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - HTML-MANUAL (Alpha)
Post by: Meph on August 07, 2012, 04:58:45 pm
More interesting farming and trees and so forth is planned. I noticed that when I made the manual. By now I added all the plants,and there is not really any system behind them. I want to change a lot... but have to check first if good/evil/savage also applies to underground biomes.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - HTML-MANUAL (Alpha)
Post by: Morwaul on August 07, 2012, 11:55:52 pm
Concerning the manual.

I like the way is is working and you are using text instead of pictures.  The old picture guides look great but are unsearchable and thus a pain to use. 

I like the layout as well but do not care for the black and white.  The contrast is to much and just bugs me.  Personally I would use softer colors, more like this forum or maybe some earth tones or something.

Lastly, the info boxes for each item with the pics look really nice.  Sometimes a table is easier to look at and compare items however.  It would be awesome if you could embed a table for each group of things that is sort-able by category header like a regular Excel spreadsheet.  This would be especially useful for minerals, metals, woods, etc.  I am not saying do away with the info boxes, just include a link to a table or embed it at the bottom or something.

Anyway, just some ideas.  If you use them or not your guide still looks great and is certainly a welcome thing.  It has sorely been missing.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - HTML-MANUAL (Alpha)
Post by: Meph on August 08, 2012, 01:14:19 am
Did a bit of work on it.

Texts are now a bit nicer formatted, the titles are graphical using a fancy picture, I added all plants, trees, weapons, ammos, some more creatures... and the quicklinks morwaul suggested. On the inorganic list you can click on "soil/sand/clay, minerals, metals, rock, gems, fossils, special" and you instantly jump to the fitting chapter. I like that feature, it will come in handy for the long list of items and buildings/reactions. I think I will add it to all pages that require a fair deal of scrolling otherwise.

I will still keep it black with white text, and the occasional red text, to keep the same style as DF.

I will also NOT include any tiles, tileset-explanations and so forth. Someone requested this in reddit, a chart where you can see an item/thing in ascii, phoebus, ironhand, mayday, jollybastion, and so forth. That is taking it a bit far. And since I only play Phoebus my knowledge would be lacking anyway. If anyone wants to do this, go ahead, but no thank you ;)

I also would like to hear suggestions/ideas about the lore/flavor texts. I dont want to mix them with the "info" material, because people with actual question will have it harder to find anything. So keeping a seperate section for this seems logical. OR writing it in italic, with a notice that it is lore...

I am torn about info about secret dwarves, the cult, the HFS and so forth. It IS spoiler material, and half the fun is to discover it yourself. I dont want to spoil the people. Now, I can simply not include it, OR give only vague tips OR add an extra "spoiler" section, OR include all the info. Havent decided about that one either. ^^
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - HTML-MANUAL (Alpha)
Post by: The_Final_Stand on August 08, 2012, 03:02:31 am
I'd be ok with a spoiler section of some kind, with big warnings about "PROCEED ANY FURTHER AT YOUR PERIL" or something, that then provides all the necessary information.

Then you can document the changes you might have made to HFS or other stuff you may not want to mention upfront, and people that want to figure things out for themselves can still do so.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - HTML-MANUAL (Alpha)
Post by: lp_228 on August 08, 2012, 06:07:56 am
Do you have problems with font? It seems that font is not refreshed correctly and it leaves blanks in text or the old text is left and you have to refresh manually (change position of "underlight").
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - HTML-MANUAL (Alpha)
Post by: Meph on August 08, 2012, 08:37:09 am
What are you talking about ? In the manual, or do you refer to the TTF bug in DF ?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - HTML-MANUAL (Alpha)
Post by: firons2 on August 08, 2012, 10:23:39 am
What have i done...
(http://s8.postimage.org/cp7iutmit/What_have_i_done.jpg)
They all burned. Great job man.Amazing start.
(http://s18.postimage.org/ojlfk84qx/What_have_i_done_2.jpg)
2 lived... *Roaring thunder* THERE IS STILL HOPE!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - HTML-MANUAL (Alpha)
Post by: lp_228 on August 08, 2012, 11:18:00 am
By TTF you mean text overfolow?

The bug is in DF, not manual. For example in nobles menu, squads, workshops or in trading screen.

Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - HTML-MANUAL (Alpha)
Post by: YuriRuler90 on August 08, 2012, 01:26:38 pm
I had an elf Diplomat come for the usual "DON'T KILL THE TREES THEY ARE SPESHUL" meeting. About halfway through the meeting whenever I press "a" to continue the conversation DF hard crashes. No error, nothing in the gamelog. Gonna try and fix using lava.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - HTML-MANUAL (Alpha)
Post by: Meph on August 08, 2012, 05:23:13 pm
@yuri: Without save I cant judge anything about crashes. Did you solve the problem ?

@firons2: what in armoks name have you done, and why ?

@lp_228: TTF means TrueTypeFont, and the missing letters are a known vanilla DF bug. You only notice it more in the mod, because truetype is ON by default. You can turn it off by pressing F12, or 2xF11, that will temporarily fix all the missing letters.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - HTML-MANUAL (Alpha)
Post by: YuriRuler90 on August 08, 2012, 05:26:12 pm
Yeah, splashed him with some magma before he could talk to my duke about the dangers of cutting trees or some twaddlesworth.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - HTML-MANUAL (Alpha)
Post by: RabblerouserGT on August 08, 2012, 06:41:12 pm
What even is this?

(http://tnypic.net/2a504.png)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - HTML-MANUAL (Alpha)
Post by: RabblerouserGT on August 08, 2012, 08:13:48 pm
Also, how do you open crates?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - HTML-MANUAL (Alpha)
Post by: Meph on August 08, 2012, 09:52:55 pm
Also, why do you make double posts ?

Storage Units opens crates... and the artifact is "a rest of an armor", a sad little excuse for a breastplate, usually worn by orcs or goblins. oh, and since the file is open anyway:

[ITEM_ARMOR:ITEM_ARMOR_GOBLIN1]
[NAME:rest of an armor:rests of an armor]
[ARMORLEVEL:3]
[UBSTEP:5]
[SHAPED]
[LAYER:ARMOR]
[COVERAGE:100]
[LAYER_SIZE:20]
[LAYER_PERMIT:49]
[MATERIAL_SIZE:1]
[HARD]
[METAL]

REQUEST
Does anyone know where to find TREE-ICONS 64x64pixel, that fit the manual ? Same goes for creatures. Or any good icon database.[/size]

Edit: Added all the quicklinks to each chapter that needs them (the buildings alone needed 56 of those) added all pants, gloves, armors, and boots.

Missing:
Spoiler section about HFS, cults, secrets ?
Sections for toys, tools, trapcomps, food, instruments, siegeammo...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - HTML-MANUAL (Alpha)
Post by: BigD145 on August 08, 2012, 10:33:26 pm
Search "copyright free illustrations" and make your own? There's a book for animals and one for plants. I have the 1419 illustration animal book, found in a thrift store.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - HTML-MANUAL (Alpha)
Post by: Meph on August 08, 2012, 11:11:56 pm
Wow, that keyword really gives a ton of resutlts, but unfortunatly no 64pixel icons... I do make some myself, but mosly pixel pushing and recoloring of existing stuff. mirroring, blur tool and so on. I dont want to spend too much time on the icons to be honest, the content is more important for now.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - HTML-MANUAL (Alpha)
Post by: Dark Archon on August 09, 2012, 02:17:24 am
My armory has said to me, that it can attach armorplates to the boots. I guess this problem has been fixed?
(http://img708.imageshack.us/img708/7797/armoryu.png)
Or it still there, and my dwarf wouldn't be able to wear these nice steel plateboots?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - HTML-MANUAL (Alpha)
Post by: Wrex on August 09, 2012, 02:26:05 am
Now, I may be stupid, but the mod comes in a rar fil. What exactly do I *do* with it?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - HTML-MANUAL (Alpha)
Post by: vomov on August 09, 2012, 04:17:00 am
Now, I may be stupid, but the mod comes in a rar fil. What exactly do I *do* with it?

Un-rar.  :o

Seriously, a rar is a variant on the zip and 7z archives, and functions similarly. You simply download winrar or 7-zip, and unpack (un-rar, unzip) the file, which should yield a folder with masterfully designed contents which menaces with spikes of awesome.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - HTML-MANUAL (Alpha)
Post by: Wrex on August 09, 2012, 04:37:23 am
*facepalm* Derp. It's 3 am, If that explains why I missed that.


EDIT: I read (Cook sugar into candy) as (Cook sugar into adamantine).


EDit AGAIN: Holy black ops batman, that dwarf has a ballistic knife!
I have been up waaaaay too late.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - HTML-MANUAL (Alpha)
Post by: firons2 on August 09, 2012, 04:37:56 am
@firons2: what in armoks name have you done, and why ?
Eh... Um... It was a single bonfire... THEN THE BONFIRE NATION ATTACKED! 1 died instantly 4 burned to their deaths...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - HTML-MANUAL (Alpha)
Post by: Meph on August 09, 2012, 08:46:18 am
Ah, bonfires ^^

About the boots: Boots and Gauntlets are still created without handedness. This means you will not get one "left boot" and one "right boot", but 2 "boots" Curious enough, dwarves still wear them, no problem. Even more curious, dwarves WONT wear 2 "gloves" without the left/right. I have no idea why this is, a vanilla bug, one of oh-so-many that make modding a bit special...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - HTML-MANUAL (Alpha)
Post by: YuriRuler90 on August 09, 2012, 09:12:05 am
I used to get some good icons off of AllUserPics (http://www.alluserpics.com/) for my website (back in the day).

Giving it a quick once over; it looks like they still have animal and nature sections.

Off topic: what's the best thing you got to eat on Route 66 Meph?

Edit: Hehe, Tower Cap.
(http://img834.imageshack.us/img834/4955/faviconmf.jpg)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - HTML-MANUAL (Alpha)
Post by: BigD145 on August 09, 2012, 09:17:14 am
Wow, that keyword really gives a ton of resutlts, but unfortunatly no 64pixel icons... I do make some myself, but mosly pixel pushing and recoloring of existing stuff. mirroring, blur tool and so on. I dont want to spend too much time on the icons to be honest, the content is more important for now.

Using copyright free stuff is the best way and no they are not going to be ready made 64x64 icons. If you want pictures someone will have to do it and it will take much time.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - HTML-MANUAL (Alpha)
Post by: Meph on August 09, 2012, 09:49:58 am
I do have about 10.000 fantasy themed 64x icons/symbols laying around. I can do most of everything with those, including all the plants, with the exception of trees. Normal, above ground trees. I currently just made 1 "tree-icon" that looks like a tree and is used on all of them. But I dont have the different types.

Offtopic: Best thing was a free 30 dollar steak with mushrooms, gravy, sweet potatoes, mashed potatoes and salad. Or peanutbutter-chocolate pancakes. I also like country skillet as breakfast. I burn 6000-10000 calories a day, I have to eat a lot. ;)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - HTML-MANUAL (Alpha)
Post by: YuriRuler90 on August 09, 2012, 10:54:22 am
Offtopic: Best thing was a free 30 dollar steak with mushrooms, gravy, sweet potatoes, mashed potatoes and salad. Or peanutbutter-chocolate pancakes. I also like country skillet as breakfast. I burn 6000-10000 calories a day, I have to eat a lot. ;)

Hehe, I feel you. When I was in the Corps we would get our forced march done (15 mi/24km jogging with an 80lb pack + armor) and ravenously descend upon the closest buffet that was off post. We'd get weird looks after the 4th or 5th plate of food (most of us were about 160-170lbs).
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - HTML-MANUAL (Alpha)
Post by: MightyDorf on August 09, 2012, 12:15:34 pm
Hello there. I have an odd issue with the runic system. I wanted to put 5 gold runes on the masterful steel zweihander of Shedim, one of the badassest dwarf of my current fort, but because of my unskilled weaponsmiths (the legendary one died) I created "normal" runes : and surprise, my masterful zweihander became a "normal" steel runic zweihander, aka an entirely new weapon (I'm not sure of this at all : does the initial properties of the weapon survive through the "runification" process ?), that Shedim refuse to grab. I guess that's because he "grew attached" to the masterful one, and can't recognize the runic one, despite of all my attempts in the equip screen. Is it a way to equip him with it ?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - HTML-MANUAL (Alpha)
Post by: Torgan on August 09, 2012, 12:48:59 pm
Hello there. I have an odd issue with the runic system. I wanted to put 5 gold runes on the masterful steel zweihander of Shedim, one of the badassest dwarf of my current fort, but because of my unskilled weaponsmiths (the legendary one died) I created "normal" runes : and surprise, my masterful zweihander became a "normal" steel runic zweihander, aka an entirely new weapon (I'm not sure of this at all : does the initial properties of the weapon survive through the "runification" process ?), that Shedim refuse to grab. I guess that's because he "grew attached" to the masterful one, and can't recognize the runic one, despite of all my attempts in the equip screen. Is it a way to equip him with it ?
You need to change the weapon type in the military equip screen from zweihander to runic zweihander (foreign). Or at least that's what I had to do when I upgraded, if that doesn't work then I am not sure. Try turning off runic zweihanders at your weapon stockpiles and that should make sure there isn't a hauler coming to pick it up. I assume the runic zweihander is an entirely new item so doesn't carry over the masterful damage bonus etc from the ordinary steel weapon but that's a guess.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - HTML-MANUAL (Alpha)
Post by: smakemupagus on August 09, 2012, 01:16:11 pm
That's right, it's not a "zweihander" any more so you have to use "runic zweihander (foreign)" type.
Alternatively, you can use the Specific Weapon selection on the equip screen.

Yes, unfortunately it's true that it's a new item so a scrub blacksmith can mess it up.  Often it works in your favor though, that is, the blacksmith is *more* skilled by the time you have runes, and so he upgrades the quality.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - HTML-MANUAL (Alpha)
Post by: MightyDorf on August 09, 2012, 01:52:46 pm
Thank you very much guys, I didn't see the proper tag in the list. :) By the way I read this in the masterwork weapon guide : "All runic weapons have 2 special attacks that hit very hard. All upgraded weapons have a describing adjective, runic,  so you can keep them apart. All skills stay the same." The question is : is there a cumul of the "masterful damages" bonus (allowed by the craftdwarfship quality) with the 2 badass attacks of the runic upgrade ? I should say so given that the runic stuff can be "finely-crafted", and so on. In fact it seems that the craftsdwarfship quality of the rune-weapon depends only of the rune's quality used to its upgrade - and not of the initial, craftsdwarfship quality of the said weapon. Or there is a sort of "harmonization" of these two features. I dunno.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - HTML-MANUAL (Alpha)
Post by: Meph on August 09, 2012, 03:08:35 pm
The quality of the runic weapon depends on the skill of the weaponsmith that makes the runic upgrade. The quality of both the runes and the previous weapon isnt relevant. The "special" attacks are pretty much maxed out normal attacks, so they get the bonus from masterwork quality (remember, all other qualitiy modifiers are ignored, a normal sword makes the same damage as a superior one, or a exeptional) or being artefacts.

[ATTACK:EDGE:90000:900000:strike:strikes:wave of energy released from the runes:15000]
[ATTACK:EDGE:90000:900000:hit:hits:pure runic energy:15000]

These attacks should sever limbs or cut the body in two, but it of course depends on tons of stuff, mostly the material of the weapon.

EDIT: Some little stuff done on the manual. Spoiler section with working spoilers is build in. Padded armor/clothing is in. Still no idea where I will put instruments and toys/tools. I dont want to make another tab for this stuff, since it is not that important... cant remember any questions about these, except: Were is this and this stockpiled...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - HTML-MANUAL (Alpha)
Post by: Wrex on August 09, 2012, 04:45:13 pm
Another stupid question: where is gamelog.txt located in this version?



Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - HTML-MANUAL (Alpha)
Post by: Meph on August 09, 2012, 04:45:54 pm
At the same place as in all other versions, the dwarf fortress folder.

EDIT: Just wanted to say that I think I found most of the trees I need. turbosquid.com, 3d models, preview. Download, downscale, and put into the same frame as before. Not quite the same style as the rest, but at least all trees will use the same style.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - HTML-MANUAL (Alpha)
Post by: Zeebie on August 09, 2012, 09:42:03 pm
Does anyone know how to make spring-loaded knives? I have a grumpy baroness.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - HTML-MANUAL (Alpha)
Post by: Wrex on August 09, 2012, 10:32:37 pm
I'm having a bit of an issue with the begginer's fortress macro. I hit Ctrl+L, select it, hit Ctrl+P, and watch in as as it draws crazy nonsensical bullshit, often removing what it just put down.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - HTML-MANUAL (Alpha)
Post by: shibdib on August 09, 2012, 11:19:27 pm
need help.. my entire fortress has insomnia? I read something about a ward or something. I cant find any documentation on this and need to know what to do to fix this.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - HTML-MANUAL (Alpha)
Post by: Wrex on August 09, 2012, 11:21:24 pm
It's a disease. A ward against insomnia can protect the unifnected, but everyone else will have to ride it out.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - HTML-MANUAL (Alpha)
Post by: shibdib on August 09, 2012, 11:23:08 pm
It's a disease. A ward against insomnia can protect the unifnected, but everyone else will have to ride it out.

Will it go away in time? Or is my entire fort now dead. The most annoying part is the combat log spam from it.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - HTML-MANUAL (Alpha)
Post by: Wrex on August 09, 2012, 11:24:09 pm
It should wear off if they survive, eventually. Be glad you didn;t get the black death.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - HTML-MANUAL (Alpha)
Post by: shibdib on August 09, 2012, 11:26:12 pm
It should wear off if they survive, eventually. Be glad you didn;t get the black death.

Hmm.. guess this will increase my dwarven production... a few deaths for efficiency is ok in my book :D
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - HTML-MANUAL (Alpha)
Post by: Torrasque666 on August 10, 2012, 12:32:16 am
I wish the poll had an option for more stats of items (boiling point, melting point, weapon stats, etc)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - HTML-MANUAL (Alpha)
Post by: smakemupagus on August 10, 2012, 12:53:24 am
Does anyone know how to make spring-loaded knives? I have a grumpy baroness.

~80% sure:  They're just called 'knives' on the forge/manager, because 'spring-loaded' is considered an adjective rather than a noun it doesn't show up there.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - HTML-MANUAL (Alpha)
Post by: Wrex on August 10, 2012, 12:59:39 am
You can forge both Large Daggers and Knifeblades at any old forge AFAIK.


EDIT: So yes, for me, any of the complex macro's do not work. They scrawl a  set of nonsensical designations, then stop. Is this a common issue?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - HTML-MANUAL (Alpha)
Post by: smakemupagus on August 10, 2012, 01:20:15 am
You can forge both Large Daggers and Knifeblades at any old forge AFAIK.

'Knife blades' are a type of ammo
[ITEM_AMMO:ITEM_AMMO_DAGGER]
[NAME:knife blade:knife blades]

'Dagger' a.k.a. large dagger is the weapon that goblins etc. bring
[ITEM_WEAPON:ITEM_WEAPON_DAGGER_LARGE]
[NAME:dagger:daggers]
[ADJECTIVE:large]

'Knives' a.k.a. 'spring-loaded knives' are different from either
[ITEM_WEAPON:ITEM_WEAPON_DAGGER_THROWING]
[NAME:knife:knives]
[ADJECTIVE:spring-loaded]
[RANGED:THROW:DAGGER]

Quote
the complex macro's do not work. They scrawl a  set of nonsensical designations, then stop. Is this a common issue?

Are you in the right mode (probably 'designate: dig') with the cursor where you want it before you execute it?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - HTML-MANUAL (Alpha)
Post by: firons2 on August 10, 2012, 08:56:04 am
Some dark strangler sieges keep coming and leave sad because they cant get in so they stay like for one season and leave.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - HTML-MANUAL (Alpha)
Post by: firons2 on August 10, 2012, 09:18:44 am
(http://s8.postimage.org/txxe98jk5/What_have_i_done.jpg)

Having fun guys?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - HTML-MANUAL (Alpha)
Post by: firons2 on August 10, 2012, 09:40:45 am
(http://s13.postimage.org/ybb8ndtx3/What.jpg)

What is he doing?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - HTML-MANUAL (Alpha)
Post by: The_Final_Stand on August 10, 2012, 10:03:19 am
Being sneaky and evil. Kill him, or at least imprison him for spying.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - HTML-MANUAL (Alpha)
Post by: firons2 on August 10, 2012, 10:25:44 am
Being sneaky and evil. Kill him, or at least imprison him for spying.

But he left with his caravan i cant kill him caravan will get angry.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - HTML-MANUAL (Alpha)
Post by: firons2 on August 10, 2012, 02:32:21 pm
I wanted to give an elf caravan some fish because oh my god i have 700 of it JUST RAW AND 200 MORE FISH. But they were like no then packed up and left... crap
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - HTML-MANUAL (Alpha)
Post by: Wrex on August 10, 2012, 02:33:40 pm
Quote
the complex macro's do not work. They scrawl a  set of nonsensical designations, then stop. Is this a common issue?

Are you in the right mode (probably 'designate: dig') with the cursor where you want it before you execute it?
[/quote]


Yes, I have toggled D-D, then hit load macro, and play macro, with the cursor where I want the center of the designation to be. It seems like it can't properly designate rectangles or something.


Also, stop double and triple posting :(


EDIT: Also, Tears of Armok, how do they work?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - HTML-MANUAL (Alpha)
Post by: Meph on August 10, 2012, 07:31:06 pm
Netbook has water damage from too much rain, while I was riding. Keyboard works again, but the touchpad does not. Lost 1,5h of work on the dreamweaver lost, but at least I can type and run the thing again. And no worries, I do have online backups.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - HTML-MANUAL (Alpha)
Post by: BigD145 on August 10, 2012, 08:10:44 pm
Netbook has water damage from too much rain, while I was riding. Keyboard works again, but the touchpad does not. Lost 1,5h of work on the dreamweaver lost, but at least I can type and run the thing again. And no worries, I do have online backups.

Triple Ziploc that sucker.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - HTML-MANUAL (Alpha)
Post by: zenerbufen on August 10, 2012, 08:17:36 pm
Being sneaky and evil. Kill him, or at least imprison him for spying.

But he left with his caravan i cant kill him caravan will get angry.

When the caravan returns watch out for him. The caravan won't mind you imprisoning him, and casualties are to be expected on a dangerous route. As long as the profits outweigh the casualties they should stay happy. If not this is dwarf fortress, war is to be expected eventually ;)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - HTML-MANUAL (Alpha)
Post by: Meph on August 10, 2012, 10:51:14 pm
Slowly running out of things i can add to the manual right now, since many things require the next version. I dont want to describe the current features, since I will change them in the future. I still have the trapcomponents to do, and give an example for a "industry how-to" but otherwise the manual looks good. If this is done I will upload it again and await your reports :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - HTML-MANUAL (Alpha)
Post by: shibdib on August 10, 2012, 11:16:27 pm
So seeing how i experienced the !fun! of the insomnia disease in my last fortress, my new one i decided to bring one of every ward on embark.. How do you guys use these? I put them in a pen in my main dining hall/meeting area but have to deal with them constantly curing the same people over and over and spamming my combat log. So I'm curious how people use them, or if theirs a way to edit them so they dont spam the combat log.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - HTML-MANUAL (Alpha)
Post by: Meph on August 10, 2012, 11:19:26 pm
I would mostly say: Wait for the next version... ^^ or just get one, empty ward. you can outfit them for any disease that might happen in your apothecarius, if you need it.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - HTML-MANUAL (Alpha)
Post by: Wrex on August 10, 2012, 11:25:13 pm
You might add what all the foreign weapons are/do. A reaver is not exactly apparent as to what it does, exactly.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - HTML-MANUAL (Alpha)
Post by: shibdib on August 10, 2012, 11:26:06 pm
I would mostly say: Wait for the next version... ^^ or just get one, empty ward. you can outfit them for any disease that might happen in your apothecarius, if you need it.

Well unless ur releasing the next version in the next 5 minutes i need this to entertain myself tonight :P

And that would only make sense if they cured the diseases, i thought they just made the dwarves immune from getting them
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - HTML-MANUAL (Alpha)
Post by: Meph on August 10, 2012, 11:34:19 pm
Well, yes, they immunize them for a while, and cure the disease-bringing dwarf. They dont do much while there is no disease in the fort...

The foreign race weapons and armors.... have to think about that one, because that would take the current list times... 5? Maybe 6? I might trim down on these, I havent thought about this yet. I dont want to add things to the manual now, that will be outdated immediatly ;)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - HTML-MANUAL (Alpha)
Post by: shibdib on August 10, 2012, 11:40:17 pm
Well, yes, they immunize them for a while, and cure the disease-bringing dwarf. They dont do much while there is no disease in the fort...

The foreign race weapons and armors.... have to think about that one, because that would take the current list times... 5? Maybe 6? I might trim down on these, I havent thought about this yet. I dont want to add things to the manual now, that will be outdated immediatly ;)

hmm dunno what to do with all them then.. gonna go lock them in a pen somewhere until an outbreak
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - HTML-MANUAL (Alpha)
Post by: Meph on August 10, 2012, 11:56:37 pm
Yeah, probably the best...

I did do some work on the building menu, resorted the quicklinks, added the upgrades to the trapcomps, and some longer text to the races. Thats it for today, I'll sleep now ^^ Toronto, yeah :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - HTML-MANUAL (Alpha)
Post by: slawr34 on August 11, 2012, 03:12:41 am
Does changing the difficulty setting in the options need a world re-gen?

I just changed slow learning off (makes it ridiculously hard to make a good military), and I haven't noticed any change...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - HTML-MANUAL (Alpha)
Post by: The_Final_Stand on August 11, 2012, 05:30:50 am
The majority of changes in the Masterwork Settings application require a regen.

The ones in the "Settings" tab don't, they specifically say that they don't need a regen.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - HTML-MANUAL (Alpha)
Post by: YuriRuler90 on August 11, 2012, 07:24:17 am

Yes, I have toggled D-D, then hit load macro, and play macro, with the cursor where I want the center of the designation to be. It seems like it can't properly designate rectangles or something.

I just had a problem with this. Make sure you load the macro EVERY time before you use it. I tried to load it once and use it twice on different z levels and it just ended up as a blobby mess.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - HTML-MANUAL (Alpha)
Post by: Marshbaboon on August 11, 2012, 10:00:35 am
Anyone else still getting lovely fiery presents from the Traders? They're still burning down my worlds.

Strangest one I've seen just happened, they made it all the way inside my fort just fine... but the trade depot exploded into a fireball when they started to unload their goods & took out a huge chunk of my population, along with most of my legendary crafters. 
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - HTML-MANUAL (Alpha)
Post by: Meph on August 11, 2012, 02:55:48 pm
What kind of industries and features would you guys like a seperate explanation for ? I currently have those in the todo-list:
Treefarming, Diseases, Magic, Metalworking, Library System, Spawn Location, Armoring Animals, Golems, Landmines, Turrets.

Anything I forgot, or you like to see in addition to that ?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - HTML-MANUAL (Alpha)
Post by: Wrex on August 11, 2012, 03:49:01 pm
Some of the new gem types, for one. It says in the prepackaged manual that The Tears of Armok output infinite water, but no such outputting occurs. That said, I have never cut it.


Also, for freign weapons, you could add a "Foreign version" row below each of the dwarven weapons, and list their equivalents, at least in skill use.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - HTML-MANUAL (Alpha)
Post by: shibdib on August 11, 2012, 05:18:23 pm
Nobles.. I cant figure out what the overseer and preacher do
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - HTML-MANUAL (Alpha)
Post by: Wrex on August 11, 2012, 07:06:55 pm
Overseer is a potion that does nothing, it's there for succession games. Preacher's comfort people, like when mayor's get yelled at.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - HTML-MANUAL (Alpha)
Post by: slawr34 on August 11, 2012, 07:14:57 pm
The majority of changes in the Masterwork Settings application require a regen.

The ones in the "Settings" tab don't, they specifically say that they don't need a regen.

Righto, thanks. I decided to break in perfect world anyway!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - HTML-MANUAL (Alpha)
Post by: Wrex on August 12, 2012, 12:31:46 am
So, I noticed that one of my surgeons scrawled a pentagram in blood in the combat log. Now, he is currently wrestling with "Lorak, the crypts of Puke" A giant emerald vapour spitting quadruped, but what would he have progressed to doing if he was not currently picking his spine out of his teeth?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - HTML-MANUAL (Alpha)
Post by: Panopticon on August 12, 2012, 12:48:49 am
I had one in a fort from a couple versions ago, it is survivable but you can lose rather a lot if you don't know to stop them from changing. Gaze behind the spoiler if ye dare!

Spoiler (click to show/hide)

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - HTML-MANUAL (Alpha)
Post by: Meph on August 12, 2012, 01:22:44 am
Get a ward against possession near him, and he will be saved :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - HTML-MANUAL (Alpha)
Post by: Aigre Excalibur on August 12, 2012, 01:28:55 am
I'm preparing to embark on an Amrok sacrificial fortress. I need a way to DRASTICALLY increase the livestock migrants for the sacrifices. How can I do this?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - HTML-MANUAL (Alpha)
Post by: Wrex on August 12, 2012, 01:30:32 am
Like I said, I fed him to the motley collection of eldrich monstrocities the congregate under my stronghold. Still, good to know. Any other !!FUN!! I should know about? :)


Also, to the above poster, just wait, and they will come. Not being known as a deathtrap will help.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - HTML-MANUAL (Alpha)
Post by: Iosyn on August 12, 2012, 05:12:04 am
Cults, Religions and Clown summoning?

Squeeeee~ :D
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - HTML-MANUAL (Alpha)
Post by: Meph on August 12, 2012, 10:13:33 am
Clown Summoning will unfortunatly be only included in future versions, but is planned :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - HTML-MANUAL (Alpha)
Post by: Fairin on August 12, 2012, 11:19:36 am
Some of the new gem types, for one. It says in the prepackaged manual that The Tears of Armok output infinite water, but no such outputting occurs. That said, I have never cut it.


Also, for freign weapons, you could add a "Foreign version" row below each of the dwarven weapons, and list their equivalents, at least in skill use.


Tears of Armok generate infinite water by not mining it, but mining "around" it, its an aquafier , so leaving the block alone. but mineing one out near it causes it to flood that Z-level. unless you specfically wall it up  - man how many times i gotta answer that question..

Meph . make this clearer in the manual =(>.-.<)=
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - HTML-MANUAL (Alpha)
Post by: Meph on August 12, 2012, 12:43:09 pm
Now you know how I feel about some of the things I am asked. ;)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - HTML-MANUAL (Alpha)
Post by: The_Final_Stand on August 12, 2012, 12:47:43 pm
Wait, so you go about mining as you do, get the message "You have struck Tears of Armok!", and the next thing you know, that  level's been flooded?

Does it at least warn you that the adjacent blocks are wet before you dig into that area, or is "You have struck Tears of Armok" the only warning you get that you've found a limitless supply of water?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Html-Manual#2 (beta)
Post by: Meph on August 12, 2012, 01:04:53 pm
the stone around it is damp, so it is stopped automatically. If you still mine it, you either have a very clever unlimited well, or flood your mining shafts. :) it is very simple: It is an Aquifer. thats it.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Html-Manual#2 (beta)
Post by: Wrex on August 12, 2012, 01:07:27 pm
It's also pretty easy to stop the flow if you dig into it on accident. If you do, just dig it out, because it dosen;t output fast enough to cause a megaflood if you react quickly.


Also, Iosyn, there are cults already. One cult :(. And the ticket booth of the bright clowny happy funtime, in case you want to institutionallize clown worship.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Html-Manual#2 (beta)
Post by: firons2 on August 12, 2012, 01:21:34 pm
What do you mean by : danger rooms are no-go?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Html-Manual#2 (beta)
Post by: firons2 on August 12, 2012, 01:28:59 pm
The whole manual is good actually very good. You just need to finish it and it would be more ummm... eh... better if you`d put the spoilers in the very bottom.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Html-Manual#2 (beta)
Post by: xaldin on August 12, 2012, 01:52:27 pm
Gotta say I like what you've done with the manual. It has come a long way.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Html-Manual#2 (beta)
Post by: smakemupagus on August 12, 2012, 02:00:54 pm
What do you mean by : danger rooms are no-go?

Training weapons are dangerous enough to actually hurt your dwarves.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Html-Manual#2 (beta)
Post by: Wrex on August 12, 2012, 02:06:01 pm
You are wearing a suit of armor, yes? If you, you should have no issues with danger rooms.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Html-Manual#2 (beta)
Post by: Meph on August 12, 2012, 02:07:50 pm
And now I am gleefully waiting for wrex response, after he did send his fully armored dwarves into a dangeroom. :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Html-Manual#2 (beta)
Post by: Wrex on August 12, 2012, 02:11:08 pm
There was one broken hand. And a few impaled babies, but that's par for the course. Legendary shield user can compensate for any deficencies of armor or dodging skills, although those will raise on their own through sparring and the like :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Html-Manual#2 (beta)
Post by: Meph on August 12, 2012, 02:46:15 pm
The point is, that training spears to have... points. Sharp ends instead of blunt ones, and danger rooms are a lot more dangerous in the mod.

I also just added new icons for the trees, no longer just copies of the same thing. They now look like they should. And the link in the first page (thread and wiki) now work properly and open in a new tab.

I will now go hunting for artwork that I will pirate and steal and build into this manual. I already did this with Magic the gathering art for the worlds, and will do it again. Hope no one has a problem with this. I will find some nice fantasy wallpaper that fit the them, and crop the parts out that I like. I wanted to avoid this by making the "artist and photoshop dudes wanted" but somehow people never really made any pictures...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Html-Manual#2 (beta)
Post by: Wrex on August 12, 2012, 03:00:11 pm
Oh yes, traing spears do have actual points. Points made of wood.  :P


Ever considered using the planechase art for the planes in question? I am 90% sure Serra and Urborg had illustrations that were not M11 lands. I could be wrong though. Also, I don;t think anyone will have an issue if you put an "Art credits" section in the back. I have been told I have a good eye for art, so if you send me a description of what you want, I can forage around for some pictures for you.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Html-Manual#2 (beta)
Post by: MightyDorf on August 12, 2012, 03:04:24 pm
Hello. I had a curious issue with the Creature Research Lab. Usually I drop some aether skill fracture from beasts that I use in the legendary bonus. If I remember correctly there was nothing that remained in the CRL after the process (not really sure of that). But today I killed a megabeast, earned and taught a legendary bonus (as usual), and with a slight fall of FPS noticed a shitload of "essence residue" (endless pages) in both of my CRL, automatically set on "clean essence". I assumed it was for removing all of them, given that the reaction would have generated nothing, and that I already won the legendary bonus. But I was wrong since my dwarfs ultimately cancelled the task, - "needing 1000 essence residue". I tried to autodump/destroy all the residue but gave up after 3x600 autodumped ones (and still pages and pages of said material in both of the CRL), my dwarfs storing them all in my stone stockpiles. Is this normal or not ?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Html-Manual#2 (beta)
Post by: Ishar on August 12, 2012, 03:07:54 pm
Hello. I had a curious issue with the Creature Research Lab. Usually I drop some aether skill fracture from beasts that I use in the legendary bonus. If I remember correctly there was nothing that remained in the CRL after the process (not really sure of that). But today I killed a megabeast, earned and taught a legendary bonus (as usual), and with a slight fall of FPS noticed a shitload of "essence residue" (endless pages) in both of my CRL, automatically set on "clean essence". I assumed it was for removing all of them, given that the reaction would have generated nothing, and that I already won the legendary bonus. But I was wrong since my dwarfs ultimately cancelled the task, - "needing 1000 essence residue". I tried to autodump/destroy all the residue but gave up after 3x600 autodumped ones (and still pages and pages of said material in both of the CRL), my dwarfs storing them all in my stone stockpiles. Is this normal or not ?

Sadly normal, it's a known bug.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Html-Manual#2 (beta)
Post by: MightyDorf on August 12, 2012, 03:19:32 pm
Thank you for your quick answer.  :D Is it a way to supress them all, or is it permanent ? (I skipped 15 pages and it still continues :o )
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Html-Manual#2 (beta)
Post by: Meph on August 12, 2012, 03:30:20 pm
I think it would be best to auto-delete them with dfhack. The problem is this:1000 residue is created, and should be cleaned, but some dwarf desides to stockpile ONE piece, and suddenly there is onyl 999 left, and the reaction cant clean it up, because it needs 1000. I know how to fix it, but I am not modding at the moment, just preparing for the time I am home, and start modding again. On a real computer, not a netbook.  To prevent all this, do it in a locked room.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Html-Manual#2 (beta)
Post by: MightyDorf on August 12, 2012, 03:48:24 pm
Thank you for your explanation and advices ! I'll try ASAP. By the way you made an amazing work, I'm rather new to DF (some months of intense practice), and the more I play the funnier it gets. Keep up the good work. :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Html-Manual#2 (beta)
Post by: Meph on August 12, 2012, 04:12:54 pm
No worries. Because of things like this and the overall size of the mod I want to redo it anyway. That is the reason for the massive manual-campaign I start here, so that people dont have to come to the forum all the time, to ask or report stuff.

I still like feedback about balancing, but this is difficult, because the people can alter the mod so much ;)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Html-Manual#2 (beta)
Post by: Firehawk45 on August 12, 2012, 04:32:39 pm
The balancing dies the moment you have your own personal Darkhawk :D

For everyone who does not know what i mean, look at the MW Succession game and remember: Legion dwarfs are badass :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Html-Manual#2 (beta)
Post by: Panopticon on August 12, 2012, 04:42:24 pm
They really are, in my personal fort I have a legion dwarf who I just drafted, she migrated with no weapon skills and has terrible physical stats, despite that she has fought in 3-4 skirmishes, picked up 4 kills, and not taken a single hit.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Html-Manual#2 (beta)
Post by: Meph on August 12, 2012, 05:25:33 pm
Well, I already plan to trim down Legion dwarves boni. And before you say anything: I want to add a new building. The Legionnaires Guildhouse or something. I just explain that the dwarves of the legion leave normal society and dont do any labor, dont become mages, refuse to become golems, and so forth. And they get skill-learn-rate for all non-combat skills: 0%. As in: Can only learn combat skills. I think it will be fun. :) I always wondered why you cant make a professional, standing army in DF.

Edit: I think I'll add a ton of screenshots, nicely cropped to the manual. Just to lighten it up a bit, and use them as images, decoration so to speak. That fits the tone of the game, and doesnt look like WoW ;)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Html-Manual#2 (beta)
Post by: Firehawk45 on August 12, 2012, 05:27:58 pm
Mostly because the average life time of a dwarfen soldier in a battle is about 10 seconds? :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Html-Manual#2 (beta)
Post by: Meph on August 12, 2012, 06:22:22 pm
Maybe.

I added pictures for the 6 world-gens, texts for all industries, added leatherworking as an industry, filled out the table about dwarven castes will all infos, added some infos to the spoiler section, added a spoiler for "curious underground structures", tried some things with the font, maybe it works now (cant test it myself) fixed the link to the wiki in "tips and tricks", wrote more text in general changes, added 6 optional ascii tilesets... and thats it. I should really do some work on the creatures and buildings, since there is a ton of content missing there, but I dont want to, because most of these infos might change when I start modding again.

Should write a section about cavern flavor...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Html-Manual#2 (beta)
Post by: ggamer on August 12, 2012, 06:36:46 pm
couple of reports:

Got my first masterwork siege. Single squad of white tigerman touting steel greataxes. They had a war elephant for all of about five seconds before one of my hunters called dibs and sliced open it's jugular with a throwing javelin. I lost a swordsdwarf who decided that running straight into the thick of the tigermen with a bronze sword and no armor or backup was just a fan-fucking-tastic idea, a stray mastiff, and a brass hammergolem that had been at my fort for no longer than a month. They lost their leader and around seven axetigers, as well as three caged axetigers. Around three got away **just barely**.

I've been experimenting with the idea of a normal squad and a heavy squad, and put that into practice during the siege. It worked surprisingly well, My heavy squad worked as aggro while my normal squad picked off the remaining tigers.

I'm slowly building a rifle-squad using the born archers that show up at my fort, I would love to know how to make blowgunning a more common skill.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Html-Manual#2 (beta)
Post by: Meph on August 12, 2012, 07:40:39 pm
You can give them rifles and ammo, and an archery range and they will train with it. Or build a library of warfare and let them read books about it. Thats about the only way, other then equipping hunters with rifles.


Mh... I am a bit lost on an issue about categorizing creatures. DF sorts them after biome. Tundra, temperate, river, ocean, and so forth... I wanted at first to do: mammal, reptile, bird, fish, insect and so forth... unsure which one to take.

EDIT: I decided upon this:

::: Domestic ::: Birds ::: River&Lakes ::: Ocean ::: Bugs :::

::: Desert ::: Mountain ::: Temperate ::: Tundra ::: Tropical :::

::: Fantastic ::: Semi-Megabeasts ::: Megabeats ::: Vermin :::

::: 1st Cavern ::: 2nd Cavern ::: 3rd Cavern ::: Magma Lake ::: Below Magma Lake :::
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Html-Manual#2 (beta)
Post by: Vhorthex on August 12, 2012, 09:31:55 pm
Hi all,

Been dying of getting back in DF with this great mod, but last time I did I hadn't noticed that making fuel with booze had been disabled. Something that is a huge problem for me, for i seem to have the skill to pick starting areas that have abosutely no ore that can generate coke/fuel. So this used to be a great life saver.

Is there a way to turn it back on myself? I'm comfortable with editing files, would just need to know which file to edit and what to tweak.

I'd kill to have an option that forces you to find a embark zone with somekind of ore that can be used to make fuel. So sad to build a huge fortress just to realize... no fuel. (I now used DFhack to check, but still.)

Thanks, :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Html-Manual#2 (beta)
Post by: Meph on August 12, 2012, 09:38:50 pm
It should be enabled in the brewery. You can also make fuel from wood, in the woodburner, or in the blast furnace, or from items you burn in the crematorium. Or order it from caravans. ;)

EDit: double checked, is enabled, is in brewery. make 3fuel from booze and oil. :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Html-Manual#2 (beta)
Post by: Wrex on August 12, 2012, 09:57:52 pm
You have to build a brewery, then you can make coke  out of booze and oil.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Html-Manual#2 (beta)
Post by: Shingy on August 12, 2012, 10:17:43 pm
Hello Meph!
First, I must say that this mod is great, keep up the good work!
I also read the manual, and I have nothing to say: it's good for me, continue like this!
I just have a question. I never encountered some of the races that are mentioned in the manual. Some don't even appear in Legends Mode or in the settings (such as the spawn of the hollistics or the "secret race"). I guess that they'll be added later, won't they?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Html-Manual#2 (beta)
Post by: Meph on August 12, 2012, 10:47:29 pm
Oh yes, the html-manual is work in progress, with many things that have nothing to do with the current mod. It is for the big, MDF2 update. I will start working on the actual new mod in about 1 month from now. Just preparing everything, like the manual, the new gui, collecting ideas for industries, bugfixes, balancing and so forth.

EDIT: Oh, and i give up on the stupid creatures. There will be two pages. One for all vanilla creatures, one for all added creatures. Otherwise it just turns out to be a giant clusterfuck and not even I can find anything in the manual-creature section. -.- Just too many, and too many categories they could be sorted by.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Html-Manual#2 (beta)
Post by: slawr34 on August 12, 2012, 11:44:48 pm
Just wanted to say: Congrats on the great mod!

I am confident in saying that this is now the "mod to get" if you are a DF enthusiast.

Yeah, a baby griffin thought my fortress would be easy prey... it didn't count on a militia commander that enjoys bisecting things with his steel great-axe.
(note to self, make more steel great-axes)

I have to say though, the way you expanded and interlinked the industries is awesome. The time it took to get my steel industry up was impressive but well worth it now that I have an inexhaustible supply of flux (bonemeal).

And golems are by far my favorite addition. It gives unskilled peasant-children some use - just chuck 'em in a adamantine swordgolem!

Good luck, and keep up the great work!

**Edit**
Disregard that, I found I can make bronze bars via Magma Blast Furnace, is k.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Html-Manual#2 (beta)
Post by: Mister Fox on August 13, 2012, 01:57:10 am
I'm sorry about this, but I looked around and I couldn't find any info on it (doing a search through the forum, topic, etc). I checked the (very nice) manual, but I see that's for the new version.

What I'm curious about is the Martial Arts skill. I love playing monks in video games, and seeing that in the list of skills piqued my interest; is there something special I need to do to activate a martial arts stance, or do I just run around and punch/kick people regularly?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Html-Manual#2 (beta)
Post by: ShadowLop on August 13, 2012, 04:22:45 am
Thank you for your quick answer.  :D Is it a way to supress them all, or is it permanent ? (I skipped 15 pages and it still continues :o )

Or, you can use the semi-bug wherein gem workshops can cut rocks as gems to cut all your essence residue into gems. Then make gemtip bolts. 25,000 of them. valued at 2500-10k per stack of 25. Or make every dwarf in your fort part of a crossbow squad, give them gem crossbow and gemtips, and when a seige arrives, blot out the sun.

I'm sorry about this, but I looked around and I couldn't find any info on it (doing a search through the forum, topic, etc). I checked the (very nice) manual, but I see that's for the new version.

What I'm curious about is the Martial Arts skill. I love playing monks in video games, and seeing that in the list of skills piqued my interest; is there something special I need to do to activate a martial arts stance, or do I just run around and punch/kick people regularly?

Dwarf Fort Mode: Any weapon>Unarmed. Give them weapons, they suck at unarmed. Martial stance is what dwarves go into when surrounded by a minimum number of enemies. They basically get temporarily improved combat stats.
Adventure Mode: Unarmed is a viable tactic, especially with ridiculously high sneak. You sneak up to people in the middle of their friends, then choke them to death...or punch them in the face a lot...break their limbs, etc. If you get into a martial stance, you fucked up by letting them surround you and you will probably die in the next 10 seconds, but the stance may let you rip your way out of trouble.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Html-Manual#2 (beta)
Post by: kizucha on August 13, 2012, 04:39:38 am
The Manual looks good Meph and by the way, cool stories in the manual. :D
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Html-Manual#2 (beta)
Post by: slawr34 on August 13, 2012, 04:41:26 am
I'm sorry about this, but I looked around and I couldn't find any info on it (doing a search through the forum, topic, etc). I checked the (very nice) manual, but I see that's for the new version.

What I'm curious about is the Martial Arts skill. I love playing monks in video games, and seeing that in the list of skills piqued my interest; is there something special I need to do to activate a martial arts stance, or do I just run around and punch/kick people regularly?

Dwarf Fort Mode: Any weapon>Unarmed. Give them weapons, they suck at unarmed. Martial stance is what dwarves go into when surrounded by a minimum number of enemies. They basically get temporarily improved combat stats.
Adventure Mode: Unarmed is a viable tactic, especially with ridiculously high sneak. You sneak up to people in the middle of their friends, then choke them to death...or punch them in the face a lot...break their limbs, etc. If you get into a martial stance, you fucked up by letting them surround you and you will probably die in the next 10 seconds, but the stance may let you rip your way out of trouble.

Erm, I think he means what a dorf does when they are wrestling - a martial arts stance, not a martial trance. In the combat logs it looks like this:

Urist McUrist enters the Drunken Master stance, Urist jabs the goblin in the skull, tearing the brain!

I have no idea how it happens, but it is pretty cool cause dorfs fingers turn into mini-spears.

**Edit**
Dafaq is aether?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Html-Manual#2 (beta)
Post by: ShadowLop on August 13, 2012, 05:40:19 am

I'm sorry about this, but I looked around and I couldn't find any info on it (doing a search through the forum, topic, etc). I checked the (very nice) manual, but I see that's for the new version.

What I'm curious about is the Martial Arts skill. I love playing monks in video games, and seeing that in the list of skills piqued my interest; is there something special I need to do to activate a martial arts stance, or do I just run around and punch/kick people regularly?

Dwarf Fort Mode: Any weapon>Unarmed. Give them weapons, they suck at unarmed. Martial stance is what dwarves go into when surrounded by a minimum number of enemies. They basically get temporarily improved combat stats.
Adventure Mode: Unarmed is a viable tactic, especially with ridiculously high sneak. You sneak up to people in the middle of their friends, then choke them to death...or punch them in the face a lot...break their limbs, etc. If you get into a martial stance, you fucked up by letting them surround you and you will probably die in the next 10 seconds, but the stance may let you rip your way out of trouble.

Erm, I think he means what a dorf does when they are wrestling - a martial arts stance, not a martial trance. In the combat logs it looks like this:

Urist McUrist enters the Drunken Master stance, Urist jabs the goblin in the skull, tearing the brain!

I have no idea how it happens, but it is pretty cool cause dorfs fingers turn into mini-spears.

Ah, that, it's just a variant of unarmed attack. It's fun, but unarmed combat is far too unreliable in DF mode anyway to make it worthwhile:

Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Html-Manual#2 (beta)
Post by: Mister Fox on August 13, 2012, 06:53:07 am
Ohh, that's a pretty neat feature. Thanks a lot for explaining it!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Html-Manual#2 (beta)
Post by: kizucha on August 13, 2012, 09:25:03 am
ahahaha. :D i imagin the szene from ShadowLop, the dwarf touches the goblin finger so long till the goblin freaks out and hit the dwarf in the face. :o funny. ;D
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Html-Manual#2 (beta)
Post by: Fairin on August 13, 2012, 10:06:55 am
here you go Meph, Looking over the Manual.

Utilities - Bugreports missing space
DFHack - Utilite = Utility
If you want to disable DF Hack, simply find and delete SDL.dll and rename SDLreal.dll to SDL.dll as its replacement in your DF directory.

Stonesense - is "an" isometric

Perfect World - Savaregy - Savagery

Settings: Quicklinks don't work, probably not finished yet - just ignore this if so

Embark Profiles- Easy start build - Quicly = Quickly

Sandbox - make doubly sure to note that this profile only works with the adv world gen sandbox. can totally see tons of people reporting "this doesn't work!!11!!

Races

Dwarf = you grant civilization . Your great civilization? / industrious underground Dweller , Dwellers?

Elves - Cannibalistic? really? didn't know elves eat each other.

Drow -  Matriach = matriarch

Greenskins - Trolls = Strong enough to Break down Doors and Raze buildings

Terracotta Army - their long dead master, never telling them to stop. - probably needs to be reworded, or never = unable to tell them to stop =)

Underground crops - Muck root can be made into sugar / syurp?
and Crop related, what is Grow Duration 600 really mean? - that's a personal question that might crop up (pun intended)

inorganic materials - aha! , Tears of armok: now i see where most of the questions come from, Aquifer. Can be used to generate unlimited water in the transmutation chamber. how about - Unmined it counts as an Aquafier, when mined can produce buckets of water in the Transmutation chamber.

Tables - Plump helmets make oil now?

known bugs Workshop is reaction is red! - in addition to the burrowing thing. make sure their on the same Z level for some things

tips and tricks few things i'd like to add,
Watch towers, build them 1 z-level above and use windows (block arrows but not line of sight) pen an animal behind the window and it will spot ambushes that come near it - funneling with walls also helps- remember to put celings on them to prevent flying enemies from killing your trapped spotter

Dwarven Jaccuzi's - and "auto bath's" , exceedingly usefull for hospitals , Entranceways. and entrances to off mainsite dormitories- channel a path in your normal path and designate it as a pond and fill it up to 3/7 with water. dwarves will automatically walk through 3/7 without hinderance and come out squeaky clean - removing any various "funk" or forgotten beast blood / ichor / acids ect. greatly increases dwarven survivability in the hospital from infection as well - speaking of wells . having one in the hospital works wonders too i generally find a tear of armok then build a hopsital ontop of it =)







Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Html-Manual#2 (beta)
Post by: Kiberkiller on August 13, 2012, 11:46:26 am
Would it be possible to add a new option to Masterwork launcher 'Default Back to Vanilla' that would automatically turn off all extra stuff and turn the game into Vanila?

Because I like Masterwork for simplified items, creatures, etc. but all the extra sh...stuff just makes the game confusing and weird.
All I want is to have a simplified vanilla game with extra optimizations and I'm not the only one about it.
I know at least a doze people who stopped using Masterwork because it turned into something much more cluttered.

If there was an easy way to turn current Masterwork into what Masterwork originally was then me and many others would most likely to go back to using it instead of LNP.

EDIT: Because Masterwork is great for improving general speed and usability of the game.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Html-Manual#2 (beta)
Post by: Fairin on August 13, 2012, 11:56:46 am
Would it be possible to add a new option to Masterwork launcher 'Default Back to Vanilla' that would automatically turn off all extra stuff and turn the game into Vanila?

Because I like Masterwork for simplified items, creatures, etc. but all the extra sh...stuff just makes the game confusing and weird.
All I want is to have a simplified vanilla game with extra optimizations and I'm not the only one about it.
I know at least a doze people who stopped using Masterwork because it turned into something much more cluttered.

If there was an easy way to turn current Masterwork into what Masterwork originally was then me and many others would most likely to go back to using it instead of LNP.

EDIT: Because Masterwork is great for improving general speed and usability of the game.

next version is planned to attempt to do just that -.- probably the 3rd most asked question ;) it will come...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Html-Manual#2 (beta)
Post by: Shingy on August 13, 2012, 11:59:01 am
You can already get a vanilla-like masterwork by desactivating all misc, buildings, creatures and races (except the vanilla races of course).
If you desactivate everything in creatures for example, it will be vanilla df.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Html-Manual#2 (beta)
Post by: Kiberkiller on August 13, 2012, 12:04:46 pm
Would it be possible to add a new option to Masterwork launcher 'Default Back to Vanilla' that would automatically turn off all extra stuff and turn the game into Vanila?

Because I like Masterwork for simplified items, creatures, etc. but all the extra sh...stuff just makes the game confusing and weird.
All I want is to have a simplified vanilla game with extra optimizations and I'm not the only one about it.
I know at least a doze people who stopped using Masterwork because it turned into something much more cluttered.

If there was an easy way to turn current Masterwork into what Masterwork originally was then me and many others would most likely to go back to using it instead of LNP.

EDIT: Because Masterwork is great for improving general speed and usability of the game.

next version is planned to attempt to do just that -.- probably the 3rd most asked question ;) it will come...

THANK GOD! I'm relieved to hear that.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Html-Manual#2 (beta)
Post by: kizucha on August 13, 2012, 12:32:00 pm
Hm doing i something wrong or is the "Bookcover"-crafting in the tanner missing? ???
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Html-Manual#2 (beta)
Post by: Meph on August 13, 2012, 12:59:05 pm
Books are easier to make since 1.9.4

The next settings GUI will have pre-set templates to select from. At least I do hope so, Roses mentioned something like it. "FPS-savings only" "all off" "all on" "hard mode" "default settings"... something like it. I also will leave some features "hard-coded" that the GUI wont change, either because they are hard to make optional (like standardized materials, they will stay) or because I really want this change to stay (like dangerous danger rooms)  Oh, and you say at least a dozen people stopped because of this. Well, 30.000+ downloads vs. 12 is... not much :P But the entire reason behind the GUI is that people can play the mod like they want, without modding knowledge, so I do take this feedback serious. :)

@fairin: Thanks a ton for that, will all be fixed. I just copy+saved the report for now, will go through it later today.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Html-Manual#2 (beta)
Post by: Fairin on August 13, 2012, 01:28:30 pm
hehe, about those draconic cat people playable race... =(^.-.^)=
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Html-Manual#2 (beta)
Post by: Firehawk45 on August 13, 2012, 01:30:33 pm
If i could i would totally mod that and force Meph to include it :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Html-Manual#2 (beta)
Post by: Meph on August 13, 2012, 03:28:27 pm
You guys are horrible. The next thing I have to mod in are half-naked armors for female dwarves, (chainmail-bikinis), then some tentacle rape demons for hell, and tacnayn as megabeast. no no no... no J-anything in western fantasy, they dont mix well.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Html-Manual#2 (beta)
Post by: Wrex on August 13, 2012, 03:44:52 pm
I should just point out thtat we had tentacle rape demons for quite some time, and that danger rooms really aren;t that dangerous, and making them any more so is only going to try one's suspension of disbelief. Personally, I don;t see the point of removing an exploit from a single player game, especially when it would take significant resources to actually eradicate.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Html-Manual#2 (beta)
Post by: kizucha on August 13, 2012, 04:10:51 pm
Mephy~puh please~~ some fur-races. :D For me a fox-race but in emergency i'm also statisfied with fairin's feline-race. ;)


Oh yeah tentacle-rape-demons. :o dwarf fortress - the new era of hentai.  ;D

Oh by the way, books dont get to the stockpiles. :'( Someone have the same problem or are my dwarfs only lazy? >:( *prepares the whip*
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Html-Manual#2 (beta)
Post by: Firehawk45 on August 13, 2012, 04:27:02 pm
You guys are horrible. The next thing I have to mod in are half-naked armors for female dwarves, (chainmail-bikinis), then some tentacle rape demons for hell, and tacnayn as megabeast. no no no... no J-anything in western fantasy, they dont mix well.

Why the hell are you still writing? Get this done, until yesterday, all of it! :)

But why did those memories of the "high level armor" from Terra come up by your first sentence?....
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Html-Manual#2 (beta)
Post by: Niveras on August 13, 2012, 05:18:07 pm
Dumb question, is there a more efficient way to refine coarse iron than the crucible? An upgraded crucible that does large batches, for example?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Html-Manual#2 (beta)
Post by: billw on August 13, 2012, 05:36:41 pm
Got a weird problem, I think it is a bug: my saw mill is cluttered with Sawdust, that doesn't seem to go on any stockpile (found one with dust, but they won't move the sawdust to it), and my custom stockpile that is meant for raw metal industry ingredients has "rotten smell" and "bacteria" taking up two spaces....
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Html-Manual#2 (beta)
Post by: Wrex on August 13, 2012, 05:41:05 pm
Tun temprature back on. It's how smpke effects work, it spawns a boiling stone.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Html-Manual#2 (beta)
Post by: billw on August 13, 2012, 05:52:42 pm
Tun temprature back on. It's how smpke effects work, it spawns a boiling stone.

Ah, clever, thanks!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Html-Manual#2 (beta)
Post by: Vhorthex on August 13, 2012, 06:14:05 pm
It should be enabled in the brewery. You can also make fuel from wood, in the woodburner, or in the blast furnace, or from items you burn in the crematorium. Or order it from caravans. ;)

EDit: double checked, is enabled, is in brewery. make 3fuel from booze and oil. :)

Ahhh sweet! Very low priority, but I guess the list of known fixes needs to be updated. The Booze/Fuel thing was bundled with the other issues with the brewery reactions. But it seems like that's fixed too.

Thanks for the amazing lightning fast reply and confirmation. :D

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Html-Manual#2 (beta)
Post by: Fairin on August 13, 2012, 06:25:36 pm
*raises paw* deffinately a fur race ftw =(^.-.^)=
woo- each caste can be a different species,

@ kizucha: however i don't think my personal fursona would be too good in dwarf fortress much less playable =(^.-.^)= and im only part feline, other part dragon.. two of which Meph specfically said "no" too .. =(>.-.<)= so mean !

This is a Dwarven Chainmail Bikini , all Craftsdwarfship is of the highest quality... it is Studded with Yellow poka dots. and barely covers anything on the body!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Html-Manual#2 (beta)
Post by: BigD145 on August 13, 2012, 07:00:52 pm
This is a Dwarven Chainmail Bikini , all Craftsdwarfship is of the highest quality... it is Studded with Yellow poka dots. and barely covers anything on the body!

It gives AC +10.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Html-Manual#2 (beta)
Post by: ShadowLop on August 14, 2012, 01:15:26 am
This is a Dwarven Chainmail Bikini , all Craftsdwarfship is of the highest quality... it is Studded with Yellow poka dots. and barely covers anything on the body!

It gives AC +10.

Interestingly enough, using old D&D rules, this would be accurate.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Html-Manual#2 (beta)
Post by: Wrex on August 14, 2012, 01:22:05 am
As I pointed out in the thread, blunt weapons you modded have such a gigantic contact area that they are completely worthless. fix plox? Not all of them, but most of them.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Html-Manual#2 (beta)
Post by: kizucha on August 14, 2012, 02:28:12 am
*raises paw* deffinately a fur race ftw =(^.-.^)=
woo- each caste can be a different species,

*raise paw too* yeees that is a really sweet idea. *.*

@ kizucha: however i don't think my personal fursona would be too good in dwarf fortress much less playable =(^.-.^)= and im only part feline, other part dragon.. two of which Meph specfically said "no" too .. =(>.-.<)= so mean !

I'm not a fan for dragons, they are so big. xD Is the size of your fursona normal or bigger as an human? My fursona is a totaly normal anthro-fox. ;) And yes, Meph is a meany he enjoy it when we cry! :D

This is a Dwarven Chainmail Bikini , all Craftsdwarfship is of the highest quality... it is Studded with Yellow poka dots. and barely covers anything on the body!

Yeah... covers fully the important bodyparts. ::)

And again, anyone tried the books? I dont get the books stockpiled. :(
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Html-Manual#2 (beta)
Post by: vomov on August 14, 2012, 03:37:54 am
It gives AC +10.
(http://www.motivationals.org/demotivational-posters/demotivational-poster-12674.jpg)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Html-Manual#2 (beta)
Post by: kenright on August 14, 2012, 03:39:08 am
Fantastic work on the mod (even if I despise warlocks with a passionate undying fury, despite it being absolutely hilarious watching a necromancer come along in a siege and inadvertently end the siege by raising a few misplaced skeletons o' doom).

I do have a question though: Where and how does one acquire Golem Hearts? I bought a Cobalt Golem Heart from a Drow caravan, in a vain attempt to build a magma Golem forge, but alas, I still cannot build the Golem Forge...

It'd be nice to have golems too, what with the new zombie menace I found myself with.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Html-Manual#2 (beta)
Post by: Riun on August 14, 2012, 06:17:51 am
There is(was?) a bug with golem hearts. The ones traded from the drow does not work, you need to use the ones you can pray for in the magma temple of armok.

Manual is looking great, I would like to second the request to give more info on Grow duration 600, as well as what early/mid/lategame actually means in terms of sieges. I recall reading something about wealth and population, would be nice to have some more info on it.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Html-Manual#2 (beta)
Post by: Neyvn on August 14, 2012, 06:25:52 am
This is a Dwarven Chainmail Bikini , all Craftsdwarfship is of the highest quality... it is Studded with Yellow poka dots. and barely covers anything on the body!

It gives AC +10.

Interestingly enough, using old D&D rules, this would be accurate.
If it was using the THAC0 rules then it would prob be more like -15...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Html-Manual#2 (beta)
Post by: Kiberkiller on August 14, 2012, 06:52:07 am
You guys are horrible. The next thing I have to mod in are half-naked armors for female dwarves, (chainmail-bikinis), then some tentacle rape demons for hell, and tacnayn as megabeast. no no no... no J-anything in western fantasy, they dont mix well.

Bless you.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Html-Manual#2 (beta)
Post by: billw on August 14, 2012, 07:17:23 am
So I guess I suck at this game, I can't figure out how to stop ambushes from killing my caravans. Obviously some make it through at the start of the game, but by the third year they basically have no chance. As soon as they start coming to my gates they hit 4 ambushes of automatons each consisting of 10 or so of them. I can't see how I can possibly keep a caravan alive when faced with that... Is there anyway to turn ambushes back to the previous numbers 5 or so per ambush?  The "bodyguards" (only ever seem to be 2 or 3 of them) are pretty pointless as they could never hope to defend against even a single ambush. Is there somewhere I can change to give them a proper body guard? I already toggled the button that purports to give them a better bodyguard buy it still seems like the vanilla one to me.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Html-Manual#2 (beta)
Post by: Riun on August 14, 2012, 07:31:03 am
First off, you can try to keep your map ambush free, set up Hunters/woodcutters/plant gatherer/fisher, who will roam the map and spot ambushes. (this will lead to some deaths). Alternatively, build watchtowers (1zlevel high tower, glass windows on top, pasture animal inside) to scout.

Alternatively you can build a safe entrance. Wall your Trade Depot in on 2 sides. One open side fill with traps, this leads to your fort. Other side wall in a 3 tile wide pathway to the map edge as close as you can. Build statues near the edge to block off the edge entrance to your road as far as needed. Chekk with "D" if your Depot is accessible and from where. Build a paved road so no trees spawn. Build a roof against flying enemies.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Html-Manual#2 (beta)
Post by: billw on August 14, 2012, 07:34:05 am
First off, you can try to keep your map ambush free, set up Hunters/woodcutters/plant gatherer/fisher, who will roam the map and spot ambushes. (this will lead to some deaths). Alternatively, build watchtowers (1zlevel high tower, glass windows on top, pasture animal inside) to scout.

Alternatively you can build a safe entrance. Wall your Trade Depot in on 2 sides. One open side fill with traps, this leads to your fort. Other side wall in a 3 tile wide pathway to the map edge as close as you can. Build statues near the edge to block off the edge entrance to your road as far as needed. Chekk with "D" if your Depot is accessible and from where. Build a paved road so no trees spawn. Build a roof against flying enemies.

Okay thanks, yeah I heard of the building to the map edge method, but I was hoping I could do it without deaths or exploits! I will try the watch towers I guess, is there a known detection range for ambushes? From my experience is seems like maybe 15 tiles?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Html-Manual#2 (beta)
Post by: Riun on August 14, 2012, 07:57:16 am
Well, one of the intentions of MW is to increase trade importance, therefore one needs to be ready to invest into caravans ;). I dont know about Detection Range, i usually build a lot of scout places anyways. You could also send your squads around every so often, they should find ambushes pretty quickly.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Html-Manual#2 (beta)
Post by: Meph on August 14, 2012, 10:07:43 am
I usually have melee squads stationed on the baracks on the surface, and they run towards any caravan that pops up. And many, many watchtowers/animals. Some walling off and strategic burning of the surface is also used now and then ;)

Quote
There is(was?) a bug with golem hearts. The ones traded from the drow does not work, you need to use the ones you can pray for in the magma temple of armok.
Ehm... there is not really any excuse for that lapse. Yes, the trade-golem hearts dont work, the ones from the temple do work. My fault, two versions ago it was the other way around, so I "fixed" it, by switching it. Stupid me kind of forgot about that in the last update. Argh. Is in the buglist now.

@wrex: Thanks. I copied the weapons from other mods, when I started modding and never really touched them. Another thing that will be properly tested and fixed in the upcoming version. Really, that was a good catch, because seemingly no one else noticed this, in allthe versions ever released ^^

EDIT: About the poll and manual:

It is funny that some say: I dont want the GrowDuration in numbers, but a more descriptive something (like: 3 months, or 1 year), while at the same time you say: Invaders shouldnt have the descriptive words, but numbers (no "midgame", but "from 100 dwarves on, 150.000 wealth or 25.000 traded wealth") So they point is that one side wishes for more numbers and exact values,while the other half tends towards easy to undertand things. I will ponder about it ;)

And almost everyone seems to vote for more text and more pictures. I mean, yeah, it is unfinished, so there will be a lot more of both in the end... or do you really mean that I should write a lot more on each topic then what you see currently ?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Html-Manual#2 (beta)
Post by: kizucha on August 14, 2012, 10:54:01 am
With my "more Text"-vote, i hope the same discription-style in the aktual "Ammo-Caster". In the way, "which thing is for that and that good, and this is for this and this good". In exemple cutting damage is good against light armored enemys, piercing is good against armored enemys ect. And maybe for Items where the value important (example: fairwood) a little information, that fairwood have a higher value or something. :)But in all, it's up to you, how many information you will give us with the manual and how many are for "player-science".  ;) And i have not vote for more pictures, i think a little picture for each workshop and items are ok and i need not more. ;D

I'm still fighting with books, they dont want to go to stockpile's. :'(
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Html-Manual#2 (beta)
Post by: smakemupagus on August 14, 2012, 12:15:46 pm
Proposed first draft of a modified item_weapon_masterwork, mostly to work with the BLUNT issue determined by Wrex; gameplay wise main effect should be to make the Club and Polehammer (orc) and Jitte (elf) much more effective, but I applied the changes as best I could across the whole file for consistency.  Also tweaks some of the edge weapons that come into play in Orc Fortress (tomahawks, keris pairs, serrated scimitars, standard katana) and makes major changes to a couple weapons that were really strange (flamberge, katara).



item_weapon_mood

[OBJECT:ITEM]

#
# Blunt attacks modified Aug 2012 by Smakemupagus on the following principle.  Thanks very much to Wrex.
# Warhammer type attacks: 10:200
# Mace like attacks: 20:200
# Maul/2Hmace like attacks: 100:6000 (big heavy weapons probably still effective with larger area)
# Crude weapons (clubs, flails) 200:6000
# Pommel strikes standardize to 250:4000
# Flat strikes equal to edge of weapon
# Staff strikes 10000 or greater
####
# Since Magmawiki suggests that the penetration variable doesn't have effect, may simplify out some of the variety of attacks that probably aren't actually different

# ITEM_WEAPON_KATANA EDGE upsized from 5000 to 20000 (shortsword similar), still has high penetration
# ITEM_WEAPON_FLAMBERGE stats were really odd; I replaced with Longsword stats
# ITEM_WEAPON_SWORD_SERRATED EDGE upsized from 5000 to 20000
# Tomahawks and Keris redone, now are intermediate in size between daggers and shortswords/axes
# including ITEM_WEAPON_KERIS, ITEM_WEAPON_TOMAHAWKS, ITEM_WEAPON_KERIS_TWIN
# ITEM_WEAPON_KATARA_TWIN had some absurd penetrations 5x more than spear; reduced
# ITEM_WEAPON_MORNINGSTAR_HEAVENS gains an pierce attack since is morningstar

uploading raw separate, character limit exceeded


DFFD is being wonky today.  Maybe the file is at
http://dffd.wimbli.com/submit.php?action=message&fid=6769
if not i'll get it up later
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Html-Manual#2 (beta)
Post by: Ishar on August 14, 2012, 02:03:06 pm
"The captain of the guard is caught in a blurst of knowledge!"

Even the libraries are badass in this mod, exploding books and shit.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Html-Manual#2 (beta)
Post by: Wrex on August 14, 2012, 02:56:11 pm
The new club is still largely ineffective. It actually breaks limbs on occasion now, but most shots still only cause bruising. I would reccomend to reduce it to a 100 contact area, like a maul. Flails in vanillia DF were good afaik because of their high impact velocity. It still requires a ton of shots on an unconscious enemy to kill him, most often doing nothing more than shattering his skull. The flail can have such a high contact area because of the force with which it can connect, but the club can;t do that. A silver flail, between two shield using orcs, will break bones fairly often, whereas a club will not.

EDIT: Mauls, in vanilla DF, are actually the worst blunt weapon due to the high contact area. If you want it to retain such a high area, massive force multiplication is neccesary, since a plain singlegrasp hammer, without a shield, is still almost always better.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Html-Manual#2 (beta)
Post by: Meph on August 14, 2012, 03:09:48 pm
Interesting. Thanks you two for the work on this. I thought the higher velocity and weapon size would make up for this, but apparently there is much more balancing to be done.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Html-Manual#2 (beta)
Post by: smakemupagus on August 14, 2012, 03:11:41 pm
Thanks again, Do you still have your contact logs handy?  I'm curious whether you got the broken bones on "beatings" and the bruises on "bludgeons"

[ATTACK:BLUNT:20:200:beat:beats:NO_SUB:1200]
[ATTACK:BLUNT:200:6000:bludgeon:bludgeons:NO_SUB:1300]

I'll take it down to 100 for the bludgeons anyway.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Html-Manual#2 (beta)
Post by: Wrex on August 14, 2012, 03:14:08 pm
Beats were definitly the bone breaking injuries. I'm testing it with an area of 100 at the moment, and taking mauls down to 75 to see what they do.


EDIT: The beating attacks however, did not always break bones, but that is to be expected. Clubs are defintily better weapons for Orcs than dwarves, since it seems dwarves lack the strngth to deal significant damage with the 100 area "Bludgeon" attack, wheras an orc will smash quite a few limbs. I don't want to eclipse other weapons, so that should be good, but I will continue testing.

EDIT AGAIN: Intrestingly enough, the bludgeon appears to be a better attack when at 100 contact area. will continue testing.

Probably final edit: 20 and 100 seems good. Silver clubs are good, but often not as good as a "real" weapon. Adding the "whirls aroudn with outstretched arms" attacks to the club should balance it out.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Html-Manual#2 (beta)
Post by: smakemupagus on August 14, 2012, 03:42:39 pm
Maybe like so?

[ITEM_WEAPON:ITEM_WEAPON_CLUB]
[NAME:club:clubs]
[SIZE:650]
[SKILL:HAMMER]
[TWO_HANDED:27500]
[MINIMUM_SIZE:25000]
[MATERIAL_SIZE:4]
[ATTACK:BLUNT:100:6000:bludgeon:bludgeons:NO_SUB:1300]
[ATTACK:BLUNT:20:200:beat:beats:NO_SUB:1800]
[ATTACK:BLUNT:20:200:backhand:backhands:NO_SUB:1200]
[ATTACK:BLUNT:100:6000:whirl around and mightily bludgeon:whirls around and mightily bludgeons:NO_SUB:3000]
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Html-Manual#2 (beta)
Post by: Meph on August 14, 2012, 03:50:40 pm
I would really like to know what exactly the difference between:

10:1000:verb:verb:5000 and 50:1000:verb:verb:1000 is. How strong is the relation between contact area and velocity. But anyway, guess I will add your fixes/balancing to the weapon raws I currently have.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Html-Manual#2 (beta)
Post by: kenright on August 14, 2012, 03:53:13 pm
Well that was interesting...

I was all happy with mah Magma Temple Of Armok, offering a few iridium wafers to Armok for the hope of getting a Golem Heart (Thus ensuring a worthy life for the many worthless peasants in my fortress) when it exploded.

It just went POOF in a puff of what I presume was boiling smoke, nothing intact save for the priest-dwarf that was giving the offering.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Html-Manual#2 (beta)
Post by: OREOSOME on August 14, 2012, 03:55:41 pm
Must have been the unbelievers nearby. Armok was just dealing with the heretics.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Html-Manual#2 (beta)
Post by: kenright on August 14, 2012, 03:57:22 pm
Also peculiar, is that after the explosion about 12 dwarfs congregated in the area around the priest, and would not move even after getting hungry, thirsty, and tired. I used dfhack and turned the stone floors into stone floors and that seemed to wake them up from their stupor...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Html-Manual#2 (beta)
Post by: Wrex on August 14, 2012, 03:57:32 pm
The meteor hammer is still pretty bad. the "super" move is obviously okay, shattering whatever it hits, but the rest don't do more than dent bones.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Html-Manual#2 (beta)
Post by: Meph on August 14, 2012, 03:59:45 pm
Your temple did explode ? ... What ?  Shouldnt happen. ^^
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Html-Manual#2 (beta)
Post by: smakemupagus on August 14, 2012, 04:10:08 pm
I would really like to know what exactly the difference between:

10:1000:verb:verb:5000 and 50:1000:verb:verb:1000 is. How strong is the relation between contact area and velocity. But anyway, guess I will add your fixes/balancing to the weapon raws I currently have.

Hmmmmmm.  Yeah, very interesting question.  We know the material stats that Toady keeps track of are yield and fracture stresses (Force per area) and strain at yield.  Let's put aside strain for now... that probably governs how badly you can get hurt by blows that don't fully penetrate armor, and is surely crazy complicated.  If deformation also governs the time dynamics of collisions then Armok help us.

Units of force are: mass * velocity * 1/s
Therefore units of yield are: mass * velocity * 1/area * 1/s

therefore my best guess is that when it comes to exceeding the yield strength of materials (armor, bone?), the tradeoff between velocity and area is linear. 
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Html-Manual#2 (beta)
Post by: kenright on August 14, 2012, 04:26:18 pm
Your temple did explode ? ... What ?  Shouldnt happen. ^^

Yep. Had it in a 5x5 Box, an open tile underneath it that lead to a 7/7 magma tile, and was enclosed save for the entryway.

After three offerings to the Blood God of Iridium wafers, BOOM! No more Magma Temple :'(
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Html-Manual#2 (beta)
Post by: Ishar on August 14, 2012, 04:38:38 pm
Just a little note, without solid science to back me up:
Be careful with buffing blunt weapons. What works fine for a dwarf will be DEVASTATING in the hands of a larger creature, like orcs, ogres, frost giants and most of the Fortress Defense races.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Html-Manual#2 (beta)
Post by: smakemupagus on August 14, 2012, 04:45:41 pm
Ishar, yep, very good point, thanks & noted.  None of what we discussed today affects the NPC orc weapons (slicas, thuds, bashas, etc.) which were still basically copies of vanilla weapons; we're talking about fixing the Dwarven and Tiaga-orc weapons so they are competitive.  FWIW I am pretty confident the Tiaga-orcs' new club is quite worse still than a warhammer

Also, i'm really glad Meph gets to make all the final calls in the end, b/c this is really complicated, lol :P
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Html-Manual#2 (beta)
Post by: Ult1mara on August 14, 2012, 05:05:34 pm
glad to see the mod did not die as u had predicted ^_^
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Html-Manual#2 (beta)
Post by: Wrex on August 14, 2012, 05:20:34 pm
The new club is only on par with a warhammer when a very massive and very anrgy orc is holding it, objectively, it is a worse weapon. But orcs are bigger and have more muscle mass, so it balances out to a degree. I tested the performance of the new club on both dwarves and orcs, and dwarves are much better off with other weapons. Orc's, on the other hand, inflict plenty of injuries with the new club. They are much more effective with a mace, but the club inflicts acceptable damage.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Html-Manual#2 (beta)
Post by: ggamer on August 14, 2012, 05:35:51 pm
My fort was destroyed by a siege of tigermen, three squads riding war dinosaurs. My militia commander was kitted out in mithril armor with a cobalt blade shield and a demonic sword, so he killed an entire squad by himself.

Love this mod so much.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Html-Manual#2 (beta)
Post by: Wrex on August 14, 2012, 10:33:00 pm
Testing has confirmed that this:


[ITEM_WEAPON:ITEM_WEAPON_CLUB]
[NAME:club:clubs]
[SIZE:650]
[SKILL:HAMMER]
[TWO_HANDED:27500]
[MINIMUM_SIZE:25000]
[MATERIAL_SIZE:4]
[ATTACK:BLUNT:100:6000:bludgeon:bludgeons:NO_SUB:1300]
[ATTACK:BLUNT:20:200:beat:beats:NO_SUB:1800]
[ATTACK:BLUNT:20:200:backhand:backhands:NO_SUB:1200]
[ATTACK:BLUNT:100:8000:whirl around and mightily bludgeon:whirls around and mightily bludgeons:NO_SUB:3000]


In the hands of an orc is superior to a dwarf wielding a mace who is of equal skill, but not to an orc wielding a mace of equal skill. Size matters!

However, a single graspsed mace is still better than the colossal mace, so it should probably get more force behind it's blows. Same thing for war hammers and mauls: the bigger one should hit harder.

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Html-Manual#2 (beta)
Post by: kenright on August 15, 2012, 12:52:13 am
Oh, also, not sure if working as intended or a hardcoded DF bug, but when I was building my Great Magma Forge, I used one obsidian pipe section and three wooden pipe sections... Which all seemed fine and the Magma Forge is functioning quite happily off of its wood encased magma supply lines.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Html-Manual#2 (beta)
Post by: Urist McPenguinhead on August 15, 2012, 03:50:13 am
This mod is really awesome!

There are so many new things, you have done a really good job on it.
Keep up the good work on the manual too, it's looking great so far :)

Thank you!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Html-Manual#2 (beta)
Post by: Fairin on August 15, 2012, 05:40:00 am
*raises paw* deffinately a fur race ftw =(^.-.^)=
woo- each caste can be a different species,

*raise paw too* yeees that is a really sweet idea. *.*

@ kizucha: however i don't think my personal fursona would be too good in dwarf fortress much less playable =(^.-.^)= and im only part feline, other part dragon.. two of which Meph specfically said "no" too .. =(>.-.<)= so mean !

I'm not a fan for dragons, they are so big. xD Is the size of your fursona normal or bigger as an human? My fursona is a totaly normal anthro-fox. ;) And yes, Meph is a meany he enjoy it when we cry! :D

This is a Dwarven Chainmail Bikini , all Craftsdwarfship is of the highest quality... it is Studded with Yellow poka dots. and barely covers anything on the body!

Yeah... covers fully the important bodyparts. ::)

And again, anyone tried the books? I dont get the books stockpiled. :(

i'm a micro dracat, a full 6 inches ! not very good for handling weapons in DF!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Html-Manual#2 (beta)
Post by: richieelias on August 15, 2012, 07:45:42 am
So I'd like for creatures to still drop their unique named meats when butchered. Call me sadistic, but I like seeing hundreds of "Baked Goblin Kidney" after a siege. It's also helpful when butchering expensive creatures for more expensive food.

Any idea how I would go about this? And only for food items but not leather/wood/etc?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Html-Manual#2 (beta)
Post by: Fairin on August 15, 2012, 02:27:13 pm
So I'd like for creatures to still drop their unique named meats when butchered. Call me sadistic, but I like seeing hundreds of "Baked Goblin Kidney" after a siege. It's also helpful when butchering expensive creatures for more expensive food.

Any idea how I would go about this? And only for food items but not leather/wood/etc?

so i -know- meph has answered this before... and i founds it! =(^.-.^)=

Books are easier to make since 1.9.4

The next settings GUI will have pre-set templates to select from. At least I do hope so, Roses mentioned something like it. "FPS-savings only" "all off" "all on" "hard mode" "default settings"... something like it. I also will leave some features "hard-coded" that the GUI wont change, either because they are hard to make optional (like standardized materials, they will stay) or because I really want this change to stay (like dangerous danger rooms)  Oh, and you say at least a dozen people stopped because of this. Well, 30.000+ downloads vs. 12 is... not much :P But the entire reason behind the GUI is that people can play the mod like they want, without modding knowledge, so I do take this feedback serious. :)

@fairin: Thanks a ton for that, will all be fixed. I just copy+saved the report for now, will go through it later today.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Html-Manual#2 (beta)
Post by: NRN_R_Sumo1 on August 15, 2012, 02:36:52 pm
In honour of the 420th post on Masterwork, I suggest everyone favourite plant be added  :P
http://en.wikipedia.org/wiki/Cannabis

When eaten causes dwarves to move slower, be hungry, but cures all other ailments.  8)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Html-Manual#2 (beta)
Post by: richieelias on August 15, 2012, 02:59:41 pm
So I'd like for creatures to still drop their unique named meats when butchered. Call me sadistic, but I like seeing hundreds of "Baked Goblin Kidney" after a siege. It's also helpful when butchering expensive creatures for more expensive food.

Any idea how I would go about this? And only for food items but not leather/wood/etc?

so i -know- meph has answered this before... and i founds it! =(^.-.^)=

Books are easier to make since 1.9.4

The next settings GUI will have pre-set templates to select from. At least I do hope so, Roses mentioned something like it. "FPS-savings only" "all off" "all on" "hard mode" "default settings"... something like it. I also will leave some features "hard-coded" that the GUI wont change, either because they are hard to make optional (like standardized materials, they will stay) or because I really want this change to stay (like dangerous danger rooms)  Oh, and you say at least a dozen people stopped because of this. Well, 30.000+ downloads vs. 12 is... not much :P But the entire reason behind the GUI is that people can play the mod like they want, without modding knowledge, so I do take this feedback serious. :)

@fairin: Thanks a ton for that, will all be fixed. I just copy+saved the report for now, will go through it later today.

Thank you, but I'm more wanting to know how *I* can do it myself with the current version
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Html-Manual#2 (beta)
Post by: Ishar on August 15, 2012, 03:20:27 pm
Strange (maybe vanilla?) bug I encountered:
The wagons passed my trading site, they said it was inaccessible. I built a 3 wide road right to the edge of the map, so that shouldn't happen I think. I have a row of cage traps right in front of the depot (for thieves), and a bridge (retractable, but accessible when the traders came).
I have ANOTHER drawbridge that connects the depot to the rest of the fort, that was retracted - by my logic, that shouldn't stop the wagons from accessing the depot itself.

What could cause this? The traps? The bridge? The other bridge? I've never seen anything like this, the problem baffles me especially since this is not a new setup for me, I've built things like this countless times.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Html-Manual#2 (beta)
Post by: zenerbufen on August 15, 2012, 03:28:29 pm
In honour of the 420th post on Masterwork, I suggest everyone favourite plant be added  :P
http://en.wikipedia.org/wiki/Cannabis

When eaten causes dwarves to move slower, be hungry, but cures all other ailments.  8)

If meph doesn't add this we will have to start an Official Unofficial Masterwork add-on pack, kind of like the orc plug-in. We can include all the stuff meph don't like, such as tentacle monsters, space aliens, cat people, ninjas, samurai, more revealing female armour and sharks with freaking lazerbeams attached to their heads.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Html-Manual#2 (beta)
Post by: Panopticon on August 15, 2012, 03:32:43 pm
Ishar, did you perhaps have a tree grow in front of the Depot in such a way as to prevent them having wagon room? That happened to me recently.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Html-Manual#2 (beta)
Post by: smakemupagus on August 15, 2012, 03:50:26 pm
Traps block depot line now, it's a recent change.  Press the key (is it shift-D?) that brings up the depot and see where the area covered in "Ds" ends.  I suspect it's this just because I am pretty sure you locked traders *into* the community fort by building traps a few turns ago :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Html-Manual#2 (beta)
Post by: Amphouse on August 15, 2012, 03:52:27 pm
Don't traps block depot access? Or does Masterwork change that?
http://dwarffortresswiki.org/index.php/DF2012:Trade_depot (http://dwarffortresswiki.org/index.php/DF2012:Trade_depot)

EDIT: Ninja'd
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Html-Manual#2 (beta)
Post by: Meph on August 15, 2012, 04:11:08 pm
Traps block wagons in Vanilla DF

@ultimara: When did I ever say that this mod would die ? ^^

@smakemupagus:
Quote
Also, i'm really glad Meph gets to make all the final calls in the end, b/c this is really complicated, lol
Unsure how I should feel about this ;) But will definetly balance the weapons based on your science, forum science, wiki and my personal testing for the big update.

@richielias: do a find and replace in all creatures files, search for creature_mat:animal and replace with local creature mat. You will figure it out I hope, otherwise it will break everything ;) you will get all other named materials back this way as well though...

I would like to post more, but that has to wait till tomorrow. I am on the road right now, 120km to go till Montreal. Have fun guys, and thanks for all the feedback. And I do LOVE laser-wearing sharks, they I would mod in without a second thought. :P
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Html-Manual#2 (beta)
Post by: kenright on August 15, 2012, 04:31:00 pm
Strange (maybe vanilla?) bug I encountered:
The wagons passed my trading site, they said it was inaccessible. I built a 3 wide road right to the edge of the map, so that shouldn't happen I think. I have a row of cage traps right in front of the depot (for thieves), and a bridge (retractable, but accessible when the traders came).
I have ANOTHER drawbridge that connects the depot to the rest of the fort, that was retracted - by my logic, that shouldn't stop the wagons from accessing the depot itself.

What could cause this? The traps? The bridge? The other bridge? I've never seen anything like this, the problem baffles me especially since this is not a new setup for me, I've built things like this countless times.

The Traps. Look at the DF wiki, its a bug in .34

It should be fixed relatively soon, but until then, Wagons cannot pass over traps.

Well damn I'm late to the party.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Html-Manual#2 (beta)
Post by: ioi101 on August 15, 2012, 04:48:44 pm
Looks like I'll be taking a break from DF so before I go I want to report on some things that came up in my last play-through. I should say that I played with fortress defense races, weak and medium (not the toughest). It was alot of fun overall, but here are some of the issues:

- I couldn't get dwarves to equip plate greaves or spikegreaves. Changed layer permit from 5 to 49 as someone suggested earlier and the thread and that fixed it. I think you fixed this on the "human" version of the plate greaves, but not the dwarf/drow one.

- Refining slade metal in the magma arc furnace leads to some odd issues where the powder burns up, making alot of smoke, stopping work, and ending in a "pile of slade" at the workshop. Never had such problems with the other metals, and it's not deadly, just annoying.

- Repairing golems in the magma golem forge doesn't seem to work. I went through ~10 reactions with two damaged golems pastured on the workshop, and there was no difference.

- Axe throwers don't train (and presumably use?) the axe skill. I think that sort of defeats the purpose (a ranged weapon for your melee squad), especially since axe heads from cheap metals (like copper) are alot worse then crossbow bolts in combat.

- Getting blood from meat/butcher parts - I said some wrong things before. I now think that the way it works is, if you butcher a corpse, you can use the corpse parts/meat to fill blood barrels... for some time. But as the butchered parts get older, you can no longer extract blood from them. Not a bad thing neccesarily, just odd.

-Fire trees/bleeding trees - Ugh. I really hate the micromanagement of trying to cut down trees in cavern layer 2/3 while avoiding these. Bad idea IMO.

-The guardian of armok golem is extremely tough but not very deadly. I had him trying to kill off a rhesus macaque for 5 pages, and when he fought against sieges, he lived but he didn't kill much. I think he's fine, but he's a bit too hard to get.. which brings me to:

-I feel like alot of the rituals should be faster, things like meat to booze or ritual for guardian or armok, etc. Playing with FD races, I had alot to butcher, but I had a dedicated priest caste dwarf sacrificing butchered body parts for alcohol and he never managed to work through my stockpile heh. The problem is that these reactions rarely give anything, so the dwarf's skill improves very slowly, and hence you waste alot of time with these reactions. Ways to improve it is to simply give a 100% chance to produce a stone that boils away (just for skill increasing), or increasing the chance for the prayer to work (increase the items required to compensate). I still really like the idea of these things, just would balance it differently.

- Summoning creatures through the summoning workshop seems to work only about 20% of the time (I know this after much, much reloading trying to setup decoys/scarecrows). I don't really know how it works, but it seems like maybe the dwarf that sets it up is getting away from the site before the transformation fires off?

- After the first year, I never got trade caravans (so no runes/blueprints.. that was bad). I think this is due to how FD races siege right around caravan time. Not sure if there's anything you can do about this - maybe there's some way to stop them from siegeing right before caravans are supposed to arrive?

- Severe issues with blood loss for the demonbounds, but I already talked about that before.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Html-Manual#2 (beta)
Post by: richieelias on August 15, 2012, 05:48:05 pm
@richielias: do a find and replace in all creatures files, search for creature_mat:animal and replace with local creature mat. You will figure it out I hope, otherwise it will break everything ;) you will get all other named materials back this way as well though...

Exactly what I needed to know! Thanks!
Guess that means I'll also get named bones and leather as well. All or nothing and all that. I suppose I'll find out if it breaks the tanning reactions and such.

I've also modified things like giving shadowmancers and magmamancers a more 'robust' spell selection. Things like inflict pain, confusion, horrid wilting and enfeeble in place of their annoying propensity to raise hostile bundles of yak hair from the dead. And since my magmamancers kept on setting themselves on fire I turned them into buffers instead (with the ability to conjure up diamond storms).

The Shadowmancer is actually pretty darned overpowered with my spell changes... inflict pain is almost an instant knock-out (passes out from pain), horrid wilting pretty much melts a group... Oh, and power word kill which does exactly that.

I can post the raws if anyone is interested.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Html-Manual#2 (beta)
Post by: ffgaruda on August 15, 2012, 08:53:36 pm
Guys, I can't open the masterwork settings exe with wine.  :c
Does anyone know how to make the changes manually?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Html-Manual#2 (beta)
Post by: slawr34 on August 15, 2012, 09:10:02 pm
FYI (In case anyone missed it) Wolfram is the name for an ore of Tungsten - Wolfamite is Tungsten.

Question time: What does aether do?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Html-Manual#2 (beta)
Post by: zenerbufen on August 15, 2012, 10:06:55 pm
Guys, I can't open the masterwork settings exe with wine.  :c
Does anyone know how to make the changes manually?

The buttons in the gui run a search in the raws for tags and turn those off. As an example, lets take a look at orcs.

goto /MasterworkDF 1.9.4/Dwarf Fortress/raw
find the file's you would like to tweak, entity_orc.txt in this case. Normally the gui would change every single instance of YESORC[ into !NOORC!

YESORC[CREATURE:ORC] and YESORC[OBJECT:ENTITY] goes to
!NOORC!CREATURE:ORC] and !NOORC!OBJECT:ENTITY]

since the game doesn't see the [ to start the tag, the rest of the line is ignored

In the same file you will later see
!NOMORECLOTH!ITEM_ARMOR:ITEM_ARMOR_TUNIC]
!NOMORECLOTH!ITEM_GLOVES:ITEM_GLOVES_GLOVES]
!NOMORECLOTH!ITEM_HELM:ITEM_HELM_HAUBERK]
etc.
to turn 'more cloth' on you would change that to
YESMORECLOTH[ITEM_ARMOR:ITEM_ARMOR_TUNIC]
YESMORECLOTH[ITEM_GLOVES:ITEM_GLOVES_GLOVES]
YESMORECLOTH[ITEM_HELM:ITEM_HELM_HAUBERK]

You can do a find/replace all to do this quickly, as you will have to change every instance of the tag. Most settings are all found in one single file, however there are a few that will have entries in multiple files you will have to change.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Html-Manual#2 (beta)
Post by: ffgaruda on August 16, 2012, 01:33:24 am
The buttons in the gui run a search in the raws for tags and turn those off. As an example, lets take a look at orcs.

goto /MasterworkDF 1.9.4/Dwarf Fortress/raw
find the file's you would like to tweak, entity_orc.txt in this case. Normally the gui would change every single instance of YESORC[ into !NOORC!

YESORC[CREATURE:ORC] and YESORC[OBJECT:ENTITY] goes to
!NOORC!CREATURE:ORC] and !NOORC!OBJECT:ENTITY]

since the game doesn't see the [ to start the tag, the rest of the line is ignored

In the same file you will later see
!NOMORECLOTH!ITEM_ARMOR:ITEM_ARMOR_TUNIC]
!NOMORECLOTH!ITEM_GLOVES:ITEM_GLOVES_GLOVES]
!NOMORECLOTH!ITEM_HELM:ITEM_HELM_HAUBERK]
etc.
to turn 'more cloth' on you would change that to
YESMORECLOTH[ITEM_ARMOR:ITEM_ARMOR_TUNIC]
YESMORECLOTH[ITEM_GLOVES:ITEM_GLOVES_GLOVES]
YESMORECLOTH[ITEM_HELM:ITEM_HELM_HAUBERK]

You can do a find/replace all to do this quickly, as you will have to change every instance of the tag. Most settings are all found in one single file, however there are a few that will have entries in multiple files you will have to change.
Thank you for replying, this helps a lot actually.
But I see there's much more work to do. But any amount of tweaking to get this working the way I want will be worth it.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Html-Manual#2 (beta)
Post by: zenerbufen on August 16, 2012, 02:19:13 am
Thank you for replying, this helps a lot actually.
But I see there's much more work to do. But any amount of tweaking to get this working the way I want will be worth it.
I'm glad it was helpful, let us know if there is anything else we can do to help. Besides of course finishing the darn mac/linux gui ;) It's coming, Soon*

*    Now ←-------------- Very Soon -------- Soon ------Eventually ---------→ End of Time
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Html-Manual#2 (beta)
Post by: RabblerouserGT on August 16, 2012, 05:09:23 am
Do unicorns breed in vanilla DF? Or does MasterWork just add a breed tag to a whole slew of animals in the game?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Html-Manual#2 (beta)
Post by: orius on August 16, 2012, 06:25:21 am
@richielias: do a find and replace in all creatures files, search for creature_mat:animal and replace with local creature mat. You will figure it out I hope, otherwise it will break everything ;) you will get all other named materials back this way as well though...

Exactly what I needed to know! Thanks!
Guess that means I'll also get named bones and leather as well. All or nothing and all that. I suppose I'll find out if it breaks the tanning reactions and such.

Oh crap, that doesn't sounds good.  I want to adjust my raws so that leather is simplified, tons of different named leather types that are functionally identical just clogs up lists in the game.  But I like having different types of bones, since I use them with low value gems to decorate low value crafts made out of stone or clay, and one type of bone makes that more difficult since you can't decorate more than once with the same material or something.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Html-Manual#2 (beta)
Post by: richieelias on August 16, 2012, 07:23:18 am
Once Meph gave me the knowledge that CREATURE_MAT:ANIMAL is where all the magic happens, I did a little more searching and I'm seeing the same token in the tissue template default files.

So, would simply changing CREATURE_MAT:ANIMAL under [TISSUE_TEMPLATE:SKIN_TEMPLATE] for instance, turn on creature specific leather while leaving everything else alone?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Html-Manual#2 (beta)
Post by: Zeebie on August 16, 2012, 11:54:45 am
I'm getting erratic behavior with golems that I make.  If I make them militia captains, they will obey station orders, but run away when enemies approach.  Sometimes they will wander off their station for no obvious reason and not return.  If I give them a kill order, about half the time they attack, and half the time they run away.  Anyone have any success in making them work consistently?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Html-Manual#2 (beta)
Post by: Meph on August 16, 2012, 12:12:41 pm
Hey, a longer post for once.

Doing the manual gave me a greater overview of what is in the game and what is in the mod. Many things that made sense at the time now appear somewhat... unplanned. I think I will change quite a lot in the end. Everything should be a lot better sorted and balanced. 2 evil/good/savage plants and trees, each with special abilities, a complete rebalance of the underground creatures, and a more specialised megabeasts. Here some few idea I had:

Metalworking
Major overhaul. I want to make it easier, especially the "grind to powder, smelt powder"stuff, and balance everything better. Mithril should be steel-grade, but lighter. I think it is too strong against invaders at the moment. Higher grade alloys can be better then steel, and volcanic a bit harder to make, with a massive damage boost against frostgiants. I dont know yet how I feel about the alternative-metals, like steeloak or bloodsteel. Yes, they have the same value. But different origins. I got rid of steeloak and made it produce steel instead, and people were fine with it. I kept bloodsteel as a seperate metal, and people are fine with it as well. I will also make a poll about "wrought iron/crude iron" that has to be refined first.

Library
Instead of one way to learn, I want to introduce three.
1. Take a book => Read => Small skill increase. Book will stay.
2. Take a book => Take ink/paper => Study a topic. Book might be used up. The dwarf will write several "pages" that go into a container the "textbook" This way I can create a big amount of items, like the skill essence. The full "textbook" is then destroyed by "storing" it in the library, automatically. By placing all items into the book I also avoid the stockpiling problem the essence currently has. All this gives a medium skill increase.
3. Take an "epic" book. These are created with a low chance while writing books or can be traded for or found in archeology. Same system as above, with a high skill increase.

Philosophers Garden & Fountain & potted plant & totem (buildings)
Nice looking, but rather pointless. I think I might remove them, move the learning reactions into the libraries, and make the "decoration-only" buildings optional, and turn them off by default.

Landmines & Turrets
Upgrade systems for those, based on transformation. Each unit can get one upgrade only. Walking mines OR invisible mines. Long-range turrets OR fast-fire turrets. I could use boiling stones, display name changes and syndromes that give interactions, but I think transformations are easier, because you get the definite message when the reaction worked. It also limits it to one upgrade per creature.

Archeology
Should be more of a lottery. You can only find "fossil" in the inorganic mats. Then it is brought to the workshop to be identified and then restored. I think I will do about 100 different outcomes, from ancient masterpiece books, over chests full of gems and coins, special unique weapons, anything you can think of. Currently the system itself works, but people said that they barely get anything useful from it.

Mages & Familiars
I do like the XYZ-bound and XYZ-mancer system, but only for its simplicity. I think I might create more complex and more different mages. They also should get familiars. Familiars are special pets, restricted by number, bound to a mage. A "puppetmaster"-mage could for example transform up to 4 scarecrows into scarecrow-men that do his melee fighting for him. A demonbound could transform one dog into a cerberus or hellhound. A heavily buffed guard dog. These should be assigned to the specific mages, because of a special ability they have: The mages get interactions that make the pet stronger, and the pet gets interaction that make the mage stronger. This way you only profit from them if they are near each other.

Megabeasts
I really like some ideas that came to me about megabeasts. One would be an unkillable blob with a syndrome. No way to kill it means that you have to use caveins or trap it. Creativity is needed, and you can weaponize it if you are good enough. Another would be a creature that creates a clone of itself for every bodypart that has been hacked off. This means you should only fight it with blunt weapons, or be overrun. In general megabeasts should feel... bigger, badder and more difficult. They seem too weak currently. I will also increase the reward for killing them. Instead of 1 legendary skill you will get 3 things: 1. a trophy. Be it a mounted head, a bronze-colossus statue or whatever, something to remember the beast by. 2. Items. 50 steel bars for killing a steel colossus ? Sounds fair. 20 menacing spikes made from dragonteeth ? A giants potion to create a giant-dwarf for some time? Check. Each would be specific to the beast that has been killed. 3. The skill essence/soul. You will still get to upgrade a combat skill from it.

Cults
Since I got so much positive feedback about the cult of the carp god (mostly because of the FUN it caused, and because people were not expecting it) I think I will improve on this system and add 2 more. One could be a zombification-curse that is going on, or your archeologist digs up "the marker" from deadspace. Definetly something hidden, horrible, with a lot of rpg-style ingame logs. Ideas welcome. Oh, and I can totally see something Magic-the-Gathering Phyrexian in this... and another fun little thing, but I wont spoil it here.  8)

Diseases
The current system is really bad, sorry for that. I will trim down on diseases, but do more realistic ones. I want a chicken pox that kills your lifestock, a plaque that is contracted from vermin (should have killed those rats) and rabies that turn your guard animals on yourself. Something that people do know from real life, not too much made up stuff. This way people can identify it more easily and have a guess at what will happen.

Caverns
I want to make the third cavern a lot (and I mean A LOT) more difficult. Just as there is a massive difference between steel and adamantine, there is a massive difference between cavern3 and the HFS. I want it to become progressivly harder, with cavern1, cavern2, cavern3, then flying clowns, then even harder non-flying clowns. Each cavern has some special rewards for conquering them, with special plants, trees (no more fire trees) and item-drops.

Races
15 races in total. 4 allies, 2 thief-races, 3 cave-races, 6 invaders. Each with several different castes/creatures in the race. I dont want to spam too much here, but the races should be more mixed. Instead of goblin,goblin,goblin,goblin you should have goblin,orc,troll,ogre in one army. With different sprites. In general they should have more personality, Antmen for example should arrive with a small number of antmen and a big number of ants. Antmen sheperds walking their vast herds of giant ants through the caverns... I like that mental image. Each race will have a different item-drop that enables one industry.

Music Stage
Music System would be better if the dwarf would be transformed into a bard for a while. Immobile he would stand on the music stage and only leave when his song is done. Makes a lot more sense then the current one. This way people lose the dwarf-power of the bard for as long as he plays, and I could make them play actual songs, with texts in the interaction log. Of course by using transformation mages wouldnt work for this... but I think thats excuseable.

Random stuff
Leatherworking is a bit of a mess currently, I want to make it better. Same goes for the armor and weapons of different races. There is no clear guide on what is what, so I probably will change them a bit, make them simpler, and then add them to the manual. Oh, the manual: Search engine is in progress, and I decided to scrap 2 chapters: Tables and Spoilers. I will just include all the tables and spoilers in the categories.So instead of going to "creatures" and finding a "go to spoilers section" you just go to "creatures" and have the creature-specific spoiler text directly in there. Should make things easier to find. Same for the tables. Why should a table about dwarven castes not be at the caste-explanation, or the table for metals not be in the inorganic mat section ? I also added ALL vanilla creatures to it :) Finally figured out how to sort that section. I then added a new chapter called "Areas" which explain the difference in vanilla biomes and caverns and the masterwork versions.

tl;dr: I have a pretty clear idea of what I want to do with the mod. And how to do it. Mostly waiting for the python gui, then I can give more info on that.

EDIT: Dont get overexcited yet. Still 3 weeks to travel, then start modding. So minimum 1 month till anything of this sees the light of day.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Html-Manual#2 (beta)
Post by: Volon8 on August 16, 2012, 12:36:06 pm
Hey all. First off I love the mod.

Secondly I also love Glacier Worlds...Volcanoes make this so much better. And the Alter, shrine , and magma temple of Armok help out greatly in surviving while adding in a new element.

Third I'm finding all sorts of creatures in the Glacier worlds I take on. Which I'm not loving. I don't think that the various creatures I've seen should be in a glacier. I enjoyed having a lot of sport to hunt with a while ago, but right now it is just ridiculous. I'm mostly just a little mad that some gargoyles came in and killed everybody that was in the top of my base. Right before I had water available too.

I'm looking at some of the RAWS and I think I see why. A lot of the Creatures I'm seeing have this token: [BIOME:ANY_LAND]. Would changing that to [BIOME:NOT_FREEZING] fix the problem of all these creatures traveling into my Glacier world? I've done only minor Raw edits, and I don't understand them completely so please correct me.

Fourth. Concubines I must say look like they would help a lot. I don't think of them as child-bearing slaves for my Dwarfs, but instead of female prisoners that have opted to start a new life where nobody wants to.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Html-Manual#2 (beta)
Post by: Shingy on August 16, 2012, 12:52:14 pm
These are great ideas Meph. Can't wait for the next version!  :)
I'm looking forward to the changes, as they'll rebalance everything.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Html-Manual#2 (beta)
Post by: smakemupagus on August 16, 2012, 01:26:00 pm
Hi Meph,

As always everything sounds great!  All those refined systems like Library, Archaeology, Golems are going to be great, and can't wait to see what you do with the overhaul of mages.

The Cult of Carp God is a cool idea, and playing with the feature was very fun exactly once :)  Sort of like Toady's vampires although I wish Cultists were also caught by the sheriff rather than by me looking at the game logs, I know this isn't possible.  Have to admit I generally turn it off now.

Metalworking:  Keep steeloak and bloodsteel separate, but then also use them for things differently than steel (e.g. bloodsteel for special evil weapons, runes, syndrome ammos, etc.; steeloak for natural golems, druidic weapons, special barrels for storing elf blood, etc.)  Maybe materials-wise they should be not quite even as good as steel as a trade off.  If they just become steel, for me, it kind of just doesn't feel right and breaks immersion.  I can accept maybe a wizard turning ash and bone into a steel bar, but not Urist McPotashmaker. ... Mithril, indeed, like steel but lighter, I assume welded mithril will still be better than either.  That sounds perfect.  ... For some reason I really don't care for slademantine, either, I can't quite explain why properly though.  Makes siegers too powerful, you get it too early yourself and then you're too powerful, the name is strange, I don't really know what it is supposed to be exactly, etc.  Slade metal itself, too heavy and have to micromanage your soldiers/haulers to ignore it.  I much prefer the way Volcanic is implemented.  Maybe move the adamantine alloy to that system?  Please don't call it Volcanimantium?

Megabeasts:  Really like the way you're thinking in general, although, i don't know about "impossible to kill without a cave in", that actually seems to limit player creativity.  (why not magma, or ballistae, or hand cannons?  will the player have hints that these other things won't work, otherwise it might be frustrating)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - POLL about Metals
Post by: Firehawk45 on August 16, 2012, 01:50:39 pm
Unkillable Megabeasts seems a bit hard, i for myself never tinkered with the more creative solutions to solve those problems, so one of these blobs could easily kill me.... An i know for a fact i would never change that behaviour ;) Maybe really hard to kill, only with a certain kind of weapons, yeah, i can see that and i like it ;)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - POLL about Metals
Post by: Wrex on August 16, 2012, 02:33:48 pm
I would keep the steel-analogues the way they are. Yes, you CAN get them early. But only in limited quantities, wheras steel just pours out of the forges when you have them done. Mithril needs to be better than steel if you are going to justify it's current rarity. The Archaeolgist is pretty useless because fossils have such a low chance of dropping anything useful. If they dropped stuff even half the time many of us would consider it too little.


Slademantine bugs me because by all rights you should end up with a metal mediocre in every way. The two lightest and heaviest metals together? medium weight. Sharpest and bluntest? Ordinary edge. Also, I should mention that Native metals ARE pure metals, so finding two seperate ores considered pure made me twinge a bit.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - POLL about Metals
Post by: smakemupagus on August 16, 2012, 03:03:36 pm
Mithril needs to be better than steel if you are going to justify it's current rarity.

Maybe too, the elves should have not quite so much mithril, seems out of place since it's rare elsewhere.  Could their gear be 1/3 mithril, 1/3 ironoak, 1/3 steeloak or something like that. 
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - POLL about Metals
Post by: Ishar on August 16, 2012, 03:04:50 pm
I was originally a fan of the Fortress Defense races, but now, I really think you should remove them, they are broken. Badgermen grow too big sometimes (known bug), dark stranglers arrive with weapons when they should be unarmed, serpentmen are sometimes WAY too effective with their swords and spears... problematic, and with all your included races, not needed at all now.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - POLL about Metals
Post by: smakemupagus on August 16, 2012, 03:14:09 pm
Yeah, Badgermen are simply a typo, should be 90000 adult size not 900000.

Do you have a list of other things you've noticed are broken?  I agree they're a bit redundant in regular MWDF but the FD races are still pretty needed as extra enemies in Orc Fortress, so I might tinker.  (Meph's races are not generally hostile to Orcs.)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - POLL about Metals
Post by: Ishar on August 16, 2012, 03:23:40 pm
Serpentmen sent a metric fuckton to my latest fortress, and while they are not immensely powerful, 50-80 of them EVERY season was really annoying. White tigermen are good, they use copper weapons, and die as intended.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - POLL about Metals
Post by: smakemupagus on August 16, 2012, 03:25:30 pm
Yeah, sounds like you use the same FD races that I do, and similar outcomes.  Still remember the first time a whole naga invasion swim up through my moat & well :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - POLL about Metals
Post by: Panopticon on August 16, 2012, 03:30:21 pm
I think the fortress defense races are unneeded with the other options we have, especially if you keep the evil versions of the good races.

I like the alternate steel options, they seem fairly well balanced to me and make you pay attention to industries you might normally overlook.

I also like the decorative buildings, especially in succession games they give a lot of fun ideas for making tombs or what have you more excessive than the previous overseer's.

Totally in favor of disease revamp as you have described it.

I am not a fan of unkillable megabeasts, too much risk of a fort dying no matter what you do.

The metalworking changes I mostly like the idea of, but Mithril should still be better than steel, not just lighter, perhaps not as good as it currently is though, I often just skip steel right now and go straight to Mithril since it is only a two step process to make and is so much better, which leads to the other request to make steel easier to make, even if it still requires the same total amount of materials, having a building with a single reaction that can make it out of Coarse Iron and Flux would make it a lot more usable to me.

The music stage reworking is kinda neat, but how about taking it further? Make a new "mage" option that is actually a bard! The reaction could take an instrument to do, and the type of instrument used determines what songs he plays?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - POLL about Metals
Post by: Riun on August 16, 2012, 04:11:24 pm
First off, everything posted sounds GREAT. Really looking forward to it.

Steel - imho, there is no point in having bloodsteel/etc. if it does not have different purpose. Using bloodsteel to make special weapons is great, having "ordinary steel weapon" and "ordinary bloodsteel weapon" is just the same as different leather types to me. But i am sure you will find great uses with the rehaul to justify different stuff.

On steel making - i like it being more complex then copper, on the other hand it is still too easy. There is absolutely no reason to make any copper or iron stuff unless you have very limited coal (never happened to me). Therefore, there is no ingame reason for steel to be at this mediocre complexity level - either make it easier (reducing iron to one step, making steel process 3 instead of 4) or make it more complex (add a different ingredient to make pig iron then flux for example). I fear that this will prolly have troubles with hardcoded changes and that steel making is very much like in real life as it is now, but balance wise the design is flawed. If complexitiy gets raised though, we might actually make some iron stuff, so more "tiers" of armory as the game progresses.

On Megabeasts - i love the your ideas, but i see one problem with the unkillable blob - when it arrives you might not be prepared to have a cave in or something, but when it's there you cant build/dig the trap needed. So I either prepare for it and then it is a nobrainer, or i am not prepared and it is gameover/wall in.
Megabeasts requiring specialisedweapons (maybe even materials?) sounds absolutely great though. This could also work very well with your magic system, as there could be some megabeasts only killable by some magecastes and alike.

The rest of your list just sounds good - could praise your ideas for pages as well, guess a 10/10 rating is sufficient.

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - POLL about Metals
Post by: tj333 on August 16, 2012, 05:16:51 pm
One of the main things I like about Masterwork is it removed a lot of the extra names from things so I am all in favor of removing any more extra names from materials and items. If it does the same thing, name it the same.

Or make that an option in the GUI since it was fun for a bit until I found out a lot of the extra names were not any different.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - POLL about Metals
Post by: Meph on August 16, 2012, 09:02:45 pm
Ok...

Steeloak is a tree and gives steel. So that is that. Bloodsteel however is an alternative to steel, made from totally different resources. I just added a "steel" to the name, so people will know how good or bad it is without looking anything up.

It is true that no one uses copper, bronze or iron for armor or weapons. That is a problem from my point of view, so iron-ore and flux will probably be rarer in future versions.
Melt ore => Copper
Melt ore => make alloy => Bronze
Melt ore => refine wrought iron => Iron
Iron + Flux => Pig Iron + Flux => Steel

For mithril I thought of this:
Silver => + special ingredient => mithril
Truesilver => melt ore => 50% mithril
Raw_Mithril => melt ore => 100% mithril
Truesilver are small clusters found in galena and silver veins, while raw_mithril will be the same as now. No need for grinding and smelting powder, you just get it from the ore, or refine it in some way from silver. Probably needing a special ingredient like flux (anything really, but flux, because it should be an alternative)

Volcanic would then use steel and mithril (instead of silver) and obsidian/slade/magma.
Slade metal... will probably be killed. Same goes for slademantine, I dont like it myself. Too many balancing problems with these über-metals. Bifrost is ok, because you have to fight for it ;)

Unkillable blob is a no-go then... :( When I read the comment about: I never use such tactics and would surely die, my first thought was: Well, now you would have a reason to learn those tactics... but then again I forget that not all players like the sometimes very hard difficulty I want to add ;) But specific, harder, more special megabeasts it is. Hopefully I can find some ideas about different tactics you need to kill them. And no worries, I would describe the basic idea in the creature description.

Oh, and the Fortress Defense races... I might remove, or at least put them, and other optional races in a clear category that says: DANGER unbalanced, use if you know what you are doing... but I think I will two other thins: 2 more races, making it 8 invaders. But turning these OFF by default, saying: Enable them for extra challange. One AQUATIC race, that goes through moats and swims up you wells, and one FLYING race, and we all know the fun those cause. Maybe Skeletons/Liches/HarderUndead for the Aquatic race (because they dont breathe anyway... wait a second, I can add this to the Terracotta army then. :) ) and one... flying... no idea. Any ideas ? Anyone ? Except fairin ?   
 
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - POLL about Metals
Post by: Shingy on August 16, 2012, 09:14:05 pm
Sounds good to me. You could use steel as "special ingredient" because you said that mithril will be equal to steel, but lighter. Thing is, weight matters, so you could upgrade your troops so they can arrive at the combat zone faster. I'm not sure if this is very balanced though.
About the flying race,  I think that giant eagle people would be nice. Or an elder race that is parent to the dragons and could therefore have some of their abilities. Or cave swallow men from the caverns (I just hope that they won't have wooden weapons, I really have no ideas, I'm just trying to give you ideas).
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - POLL about Metals
Post by: Wrex on August 16, 2012, 09:24:47 pm
Not everyone has tin on their maps meph, expecting massive bronze production is a no go. I also fail to understand how making iron rarer will mean that it is used more, and flux is formed out of entire layers. People will always just settle where the flux is. Making Iron rarer means it will ONLY be used for steel, rather than make more of it used for base quality weaponry.


As long as these special megabeasts can be toggled, with perhaps a seperate toggle for "Super !!FUN!! Monsters" as distinct from just extra megabeasts, it should be fine.

As far as a flying race goes, have you ever heard of the Crawfordsville monster? A flying, acidic, blob that can allegedly travel in swarms. Give them, intellegence, thick rubbery hide (And Fat, nature's armour!) and make thier tentacles fairly weak...but cause acid burns on contact. Perhaps with a special projectile caste, that fires globs of water/acid (Dosen't really matter, water is heavier than most rocks :P), and a bruiser caste with thicker, more resilient fat. Even realatively ineffective wrestling will burn the hell out of anything they grab.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - POLL about Metals
Post by: Meph on August 16, 2012, 09:25:18 pm
Not steel. It should be: Industry 1 results in steel. Industry 2 results in mithril. Industry 1,2 and 3 together result in volcanic.

Maybe silver + gems = mithril ? I think it should have something to do with mining... gems, glass... or just a higher fuel cost, with 3 coke for each reaction. 2 silver bars, 3 coke = 1 mithril bar. (you guys notice that I just make this up as I go ^^) There should definetly be some refining steps, it MUST be harder to make then steel. I could also use buildings of course... get rid of the arc furnace (do all new metals in the smelter as usual) and add the "mithril forge/smelter" that is harder to make. Work in progress I guess ^^

And a flying cave race would really mess people up, because they always dig those straight up/down-staircases into the caverns and then forget about it... mh... I like this idea. Maybe my batmen will get a little upgrade and start flying into you fort more often ;)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - POLL about Metals
Post by: Wrex on August 16, 2012, 09:41:22 pm
Consider retaining slade, but simply as a boulder, rather than a metal.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - POLL about Metals
Post by: Shingy on August 16, 2012, 09:51:45 pm
Well, caverns are meant to the challenging, if they have twenty batmen in their fort, they must remember that losing is FUN!
About the mithril, gems would be a good idea but thing is, they are kind of rare. I mean, finding the good gem will be difficult. Have you considered glass? Crystal glass/clear glass. It will force you to get some wood (from the caverns, trading or the surface or even farming). Then you'll have to make pearlash, which will take some time and fuel.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - POLL about Metals
Post by: Meph on August 16, 2012, 10:01:41 pm
Yes, slade boulders will stay. And pearlash or potash sounds good a reagent for the mithril :)

@wrex: right. mh... so making it rarer doesnt really make sense. point taken ;)

EDIT: Just had a very random idea. What if... the allies are combined into one race, like goblins/orcs/trolls/ogres for the invaders ? You would get ONE caravan, with a gnome trader, a human liaison, elven archers as bodyguards, dwarven axe-guards... Of course your home-civ would still be dwarf only... but it would free some space for more interesting allies, without spamming too many caravans and civs in worldgen. Anyway, I dont plan this for the mod, just sprung into my brain.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - POLL about Metals
Post by: Shingy on August 16, 2012, 10:45:21 pm
Well, I think the trading would be more limited. For example, it wouldn't be logic that the caravan accepts wooden crafts if there are elves. Also, one caravan per year might be difficult for some of the players.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - POLL about Metals
Post by: ShadowLop on August 16, 2012, 11:16:16 pm
Not steel. It should be: Industry 1 results in steel. Industry 2 results in mithril. Industry 1,2 and 3 together result in volcanic.

Maybe silver + gems = mithril ? I think it should have something to do with mining... gems, glass... or just a higher fuel cost, with 3 coke for each reaction. 2 silver bars, 3 coke = 1 mithril bar. (you guys notice that I just make this up as I go ^^) There should definetly be some refining steps, it MUST be harder to make then steel. I could also use buildings of course... get rid of the arc furnace (do all new metals in the smelter as usual) and add the "mithril forge/smelter" that is harder to make. Work in progress I guess ^^

Obsidian.
Obsidian is a glass with no crystalline structure, so it can get ridiculously sharp. Silver would give it strength and weight, while reducing it's fragility.

Alternative to smelting mithril: Use steel with mercury in an alchemy lab to create mithril.
Steel from industry 1, plus the 'mystical' properties of mercury, otherwise known as quicksilver, could turn steel into mithril alchemically. It would also give the alchemy lab a really good purpose beyond the philo stone.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - POLL about Metals
Post by: Panopticon on August 16, 2012, 11:29:31 pm
I like this idea, more uses for Alchemy is always good.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - POLL about Metals
Post by: zenerbufen on August 17, 2012, 12:28:32 am
Please don't leave anything out because it is to hard. If it is too hard default it to off. Seriously, if someone turns on something called "super !!FUN!! unkillable legendary megabeasts" that is highlighted in bright red and then they lose their fortress they have no reason to be upset. Please put in the unkillable blobs, I want to capture them and make traps with them for my enemies! If a few dwarfs die oh well.. They are unkillable legendary megabeasts after all, a few casualties are to be expected when trying to 'tame' them.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - POLL about Metals
Post by: vomov on August 17, 2012, 03:27:12 am
... because they always dig those straight up/down-staircases into the caverns and then forget about it...

Yeah, I remember a friggin' awesome fortress being wiped out by a flying megabeast coming in from one of the caverns. Since then I listen to the paranoid in me, and wall everything up right away. The weaver is trapped outside with a bit of food and a bed, and after a year he's let back in, the silk is quickly dragged in, and he's pushed out there again.

Concerning mithril; the lore surrounding it suggests it being its own metal, possibly something along the lines of titanium. Not silver and something else. But if we are going that way (which I don't really mind), how about making it difficult to produce large quantities of it by making titanium (as TiO2 in ilmenite, I think) or platinum a reagent in its production? Those only occur in clusters, so mithril production would suffer a quite severe bottleneck.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - POLL about Metals
Post by: Firehawk45 on August 17, 2012, 04:54:34 am
My comment about the megabeasts was only my view, it would still be fun, because im sure i would first fling my legendary warriors at those unkillable things. before i realize that thats a bad idea, but if you make them an option, yes, i would probably disable them, but i would enable the really hard ones ;)


In regards to steel: What if you make the reaction longer by adding automatic workshop-steps (Smelt/clean/form bars), then people have to decide "Do i wait for the steel to be produced, or do i equip my soldiers NOW, but with weaker stuff?".

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - POLL about Metals
Post by: Riun on August 17, 2012, 05:07:41 am
I am also fine with the really hard megabeasts, as long as they are selectable :)


I like the idea of gems for mithril, as well as the alchemical point of view. Maybe add a reaction to make a special gem out of any gems and use this with mithril? Just adding more coke is boring. Only complexity then would be to hire mor farmers/miners and another Furnace.
Another possibility would be to add 5 or 10 steps to steel/mithril making to make it more endgame. Hammer steel into Damaszenian steel in 5 steps, then add ingredient for mithril. This would ensure people would not start outfitting their army in steel/mithril.

Flying invader race - flying blobs sounds...strange. They sound fun gameplaywise, but i cant imagina fighting flying pudding... Upgraded Harpys could be an Idea. Giant Insect race (Starship troppers anyone?). Aboveground demons, maybe the siege version of one of your cults. Advanced human race/flying bandits/the evil human empire.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - POLL about Metals
Post by: Firehawk45 on August 17, 2012, 05:45:37 am
Maybe a race that isnt entirely flying, but brings flying squads (Like we had it in the succession game, only that this one wouldnt need mounts) along. Sounds like the most fun for me.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - POLL about Metals
Post by: Scruffy on August 17, 2012, 06:06:26 am
Maybe a race that isnt entirely flying, but brings flying squads (Like we had it in the succession game, only that this one wouldnt need mounts) along. Sounds like the most fun for me.
Giant vorpal squirrels, as deadly as they are fluffy. Bring flying squirrels as air support.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - POLL about Metals
Post by: Ishar on August 17, 2012, 06:40:32 am
I suppose angels would be a bit overkill as flying invaders - you could add gargoyles to the terracotta army as flying units though.

I quite like the idea of upgrading our favorite caped crusaders. If antmen are the default enemies in the first layer, flying batmen could be the frontline units of the second.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - POLL about Metals
Post by: Firehawk45 on August 17, 2012, 06:50:23 am
The cave alliance, composed of batmen, antmen and trogos. Ants as basic grunts, antmen as grunt commanders, batmen as airsupport and trogos for the heavy dwarfkilling business. Walls will not be enough anymore :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - POLL about Metals
Post by: Fairin on August 17, 2012, 07:16:06 am


Oh, and the Fortress Defense races... I might remove, or at least put them, and other optional races in a clear category that says: DANGER unbalanced, use if you know what you are doing... but I think I will two other thins: 2 more races, making it 8 invaders. But turning these OFF by default, saying: Enable them for extra challange. One AQUATIC race, that goes through moats and swims up you wells, and one FLYING race, and we all know the fun those cause. Maybe Skeletons/Liches/HarderUndead for the Aquatic race (because they dont breathe anyway... wait a second, I can add this to the Terracotta army then. :) ) and one... flying... no idea. Any ideas ? Anyone ? Except fairin ?

*sniffle*
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - POLL about Metals
Post by: Meph on August 17, 2012, 07:43:51 am
@fairin: Had to be done :P

Quote
I quite like the idea of upgrading our favorite caped crusaders. If antmen are the default enemies in the first layer, flying batmen could be the frontline units of the second.
This is one thing that bugs me... layer-linked entities ignore the underground depth of the creatures in it. I made antmen 1:1, skaven 2:2 and spawn of the holistic 3:3... and what happens ? all three appear randomly in all three caverns. -.- Was a nice idea with 3 races and 3 caverns, but doesnt work.

My idea for these were:
Antmen arrive with super easy to kill giant ants and some equipped soldiers. All leave chitin which can be made into good "leather" armor.

Skaven arrive with a mixed army of assassins, swordfighters, "mages" with AoE damage, and rat-ogres as building destroyers. all using warpstone poison to weaken your soldiers. They drop warpstone related stuff, so that you can poison your own weapons, make special ammo with syndromes and possibly specal weapons for dwarves. with AoE attack.

Spawn of the Holistic: No idea. I thought people would like to see them because of the old succession forts, but apparently not many people know them.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - POLL about Metals
Post by: BeserkNINJA on August 17, 2012, 08:09:50 am
why not use the cult of the carp god as the aquatic invaders and give them a syndrome with a chance of infecting other dwarves which will then cause them to start the secret/FUN with wards etc.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - POLL about Metals
Post by: Shingy on August 17, 2012, 10:24:09 am
Having the spawn of the hollistic would be fun. If you make them secret, it will be even moe fun as people that don't know them will be scared seeing twenty mutant dwarves that die only from bisection or decapitation. And that can turn your dwarves into them.

Edit: Meph, I have an idea. Would it be possible to have a workshop that could coat your weapons in poison? Or at least make them carry a syndrom? After reading a topic about it, I think that it would be nice. Still, as I'm not an experienced modder, I don't know if it's possible.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - POLL about Metals
Post by: Orb on August 17, 2012, 05:09:33 pm
As usual, I haven't been following this, so sorry if this has already been reported, but I can't use ironbone to make an arc furnace, so now I can't use the cobalt that was to be used as an iron alternative.  :(
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - POLL about Metals
Post by: Wrex on August 17, 2012, 05:11:33 pm
The spawn are VERY unbalanced though. Setting them as !!secret!! Invaders with a toggle is probably better.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - POLL about Metals
Post by: zenerbufen on August 17, 2012, 06:14:48 pm
We should devote a whole tab in the gui to !!SECRET FUN!! We also need a bunch of fun/witty ways to describe them without giving any clues as to what they really are but enough to entice them to turn them on.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - POLL about Metals
Post by: Treason on August 17, 2012, 08:12:49 pm
Question:

Supposedly, my parent civilization (dwarf) has the ability to plant and grow certain plants, yet when I embark with their seeds or order them from a caravan, I can not do the same, despite being in the same biome and temperature range as the place they came from.  Why is this so?

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - POLL about Metals
Post by: Wrex on August 17, 2012, 08:21:50 pm
Biomes also have a level of hydration. Some plants won;t grow in dry soil, and others in wet.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - POLL about Metals
Post by: Meph on August 17, 2012, 08:46:54 pm
Quote
Meph, I have an idea. Would it be possible to have a workshop that could coat your weapons in poison? Or at least make them carry a syndrom? After reading a topic about it, I think that it would be nice. Still, as I'm not an experienced modder, I don't know if it's possible.
Is possible and is planned for the warpstone stuff that skaven drop.

Spawn of the holistic as secret... yeah, why not, after we discussed them several pages :P

ironbone and cobalt are iron-grade, or at least similar. They are not iron. They cant be used for pigiron or steel and will not replace it as buildmats. And the question about plants has been answered, it is the chance in biome (wet/dry)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - POLL about Metals
Post by: Treason on August 17, 2012, 08:54:41 pm
Biomes also have a level of hydration. Some plants won;t grow in dry soil, and others in wet.

Then there is something extremely odd in my version of the game.  Even plants I gather on the same map will not show up as an option to grow when their seeds become available for planting, after eating.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - POLL about Metals
Post by: Cromage on August 17, 2012, 11:51:23 pm
Can underground races siege you? If so, how do you know if they're sieging you?

I ask because I seem to be "stuck" in a siege even after I defeated/drove away all the above-ground siegers. I figured that maybe the siege was actually underground and the aboveground guys were just remaining ambushers (clockwork riflemen automatons) that struck around the same time.

Or is this a bug? =/

Also the automatons seemed bugged too--they just stood on a ridge and let me fill them with bolts even when there was a clear, untrapped path to the fortress.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - POLL about Metals
Post by: Wrex on August 18, 2012, 12:01:11 am
I might as well ask, is the lack of armour on enemy troops a deliberate design decision? It DOES reduce the goblinite and thus improve FPS, as well as forcing you to maintain a clothing industry, but they might as well be wearing lorica segmentata for all the protection it gives them. Leaving the grunts so pitifully armoured is probably a good thing,(It keeps slashing relevant) but shouldn't elite units wear a full set?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Html-Manual#2 (beta)
Post by: Poonyen on August 18, 2012, 03:22:51 am
Music Stage
Music System would be better if the dwarf would be transformed into a bard for a while. Immobile he would stand on the music stage and only leave when his song is done. Makes a lot more sense then the current one. This way people lose the dwarf-power of the bard for as long as he plays, and I could make them play actual songs, with texts in the interaction log. Of course by using transformation mages wouldnt work for this... but I think thats excuseable.

Hey Meph

Great stuff with the mod as usual. Excuse my ignorance if this seems silly, but is there any way to implement/introduce this into the gamelog.txt events (unless the interaction log is actually the gamelog.txt file, in which case nevermind)? I make some songs for Soundsense and I was planning on doing some more taverny singing stuff some time. Anyway, if the playing of actual songs can be little gamelog.txt events, maybe the songs needn't only be described, but actually heard through Soundsense...

Perhaps a bit of a stretch, no?

(Good luck with the rest of your trip!)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - POLL about Metals
Post by: zenerbufen on August 18, 2012, 03:50:24 am
shh stop talking about them, they are supposed to be a secret. ;) 425 pages and counting. The secret will be buried again soon...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - POLL about Metals
Post by: Meph on August 18, 2012, 09:31:55 am
Underground races siege and ambush you, yes.

@poonyen: Yes, totally possible. I wanted to dive into stound/stonesense once I am on a real PC and can actually run those next to DF without causing crashes ^^ But the transformation is absolutely in the gamelog, and I just make 12 different creatures. "dwarf1 has transformed into a bard playing the song of the dead" and so on... I tought of using songs I find online (hobbits misty mountains colds for example) but if there are df-related songs... custom made... wow. Even better :)

@wrex: They should have helms, armor, greaves, shields and weapons. I dont call that pitifull. ^^
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - POLL about Metals
Post by: smakemupagus on August 18, 2012, 10:38:18 am
Can underground races siege you? If so, how do you know if they're sieging you?

Yes, you'll get a normal siege message, and the option to "go to look at them" just like a regular siege.  If you can't see into the part of the cavern that they appear it'll just zoom you to what looks like a black area of the screen in the depth.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - POLL about Metals
Post by: Cromage on August 18, 2012, 11:17:26 am
Well that's all well and good if you remembered to do that, but what do I do now? I have no idea where they are and I won't get any traders until I deal with them. Use Reveal? =/
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - POLL about Metals
Post by: smakemupagus on August 18, 2012, 11:20:50 am
dig around, create windows into the caverns and look for them?

i'm 90% sure that underground sieges don't interfere with traders.  in the ongoing masterwork community test fort we had underground siegers seemingly continuously for years and plenty of trade happened.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - POLL about Metals
Post by: Ishar on August 18, 2012, 12:31:26 pm
dig around, create windows into the caverns and look for them?

i'm 90% sure that underground sieges don't interfere with traders.  in the ongoing masterwork community test fort we had underground siegers seemingly continuously for years and plenty of trade happened.

I'm 100% sure they don't, I'm under constant sieges from antmen in my current fort, and I'm happily trading with drow caravans during that.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - POLL about Metals
Post by: Cato on August 18, 2012, 01:18:14 pm
Not sure if it's been noted before, I looked some but couldn't find any mention of it, but I found what I assume is a bug with the Create Metal reactions at the Alchemist Lab. Namely since the various aethers (though I've only tested with mithril) get stored in a jug, when you go to create metal it used up the whole jug. So Extract mithril aether produced 5 mithril aether stored in a diorite jug using one mithril bar. Then Create mithril took the jug of mihtril aether[5] and made one mithril bar, consuming all of the mithril aether. So while I suppose it allows you to train up sciencedwarf you can't actually gain any metal with the reactions as they work right now.

I modded the reaction slightly in a bit of a hack to make it work by requiring and producing multiple jugs worth. So the create X is unchanged, but the extract reactions get modified to use 5 different jugs and then it worked properly, if a bit of a cludge, assuming that it's supposed to be that from one bar you extract enough aether for 5 bars.
Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - POLL about Metals
Post by: Meph on August 18, 2012, 02:11:59 pm
Thanks for that :) Didnt notice that it uses all of the aether. Then again, I dislike the way I wrote the alchemy system anyway ^^

Two little ideas that popped up while sorting through some files I have floating around:

1. Make all ranged weapons use their ranged skill for melee as well.
Currently a crossbow strikes like a hammer, a pistol like a hammer... but a bayonetted pistol uses knife skill, while a bayonetted musket uses spear skill. While this is strictly speaking correct, wouldnt it make more sense if they just use their crossbowdwarf and rifledwarf skill for this ? It would make it both easier for the player to remember, and for the dwarf to fight.

2. Late-game high-end traders.
With all those industries linked to invaders, it will be hard for a player to unlock all of them in one fortress, because he will most likely not fight all of them in the same world. Should I add a 5th trading race that arrives late (same time as Frost Giants appear) that can offer those basic ingredients? It would take at least another year till they come back with what you ordered... I havent thought about the race itself, maybe thieves to explain that they have all this random stuff, or maybe "high council dwarves" and make them arrive at the same season as the normal dwarf caravan ? On the other hand, that would defeat the purpose of something really hard to make. ^^
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - POLL about Metals
Post by: Cromage on August 18, 2012, 02:19:11 pm
dig around, create windows into the caverns and look for them?

i'm 90% sure that underground sieges don't interfere with traders.  in the ongoing masterwork community test fort we had underground siegers seemingly continuously for years and plenty of trade happened.

That's odd; I missed a human caravan during one of those sieges. Maybe I'll see if the Mountainhome one skips out too.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - POLL about Metals
Post by: smakemupagus on August 18, 2012, 02:25:00 pm
1.  i prefer it as is, a crossbowdwarf should have to cross train if he wants to be great at bayonet fighting too. 

2.  Some kind of High end traders is an awesome idea!  Whether or not they unlock all the best stuff, dunno.  (if nothing else having alternate ways to get rare stuff can be good for testing purposes)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - POLL about Metals
Post by: Panopticon on August 18, 2012, 02:31:44 pm
Hi end traders sound interesting, I also like the thieves idea.

So what race could reasonably have access to the stolen unique stuff of the other invaders? The answer of course, is Kobolds!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - POLL about Metals
Post by: Meph on August 18, 2012, 02:33:42 pm
Oh... and am I the only one that thinks spear/pike skill and hammer/mace skill are somewhat reduntant ? I dont really see the difference. Yes, the weapon itself is different, but the way to use it is the same. I could easily steal these two and make them... Halberd- and Javelindwarves? (for the heavy pole-axe halberds, and the javelin throwers, which currently use crossbow as skill)

There are also no dwarven weapons that use the lasher skill, and no one ever makes "large knifes" so maybe I should think about a nice, actually useful knife weapon.

@panopticum: High-end, late-game... kobolds... sounds strange to my ears. It is still the first thing I thought of as well ^^
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - POLL about Metals
Post by: Riun on August 18, 2012, 03:01:39 pm
While i see the balance point of the high end trader, I dont think they are needed. If you do not have every enemy in your world (which you can decide on during worldgen anyways), it's more exiting to start a new game, as you dont run into the same stuff every game. Makes it more replayable.
Kobolds would come to my mind, the little sand people from star wars (just stylewise), or the idead of a mixed race you mentioned before. They could be a traders guild, composed of strong adventurers from all races who sell their loot.

I am unsure if it makes more sense to require archers to crosstrain (because melee and and range is a different training) or to need a single weaponmastery, which they use in melee as well. Think archers are already strong enough, no need to make them supersoldiers in melee as well.

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - POLL about Metals
Post by: Wrex on August 18, 2012, 04:25:27 pm
Meph, can you increase the amount of casseritite on maps? So few people get to really know bronze weapons, which are equal to iron, easily.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - POLL about Metals
Post by: Meph on August 18, 2012, 06:13:42 pm
Quote
#1: I like it. It should stay. 1 more refining step for iron. 35 (21.1%)
#1: I dont like it. I want iron directly. 35 (21.1%)
Mh... ^^

@wrex: yeah, can do. :)

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - POLL about Metals
Post by: Meph on August 18, 2012, 08:46:51 pm
Just wanted to say that I figured out how to properly stockpile netherbark leather, wicker, thatch and bone-blocks. Works nicely in the test version I have.

Edit: Also found out where the duplicate entries in the stockpiles for plate-armor come frome... humans have a plate version of everything as well. (that was to be disable the armory and armor upgrades for dwarves, but still keep plate armor for humans. stupid me)

Edit2: Hundret people voted on the metalworking poll. Exactly half/half for and against the wrought iron. So I have not decided yet. Second question seems to go towards: Keep it as it is, and give different names if there is a difference, so I keep it as it is :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - ANOTHER POLL, YEAH!!!
Post by: celem on August 19, 2012, 06:47:29 am
Hi meph, nice mod, really getting into this one.

Couple of questions for you folks:

I cant seem to build a magma golem forge.  I bought a bunch of hearts from the drow and they are sitting in my finished goods stockpile, but no luck.  Any ideas?  Still says 'Need Golem Heart'

Also how do I process or otherwise handle the goodies that the giants leave me on death?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - ANOTHER POLL, YEAH!!!
Post by: Ishar on August 19, 2012, 07:10:22 am
I cant seem to build a magma golem forge.  I bought a bunch of hearts from the drow and they are sitting in my finished goods stockpile, but no luck.  Any ideas?  Still says 'Need Golem Heart'

That's a known bu... I mean feature. The hearts you can get from the drow caravan are not enough, you need to get your own.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - ANOTHER POLL, YEAH!!!
Post by: celem on August 19, 2012, 10:02:29 am
The only method i see is iridium sacrifice?  really?  ouch... 
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - ANOTHER POLL, YEAH!!!
Post by: Cromage on August 19, 2012, 10:54:52 am
Are the pet armor reactions bugged? I can't seem to armor pets; the jobs complete but the pets remain the same.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - ANOTHER POLL, YEAH!!!
Post by: Ishar on August 19, 2012, 11:44:17 am
As far as I know, transformations use syndromes, and you have a chance that the pets/dwarfs don't inhale it. You have a pretty big chance that these reactions fail. the system is far from perfect, but at least it sort of works.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - ANOTHER POLL, YEAH!!!
Post by: MoreAxes on August 19, 2012, 11:46:12 am
Could someone walk me through the process of making steel? I've already refined hematite into coarse iron and used the reactions in the Crucible to make iron bars, but I can't make steel yet apparently. I have plenty of flux stone (marble), and I'm using charcoal as fuel. Is there something I'm missing here?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - ANOTHER POLL, YEAH!!!
Post by: smakemupagus on August 19, 2012, 11:52:25 am
you're probably missing the pig iron step

ore -> coarse iron -> iron -> pig iron -> steel
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - ANOTHER POLL, YEAH!!!
Post by: MoreAxes on August 19, 2012, 11:54:25 am
Where can I turn iron into pig iron? At a smelter?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - ANOTHER POLL, YEAH!!!
Post by: smakemupagus on August 19, 2012, 11:57:28 am
Yes, or alternatively at the Blast furnace.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - ANOTHER POLL, YEAH!!!
Post by: MoreAxes on August 19, 2012, 12:09:25 pm
The blast furnace is what I'm trying to make, it needs 3 steel bars :) thanks though
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - ANOTHER POLL, YEAH!!!
Post by: smakemupagus on August 19, 2012, 12:13:46 pm
Oh, right, I forgot about that :)  Smelter then!
Try to convert about half your iron to Pig iron, because you then combine the two to get steel.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - ANOTHER POLL, YEAH!!!
Post by: MoreAxes on August 19, 2012, 12:34:53 pm
Doesn't really matter for me, my fortress has so much hematite I could use it as non-ecomonic. (but I don't, because that would be very silly)

Also, since we're at it, how can I make bloodsteel?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - ANOTHER POLL, YEAH!!!
Post by: Ozfer on August 19, 2012, 12:43:13 pm
This mod is amazing and I love it, but there's one major drawback... No unique leathers.  I would appreciate it if you could the generic leather thing an optional feature.  I loved being able to make fireproof leather out of magma snakes and stuff.  Also, who doesn't love a goblin leather wearing dwarf?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - ANOTHER POLL, YEAH!!!
Post by: Firehawk45 on August 19, 2012, 01:46:05 pm
Doesn't really matter for me, my fortress has so much hematite I could use it as non-ecomonic. (but I don't, because that would be very silly)

Also, since we're at it, how can I make bloodsteel?

So, you grab yourself some blood, some other stuff i dont remember, give that to one of your slaves minions lemmings dwarfs, let him go to the boneyard, and blob, you get some fine bloody steel for every killing blow you need to make :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - ANOTHER POLL, YEAH!!!
Post by: Urist McAddict on August 19, 2012, 03:07:10 pm
Meph, i gotta tell this...
As a not so available person, you're awfully available here =P
Yea, i know you're addicted to this, but we need you to hurry up and get done with the biking stuff so we can get new crazy stuff =D
Don't make me tell on you!!!
Keep up the genious work... Would love to see Toady getting some help from modders into the actual game... I know this is really not likely, but a man can dream!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - ANOTHER POLL, YEAH!!!
Post by: Cromage on August 19, 2012, 04:18:23 pm
Meph, i gotta tell this...
As a not so available person, you're awfully available here =P
Yea, i know you're addicted to this, but we need you to hurry up and get done with the biking stuff so we can get new crazy stuff =D
Don't make me tell on you!!!
Keep up the genious work... Would love to see Toady getting some help from modders into the actual game... I know this is really not likely, but a man can dream!

I imagine the reason for that is that it's much easier to comment on a phone/netbook than it is to code.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - ANOTHER POLL, YEAH!!!
Post by: Cromage on August 19, 2012, 04:28:38 pm
As far as I know, transformations use syndromes, and you have a chance that the pets/dwarfs don't inhale it. You have a pretty big chance that these reactions fail. the system is far from perfect, but at least it sort of works.

Hm, good to know. I'll keep trying; it would be nice if there were a way to tell failed reactions from successful ones.

One more question: I keep getting a crash bug. I've tried canceling jobs and disabling AND enabling all custom races/invaders in an attempt to isolate it, but no dice. It always happens at the same time, and "stdout.log" and "stderr.log" both seem to show nothing of interest. Is there a way I can get a crash report?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - ANOTHER POLL, YEAH!!!
Post by: Meph on August 19, 2012, 04:43:36 pm
Quote
Meph, i gotta tell this...
As a not so available person, you're awfully available here =P
Yep. Zenerbufen has some RL problems, and I like to do polls, do some maintentance and so on. And the free wifi makes it easy for me. But no coding currently. Only support. And I would rather see Toady fix some modding related bugs and issues, then taking ideas from modders. I could do so much more with a few changes that benefit modders...

Quote
I imagine the reason for that is that it's much easier to comment on a phone/netbook than it is to code.
The entire mod has been written on a netbook, mostly in south/central-america. Just wait till you see what I can do with a real PC and a stable internet connection :P

@cromage: Have you pastured the needed pets on top of the workshop? And sorry about the crash, the only thing is the gamlog.txt and the errorlog.txt in the main df folder, but they rarely help.

@ozfer: no. There is a selection of leather, and you can make magma.proof leather from netherwood in the timberyard. The old leather were always the same, just different by name.

EDIT: Poll is going towards generic gem furniture and finished goods, while the workshops will probably be sorted in groups. Nearly 75%(because "do as you please" falls under the same) voted for generic gem items, and 52% say they want grouped workshops. With 23% saying do as you please. I have to say that the workshops are currently alphabetical, just because of the coding, but it is easy to regroup them, they will all go into one file in the end anyway.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - ANOTHER POLL, YEAH!!!
Post by: Wrex on August 19, 2012, 07:05:15 pm
Maybe you could reduce the requirements of the gemforge? It gets overlooked because it's easier to set up a metal industry, which is sad because those weapons are metal quality. Perhaps better. Maybe there could be a whole "Gem tech" Path for dwarves that overlooks metal entirely, mithril being a silver/gem alloy or something similar. IDK, just a few random ideas.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - ANOTHER POLL, YEAH!!!
Post by: Ishar on August 20, 2012, 03:51:43 am
That's not a bad idea. Gems are scarce enough as it is, you can't exactly equip dozens of soldiers with gem weapons and armor either way.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - ANOTHER POLL, YEAH!!!
Post by: Neyvn on August 20, 2012, 03:54:40 am
Caravan embark profile doesn't work correctly for some reason...
By the looks of things the amounts are not fitting correctly...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - ANOTHER POLL, YEAH!!!
Post by: HandFullOfCheese on August 20, 2012, 05:03:07 am
Something slightly off topic to the poll but hooks around to it. It's definitely possible that I'm missing it, but I would love to be able to make gem statues. Which would be awesome with making specific gem furniture because my idea was to make a statue lined corridor leading to my great magma temple of armok made from ruby (hur hur, blood god, ruby, sure is clever)

Seemed odd that you can make just about anything int he game now out of any material but no bueno on gem statues (again, maybe I just missed it somewhere)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - ANOTHER POLL, YEAH!!!
Post by: celem on August 20, 2012, 05:07:26 am
My other question musta got lost in the new posts, can anyone tell me how you smelt bifrost?  I got some rocks but cant find a workshop that handles them to make bars.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - ANOTHER POLL, YEAH!!!
Post by: HandFullOfCheese on August 20, 2012, 05:12:31 am
Sorry for the double post but remembered something I've been wanting to ask. I play my fortress mode worlds with most the invaders and other races for the FUN but when I try to play a "normal" race in adventurer mode, I tend to just get slaughtered when I first start off by randomly coming across nightwings or something while trying to find geese or something to slaughter for weapon xp (since most the bandits tend to be creatures like minotauros, nightwings, spiderfiends, etc). Should I just make a world for an "easier" fort and adventuring? Or is there a good way to train/gear up that I'm maybe missing in adventurer mode?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - ANOTHER POLL, YEAH!!!
Post by: MoreAxes on August 20, 2012, 05:48:56 am
What language is the settings program written in? I could try to port it to Qt, which would make it essentially multiplatform. I would need to take a look at the source code though, don't want to promise something and then fail at it later.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - ANOTHER POLL, YEAH!!!
Post by: Riun on August 20, 2012, 05:55:31 am
My other question musta got lost in the new posts, can anyone tell me how you smelt bifrost?  I got some rocks but cant find a workshop that handles them to make bars.

Unless it has been changed, there are direct reactions to make Weapons/Armors in the Creature research lab. You can not decide which weapon will be produced, but instead get a random one.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - ANOTHER POLL, YEAH!!!
Post by: ShadowLop on August 20, 2012, 07:02:09 am
That's not a bad idea. Gems are scarce enough as it is, you can't exactly equip dozens of soldiers with gem weapons and armor either way.

Cut rocks instead. Or if you don't want to waste rocks you can use, cut essence residue instead.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - ANOTHER POLL, YEAH!!!
Post by: BigD145 on August 20, 2012, 08:14:43 am
That's not a bad idea. Gems are scarce enough as it is, you can't exactly equip dozens of soldiers with gem weapons and armor either way.

Gems are not scarce. You can always order them from caravans.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - ANOTHER POLL, YEAH!!!
Post by: Ishar on August 20, 2012, 09:12:34 am
Well yes, you can, but compared to, say, hematite+flux, they are scarce. Gem weapons are good, but I don't think they are close to mithril quality.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - ANOTHER POLL, YEAH!!!
Post by: Meph on August 20, 2012, 12:07:47 pm
Gem Industry is fine as it is. I do have a "combine 4 small gems into 1 big gem" in my dev-version, so that should make it easier. Gem furniture (Can easily add statues, no problem) is currently generic. Ruby makes a "Gem Statue" that is stockpiled. Because a "ruby statues" would not. Gem-template using inorganic materials are not stockpiled. I can easily make all items from ruby to ruby item, diamond to diamond item and so on, but nothing will be stockpiled. So I reverted them to a fake plant with gem-like qualities, called "gem". There is no other way to fix this.  Gem stuff is so nice, because it does not need fuel.

@moreaxes: VB, but there is a new GUI in work, in Python. Also crossplatform. :)

@handfullofcheese: dont know anything about adv. mode, sorry. Never played it, I only mod for fortress mode.

@neyvn: maybe, depends on the world. Some worlds and biomes have different items and so forth. 
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - ANOTHER POLL, YEAH!!!
Post by: r4NGe on August 20, 2012, 12:23:24 pm
Tried to find this answer on my own but no go.

I make plates at the armory, then attempt to apply them to armor. Unfortunately, the military is using the good stuff, and they immediately pick up new armor. Is there a simple way to have the plates applied to my good armor.

The way I think I could do it:
Assign no uniforms to all squads, stockpile nice steel stuff next to armory, apply plates, tell them to get dressed they are embarrassing themselves.

Anyone know an easier way?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - ANOTHER POLL, YEAH!!!
Post by: MoreAxes on August 20, 2012, 12:33:11 pm
I was hoping you'd say C++, but Python is fine as well. If you need more brains on the new GUI, let me know.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - ANOTHER POLL, YEAH!!!
Post by: Cromage on August 20, 2012, 12:50:09 pm


@cromage: Have you pastured the needed pets on top of the workshop? And sorry about the crash, the only thing is the gamlog.txt and the errorlog.txt in the main df folder, but they rarely help.


Yeah, I've tried pasturing them there. And neither log seems to have recorded anything. It literally always crashes at the same place; maybe I'll just start a new fort. =/
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - ANOTHER POLL, YEAH!!!
Post by: Altaree on August 20, 2012, 12:54:54 pm
Tried to find this answer on my own but no go.

I make plates at the armory, then attempt to apply them to armor. Unfortunately, the military is using the good stuff, and they immediately pick up new armor. Is there a simple way to have the plates applied to my good armor.

The way I think I could do it:
Assign no uniforms to all squads, stockpile nice steel stuff next to armory, apply plates, tell them to get dressed they are embarrassing themselves.

Anyone know an easier way?

Yup, make sure you are using the plated version of the armor in the uniform instead of the non-plated version.  Then they won't use the non-plated stuff.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - ANOTHER POLL, YEAH!!!
Post by: sharix on August 20, 2012, 01:05:42 pm
New Masterwork user here. Is there a guide somewhere that explain how to set the options on OS X, which doesn't have the Masterwork GUI app?

edit: also, I tried to run the Windows' "Masterwork Settings 1.9.4.exe" with mono (http://en.wikipedia.org/wiki/Mono_%28software%29). It started fine, but said it couldn't find the Dwarf Fortress directory, and then closed.
So I guess that with the correct setting of the directories the Windows app could easily be run on OS X as well.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - ANOTHER POLL, YEAH!!!
Post by: Meph on August 20, 2012, 01:17:18 pm
Yeah, appearently with mono you can run it on Mac and with Wine you can run it on Linux. There will still be a new/better one written in Python, that runs on all by default. At least I hope so.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - ANOTHER POLL, YEAH!!!
Post by: sharix on August 20, 2012, 01:32:18 pm
Great, but how do I set this up in the meantime?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - ANOTHER POLL, YEAH!!!
Post by: Meph on August 20, 2012, 01:36:35 pm
Since I dont have a Mac nor ever used one... I dont know.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - ANOTHER POLL, YEAH!!!
Post by: sharix on August 20, 2012, 01:44:00 pm
Umm there seems to be a misunderstanding. You are the creator of this mod, right? I'm only asking how to use it on OS X. I have downloaded the OS X pack.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - ANOTHER POLL, YEAH!!!
Post by: Meph on August 20, 2012, 01:45:26 pm
Yes, I am. I still dont have a MAC and dont know how to use one. First post says: I do the Windows support, for Mac/Linux question, ask zenerbufen. I cant even open the mac version on my netbook...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - ANOTHER POLL, YEAH!!!
Post by: sharix on August 20, 2012, 02:18:57 pm
Oh sorry, didn't see that.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - ANOTHER POLL, YEAH!!!
Post by: Riun on August 20, 2012, 04:01:27 pm
Tried to find this answer on my own but no go.

I make plates at the armory, then attempt to apply them to armor. Unfortunately, the military is using the good stuff, and they immediately pick up new armor. Is there a simple way to have the plates applied to my good armor.

The way I think I could do it:
Assign no uniforms to all squads, stockpile nice steel stuff next to armory, apply plates, tell them to get dressed they are embarrassing themselves.

Anyone know an easier way?

Yup, make sure you are using the plated version of the armor in the uniform instead of the non-plated version.  Then they won't use the non-plated stuff.

Afaik somewhere in this thread was discussed how plating works - adding plates creates a new item, therefore adding a new crafting level to it. In conclusion, it is not necessary to only upgrade the highest quality armor.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - ANOTHER POLL, YEAH!!!
Post by: Ishar on August 20, 2012, 05:02:47 pm
Besides, if you have magma or an excess of fuel (one of which, by the point you think about plated armor, you should definitely have), you can forge a shitload of plates from, let's say, copper. Now, the material of the plates does not matter, so if you use copper plates on welded mithril armor, it magically becomes welded mithril plated armor.
It's somewhat of an exploit, I feel mildly ashamed when I abuse it, but what the heck.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - ANOTHER POLL, YEAH!!!
Post by: HandFullOfCheese on August 20, 2012, 05:51:57 pm
Gem Industry is fine as it is. I do have a "combine 4 small gems into 1 big gem" in my dev-version, so that should make it easier. Gem furniture (Can easily add statues, no problem) is currently generic. Ruby makes a "Gem Statue" that is stockpiled. Because a "ruby statues" would not. Gem-template using inorganic materials are not stockpiled. I can easily make all items from ruby to ruby item, diamond to diamond item and so on, but nothing will be stockpiled. So I reverted them to a fake plant with gem-like qualities, called "gem". There is no other way to fix this.  Gem stuff is so nice, because it does not need fuel.

@moreaxes: VB, but there is a new GUI in work, in Python. Also crossplatform. :)

@handfullofcheese: dont know anything about adv. mode, sorry. Never played it, I only mod for fortress mode.

@neyvn: maybe, depends on the world. Some worlds and biomes have different items and so forth.

Thanks Meph! It's a small but just something that occurred to me.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - ANOTHER POLL, YEAH!!!
Post by: xaldin on August 20, 2012, 06:07:38 pm
Gem Industry is fine as it is. I do have a "combine 4 small gems into 1 big gem" in my dev-version, so that should make it easier. Gem furniture (Can easily add statues, no problem) is currently generic. Ruby makes a "Gem Statue" that is stockpiled. Because a "ruby statues" would not. Gem-template using inorganic materials are not stockpiled. I can easily make all items from ruby to ruby item, diamond to diamond item and so on, but nothing will be stockpiled. So I reverted them to a fake plant with gem-like qualities, called "gem". There is no other way to fix this.  Gem stuff is so nice, because it does not need fuel.

@moreaxes: VB, but there is a new GUI in work, in Python. Also crossplatform. :)

@handfullofcheese: dont know anything about adv. mode, sorry. Never played it, I only mod for fortress mode.

@neyvn: maybe, depends on the world. Some worlds and biomes have different items and so forth.

Out of curiosity how does the valuation of gem furniture work when it is reshaped like this?  That ruby is worth same as quartz or diamond now?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - ANOTHER POLL, YEAH!!!
Post by: kangzx on August 21, 2012, 04:16:01 am
What material are  gem weapons and armor considered  ? It doesnt seem to be metal ,my dwarves dont equip them with metal uniforms. Can I make my dwarves equip them with the color trick ?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - ANOTHER POLL, YEAH!!!
Post by: smakemupagus on August 21, 2012, 04:35:35 am
What's the color trick?

[REACTION:GEM_BPLATE]
[NAME:make a gem breastplate]
[BUILDING:GEMFORGE:CUSTOM_T]
[REAGENT:A:3:SMALLGEM:NO_SUBTYPE:INORGANIC:NONE]
[PRODUCT:100:1:ARMOR:ITEM_ARMOR_BREASTPLATE:PLANT_MAT:GEM:WOOD]
[SKILL:CUTGEM]

Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - ANOTHER POLL, YEAH!!!
Post by: HandFullOfCheese on August 21, 2012, 04:54:57 am
Hmm, I don't know if this is something with the original game or masterwork, or if it's even a bug and not just something a little weird but I keep getting notifications when some cave animals breed or grow up. Just like they would if they were tamed. The ones that seem to be doing it the most are red frogs douching around in a cave lake. I'm also worried if it's going to do something to fps eventually: there's like 90 of them x.x.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - ANOTHER POLL, YEAH!!!
Post by: Ishar on August 21, 2012, 05:00:35 am
You can always mass murder them with a cave-in.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - ANOTHER POLL, YEAH!!!
Post by: kangzx on August 21, 2012, 06:03:26 am
What's the color trick?

[REACTION:GEM_BPLATE]
[NAME:make a gem breastplate]
[BUILDING:GEMFORGE:CUSTOM_T]
[REAGENT:A:3:SMALLGEM:NO_SUBTYPE:INORGANIC:NONE]
[PRODUCT:100:1:ARMOR:ITEM_ARMOR_BREASTPLATE:PLANT_MAT:GEM:WOOD]
[SKILL:CUTGEM]

Spoiler (click to show/hide)
Thanks ,I guess I should have checked that myself :D didnt think of that .
By color trick I meant make them wear armor of certain color ,like white metal for bone armor .
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - ANOTHER POLL, YEAH!!!
Post by: Meph on August 21, 2012, 11:24:07 am
Yes, all gems revert back to one template, with one strength, one color (purple) and one value. In the vanilla game there are 3 major gem groups, so I might raise it to that, but it is a minor issue, a lot of work, and needs tricks with "reaction class" and "has material product". Possible, but low on the list.

Quote
Besides, if you have magma or an excess of fuel (one of which, by the point you think about plated armor, you should definitely have), you can forge a shitload of plates from, let's say, copper. Now, the material of the plates does not matter, so if you use copper plates on welded mithril armor, it magically becomes welded mithril plated armor.
It's somewhat of an exploit, I feel mildly ashamed when I abuse it, but what the heck.
I am curious how to make it better. I could do one reaction for each metal, but that would spam the entire workshop full of mostly unneeded reactions. I can make the reaction accept "metal" in general, but then people have problems restricting what metal is used.

What would be a better system for upgrading armors and weapons ? Maybe using runes for both, instead of plates ? I could easily enable the platearmor in the entity file, it would allow plate-gauntlets as well, I would just raise the cost of bars for this high grade armor. But with the small amount of armor-tags in the raws I wouldnt know how to upgrade them to "runic platearmor". It would have no benefit, besides sounding/looking more dwarvish. Suggestions are, as always, welcome.

I also have a special project running by the side... looks like it is possible, and has definetly never been done before. I will let you know as soon as I have a working version of it. 8)

@handfullofcheese: I know about this when a friendly gremlin is born, but the frogs... thats new. Will be fixed next version.

Exploding Ammo
EDIT: Oh, completely forgot: I do have a second nice idea, that has never been done. EXPLODING AMMO. Syndrome bolts work, I can affect a creature with... lets say necrosis. Ok. But what if I give the creature a syndrome adding an interaction that allows one burst of undirected dust causing a syndrome? Arrow hits creature => creature releases undirected dust (cloud of about 20tile-radius) => dust affects all creatures nearby.

I can make explosions, releasing dragonfire-clouds, sleeping-powder bolts, transformation-into-sheeps (classic) or warpstone-bullets that have a chance of mutating/berserking enemies. Just imagine a goblin army, hit by ONE warpstone bullet, and 3 goblins mutate into abominations attacking their own army from within. HA, that will be fun, I really like that idea. Will result in more fun spells for mages as well. :) Sadly, as far as I know, this cant be applied to siegeammo, but I can try.

EDIT2: And becaue I am totally not coding at all, and only sit on my bike and travel, and do not have too much time at night (sleep is for the weak) here some building designs:
(http://i.imgur.com/bfmW0.png)
Herbalist does work with special plants and direct "plant to item" reactions, leather manufactur makes sets and batches and you can select types of leather directly (normal, thin, hardened, scale, chitin, netherbark, llamelar, studded and so on), wood manufactur does the same for wood types (scrap, normal, smooth, ironbark, steeloak, nirnwood, shadewood, weirwood... yep, new wood types.), cloth manufactur does the same for clothing sets, batches and different cloth and silk types. summoning circle is drow-tech, allowing summoning of demons to fight for rewards, the temple of armok got a new design (feedback, good, bad?) and the bifrost/warpstone stuff get their own buildings. Bifrost Forge is currently a direct copy of the great magma forge with different color scheme, might be changed, but I like the look of it, and it does exactly the same, just with a different material. There is also a finishing forge now, to cold-hammer metals, the crucible does completely different things, and a mithril-forge (elven tech). The blast furnace and arc furnace I kicked out.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - ANOTHER POLL, YEAH!!!
Post by: Riun on August 21, 2012, 03:01:46 pm
Exploding Ammo? This sounds way too powerful, we will need stronger enemys with all the stuff... :P

Maybe change the armory to only have one kind of plates, which are made of different kind of metals. Would give the less used metals a purpose and add some challenge to upgrade. Runes sounds nice as well, maybe plate+rune?

And you are cruel! Teasing us but not giving any hints.
New Magma Temple looks good.

Btw, something odd about learning rates - normally i embark with 2 Axedwarfes and have Axelords after ~4 Seasons. Last fort i embarked with Speardwarfes and they were Spearlords at the end of first summer.. I will do some further testing on this.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - ANOTHER POLL, YEAH!!!
Post by: Meph on August 21, 2012, 03:12:45 pm
Exploding ammo will be difficult to make ;)

And I simply dont want to make promises I cant keep. But it seems that it will work. Will be nice. I promise ;)

Weaponlords after 2 seasons sounds odd. Maybe berserkers/legion dwarves ? I think I will scrap the berserker and nerf legionnaires for the next versions, the difference to normal dwarves is just too big.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - ANOTHER POLL, YEAH!!!
Post by: HandFullOfCheese on August 21, 2012, 03:16:50 pm
I didn't know it was a known issue so I'm not sure if this is normal too but something even weirder happened with the "little red frogs" in the lake in cavern layer 2. I had to abandon the fort and when I reembarked at it, I eventually noticed some vermin remains for like 4 frogs. I checked my tunnel down and made sure that there was no cracks into the cavern that would let them get in and it showed up nothing. Maybe there were some little red frogs on the surface somewhere too? I don't know. Just figured possibly magically killed and teleported vermin would be worth noting.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - ANOTHER POLL, YEAH!!!
Post by: Meph on August 21, 2012, 03:23:32 pm
Vermin actually dont have a pathfinding algorithm and just spam around a bit... they pop up anywhere. So, yes, vermin can teleport through walls if I remember correctly. That is vanilla df, not my doing. Would love to turn it off. ;) But they should keep to their underground depth. Vermin behavior is very weird in this game, and science on it is difficult to do.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - ANOTHER POLL, YEAH!!!
Post by: Riun on August 21, 2012, 03:25:18 pm
Oh, i forgot - i usually watch out to embark with berserker/legions, but these 2 were normal noncaste dwarfs...
I will do a test fort tomorrow, any other thing you want to have tested? My main objective is to see how fast/how many mages i can rush out, so if you have any other thing you want feedback on.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - ANOTHER POLL, YEAH!!!
Post by: HandFullOfCheese on August 21, 2012, 03:26:36 pm
Vermin actually dont have a pathfinding algorithm and just spam around a bit... they pop up anywhere. So, yes, vermin can teleport through walls if I remember correctly. That is vanilla df, not my doing. Would love to turn it off. ;) But they should keep to their underground depth. Vermin behavior is very weird in this game, and science on it is difficult to do.

Okay, good deal. It's really not a problem at all but wanted to make sure. I've been playing masterwork over vanilla for so long, I don't know what weird thing is coming from which anymore haha. Thanks again.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - ANOTHER POLL, YEAH!!!
Post by: r4NGe on August 21, 2012, 04:16:42 pm
Oh, i forgot - i usually watch out to embark with berserker/legions, but these 2 were normal noncaste dwarfs...
I will do a test fort tomorrow, any other thing you want to have tested? My main objective is to see how fast/how many mages i can rush out, so if you have any other thing you want feedback on.
Curious. What squad/schedule setup are you using?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - ANOTHER POLL, YEAH!!!
Post by: Riun on August 21, 2012, 04:44:02 pm
I used to do squads of 2. All time train as soon as I carpented wooden weapons+armor stand. Give them Flasks and Backpacks to minimize downtime, bedrooms nearby. I embark with 4Shield/1Weapon/1Organizer/1Observer/1Student/1Concentration/1Teacher. Later drafted soldiers train a lot slower untill they managed to gain some Studentlevels (~6 Seasons for Weaponlord). I assume student levels increase the learning from sparring (which is by far the most effective training method).

BUT then someone saved my organization by giving me the greatest tip of all time: Assign 2/4/6/8/10 Soldiers of same Weapon to one squad. Add multiple Orders (Train, Min2) per Month. TADA pretty much the same as 2man squads, but only~ 4-6 Squads instead of 20ish


On the Topic of Caste Dwarves: Now that i think of it, Whenever I embarked with a legion+normal soldier, they gained experience pretty much at the same rate, only my legion dwarf having higher teaching. Probably because the gets more exp from sparring and when he overlevels his partner, he organizes combat training instead of sparring.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - ANOTHER POLL, YEAH!!!
Post by: MoreAxes on August 21, 2012, 04:50:55 pm
I had an idea the other day, but I'm not sure if it's possible. A type of ammo (or just a special bolt) that splits into a few (non-splitting, or else infinite recursion etc) weaker projectiles upon impact (optimally the first projectile should vanish for balance reasons, and the spawned ones as well to prevent easymode duplication), targeted at N enemies nearest to the primary target. Would obviously have to be extremely difficult to make. Maybe some sort of system of ammo enchantments, where increasingly more expensive enchantments would stack to make a splitting, exploding bolt of ultimate havoc?

I don't know much about modding DF, so this is probably just wishful thinking, but still. Thoughts?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - ANOTHER POLL, YEAH!!!
Post by: Firehawk45 on August 21, 2012, 06:59:46 pm
I had an idea the other day, but I'm not sure if it's possible. A type of ammo (or just a special bolt) that splits into a few (non-splitting, or else infinite recursion etc) weaker projectiles upon impact (optimally the first projectile should vanish for balance reasons, and the spawned ones as well to prevent easymode duplication), targeted at N enemies nearest to the primary target. Would obviously have to be extremely difficult to make. Maybe some sort of system of ammo enchantments, where increasingly more expensive enchantments would stack to make a splitting, exploding bolt of ultimate havoc?

I don't know much about modding DF, so this is probably just wishful thinking, but still. Thoughts?

Bolts that boil away, setting loose a "grenade shrapnell" gas.... dont know if that works, but splitting up bolts mid air does definitly not.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - ANOTHER POLL, YEAH!!!
Post by: HandFullOfCheese on August 21, 2012, 09:58:34 pm
Hmm, so, I'm giving my first attempt at game to make wards and such. I know in the to do list and on the forums, some mention of them needing work but how so? Because I can't even seem to find a way to place them (all just sitting in my hospital's apothecarius)..Is that the problem? lol Or just a temp solution to the problem. Or lastly, am I just dumb and missed them in the build window.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - ANOTHER POLL, YEAH!!!
Post by: The_Final_Stand on August 22, 2012, 03:05:17 am
Wards are immobile animals, like mines, I believe. Pasture them, and your dwarfs will drag them in place.

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Html-Manual#2 (beta)
Post by: zenerbufen on August 22, 2012, 09:29:41 am
New Masterwork user here. Is there a guide somewhere that explain how to set the options on OS X, which doesn't have the Masterwork GUI app?

edit: also, I tried to run the Windows' "Masterwork Settings 1.9.4.exe" with mono (http://en.wikipedia.org/wiki/Mono_%28software%29). It started fine, but said it couldn't find the Dwarf Fortress directory, and then closed.
So I guess that with the correct setting of the directories the Windows app could easily be run on OS X as well.


I have never touched mono so I couldn't help you with that. You don't need wine though, just TextEdit. Hit option-command-f to do a 'find & replace'.

The procedure to change Masterworks Settings Manually is the same on windows, mac, and linux. Meph could you put a small link to this post in the FP? It has come up a few times. (Do you have a FAQ? I must admit I havn't looked in a while myself)

Guys, I can't open the masterwork settings exe with wine.  :c
Does anyone know how to make the changes manually?

The buttons in the gui run a search in the raws for tags and turn those off. As an example, lets take a look at orcs.

goto /MasterworkDF 1.9.4/Dwarf Fortress/raw/objects/
find the file's you would like to tweak, entity_orc.txt in this case. Normally the gui would change every single instance of YESORC[ into !NOORC!

YESORC[CREATURE:ORC] and YESORC[OBJECT:ENTITY] goes to
!NOORC!CREATURE:ORC] and !NOORC!OBJECT:ENTITY]

since the game doesn't see the [ to start the tag, the rest of the line is ignored

In the same file you will later see
!NOMORECLOTH!ITEM_ARMOR:ITEM_ARMOR_TUNIC]
!NOMORECLOTH!ITEM_GLOVES:ITEM_GLOVES_GLOVES]
!NOMORECLOTH!ITEM_HELM:ITEM_HELM_HAUBERK]
etc.
to turn 'more cloth' on you would change that to
YESMORECLOTH[ITEM_ARMOR:ITEM_ARMOR_TUNIC]
YESMORECLOTH[ITEM_GLOVES:ITEM_GLOVES_GLOVES]
YESMORECLOTH[ITEM_HELM:ITEM_HELM_HAUBERK]

You can do a find/replace all to do this quickly, as you will have to change every instance of the tag. Most settings are all found in one single file, however there are a few that will have entries in multiple files you will have to change.
Don't forget, the non-world regen settings are in:
/MasterworkDF 1.9.4/Dwarf Fortress/data/init/

Information on all the settings is in the dwarf fortress wiki.

If you run into any stumbling blocks feel free to ask for more help.

edit:
in the finder, while you are in the raw directory you can do a search in the magnifying glass box (the one on the finder window, not the one on the top of the screen) for anything to make the search bar appear. once you have that bar, click the + symbol and click 'kind' and change it to 'contents'. A new search box will appear, erase whats in the top search box (DONT CLICK THE x TO CLEAR IT) and use the bottom search box to search for a tag across multiple files. you can just double click the files in that finder window to open them in text edit and do option-command-f for the replace.

edit edit:
What language is the settings program written in? I could try to port it to Qt, which would make it essentially multiplatform. I would need to take a look at the source code though, don't want to promise something and then fail at it later.
Actually PyQT (http://www.riverbankcomputing.com/software/pyqt/intro) is what I've decided to use after installing every framework under the sun I could find and wiping together way to many alphas. It looks _super_ sharp on all three platforms (full native) runs quickly, and I will be able to distribute it as a small self contained  single file (no external libs) executable for any system that will run dwarf fortress.

I'm just learning QT on the way and dealing with real life. At this point the shell gui is finished and i am currently working at plugging in all the tool-tips. (and playing with colors/fonts/button layouts when I get bored of boring help entries) then the back end vb code needs to be re-written in python (the part i'll actually have fun doing and the bait at the end of the stick). at that point the beta of the new gui is done and it needs to be tested & packaged up for each platform.


Caravan embark profile doesn't work correctly for some reason...
By the looks of things the amounts are not fitting correctly...

That is supply and demand at work! Due to fluctuations in the local markets and the current value of dwarven currency on the global markets you might not always be able to afford the pre-made build-outs. It's a feature! Not a bug. (I'd expect it to get 'worse' as the trade-caravan 'arc' gets worked on, and toady works more on the global economy.)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - ANOTHER POLL, YEAH!!!
Post by: MoreAxes on August 22, 2012, 10:51:29 am
From what you've described, the raw editing part of changing settings seems like the easiest part of the whole thing, since at it's core it's just a find-and-replace, or even something as simple as checking for !NOORC! at the beginning of the line (though I would rather use a regex like "^\s*!NO[A-Z]+!", since most lines in raws begin with whitespace). Have you checked out PySide as well?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - ANOTHER POLL, YEAH!!!
Post by: Meph on August 22, 2012, 12:04:45 pm
@Moreaxes: Yes, it is simple find and replace for now. Simple from your point of few, I had to set it up, so that everything still works as intended with some lines missing ;)

The shrapnel ammo is totally possible. Syndromebolt that give that target an interaction to shoot shrapnel material emissions on all targets in range.

I also worked a bit on the library system; I havent tested the balancing yet, but it all works.

You need something to write on. Vellum (Leather), Paper (Wood) or Papyrus (Plant)
You need something to write with. Ink (Ash), Red Ink (Blood) and Grey Ink (Graphite)
1 Page + 1 Ink => 1 Essay
5 Pages + 1 Ink + 2 Essays => 1 Book & 10% chance for a "Masterpiece Book"
5 Pages => 1 Textbook (empty)

You can learn in three ways:
Read an Essay about XYZ => Needs 1 essay => 30xp points. 25% chance the essay stays.
Study a book about XYZ => Needs 1 book, 1 textbook => 330xp points, 50% chance the book stays.
Staudy a masterpiece about XYZ => Needs 1 masterpiece, 1 textbook => 1530xp points, 0% chance the masterpiece stays.

Any thoughts ? (Besides: Please draw a flowchart because this all sounds confusing)
(The products that are created for the learning experience, like the "essence residue" are called pages, and are produced inside a container, the textbook. Imagine a dwarf studying a book about farming, and making notes in his textbook. The full textbooks are automatically destroyed by "store textbook in libary" similar to the skill essence, just that it is only ONE item. I will use the same fix on the essence residue in future)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - ANOTHER POLL, YEAH!!!
Post by: sharix on August 22, 2012, 12:27:37 pm
I scheduled some stone bedroom sets but they aren't being made. Other scheduled jobs (also with stone) get done quickly. What's the problem?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - ANOTHER POLL, YEAH!!!
Post by: marcusbjol on August 22, 2012, 12:31:23 pm
Love this mod.

I cannot seem to figure out how to use crates and storage units.  I have a storage unit built, several crates in my trade depot, but all the reactions in the storage unit are red.  How do I unpack the crates?   Am I missing something?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - ANOTHER POLL, YEAH!!!
Post by: Meph on August 22, 2012, 12:34:58 pm
Quote
I scheduled some stone bedroom sets but they aren't being made. Other scheduled jobs (also with stone) get done quickly. What's the problem?
Masonry needs Mason, this stuff uses Stonecrafter. Is the labor enabled ?

Quote
I cannot seem to figure out how to use crates and storage units.  I have a storage unit built, several crates in my trade depot, but all the reactions in the storage unit are red.  How do I unpack the crates?   Am I missing something?
Burrows...

Quote
Workshop reactions are red, even with all the materials aviable.
Bug:
If a workshop is in a burrow, even if the burrow is inactive, then it accepts only materials within the same burrow.
Solution:
Make a bigger burrow including the materials, or keep the material stockpiles within the same burrow. Or delete the burrow.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - ANOTHER POLL, YEAH!!!
Post by: marcusbjol on August 22, 2012, 12:44:18 pm
Quote
I cannot seem to figure out how to use crates and storage units.  I have a storage unit built, several crates in my trade depot, but all the reactions in the storage unit are red.  How do I unpack the crates?   Am I missing something?
Burrows...

Quote
Workshop reactions are red, even with all the materials aviable.
Bug:
If a workshop is in a burrow, even if the burrow is inactive, then it accepts only materials within the same burrow.
Solution:
Make a bigger burrow including the materials, or keep the material stockpiles within the same burrow. Or delete the burrow.
[/quote]
That was it.  Thanks.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - ANOTHER POLL, YEAH!!!
Post by: sharix on August 22, 2012, 01:05:36 pm
Thank you very much zenerbufen!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - ANOTHER POLL, YEAH!!!
Post by: Meph on August 22, 2012, 01:36:18 pm
Tiny update. Since I liked the idea, I hacked something together quickly, as a proof of concept.

Exploding ammunition and shrapnel-shots do work. I can do all kinds if fancy things with them, including the mutating warpstone bullets I want to make and similar nonsense. :) If you have any ideas, go ahead and post them. I mostly thought of exploding ammo for handcannons, for special syndrome stuff with elven and drow magic, mutations from warpstone, and fire/freeze/sleeping ammo. It will also enable new fancy spells for mages and enemy creatures, because the same concept works with their range ammo as well. And turrets.  8)

Picture of arena test in spoiler (heavily unbalanced, uses same explosion as a hellfire-landmine)
Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - ANOTHER POLL, YEAH!!!
Post by: fire1666 on August 22, 2012, 01:41:10 pm
Tiny update. Since I liked the idea, I hacked something together quickly, as a proof of concept.

Exploding ammunition and shrapnel-shots do work. I can do all kinds if fancy things with them, including the mutating warpstone bullets I want to make and similar nonsense. :) If you have any ideas, go ahead and post them. I mostly thought of exploding ammo for handcannons, for special syndrome stuff with elven and drow magic, mutations from warpstone, and fire/freeze/sleeping ammo. It will also enable new fancy spells for mages and enemy creatures, because the same concept works with their range ammo as well. And turrets.  8)

Picture of arena test in spoiler:
Spoiler (click to show/hide)
i would like to amke clear thats EPIC but i have only 1 small issue with it...
wut happens if you miss and training room will quite franky become slaughter houses
"The !!!FUN!!! is strong with this one..."-Darth-UristMcVader
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - ANOTHER POLL, YEAH!!!
Post by: Meph on August 22, 2012, 01:43:50 pm
Simple. I make dwarves immune to the syndrome from it. Stuff boils away harmlessly. If you hit a goblin near a dwarf, and the goblin explodes, your dwarf will still get melted. But the ammo will not trigger on dwarves.

EDIT: Old Poll results:

Gems will create generic gem furniture, which is stockpiled correctly.
Buildings will be sorted in groups, not alphabetical.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - ANOTHER POLL, YEAH!!!
Post by: fire1666 on August 22, 2012, 01:46:48 pm
Simple. I make dwarves immune to the syndrome from it. Stuff boils away harmlessly. If you hit a goblin near a dwarf, and the goblin explodes, your dwarf will still get melted. But the ammo will not trigger on dwarves.
speaking of this intresting discoveary I has idea for dwarfs...
reactions make golems right, is it possible to make a creature dwarfs can get built into that are designed basicly to function like a tank or a meens of preventing UristMcMechnisedAxeThrower from being hit by goblin A in melee?
also dwarf gatlinguns...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - ANOTHER POLL, YEAH!!!
Post by: Firehawk45 on August 22, 2012, 01:50:55 pm
Simple. I make dwarves immune to the syndrome from it. Stuff boils away harmlessly. If you hit a goblin near a dwarf, and the goblin explodes, your dwarf will still get melted. But the ammo will not trigger on dwarves.

specialised ammo for every enemie? Something wood-destroying against elves, volcanic against frost giants, holy against undeads....
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Weaponry/Armory Poll
Post by: Meph on August 22, 2012, 01:56:38 pm
@firehawk: possible, but unrealistic. I dont want people switching ammo types (impossible with full quivers) in between ambushes and sieges.

@fire1666:
Quote
speaking of this intresting discoveary I has idea for dwarfs...
reactions make golems right, is it possible to make a creature dwarfs can get built into that are designed basicly to function like a tank or a meens of preventing UristMcMechnisedAxeThrower from being hit by goblin A in melee?
also dwarf gatlinguns...
Could you please post this in English ? I dont know what you are saying.

EDIT: Repost because it is already lost in the thread:
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Weaponry/Armory Poll
Post by: tahujdt on August 22, 2012, 02:01:26 pm
@firehawk: possible, but unrealistic. I dont want people switching ammo types (impossible with full quivers) in between ambushes and sieges.

@fire1666:
Quote
speaking of this intresting discoveary I has idea for dwarfs...
reactions make golems right, is it possible to make a creature dwarfs can get built into that are designed basicly to function like a tank or a meens of preventing UristMcMechnisedAxeThrower from being hit by goblin A in melee?
also dwarf gatlinguns...
Could you please post this in English ? I dont know what you are saying.
I think he is asking for tanks and gatlings based on the golem code, where you make a tank at a machine shop, then take it to a spawn point where it transforms the dwarf into a dwarf riding a tank.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Weaponry/Armory Poll
Post by: Firehawk45 on August 22, 2012, 02:23:27 pm
@firehawk: possible, but unrealistic. I dont want people switching ammo types (impossible with full quivers) in between ambushes and sieges.

@fire1666:
Quote
speaking of this intresting discoveary I has idea for dwarfs...
reactions make golems right, is it possible to make a creature dwarfs can get built into that are designed basicly to function like a tank or a meens of preventing UristMcMechnisedAxeThrower from being hit by goblin A in melee?
also dwarf gatlinguns...
Could you please post this in English ? I dont know what you are saying.
I think he is asking for tanks and gatlings based on the golem code, where you make a tank at a machine shop, then take it to a spawn point where it transforms the dwarf into a dwarf riding a tank.

I think im not the only one who has mephs answer in big red letters (and burning) as a mental image right  now ;)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - ANOTHER POLL, YEAH!!!
Post by: zenerbufen on August 22, 2012, 05:02:56 pm
From what you've described, the raw editing part of changing settings seems like the easiest part of the whole thing, since at it's core it's just a find-and-replace, or even something as simple as checking for !NOORC! at the beginning of the line (though I would rather use a regex like "^\s*!NO[A-Z]+!", since most lines in raws begin with whitespace). Have you checked out PySide as well?

Hmm, not really, for a few reasons:
Quote
*Current status of Mac/Windows support
There are no PySide core developers using Windows or Mac and no more PySide build bots
*Also, pyside does not have python 3 support yet AFAIK, not a huge thing.. unless everything I've already written uses python 3, and I'm trying to learn that since python 2 is a deadend and 3 is 'the future';)

I'm not opposed to porting at some time in the future from pyqt to pyside. It looks like it will eventually be a better replacement and the API's are supposed to be compatible (so It should be supper easy to do) and definitely has more flexible licensing terms. (pyqt will require the new gui to be full GPL which I don't like) but doesn't looks like it's ready yet, and I don't want to be a 'tester' of the under lying framework. I'd rather spend my time fixing my own bugs, not someone elses at the moment. If I'm wrong however I would be happy to learn otherwise.

I think im not the only one who has mephs answer in big red letters (and burning) as a mental image right  now ;)

No, your not.
(http://i.imgur.com/BATyG.gif)(http://i.imgur.com/SH45W.gif)

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Weaponry/Armory Poll
Post by: ashton1993 on August 22, 2012, 06:18:46 pm
Hey guys, I figured it was worth mentioning I started a role-play/community fortress with this mod if you want to have a look, there's only one free player slot at the moment but if your interested I'm sure more will appear:

http://www.bay12forums.com/smf/index.php?topic=115224.0 (http://www.bay12forums.com/smf/index.php?topic=115224.0)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Weaponry/Armory Poll
Post by: Meph on August 22, 2012, 07:17:18 pm
What the hell ? I was just asking what he meant, because I dont know if he meants Tanks (vehicles) or Tank (RPG-class) or whatever...   :o

@ashton: That is great, I will defintely follow it :) I also have two questions for you: What program did you use for the 3d-map of the embark site (stonesense I assume) and what did you do to the garden of gaia map ? (photoshop?)

I would also like to request a dwarf, a migrant. Nick, Meph, Profession, Scholar. Characterwise he should be a patient, intelligent dwarf, that loves designing and planning out contructions and complicated traps and production lines. He also dislikes compromises.

EDIT: There is a very cheap workaround for the foreign platearmor: I enable it for the civ, but make its material size 100000. No one will ever be able to make one in the forge, but I can still customly make them, and they are not foreign. Anyway, stupid idea and I wont do this. Just noting it.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Weaponry/Armory Poll
Post by: Xangi on August 22, 2012, 08:32:15 pm
Hey Meph, does anything sentient in masterwork transform or are there any other abilities a player/NPC can get that allow transformation besides mine? If there are I need a little list so I can avoid conflicts with the permanent lich transformation.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Weaponry/Armory Poll
Post by: Vhorthex on August 23, 2012, 12:12:51 am
Hey, hey hey... Wait a minute now.

Since when can centaurs break down doors? Is this some new mechanic that was added without my knowing? If so, is this exclusive to Masterworks, or part of DF's regular updates?

Saw some centaurs, they killed a dorf's cat. Retreated everyone inside, as usual, locked the doors. Then I noticed that the centaurs were camped right outside my door. Strange. Next thing I know that door is 'gone'. And they are waiting up against the next door. Didn't take me that long to realize what was happening. So let me tell you, those 14 dwarfs had a really, really rough time. Everyone got butchered in the Main Hall, except for a few that were sleeping in the dormitory next door. They probably didn't even know what happened and it was over for them. (Sadistic centaurs!! :P)

Blood everywhere, 2 dwarfs passed out in a corner bloody and dying. Finally the centaurs get annoyed of standing is the small clouds of miasma that slowly started to pop up from the mangled remains of my friends. When the first wave of migrants arrived, the fortress was a miasma factory, with 2 very upset/angry dwarfs rummaging around exchanging the occasional fist to the face.

Damn, I love Dwarf Fortress.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Weaponry/Armory Poll
Post by: Speakafreak22 on August 23, 2012, 12:46:54 am
Is there a full chart of material quality and weapon type differences?
Like how do demonic weapons/armor from unsettling fossils compare to iron weapons/armor?
How do scimitars compare to long swords?
Are knuckle dusters good to use?
Etc.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Weaponry/Armory Poll
Post by: ashton1993 on August 23, 2012, 02:24:59 am
@ashton: That is great, I will defintely follow it :) I also have two questions for you: What program did you use for the 3d-map of the embark site (stonesense I assume) and what did you do to the garden of gaia map ? (photoshop?)

I would also like to request a dwarf, a migrant. Nick, Meph, Profession, Scholar. Characterwise he should be a patient, intelligent dwarf, that loves designing and planning out contructions and complicated traps and production lines. He also dislikes compromises.

I used stonesense for the 3D map and then got that other image from legends mode which lets you export various maps, for example topographical or biome maps.

E: Also you'd be better off keeping an eye out for the dwarf you want and then claiming it yourself
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Weaponry/Armory Poll
Post by: smakemupagus on August 23, 2012, 02:30:17 am
I don't think there is yet any chart to compare data from different weapons.  Scimitars fall right in between the common edge weapons...  I've thought about this one quite a bit because it is the standard 1H sword weapon in Orc Fortress.  They're larger and more massive than a short sword, smaller and easier to wield 1H than a longsword, but lower penetration power-per-area than shortsword or axe.  As you probably know combat effectiveness in any given situation from these stats is hard to say, depends on external factors in complicated ways.  (target armor material, user size & strength, crafted quality of weapon, etc.)

Knuckle dusters don't look like they would be especially good: going by the prime stats for blunt weapons of velocity, mass, and contact area they are weaker than warhammers or maces.  But they are kind of unique in that they use the striking skill. 
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Weaponry/Armory Poll
Post by: Sirmaril on August 23, 2012, 07:26:07 am
I don't know if anybody mentioned it before, but I went through raws for plant and fing out that WOLF BERRIES don't have tags like [SPRING] [SUMMER] etc. I think that it would prevent me from planting these anytime of the year.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Weaponry/Armory Poll
Post by: Meph on August 23, 2012, 12:04:26 pm
I think I will trim down on the weapons and rebalance them a bit anyway. There is no big difference in short sword, long sword and scimitar. I also cant imagine a dwarven smith making a scimitar. Too eastern/oriental. I cant see a difference in pike and spear usage/skill, why are there two skills for this ? The same for mace and hammer. Swinging a hammer or a mace shouldnt make a differnce, so I dont know why there are two skills here. I see an unused "lasher" skill, since no dwarven weapons have this... and I know that no one would ever create "large daggers" if you can just make a great axe in the same forge, so the knife-skill is mostly unused. All in all, there is much room for improvement.

Example:
Merge Spear and Pike into one skill: Speardwarf
Merge Hammer and Mace into one skill: Hammerdwarf
Add a new weapon that uses lasher skill. Bullwhips and razorwhips ? (cant simulate range)
Add a new weapon that uses knife skill. Better throwing knifes ?
Delete scimitar
Merge short and long sword into sword
Rename pike skill into... "halberddwarf" ? (for pole-axes and similar items)
Rename mace skill into... "Morningstart-dwarf ? (stupid I know, but for swinging weapons and flails)

What I would love to see is the throwing-javelin tactic used by roman legionaires. They had 2 spears with them, a shield and a sword. They stand, throw the first spear, throw the second spear, then charge into melee. This would be awesome for DF. You melee squad would hurt/slow down the enemies before the actual melee begins.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Weaponry/Armory Poll
Post by: Firehawk45 on August 23, 2012, 12:17:06 pm

What I would love to see is the throwing-javelin tactic used by roman legionaires. They had 2 spears with them, a shield and a sword. They stand, throw the first spear, throw the second spear, then charge into melee. This would be awesome for DF. You melee squad would hurt/slow down the enemies before the actual melee begins.

Maybe if this "transform your dwarfes into full-time-soldiers"-idea comes back, this could be one advantage they could have over "militia"-dwarfs. Just give them a "throw javelin"-ability. They would probably throw more then two, and they would conjur javelins out of thin air, but it would also get rid off things like micromanagement, dwarfs not refilling their throwing weapons or using the things in melee.... well, that last thing could be ok in certain encounters, but still ;) Also, from my really low experience in modding, i see no other way to actually make that happen without giving dwarfs another arm, so they can wield a javelin thrower along with their melee weapon ;)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Weaponry/Armory Poll
Post by: Meph on August 23, 2012, 12:29:56 pm
It can be done by making the sword a ranged weapon, and procuding custom ammo in a workshop called "throwing spears" that are only created in batches of 2s. There will be a ton of micromanacement.

I can do it with interactions, yes. I can even restrict it by time, so they only throw 2 and then have to wait a ... week... month(?). But there would be no indicator for the player to know this, so it will remain fiction.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Weaponry/Armory Poll
Post by: smakemupagus on August 23, 2012, 12:45:41 pm
please have them actually equip javelins, not conjure them  :o

I thought your current thrown weapons system already does a pretty good job modeling that kind of combat.  Other than the quivers holding more than 2 rounds I guess, I dunno how to work with that, but if they're out in the open they'll never get off 25 rounds anyway.

[ITEM_WEAPON:ITEM_WEAPON_PRINCIPES]
[NAME:gladius and javelin kit:gladius and javelin kits]
[SIZE:400]
[SKILL:SWORD]
[RANGED:THROW:JAVELIN]
[SHOOT_FORCE:5000]
[SHOOT_MAXVEL:1000]
[TWO_HANDED:45000]
[MINIMUM_SIZE:35000]
[MATERIAL_SIZE:4]
[ATTACK:EDGE:50:2000:stab:stabs:gladius:1000]
[ATTACK:EDGE:20000:4000:slash:slashes:gladius:2500]

Ps.  Not to say you shouldn't merge them if you like, but I would have said that short swords and long swords are actually pretty different, as far as DF weapons go. 

Argh, ninjad.  whatever i'm posting it anyway :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Weaponry/Armory Poll
Post by: Altaree on August 23, 2012, 01:00:38 pm
I just created a slade turret using the spawn location.  Why is it friendly and not tame?  How do I get it to a location where it can do some good?

Also, the dwarf that created the kit was in a squad.  He chopped the head off the kit.
Quote
The Mil Axe stabs The Kosoth Oslitast's mechanical kit in the body with his ðwelded mithril short swordð, shattering it!
The ðwelded mithril short swordð has lodged firmly in the wound!
The Mil Axe twists the embedded ðwelded mithril short swordð around in The Kosoth Oslitast's mechanical kit's body!
The Mil Axe dodges and strikes The Kosoth Oslitast's mechanical kit in the head with his left hand and the severed part sails off in an arc!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Weaponry/Armory Poll
Post by: Meph on August 23, 2012, 01:43:17 pm
Quote
I just created a slade turret using the spawn location.  Why is it friendly and not tame?  How do I get it to a location where it can do some good?
You cant. It is immoble and will stay where ever you spawned it. Spawning pets is impossible, sadly.

New Music System:
 - Fixed one bug with strength/toughness percentages.
 - Dwarves are now transformed into an immoble bard, staying on the music stage.
 - All effects and instruments stay the same.
 - Instruments have only a 25% surviving a performance.
 - I can give more infos about whats going on, by using the bards name.
 - I can give more infos about whats going on, by using the bards description. (maybe song-texts?)
 - I can give each bard a custom graphic, with the correct instrument in his hands :)
 - Dwarves loose the bonus faster if they walk away more then 25tiles from the music stage.
 - Dwarves will regain the bonus if they got back to the stage.

(http://i.imgur.com/VlOuT.png)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Weaponry/Armory Poll
Post by: uristmcdorf on August 23, 2012, 02:11:08 pm
IS there any way to change tilesets - not only walls, some bushes and trees? I`d like to change dwarfs and minerals as well. I`ve tried to replacing some files in raw directory but that didnt work. Is this possible and if it is, how?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Weaponry/Armory Poll
Post by: Meph on August 23, 2012, 02:18:39 pm
Wrong thread I would say. Changing tiles and editing tilesets has nothing to do with Masterwork DF, but yes, you can do this. But rather have a look at the wiki and search for tilesets there.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Weaponry/Armory Poll
Post by: Fairin on August 23, 2012, 02:18:59 pm
i see, simplifying weapons, i'd start at the very "very" basics instead of whittling down what we have rewrite from basic ideas

instead of . long sword, short sword, scimitar . just make a "Sword" and instead of giving it a blunt (pommel) a stab(tip) and a slash (blade) just make swords a slashing weapon only, but you can make it do different attacks randomly right? (edit, better let the axe take the slashing only position so combination weapons have a better 1hs =(^.-.^)= )

so here's my idea on that meph for you to use and abuse =)

1 slashing weapon = Axe! (with 1 / 2 hand versions)   Axe Dwarf
1 blunt weapon = Hammer!   Hammer Dwarf
1 pierce weapon = Spear!    Spear dwarf

then combination weapons
Slashing Pierce = Halberd (2hs) Sword (1hs) = sword skill, renamed to Milita dwarf (since early milita's used these slashing pierce weapons.)
Blunt Pierce = MorningStar, GreatStar (2hs) Mace Dwarf
Slashing Blunt = hammeraxe, (hamaxe for short) Pikedwarf - renamed to Hamaxe dwarf
Slashing blunt Pierce = Dwarven Urgrosh (2hs only) (Dwarven Urgrosh = the combination of a spear a halberd and on the other side of the axe head is a hammerhead) = lasher skill, renamed Urgrosh dwarf? =) or pick something for flavor

if you wanted it simple cut down the attacks the weapons can do right, just make different types of swings that do the same type of damage but similiar ammounts, maybe even critical hits? , i cant even begin to post the idea in code like people do -.-

can you make the "discription of the item" say which skill it uses?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Weaponry/Armory Poll
Post by: Meph on August 23, 2012, 02:28:00 pm
I cant make the description say what it does.

Dwarves also will prefer edged attacks to blunt attacks with a ratio of 100:1, so no mixed blunt/edged weapons are possible. I can only play around with contact area, how deep it cuts, how heavy the weapon is, and how fast it is swung. The two lasts ones have very odd effects and are hard to balance.  I will definetly try to improve the system though. One one-handed weapons and one two-handed weapon for each weapon skill for example. I just cant simulate longer range for whips, or stealthy rougue-dwarves with two daggers... all very limited.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Weaponry/Armory Poll
Post by: Altaree on August 23, 2012, 02:37:20 pm
Just killed a bunch of automatons.  Body parts everywhere.  Can I melt/butcher them or are they just trash?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Weaponry/Armory Poll
Post by: Fairin on August 23, 2012, 03:00:21 pm
well then maybe make a few more blunt "attacks" than slashing on the combination weaponry?

clockwork parts are for turrets and whatnot
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Weaponry/Armory Poll
Post by: Meph on August 23, 2012, 03:29:37 pm
Not clockwork parts, in-edible bodyparts. Try the crematory to get rid of them. Otherwise atomsmash or magma. (maybe magma proof, depending on automaton caste)

(http://i.imgur.com/vDPW8.png)
New fish farm. Renamed to fishpond. You can only build it with access to water and a custom tradegood, life fish. To avoid people building it immediatly and in deserts...  I also moved the train-swimming from the fountain to here. Fountain will be disabled by default and is only decorational. This means one building less in the list :)

Feedback ? Looks good, bad, rather keep the old fishfarm and fountain ?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Weaponry/Armory Poll
Post by: Scruffy on August 23, 2012, 03:38:35 pm
Not clockwork parts, in-edible bodyparts. Try the crematory to get rid of them. Otherwise atomsmash or magma. (maybe magma proof, depending on automaton caste)

(http://i.imgur.com/vDPW8.png)
New fish farm. Renamed to fishpond. You can only build it with access to water and a custom tradegood, life fish. To avoid people building it immediatly and in deserts...  I also moved the train-swimming from the fountain to here. Fountain will be disabled by default and is only decorational. This means one building less in the list :)

Feedback ? Looks good, bad, rather keep the old fishfarm and fountain ?
Sound like a good idea. I prefer having slightly less building with more uses than many buildings with only few uses. I liked the way the fountain looked so could you perhaps change it into a watersource? Something like requiring one hole that is connected to water. (And perhaps always producing clean water. Kind of like a well.)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Weaponry/Armory Poll
Post by: celem on August 23, 2012, 03:42:45 pm
Dwarves also will prefer edged attacks to blunt attacks with a ratio of 100:1, so no mixed blunt/edged weapons are possible.

Messy/hacky as hell, but in theory you could give the weapon....say....51 attacks of which 1 is edge and 50 are cloned blunt strikes.  The weapon user should then use the edge twice for each blunt strike.  Havent tested this.

Also I like your new fishfarm.  It looks good graphically and I like the compression of 2 buildings into 1, I dont remember the last time I built a fountain anyway.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Weaponry/Armory Poll
Post by: Wrex on August 23, 2012, 03:45:53 pm
The issue is that I have tried Fishfarms: they are expensive, and only support one fisherman at once, and continually absorb valuable resources. An Artificial river is better in almost all circumstances. I Did build one in Taintbroil, but I was was inundated with siege-meats, and there was plenty of soil layer to dig out for farms, so I never bothered burning the valuable wood to make pearlash.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Weaponry/Armory Poll
Post by: Scruffy on August 23, 2012, 03:47:55 pm
About the weapons:
I like the masterwork craftable weapon types and would prefer if they were kept but perhaps the amount of invider weapon types could be decreases? All those orc choppas, slashas etc (and racial armor for lesser extent) could perhaps be replaced with similar weapons that are not race specific. It would be a bit less confusing but still keep diversity.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Weaponry/Armory Poll
Post by: Meph on August 23, 2012, 04:01:51 pm
The fountain will still be there, if you want it. By default OFF, but you can turn it on and keep it as deco.

The fishpond is mostly for waterless maps with "nothing to catch", giving your fisherdwarves something to do. I did remove the glass component to build them and you only need blocks, a few buckets of water, and cheap "life fish" which can be ordered from any race.

The race-specific weapons and armor... difficult one. I really like drow having reavers and orcs choppas, and humans paladin-themed stuff. But it is right, they have no other use. I will most likely remove all direct renamed copies, and leave a few items in. These will have different stats however, the orc weapons (even in the current version) are too big and heavy for dwarves to use. Will definetly be decreased and added to the manual in future.

Manual: Nothing new on it.
GUI: Nothing new so far.

About the mixed blunt AND edged weapons: No. ^^

EDIT: About the poll: Seems half the people dont use the upgrade system. Mh... so I either have to make it more interesting, more accessable, or more powerful. I wonder if it is because of the lack of documentation about it, or because the micromanagement is so high.

EDIT2: If I understand the wiki correctly throwing, biting and misc.object.user are all weapon skills. No idea how to use those, because I cant rename the profession for those. Cant rename the knifedwarf profession either.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Weaponry/Armory Poll
Post by: kizucha on August 23, 2012, 04:17:40 pm
The fishpond looks really sweet, i like it. :D

About the upgradsystemthingy, for me i dont use it because i uhm dont reach it so fast and the most of my fortress are 1 or 2 years and all dwarfs died. ;D
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Weaponry/Armory Poll
Post by: Urist McAddict on August 23, 2012, 05:32:10 pm
I think I will trim down on the weapons and rebalance them a bit anyway. There is no big difference in short sword, long sword and scimitar. I also cant imagine a dwarven smith making a scimitar. Too eastern/oriental. I cant see a difference in pike and spear usage/skill, why are there two skills for this ? The same for mace and hammer. Swinging a hammer or a mace shouldnt make a differnce, so I dont know why there are two skills here. I see an unused "lasher" skill, since no dwarven weapons have this... and I know that no one would ever create "large daggers" if you can just make a great axe in the same forge, so the knife-skill is mostly unused. All in all, there is much room for improvement.

Example:
Merge Spear and Pike into one skill: Speardwarf
Merge Hammer and Mace into one skill: Hammerdwarf
Add a new weapon that uses lasher skill. Bullwhips and razorwhips ? (cant simulate range)
Add a new weapon that uses knife skill. Better throwing knifes ?
Delete scimitar
Merge short and long sword into sword
Rename pike skill into... "halberddwarf" ? (for pole-axes and similar items)
Rename mace skill into... "Morningstart-dwarf ? (stupid I know, but for swinging weapons and flails)

What I would love to see is the throwing-javelin tactic used  by roman legionaires. They had 2 spears with them, a shield and a sword. They stand, throw the first spear, throw the second spear, then charge into melee. This would be awesome for DF. You melee squad would hurt/slow down the enemies before the actual melee begins.

I think that's probably for the best, and i'd like to give you my 2 cents on this:

As it's actual use is the same, i agree that the spear + pike merge is nice, the mace + hammer is also reasonable, but should get another name, like blunt weapons skill or whatever (Blunt Weaponmaster =P). About the lasher skill, i don't know, whips are just not dwarvenly enough maybe something like chained blades or hooks would seem more appropriate, even weighted chains would be nice.
Knife skills should be used for bayonettes and last resort weapons, using the roman leggionaire theme, they used the pugio when they lost their weapon or it broke for some reason (let's not forget that weapon durability will come in the future, so it'll keep reasonable).
About swords, i think there's no doubt, there should be only the dwarven sword, because they had no reason to use long swords while fighting in tunnels or close combat.
Nice addition the pole versions of weaponry, maybe name the skill as polearms skill, being able to get a polehammer, poleaxe, halberd, etc. for flavour.
I loved the idea of adding flails, i think they are underrated weapons that excelled at medieval times, in a one on one combat, a masterful strike with a flail could surpass any armory and would break bones through shields. Since the flail was what lead to morning-star and other segmented weaponry that consisted in shaft connected by chain to something heavy (from a metal ball to spiked bars), you should name it flail skill.

About the leggionaire javelin + melee combo, giving the usual dorf intellect, it'd waste the javelins on passing birds and other critters not intended, so, until the AI is improved, i don't think it would be viable, since dorfs would just run after the tossing to get more ammo if the enemies didn't get close enough =P

About runic weaponry and armor plates, i think it should be simplified, making plate armors without making the armor plates separately. The runic weaponry, i didn't get it, tried to use but seen no improvement, so i gave up. Is there any difference between gold and silver runes?
That's all i can think right now
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Weaponry/Armory Poll
Post by: Scrangos on August 23, 2012, 06:28:14 pm
Wondering if it is intended for gemtip arrows not to be made out of cut green glass gems?  I can do it by modding the raws but I don't really want to go against the spirit of the modmaker if that's the official intent.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Weaponry/Armory Poll
Post by: Tigrath on August 23, 2012, 06:51:27 pm
I can only play around with contact area, how deep it cuts, how heavy the weapon is, and how fast it is swung. The two lasts ones have very odd effects and are hard to balance.  I will definetly try to improve the system though. One one-handed weapons and one two-handed weapon for each weapon skill for example. I just cant simulate longer range for whips, or stealthy rougue-dwarves with two daggers... all very limited.

I'd like to request a third set of each weapon type for the larger races/invaders to use two-handed and for them to use, with one hand, the weapons dwarves need two hands for.   I also like McAddict's idea to rename the pike skill to polearm and include stuff like the glaive (sword on a stick), bardiche (very wide axe blade on a stick), and poll hammer in with the halberd.  Polearms should be heavy (maybe too big/heavy to wielded effectively by dwarfs) and powerfull with a high velocity modifier (3000 or so).

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Weaponry/Armory Poll
Post by: Meph on August 23, 2012, 07:32:32 pm
Knife = Large Knife = Knifedwarf (cant rename it seemingly)
Sword = Short/Long Sword, Zweihander = Swordsdwarf
Axe = Chopping Axe, Battle Axe, Great Axe = Axedwarf
Spear = Spear, (Great Hunter Spear) = Speardwarf
Hammer = Warhammer, Mace = Hammerdwarf (Bluntweaponuser sounds awkward)

Pike = Poleaxe/Halbred , Polehammer = Halberdier (Poleweaponsdwarf sounds awkward)
Mace = Javelin Thrower = Javelindwarf (possible, use for my 4th ranged weapon)
Lasher = Flails, Morningstar = Flaildwarf (Morningstardwarf sounds awkward)

Mining = Pick, Battlepick = Miner

Bow = Bow, Compisite Bow, Great Bow = Bowdwarf
Crossbow = Crossbow = Crossbowdwarf
Blowgun = Flintlock Pistol, Musket = Rifledwarf (Musketdwarf?)

Problems: How to simulate Flails/Morningstars? How to do the range of poleweapons? How to teach people that a polehammer doesnt use the hammer skill? And better names are needed...

The alternative would be two make one "weapon" and one "two-handed weapon" for each skill.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Weaponry/Armory Poll
Post by: Wrex on August 23, 2012, 08:09:55 pm
A Flail has a chain. A Morningstar MAY OR MAY NOT have a chain. A Spiked flail is called...a flail. Or an Aspergillium, the "Holy water Sprinkler". I prefer to call Solid Stick with Spiked appendage a Morningstar, and call one with a chain a flail for purposes of clarity, since flails without spiky metal spheres were not that popular.


Flails have a high impact velocity due to the chain, so despite the larger impact area, of say, 200, they still inflict massive amounts of damage.


I honestly don't know why you would combine Mace and Hammers as a skill, since a war hammer was deployed diffrently than a mace in combat, and was often combined with a pick. Functionally, a combat pick could have a smashing end on it and be called a warhammer. Dwarves seem to prefer the "More effective" attack of any given weapon, but since picks are made of godlike power they are often prefered for the hitting.

You could call it Staffdorf, Poledorf, or similar for the two handed superior spear types. They all had diffrent uses, but the most common was to dismount a knight and pierce his armour.

Also, the meteor hammer kinda sucks :(
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Weaponry/Armory Poll
Post by: Tigrath on August 23, 2012, 09:10:33 pm

Problems: How to simulate Flails/Morningstars? How to do the range of poleweapons? How to teach people that a polehammer doesnt use the hammer skill? And better names are needed...

I don't know of a way to make the polearms have better range, but you could give them a higher velocity modifier to simulate having greater angular momentum.  You could seperate them from their smaller cousins by using names from historical weapons like bec de corbins (hammer), bardiche (axe), glaive (sword), and spetum (spear).

Also a couple of names:

Halberdier = Polearmdwarf
Rifledwarf = Gundwarf
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Weaponry/Armory Poll
Post by: Goodwin on August 23, 2012, 10:11:43 pm
For some reason I cant make golem hearts at my temple of armok. I have Iridium Wafers, and I can use the other options that I have ingredients to, but I cant make golem hearts.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Weaponry/Armory Poll
Post by: zach123b on August 23, 2012, 10:41:24 pm
couldn't you make a edged weapon attack with low penetration depth? if it can't penetrate deep enough it should do blunt damage, according to the vanilla's wiki it says a spiked ball, for weapon traps, does blunt damage if it can't penetrate deep enough

i could be completely wrong though :-X
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Weaponry/Armory Poll
Post by: BigD145 on August 23, 2012, 10:41:25 pm
For some reason I cant make golem hearts at my temple of armok. I have Iridium Wafers, and I can use the other options that I have ingredients to, but I cant make golem hearts.

35% chance of a heart, unless something changed. Oh, I see it now. I think it's a tool versus toy issue in the raws.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Weaponry/Armory Poll
Post by: MoreAxes on August 24, 2012, 08:31:09 am
I like the new fish pond, but I feel like a lot of the usefulness of the fish farm was that it can be build without water access (which makes embarking without rivers/water reasonable). Since it needs a water source, why not make a building that generates water as liquid around itself in small quantities (not sure if possible) or in buckets? Maybe by extracting it from plants (or actual living beings)?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Weaponry/Armory Poll
Post by: Meph on August 24, 2012, 08:43:03 am
Weapon develpopement is ongoing. Might keep mace-skill... argh ^^

Water can already be made from alcohol or pressed from plants, or made from the tear of armok, or found in the caverns. Regardless of deserts.

Golem heart reaction red: Burrows. Please read the "known issues" file, it is there for a reason.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Weaponry/Armory Poll
Post by: Goodwin on August 24, 2012, 09:18:53 am
So I traded the drow for several golem hearts of various materials. When I go to build a magma golem forge it still says that I need a golem heart. I can find them in my stocks screens and they arent forbidden.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Weaponry/Armory Poll
Post by: Firehawk45 on August 24, 2012, 09:22:20 am
So I traded the drow for several golem hearts of various materials. When I go to build a magma golem forge it still says that I need a golem heart. I can find them in my stocks screens and they arent forbidden.

The traded golem hearts dont work, please consult armok for working once (pray for them)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Weaponry/Armory Poll
Post by: Goodwin on August 24, 2012, 09:53:53 am
Well shit you cant pray for them. its red. I have iridium but it still wont let me pray.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Weaponry/Armory Poll
Post by: celem on August 24, 2012, 10:18:57 am
See known issues file in the download.

The issue here is a burrow, if your golem forge is inside a burrow, even if its inactive then the iridium must also be inside the burrow for it to work.

Move the iridium, expand the burrow or delete the burrow
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Weaponry/Armory Poll
Post by: Goodwin on August 24, 2012, 10:38:16 am
nope. They are pretty close to eachother. And I dont use burrows.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Weaponry/Armory Poll
Post by: Goodwin on August 24, 2012, 10:44:31 am
Problem Solved! They need to be in the same burrow, but it also wont work if they arent in a burrow.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Weaponry/Armory Poll
Post by: Goodwin on August 24, 2012, 10:46:07 am
What labor does the praying for the golem heart?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Weaponry/Armory Poll
Post by: celem on August 24, 2012, 10:47:44 am
Strand_Extractor is used to pray.

Also thats an interesting find, It may be Meph knew that, but it's not what his known issues file says anyway.  He does point out the workshops in a burrow only draw material from that burrow.  Had not realised this could be an issue if no burrow even existed though.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Weaponry/Armory Poll
Post by: Goodwin on August 24, 2012, 10:51:06 am
Do you need any special nobles? I have a preacher, but how do you unlock the higher religious nobles?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Weaponry/Armory Poll
Post by: Tigrath on August 24, 2012, 11:54:19 am
For your new exploding ammo you should make a Grenadier soldier profession, unless you want to go the magic route with Runemasters or Firebrands or something.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Weaponry/Armory Poll
Post by: Putnam on August 24, 2012, 01:38:53 pm
For your new exploding ammo you should make a Grenadier soldier profession, unless you want to go the magic route with Runemasters or Firebrands or something.

I think Meph may have filled up all the profession slots, considering how large this mod is.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Weaponry/Armory Poll
Post by: celem on August 24, 2012, 02:10:14 pm
Do you need any special nobles? I have a preacher, but how do you unlock the higher religious nobles?

Preacher seems to take some load off the other positions that meet with unhappy dwarves.  There dont seem to be 'higher' religious nobles.  There is a philosopher available once you have a Baron but I dont think he actually does any jobs, and he doesnt replace the preacher.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Weaponry/Armory Poll
Post by: smakemupagus on August 24, 2012, 02:22:03 pm
In the spirit of simplifying the weapons list, how about combine the Large dagger and Bayonet into one.  i.e. when you "fix bayonets" to rifle or xbow the reagent is a dagger instead of a unique item.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Weaponry/Armory Poll
Post by: marcusbjol on August 24, 2012, 03:04:41 pm
I like the option to upgrade the weapons and armor.  Starting to explore it.  Less different types of both would be nice tho.

Having a problem with sorting out Lamallar leather; after going through the rigourous process to make it, I DONOT want to end up with quivers made of it.

I have tried making one stockpile that accepts all leather and another that accepts only lamallar leather; the second stockpile doesnt seem to ever take the Lamallar.  Any Ideas?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Weaponry/Armory Poll
Post by: sharix on August 24, 2012, 03:26:50 pm
I bought a caged hawk and a caged raptor from a caravan. are those two safe to assign to a pasture or should they be kept in cages?

edit: also, I think I found a bug, not sure if it's Masterwork's fault though:
when I buy caged animals and they are transferred to a stockpile, I can see images of the animals. When I then move the cages to my zoo, images aren't displayed anymore and I see the default letters.

edit: also: when I want to build a fountain of tech research lab (in the building menu) it says in red taht I need 4 or 5 non-commercial stone, but I have plenty.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Weaponry/Armory Poll
Post by: silverfur11 on August 24, 2012, 04:24:15 pm
Can someone please do a Text document or something version of the Manual/25 Tips and Tricks because my computer doesnt like opening PDF files for some reason. :(
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Weaponry/Armory Poll
Post by: sharix on August 24, 2012, 04:29:59 pm
Here you are:
Spoiler (click to show/hide)
edited for legibility
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Weaponry/Armory Poll
Post by: Meph on August 24, 2012, 04:40:50 pm
Daggers as bayonetts sounds reasonable. I like it. Just have to enable daggers in the entity file then.

@sharix: The sprite display with caged creatures is vanilla DF. And all creatures from caravans should be tame (?) I dont think you'll have problems with those.

Grenadier profession ? I dont think so, the special ammo will be just ammo. Crossbow dwarves will be able to use it, no special anything needed. It is more "dynamite tied to an arrow" then a grenade. Rest will go the magic route of special spells.

The rest has been answered, although I dont think that the "workshop reactions are red" should show up when you dont use burrows at all. Thats sounds unreasonable.

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Weaponry/Armory Poll
Post by: silverfur11 on August 24, 2012, 05:19:24 pm
Here you are:
Spoiler (click to show/hide)
edited for legibility
Thanks
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Weaponry/Armory Poll
Post by: sharix on August 24, 2012, 06:12:05 pm
I'm talking about the same creatures that were bought from caravans. First they have images, then the vanilla sprites when I move them.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Weaponry/Armory Poll
Post by: Meph on August 24, 2012, 06:23:26 pm
>>> NEW DOWNLOAD 1.9.5 (Win) <<< (http://dffd.wimbli.com/file.php?id=5315)

 - Changed chemists brimstone reaction, brimstone was the "magma in bags" that arrived with caravans.
 - Removed NOSTUN from syndrome of mage transformation, no more endless sleep.
 - Legendary skill essence is now created into a container, no more 1000-stuff spam.
 - Bronze armorplates now aviable
 - Dwarves can no longer become crazed from reactions, since this will cause loyality cascades.
 - Plategreaves and spikegreaves have a higher layer permit, allowing clothing underneath.
 - Added the weapon balancing fixes done by wrex and smakemupagus. Thanks :)
 - Fixed golem hearts brought by traders.
 - Metallurgist now needs a copper bar instead of a bronze bar. Mixed that up previously.
 - Rest-oil from boiling leather in oil now is produces inside the container, not outside.
 - Added FROSTBRAND. A legendary weapon in the research lab. Try it out :)
 - Added The great bifrost forge for specific bifrost items
 - Added new library system. Essays, Books and Masterpieces. :)
 - Added new design for golem forge and temple of armok.
 - Bone blocks are now stockpiled.
 - Wicker blocks are now stockpiled.
 - Illithids removed completely.
 - Blast Furnace removed.
 - Fishing nets now needs blocks (5) instead of boulders (5).
 - Added fishpond design, replaced fishfarm.
 - Added newest Dwarf Therapist (splinterz branch, v17).
 - Added direct reactions for siegeammo. 1 bar = 3 ballista bolts.

Notes: Just a few bugfixes and balancing here. There are also some tiny new features, the bifrost forge, the new library system and the unique artefact, the frostbrand. This one is in as a test, but very high tech, you need to kill some frost giants for it first. It should result in a weapon... with a description. :)

I also put ~65h of work into v.2, but the alpha is far from playable. ~25h went into the manual I guess. The 1.9.5 will be the last update, before the big overhaul. Please excuse me not testing the 1.9.5 version, I only did the raw changes and checked the errorlog. But the alpha I am working on is currently absolutely, 100% bug-free. :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - UPDATE
Post by: Wrex on August 24, 2012, 06:26:53 pm
It's unfortunate that the illithid venom induces crashes- it's a good idea, but as far as I can tell if an illithid bites someone during worldgen, everything goes down the shitter. Granted, I could be wrong, but as far as I know, that's the issue.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Weaponry/Armory Poll
Post by: Scruffy on August 24, 2012, 07:25:10 pm
Seems good. I will test it later tonight. What kind of weapon balancing did you do?
Shame about the blast furnace though. I liked it so think that I will add it back for my next fort. Too bad that it was always cluttered.

Keep up the good work ;)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - UPDATE
Post by: Meph on August 24, 2012, 07:38:07 pm
The buildings and reactions are still there for the blast furnace. Just the entity lines (permitted_something) are missing. Easy for you to fix.

Oh, yes, in case you wondered: This is the new design for the golem forge:
(http://i.imgur.com/YgXHJ.png)

And there will be a new industry, related to farming animals...
The Slaughterhouse
(http://i.imgur.com/3FoNG.png)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - UPDATE
Post by: Meph on August 24, 2012, 10:02:47 pm
Just doing a little bit of research and hanging out with a fraternity on the MIT. Fun guys :)

Chemist:
blackpowder => brimstone, saltpeter, charcoal.

Dynamite => nitroglycerin, sawdust/similar stuff, wrapped in paper.

Nitroglycerin =>  is a heavy, colorless, oily, explosive liquid produced by nitrating glycerol.

Glycerol => Glycerol forms the backbone of triglycerides, and is chiefly produced by saponification of fats as a byproduct of soap-making. ALTERNATE: It is also a byproduct of the production of biodiesel via transesterification. This form of crude glycerin is often dark in appearance with a thick, syrup-like consistency. Triglycerides (1) are treated with an alcohol such as ethanol (2) with catalytic base to give ethyl esters of fatty acids (3) and glycerol.

TNT => First, toluene is nitrated with a mixture of sulfuric and nitric acid to produce mono-nitrotoluene or MNT. The MNT is separated and then renitrated to dinitrotoluene or DNT. In the final step, the DNT is nitrated to trinitrotoluene or TNT using an anhydrous mixture of nitric acid and oleum. Nitric acid is consumed by the manufacturing process, but the diluted sulfuric acid can be reconcentrated and reused. 

All this leads to this conclusion: Blackpowder is easy, dwarven tech, and will be used for guns and turrets. TNT is too f*cking complicated to simulate. Dynamite is a go. Needs nitroglycerin, and this needs glycerol. Glycerol => Bi-product of soapmaking (Fight Club ftw) or farming oil bearing plants. To make it clear: Make soap/farm plants => glycerol => +flux => nitroglycerin => +wood&coal => Dynamite => +bolt => Fun explosive ammo

I am also thinking about mineral oils and inorganic dyes made in the chemist. I dont know how much I will work with actual powders in bags (works horribly in DF, and there is the bug that this stuff is not found when the bags are stored in barrels, so I rather keep it to tools and boulders)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - UPDATE
Post by: Maur on August 24, 2012, 11:04:06 pm
My newly appointed Baron is on break for a season already. For the record, he was on break when he was appointed.

Also, he (actually, another baron, but nevermin) and his consort don't do mechanic job, even though they do others (didn't check all, but weapon/armorsmith work).

What's up?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - UPDATE
Post by: Panopticon on August 25, 2012, 02:23:01 am
Did you mean to make Bloodsteel something I can mine? Cause it is.

Seems to be a layer stone, showing up in the soil areas, leaves behind stone at the 1 in 4 ratio, doesn't seem to be good for anything, can't build stuff, can't smelt it.

Found it in Garden of Gaia, v1.9.5, I did no raw editing, changed no options for materials in the settings.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - UPDATE
Post by: Goodwin on August 25, 2012, 03:10:51 am
Do you need a special noble for praying for golem hearts? I have people with strand extraction enabled and no job, but no one will do it. I also have a corpse from a sacrifice in the middle of the temple. Will that matter?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - UPDATE
Post by: Goodwin on August 25, 2012, 03:48:13 am
Ok so I destroyed the temple and rebuilt it. The guy who built it is trapped inside and cant access the iridum. No one else can get in for some reason.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - UPDATE
Post by: celem on August 25, 2012, 04:16:47 am
If you are not using the very newest version then yes, the old temple to armok could trap the builder.

Im guessing you built it so that it its right up against a wall.

Code: [Select]
xAAAA
xAAAA
xAAAA
xxxxxx

Thats a rough approximation of how I built my first with A being the temple and X being walls.  The builder got trapped.  Mining out the walls around the temple free'd the builder.  Its an issue with how the impassible tiles were laid out in that version of the temple.  I imagine the new 1.9.5 version fixes this.

So if the builder cant get out, no-one else can get in, since he stands on the work-tile to build it and that tile is clearly not accessible from your fort if he cant escape
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - UPDATE
Post by: silverfur11 on August 25, 2012, 08:53:09 am
Um with some the the layer stones look like the old ASCII Tile set and not like Phosbus and I am using the simple stones off and harder mining on if it matters. Is there any way to get them to look the the Phosbus rocks?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - UPDATE
Post by: celem on August 25, 2012, 09:29:53 am
Ok, I can probably help with this one.

Firstly backup your current copy of inorganic_stone_layer.txt which you can find in the raw/objects folder of your masterwork install.  This step is incase my fix doesnt work, or makes things even worse somehow.  Stick the original somewhere safe.

Secondly grab http://www.mediafire.com/view/?awzpr6laznl78y1

Thirdly paste that file into raw/objects.  If you just backed up the original and didnt actually remove it then it will ask to overwrite, let it.

Basically I changed the tiles for a bunch of the layer stones from their ascii back to graphical tiles.  The tile numbers themselves seem different for masterwork than for my LazyNewbPack vanillaDF with Phoebus installed, not sure exactly what changed, Meph changed a heck of a lot.  So rather than copy across the old values I matched up the stone types that were missing a tile with other stonetiles from my masterwork install.

End result should be that while the rocks may not look exactly as you remember them from vanilla+Phoebus, particularly colors, they should at least be using Phoebus tiles rather than ASCII.

Hope this helps

EDIT: occurs to me that this needs a new world to take effect.  To fix your current save then go through the data folder, find the region you are playing in and put the file into those raws rather than the main game ones
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - UPDATE
Post by: Tigrath on August 25, 2012, 09:31:45 am
Just doing a little bit of research and hanging out with a fraternity on the MIT. Fun guys :)

Chemist:
blackpowder => brimstone, saltpeter, charcoal.

Dynamite => nitroglycerin, sawdust/similar stuff, wrapped in paper.

Nitroglycerin =>  is a heavy, colorless, oily, explosive liquid produced by nitrating glycerol.

All this leads to this conclusion: Blackpowder is easy, dwarven tech, and will be used for guns and turrets. TNT is too f*cking complicated to simulate. Dynamite is a go. Needs nitroglycerin, and this needs glycerol. Glycerol => Bi-product of soapmaking (Fight Club ftw) or farming oil bearing plants. To make it clear: Make soap/farm plants => glycerol => +flux => nitroglycerin => +wood&coal => Dynamite => +bolt => Fun explosive ammo


There's also gun cotton.  It's made from adding nitric and sulfuric acid to cotton.   Nitric acid can be made by heating saltpeter with sulfuric acid, which can be made by burning sulfur and saltpeter with steam.  It's both stronger and less stable than nitroglycerine, but eventually nitrocellulose became the basis for smokeless gunpowder.

And please make it so that dwarves can throw exploding sticks of dynamite too.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - UPDATE
Post by: Meph on August 25, 2012, 09:54:10 am
And back to the routine of me adding one mistake into every release. Catch them all.  :-\

Bone_Block entry in inorganic_zmasterwork.txt is double, leading to duplicate raws, leading to fancy inorganic entries. Fix for inorganic_masterwork (https://dl.dropbox.com/u/60111839/inorganic_zmasterwork.txt)

I also updated the main download with a fixed version. Edit: Also fixed some missing tools for the library system. I shouldnt do this stuff while deadly tired. ^^
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - UPDATE
Post by: PenguinEmperor on August 25, 2012, 10:10:21 am
That could explain why I had picks, an axe, and an anvil made out of fireball available at embark. Actually embarking had predictable results.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - UPDATE
Post by: Meph on August 25, 2012, 04:37:47 pm
Iam too goddamn distracted to code. Boston is awesome, I am staying at the Tau Epsilon Phi fraternity of the MIT, and there is too much crazyness going on for me to do DF. Maybe I find more time in NY ;)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - UPDATE
Post by: Rumrusher on August 25, 2012, 07:09:54 pm
Shame about the illithids those where one of my favorite classes to play based on shear power alone. though I wonder what lead to the removal of them completely than just leaving in a pre-34 version of them in?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - UPDATE
Post by: zenerbufen on August 25, 2012, 08:26:44 pm
Couldn't get them to stop crashing people games, and meph couldn't reproduce the crash on his machine to find a fix. Everytime he thought he fixed it, they would still cause crashes.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - UPDATE
Post by: Panopticon on August 25, 2012, 08:28:07 pm
I could usually get em to work, kinda hope they return one day.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - UPDATE
Post by: Wrex on August 25, 2012, 08:32:58 pm
I could usually get em to work, kinda hope they return one day.

It depends. On some settings. they crash the game on year one. On other settings, they do nothing.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - UPDATE
Post by: Goodwin on August 25, 2012, 11:47:43 pm
What labor do dwarves need to transform into golems at golem forges?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - UPDATE
Post by: zenerbufen on August 26, 2012, 12:13:14 am
I want to say.. strand_extract, but I could be completely wrong...

Anyways I came here to drop this for anyone who is interested, a preview of the next mac release. (1.9.5) It currently RUNS! and I haven't experienced any crashes.. If you have a mac PLEASE TEST.


https://dl.dropbox.com/u/75632380/Masterwork%20for%20Mac%20test.zip  <-- alpha release of 1.9.5-mac


notes: NEW GUI (not finished) included, for anyone who wants to help (code/test) it requires Python 3.2, and PyQtX installed (finished version won't ) it doesn't actually change the settings yet (back end isn't finished) but I would like to see if it at least runs on everyone's different machines, and displays properly and get feedback from you on it.

http://www.python.org/download/releases/3.2.3/  <-- python 3.2 Mac/Windows/Linux
http://sourceforge.net/projects/pyqtx/files/Complete/   <-- PyQtX MAC(download COMPLETE py323 version NOT py273)

If you are on windows/linux and want to help with the NEW GUI:
PyQt-Py3.2-x86-gpl-4.9.4-1.exe    Windows 32 bit installer
PyQt-Py3.2-x64-gpl-4.9.4-1.exe    Windows 64 bit installer
and linux source is available here:
http://www.riverbankcomputing.com/software/pyqt/download
You don't need SIP unless you are building from source (linux)

Also, I currently don't have access to windows or linux, and the gui is still based on masterwork 1.9.3, so if anyone could let me know if meph added/removed/changed any buttons please let me know.

P.S. Meph you should take a look at how I organized things in this release.. your releases to be a bit blunt are..  disastrous messes of disorganization.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - UPDATE
Post by: raledon on August 26, 2012, 04:25:14 am
A problem I encountered in the 1.9.4 (downloading 1.9.5): for some reason my crossbow dwarves pick a crossbow/javelin thrower, a quiver, and a backpack with some food, but don't take ammo with them.
Correction: one of the javelin throwers put some knives in the quiver. They do not, however, pick their ammo (got enough in the fortress. When hunting they do not seem to have a problem).
Should I build a barracks? Will it help?

Edit: ok, using 1.9.5. The dwarves  are using an assortment of ammo for their weaponry: crossbow with javelins or axe heads, javelins with knife blades, and (!) javelins.
Can they actually use the ammo they got in their quivers?
Also, in my saved game it seem to keep requiring bronze instead of copper to make metallurgist...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - UPDATE
Post by: spriksprak on August 26, 2012, 04:34:34 am
Hi there - wondering if anyone can shine some light on this cause I'm quite puzzled  ???

I've got an adventurer tasked with revealing a greater vampire lord and slaying it - the problem is not only is the vampire the king of the civilization he's also masquerading as their god of war (!). So when I go talk to him (he's kinda obvious being in a monstrous form and all) and accuse him of being a night creature he just protests and tells me to calm down! Attacking him just results in all my stalwart companions turning on me. So is there anyway of revealing this guy or is it an anomoly?

Thanks!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - UPDATE
Post by: Wrex on August 26, 2012, 04:36:45 am
He is probably not technically a night creature as defined by vannila DF.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - UPDATE
Post by: spriksprak on August 26, 2012, 05:11:07 am
He is probably not technically a night creature as defined by vannila DF.

Curious though then that I got a quest to kill him as if he was. What I'm thinking is that it might be due to the mix of night creature vampire tags and the clown tag that enables the takeover of a civilization and posing as a deity conflicting?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - UPDATE
Post by: Zeebie on August 26, 2012, 06:59:18 am
I love the runic weapons - I really like having super-weapons that I can only get with a lot of labor.  I would love to use plate armor for the same reason, but I find that my dwarfs never equip it.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - UPDATE
Post by: Rumrusher on August 26, 2012, 08:14:38 am
I could usually get em to work, kinda hope they return one day.

It depends. On some settings. they crash the game on year one. On other settings, they do nothing.
Then there must mean some unit that doesn't have their caste description and the transformation is breaking the game.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - UPDATE
Post by: lp_228 on August 26, 2012, 11:44:39 am
I'd like to generate custom world which consists mosty of wastelands/dunes/deserts etc, but also has a bit of vegetation and trees, some lakes and rivers (like oasis in middle of desert) and frequent minerals (with flux)? Some volcanoes would be nice too.
Wchich setting should i use in world generator to achieve this?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - UPDATE
Post by: silverfur11 on August 26, 2012, 11:50:01 am
Ok, I can probably help with this one.

Firstly backup your current copy of inorganic_stone_layer.txt which you can find in the raw/objects folder of your masterwork install.  This step is incase my fix doesnt work, or makes things even worse somehow.  Stick the original somewhere safe.

Secondly grab http://www.mediafire.com/view/?awzpr6laznl78y1

Thirdly paste that file into raw/objects.  If you just backed up the original and didnt actually remove it then it will ask to overwrite, let it.

Basically I changed the tiles for a bunch of the layer stones from their ascii back to graphical tiles.  The tile numbers themselves seem different for masterwork than for my LazyNewbPack vanillaDF with Phoebus installed, not sure exactly what changed, Meph changed a heck of a lot.  So rather than copy across the old values I matched up the stone types that were missing a tile with other stonetiles from my masterwork install.

End result should be that while the rocks may not look exactly as you remember them from vanilla+Phoebus, particularly colors, they should at least be using Phoebus tiles rather than ASCII.

Hope this helps

EDIT: occurs to me that this needs a new world to take effect.  To fix your current save then go through the data folder, find the region you are playing in and put the file into those raws rather than the main game ones

Thanks
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - UPDATE
Post by: Zerkuron1 on August 26, 2012, 01:28:55 pm
Is it possible to play vanilla saves with this mod? I hope I can use this mod to improve the fps for my LP in fortress mode. I am at 48 FPS at 15 GFPS and for a video more speed means more progress per episode.

Thanks in advance for the answers
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - UPDATE
Post by: Meph on August 26, 2012, 01:39:53 pm
@lp_228: Check out the adv world gen called: Volcanoes. Should have everything you ask for.

@zerkuron1: absolutely not. 99% needs a new worldgen.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - UPDATE
Post by: Zerkuron1 on August 26, 2012, 03:01:59 pm
Thanks for this quick answer.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - UPDATE
Post by: Meph on August 26, 2012, 03:21:35 pm
Preview :)
(http://i.imgur.com/M1DoU.png)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - UPDATE
Post by: smakemupagus on August 26, 2012, 03:25:07 pm
I like Spawns being integrated into a larger chaos army.  The all look awesome!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - UPDATE
Post by: Meph on August 26, 2012, 03:30:57 pm
I havent decided anything about the spawn yet.

Shades will come lategame, only as thieves (like kobolds) But they can possess one of your dwarves, and if you dont "heal" him, they spawn a 20-40 unit army INSIDE your fortress after a while. Possessed dwarf opens portal to the nether, shades pour out.

Chaos will be in hell, non-flying only. So people fight the generic demons that fly at them, and then have on the bottom of hell the forces of chaos to fight. Want to do the 4 great demons, with special loot.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - UPDATE
Post by: Wrex on August 26, 2012, 03:32:16 pm
I havent decided anything about the spawn yet.

Shades will come lategame, only as thieves (like kobolds) But they can possess one of your dwarves, and if you dont "heal" him, they spawn a 20-40 unit army INSIDE your fortress after a while. Possessed dwarf opens portal to the nether, shades pour out.

Chaos will be in hell, non-flying only. So people fight the generic demons that fly at them, and then have on the bottom of hell the forces of chaos to fight. Want to do the 4 great demons, with special loot.


Does the "Cure" Involve drawbridges and magma?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - UPDATE
Post by: Meph on August 26, 2012, 03:35:45 pm
Possibly. I was more thinking about a cure that lets the dwarf survive. Temple-reaction to cure possession, needs shade-corpse as reagent. If you didnt manage to kill the shade-thief, good luck. Might be too hard though...

EDIT: Maybe the temple reaction would always cure all dwarves, you dont have to identify anyone. And a second way would be to find the possessed dwarf (little clues here and there) and then you can dispose/weaponize him as you like. Spawning a shade army whereever you want cant be too bad...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - UPDATE
Post by: Wrex on August 26, 2012, 04:23:29 pm
Possibly. I was more thinking about a cure that lets the dwarf survive. Temple-reaction to cure possession, needs shade-corpse as reagent. If you didnt manage to kill the shade-thief, good luck. Might be too hard though...

EDIT: Maybe the temple reaction would always cure all dwarves, you dont have to identify anyone. And a second way would be to find the possessed dwarf (little clues here and there) and then you can dispose/weaponize him as you like. Spawning a shade army whereever you want cant be too bad...

Perhaps he needs something to summon a hostile-to-everything army, after a specific time period has elapsed?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - UPDATE
Post by: Meph on August 26, 2012, 04:29:30 pm
Cant mod this... I thought about a specific time that he is "on break" or "partying", to ensure that the army is summoned right inside your base and among the highest possible number of civilians.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - UPDATE
Post by: spriksprak on August 26, 2012, 04:34:08 pm
Found the problem if anyone needs to know for future reference - the [BLOODSUCKER] tag is needed to make the creature denouncable as a creature of the night.

Those sprites look incredible btw - already looking forward for the next release!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - UPDATE
Post by: Wrex on August 26, 2012, 04:38:50 pm
Cant mod this... I thought about a specific time that he is "on break" or "partying", to ensure that the army is summoned right inside your base and among the highest possible number of civilians.


That would make in annoying to dispose of them though, since I don;t think military service overwrites that, although I could be wrong. It's how most people dispose of sleepers, as far as I can tell.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - UPDATE
Post by: lp_228 on August 26, 2012, 04:39:44 pm
@Meph - about this Volcanoes advanced world generator - i can't find it. Is it setting template for original DF world generator or is it completely separate application?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - UPDATE
Post by: arclance on August 26, 2012, 04:43:54 pm
I want to say.. strand_extract, but I could be completely wrong...

Anyways I came here to drop this for anyone who is interested, a preview of the next mac release. (1.9.5) It currently RUNS! and I haven't experienced any crashes.. If you have a mac PLEASE TEST.


https://dl.dropbox.com/u/75632380/Masterwork%20for%20Mac%20test.zip  <-- alpha release of 1.9.5-mac


notes: NEW GUI (not finished) included, for anyone who wants to help (code/test) it requires Python 3.2, and PyQtX installed (finished version won't ) it doesn't actually change the settings yet (back end isn't finished) but I would like to see if it at least runs on everyone's different machines, and displays properly and get feedback from you on it.

http://www.python.org/download/releases/3.2.3/  <-- python 3.2 Mac/Windows/Linux
http://sourceforge.net/projects/pyqtx/files/Complete/   <-- PyQtX MAC(download COMPLETE py323 version NOT py273)

If you are on windows/linux and want to help with the NEW GUI:
PyQt-Py3.2-x86-gpl-4.9.4-1.exe    Windows 32 bit installer
PyQt-Py3.2-x64-gpl-4.9.4-1.exe    Windows 64 bit installer
and linux source is available here:
http://www.riverbankcomputing.com/software/pyqt/download
You don't need SIP unless you are building from source (linux)

Also, I currently don't have access to windows or linux, and the gui is still based on masterwork 1.9.3, so if anyone could let me know if meph added/removed/changed any buttons please let me know.

P.S. Meph you should take a look at how I organized things in this release.. your releases to be a bit blunt are..  disastrous messes of disorganization.
I use linux and have a windows virtual machine setup so I can help test it for you.
I also program in python if you need any help with it, that would give me a reason to get more familiar with python3.

python3 will probably annoy some linux people because it is only really easily usable (most people don't know how to compile) in a bleeding edge linux distro.
Most linux distros with up to date software will have a PyQt package so building from source should not be needed if you did not have to build python3 as well.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - UPDATE
Post by: TTCBuilder on August 26, 2012, 09:38:32 pm
@Ip_228 I believe he is referring to the handcrafted map that comes with the mod. You can find it with the other maps.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - UPDATE
Post by: Meph on August 26, 2012, 09:50:43 pm
Yes, go to "create world with acvanced settings" and chose the "Scorching Shiv" DESERT(Volcano) map setting on the top-right of the screen.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - UPDATE
Post by: zenerbufen on August 26, 2012, 10:29:22 pm
I use linux and have a windows virtual machine setup so I can help test it for you.
I also program in python if you need any help with it, that would give me a reason to get more familiar with python3.

python3 will probably annoy some linux people because it is only really easily usable (most people don't know how to compile) in a bleeding edge linux distro.
Most linux distros with up to date software will have a PyQt package so building from source should not be needed if you did not have to build python3 as well.
I would love help. To tell the truth I am a little overwhelmed with some insane stuff that has been happening in my life. I'm having a hard time to sit down and even focus to play games, let alone code.

I would not object to python 2, but I'm using this as an opportunity myself to learn the 'new right' way of the python world as I brush up my rusty python skills. Once I get my windows&linux environments up I was planning on cx_freezing it, and including everything so it should work regardless of installed python versions. Since it's a pretty simple app and wont have many libraries, including the python run-time only adds a few megs.  It's good to know PyQt is build into most linux distros. That opens the door for more people who could help if they wanted. I have more experience with BSD systems myself.

There are a LOT of buttons, and GUI programing is tedious. (maybe I'm doing it wrong :p) Having someone else jump in and help might motivate me again.
I left off in mainframe.ui (using QT designer,) which the QT Tools use to auto-generate Ui_mainframe.py where most of the GUI code is. (Up to 8900 lines of code now!) I was copying over the pop-up help text for all the buttons.
also in the /lib folder you will find the back-end code from the windows version that needs to be ported to python3 still. Feel free to jump in wherever you want. We should probably put it in the repo, or at least pass notes back and for though if we want to both hack away at the code at the same time.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - UPDATE
Post by: Meph on August 26, 2012, 10:39:15 pm
But zenerbufen... didnt I mention in a PM to you that Roses is writing on a phyton program to select and deselect items as well ? He plans to release it himself for vanilla DF, but wants to add a few lines of code and a little tutorial for me, so I can fit it to the mod. You were having so much trouble in RL, that I diverted some of the workload. I am surprised that you currently do something on the python GUI.  ???

Also, for those who care: All buildings in MDF2. Magic isnt finished, rest is good to go. New additions are marked with red. Creature Armory has been renamed to "Warbeast Kennels", Chemist to "Chemistry Laboratory" and Alchemist to "Alchemists Chambers" Apart from that there are many new buildings, as you can see. The hotkeys are all done as well, just added a unique one for each buildings. From the small letter there is only the x left, and from the shift_letters only 5. Wow, I am running out of hotkeys. Have about 50% of the alt_letters left.

(http://i.imgur.com/04DqC.png)

Explanation new buildings:
Finishing forge can "cold hammer" metals. Known feature already, just moved it away from the crucible.
Crucible got a whole new list, and refines base metals from boulders and is more efficient in steel/bronze production, and can clean rusty iron/steel.
Warpstone Lab will do special weapons and ammo from dead skaven loot.
Bifrost forge will do weapons and armor from dead frost giant loot.
Machine Factory makes items and creatures from dead automaton loot.
Mithril forge is your only way to get mithril (that and trading) and needs elven blueprints.
Summoning Circle summons evil demons to fight and kill for reward. Needs drow blueprints.
Human blueprints will be needed for the gunsmith.
Dwarven blueprints will be needed for the.... Runesmith(?; if I do one) Otherwise for the Golem Forge. (imagine a royal permit from the mountainhomes)
Herbalist makes special items from plants. Mostly for good/evil/savage biomes.
Leather/Cloth/Wood Manufacturer makes items, batches, sets and has specific material selections.
Slaughterhouse is like the butchery, just for special corpses and megabeasts. Used for the new, better upgrade/reward system.
The Alchemist can no create water and magma, as well as transmute metals.
The Chemist can make blackpowder, Dynamite and Nitroglycerin.
Fishpond is the new fishfarm, and can teach swimming as well.
Magic buildings are not done yet, but there will be 4, one for each race.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - UPDATE
Post by: zenerbufen on August 26, 2012, 11:09:21 pm
But zenerbufen... didnt I mention in a PM to you that Roses is writing on a phyton program to select and deselect items as well ? He plans to release it himself for vanilla DF, but wants to add a few lines of code and a little tutorial for me, so I can fit it to the mod. You were having so much trouble in RL, that I diverted some of the workload. I am surprised that you currently do something on the python GUI.  ???

We could always share code with each other(I.E. borrow Roses code into your interface, so the switch isn't so jarring for the users, and we don't have to rewrite all the helps). The last I heard from you in PM Roses hadn't sent you/completed anything yet. I was thinking of having an 'advanced' tab eventually that tied into the work Roses is doing that let you scroll through all the individual options but keep the different button tabs like now for the main options.
 
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - UPDATE
Post by: smakemupagus on August 26, 2012, 11:42:35 pm
The hotkeys are all done as well, just added a unique one for each buildings. From the small letter there is only the x left, and from the shift_letters only 5. Wow, I am running out of hotkeys. Have about 50% of the alt_letters left.

Still a whole alphabet of CTRL_ workshops?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - UPDATE
Post by: MoreAxes on August 27, 2012, 04:12:23 am
I want to say.. strand_extract, but I could be completely wrong...

Anyways I came here to drop this for anyone who is interested, a preview of the next mac release. (1.9.5) It currently RUNS! and I haven't experienced any crashes.. If you have a mac PLEASE TEST.


https://dl.dropbox.com/u/75632380/Masterwork%20for%20Mac%20test.zip  <-- alpha release of 1.9.5-mac


notes: NEW GUI (not finished) included, for anyone who wants to help (code/test) it requires Python 3.2, and PyQtX installed (finished version won't ) it doesn't actually change the settings yet (back end isn't finished) but I would like to see if it at least runs on everyone's different machines, and displays properly and get feedback from you on it.

http://www.python.org/download/releases/3.2.3/  <-- python 3.2 Mac/Windows/Linux
http://sourceforge.net/projects/pyqtx/files/Complete/   <-- PyQtX MAC(download COMPLETE py323 version NOT py273)

If you are on windows/linux and want to help with the NEW GUI:
PyQt-Py3.2-x86-gpl-4.9.4-1.exe    Windows 32 bit installer
PyQt-Py3.2-x64-gpl-4.9.4-1.exe    Windows 64 bit installer
and linux source is available here:
http://www.riverbankcomputing.com/software/pyqt/download
You don't need SIP unless you are building from source (linux)

Also, I currently don't have access to windows or linux, and the gui is still based on masterwork 1.9.3, so if anyone could let me know if meph added/removed/changed any buttons please let me know.

P.S. Meph you should take a look at how I organized things in this release.. your releases to be a bit blunt are..  disastrous messes of disorganization.

Is the code in the .zip file crossplatform enough to run on Windows? If so, I'll be taking a look at this as soon as I'm done with my driving license. (that is, if everyting goes well, on Wednesday)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - UPDATE
Post by: zenerbufen on August 27, 2012, 04:19:07 am
Only the osx df is included, but with pyqt 4 and python 3 installed yes you can play with the new gui on windows. note, the backend isn't finished so you can click on the buttons all you want but they don't do anything (yet)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - UPDATE
Post by: Azated on August 27, 2012, 04:24:47 am
Quick question.

My resolution seems to be very low, and changing the init.txt doesn't seem to do anything. Any ideas?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - UPDATE
Post by: Scruffy on August 27, 2012, 05:21:02 am
Quick question.

My resolution seems to be very low, and changing the init.txt doesn't seem to do anything. Any ideas?
You can zoom in and out with the mouse wheel.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - UPDATE
Post by: raledon on August 27, 2012, 07:00:58 am
A problem I encountered in the 1.9.4 (downloading 1.9.5): for some reason my crossbow dwarves pick a crossbow/javelin thrower, a quiver, and a backpack with some food, but don't take ammo with them.
Correction: one of the javelin throwers put some knives in the quiver. They do not, however, pick their ammo (got enough in the fortress. When hunting they do not seem to have a problem).
Should I build a barracks? Will it help?

Edit: ok, using 1.9.5. The dwarves  are using an assortment of ammo for their weaponry: crossbow with javelins or axe heads, javelins with knife blades, and (!) javelins.
Can they actually use the ammo they got in their quivers?
Also, in my saved game it seem to keep requiring bronze instead of copper to make metallurgist...

Any idea how to solve these crossbow dwarf issues?
Another small question, I heard that moving over tiles with clutter (or generally some stuff on them) will slow dwarves. Is this correct or only applies to workshop clutter?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - UPDATE
Post by: Skyrunner on August 27, 2012, 07:12:49 am
....WHY?!

Suddenly two of my dwarfs are caught in bursts of flame, and now I only have 5 dwarfs.

...Why? Above ground, too...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - UPDATE
Post by: zenerbufen on August 27, 2012, 07:23:46 am
....WHY?!

Suddenly two of my dwarfs are caught in bursts of flame, and now I only have 5 dwarfs.

...Why? Above ground, too...
Did they have any brimstone? Did you turn temperature off and then later back on?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - UPDATE
Post by: Skyrunner on August 27, 2012, 07:26:30 am
No to both. :/ It's a fledgling fort. Though there were a number of coal scattered around.

I wonder if faedogs are butcherable? I'm trying to right now, but the dwarves ignore him xD
Anyways, great fun.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - UPDATE
Post by: Firehawk45 on August 27, 2012, 07:58:13 am
A problem I encountered in the 1.9.4 (downloading 1.9.5): for some reason my crossbow dwarves pick a crossbow/javelin thrower, a quiver, and a backpack with some food, but don't take ammo with them.
Correction: one of the javelin throwers put some knives in the quiver. They do not, however, pick their ammo (got enough in the fortress. When hunting they do not seem to have a problem).
Should I build a barracks? Will it help?

Edit: ok, using 1.9.5. The dwarves  are using an assortment of ammo for their weaponry: crossbow with javelins or axe heads, javelins with knife blades, and (!) javelins.
Can they actually use the ammo they got in their quivers?
Also, in my saved game it seem to keep requiring bronze instead of copper to make metallurgist...

Any idea how to solve these crossbow dwarf issues?
Another small question, I heard that moving over tiles with clutter (or generally some stuff on them) will slow dwarves. Is this correct or only applies to workshop clutter?

Did you have different ranged weapons in the same squad? That confuses the hell out of dwarfs and they start putting things in their quivers which dont need to be there.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - UPDATE
Post by: raledon on August 27, 2012, 07:59:15 am
Umm yeah, I made it an "archer" squad and let them pick whatever. I'll try forcing them to use a specific weapon, and see if it helps.

Edit: this solved the problem, though something interesting popped with it- my dwarves are equipping two weapons in the same hand (2 javelin throwers, a crossbow and a javelin thrower). Does this have any positive effect, or just encumbers them?

Edit2: some of the dwarves stopped picking up ammo for some reason. Tried giving them both crossbow and javelin, one of them picked a couple of bolts, but not shooting them.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - UPDATE
Post by: Meph on August 27, 2012, 10:09:52 am
Ranged squads should only get one type of weapon, dwarves are too stupid to realize that they have a bow, and bolts instead of arrows. And full quiver never get emtpied out by them. Just make one bow-squad, one crossbow-squad, one javelin-squad, and to on...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - UPDATE
Post by: smakemupagus on August 27, 2012, 10:13:17 am
my dwarves are equipping two weapons in the same hand (2 javelin throwers, a crossbow and a javelin thrower). Does this have any positive effect, or just encumbers them?

No, no positive effect, but no big problem either if they're all the same type.  So at the beginning of the game you can set your xbow squads to use all three

crossbow
bladed crossbow
mechanized crossbow

and just remove the lower tech 'crossbow' from individual's equipment once they get of the advanced types.

No to both. :/ It's a fledgling fort. Though there were a number of coal scattered around.

I wonder if faedogs are butcherable? I'm trying to right now, but the dwarves ignore him xD
Anyways, great fun.

Mutant faedogs can spontaneously combust your dwarves, maybe that's what happened.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - UPDATE
Post by: vomov on August 27, 2012, 10:29:25 am
Mutant faedogs can spontaneously combust your dwarves, maybe that's what happened.
The unique bland of randomness found only in Dwarf Fortress and mods.

My resolution seems to be very low, and changing the init.txt doesn't seem to do anything. Any ideas?
Using the scrollwheel works, but may distort other areas of the game. Some graphics packs change the tile size, you should experiment with that.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - UPDATE
Post by: arclance on August 27, 2012, 10:30:40 am
@zenerbufen
I ran the gui in linux (Debian Sid) and it runs fine, no errors, but there are some font size and color issues.
(http://t.imgbox.com/adgbftVX.jpg) (http://imgbox.com/adgbftVX)
That might be due to the incomplete port to python3, I don't know how far you have gotten yet.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - UPDATE
Post by: Godlysockpuppet on August 27, 2012, 01:07:02 pm
oooh did I see frostbrand? how about firebrand or magicbane? hell sure throw in all the nethack/slash 'em artifacts for fun!!! :D
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - UPDATE
Post by: smakemupagus on August 27, 2012, 01:21:56 pm
The Candelabrum of Invocation could be a 'sink' for the tallow candle industry at least :D

@Meph:  Just FYI, Chaos Dwarves entity lacks Progress Triggers.   
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - UPDATE
Post by: Meph on August 27, 2012, 03:00:55 pm
Thats why they never attacked ^^ Is noted.

I think with Deon back on Genesis I will put in some extra-hours into MDF2... mh... competition. ;)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - UPDATE
Post by: smakemupagus on August 27, 2012, 03:50:46 pm
Pretty clean error log for world gen in the new version, just this tiny bug report.
Probably just missing its case-handling tags for NO HARDER MINING option.

Looking forward to actually play later, but off to work now  ::)

Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - UPDATE
Post by: zenerbufen on August 27, 2012, 04:52:39 pm
@zenerbufen
I ran the gui in linux (Debian Sid) and it runs fine, no errors, but there are some font size and color issues.
(http://t.imgbox.com/adgbftVX.jpg) (http://imgbox.com/adgbftVX)
That might be due to the incomplete port to python3, I don't know how far you have gotten yet.
Thanks! that is the exact kind of issues I was looking for. Hmm, that doesn't look like my 'linux preview' at all. Still some work to do ;) I kind of like those dark obsidian black buttons though! I wounder why that happened. hmm.. It's not a python/3 issue, it's because it's using native widgets (buttons) on each platform, and each platform allows/doesn't allow certain things. Like for instance on the mac you can't change the colors of the buttons, but you can change the border around a button. Windows silently ignores a bunch of stuff that linux and mac support, and linux does weird things sometimes.

Learn How To Play for example I had coded to be blue(all buttons are blue) or system default with a green border on mac, and solid green with black text on windows/linux. I think I like the black button with green border better though. I might leave that 'bug' in place and call it a feature. It looks like linux is ignoring the programmed button color, and inheriting it either from your theme, or the background color of the app.

Also, do you have a GTK theme? On linux it will try to respect the theme but I may have to 'hard code' more items instead of leaving them as 'system default', to get it to display properly. The font issues is definitely caused because I didn't bundle the font I used and it appears to be an apple system font.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - UPDATE
Post by: Firehawk45 on August 27, 2012, 05:22:48 pm
Ranged squads should only get one type of weapon, dwarves are too stupid to realize that they have a bow, and bolts instead of arrows. And full quiver never get emtpied out by them. Just make one bow-squad, one crossbow-squad, one javelin-squad, and to on...

Just for my understanding: Is that due to the fact that vanilla dwarfs can only equip one ranged weapon, and therefore treat every form of ammunition the same? Or is it something completely else (dwarfen stupidity counts as something else ;) )
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - UPDATE
Post by: arclance on August 27, 2012, 05:55:46 pm
@zenerbufen
I ran the gui in linux (Debian Sid) and it runs fine, no errors, but there are some font size and color issues.
(http://t.imgbox.com/adgbftVX.jpg) (http://imgbox.com/adgbftVX)
That might be due to the incomplete port to python3, I don't know how far you have gotten yet.
Thanks! that is the exact kind of issues I was looking for. Hmm, that doesn't look like my 'linux preview' at all. Still some work to do ;) I kind of like those dark obsidian black buttons though! I wounder why that happened. hmm.. It's not a python/3 issue, it's because it's using native widgets (buttons) on each platform, and each platform allows/doesn't allow certain things. Like for instance on the mac you can't change the colors of the buttons, but you can change the border around a button. Windows silently ignores a bunch of stuff that linux and mac support, and linux does weird things sometimes.

Learn How To Play for example I had coded to be blue(all buttons are blue) or system default with a green border on mac, and solid green with black text on windows/linux. I think I like the black button with green border better though. I might leave that 'bug' in place and call it a feature. It looks like linux is ignoring the programmed button color, and inheriting it either from your theme, or the background color of the app.

Also, do you have a GTK theme? On linux it will try to respect the theme but I may have to 'hard code' more items instead of leaving them as 'system default', to get it to display properly. The font issues is definitely caused because I didn't bundle the font I used and it appears to be an apple system font.
Yes those buttons are from the GTK theme I am using, they will be different for different users.
I am not sure you can bundle the font for linux without having the user install it.
I think it will only work without installing if you can load the font directly into python from the font file.

QT theme colors are a little buggy for linux users who don't use QT as their main theme (almost everyone who does not use KDE).
Some things like text entry boxes are buggy if the user uses a dark theme, you can get white text in a white box.
If you can get the Base color to use the same color as the Light color it should work.
I have not figured out how to do that so it will respect the users theme settings yet.

I got some of the problems fixed mainly the light colored border around the button zone and some text that clipped under a button.
(http://t.imgbox.com/ady3GvWv.jpg) (http://imgbox.com/ady3GvWv)
Here are the changes I made.
Spoiler (click to show/hide)
I can pm you the altered file if you want to look at it.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - UPDATE
Post by: Meph on August 27, 2012, 06:05:11 pm
Now I know how non-modders feel when they see modders talk about raw-editing. I feel like I should post a picture of a dog in a chemistry lab, saying: I have no idea what I am doing. Because guys, I seriously have no idea what you are doing, but please keep doing it.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - UPDATE
Post by: zenerbufen on August 28, 2012, 01:07:18 am

Yes those buttons are from the GTK theme I am using, they will be different for different users.
I am not sure you can bundle the font for linux without having the user install it.
I think it will only work without installing if you can load the font directly into python from the font file.

QT theme colors are a little buggy for linux users who don't use QT as their main theme (almost everyone who does not use KDE).
Some things like text entry boxes are buggy if the user uses a dark theme, you can get white text in a white box.
If you can get the Base color to use the same color as the Light color it should work.
I have not figured out how to do that so it will respect the users theme settings yet.

I got some of the problems fixed mainly the light colored border around the button zone and some text that clipped under a button.
(http://t.imgbox.com/ady3GvWv.jpg) (http://imgbox.com/ady3GvWv)

Here are the changes I made.
Spoiler (click to show/hide)
I can pm you the altered file if you want to look at it.
(https://dl.dropbox.com/u/75632380/linux-preview.jpg)
Ok, to start with that is what it is supposed to look like under linux (so different from what your seeing! cross-platform coding is !fun! ).

Yes! I can actually embed fonts with QT. if you looks at resources_rc you will see how the dwarf picture is embedded into the python code. (the actual png included is ignored by the program) I will have to do the same with the fonts. Actually, some of the fonts I used originally appear to be missing even on my own computer now, (yikes)
While your modifications have made it look fantastic, I worry about how those changes will effect how it looks on windows, and for users with a 'light' or 'default' themes under linux. The vertical lines are supposed to indicate which of the tabs require a new world gen to take effect. The fact that you moved them indicated I need to reword that or find some other way to make that indication.

I think we have two options under linux. 1) allow whatever theme is installed to show through (which will be hard esp since 1/3 of the app has a dark background which is non-standard already. that was a pain in the ass in itw own.), or 2) force/hardcode our settings and over-ride the users installed theme to provide a more consistent interface.

How does your modified copy look when you switch back to a default/grey gtk theme?

You don't use KDE but does your system include any of the kde/qt libs? is it possible to force it to render using QT under linux instead of GTK if they aren't using full kde? (sorry for my linux ignorance)

Edit: Meph, it's your mod.. what do YOU think? I personally like arclance's personal theme and am contemplating forcing that upon everyone.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - ANOTHER POLL, YEAH!!!
Post by: HandFullOfCheese on August 28, 2012, 02:23:42 am
Wards are immobile animals, like mines, I believe. Pasture them, and your dwarfs will drag them in place.

Oh, okay. Thanks much.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - UPDATE
Post by: arclance on August 28, 2012, 07:26:04 am
Ok, to start with that is what it is supposed to look like under linux (so different from what your seeing! cross-platform coding is !fun! ).

Yes! I can actually embed fonts with QT. if you looks at resources_rc you will see how the dwarf picture is embedded into the python code. (the actual png included is ignored by the program) I will have to do the same with the fonts. Actually, some of the fonts I used originally appear to be missing even on my own computer now, (yikes)
While your modifications have made it look fantastic, I worry about how those changes will effect how it looks on windows, and for users with a 'light' or 'default' themes under linux. The vertical lines are supposed to indicate which of the tabs require a new world gen to take effect. The fact that you moved them indicated I need to reword that or find some other way to make that indication.
Okay if you can embed the font that should fix the font issues easily.
Yes the header text was broken for me it was wrapped to three lines and the top and bottom line were partially clipped out the window and under the tabs.
That may be fixed simply by including the font you use though I should test it again once you add that so I can see if the font works the same on my system.
I think we have two options under linux. 1) allow whatever theme is installed to show through (which will be hard esp since 1/3 of the app has a dark background which is non-standard already. that was a pain in the ass in itw own.), or 2) force/hardcode our settings and over-ride the users installed theme to provide a more consistent interface.

How does your modified copy look when you switch back to a default/grey gtk theme?

You don't use KDE but does your system include any of the kde/qt libs? is it possible to force it to render using QT under linux instead of GTK if they aren't using full kde? (sorry for my linux ignorance)

Edit: Meph, it's your mod.. what do YOU think? I personally like arclance's personal theme and am contemplating forcing that upon everyone.
This is what is looks like with a light GTK theme, my fixes cause the same problem as with the dark theme used without fixes.
(http://t.imgbox.com/abjFtJtY.jpg) (http://imgbox.com/abjFtJtY)
You should test dark themes on windows as well I know people use them though I don't have any.

My system does not come with QT libs installed but they are available if you need them.
Installing the python3-pyqt4 package will install the QT and python3 packages you need automatically.
KDE is built using QT so KDE users are using QT already.
I think there are some other window managers that use QT but I would have to look them up.

It is not possible to force QT to render using GTK but it is possible to have QT inherit it's theme from GTK which is what I am doing.
That does not always work with a dark theme so sometimes you have to run a QT program with a light GTK theme.
The problem is usually light text on a light background or black text on a dark background.

I think the easiest way to ensure readability for everyone is to hardcode the colors, otherwise you will have to make a lot of customizations to the .py file to make it work right on all platforms and with both light and dark themes.
You could always get a working hardcoded version out first and then release one that works with the users system theme later.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - UPDATE
Post by: lp_228 on August 28, 2012, 08:18:30 am
Thanks for the reply - this Volcano preset is quite good.

Now another question - what is statue of a gargoyle?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - UPDATE
Post by: Godlysockpuppet on August 28, 2012, 10:00:21 am
Thanks for the reply - this Volcano preset is quite good.

Now another question - what is statue of a gargoyle?

I think I can answer that - it's to be used in a reaction at the "spawn point" workshop to create a friendly gargoyle. Use them against invaders.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - UPDATE
Post by: Melzer on August 28, 2012, 11:36:22 am
Wiki please? I love this mod, It's great but I would like to know more about it (how things work, what they are, without Science.(I'm a monster)). 
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - UPDATE
Post by: smakemupagus on August 28, 2012, 11:46:01 am
There was a wiki for a while, but it wasn't super accurate, and Meph decided to replace it with his own manual, which i guess will be in the new version. 
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - UPDATE
Post by: Meph on August 28, 2012, 11:55:26 am
I am writing a wiki/manual. But it will be for the next version, I am not doing yet another manual for the current one... but the next one will list everything, I already put about 60h of work in it.

@zenerbufen: I do like the white text on black ground, I did chose the same style for the manual after all. As long as people can read it.


SECRET PROJECT: IT WORKS
Dwarves can run dfhack. Yep, you read that right. Your prophet of armok prays to armok, asking to destroy the invading frost giants with his holy wrath ? Done, run slayrace frost_giant automatically, because the custom written plugin reads out the gamelog. Summon the apocalypse, and Armok sets the world on fire, dfhack runs immolate.

You do some hippie elven magic, sing the song of gaia... and all trees grow back, or all the seeds in farmplots grow to plants. Meddling with the weather, big surface fire? Summon a rainstorm, dfhack runs "weather rain" and it starts raining....

It is all very alpha, and the author of the C++ plugins is expwnent, so you have to thank him for the legwork. And now back to Soundsense, to make the music stage play actual mp3s when you play a song :)

I also reworked Alchemy transmutations a bit, you can now reach every metal, on each map. comes at a price, and I hope it is somewhat balanced. Probably not, but here is the draft I have right now:

(https://lh3.googleusercontent.com/-X3zJUM5CEas/UDz4NZsR_BI/AAAAAAAALOE/cJbHBIA-okQ/s500/transmutation%2520cycle.JPG)

EDIT: From our community fort:
(pages of turrets and Meph trying to kill a drow, it dodging or surviving everything, unharmed)
The Deep Drow Shielddancer slams into an obstacle!
The Wandering Spirit disappears into the shadows!
The Deep Drow Shielddancer is uncertain and slows down!
The Wandering Spirit reappears from the shadows!
The Deep Drow Shielddancer loses hold of the ({ironbone horned helm}).
The Deep Drow Shielddancer loses hold of the ({steel blade shield}).
The Deep Drow Shielddancer loses hold of the ({mithril blade shield}).
The Wandering Spirit whirls around and slashes The Deep Drow Shielddancer in the head with the long blade of his welded mithril zweihander and the severed part sails off in an arc!

EDIT2: Looks like we are getting rid of another 2 buildings. Soapmaker gets killed, goes into Chemist... and I think the brick-oven will go into the kiln in some sort. I kind of like the crematory, so I think I will keep it around. It is usually build near refuse piles and creates stench/bacteria, getting rid of unwanted stuff and creates ash/coke, while the kiln is just working with inorganic mats, making new blocks, and burns coke in the process. Feels like 2 different kinds of industries, so I will keep it like that. Oh, make that 3 buildings... The Church of the dark depths and the summoning circle will go into one... I really like the church concept/design, but think they are close enough to be one building.

EDIT3: DONE. Soap is now made in the chemistry lab, and has a 10% chance to leave a glob of glycerol. Can be used for nitroglycerin and dynamite. Bricks are now made in the kiln, 3 boulder and 1 coke are needed to make 12 bricks. Soapmaker and Brickoven are removed.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - UPDATE
Post by: Speakafreak22 on August 28, 2012, 05:47:58 pm
Not sure what to do with the dwarven rune/gargoyle statue/other items from the tech research lab besides the blueprints. What should I do with them?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - UPDATE
Post by: Meph on August 28, 2012, 05:50:01 pm
Dwarven Rune = Use it in the Hall of the mountainking for mages, Gargoyle: Spawn location, build your friendly gargoyle guard.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - UPDATE
Post by: Mictlantecuhtli on August 28, 2012, 05:52:11 pm
SECRET PROJECT: IT WORKS
Dwarves can run dfhack. Yep, you read that right. Your prophet of armok prays to armok, asking to destroy the invading frost giants with his holy wrath ? Done, run slayrace frost_giant automatically, because the custom written plugin reads out the gamelog. Summon the apocalypse, and Armok sets the world on fire, dfhack runs immolate.

You do some hippie elven magic, sing the song of gaia... and all trees grow back, or all the seeds in farmplots grow to plants. Meddling with the weather, big surface fire? Summon a rainstorm, dfhack runs "weather rain" and it starts raining....

It is all very alpha, and the author of the C++ plugins is expwnent, so you have to thank him for the legwork. And now back to Soundsense, to make the music stage play actual mp3s when you play a song :)

Holy fucking fuck, can you release this as an alpha, just so I can try it for myself? You've seriously broken some incredible ground with this.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - UPDATE
Post by: Shingy on August 28, 2012, 06:17:52 pm
Amazing. Just amazing. The next updates look very good, but indeed, this new system is awesome. If you manage to implement it successfully, well, you're one of the best modders. Really. Thanks Meph, I really didn't see it coming!  :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - UPDATE
Post by: Meph on August 28, 2012, 06:42:06 pm
I am prepping all the parts... or delegate to more capable people to prep for me ;)

HTML/CSS wiki explaining everything
C++ dfhack plugins
MP3s/Plugins for Soundsense
Pixelart/Sprites for the graphics
Python GUI for the settings
DF Raws for the actual content
Tons of fancy interaction fun, for previously unseen features

Then I will combine everything. Maximum ETA: 2 weeks from now. I promise an Alpha in 2 weeks from now. I have ported all the easy stuff, buildings, 80% of the reactions, the plants, trees, inorganics, bodies, language files, but havent started on entities, creatures and interactions yet. These require more testing and will be done later. Not on the netbook. Plan is to realease an alpha, give people 1 week to play it. In the meantime I flesh out the new GUI (alpha wont include it) and the manual, add better descriptions, lore, that kind of stuff... in the meantime get the reports about balances, longer testforts and so on, and fix up a beta, again 1 week test-release, and then I want to make the full release, with finished manual and GUI. Total time till MDF2 would be 1 month then. Sounds good ?

Currently adding more content to the manual, and inventing the new magic system. Beastmaster and Druids for elven magic, Demonbound, (Necromancer/Puppeteer?) for Drow, Magmamancer for Dwarf, and Magikus and Witchhunter for human magic. Demonbound and Witchhunters fight btw, you shouldnt have both in the same room.

Beastmasters buff pets, make spiritbears, and are good melee fighters. You can only have one.
Druids are good farmers, buff treants, and sow treant seeds for friendly guard forests. Support unit.
Demonbound are epic-melee fighters. Very hard to obtian, might tantrum/berserk often. Has demonhounds with him.
Necromancers/Puppeteers would be an evil support mage, uses scarecrows/corpses. Unsure about that one.
Magikus is a healer, regen/speed aura, can resurrect dead dwarves.
Witchhunter nerfes undeads around him, melee fighter. Blesses dwarves so they cant turn undead after death.
Magmamancer are epic ranged units, but heavily fickle. Might cause friendly fire, might explode. Turn drakes into fire-drakes as familiars. Can learn better spells, 3 lvls.

All the mages are subject to change, but this is the general idea I have in my mind right now.

About the dfhack stuff: I also want to do custom announcements and pausegame-zoom camera on workshop for very special stuff. For example the mage transfomation, or when the philosophers stone is made, or the guardian of armok. Game pauses, camera shows workshop, textbox shows up and says: "The Guardian of Armok has awoken" or something. Similar to "Praise the miners." I just talked about it with expwnent about it. Can be done.

@Shingy: IF I manage to implement it? I tested it already, it works. :) Thanks to expwnent, not me. I simply had the idea, and he the experience in C++ for it.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - UPDATE
Post by: Speakafreak22 on August 28, 2012, 07:01:09 pm
Dwarven Rune = Use it in the Hall of the mountainking for mages, Gargoyle: Spawn location, build your friendly gargoyle guard.
Oh sweet, I've been wondering that for months lol. Thanks
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - UPDATE
Post by: arclance on August 28, 2012, 07:48:38 pm
@zenerbufen
I figured out what was causing the color problems.
At some point the pallet settings for "centralwidget" and "mainframe" were edited and this was overriding the system colors.
In QtDesigner you can reset them by clicking the red arrow on the far right of the pallet setting.
It now looks correct with both dark and light themes.
(http://i.imgbox.com/absA46cv.png)
(http://i.imgbox.com/adu0SorI.png)
There are still some some alignment issues to work out, the Window Size controls are on top of another button for example.
I don't think I should mess with the alignment stuff until you get a version with the fonts you are going to use embedded in it ready though.

How do you generate the .py file from the .ui file?
I have been making all these changes to the .py file by hand, partly by guesswork.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - UPDATE
Post by: zenerbufen on August 29, 2012, 01:01:21 am
@zenerbufen
I figured out what was causing the color problems.
At some point the pallet settings for "centralwidget" and "mainframe" were edited and this was overriding the system colors.

Yes, the 'mainframe' background was supposed to be black, like in the windows version... I should have hardcoded the font color at the same time

In QtDesigner you can reset them by clicking the red arrow on the far right of the pallet setting.
It now looks correct with both dark and light themes.

There are still some some alignment issues to work out, the Window Size controls are on top of another button for example.
Alignment is hard, as windows/linux/and mac interpret things a little differently, you fix the alignment issues on one and it breaks it on another. This is because there is supposed to be more 'padding' around the widgets, but we are trying to cram a bunch of stuff into a smaller space.
I don't think I should mess with the alignment stuff until you get a version with the fonts you are going to use embedded in it ready though.
Agreed, no point wasting time lining everything up now, just to have to do it all again later!

How do you generate the .py file from the .ui file?
I have been making all these changes to the .py file by hand, partly by guesswork.

Two ways:
1)

pyuic4¶

The pyuic4 utility is a command line interface to the uic module. The command has the following syntax:

pyuic4 [options] .ui-file
The full set of command line options is:

-h, --help
A help message is written to stdout.

--version
The version number is written to stdout.

-i <N>, --indent <N>
The Python code is generated using an indentation of <N> spaces. If <N> is 0 then a tab is used. The default is 4.

-o <FILE>, --output <FILE>
The Python code generated is written to the file <FILE>.

-p, --preview
The GUI is created dynamically and displayed. No Python code is generated.

-w, --pyqt3-wrapper
The generated Python code includes a small wrapper that allows the GUI to be used in the same way as it is used in PyQt v3.

-x, --execute
The generated Python code includes a small amount of additional code that creates and displays the GUI when it is executes as a standalone application.

--from-imports
Resource modules are imported using from . import rather than a simple import.

Note that code generated by pyuic4 is not guaranteed to be compatible with earlier versions of PyQt. However, it is guaranteed to be compatible with later versions. If you have no control over the version of PyQt the users of your application are using then you should run pyuic4, or call compileUi(), as part of your installation process. Another alternative would be to distribute the .ui files (perhaps as part of a resource file) and have your application load them dynamically.

2)

from within python, import PyQt4

PyQt4.uic.compileUi(uifile, pyfile[, execute=False[, indent=4[, pyqt3_wrapper=False[, from_imports=False]]]])
Generate a Python module that will create a user interface from a Qt Designer .ui file.

Parameters:   
uifile – the file name or file-like object containing the .ui file.
pyfile – the file-like object to which the generated Python code will be written to.
execute – is optionally set if a small amount of additional code is to be generated that will display the user interface if the code is run as a standalone application.
indent – the optional number of spaces used for indentation in the generated code. If it is zero then a tab character is used instead.
pyqt3_wrapper – is optionally set if a small wrapper is to be generated that allows the generated code to be used as it is by PyQt v3 applications.
from_imports – is optionally set to generate import statements that are relative to '.'. At the moment this only applies to the import of resource modules.


to create a 'file-like object' of a file on disk use:
import io
myfile = io.open('filename.txt', mode='w')

for the mode, 'w'=write and 'r'=read

Meph likes your theme, so if you would like to help could you hardcode everything to match your theme, then send me the .ui file and I'll make sure it works on the mac? The only tweak i would make is to possibly darken mainframe to completly black so the dwarf blends in better, or I guess I could edit that image to have a dark grey instead of black background. Whichever looks better.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - UPDATE
Post by: Rumrusher on August 29, 2012, 01:07:51 am
One thing I have an issue with turning on animalmen is that you get a boat load of animalmen civs who can't talk to you. so you end up with several acres of non communicative units that just stand around doing nothing.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - UPDATE
Post by: Firehawk45 on August 29, 2012, 01:59:11 am
I think the puppeteer is a great idea. Necromancer not so much, i can see forts end up with tons of feet, hands, heads crawling (bowling?) around, and beside them being not really useful, they would also hurt fps.

For the puppeteer i have three suggestions:

- The ability to "corrupt" and animate one unchanged ward into a walking evil-aura-ward (makes enemies around it slower)

- Scarecrows, as you have said. Maybe with the possibility to buy "puppeteers scarecrow" from the drow, which (if turned) is more durable and has stronger natural weapons. Im thinking about hooks and/or claws here. Should be quite expensive to encourage people to use the normal scarecrows too. Really good resistance against blunt attacks and normal arrows, but slicing/slashing should easily dispatch them.

-Animated stone decoys. Basically animated statues.... Sorry, i just like the idea of statues beating the carp out of goblins to much :) They are made of stone, so they would be able to have decent blunt attacks and the ability the normal decoys have too: A big resistance against ranged attackers. Therefor, they should be really vulnerable if someone uses a hammer
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - UPDATE
Post by: Treason on August 29, 2012, 07:45:01 am
Huh..interesting happenstance in a world I recently generated.

Apparently, my parent civilizations have figured out how to form tools, weapons and what-not out of "FIREBALLS" and their cost upon embarking is "0" points.  They, as assumed, are on fire, generating constant smoke and fire.  Makes caravans from the home civilization a source of constant fires above ground.

Also, there is bloodsteel available for mining within certain soil levels and stable-warpstone is now "Haunting Ashe."

..I just recently upgraded to the newest version.  Am I experiencing new features, or am I experiencing new "features?"

Edit: FUN is abounding!  I embarked on a good biome swamp and it's raining beer!  I can't wait until the first caravan arrives with one of these fireball items aboard  :D
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - UPDATE
Post by: Shingy on August 29, 2012, 07:52:08 am
I'd say you duplicated your raws. I didn't get this problem but it's usually raws duplication, yes.

Meph: Well, thanks to him for creating this (I didn't think it was possible) and to you for using it!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - UPDATE
Post by: arclance on August 29, 2012, 08:32:34 am
to create a 'file-like object' of a file on disk use:
import io
myfile = io.open('filename.txt', mode='w')

for the mode, 'w'=write and 'r'=read
That's what I was missing, I thought it wanted a output file name not a open file descriptor.
I don't have pyuic4 with what I have installed.

Meph likes your theme, so if you would like to help could you hardcode everything to match your theme, then send me the .ui file and I'll make sure it works on the mac? The only tweak i would make is to possibly darken mainframe to completly black so the dwarf blends in better, or I guess I could edit that image to have a dark grey instead of black background. Whichever looks better.
I am not sure if I can do that exactly, there are some shading images involved.
I will look into it and see if I can figure out how to do that.
Otherwise it will be close but the edges of the buttons won't have the gradient.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - UPDATE
Post by: MoreAxes on August 29, 2012, 10:53:25 am
Ran the settings program on Windows (XP). It has certain, uh, issues.

(http://i.imgur.com/uPt89.png)


It appears that fixing most of the font-related issues involves changing the settings manually. I have managed to get the black background, but I'm not sure about the buttons.

edit:
I think the most reliable way to get the same look across all platforms would be using Qt stylesheets. Though it might require some work.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - UPDATE
Post by: arclance on August 29, 2012, 11:04:09 am
^ There are similar issues on Linux.
The problem comes from the font used not being on many peoples systems and only some of the colors being hardcoded.
We are going to fix it by embedding the font in the program so you don't need to have it and I think by making all the colors hardcoded.
We need to get the font embedding done before we do anything else since the font affects the alignment and size of parts of the gui.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - UPDATE
Post by: MoreAxes on August 29, 2012, 11:10:48 am
Well then, the next challenge after embedding seems to be theme consistency. We could use a word from Meph about which theme he prefers (tbh the dark one looks way cooler, but I don't think I need to say this).

edit:
Just noticed that the asterisk annotations should be the other way around :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - UPDATE
Post by: arclance on August 29, 2012, 11:17:06 am
Meph has already spoken.
@zenerbufen: I do like the white text on black ground, I did chose the same style for the manual after all. As long as people can read it.
I know how to hardcode the colors to match my dark screenshot already.
I am looking into how to hardcode the gradient effect my buttons have while I wait for zenerbufen to embed the font.

Your right the asterisks are backwards, I did not notice that.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - UPDATE
Post by: MoreAxes on August 29, 2012, 11:30:00 am
Guess I should have been reading more carefully.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - UPDATE
Post by: Meph on August 29, 2012, 11:42:04 am
Fireball inorganic mats is a problem with duplicate raws. Not his fault, I did upload it with 2 entries for bone_block. I did fix it quickly on DFFD, added a hotfix-download in the thread, but that is already 3-4 pages ago. Just redownload and all will be good.

Poll: Wow, that one is super clear. All requested changes are done.
Spoiler (click to show/hide)

I also have 3 designs here.
Crematory: Unsure about this... should I keep the old one?
(http://i.imgur.com/eXHkv.png)

Warbeast Kennels: (previously creature armory) Should look like a buffed up version of the kennels.
(http://i.imgur.com/iMR7u.png)

Screw Press: I always loose track of these 1tile-tiny workshops in vanilla. So I made it 3x3, keeping the style the same.
(http://i.imgur.com/IA2kQ.png)

And... kind of 10 new buildings, but not really. Just look at the screenshot, this is how you see it ingame: left is first page workshops, center is second page workshops, right is furnace page. All with unique hotkey and sorted in groups, as people requested. The category-titles can actually be build ingame, and spell out the word. I think this is kind of neat for successionforts etc. It is also a feature that I can easily toggle ON/OFF, so it is up to you, but wow, even I was impressed how much it helps in the actual game.

(http://i.imgur.com/3Runv.png)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - UPDATE
Post by: Panopticon on August 29, 2012, 12:49:53 pm
Once you release this we are going to have to start a new succession fort I think.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: Meph on August 29, 2012, 01:24:00 pm
For sure. And I will play a few rounds then as well. Like I said, this is my timeplan:
2 weeks from now: Alpha Release. (11th September) - Testing.
3 weeks from now: Beta Release. (18th September) - Bugfixes, Balancing, Manual.
4 weeks from now: MDF2. (25th September) - Full release with GUI.

I actually like having a deadline, I work better that way. Pressure is good. ;)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: smakemupagus on August 29, 2012, 02:01:56 pm
I'll go with "keep some" although I would have voted actually to keep the throwing hammers and axes, as the most dwarfenly of weapons
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - UPDATE
Post by: arclance on August 29, 2012, 02:43:31 pm
The only tweak i would make is to possibly darken mainframe to completly black so the dwarf blends in better, or I guess I could edit that image to have a dark grey instead of black background. Whichever looks better.
I tried making the black background on the image transparent so it would look fine on any color.
(http://t.imgbox.com/adpGOpNG.jpg) (http://imgbox.com/adpGOpNG) (http://t.imgbox.com/adzqzslV.jpg) (http://imgbox.com/adzqzslV)
I can do better job on making it transparent if you like that.

I started trying to hardcode the colors and I have been unable to get the tabs to use anything but the system theme.
Do you have any idea why that is?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: smakemupagus on August 29, 2012, 04:51:22 pm
- snip -
hold on, maybe this bug report was my own fault, sorry ^^
-edit-

nope, it's legit
The "refunded" oil from REACTION:BOIL_LEATHER does go nicely into the barrel now, but is unusable "liquid" not "oil".

Yikes, the barrels are XX-tattered-XX too.  I hope it's just coincidental damage from some other source, and not that they're burning away from the inside since they're full of molten hot LIQUID_MISC

Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: zenerbufen on August 29, 2012, 06:05:50 pm
4 weeks from now: MDF2. (25th September) - Full release with GUI.
I actually like having a deadline, I work better that way. Pressure is good. ;)
A deadline! OH NO! You know.. when I said I could (maybe, I remember telling you maybe!) meet that deadline it felt so so far away. Now this is reminding me of every college class ever where I procrastinated everything and stayed up the day before and worked furiously to turn in my assignment minutes before the due time. Seriously you are an evil evil man, but without deadlines I'm afraid I would probably get nothing done.
I started trying to hardcode the colors and I have been unable to get the tabs to use anything but the system theme.
As far as I can tell tabs on OS X are hard coded by the system and can't be overridden anyways, it will have blue/clear regardless so I havn't even had a chance to try to change them on lin/win yet. I'm working on the font issue right now.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: kizucha on August 29, 2012, 06:07:04 pm
@Meph: The new designs look really good for me, except the press but only because i have most roomlayout's of 3x4/4x4 and dont problems with 1-tile-workshops. Anyway make it as you like it. :D

Looking forward to the MDF2. 8)

Edit: Oh and the workshoppage looks great.  :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: arclance on August 29, 2012, 06:55:28 pm
I started trying to hardcode the colors and I have been unable to get the tabs to use anything but the system theme.
As far as I can tell tabs on OS X are hard coded by the system and can't be overridden anyways, it will have blue/clear regardless so I havn't even had a chance to try to change them on lin/win yet. I'm working on the font issue right now.
Okay I had basically got the everything but the tabs hardcoded though the buttons were pretty plain.
If you don't know how to hardcode the tabs I won't spend any time on that for now.

What did you think of the transparency I added to the dwarf image?
That should make the image look good with any system theme.
If you like that I can spend more time editing the image to make the edges look better.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: Meph on August 29, 2012, 07:15:48 pm
Well, zenerbufen, that deadline is for me releasing a finished GUI, not you giving me the template so I can add the metatags and raws and test everything. Of course you have to be done with this earlier  :P

Diving into megabeasts next... griffons, manticores, balrogs anyone?

thanks smake, yet again. I know why all this stuff happens, because I have a butchered 1.9.4 version, a modding/dev version, the 1.9.5 release version, a clean 2.0 version, and the modding/dev 2.0 version. YEAH for mixing up raws.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: Shingy on August 29, 2012, 08:03:43 pm
More megabeasts sounds good. It will be good to actually have griffons and manticores instead of simples engravings.
I just hope that if you implement balrogs, they'll appear underground. Maybe... Maybe they would spawn in the circus, like
Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: MoreAxes on August 30, 2012, 06:14:54 am
I made an attempt at the settings backend: http://pastebin.com/3qjUVsXe

Supports writing/reading options to JSON (with minimal user effort required), it's also documented so you don't have to read all the code.
Works fine with my tests, but I would appreciate if someone could play around with it and maybe spot some bugs.
edit:
Note that, in the current state, the script doesn't look for raws in the right directory, but this is trivial to fix. The commented out example at the bottom of the file shows how to change the raw directory to where the raws actually are, which should be enough for now.

On another note, has anyone considered making a github repository for all this?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: zenerbufen on August 30, 2012, 06:38:18 am
@moreaxes
We already have a javaforge site, but it kinda fell into disuse.

http://www.javaforge.com/repository/5841
http://www.javaforge.com/project/mwdf

after you crete an account I can add you to the project, it's a mercurial repo. I tried git but couldn't make it work. mercurial is more newb friendly :)

I uploaded an updated version of the gui to the repo. I made some small tweaks, embeded fonts not done yet, but I included the fonts.

@arclance, I added an option to change the builtin style, tryout the different ones to see which work the best. it's at the top of masterwork_launcher.py3 , feel free to try out stylesheets if you want as well, they should work on all platforms.

@lp_228 yes, they steal/hoard. Vanilla bug.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: lp_228 on August 30, 2012, 08:03:25 am
Is there a known bug with hospital? My dwarves just can't stop hauling stuff to the hospital despite the fact that i set limit to the lowest possible.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: Melzer on August 30, 2012, 08:40:59 am
Is there a known bug with hospital? My dwarves just can't stop hauling stuff to the hospital despite the fact that i set limit to the lowest possible.
It's a DF bug, dwarves will haul cloth, sopa, etc. until all the containers in the hospital are full.
BTW can turret's shoot through fortifications? Probably yes
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: Meph on August 30, 2012, 09:07:00 am
Quote
BTW can turret's shoot through fortifications? Probably yes
Yes, they usually do.

Ok everyone, here are the current 15 megabeasts. All of them leave a itemcorpse that can be butchered at the slaughterhouse. The corpse will leave 3 things:
1: A trophy, an item you can keep, put it on a display stand, give it your king...
2: A soul. Megabeast souls give experience in combat skills, like the (old) skill essence/aether
3: A reward. Help wanted for this, since I only have 6 set up so far. What would you like to see as rewards ?

More megabeasts? Give me ideas. I already think that a "great nightwing" and a centaur as semi-megabeasts would be nice. Vampires, evil mages, mummies, werebeats and so forth are covered by xangis fear-the-night mod, so what else could there be?

Here the current list:

dragon
Trophy: dragon skull
Reward: 20 dragon scales (used for armor) steel grade, temp immune

balrog
Trophy: smoldering balrog skull
Reward: 1 volcanic whip and 1 volcanic scimitar

cursed blacksmith (old genesis boogeyman, but I like it)
Trophy: cursed blacksmith mask
Reward: dead? cursed blacksmith, spawn him again, friendly, needs drow magic

nightmaiden (old genesis boogeyman, but I like it)
Trophy: nightmaidens dress
Reward: dead? nightmaidens, spawn her again, friendly, needs drow magic

colossus
Trophy: colossus statue
Reward: 25 metal bars of colossus type.
Note: There are about 15 castes. Rusty Iron, Bloodsteel, Titanium colossus... all there.

phoenix
Trophy: phoenix feather
Reward: phoenix egg, spawn him again, friendly, needs 1 fuel

manticore
Trophy: manticore skull
Reward:

chimera
Trophy: chimera skull
Reward:

griffon
Trophy: griffon talon
Reward:

giant
Trophy: giant skull
Reward:

cyclops
Trophy: cyclops eye
Reward:

ettin
Trophy: ettin skulls
Reward:

minotaur
Trophy: minotaur horns
Reward:

hydra
Trophy: hydra skulls
Reward:

roc
Trophy: roc talon
Reward:

PS: Since this will get lost in this thread within a few hours, I post it in the suggestions thread as well.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: Shingy on August 30, 2012, 09:25:11 am
You could add mythological creatures. Search a bit in the greek mythology as I don't know the translation of some names in english.
Still, I have a few rewards ideas.
Manticore: Manticore spike, can be crafted in bolts or spears, can easily penetrate armors.
Griffon: Griffon claw? Sharp and deadly.
Hydra: In the greek mythology, the hydra's blood was poisoned. Herakles used it against his enemies. If you could get a vial of it and coat your weapons with it, it'd be good.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: Meph on August 30, 2012, 09:36:04 am
Yeah, Gorgons/Medusae would be nice, Kraken (if aquatic works) and Centaures... Grendel, Draugr, Jotuns, Einherier, Nidhöggr, Fenriswolf, Wendigos, Yetis, Bigfoot/Sasquatch... Slenderman (nightcreature ^^) ;)

Only problem I see is that some things are better known then others... most people here will now a Beholder from DnD, but not an Einherier or Draugr (and if those, then only from Morrowind/Oblivion/Skyrim) So taking massive monsters from other franchises would be nice, instead of RL-mythology.

I'll still add quetzalcoatl to it. :) A giant feathery snake with wings, beware its poison.

Anyway, back to the rewards, they are more important. A potion of giants strength (sets strength to max/5000) from a giant I'll do. But what to do with Cyclops, Ettins and Minotaurs ? they are so non-descript.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: arclance on August 30, 2012, 09:54:36 am
@moreaxes
We already have a javaforge site, but it kinda fell into disuse.

http://www.javaforge.com/repository/5841
http://www.javaforge.com/project/mwdf

after you crete an account I can add you to the project, it's a mercurial repo. I tried git but couldn't make it work. mercurial is more newb friendly :)

I uploaded an updated version of the gui to the repo. I made some small tweaks, embeded fonts not done yet, but I included the fonts.

@arclance, I added an option to change the builtin style, tryout the different ones to see which work the best. it's at the top of masterwork_launcher.py3 , feel free to try out stylesheets if you want as well, they should work on all platforms.
I created an account on javaforge, username arclance.
I have never use mercurial to do anything but clone a repository before but it should not be a problem.

I looked at the code for masterwork_launcher.py3 and I see a couple of problems with the style changer.

1. "Macintosh" should not be the default since it is not cross platform.
      You will just get a lot of "It crashes on windows" bug reports if you leave it like that.

2. You are missing the GTK+ style it is what lets you use your GTK theme in QT on linux.

I tried stylesheets in QT Designer before, that was the only way to override the system theme for buttons.
There were some problems though, I could not get all the colors right using the system theme.
I could not set the font color of QComboBox objects or do anything to the tabs when using a system them, it works with the others though.

Hardcoding the colors seems to work as long as you don't use a system theme (ie. mac, windows, or gtk+) at least with the preview option in QT Designer.
I need generate the python code first to test if it really works.

I tested this by backporting your changes to the old script so I could test it.
Works okay but not with GTK+, the tabs won't change at all.

Edit: Here is a mainframe.ui where I hardcoded the colors and added a minor stylesheet. (https://dl.dropbox.com/u/69178231/Masterwork_GUI/mainframe.ui)
Let me know how those changes work for you.
The tabs probably won't accept the colors with the Macintosh theme, try some of the others as well.

I may make some changes to this now that I now things work better when running the actual python code.
I would like to do this again from scratch using the font that will be in the final version to see what is necessary and what is not.
When do you think you be done getting the font embedded?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: Shingy on August 30, 2012, 10:03:31 am
Yes, indeed, you need to implement things that are known well-enough by players in general.
You're going to add quetzalcoatl? That's great! Will you make him able to take control as a civilization as a deity, like clowns do? It would be accurate with the legends.

I just read on the wiki that Ettins car survive without heads. This might give you a few ideas.
Anyway, I really have no ideas for those three, I thought about it, but nope.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: Firehawk45 on August 30, 2012, 10:38:40 am
Isnt the minotaur often depicted with an axe? Make him carry that one and let it be strong. That ranks up difficulty when facing him directly.

I somewhere heard a story about magic properties of cyclops horns, comparable to unicorns. Although i think its not verified by greek history (not to speak about the horn itself), its still a nice thing ;) Maybe make that thing a reagent for special magic items, or a improved version of the existing mages?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: Mictlantecuhtli on August 30, 2012, 01:27:21 pm
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: Meph on August 30, 2012, 02:10:15 pm
Good suggestions, although a ettin-head-duet in the music stage will probably not happen ^^

Giants strength potion, poison-cloud arrows/bolts from manticore, maybe 7 hydra-skull helmets, probably a minotaurs great axe (curiously enough they have lvl15 wrestler and carry no axe)... I dont want to use too much on the summoning system, because it is buggy as hell, and megabeast corpses are quite rare. Maybe I should just add 2 souls to the Ettin. :)

Angelos allowed me to use his creature-pics he did for DF, 5 in total. So here a preview, for all those that wondered what a green devourer looks like. I also have a bugbat, crundle, snailman and elkbird.

(http://i.imgur.com/RXUh8.png?1)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: Mictlantecuhtli on August 30, 2012, 02:19:59 pm
I dont want to use too much on the summoning system, because it is buggy as hell, and megabeast corpses are quite rare. Maybe I should just add 2 souls to the Ettin. :)

Well, that's kinda the point behind the corpse-item based summons. If you're feeling the itch to take on something rather strong and have killed a Roc before, just summon a lesser or even a 'Corrupted' [via Dwarven drunken summoning] version for training/science/fun/etc. Makes it a bit more worth it to kill a beast like that, especially considering their rareness. Just make it so the summoning item doesn't explode on one use, make it a 95% chance of reuse.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: Meph on August 30, 2012, 03:00:26 pm
Oh, and everyone have a look at this:

☼MASTERWORK☼ Orc Fortress v0.2.0 "Two Year Challenge" (http://www.bay12forums.com/smf/index.php?topic=115627.0) There is testing to be done, for the orcs who are still alive... still alive...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: GaxkangtheUnbound on August 30, 2012, 06:21:48 pm
Maybe an ettin would drop something that would enable a mage to dual-cast certain spells? Like, FIREBALL1 and FIREBALL2, with 2 being enabled when the special item is used in a reaction.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: zenerbufen on August 30, 2012, 06:28:13 pm
Meph, what happened to those new help docs you had posted?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: arclance on August 30, 2012, 06:40:00 pm
@ zenerbufen & Meph
I have got a working hardcoded theme though it needs some tweaking.
It does not have enough contrast right now, the button edges are almost invisible.
It does not work with the GTK+ style and probably won't work with the Macintosh and Windows Style.

Do you want me to post some example screenshots of what it looks like with the other styles?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: Meph on August 30, 2012, 11:18:21 pm
New help docs? You mean the html manual, and if yes, what of it?

@arclance: All phyton/design things are zens decisions. I will only add the metatags and mod the gui to suit the raws. I dont know phyton and both of you only talk gibberish/an invented language from my point of view. :)

@gaxkang:nice nick. :) Although I cant make the ettin corpse mage specific, most fortresses would have no use for it. But I will figure something out.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: Meph on August 31, 2012, 12:10:53 am
RL Update, because I can.

Finished my tour. For now.

(warning, massive pictures. red:done, green:future)
Spoiler: USA ROUTE (click to show/hide)
Spoiler: WORLD ROUTE (click to show/hide)

Now wrapping up red-tape, getting my bike in a plane, and arranging water/eletricity/heating/internet for my house in germany. yeah. ^^
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: zenerbufen on August 31, 2012, 12:49:55 am
@arclance I can't even see the buttons with that .ui and I'm visiting relatives. I'll have to play with it later. I think I might end up using cleanlooks or plastik so that it will look the same on all platforms. os x can render all of the styles fine (windows looks like windows 95 though).
@meph I couldn't find the download link, for those help docs you posted not long ago. Congrats on finishing your trip, that must have been an epic journey.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: smakemupagus on August 31, 2012, 01:27:14 am
Congratulations, that journey is mind blowing.  I can barely stand to make some of those routes by airplane.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: Shingy on August 31, 2012, 07:44:38 am
Good job Meph, this is an amazing tour!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: arclance on August 31, 2012, 07:47:58 am
@arclance I can't even see the buttons with that .ui and I'm visiting relatives. I'll have to play with it later. I think I might end up using cleanlooks or plastik so that it will look the same on all platforms. os x can render all of the styles fine (windows looks like windows 95 though).
Yea, like I said it does not have enough contrast.
I have good eyes and I can barely see the buttons.
Since it works for you as well I will adjust the colors so the buttons stand out more.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: arclance on August 31, 2012, 10:39:12 am
Okay I adjusted the theme colors to make it look better and to increase the button visibility.
You can download the mainframe.ui example here. (https://dl.dropbox.com/u/69178231/Masterwork_GUI/mainframe.ui.Dark_Theme_Beta_2012-08-31_11.30)
If you like it it is simple to copy and paste the pallet into any future version of mainframe.ui.
Here are some screenshots of what is looks like with different QT style settings.
Spoiler: Plastique (click to show/hide)
Spoiler: Cleanlooks (click to show/hide)
Spoiler: Motif (click to show/hide)
Spoiler: CDE (click to show/hide)
I think Plastique looks the best.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: KaneAndTheHumanRace on August 31, 2012, 01:57:47 pm
I feel stupid asking this, and I've tried searching the thread to the best of my ability - how do I make book covers for the scriptorium?  The manual states leather and paper is needed (both of which I have), and the building guide says something about the tanner making bookcovers, I even see an option listed in the building guide.  My tanner doesn't have any bookcover option though.  v1.95 Masterwork.  I apologize if this question has already been answered, thanks for your input.

Also, on the stocks screen, what category is ink kept under?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: Meph on August 31, 2012, 02:15:04 pm
The question is not answered in the old manual, because I removed bookcovers. You dont need them anymore. You can just write essays and books without them.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: Treason on August 31, 2012, 04:08:10 pm
Note to self:  Kill the Chosen One when it pops up.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: Arkenor on August 31, 2012, 05:29:43 pm
Oh, I was wondering why things looked a bit odd. Masterwork is using an older version of Ironhand that doesn't have proper wheelbarrow and minetrack graphics. I'll try to see if I can get it to use the new tile graphic without breaking anything else in the process!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: Arkenor on August 31, 2012, 05:41:29 pm
Aha, aye. Seems to not have broken anything. Just needed to change the tile for the wheelbarrow and the minecart, and change the minetrack tile settings in d_init. Doesn't *seem* to have made anything else look wrong, though I'm early in the game, and won't be surprised if some mineral later looks very tracklike.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: Flavio on August 31, 2012, 07:02:02 pm
This is a great mod, although I'm still learning the fine aspects of it.
I've encountered something strange, (I've changed the age a child turns an adult to 8) in my latest fortress a child arrived at the age of 8, when I checked the raws again to see if I hadn't messed up something by accident I've found several repeated tokens in the dwarfs raws. This could be the problem, or it doesn't affect anything?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: Sarkovar on September 01, 2012, 12:30:58 am
Note to self: Firebird watch animals? Bad idea.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: Godlysockpuppet on September 01, 2012, 07:41:12 am
Note to self: Firebird watch animals? Bad idea.
!!Steelclad Horse!!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: Meph on September 01, 2012, 06:07:12 pm
Anyone else things that this scream to be added: http://en.wikipedia.org/wiki/Rat_king_(folklore) (http://en.wikipedia.org/wiki/Rat_king_(folklore))
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: Godlysockpuppet on September 01, 2012, 06:12:36 pm
Anyone else things that this scream to be added: http://en.wikipedia.org/wiki/Rat_king_(folklore) (http://en.wikipedia.org/wiki/Rat_king_%28folklore%29)

I saw one of them in a jar at a museum. Freaky shit.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: Meph on September 01, 2012, 06:22:42 pm
I only know them from DnD and Planescape Torment, thought it is funny that they really exist. Of course, without the telekinesis/braincontrol the fantasy versions have. But cutting it and spawning rats from it will be fun.

My current list for megabeasts:
cerberus, sphinx, quetzalcoatl, Behemoth, Basilisk, Cockatrice, Medusa, Grim Reaper, Beholder, Nymph, Siren, Druid, Vampire (Fear the Night), Werebeast(Fear the Night), Undead (Fear the Night)

Maybe I am baised with my knowledge of western myth, and lack of knowledge on eastern myth...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: Godlysockpuppet on September 01, 2012, 06:36:14 pm
No coati? For inspiration look to nethack and Slash 'em. I see several referances to these games already, you may as well take more :) How about foocubus? Or perhaps the 4 riders of the apocolypse? I'd love to see the 4 riders raining down death famine pestilence and war upon my dorfs! (War turns dorfs against eachother, famine ruins food supplies, pestilence causes syndromes and death can insta kill a dwarf with a long cool down rate and perhaps raise the dead?) :D
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: Meph on September 01, 2012, 07:11:07 pm
4 Riders might come, but not as megabeast, because they are always alone.

Coati are cute little fluffy animals living in brasil, stealing food from tourists at iguazu.

I dont know Nethack or Slash'em, so there are no references to those.... games?

Progress list for those who care, approaching more difficult reactions...
Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: Godlysockpuppet on September 01, 2012, 07:25:26 pm
Really? How did you learn of frost brand then? That sword featured in those games originally, I thought. Where ever it is you got those ideas from they're all derived from those games. Umber hulks are also a nethack monster. As are cockatrices. But then again I think nethack got all of these creatures from dungeons and dragons :P
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: Shingy on September 01, 2012, 07:51:48 pm
It's good for me Meph!
I just have one thing to say about your megabeasts: you said that there'll be Nymphs, Cockatrice and Basiliks, but they are already implemented as wildlife (If I recall correctly for the basilik).
What will make them different from the others? I mean, a nymph can't destroy a whole fortress.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: Wrex on September 01, 2012, 10:13:59 pm
...My magma temple of Armok just turned into...magma.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: Shingy on September 01, 2012, 10:27:33 pm
It never happened to me Wrex. What reaction did you make?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: Wrex on September 01, 2012, 10:43:27 pm
It never happened to me Wrex. What reaction did you make?

I tried to forge a golem heart. I savescummed and tried it again, and nothing of rthe sort happened. I can only guess it tried to do the "DEATH" result, but overheated into a shower of burning magma which fell on the poor bastard, then immediatly cooled, freezing him in basalt.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: Arkenor on September 02, 2012, 12:30:47 am
The manual says that "This option adds a couple of boiling stones to many reactions/workshops. Hammering metals makes sparks, burning fuel creates smoke, and so forth. These have no effect and are purely cosmetical."

Cosmetic effects, who could say no to those? But my new kitchen is knee deep in vomit, because of clouds of bacteria that fill the area when they try to cook, infecting them with a syndrome. It took me a while to figure out that was what was causing it (I thought your plague option had managed to re-enable itself in the launcher). A 10-20% chance of a syndrome laden cloud on a variety of cooking activities. A 20% of a different cloud and nausea syndrome every time I brew anything at the still. Between all that, that's pretty much going to keep half the fort permanently ill, and on this adventure I don't have access to water yet to clean this mess up.

That's fine. I've removed the syndromes from the effects now, but you might want to rewrite that section of the manual, because the negative effects of that option are massive.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: Wrex on September 02, 2012, 03:15:33 am
The effects of "Running a random experiment" Are beautiful, random, and unpredictable. Producing a padded shirt out of marble was probably my favorite, although accidently forging Soul Edge was another high point.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: Meph on September 02, 2012, 09:17:03 am
UmberHulks are DnD, Cockatrice is RL-Myth, and Frostbrand is a name I came up with.

Nymphs, Basilisks etc that are normal creatures would get a megabeast version. The ancient basilisk has come... dont know about any nymphs really, but I can see a powerful siren, or a druid that spawns 6 treants upon arrival.

Temple shouldnt be able to spawn magma, i dont even have the magma-spawning in the current version... interesting, but I redo the temple currently anyway. And if it really way the "death" chance, then hey, magmaspawning seems a reasonable result ;) But really, there shouldnt be any magma...

Arkenor, the bacteria/alcohol vapor/stench is not part of the "sparks/dust/smoke-stuff" They are part of the workshops, and do have an affect. Call them workaccidents, like the fire in the smelter. The alcohol vapor should just make them dizzy for a short time, the bacteria sick, and the stench make them vomit. I might have to rebalance this, but I did think about the feature first. People who handle raw meat and vermin remains and guts etc might get sick, tanning is by default a horrible mess (tanneries were always outside the city in a really poor slum area, more or less)

@random experiement: Yeah, someone uses it :) I want to make it even more random and add it to the temple next version, because the research lab will be removed.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: arclance on September 02, 2012, 09:22:56 am
Arkenor, the bacteria/alcohol vapor/stench is not part of the "sparks/dust/smoke-stuff" They are part of the workshops, and do have an affect. Call them workaccidents, like the fire in the smelter. The alcohol vapor should just make them dizzy for a short time, the bacteria sick, and the stench make them vomit. I might have to rebalance this, but I did think about the feature first. People who handle raw meat and vermin remains and guts etc might get sick, tanning is by default a horrible mess (tanneries were always outside the city in a really poor slum area, more or less)
Is that part optional?
If it is not it really should be, it seems like a undesirable feature to me.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: Meph on September 02, 2012, 09:30:49 am
Undesireable for you maybe :P

The game is too easy. ^^ I have to add stuff that hurts inside the fortress... ;)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: Arkenor on September 02, 2012, 09:33:44 am
Ah, I see. Is it part of some other turn-offable component?

I'm amazed I'm the only person to have complained about it! It happens so constantly that you can't get anything done. And as dwarves have a habit of clustering around the still to drink, it makes it even worse. I'm only in my first autumn, with 10 dwarves. Resources were running low so I got my kitchen and still area up and running, and slaughtered one of the wagon pack animals. The automatic rendering of fat that occurred shortly afterwards, and subsequent cloud took out the kitchen staff, and the brewing cloud got a few more. With no easy water on this embark, I'm in danger of ending up with a lot of very dehydrated dwarves. Having to go through the entire lifespan of the fortress with this going on all the time would be crazy, unless you really like the colour green. My first playthrough with Mastercraft is not off to a great start.

Not everyone who uses Mastercraft is going to feel comfortable rummaging around in raws to rectify it either.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: Meph on September 02, 2012, 10:04:17 am
Well, it shouldnt be a little feature, not a hinderance for the player. I dont know why your dwarves drink in the still, and the normal "brew drink" reaction doesnt do any alcohol vapor at all. The tanner and butcher (stench and miasma) should be build away from food areas anyway, same goes for crematory and refuse stockpile.

But in the end this feature will be toggle-able as well, no worries. (mh, I just checked, in this version it is indeed linked to the "boiling stone" button you mentioned. I'll split it, one will be only ornamnetal, the other "work accidents" or something. Soooo much balancing to do for the next version)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: arclance on September 02, 2012, 10:14:41 am
I dont know why your dwarves drink in the still
That happens to me all the time until I have several hundred barrels of alcohol.
I think it happens because you have about the same number of barrels as dwarves who are thirsty so they have to drink the one in the still.
They may also prefer higher value booze since I always catch my brewers sneaking a little bloodwine from the barrel before the other dwarves swarm the still.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: Riun on September 02, 2012, 11:42:38 am
@random experiement: Yeah, someone uses it :) I want to make it even more random and add it to the temple next version, because the research lab will be removed.

I once got an "Untranslated Dwarven Rune Greataxe". Was worth like 100k dwarfbucks...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: Labraid on September 02, 2012, 03:26:41 pm
Is InkMans ink intentionally deadly? Weird question but strange things has been happening to my fort located in neutral savage part of the map.

There was a single wild Ink Man in the wild some time ago and he tried shooting some of his ink at my newly arrived immigrants, for some reason his ink was frozen in projectile form, he missed all of his shots but some of them landed on the 1 tile wide bridge that was leading to my fort. Nothing scary happened at this point.

As seasons changed Ink Man went away but his projectiles melted and left a puddles on my bridge. Before next caravan arrived I had placed some traps just behind the bridge and when elves came I just saw my dwarves rush to the trap line to pick up a caravans worth of free stuff as all of the elves were dead, no combat log whatsoever.

Other caravans came, results varied, but most of the time at least one of the traders ended up dead, my dwarves were safe up to this point. Finally a Mountainhome guys came so I watched them carefully, they crossed the bridge, then the traps, unloaded their goods... no causalities. I was finally able to trade and didn't want to miss the chance, sold a bunch of stuff, bought some.
Finally the caravan packed up and was on their way to leave the map when one of the traders dropped dead. My greedy dwarves didn't wait even 5 frames before rushing to collect free loot, put the stuff in stockpiles and suddenly I saw reports of my dwarves suffocating in total 6 of them, all just by the well. They were probably the ones that did the hauling.

Not sure if I was just unlucky or is the InkMans Ink this deadly in general.

EDIT: Update: Unlucky dwarves left two pools of ink and an ocean of vomit on my main staircase, had some more casualties soon and tantrum spiral kicked in. Mighty fort destroyed by a single Ink Man.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: Broken on September 02, 2012, 04:58:54 pm
I just found a chosen one demon god in adventure mode. The bastard desintegrated me without any provocation (I even save scummed
and certified that i could talk with him before he atacks.

The thing that bothers me most is that i had the antimagic effect active over me. I am not sure if the chosen ones can intentionally
surpass that or not.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: Meph on September 02, 2012, 05:57:04 pm
To both creatures, Chosen One and Ink Man, I have to say this: Both are features of the Dwarven Chocolate/Wizards Tower mod by SethCreyid, who apparently does not balance creatures, or at least interactions and syndromes well. I will not inlcude any of this in the next release.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: arclance on September 02, 2012, 06:32:55 pm
@ zenerbufen
Are you still away from your home computer?
Have you had a chance to look at the new color pallet I posted? (http://www.bay12forums.com/smf/index.php?topic=98196.msg3571055#msg3571055)
I adjusted the colors so you can see everything now.
I posted some screenshots you can look at if you can't test the file right now.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: Wrex on September 02, 2012, 06:51:09 pm
Knuckle dusters, even slade ones, are less effective than bare hands, since the knucle dusters have a large hit area and glance off of armour frequently. I would reduce the contact area to 10, and increase the velocity. Slade knuckles shouldn;t be deflected by copper, and even a steel helm shouldn't offer much protection from bludgeoning hits.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: Meph on September 02, 2012, 07:18:03 pm
Ok, thanks :) Is fixed.

I also made a few changes in the tanner. You can now dry gut to thread, clean feathers, clean skin, chitin or scale. Skin gives 2 leather and 1 fur, chitin gives carapace and scale gives scalemail.

You can harden leather, carapace or scalemail by boiling it, using a bucket and coke.
You can make llamelar versions by using 2 hardened types and 1 thread.
Fur is only an extra leather so to speak, weak, but can be used for clothing.

Leather manufactur can now make armorsets and padded armorsets from each type. Fur, Leather, hardened leather, llamelar leather, carapace, hardened carapace, llamelar carapace, scalemail, hardened scalemail, llamelat scalemail. Hope this lowers micromanagement a bit (lot)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: Wrex on September 02, 2012, 09:21:14 pm
Hrm. I have an idea. To make transformations more reliable, would spawning, say, 10 boiling rocks as a product improve the odds of it working?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: Meph on September 02, 2012, 09:34:58 pm
No, it sadly wont have an effect.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: Wrex on September 02, 2012, 09:36:25 pm
No, it sadly wont have an effect.

Unfortunate. And jacking up the severity won't help it overwhelm a dwarve's immune system either, will it?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: Meph on September 02, 2012, 09:38:30 pm
The severity has nothing to do with it, I think it is the probability and size_dilutes and resistable. As long as the last two are missing, a prob:100 should always trigger.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: Deon on September 03, 2012, 12:05:32 pm
Meph, in your "secrets of disease and blight", the foul lung spell uses FACE_ROT_CURSE, which should be FOUL_LUNG_CURSE.

It's in "interaction_dwarfchocolate.txt", 548th line.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: Upuaut on September 03, 2012, 01:23:20 pm
Just a short note. One of the Let´s Players I´m subscribed on youtube started a Let´s Play series of DF with the Masterwork Mod. For those interested here the link to the first video:
http://www.youtube.com/watch?v=Id9x8iTER-c
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: Deon on September 03, 2012, 01:31:44 pm
Awesome, thanks for the link.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: HavingPhun on September 03, 2012, 01:43:00 pm
I think I found a glitch in masterwork, But I made a thread in the dwarf fortress mode forum too incase its a problem with vanilla. It was right before the start of winter and the dwarven caravan came to my fortress for the first year. I had my seeds and some war dogs outside still and the caravan started to unload goods. A few minutes after I called my broker over the wagons burst into flames and burnt down the entire forest. I lost some dogs, all my seeds, my fod was cooked, (I think) and my broker went missing. He was really a pile of ash and clothing on the edge of the map. I was lucky too have a previous save and I rushed everything under ground. But nothing happened this time around. Has anyone had this happen before in vanilla? What happened?, boiling leather? 
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: Arkenor on September 03, 2012, 01:47:53 pm
Things have perked up a bit since I wrote about the syndrome issue. I'm not sure whether it's the mod, or just strange luck, but this has been a very odd embark so far.

Couple of things I've noted:

I managed to kill a couple of kobold thieves so built a creature lab to unpack their treasure bag. The creature lab seems to have an automatic "make a skill container" job that it keeps spamming. So far as I can tell. I'm not going to need one of those until I kill a megabeast, and I certainly don't need more than one of them. Unless I'm missing something, it probably ought not to be an automatic job.

When I built the creature lab, it looks like it took a caged white tigerman corpse I had nearby (courtesy of my local necromancer tower who thought it would be fun to send a wave of them against me in spring 132. The dark stranglers picked a bad moment to make their first appearance. They never reached me.), and built it into the fabric of the building. For a while I thought it was doing something with him, but I guess the poor chap is just a building material. T'was puzzling though, but I'm happy for him to stay there so long as he doesn't manage to escape. Which I have no doubt he will eventually.

Speaking of the Dark Stranglers, on arrival, they ignored my fort, and marched into a strange structure that I was sure was not shown on my embark screen. I'm guessing it was a tomb, as there were mummies present on arrival, which made for a quite panicy first few minutes. The tower undead who arrived shortly afterwards marched in after them, wiped them out, and marched back out. I don't imagine it's anything to do with Mastercraft, but it has certainly caused some weirdness. I can't see the tunnel in it all the way down, but it seems to hook up to the caverns, as your slime creatures have occasionally emerged from it to do battle with the mummies. Not been able to snag any of their special drops before the local thieves swoop in. Apparently a named Putric Blendec woodcrafter managed to get himself killed down there too, and I've NO IDEA what those guys are doing here already. Some sort of underground camp maybe. So far down that they don't show up in my unit list apart from that one. I shall investigate the structure eventually, once giant slimes and mummies are a little less terrifying.

Something down there is killing the mummies. I don't know what it is, but I fear it.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: Deon on September 03, 2012, 02:02:20 pm
I think I found a glitch in masterwork, But I made a thread in the dwarf fortress mode forum too incase its a problem with vanilla. It was right before the start of winter and the dwarven caravan came to my fortress for the first year. I had my seeds and some war dogs outside still and the caravan started to unload goods. A few minutes after I called my broker over the wagons burst into flames and burnt down the entire forest. I lost some dogs, all my seeds, my fod was cooked, (I think) and my broker went missing. He was really a pile of ash and clothing on the edge of the map. I was lucky too have a previous save and I rushed everything under ground. But nothing happened this time around. Has anyone had this happen before in vanilla? What happened?, boiling leather? 
They brought some flammable/exploding material. It has nothing to do with vanilla. Does the log say what's boiling when it burns people?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: Meph on September 03, 2012, 02:17:36 pm
Magma.  -.-

All inorganic mats that use the stone-template have the name magma in liquid state. I have no way of narrowing it down, and sometimes dwarves arrive with magma. Stupid bastards, one of the reasons I restart ;)

GUI
Download-Link for Python,needed to run it: https://dl.dropbox.com/u/60111839/python-3.2.3.msi (https://dl.dropbox.com/u/60111839/python-3.2.3.msi)
Download-Link for GUI, Alpha, written by Roses, includes a readme. https://dl.dropbox.com/u/60111839/DF_GUI-test.rar (https://dl.dropbox.com/u/60111839/DF_GUI-test.rar)

The Gui can toggle all entries for CREATURE, ENTITY, ITEM, REACTION, PLANT, and INORGANIC. This means you can enable or disable every single entry from those. The interface is very, very basic by now, but my hope rests in Zenerbufen & Arclance to somehow merge both WIP-GUIs.

The Gui can also save/load templates, so you can keep your favourite mixes. Best part is that I can add the metatags to the raws and only have to add them to one txt file, and the code reads it out by itself. Harder smithing and coverage are added as a test.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: arclance on September 03, 2012, 02:41:46 pm
That GUI does not work for me.
Code: [Select]
python3 DF_GUI.py
Traceback (most recent call last):
  File "DF_GUI.py", line 21, in <module>
    for row in f:
  File "/usr/lib/python3.2/codecs.py", line 300, in decode
    (result, consumed) = self._buffer_decode(data, self.errors, final)
UnicodeDecodeError: 'utf-8' codec can't decode byte 0xf8 in position 2698: invalid start byte
I will see if I can figure out why this happens but I am not as familiar with Python3 as I am with Python2.7.

This GUI is in Tk so we would have to decide if we use the old GUI (which is in QT) with this backend or to scrap the existing GUI.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: Roses on September 03, 2012, 02:46:51 pm
The code itself for reading in the raws and all the logic should work just fine in QT, I would just have to change a few things around to be suitable for PyQT (Assuming that is what you are using?)

EDIT: That error seems more to do with the file it is reading in than the program itself.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: arclance on September 03, 2012, 02:52:27 pm
The code itself for reading in the raws and all the logic should work just fine in QT, I would just have to change a few things around to be suitable for PyQT (Assuming that is what you are using?)
We are using PyQt4.
We are almost done getting working cross platform, the font needs to be embedded before the alignment of elements can be adjusted.
You can look at the code for the GUI here. (http://www.javaforge.com/repository/5841)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: arclance on September 03, 2012, 03:11:46 pm
EDIT: That error seems more to do with the file it is reading in than the program itself.
Yes it is.
It turned out to be because the encoding of the raws files is not consistent.
Some of them are utf-8 and some of them are ISO-8859-1.
This is common if you are using mods because Windows by default uses ISO-8859-1 and most other operating systems use utf-8.
It is a problem with the program if you want it to work with any mod since you won't be controlling the file encoding of the raws.

This makes the error go away, I have not tested if the utf-8 files are read correctly though.
Code: [Select]
for i in range(len(files)):
f = open(dir1+files[i], mode="rt", buffering=1, encoding="ISO-8859-1")
dat = []
for row in f:
dat.append(row)
totdat[i] = dat
f.close()
I also moved the f.close() inside the loop so you don't leave open files which can cause memory leaks.
It can also corrupt the data read from files if you reuse the variable without closing the old file first.

Python3 uses they system default encoding by default when trying to read text files.
Your code would work on Windows because its default system encoding is ISO-8859-1.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: Roses on September 03, 2012, 03:21:21 pm
Ah, I have never coded for anything but Windows, so thanks for the catch. It's strange that I never got the error though on my machine. Also, don't know how that close statement got out of that loop!

Looking through your code for the GUI it really shouldn't be that hard at all to incorporate. I would just wrap it all in a class (it really should be anyway) and then it could be called easily enough. The question would be how you want to display the information. Should there be a tab for each group? Or should there be one tab with multiple buttons? Or one tab with everything sorted by columns? Also, should there be a separate tab for all the metatags?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: arclance on September 03, 2012, 03:44:07 pm
Ah, I have never coded for anything but Windows, so thanks for the catch. It's strange that I never got the error though on my machine. Also, don't know how that close statement got out of that loop!
Your welcome, encoding in Python is a pain in the ass.
It was worse in Python2.7, the default encoding was ASCII though you can change it.

Looking through your code for the GUI it really shouldn't be that hard at all to incorporate. I would just wrap it all in a class (it really should be anyway) and then it could be called easily enough. The question would be how you want to display the information. Should there be a tab for each group? Or should there be one tab with multiple buttons? Or one tab with everything sorted by columns? Also, should there be a separate tab for all the metatags?
If you want to start on that I will clarify some things about the code for you.

The Ui_mainframe.py file which holds the GUI code is generated from mainframe.ui which is edited (mostly) with QT Designer.
masterwork-launcher.py3 starts the GUI and sets some settings for PyQt, resources_rc.py hold the embedded dwarf.png image and will hold the embedded font.

I can't say for sure how to present the information, that is up to Meph and Zenerbufen.
I think that a tab for each group would be best and fits well with the existing GUI.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: Meph on September 03, 2012, 03:52:26 pm
I can just note that all works on my WinXP machine, and that I get no error messages. Two things I did notice are these:

First: I cant toggle entire sub-groups, only individual entries.
I mean this:
Creatures
 - Birds
  - - Bird1
  - - Bird2
  - - Bird3

I can toggle bird 1, 2 or 3, but I cant toggle "birds" in total. This would mean a lot of clicking for someone who wants to disable all birds, or lets say Giant/Animalman versions. Would be great if this can somehow be added.

Second: I dont see how I can add different tileset versions in this setup, except if I do it this way:
YESPHOEBUS!{TILE:10}
NOIRONHAND!!{TILE:234}
NOMAYDAY!!{TILE:15}
NOASCII!!{TILE:1}

This would work, and uses a completely different way then I did so far, but I actually believe, after writing this down here, that it is superior to the old one. I would just need a file-replace-command for the actual tileset.png, OR add them all in the data/art and add metatags to the init.txt.

@Roses: Does it read out from all dwarffortress sub-folders, or only Dwarf Fortress\raw\objects ?

Apart from that I am amazed how 13kb of code can do all this, my old VB-GUI is sitting in the corner, crying and feeling inadequate. I just have to come up with the metatags and what to toggle. That will take a while ^^
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: arclance on September 03, 2012, 04:00:40 pm
I can just note that all works on my WinXP machine, and that I get no error messages. Two things I did notice are these:
I figured out what the problem was.
The way it was written it would only work on a Windows computer.
It should be fixed when Roses updates the code.

First: I cant toggle entire sub-groups, only individual entries.
...
I can toggle bird 1, 2 or 3, but I cant toggle "birds" in total. This would mean a lot of clicking for someone who wants to disable all birds, or lets say Giant/Animalman versions. Would be great if this can somehow be added.
That sounds good to me as well.
It kind of works here right now, the click does not always do anything.

I would just need a file-replace-command for the actual tileset.png
I know how to do that if Roses wants someone else to write it.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: Roses on September 03, 2012, 04:05:27 pm
First: I cant toggle entire sub-groups, only individual entries.
I mean this:
Creatures
 - Birds
  - - Bird1
  - - Bird2
  - - Bird3

That's strange, I think I might have disabled something when going through it. Should be an easy fix. Also the click doesn't always work, if you press it to quickly after pressing it the first time it won't register. Or it will register to many times. I need to find an acceptable delay (although the QT code for buttons may be entirely different)

Second: I dont see how I can add different tileset versions in this setup, except if I do it this way:
YESPHOEBUS!{TILE:10}
NOIRONHAND!!{TILE:234}
NOMAYDAY!!{TILE:15}
NOASCII!!{TILE:1}

This would work, and uses a completely different way then I did so far, but I actually believe, after writing this down here, that it is superior to the old one. I would just need a file-replace-command for the actual tileset.png, OR add them all in the data/art and add metatags to the init.txt.

I was going to set it up so that it copies from different folders depending on which graphics sets you want, but it could do either.

@Roses: Does it read out from all dwarffortress sub-folders, or only Dwarf Fortress\raw\objects ?

Apart from that I am amazed how 13kb of code can do all this, my old VB-GUI is sitting in the corner, crying and feeling inadequate. I just have to come up with the metatags and what to toggle. That will take a while ^^

Right now it only reads in the objects folders. But it is simple to read from more.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: arclance on September 03, 2012, 04:12:21 pm
I am seeing the weird click behavior myself.

You will need to read other folders to be able to change unit tilesets since they are in a different folder than the other raws.

If you want to see what I have been doing to the QT GUI I posted an update on that here. (http://www.bay12forums.com/smf/index.php?topic=98196.msg3571055#msg3571055)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: Meph on September 03, 2012, 04:21:25 pm
Ah, it was the clicking. Disabling groups works, it was just that you shouldnt click to fast, or it doesnt do anything.

I will do the tilesets in one set of raws, how I described it. It will save me a ton of work, because I only have one set of raws. Might be interesting for Deon as well, because he has multiple sets currently. I personally hated it, when I modded and had to copy+past everything in 4 sets of raws.

It would be great if it reads any .txt files in dwarffortress\, and not just the raws. Many things are edited in the data\init as well.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: Roses on September 03, 2012, 04:35:59 pm
Ah, it was the clicking. Disabling groups works, it was just that you shouldnt click to fast, or it doesnt do anything.

I will do the tilesets in one set of raws, how I described it. It will save me a ton of work, because I only have one set of raws. Might be interesting for Deon as well, because he has multiple sets currently. I personally hated it, when I modded and had to copy+past everything in 4 sets of raws.

It would be great if it reads any .txt files in dwarffortress\, and not just the raws. Many things are edited in the data\init as well.

Reading in other files is super easy.

Also, I could add a drop down menu specifically for tilesets if you wanted.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: arclance on September 03, 2012, 05:15:26 pm
Also, I could add a drop down menu specifically for tilesets if you wanted.
There is a tileset section in the QT GUI already.
It is on the "General Settings" tab in the "Graphics" section.
You could go ahead and add actions to that section if you want.
We can always move it later if necessary.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: Roses on September 03, 2012, 05:24:42 pm
Also, I could add a drop down menu specifically for tilesets if you wanted.
There is a tileset section in the QT GUI already.
It is on the "General Settings" tab in the "Graphics" section.
You could go ahead and add actions to that section if you want.
We can always move it later if necessary.

Yeah, I can do that.

@Meph, do you want it so that everything is in one file?
Like
PHOEBUS!{TILE:10}
IRONHAND!!TILE:234}
MAYDAY!!TILE:15}
ASCII!!TILE:1}
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: Meph on September 03, 2012, 05:59:21 pm
@Roses: Yes, I want to keep it in one file, this way there is no replacement, and I only keep one set of raws.

@Roses, Arclance & Zenerbufen: You dont have to ask for everything, since I do not know what each of you, and what Python itself, can do. Just go ahead and build it together, I do trust that you guys know what you are doing. Just add a few tabs/areas for "Balancing" "Industries" and "Misc"

I do believe that this new GUI will not be as user-friendly as the old one, because of two reasons. It has no tooltips, so people cant see directly what each thing does. And since it allows a lot more freedom, it is a lot easier to break something.

But then again I will have plenty of time in Germany to figure out how to solve this. It would definetly help to sort the entities better for example, to show who is an ally, who an invaders, and maybe how difficult they are.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: arclance on September 03, 2012, 06:00:56 pm
I do believe that this new GUI will not be as user-friendly as the old one, because of two reasons. It has no tooltips, so people cant see directly what each thing does. And since it allows a lot more freedom, it is a lot easier to break something.
Tooltips are possible but they should be left until the end when we know for sure what each button does.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: Meph on September 03, 2012, 06:05:08 pm
Understood.

Am I right if I assume that all coding on the Python code is done in a text-editor, and there is no graphical version, like in the Dreamweaver for Html, or VB Express for Visual Basics?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: arclance on September 03, 2012, 06:08:34 pm
Understood.

Am I right if I assume that all coding on the Python code is done in a text-editor, and there is no graphical version, like in the Dreamweaver for Html, or VB Express for Visual Basics?
For the backend (file manipulation) that is true.

For the GUI you can use QT Designer to layout the gui elements and save a template for that to a text file.
There is a program that generates the Python code for the gui from that text file.
This is mostly how we are doing it now since zen started that way but I have hand edited some things as well.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: Meph on September 03, 2012, 06:20:16 pm
Oh, thats good news :)

I will let you tinker with it a few days, and continue on the RAWS and my RL, which takes a big chunk of time currently.

Unrelated news: I was just running some tests with the "dfhack done by dwarves" in fortress mode, and will start adding reactions for this to the temples. :)

Currently in the game:
praying for the blessing of speed! = 2 days super speed for all dwarves
summoning a blizzard! = starts to snow
summoning rain! = starts to rain
clearing the sky! = stops snow and rain
setting the world on fire! = all plants burn, your fortress should be fine (watch that soil layer)
slaying the foul Xs! = kills all creatures with creature name X
playing the song of gaia! = all grass regrowths and all saplings grow into trees. (causes 1-2 secs lag)
playing the song of sustenance! = all planted seeds in farmplots grow instantly.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: Old Bones on September 03, 2012, 09:48:40 pm
Damn! looking awesome.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: Chromasphere on September 03, 2012, 10:06:36 pm
I've been trying to build the dark church, but it keeps telling me I need 10 bone blocks, even though I have at made at leaste 20 of them.  Any ideas why?      I've searched for this topic and couldn't find anyone having this problem.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: Wrex on September 03, 2012, 10:07:52 pm
You know, if we have hollistic spawn, we should have a hollistic detective megabeast.


Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: Meph on September 03, 2012, 10:19:07 pm
@chromasphere: Yes, I do. I begin to think that this last update was a bad idea though.. I fixed the stockpiling of the boneblocks, but of course they are counted as an inorganic mat now, not a bony-mat anymore. This means that the build-mats for the church are broken.

My god, I cant believe how stupid this game is sometimes... here the fix: Go to data/sava/raw/objects, find Building_magic.txt, find the church of the dark depths, find this ANY_BONE_MATERIAL next to the blocks, and delete it.

Sorry for this, I focus on the V2 so much, I havent tested the 1.9.5, and I am quite busy in RL as well.

@wrex: Will be difficult to do, besides, I dont think that the spawn will stay as in invader race... cavern creatures, yes, but not as an entity.

I also tinkered further with the megabeast rewards:
Hydra gives 14 spikes made of ironbone. (14 hydra horns more or less)
Giant gives 1 drink, giants strength potion. Whoever drinks it gets max (5000) strength
Ettins give 2 souls instead of 1, so you can train 2 skills.
Minotaur gives 2 unholy steel battle axes. (these are the epic-weapons you might get from the weaponry)
Manticore gives 25 bolts that explode in a very deadly gas cloud.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: Wrex on September 03, 2012, 10:31:55 pm
Is it possible to make cavern only megabeasts? Or, posbbily, extra secret fun? Granted hollisticDetective was stronger than it is currently possible for a dwarf to be, afaik.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: Meph on September 03, 2012, 10:39:16 pm
Cavern megabeats, not really.

Secret Fun Stuff: I have a long list of fun I want to add... :) There is no shortage of evil ideas of threats that catch you unaware. But all this is very difficult to write, but I know how to do all the stuff I want, it will simply take a while.

Also, Manticor ammo totally works. :) Paralysis, suffocation and extreme pain/bleeding. For each killed manticore you get 25 bolts. Creature gets hit, might die. Creature gets hit, might explode in a beatufil green cloud as seen below, kills all that it touches.
(http://i.imgur.com/8oj9o.png)

EDIT: Rewards missing for:
ROC
CHIMERA
GRIFFON
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: sum1won on September 03, 2012, 11:22:07 pm
Griffin Hide->  Super nice cloak type item

Roc -> 1-2 Eagle-stones (effective potion of immortality or alchemist's stone or whichever)

Chimera Blood:  Potion to allow firebreathing/fireball throwing or a similar secret.  Something similar might be chimera head, which would be a turret to spawn that can bite and breath fire.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: Meph on September 03, 2012, 11:32:20 pm
@sum1won: All nice ideas, but I cant do the chimera blood potion without transformations. Why do you say that the Roc should give immortality ?

@all: I finished the new magic buildings, I know I am changing them a lot, but hey... summoning circle I scrapped, all demons will be summoned in the church of the dark depths, makes no sense to make 2 evil buildings for that. Guardian Angels as test, Spirit Animals to fight and so on might still be summoned in the elven/human buildings

(http://i.imgur.com/XcIhp.png)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: Wrex on September 03, 2012, 11:34:47 pm
No dwarf would ever use prissy eleven magic!


In actual news, that is quite awesome! Do you know what kind of capabilities these buildings will have yet?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: Meph on September 03, 2012, 11:42:33 pm
I might also steal some designs from my old human buildings...

Spoiler (click to show/hide)

Well, what they can do:
Druids Circle can create Druids and Beastmaster Mages, make treants to station, create wood, plants, seeds... let all grass regrow, let all sapling insta-grow into trees, let all seeds in farms instagrow into plants...

Church of the Dark Depths allows Puppeteer and Demonbound mages, a bit of necromancy here and there, ironbone & bloodsteel making, gargoyles/bone golems/blood golems/flesh golems, summoning of hostile demons to fight and possibly other evil stuff. You can also summon the Unnamed One, super-epic creature, for 1 month, 50% chance that he will be hostile.

Urn of Sacred Ashes allows Magikus and Witchhunter mage, blessed metals that do extra damage against undeads, bless dwarves so they cant be turned undead, and exploding ammo that kills all undead in the area. More suggestions welcome.

Hall of the Mountainking allows Magmamancer mage, magmamancer spell upgrades (3 types), can summon the mountainking, super epic creature for 1 month, but needs Adamantine, and allows to set the world on fire, runs dfhack-immolate.

I am unsure if I should add a second mage type for the dwarven magic, or if I should reduce the other ones instead. All this is WIP, nothing written yet.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: zenerbufen on September 03, 2012, 11:43:05 pm
+1 for hollistic detective. Spawn of holistic was the whole reason I found your mod in the first place. I read the lets play with the golem, and spawn of hollistic and thought it was your mod they had played.

I have soundsense, and dfhack working again under mac. therapist is crashing (ugh)  File - encoding is a common issue with cross-platform code, it's a pain but I've done it before. we will get it working.  Here is how I was planing to take things:

1) masterwork starts with a vanila DF install, along with masterwork raws in separate directory.
2) masterwork scans it's own raws, creates a backup copy of original unaltered raws, and combines the two to make altered raws in game directory.
3) user can restore defaults, or change settings at any time, masterwork combines backup original raws with masterwork raws to make new 'working' raws.
4) when DF is updated changes to new original raws won't require meph to rewrite/update masterwork raws, as they will just contain just the changes meph has added.

PyQt4 just adds extra stuff to python, and won't prevent us from using anything anyone has contributed that doesn't use PyQt4

Yes it all can be edited as text, this has been my goal from the beginning.

I'm thinking we should put the tooltips in the raws. It won't be hard to have python pull them out and show them in the gui.

@meph, the druid circle looks kind of blah compared to the others, maybe you could put some jade/turquise pillars or some nice green stonework on the ground like the summoning circle had? maybe replace those stone block with trees and put a green stone design in the center with a pool/fountain/statue at the center?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: Wrex on September 03, 2012, 11:46:35 pm
Meph, you are going to have to let me get my hands on those human buildings some time, it would certainly make my modding less....theoretical? Teehee.


The issue with Hollistic detectivie is that she is just a dwarf. I could code a super monster version of it, as depicted in Syrupleaf, but standard HollisticDetective can no longer exist AFAIK.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: Meph on September 03, 2012, 11:51:44 pm
@wrex:
Spoiler: HUMAN BUILDINGS PART 1 (click to show/hide)

@zenerbufen: Like I said before, you guys do the python thing. I have absolutely no idea how you would like to merge the vanilla raws with the mod raws, because the vanilla raws are heavily modded, alone the standardized materials and custom body/brain parts...

The druids circle should be outdoors, and look a bit like stonehenge... 
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: Meph on September 03, 2012, 11:52:24 pm
Spoiler: HUMAN BUILDINGS PART 2 (click to show/hide)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: Meph on September 03, 2012, 11:52:54 pm
Spoiler: HUMAN BUILDINGS PART 3 (click to show/hide)

Damn this character limit.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: kizucha on September 04, 2012, 07:02:17 am
The human buildings looks really good. :o But with the wall's, if the wallparts are unable to walk or stand it's ok. If not it's a bit bad, for outside it's better to have roof's on houses. And 2 walls around the building? I think it Looks not so good. :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: arclance on September 04, 2012, 08:22:22 am
File - encoding is a common issue with cross-platform code, it's a pain but I've done it before. we will get it working.
Yes it is and I already figured out a solution.
Maybe you (http://www.bay12forums.com/smf/index.php?topic=98196.msg3577137#msg3577137) should go (http://www.bay12forums.com/smf/index.php?topic=98196.msg3571055#msg3571055) back and read (http://www.bay12forums.com/smf/index.php?topic=98196.msg3579487#msg3579487) my posts again. (http://www.bay12forums.com/smf/index.php?topic=98196.msg3579657#msg3579657)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: BigD145 on September 04, 2012, 09:36:39 am
These all look nice but won't they look a bit awkward in an aboveground or cavern setting if you want them to have user built walls and doors?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: Meph on September 04, 2012, 09:39:51 am
What are you talking about? The human buildings ? I wont use them, wrex wanted the code for them...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: Merijeek on September 04, 2012, 10:20:54 am
Question -

New fortress, things are kind of cool, happily doing stuff.

Hit some Tears of Armok. Thought "hey, this seems theme-y",I wonder if we can do something cool with those.

And so things seem to be flooding. Glug glug.

Do they ever stop? Or do I have an infinite water source filling up my fort?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: Meph on September 04, 2012, 10:27:01 am
If you mine them, they stop. Otherwise they produce unlimited water. You can also use the mined gem to fill unlimited buckets at the transmutation chamber :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: Chromasphere on September 04, 2012, 11:37:22 am
... here the fix: Go to data/sava/raw/objects, find Building_magic.txt, find the church of the dark depths, find this ANY_BONE_MATERIAL next to the blocks, and delete it.


Uh, ok thanks very much.  Appreciate the time you've put into this.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: Arkenor on September 04, 2012, 12:35:49 pm
Question -

New fortress, things are kind of cool, happily doing stuff.

Hit some Tears of Armok. Thought "hey, this seems theme-y",I wonder if we can do something cool with those.

And so things seem to be flooding. Glug glug.

Do they ever stop? Or do I have an infinite water source filling up my fort?

Channelling down into them from above seems the way to go if you can't get your miners up to them.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: Roses on September 04, 2012, 01:29:29 pm
After looking through the GUI and reading up on PyQT (never used it before). Looks like it should be relatively simple to switch over what I have done into the nice looking GUI.

It might be nice to figure out a way to auto generate buttons for meta tags so that Meph wouldn't have to slog through making a new button every time he wants to add a meta tag (I currently do this by reading in this list of tags from an outside file and then generating a button for each entry in the list).

Could possible have an external text file with something like (TAB FOR METATAG)/(NAME FOR METATAG)/(NAME FOR BUTTON) and then generate the buttons from those.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: arclance on September 04, 2012, 01:51:37 pm
It might be nice to figure out a way to auto generate buttons for meta tags so that Meph wouldn't have to slog through making a new button every time he wants to add a meta tag (I currently do this by reading in this list of tags from an outside file and then generating a button for each entry in the list).

Could possible have an external text file with something like (TAB FOR METATAG)/(NAME FOR METATAG)/(NAME FOR BUTTON) and then generate the buttons from those.
I think the easiest way would be to have a function that takes button settings as its input and plugs that into some generic button code.
"exec" would be used to generated different variable names for each button.
Having the settings in a separate text file sounds like a good idea.

I think this would be a good way to let Meph add buttons to a "Testing" section for new features but it won't work for all sections since they have a more complicated layout than a grid of buttons.
A lot of the GUI needs to be hardcoded to make it look right on multiple operating systems so it probably is not the best idea to do the whole GUI like that.

The whole GUI is really written this way right now since the mainframe.ui text file is parsed into a python file.
However mainframe.ui is not any easier to edit (by hand) than the python file so it does not help much.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: sum1won on September 04, 2012, 02:44:16 pm
Based on an idea that Neil Gaiman built off of an american indian idea where eagle stones cure disease and other ailments.  (The neil gaiman version can bring back the dead)

Chimera skin as fireproof armor, maybe then?

Also, do you plan on encorporating the broken arrow mod as an option in masterwork?  I ask because the high damage ranged weapons sometimes gets to me.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: KillzEmAllGod on September 04, 2012, 03:31:51 pm
all the fire seems to cause issues, had my dwarves get stuck around the entrence to my place after the fire had gone thats really the only thing to ruin a game for me so far.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: Arkenor on September 04, 2012, 05:19:09 pm
Things are mostly going smoothly at the moment in my Mastercraft embark, right up until just now.

Yesterday I happened to get a barrel of the Tears of Armok drink from sacrificing some spare meat at the altar. It took a while for one of my dwarves to get around to drinking any, but I received this message today:
Quote
Zulban Idenngubmul, Woodcrafter has transformed into a fully healed creature!
Zulban Idenngubmul, Fully Healed Creature Woodcrafter has transformed into a dwarf!
Zulban Idenngubmul, Woodcrafter cancels Drink: Job item lost or destroyed.

It seems that her drinking was interrupted so thoroughly that there were still 5 units left of it in the barrel. I wonder if it would ever be finished.

More worryingly, when I examined her to see if she looked any different, she'd aged about 150 years, to long after Mastercraft's reduced Dwarf life expectancy of [MAXAGE:90:110] would want her to die. I've no idea if she would have died of old age in the near future. As I'd just started my evening session I decided to restart instead, and forbid the Tears of Armok barrel, as a barrel of ale that is never used up and ages everyone beyond their life expectancy sounds kind of fortress-killing. I may be mistaken in thinking it's dangerous, but I think I'll put it in Vault 13 for safe-keeping (or sell it to the elves).

Edit: While pulling the above bit from my gamelog, I found this little gem from one of my false starts while figuring out Mastercraft features.:

Quote
*** STARTING NEW GAME ***
Generating world using parameter set DIVERSE(MANY BIOMES)
 Seed: 31337
 History Seed: 733133752
 Name Seed: 2188605780
 Creature Seed: 500403440
** Starting New Outpost **
The Peasant spies out the production facilities!
The Peasant is caught in a burst of boiling dwarven rum!
Kumil Oslanzaneg, Peasant has bled to death.
Tholtig Inrussazir, Stoneworker has bled to death.
Dostust Satkilrud, Peasant has bled to death.
Rith Egometur, Peasant has bled to death.
*** STARTING NEW GAME ***

I don't even remember what happened with that one. It sounds quite thrilling though.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: Deon on September 04, 2012, 06:47:50 pm
I've just noticed that wizards are under "wt" folder while other graphics belong to folders with their author names. Could you please rename "wt" to "deon", Meph? :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: Shingy on September 04, 2012, 07:40:16 pm
Your humans buildings really inspirate me. I always wanted a human plugin for Masterwork, I even thought about creating one, and this really gives me ideas.
Meh, I'll raise up my modding skills!
Thanks for sharing the raws.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: zenerbufen on September 04, 2012, 08:52:52 pm
I am exited about the next version of vanilla, sounds like toady said big trees are coming back for elves. That would be great for an elf-mode plugin.

@arclance, I havn't looked through everything just quite yet.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: arclance on September 04, 2012, 08:59:51 pm
@arclance, I havn't looked through everything just quite yet.
Okay let me know what you think when you are done.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: DorfMeister on September 05, 2012, 07:04:28 am
It would be nice to have stats in weapon descriptions, like in rpg games. Is it doable?

also does Lifemancer heal all wounds? regrows limbs, severed tendons etc.? does he resurrect fresh corpses, rotten, or ghosts?
Mine only seems to give everyone rush of speed.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: richieelias on September 05, 2012, 07:28:10 am
It would be nice to have stats in weapon descriptions, like in rpg games. Is it doable?

also does Lifemancer heal all wounds? regrows limbs, severed tendons etc.? does he resurrect fresh corpses, rotten, or ghosts.
Mine only seems to give everyone rush of speed.

I "believe" that this is the result of their healing powers being an "attack" spell. I changed the creature_standard.txt raw for healing and wrath so that instead of:
YESMAGIC[CDI:USAGE_HINT:ATTACK]
it reads
YESMAGIC[CDI:USAGE_HINT:GREETING]

my Holy dwarves now heal everyone around them every 1000 ticks and the holy fighter types keep their wrath constantly refreshed (Previously they never used wrath at all. Now it makes them a little too effective at killing... but ah well).
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: Thudde on September 05, 2012, 12:37:38 pm
Is it just me?  I can't find the Blast Furnace.  Its not on the furnace menu.  All the other advanced metalworking buildings can be built, but I can't build a blast furnace. 
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: Shingy on September 05, 2012, 12:40:58 pm
Meph removed the blast furnace in update 1.9.4 or 1.9.5 I believe. You can still add it by copying its raws.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: Thudde on September 05, 2012, 12:47:31 pm
But...but...there is nothing in the changelog, or docs.  All the docs say to build it...arghh.  Learning this reminds me of first learning to play DF. 
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: Shingy on September 05, 2012, 12:48:48 pm
Well, for the two last updates, the changelogs are in threads, not in the OP.
Also, the docs are outdated, check the manual, it should be up to date.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: Mictlantecuhtli on September 05, 2012, 03:00:29 pm
It would be nice to have stats in weapon descriptions

Times ten billion. I'm so annoyed that I've had to almost memorize the relative attack values of weapons via RAW since DF existed simply because there's no way to see them another way. This would just be one step towards that.

I remember when weapons had easy to remember numbers for attack values too, the current system is so damn complex that I can only remember generalities.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: tahujdt on September 05, 2012, 03:28:17 pm
Did anyone ever fix the caravan-catching-fire glitch? Wasn't it mercury, or something?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: smakemupagus on September 05, 2012, 03:30:23 pm
Meph noted in one of the recent patch notes that he did something to fix it, yeah
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: BigD145 on September 05, 2012, 04:26:02 pm
It would be nice to have stats in weapon descriptions

Times ten billion. I'm so annoyed that I've had to almost memorize the relative attack values of weapons via RAW since DF existed simply because there's no way to see them another way. This would just be one step towards that.

I remember when weapons had easy to remember numbers for attack values too, the current system is so damn complex that I can only remember generalities.

Having to carry a wiki with you always can get tiresome. More info in the game, please. A reference card would also be acceptable.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: Arkenor on September 05, 2012, 05:00:26 pm
Just as the human caravan arrives for the first time, the Dark Stranglers are back. Not a problem in and of themselves. I've battled them in many embarks with various mods. However, this time they've brought an entire squad of  eight war-trained magma hounds with them. Capable of breathing fire, and spitting fireballs. I don't *think* they're building destroyers, but I think I'd better not try to take pot shots at them from my guard tower. I don't think my puny defense force could handle getting set on fire just yet. Hopefully they'll go away if I kill enough of the stranglers. Going to be tricky.

Some other thoughts, as I'm slowly building more of Mastercraft's special buildings: The storage unit is set to unpack all crates automatically. That's not really something you'd expect from a storage facility (I spent quite a while trying to figure out where the crates I'd bought had vanished to!), and negates its potential to be a useful way to keep clutter and item count down until you truly need the gear. I've modded my version now to require record keeping instead of being automatic, to give my book-keeper/quartermaster something else to do.

Edit: The magma hounds did indeed leave after I sent a brave melee squad in bone gear out my back door to teach the stranglers a lesson. For a while, all was peace, then a night stallion flew down from nowhere and set everything on fire. It seems the universe had decided death by fire was going to be the final destination for some of my dwarves. Apparently everything I meet today is able to cast fireball. I'm sure there's a way to counter that, but I'm not sure what it is yet.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: zerombr on September 05, 2012, 07:38:45 pm
I'm having trouble with Masterwork, my display seems to not fully display graphics.  Its an absolute gem of a mod though!  I can't play without it nowadays.   

Also, was wanting to build the Hall of the Mountain King, had the requisite 8 iron armor pieces but...said I still needed 8 iron armors  did I need 8 full sets or some such?

Thanks again for the wonderful mod.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: smakemupagus on September 05, 2012, 07:45:07 pm
They probably all have to be chest armor, is it so?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: zerombr on September 05, 2012, 07:56:01 pm
I have 15 iron chain mail armors, it didn't work last time I tried, none were forbidden.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: Panopticon on September 05, 2012, 08:40:02 pm
You need iron armor stands too, perhaps you misread?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: zerombr on September 05, 2012, 08:48:29 pm
it is possible, I have 8 of those as well I think.  With the font messing up, hiding some text, it is definitely possible. I'll check again tomorrow.
thanks for the thoughts
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: smakemupagus on September 05, 2012, 09:44:48 pm
When you say " my display seems to not fully display graphics " are you referring to the regular DF true-type text bug?  You can always zoom in & out a little bit, or hit F12 to toggle out of true type, which usually resolves it temporarily (or just don't use true-type ever). 

If it's something else maybe post a screen shot?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: Parhelion on September 06, 2012, 07:47:27 pm
Just posting to give my regular thumbs up and encouragement for the work on this mod.

Also, nothing is quite as horrifying to realize your three year old dwarf babe keeps painting pentagrams in blood. 
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: sadron on September 06, 2012, 09:12:29 pm
Is there a way to turn off the simplification of wood logs? I just fine "rough wood" to be boring.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: zenerbufen on September 06, 2012, 10:46:59 pm
I don't think so, on the 'materials' tab you can increase/decrease the tree types but I believe the logs are all hard coded as part of the material simplification that gives the mod its FPS increase.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: smakemupagus on September 06, 2012, 11:08:30 pm
I think the 'tree' types in the tab are the plant-trees from Flora & Fauna, anyway, like olives and mangos , not wood trees.  could be mistaken on that one.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: Arkenor on September 06, 2012, 11:21:27 pm
OK, I don't even begin to understand what just happened.

I'd started having trouble with the orcs. the regular Mastercraft ones, rather than the Taiga type. They have seem sending horrendously well trained teams of ninja (Actually Berserker Master Sneaks) into my fort. Trap avoiding, door opening lunatics, who will leap out of the shadows and behead a dwarf in a single strike without warning. They're a bit of a problem.

Well then, I thought. Lets give them something else to leap out on. It's time to build some decoy dwarves. So I had my stonemason whip up a few decoys, and built a couple of spawn points near my front door to set them up on.

And that's when things got weird:

Quote
Akrul Ullungcilob, Miner has transformed into a dwarf busy with setting up a creature!
Akrul Ullungcilob, Dwarf Busy With Setting Up A Creature Miner cancels Store Item in Stockpile: Too injured.
The Berserker Master sneak has become enraged!
The Stray war Dog is caught in a burst of constructor gas!
The Stray war Dog is caught in a cloud of constructor gas!
The Stray war Dog is caught in a burst of constructor gas!
Nako Ogurzongsmo, Berserker Master sneak is no longer enraged.
The Berserker Master sneak has become enraged!
Nako Ogurzongsmo, Berserker Master sneak is no longer enraged.
Akrul Ullungcilob, Dwarf Busy With Setting Up A Creature Miner has transformed into a dwarf!
The Stray war Dog charges at The Akrul Ullungcilob's mechanical kit!
The Stray war Dog bites The Akrul Ullungcilob's mechanical kit in the head and the severed part sails off in an arc!
The Stray war Dog collides with The Akrul Ullungcilob's mechanical kit!
The Akrul Ullungcilob's mechanical kit is knocked over and tumbles backward!
Akrul Ullungcilob, Miner cancels Store Item in Stockpile: Item inaccessible.

So, first up, poor Akrul is, herself, transformed into some sort of other creature, and is on my animal list rather than my dwarf one. She immediately drops everything she's carrying, including all her clothes.
Then there's an explosion.
"Akrul Ullungcilob, Dwarf Busy With Setting Up A Creature Miner" appears terribly injured, telling me that "It's mechanical kit is missing.". The mechanical kit is a few squares away, I think blown off in the explosion. She fiddles around with the spawn point briefly, then my guard dogs leap into action and bite "The Akrul Ullungcilob's mechanical kit"'s head off, making a terrible mess.
Luckily, it seems unrelated to Akrul Ullungcilob herself, who has also reappeared. She is now eight years old. She is seriously unhappy.
Of the decoy there is no sign, unless that was the creature my dog bit the head off. The chap he was supposed to distract, Nako Ogurzongsmo, Berserker Master Sneak, continues to rage stealthily somewhere.

I tried again. This time I do it away from my dogs, but the end result is the same.

Luckily I only saved recently. It appears that the spawn point system looks like it has the capability to ruin the dwarf who uses it. Bit of a shame as I just picked up some treant seeds of the traders. Not sure how I'm going to deal with these darn ninja without sealing myself off from the merchants.

Edit: Aha, wait. I see. That mechanical kit starts undergoing a transformation, eventually turning into the decoy. One of it's intermediate states in the process must not be marked as friendly, so the dogs attacked it.

Still, ended up with my legendary miner, Akrul, horribly peculiarised. As a child, she's now unwilling to do anything other than harvest plants and haul.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: smakemupagus on September 06, 2012, 11:37:11 pm
The transformation effect, including the mechanical kit falling off, is more or less working as intended; that is the way spawn points work, which is rather non-intuitive and from a "technical" point of view involves necromancy of some kind. 

The war dogs biting the mechanical kit before it has a chance to be "raised from the dead" as a decoy is a bug, which I am pretty sure Meph knows about, I don't know whether he has a fix for it in mind though.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: Arkenor on September 06, 2012, 11:50:52 pm
I think I understand now. I guess I could use the manager system to make sure only the same poor dwarf uses the spawn point. Oh wait, if they get turned into a child, you probably can't get the same one to do it again.

edit: OK, that seems to work, though Akrul seems entirely unwilling to actually mine any more. I guess I'll restart and pick some poor cheesemaker to deal with all this going forward.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: Arkenor on September 07, 2012, 02:10:53 am
One more tip. Don't use someone who is carrying a baby.

My waxworker kindly volunteered to take on spawn generator duty. However, upon using the building, it was her baby who transformed. Thinking her job was done, she wandered back into the fort, still carrying the now transformed baby, who exploded just as they were passing my bonecrafting studio, where a strange-mooding bonecrafter worked feverishly. This has placed another mechanical kit nearby, but rather than raising that into a decoy, it instead raised the bones that were being worked on. After a brief period of uncertainty in which the town guard were called, it eventually constructed itself into a decoy. The decoy was well-behaved, but it was accompanied by a less friendly animated bone, though it takes more than a single bone to put fear into the Jade Riddle guards!

So:

Don't operate while carrying a baby.
Don't do this with any raiseable remains nearby.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: Wrex on September 07, 2012, 02:13:19 am
Exploding babies have now been weaponized. Our refuse pile just killed an Orcish siege.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: Deon on September 07, 2012, 02:53:18 am
Does your golem transformation work as intended, Meph?

I tried this:
Code: [Select]
[INORGANIC:MORPHSTONE_DEMON]
[USE_MATERIAL_TEMPLATE:STONE_VAPOR_TEMPLATE]
[STATE_NAME:ALL:dark magic]
[STATE_ADJ:ALL:dark magic]
[MELTING_POINT:9000]
[BOILING_POINT:905]
     [SYNDROME]
         [SYN_NAME:golem]
         [SYN_CONTACT]
         [SYN_INHALED]
         [SYN_AFFECTED_CREATURE:DWARF:ALL]
         [CE_BODY_TRANSFORMATION:START:0]
[CE:CREATURE:wolf:MALE]
[MELTING_POINT:9000]
[BOILING_POINT:905]
[SOLID_DENSITY:55520]
[MATERIAL_VALUE:1]
and it does not change dwarves into wolves. Is there something I am missing here?

P.S. Nevermind, it was my bad. I have "dwarf", not "DWARF" creature.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: smakemupagus on September 07, 2012, 03:35:02 am
Hmm, i've copied it too and it works for me (well, with ~50% success as these stone reactions tend to do).

Is it possible "wolf" vs. "WOLF" is case sensitive?

Do you have [MATERIAL_TEMPLATE:STONE_VAPOR_TEMPLATE] defined?

edit, oops, didn't see you ninja answered yourself :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: SAFry on September 07, 2012, 05:09:11 am
Hey guys, reading back a few pages I saw how Meph was linking some building functions to DFHack commands and it gave me an idea.

I sometimes use the reveal command in DFHack to find stuff but I think of it is cheating so I like to avoid it if at all possible. In old ASCII games I used to play like Moria and later Angband they would have spells like Detect Treasure, Detect Monsters etc that would reveal certain types of things within a certain radius of the character (basically it was a D&D game similar to the DF adventure mode).

How about something like that if fortress mode? Would it be possible to do a spell via DFHack to reveal, say, all the gems within a certain radius of the building? All the ore nearby for a certain period of time maybe?

This could let you use some of the DFHack functions without it feeling too much like cheating. 
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: darkrabite on September 07, 2012, 10:34:28 am
Dffd has been down every time i try to snag the newest version of Masterwork. Is there a mirror somewhere?

thanks ;)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: Wrex on September 07, 2012, 02:58:46 pm
Meph, was the bug where obsidian has no cutting edge ever fixed? If it wasn't, I would give it the cutting strength of glass.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: smakemupagus on September 07, 2012, 03:06:07 pm
link to description of bug?  was this a MWDF or Vanilla bug? 

in MWDF1.9.5 it has [MAX_EDGE:20000], same as vanilla.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: Wrex on September 07, 2012, 08:55:42 pm
link to description of bug?  was this a MWDF or Vanilla bug? 

in MWDF1.9.5 it has [MAX_EDGE:20000], same as vanilla.

It's a vanilla bug, and I think Urist Da Vinci could tell you which one.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: zenerbufen on September 08, 2012, 05:15:10 am
@arc, roses

I've got the fonts working, but I'm having encoding issues of my own. I can't use either .ui file (my own, or arcs) without encoding-related crashes. I'm working on a way to solve all our encoding-related woes once and for all, since we can't expect users/mod authors to worry about such a trivial thing as txt file encoding.

I'm hoping I'll have another beta release of the gui soon, including the work everyone has contributed so far.
Title: screensize problem
Post by: MYSTICBADGER on September 08, 2012, 09:12:36 am
Ok, quite a lot of time since I played (version 1.5 I think) and I've forgotten a lot. My (only for now) problem is the screen appareance.
I explain myself : I play on my EEEPC (1024x600). It would work well but last year my elder boy has nearly broken my PC, and a third of the screen does'nt work anymore (to the right).
So I play in windowed mode, but when I resize the window, the size of the text is way too small.

I remember back in the days I played, with DF and mwdf, I was able to play with a reasonable screen size. I think it was a tweak in the init files but I can't remember it.

Could someone help me ?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: zenerbufen on September 08, 2012, 10:03:36 am
You need to use the scroll wheel of your mouse, or if your touchpad supports scrolling, use that. This will make the text bigger/smaller. The init file only allows you to change the size of the window when it first appears, and fullscreen.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: MYSTICBADGER on September 08, 2012, 10:59:21 am
Thanks ! It worked. It's more satisfying and playable, though I would like to zoom more. Any way to increase the zoom level ?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: arclance on September 08, 2012, 11:01:29 am
No there is unfortunately a hardcoded minimum of 80 tiles displayed horizontally in the window.
Once you hit that limit you can't zoom in anymore.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: Melzer on September 08, 2012, 11:59:31 am
Hair man? Is it (he) dangerous? because from playing this mod i don't know what to expect.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: arclance on September 08, 2012, 12:07:39 pm
@arc, roses

I've got the fonts working, but I'm having encoding issues of my own. I can't use either .ui file (my own, or arcs) without encoding-related crashes. I'm working on a way to solve all our encoding-related woes once and for all, since we can't expect users/mod authors to worry about such a trivial thing as txt file encoding.

I'm hoping I'll have another beta release of the gui soon, including the work everyone has contributed so far.
What part of it is having encoding problems?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: thistleknot on September 08, 2012, 12:57:53 pm
this might make a good addition to your util's folder

http://dffd.wimbli.com/file.php?id=6462

nevermind... I see it's already in there....

oops  :o
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: DorfMeister on September 08, 2012, 02:44:02 pm
So I tested Lifemancer's resurrecting powers... It's awesome! Brings back, fresh, beheaded, mutilated and rotten corpses of your friendly dorfs.
So station him on your corps stockpile and voilà... brand new dorfs for your everyday use in a flash.  He takes about a month between resurrections and doesn't work with skeletons. I don't blame him tho. 
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: Rawb on September 08, 2012, 03:48:48 pm
Hair man? Is it (he) dangerous? because from playing this mod i don't know what to expect.
Only to wrestlers really, anything with weapons will dispatch him easy enough.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: zenerbufen on September 08, 2012, 10:15:24 pm
So I tested Lifemancer's resurrecting powers... It's awesome! Brings back, fresh, beheaded, mutilated and rotten corpses of your friendly dorfs.
So station him on your corps stockpile and voilà... brand new dorfs for your everyday use in a flash.  He takes about a month between resurrections and doesn't work with skeletons. I don't blame him tho.
Thats great, we have been trying to make one in the succession fort for years with no luck.

@arclance:

 File "/Library/Frameworks/Python.framework/Versions/3.2/lib/python3.2/codecs.py", line 300, in decode
    (result, consumed) = self._buffer_decode(data, self.errors, final)
UnicodeDecodeError: 'utf-8' codec can't decode byte 0xb0 in position 37: invalid start byte

My text files all look, taste, and smell like UTF-8 but invalid bytes from who knows where are causing me problems.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: arclance on September 08, 2012, 10:26:43 pm
That is the same problem I was getting because some of the raws were in ISO-8859-1 encoding.
ISO-8859-1 is the default encoding used by English versions of Windows so if a file has been opened in a Windows text editor there is a good chance it got changed to this encoding by accident.

Try opening files like this instead.
Code: [Select]
variable = open("/path/filename", mode="rt", buffering=1, encoding="ISO-8859-1")
It is able to open utf-8 files as well for me.
If it does not work with utf-8 for you I can write something more complicated using "try".
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: zenerbufen on September 08, 2012, 11:20:11 pm
I'm not just having the problem with our program, I'm having it with pyuic4, and I can't expect everyone who wants to edit this program to use a custom modified version of PyQt, so I'm probably going to tweak the program to load the .ui files directly, so I can ditch the pyuic4 dependency. Also, I found a script on the net that will scan a text file and try to determine which encoding a file is in. I'm going to try to integrate that I think because it will handle non ISO-8859-1/utf-8 as well. ISO-8859-1 isn't working either in my case, because the files ARE unicode, they contain unicode characters, so ISO-8859-1 fails also.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: arclance on September 08, 2012, 11:30:30 pm
That's really weird.
Could you post a link to some of the files that are giving you problems so I can look at them?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: Siaru on September 09, 2012, 01:25:40 am
So, I recently found out what Firebird's do. A Kobold thief decided to walk into my still being constructed fort, and a Tamed Firebird showed the Thief who is boss. It also managed to show the countryside and all of my Taiga Orcs who is boss. Never. Again.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: Rawb on September 09, 2012, 04:03:45 am
So, I recently found out what Firebird's do. A Kobold thief decided to walk into my still being constructed fort, and a Tamed Firebird showed the Thief who is boss. It also managed to show the countryside and all of my Taiga Orcs who is boss. Never. Again.

Remind me of the time I though having 6 pet dragons roaming the countryside was a good idea. The Horror...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: Panopticon on September 09, 2012, 01:21:06 pm
Gotta be careful with those fire animals, I usually build a large box out of bridges and store my dragons in them until a siege arrives. Then seal the fort and open the box.

My most recent game has put me off Magmancers for a while I think. Had a child migrate as one and then during an ambush, one of the goblins mounts managed to get past the outer defenders and was fighting my Sauropods in the courtyard, the fight took them down the entry stairs and close enough the the Magmancer that he decided the best thing to do would be to explode vigorously, killing a total of 60 dwarfs and leaving several others with melted torso's.

Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: Firehawk45 on September 09, 2012, 03:05:28 pm
one question about lifemancers: If i have some corpses stockpiled, one of them gives me a ghost and a lifemancer resurrects that dwarf.... will the ghost go away?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: DorfMeister on September 10, 2012, 05:19:49 am
I guess by the time the ghost comes up the corps is already a skeleton so... NO resurrection for YOU!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: doomgiver on September 10, 2012, 12:11:48 pm
Hello guys,
I like masterwork mod, and im having lots of fun, but I think there one gaping flaw worth working out.

Lack of updated information. The wiki is not of much use, and the guides cannot and donot cover all topics properly
eg :
blast furnaces removed in this version, wiki/guide shows them, still.
books require something referred to as a "tool", while it actually is some sort of leather.
etc...

Now, I'd like to offer my services to improve/update the wiki. However, there a few minor obstacles :

1. i've only been playing for 2 weeks (though im an OCD gamer, and will gladly give up a few hours for my obsession)
2. lack of knowledge how stuff works (raws? data?? mods????)
3. possible elitism? (lol, noob, we know more than you, gtfo, lol)

So, is someone willing to help me help you?


 
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: lap101 on September 10, 2012, 02:11:34 pm
Can/how can I mod danger rooms to be as dangerous as vanilla? I checked the [ITEM_WEAPON:ITEM_WEAPON_SPEAR_TRAINING], but it seems to be like the original, except the material size has been changed. So could anyone point me into right direction? Thanks

E: Damn I'm blind. It has edge and blunt attack, instead of 2 blunt attacks. I blame the flu.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: thistleknot on September 10, 2012, 08:20:36 pm
I have a major major request

A quickstart infographic guide that can be found on such
http://dwarffortresswiki.org/index.php/DF2012:Quickstart_guide

for Masterwork?

It would make my life x10 easier trying to figure this mod out jumping between forum, help doc, and wiki... of which all seem to be lacking in one aspect or another...

and maybe if it actually get's done, post it on the initial post in this thread?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: Ishar on September 11, 2012, 04:32:17 am
Hello guys,
I like masterwork mod, and im having lots of fun, but I think there one gaping flaw worth working out.

Lack of updated information. The wiki is not of much use, and the guides cannot and donot cover all topics properly
eg :
blast furnaces removed in this version, wiki/guide shows them, still.
books require something referred to as a "tool", while it actually is some sort of leather.
etc...

Now, I'd like to offer my services to improve/update the wiki. However, there a few minor obstacles :

1. i've only been playing for 2 weeks (though im an OCD gamer, and will gladly give up a few hours for my obsession)
2. lack of knowledge how stuff works (raws? data?? mods????)
3. possible elitism? (lol, noob, we know more than you, gtfo, lol)

So, is someone willing to help me help you?

The wiki is seriously dated, and mroe or less abandoned. If you want to help, I'm sure it's appreciated.
Meph is going to reboot the whole mod soon, starting over completely. That version will have a nice, clean online guide (it was shown here a while a ago, although I won't start to search for it among the hundreds of pages), but of course redevelopment takes serious time, so until that time, we're stuck with what we have/create for ourselves.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: Demiurge on September 11, 2012, 04:42:39 am
I'll volunteer for wiki duty in the new version. I've really missed a comprehensive resource for this mod so helping to build one would be great.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: moisesjns on September 11, 2012, 06:25:12 pm
So i was gonna post this in fortress mode but i fear it might be related to the mod so i posted it here. Anyway my question pertains to the unhappy thoughts my military dwarves get from being naked. i have them armored with mail-shirts, breast-plates, high-boots, helm, shield, and weapon yet they keep thinking their naked. is their a way to fix this? or is this just a dwarf fortress bug?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: moisesjns on September 11, 2012, 08:41:16 pm
i forgot to mention is there a way to make it so my dwarfs can make robes themselves? i copy and pasted  this under armor for entity default from the drows  ITEM_ARMOR:ITEM_ARMOR_CAPE] and a few other things.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: thistleknot on September 11, 2012, 10:32:17 pm
wow... no one thought a quickstart masterwork infographic was a good idea?

A chart showing how they all mapped together would make everyone's life easier...

seriously... maybe a sentence or two showing what was needed to achieve each.. maybe not even that... but to know Sharpened Spikes required a tree structure of Carpenter's workshop to training spears to "Trap Engineer's workshop" would seem like a good idea...

man... I guess I have my own project ahead of me...

and it will be glorious to hear the voices when they chant their appreciations for the project I am about to undertake, because no one else will...

trust me... I will slowly, but surely start one...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: Riun on September 11, 2012, 11:14:30 pm
There is no updated info on the mod because it will be outdated in the next ~2 weeks. Meph will release MDF 2.0 WITH an extensive manual.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: smakemupagus on September 11, 2012, 11:34:54 pm
seriously... maybe a sentence or two showing what was needed to achieve each.. maybe not even that... but to know Sharpened Spikes required a tree structure of Carpenter's workshop to training spears to "Trap Engineer's workshop" would seem like a good idea...

They don't require that specific path.  You can use the forge or stonecutter to get the Trap Engineer, for example.

edit.  Boneyard, for that matter.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: Firehawk45 on September 12, 2012, 03:23:16 am
So i was gonna post this in fortress mode but i fear it might be related to the mod so i posted it here. Anyway my question pertains to the unhappy thoughts my military dwarves get from being naked. i have them armored with mail-shirts, breast-plates, high-boots, helm, shield, and weapon yet they keep thinking their naked. is their a way to fix this? or is this just a dwarf fortress bug?

errr.... Pants?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: moisesjns on September 12, 2012, 07:15:52 am
figured out the problem. well kind of i put trousers on them. the reason i had to make them naked was because they were stuck trying to process the equipment i wanted them to wear. how much can a dwarf wear on this mod? i was trying to equip padded shirts leggings mailshirt breastplate over that and then greaves and replace shoes and socks with high boots.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: doomgiver on September 12, 2012, 09:44:06 am
Well, mine dorfs have their regular clothing + the following :
helm, padded hood
breastplate, mailshirt, robe
gauntlets, padded mittens
padded trousers, greaves
high boots

they wear everything without any dissent.
maybe you need to discipline your dorfs.... toss in a few with your goblin capturees.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: pixl97 on September 12, 2012, 11:36:40 am
I'm not sure if what I had happen is directly related to this mod or not...

But what exactly is a 'Necromancer in Disguise'? One of my dwarfs all of a sudden revealed himself as a Necro in my dining hall. It didn't end so well for him as a bow carrying ranger and a legendary axedwarf were right beside him. What was odd it that earlier one of my dwarfs was 'studying' the refuse pile, unfortunately i'm not sure if it was this dwarf. 

Checking the therapist before I refreshed it again says this about him.

"A short sturdy creature fond of drink and corpses"!

Yikes, I may have to arrange an accident if I see that again.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: Kraggh on September 12, 2012, 12:17:00 pm
Hi! excuse me guys, but Blast Furnace don´t appears in my furnaces list, maybe I need a blueprint? there´s nothing in the instructions readme.
Thanks!
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: smakemupagus on September 12, 2012, 12:39:00 pm
@pixl97:  Sounds like you pretty much figured it out :) There are various sleeper agents and sabateours who can undermine your fortress, this one got unlucky.  If you had caught him earlier by seeing the logs, indeed, you arrange an accident.

@kraggh:  Blast furnace has been removed recently; it's true the documentation is currently out of date, Meph is putting a lot of effort into a manual for an upcoming new version.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: thistleknot on September 13, 2012, 12:31:32 am
There is no updated info on the mod because it will be outdated in the next ~2 weeks. Meph will release MDF 2.0 WITH an extensive manual.

oh... is he back in Germany?  Or enroute?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: Aigre Excalibur on September 13, 2012, 01:35:44 am
How does one get the fortress defense reactor?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: smakemupagus on September 13, 2012, 01:58:53 am
it's not a real building, just a technical trick to control what metals the Fortress defense races have access to
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: Ishar on September 13, 2012, 03:30:08 am
Does anybody know where Meph is? We are kind of waiting for him with the succession fort.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: DorfMeister on September 13, 2012, 09:17:21 am
Does anybody know where Meph is? We are kind of waiting for him with the succession fort.

Let's hope Hairmen, Beermen or crazy Automatons didn't get him on the road.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: Socrates27 on September 13, 2012, 11:42:44 am
We're going to be updating / creating a wiki for Masterwork, we're planning on waiting till the next major release to begin.  Let us know if you're willing to consolidate forces to battle the siege of ignorance :P

http://www.reddit.com/r/dwarffortress/comments/zmhsw/how_many_here_play_the_masterwork_mod/c65yk21 (http://www.reddit.com/r/dwarffortress/comments/zmhsw/how_many_here_play_the_masterwork_mod/c65yk21)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: lwCoyote on September 13, 2012, 12:34:22 pm
Heyos!

I've run into what might be a problem (or might not, and I'm just missing something!)

I started a new embark with this mod; as far as Im aware the options "advanced metalworking", "metalworking", "harder smelting" and "harder smithing" were NOT on.

I came across some hematite, and started smelting it, and was getting "coarse iron bars". However, I don't have the ability to make a crucible to further improve those bars (into iron). I tried  exiting the game, and turning on various options, and it still isn't giving me the ability to make a crucible. Did I break something, or am I missing a step somewhere? Halp!

What can I do? I'd really rather not loose this embark... despite having 5 of my dwarves die in the first 3 minutes of the game (no lie!) things are going pretty well; I received some top-notch migrants, heh.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: Siaru on September 13, 2012, 12:47:30 pm
Heyos!

I've run into what might be a problem (or might not, and I'm just missing something!)

I started a new embark with this mod; as far as Im aware the options "advanced metalworking", "metalworking", "harder smelting" and "harder smithing" were NOT on.

I came across some hematite, and started smelting it, and was getting "coarse iron bars". However, I don't have the ability to make a crucible to further improve those bars (into iron). I tried  exiting the game, and turning on various options, and it still isn't giving me the ability to make a crucible. Did I break something, or am I missing a step somewhere? Halp!

What can I do? I'd really rather not loose this embark... despite having 5 of my dwarves die in the first 3 minutes of the game (no lie!) things are going pretty well; I received some top-notch migrants, heh.
You need to have at least 3 metal bars to construct a Crucible. If you do have 3 Metal bars, try putting up a stockpile near where you are planning to put the Crucible that contains metal bars.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: lwCoyote on September 13, 2012, 12:48:57 pm
Crucible doesn't even appear on my Furnace (or Workshop for that matter) list, at all. Also, Ive got around 40 coarse iron bars, and the stockpile is right beside where I had planned to make the crucible.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: Siaru on September 13, 2012, 02:17:58 pm
Crucible doesn't even appear on my Furnace (or Workshop for that matter) list, at all. Also, Ive got around 40 coarse iron bars, and the stockpile is right beside where I had planned to make the crucible.
I'm not sure what is wrong...Try re-installing Masterwork and keeping similar options to see if you can reproduce it.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: Ishar on September 13, 2012, 02:52:48 pm
My first guess was that maybe you disabled it from the options in the laucher, but that should not be possible. Try another embark, and if the problem stays, my best guess would be a clean install.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: Socrates27 on September 13, 2012, 02:56:36 pm
I started a new embark with this mod; as far as Im aware the options "advanced metalworking", "metalworking", "harder smelting" and "harder smithing" were NOT on.

I came across some hematite, and started smelting it, and was getting "coarse iron bars". However, I don't have the ability to make a crucible to further improve those bars (into iron). I tried  exiting the game, and turning on various options, and it still isn't giving me the ability to make a crucible. Did I break something, or am I missing a step somewhere? Halp!

That's your problem.  They need to be on.  The crucible utilizes "advanced metalworking" and "metalworking" options.  It's a newer workshop that isn't apart of standard df.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: lwCoyote on September 13, 2012, 03:02:45 pm
I started a new embark with this mod; as far as Im aware the options "advanced metalworking", "metalworking", "harder smelting" and "harder smithing" were NOT on.

I came across some hematite, and started smelting it, and was getting "coarse iron bars". However, I don't have the ability to make a crucible to further improve those bars (into iron). I tried  exiting the game, and turning on various options, and it still isn't giving me the ability to make a crucible. Did I break something, or am I missing a step somewhere? Halp!

That's your problem.  They need to be on.  The crucible utilizes "advanced metalworking" and "metalworking" options.  It's a newer workshop that isn't apart of standard df.

I know that >.> With those options off, I wouldn't think I'd get stuck with coarse iron bars, which is where the problem lay.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: thunderbeard on September 13, 2012, 03:15:04 pm
Is anyone else just waiting for Version 2.0 before even playing the mod? Personally, I'd hate to start something big and have to end the fort.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: Socrates27 on September 13, 2012, 08:40:39 pm
I started a new embark with this mod; as far as Im aware the options "advanced metalworking", "metalworking", "harder smelting" and "harder smithing" were NOT on.

I came across some hematite, and started smelting it, and was getting "coarse iron bars". However, I don't have the ability to make a crucible to further improve those bars (into iron). I tried  exiting the game, and turning on various options, and it still isn't giving me the ability to make a crucible. Did I break something, or am I missing a step somewhere? Halp!

That's your problem.  They need to be on.  The crucible utilizes "advanced metalworking" and "metalworking" options.  It's a newer workshop that isn't apart of standard df.

I know that >.> With those options off, I wouldn't think I'd get stuck with coarse iron bars, which is where the problem lay.

Okay, if you really want your fortress then here's what to do.

Go to C:\(Wherever df is installed)\Dwarf Fortress\data\save\region#\raw\objects

For example my path is: C:\DF\Dwarf Fortress\data\save\region4\raw\objects

The region# is your current save.

Code: [Select]
[REACTION:COLD_ANVIL]
[NAME:form metal anvil]
[BUILDING:SMELTER:CUSTOM_A]
[REAGENT:A:750:BAR:NO_SUBTYPE:METAL:NONE]
[PRODUCT:100:1:ANVIL:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
   YESDUST[PRODUCT:100:1:BOULDER:NONE:INORGANIC:DUST][PRODUCT_DIMENSION:150]
[FUEL]
[SKILL:SMELT]


[REACTION:CHARCOAL3_BURNING]
[NAME:burn scrapwood to charcoal]
[BUILDING:SMELTER:CUSTOM_D]
[REAGENT:A:1:WOOD:NO_SUBTYPE:PLANT_MAT:SCRAPWOOD:WOOD]
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE]
[PRODUCT_DIMENSION:150]
   YESDUST[PRODUCT:100:1:BOULDER:NONE:INORGANIC:SMOKE][PRODUCT_DIMENSION:150]
[SKILL:WOOD_BURNING]

[REACTION:PEAT_TO_COKE]
[NAME:make coke from peat]
[BUILDING:SMELTER:CUSTOM_P]
[REAGENT:A:1:BOULDER:NO_SUBTYPE:INORGANIC:PEAT]
[PRODUCT:100:2:BAR:NO_SUBTYPE:COAL:COKE]
[PRODUCT_DIMENSION:150]
[PRODUCT:75:2:BAR:NO_SUBTYPE:COAL:COKE]
[PRODUCT_DIMENSION:150]
[PRODUCT:25:2:BAR:NO_SUBTYPE:COAL:COKE]
[PRODUCT_DIMENSION:150]
[FUEL]
   YESDUST[PRODUCT:100:1:BOULDER:NONE:INORGANIC:SMOKE][PRODUCT_DIMENSION:150]
!NOSMELTING!PRODUCT:1:1:BOULDER:NONE:INORGANIC:VIOLENT_REACTION]!NOSMELTING!PRODUCT_DIMENSION:150]
[SKILL:SMELT]

[REACTION:ANTHRACITE_TO_COKE]
[NAME:make coke from anthracite]
[BUILDING:SMELTER:CUSTOM_A]
[REAGENT:A:1:BOULDER:NO_SUBTYPE:INORGANIC:ANTHRACITE]
[PRODUCT:100:12:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]
[FUEL]
   YESDUST[PRODUCT:100:1:BOULDER:NONE:INORGANIC:SMOKE][PRODUCT_DIMENSION:150]
!NOSMELTING!PRODUCT:1:1:BOULDER:NONE:INORGANIC:VIOLENT_REACTION]!NOSMELTING!PRODUCT_DIMENSION:150]
[SKILL:SMELT]
Code: [Select]
[REACTION:COLD_ANVIL]
[NAME:coarse iron bars to iron bars :)]
[BUILDING:SMELTER:CUSTOM_A]
[REAGENT:A:150:BAR:NO_SUBTYPE:METAL:PURE_IRON]
[PRODUCT:100:2:BAR:NO_SUBTYPE:METAL:IRON]
   YESDUST[PRODUCT:100:1:BOULDER:NONE:INORGANIC:DUST][PRODUCT_DIMENSION:150]
[FUEL]
[SKILL:SMELT]


[REACTION:CHARCOAL3_BURNING]
[NAME:rusty iron bars to coarse iron bars]
[BUILDING:SMELTER:CUSTOM_D]
[REAGENT:A:150:BAR:NO_SUBTYPE:METAL:RUSTY_IRON]
[PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:PURE_IRON]
[PRODUCT_DIMENSION:150]
   YESDUST[PRODUCT:100:1:BOULDER:NONE:INORGANIC:SMOKE][PRODUCT_DIMENSION:150]
[FUEL]
[SKILL:SMELT]

[REACTION:PEAT_TO_COKE]
[NAME:make coke from peat]
[BUILDING:SMELTER:CUSTOM_P]
[REAGENT:A:1:BOULDER:NO_SUBTYPE:INORGANIC:PEAT]
[PRODUCT:100:2:BAR:NO_SUBTYPE:COAL:COKE]
[PRODUCT_DIMENSION:150]
[PRODUCT:75:2:BAR:NO_SUBTYPE:COAL:COKE]
[PRODUCT_DIMENSION:150]
[PRODUCT:25:2:BAR:NO_SUBTYPE:COAL:COKE]
[PRODUCT_DIMENSION:150]
[FUEL]
   YESDUST[PRODUCT:100:1:BOULDER:NONE:INORGANIC:SMOKE][PRODUCT_DIMENSION:150]
!NOSMELTING!PRODUCT:1:1:BOULDER:NONE:INORGANIC:VIOLENT_REACTION]!NOSMELTING!PRODUCT_DIMENSION:150]
[SKILL:SMELT]

[REACTION:ANTHRACITE_TO_COKE]
[NAME:make coke from anthracite]
[BUILDING:SMELTER:CUSTOM_A]
[REAGENT:A:1:BOULDER:NO_SUBTYPE:INORGANIC:ANTHRACITE]
[PRODUCT:100:12:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]
[FUEL]
   YESDUST[PRODUCT:100:1:BOULDER:NONE:INORGANIC:SMOKE][PRODUCT_DIMENSION:150]
!NOSMELTING!PRODUCT:1:1:BOULDER:NONE:INORGANIC:VIOLENT_REACTION]!NOSMELTING!PRODUCT_DIMENSION:150]
[SKILL:SMELT]

Close any open instances of dwarf fortress and save the file.

Re-open dwarf fortress and open up the save.  You should now have the option to use coarse iron and rusty iron and turn them into iron / coarse iron.  Of course, you'll have the two previous options replaced (creating a rock anvil and making charcoal from scrap wood), let me know if this works, since you may have certain additional options disabled.  If you want me to replace to other options other than rock anvil or charcoal let me know and I'll change it for you.  As of right now, I'm not sure how to add additional reactions once a world has been created.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: sayke on September 14, 2012, 06:21:00 am
just got back home and can now see about playing some df!!

but what happened to the blast furnace?? why is it gone? how exactly can i go about putting it back? considering how much metal is needed for everything nowadays, doesn't it make sense to keep it?

and from reading the previous posts, it looks like we have to do a couple of fixes:

- change the lifemancer YESMAGIC[CDI:USAGE_HINT:ATTACK] to YESMAGIC[CDI:USAGE_HINT:GREETING], to make sure the lifemancers use their powers appropriately

- Go to data/sava/raw/objects, find Building_magic.txt, find the church of the dark depths, find this ANY_BONE_MATERIAL next to the blocks, and delete it. (to make the church of the dark depths buildable)

another thing that's always felt weird is that marble only has a value of 1! shouldn't it have a value of 2, like the other fluxes - limestone etc?? i always change it for myself but this seems a bit weird, no?

and why are the orcs, goblins, and kobolds being unified into one race? i like having multiple kinds of greenskin - they're familiar yet different enough to present different levels of challenge. what was the problem that this was trying to solve, exactly?

finally, given that i seem to have tons of traders stacking up at my trading post, does it make sense to build multiple trading posts - say, 4? that would be one for every friendly civilization, and might prevent the caravan stacking and traffic jams that might otherwise occur. does anyone do this already? does it work?

that's all for now - am going to tweak some raws and try to figure this stuff out! cheers -
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: Meph on September 14, 2012, 09:50:18 am
I AM ALIVE!

Seriously, the first two days I didnt even have water or electricity here, and now, finally, after 10 days, my internet arrived. Still have to wait 2 weeks till my gas is turned on again. Sorry for the wait.

Now, I do have an Alpha lying here, but it is hilariously unfinished. I really couldnt find any time at all for DF, and my absolute priority right know is A: Preparing my trip to North-Africa, and B: Designing my new website and finding sponsorship. I wont abandon DF, so no worries, but I cant give it as much time as I wanted to in the first place. I will prepare an upload for tomorrow, ~24h from now you have the alpha version to play around with. It will include the custom dfhack for the "Magic", the python GUI (either the version I have atm, or a better one from Roses/Arclance/Zenerbufen, if they can manage to send me one), the html-manual which is about 75% done (mostly missing are building guides and/or info about not-yet-existing features) and the mod itself. I have 90% of the buildings and reactions done, 50% of the races, most simple stuff, tools, items, designes, inorganics, bodys, plants, trees... I am currently importing more creatures and see that I can kick out the unbalanced ones, and restrict the ones I use to better fitting biomes.

I also played a short test fortress (nice to play on a big screen, with constant 150fps) and already noted, that automatons still arrive without weapons... apart from that most things seem to work flawlessly.

Again, I am back, the mod is not dead, but it will take longer then anticipated. What I can offer is this: Delegation. If people are willing to help, someone can design on of the races, another person the weather, another one this and that, while I concentrate on the difficult things, like hidden cults and diseases and all those fancy interactions and exploding ammo ;) and the community here can really add to the rest. This is only an offer, but I know that there are many people here who want to help, or write for this mod. I even got a message about a "human race plugin" and oliveroski was working on a "lizard race plugin" :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: oliverosky95 on September 14, 2012, 10:06:04 am
Oliverosky for you ;)

and yeah i am still working on it (http://dffd.wimbli.com/file.php?id=6870)
but i need ideas for buildings . Feel free to suggest :p
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: arclance on September 14, 2012, 10:12:03 am
@ Meph
The new GUI is not ready.
We hit a snag when Zenerbufen broke his Python install.
I will update you on the progress though.
The font embedding works but is not finished and the colors have been hardcoded.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: Meph on September 14, 2012, 10:22:15 am
Sorry, Oliversky, with a Y.

Buildings:
Snakepit = spawns friendly snakes
Nagashrine = Transformations into priests/mages
Sun-something = speed bonus, because lizards needs external heat sources
Something-forge = makes batches of cheap militia gear that you consider to be on-topic for lizards. Like mailshirt, buckler, spear (thinkin Argonian style for example)
Scalecrafter = make a drake-copy call it "giant domestic lizard something", have your lizard keep them like cattle, maybe different version, and have them shear them for scales. These can be tanned in the tanner to scalemail, you lizard-version of leather. Used for your leather armor. Possibly with upgrades, like bronze/iron/steel/etc-coated scalemail. 5 scalemail + 1 bar = 5 pieces of upgraded scalemail. Anyway, the current drake can already be sheared for scales, just check its raws.

I could keep going like this, but I dont know what kind of lizard men you are trying to do, Warhammer, DnD, ElderScrolls, all of them, none of them, your own style... there is a lot to choose from ;)

@arclance: Is noted. I will include the current version, just so that people can try it out. Do I see it correctly, that I have to provide a download for python as well, or can it be compiled into a self-executable ? I would really hate to force people to install a special program to run it, the .exe I had was much nicer from my point of view (but win only)

Oh, and maybe they should be amphibious and immune to poison, and have a "inject_saliva" when they bite, with some kind of weak syndrome. And castes based on RL reptiles, "fire salamander", immune to fire, things like that...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: arclance on September 14, 2012, 10:27:40 am
@arclance: Is noted. I will include the current version, just so that people can try it out. Do I see it correctly, that I have to provide a download for python as well, or can it be compiled into a self-executable ? I would really hate to force people to install a special program to run it, the .exe I had was much nicer from my point of view (but win only)
We are going to try to compile it into a executable.
Python might be required if you want to test the first alpha version depending on how hard that is to do.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: Shingy on September 14, 2012, 11:56:34 am
Welcome back Meph!
Count on me for bug-testing and feedback for the alpha, I'll try it as soon as it is out!

Anyway, guys, I'll be working on a human plugin so if anybody has suggestions, feel free to ask (but meh, don't spam the topic, it's Meph's).
Oh and Meph, where will you go in North Africa?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: Meph on September 14, 2012, 12:08:00 pm
Dont spam the topic about about mod-related plugin, but ask me about RL ? :P Tunesia, Libya, Algeria, Marocco. Or Island/Greenland, havent decided yet which tour I do in the winter. Obviously there is a small difference between those.

Ah, good to know that it is possible to be an executable, I wasnt sure. I just offer a downloadlink to python for now, should be enough.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: Shingy on September 14, 2012, 12:22:01 pm
Meh, sorry, I'm not that good at english, in fact I meant that if people really want to participate, I'll create a thread (and I asked about RL because I live in Tunisia, so, yep :D ).  :)

Oh, I've got a very important question: have you already regrouped greenskins or not? This is giving me ideas, and I don't want my plugin not to be like the rest of the mod.
I think I'll resume work tomorrow with the alpha.
The other (and last question) is: are the reactions for humans hardcoded? In fact, I think that a different steel industry (yes, I want steel for humans, but a lesser steel that dwarves', as
they aren't as good smiths as them) would suit humans better.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: Meph on September 14, 2012, 12:30:55 pm
Some stuff is harcoded, other is not... steel, you can change, or give them other, human-steel. thats no problem. Any I havent done the greenskins yet, goblins are still goblins. Oh, and maybe I can visit you if I happen to come by Tunis ;) My answer was sarcasm btw, dont take me seriously ;)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: smakemupagus on September 14, 2012, 12:59:51 pm
Hi Meph, welcome back! 
happy to help if you want to delegate me something.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: lap101 on September 14, 2012, 01:30:24 pm
It says I've struck hidden case and collapsed brick wall. Whats this?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: Wrex on September 14, 2012, 01:32:36 pm
It says I've struck hidden case and collapsed brick wall. Whats this?

It's stuff for the Archaeologist. The low drop rate makes it a bit suckish though.



You know, for low tech races, maybe they could have a glass forge. This building would take sand, and produce glass weaponry- Sharp, but worse than metal.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: arclance on September 14, 2012, 02:32:45 pm
@ Meph
I tried making a Windows executable to see if I some things I wanted to try would work in a executable.
I think I have a working Windows executable, you can download it here if you want to try it out. (https://dl.dropbox.com/u/69178231/Masterwork_GUI_Win32EXE_Test_arclance_2012_09_14.7z)
Extract the archive and run "masterwork-launcher_arc_test.exe" to try it out.

It is a 32bit executable I don't think we need a 64bit one for Windows.
I think You need the Microsoft Visual C++ 2008 Redistributable Package to use it.
I am not sure if it is legal to include the parts of it that python uses in the executable. (http://cx_freeze.readthedocs.org/en/latest/overview.html)

@ zenerbufen
This is the cx_freeze build script I used.
Code: [Select]
import sys
from cx_Freeze import setup, Executable

# Dependencies are automatically detected, but it might need fine tuning.
build_exe_options = {"excludes": ["PyQt4.uic.port_v2"]}

# GUI applications require a different base on Windows (the default is for a
# console application).
base = None
if sys.platform == "win32":
    base = "Win32GUI"

setup(  name = "Masterwork DF GUI",
        version = "0.1",
        description = "Masterwork DF GUI",
        options = {"build_exe": build_exe_options},
        executables = [Executable("masterwork-launcher_arc_test.py", base=base)])
It still needs some work.
It does not copy "lib/mainframe.ui", "lib/resources_rc.py", and whatever fonts are used to the executable folder yet and it needs to.
I have it setup so you can change "mainframe.ui" and "resources_rc.py" after compiling the executable.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: MightyDorf on September 14, 2012, 03:08:14 pm
Hello Meph ! I have a little question : will you add the Mike Mayday graphic pack in the next updates ?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: pixl97 on September 14, 2012, 11:01:27 pm
When melting melting volcanic weapons and armor I receive volcanic bars (actually I've not tried this in 1.9.5 yet, but it was this way in 1.9.3), will these volcanic bars be used to make new volcanic items?

In 1.9.5 I'm also seeing that when frost giants are killed I get a bifrost bar, but it's being stored in finished goods rather then bar stockpiles.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: zenerbufen on September 15, 2012, 01:26:56 am
I AM ALIVE!

 I will prepare an upload for tomorrow, ~24h from now you have the alpha version to play around with. It will include ... the python GUI (either the version I have atm,..
Good to hear you are ok! You had us worried for a bit.


You already have a working GUI? great! looks like our work here is done, bye~

@arclance/meph regarding ui:
Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: Socrates27 on September 15, 2012, 01:27:39 am
It might be easier just to use Python2.7 with PythonWin IDE and py2exe.  However, your exe seems fine.  Great GUI design, just needs functional buttons and a menu.

Code: [Select]
#Filename: Setup.py
#Usage: Terminal:> python Setup.py py2exe
from distutils.core import setup
import py2exe

setup(windows=['masterwork.py'])
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: zenerbufen on September 15, 2012, 01:45:58 am
It might be easier just to use Python2.7 with PythonWin IDE and py2exe.  However, your exe seems fine.  Great GUI design, just needs functional buttons and a menu.

Code: [Select]
#Filename: Setup.py
#Usage: Terminal:> python Setup.py py2exe
from distutils.core import setup
import py2exe

setup(windows=['masterwork.py'])
py2exe doesn't support linux/mac, but we might end up using it for windows if cx_freeze doesn't meet our needs.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: arclance on September 15, 2012, 01:48:53 am
@ zenerbufen
There was a leftover piece from python2.7 in the Windows PyQt4 that I had to tell cx_freeze to ignore but it was not part of the Linux package I am using.
There might be a compile option to not build the python2.7 stuff, that would be the first thing I would check for.

I have cx_freeze working on Windows, you do need the redistributable I mentioned before. I tested that on another computer.

It's not working on Linux so much though.
Code: [Select]
./masterwork-launcher_arc_test
Traceback (most recent call last):
  File "/usr/local/lib/python3.2/dist-packages/cx_Freeze/initscripts/Console3.py", line 27, in <module>
  File "masterwork-launcher_arc_test.py", line 39, in <module>
  File "ExtensionLoader_PyQt4_QtGui.py", line 11, in <module>
ImportError: /media/Linux_Data/Dwarf_Fortress/mods/Masterwork_GUI/0_Encoding_Problem/Masterwork Dwarf Fortress dev2/Windows_Executable_Test/build/exe.linux-i686-3.2/PyQt4.QtGui.so: undefined symbol: _ZN10QTableView13doItemsLayoutEv
I am not sure if this is because I was testing a 32bit executable in a 64bit OS yet.
I will look into that tomorrow.

@ Socrates27
Some of the backend of the GUI is already written in Python3 so Python2.7 is a no go.
Why would it need a menu though?  (I assume you mean the "File Edit Ect." menu)
I removed it when I was testing things since it did not have any entries in it and it was sitting on top of other parts of the GUI.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: zenerbufen on September 15, 2012, 02:01:00 am
@arclance I had a piece from an old install left over from a failed install attempt that I thought had been cleaned up, which is not surprising considering how many times/ways I installed the darn thing. Then when I re-installed from source it was putting things in a place not in my path since I re-installed python3 using an alternate method to isolate it from the rest of my system. I missed one of the python site-package 'bin' directories, so the good pyuic4 wasn't getting picked up, but the pieces from old aborted install where.  As far as I can tell everything is A-OK now :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: Socrates27 on September 15, 2012, 02:08:26 am
It might be easier just to use Python2.7 with PythonWin IDE and py2exe.  However, your exe seems fine.  Great GUI design, just needs functional buttons and a menu.

Code: [Select]
#Filename: Setup.py
#Usage: Terminal:> python Setup.py py2exe
from distutils.core import setup
import py2exe

setup(windows=['masterwork.py'])
py2exe doesn't support linux/mac, but we might end up using it for windows if cx_freeze doesn't meet our needs.

Hence the suggestion :)
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: Meph on September 15, 2012, 09:36:08 am
Playing a little test game right now. Archeology is now included, 30 different reactions. A lot more powerful then before, but I will await your feedback about it.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: moisesjns on September 15, 2012, 10:21:27 am
is it safe to say that you cant edit the raws to allow dwarf to put on more armor? like increase the amount of equipment they can hold?  if not what are leather padded shirts for? i cant put them on under mail or breastplate.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: zenerbufen on September 15, 2012, 10:42:56 am
is it safe to say that you cant edit the raws to allow dwarf to put on more armor? like increase the amount of equipment they can hold?  if not what are leather padded shirts for? i cant put them on under mail or breastplate.
Yes you can, check out here: http://dwarffortresswiki.org/index.php/DF2012:Armor#Layers  for some  info on how armor works. You can tweak the layer,size etc in the raws as you wish. I think that leather armor would occupy the same slot as mail/breastplate unless you change it.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: arclance on September 15, 2012, 11:50:55 am
Okay after sleeping on it I figured out what was wrong with the Linux executable.
Code: [Select]
ImportError: /media/Linux_Data/Dwarf_Fortress/mods/Masterwork_GUI/0_Encoding_Problem/Masterwork Dwarf Fortress dev2/Windows_Executable_Test/build/exe.linux-i686-3.2/PyQt4.QtGui.so: undefined symbol: _ZN10QTableView13doItemsLayoutEv
It turned out that cx_freeze was not pulling in the QT libraries automatically like it did in Windows.

After adding those myself I think I have a working Linux executable for the GUI.
It can be download here if you want to test it
I tested it on a 64bit and 32bit Debian install and a old 32bit Ubuntu install and it worked.
It does need to be run on a non Debian based distro to make sure I got all the libraries it needs.
I got my old Fedora 14 install to work so I tested it on that, it does need one more things to work on it.
I will work on getting those included as well.
Here is the updated Linux executable. (https://dl.dropbox.com/u/69178231/Masterwork_GUI_Linux32EXE_Test_arclance_2012_09_15_v2.7z)
If you test it please let me know if you have any problems with it.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: zenerbufen on September 15, 2012, 02:50:01 pm
ick, out of curiosity, is there any way to get those .so's to be kept in the 'lib' directory? that is what it's there for after all...
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: arclance on September 15, 2012, 03:23:30 pm
ick, out of curiosity, is there any way to get those .so's to be kept in the 'lib' directory? that is what it's there for after all...
I tried some things to do that but I have not had any luck yet.
I decided to figure out what I needed to put there first since I was not having any luck getting them to run from 'lib'.
There are some other cx_freeze settings to try like "bin-path-includes" and "init-script".

I think it can be done by changing the PATH environment variable with a launcher script to look in ./lib first.
I need to do research on the right way to do that if it is required.

The easiest thing to do would be to put a launch script in the root mod folder that does this.
Code: [Select]
cd GUI_FOLDER
./GUI_EXECUTABLE
so the user never sees all those files.
That is how you launch Dwarf Fortress in Linux right now anyway.

I also tested tooltip colors today and found out that I have to hardcode them in the python launch script to override the default colors.
This means that their colors are not affected by changes to mainframe.ui.
Code: [Select]
#~~~~~~~~~~~~~~~~~~~~~~~~#
"""Regardless of where it gets moved on the computer, this code will find this
script, figure out what directory it is in, and save it for future referance."""
import os, sys, inspect
cmd_folder = os.path.abspath(os.path.split(inspect.getfile(inspect.currentframe() ))[0])
if cmd_folder not in sys.path:
    sys.path.insert(0, cmd_folder)
sys.path+=[os.path.join(cmd_folder, 'lib')]

#~~~~~~~~~~~~~~~~~~~~~~~~#
"""This is the section that should contain
everything the user/devs would want to tweak."""
##TODO proper config file support

DEBUG=False
#Valid: True False

style = "Plastique"
#Valid:Cleanlooks Plastique CDE Motif Windows Macintosh

#~~~~~~~~~~~~~~~~~~~~~~~~#
import locale
locale.setlocale(locale.LC_ALL, '')
### Load The GUI from lib/mainframe.ui ###
from PyQt4.uic import loadUiType
from PyQt4 import QtGui, QtCore
MainWindowForm, MainWindowBase = loadUiType("lib/mainframe_arclance_fonts.ui")

#~~~~~~~~~~~~~~~~~~~~~~~~#
class MainFrame(MainWindowForm, MainWindowBase):
    """Create a class for our main window"""
    def __init__(self):
        #window has been created, init it.
        QtGui.QApplication.setStyle(QtGui.QStyleFactory.create(style))
        QtGui.QApplication.setPalette(QtGui.QApplication.style().standardPalette())
        self._setupPallets() # Create And Set Pallets To Double Overide Default Color Settings (Tooltips Need This)
        MainWindowBase.__init__(self)
        self.ui=MainWindowForm()
        self.ui.setupUi(self)
        self.cmd_folder=cmd_folder
   
    def _setupPallets(self):
        tooltip_palette = QtGui.QPalette()
        brush = QtGui.QBrush(QtGui.QColor(238, 238, 238))
        brush.setStyle(QtCore.Qt.SolidPattern)
        tooltip_palette.setBrush(QtGui.QPalette.Active, QtGui.QPalette.WindowText, brush)
        brush = QtGui.QBrush(QtGui.QColor(10, 10, 10))
        brush.setStyle(QtCore.Qt.SolidPattern)
        tooltip_palette.setBrush(QtGui.QPalette.Active, QtGui.QPalette.Button, brush)
        brush = QtGui.QBrush(QtGui.QColor(28, 28, 28))
        brush.setStyle(QtCore.Qt.SolidPattern)
        tooltip_palette.setBrush(QtGui.QPalette.Active, QtGui.QPalette.Light, brush)
        brush = QtGui.QBrush(QtGui.QColor(203, 199, 196))
        brush.setStyle(QtCore.Qt.SolidPattern)
        tooltip_palette.setBrush(QtGui.QPalette.Active, QtGui.QPalette.Midlight, brush)
        brush = QtGui.QBrush(QtGui.QColor(19, 19, 19))
        brush.setStyle(QtCore.Qt.SolidPattern)
        tooltip_palette.setBrush(QtGui.QPalette.Active, QtGui.QPalette.Dark, brush)
        brush = QtGui.QBrush(QtGui.QColor(184, 181, 178))
        brush.setStyle(QtCore.Qt.SolidPattern)
        tooltip_palette.setBrush(QtGui.QPalette.Active, QtGui.QPalette.Mid, brush)
        brush = QtGui.QBrush(QtGui.QColor(238, 238, 238))
        brush.setStyle(QtCore.Qt.SolidPattern)
        tooltip_palette.setBrush(QtGui.QPalette.Active, QtGui.QPalette.Text, brush)
        brush = QtGui.QBrush(QtGui.QColor(254, 255, 255))
        brush.setStyle(QtCore.Qt.SolidPattern)
        tooltip_palette.setBrush(QtGui.QPalette.Active, QtGui.QPalette.BrightText, brush)
        brush = QtGui.QBrush(QtGui.QColor(238, 238, 238))
        brush.setStyle(QtCore.Qt.SolidPattern)
        tooltip_palette.setBrush(QtGui.QPalette.Active, QtGui.QPalette.ButtonText, brush)
        brush = QtGui.QBrush(QtGui.QColor(35, 35, 35))
        brush.setStyle(QtCore.Qt.SolidPattern)
        tooltip_palette.setBrush(QtGui.QPalette.Active, QtGui.QPalette.Base, brush)
        brush = QtGui.QBrush(QtGui.QColor(23, 23, 23))
        brush.setStyle(QtCore.Qt.SolidPattern)
        tooltip_palette.setBrush(QtGui.QPalette.Active, QtGui.QPalette.Window, brush)
        brush = QtGui.QBrush(QtGui.QColor(80, 80, 80))
        brush.setStyle(QtCore.Qt.SolidPattern)
        tooltip_palette.setBrush(QtGui.QPalette.Active, QtGui.QPalette.Shadow, brush)
        brush = QtGui.QBrush(QtGui.QColor(50, 50, 50))
        brush.setStyle(QtCore.Qt.SolidPattern)
        tooltip_palette.setBrush(QtGui.QPalette.Active, QtGui.QPalette.Highlight, brush)
        brush = QtGui.QBrush(QtGui.QColor(220, 164, 13))
        brush.setStyle(QtCore.Qt.SolidPattern)
        tooltip_palette.setBrush(QtGui.QPalette.Active, QtGui.QPalette.HighlightedText, brush)
        brush = QtGui.QBrush(QtGui.QColor(0, 0, 254))
        brush.setStyle(QtCore.Qt.SolidPattern)
        tooltip_palette.setBrush(QtGui.QPalette.Active, QtGui.QPalette.Link, brush)
        brush = QtGui.QBrush(QtGui.QColor(255, 0, 254))
        brush.setStyle(QtCore.Qt.SolidPattern)
        tooltip_palette.setBrush(QtGui.QPalette.Active, QtGui.QPalette.LinkVisited, brush)
        brush = QtGui.QBrush(QtGui.QColor(30, 30, 30))
        brush.setStyle(QtCore.Qt.SolidPattern)
        tooltip_palette.setBrush(QtGui.QPalette.Active, QtGui.QPalette.AlternateBase, brush)
        brush = QtGui.QBrush(QtGui.QColor(0, 0, 0))
        brush.setStyle(QtCore.Qt.SolidPattern)
        tooltip_palette.setBrush(QtGui.QPalette.Active, QtGui.QPalette.NoRole, brush)
        brush = QtGui.QBrush(QtGui.QColor(23, 23, 23))
        brush.setStyle(QtCore.Qt.SolidPattern)
        tooltip_palette.setBrush(QtGui.QPalette.Active, QtGui.QPalette.ToolTipBase, brush)
        brush = QtGui.QBrush(QtGui.QColor(238, 238, 238))
        brush.setStyle(QtCore.Qt.SolidPattern)
        tooltip_palette.setBrush(QtGui.QPalette.Active, QtGui.QPalette.ToolTipText, brush)
        brush = QtGui.QBrush(QtGui.QColor(238, 238, 238))
        brush.setStyle(QtCore.Qt.SolidPattern)
        tooltip_palette.setBrush(QtGui.QPalette.Inactive, QtGui.QPalette.WindowText, brush)
        brush = QtGui.QBrush(QtGui.QColor(10, 10, 10))
        brush.setStyle(QtCore.Qt.SolidPattern)
        tooltip_palette.setBrush(QtGui.QPalette.Inactive, QtGui.QPalette.Button, brush)
        brush = QtGui.QBrush(QtGui.QColor(28, 28, 28))
        brush.setStyle(QtCore.Qt.SolidPattern)
        tooltip_palette.setBrush(QtGui.QPalette.Inactive, QtGui.QPalette.Light, brush)
        brush = QtGui.QBrush(QtGui.QColor(203, 199, 196))
        brush.setStyle(QtCore.Qt.SolidPattern)
        tooltip_palette.setBrush(QtGui.QPalette.Inactive, QtGui.QPalette.Midlight, brush)
        brush = QtGui.QBrush(QtGui.QColor(19, 19, 19))
        brush.setStyle(QtCore.Qt.SolidPattern)
        tooltip_palette.setBrush(QtGui.QPalette.Inactive, QtGui.QPalette.Dark, brush)
        brush = QtGui.QBrush(QtGui.QColor(184, 181, 178))
        brush.setStyle(QtCore.Qt.SolidPattern)
        tooltip_palette.setBrush(QtGui.QPalette.Inactive, QtGui.QPalette.Mid, brush)
        brush = QtGui.QBrush(QtGui.QColor(238, 238, 238))
        brush.setStyle(QtCore.Qt.SolidPattern)
        tooltip_palette.setBrush(QtGui.QPalette.Inactive, QtGui.QPalette.Text, brush)
        brush = QtGui.QBrush(QtGui.QColor(254, 255, 255))
        brush.setStyle(QtCore.Qt.SolidPattern)
        tooltip_palette.setBrush(QtGui.QPalette.Inactive, QtGui.QPalette.BrightText, brush)
        brush = QtGui.QBrush(QtGui.QColor(238, 238, 238))
        brush.setStyle(QtCore.Qt.SolidPattern)
        tooltip_palette.setBrush(QtGui.QPalette.Inactive, QtGui.QPalette.ButtonText, brush)
        brush = QtGui.QBrush(QtGui.QColor(35, 35, 35))
        brush.setStyle(QtCore.Qt.SolidPattern)
        tooltip_palette.setBrush(QtGui.QPalette.Inactive, QtGui.QPalette.Base, brush)
        brush = QtGui.QBrush(QtGui.QColor(23, 23, 23))
        brush.setStyle(QtCore.Qt.SolidPattern)
        tooltip_palette.setBrush(QtGui.QPalette.Inactive, QtGui.QPalette.Window, brush)
        brush = QtGui.QBrush(QtGui.QColor(80, 80, 80))
        brush.setStyle(QtCore.Qt.SolidPattern)
        tooltip_palette.setBrush(QtGui.QPalette.Inactive, QtGui.QPalette.Shadow, brush)
        brush = QtGui.QBrush(QtGui.QColor(50, 50, 50))
        brush.setStyle(QtCore.Qt.SolidPattern)
        tooltip_palette.setBrush(QtGui.QPalette.Inactive, QtGui.QPalette.Highlight, brush)
        brush = QtGui.QBrush(QtGui.QColor(220, 164, 13))
        brush.setStyle(QtCore.Qt.SolidPattern)
        tooltip_palette.setBrush(QtGui.QPalette.Inactive, QtGui.QPalette.HighlightedText, brush)
        brush = QtGui.QBrush(QtGui.QColor(0, 0, 254))
        brush.setStyle(QtCore.Qt.SolidPattern)
        tooltip_palette.setBrush(QtGui.QPalette.Inactive, QtGui.QPalette.Link, brush)
        brush = QtGui.QBrush(QtGui.QColor(255, 0, 254))
        brush.setStyle(QtCore.Qt.SolidPattern)
        tooltip_palette.setBrush(QtGui.QPalette.Inactive, QtGui.QPalette.LinkVisited, brush)
        brush = QtGui.QBrush(QtGui.QColor(30, 30, 30))
        brush.setStyle(QtCore.Qt.SolidPattern)
        tooltip_palette.setBrush(QtGui.QPalette.Inactive, QtGui.QPalette.AlternateBase, brush)
        brush = QtGui.QBrush(QtGui.QColor(0, 0, 0))
        brush.setStyle(QtCore.Qt.SolidPattern)
        tooltip_palette.setBrush(QtGui.QPalette.Inactive, QtGui.QPalette.NoRole, brush)
        brush = QtGui.QBrush(QtGui.QColor(23, 23, 23))
        brush.setStyle(QtCore.Qt.SolidPattern)
        tooltip_palette.setBrush(QtGui.QPalette.Inactive, QtGui.QPalette.ToolTipBase, brush)
        brush = QtGui.QBrush(QtGui.QColor(238, 238, 238))
        brush.setStyle(QtCore.Qt.SolidPattern)
        tooltip_palette.setBrush(QtGui.QPalette.Inactive, QtGui.QPalette.ToolTipText, brush)
        brush = QtGui.QBrush(QtGui.QColor(238, 238, 238))
        brush.setStyle(QtCore.Qt.SolidPattern)
        tooltip_palette.setBrush(QtGui.QPalette.Disabled, QtGui.QPalette.WindowText, brush)
        brush = QtGui.QBrush(QtGui.QColor(10, 10, 10))
        brush.setStyle(QtCore.Qt.SolidPattern)
        tooltip_palette.setBrush(QtGui.QPalette.Disabled, QtGui.QPalette.Button, brush)
        brush = QtGui.QBrush(QtGui.QColor(28, 28, 28))
        brush.setStyle(QtCore.Qt.SolidPattern)
        tooltip_palette.setBrush(QtGui.QPalette.Disabled, QtGui.QPalette.Light, brush)
        brush = QtGui.QBrush(QtGui.QColor(203, 199, 196))
        brush.setStyle(QtCore.Qt.SolidPattern)
        tooltip_palette.setBrush(QtGui.QPalette.Disabled, QtGui.QPalette.Midlight, brush)
        brush = QtGui.QBrush(QtGui.QColor(19, 19, 19))
        brush.setStyle(QtCore.Qt.SolidPattern)
        tooltip_palette.setBrush(QtGui.QPalette.Disabled, QtGui.QPalette.Dark, brush)
        brush = QtGui.QBrush(QtGui.QColor(184, 181, 178))
        brush.setStyle(QtCore.Qt.SolidPattern)
        tooltip_palette.setBrush(QtGui.QPalette.Disabled, QtGui.QPalette.Mid, brush)
        brush = QtGui.QBrush(QtGui.QColor(238, 238, 238))
        brush.setStyle(QtCore.Qt.SolidPattern)
        tooltip_palette.setBrush(QtGui.QPalette.Disabled, QtGui.QPalette.Text, brush)
        brush = QtGui.QBrush(QtGui.QColor(254, 255, 255))
        brush.setStyle(QtCore.Qt.SolidPattern)
        tooltip_palette.setBrush(QtGui.QPalette.Disabled, QtGui.QPalette.BrightText, brush)
        brush = QtGui.QBrush(QtGui.QColor(238, 238, 238))
        brush.setStyle(QtCore.Qt.SolidPattern)
        tooltip_palette.setBrush(QtGui.QPalette.Disabled, QtGui.QPalette.ButtonText, brush)
        brush = QtGui.QBrush(QtGui.QColor(23, 23, 23))
        brush.setStyle(QtCore.Qt.SolidPattern)
        tooltip_palette.setBrush(QtGui.QPalette.Disabled, QtGui.QPalette.Base, brush)
        brush = QtGui.QBrush(QtGui.QColor(23, 23, 23))
        brush.setStyle(QtCore.Qt.SolidPattern)
        tooltip_palette.setBrush(QtGui.QPalette.Disabled, QtGui.QPalette.Window, brush)
        brush = QtGui.QBrush(QtGui.QColor(80, 80, 80))
        brush.setStyle(QtCore.Qt.SolidPattern)
        tooltip_palette.setBrush(QtGui.QPalette.Disabled, QtGui.QPalette.Shadow, brush)
        brush = QtGui.QBrush(QtGui.QColor(171, 171, 171))
        brush.setStyle(QtCore.Qt.SolidPattern)
        tooltip_palette.setBrush(QtGui.QPalette.Disabled, QtGui.QPalette.Highlight, brush)
        brush = QtGui.QBrush(QtGui.QColor(220, 164, 13))
        brush.setStyle(QtCore.Qt.SolidPattern)
        tooltip_palette.setBrush(QtGui.QPalette.Disabled, QtGui.QPalette.HighlightedText, brush)
        brush = QtGui.QBrush(QtGui.QColor(0, 0, 254))
        brush.setStyle(QtCore.Qt.SolidPattern)
        tooltip_palette.setBrush(QtGui.QPalette.Disabled, QtGui.QPalette.Link, brush)
        brush = QtGui.QBrush(QtGui.QColor(255, 0, 254))
        brush.setStyle(QtCore.Qt.SolidPattern)
        tooltip_palette.setBrush(QtGui.QPalette.Disabled, QtGui.QPalette.LinkVisited, brush)
        brush = QtGui.QBrush(QtGui.QColor(30, 30, 30))
        brush.setStyle(QtCore.Qt.SolidPattern)
        tooltip_palette.setBrush(QtGui.QPalette.Disabled, QtGui.QPalette.AlternateBase, brush)
        brush = QtGui.QBrush(QtGui.QColor(0, 0, 0))
        brush.setStyle(QtCore.Qt.SolidPattern)
        tooltip_palette.setBrush(QtGui.QPalette.Disabled, QtGui.QPalette.NoRole, brush)
        brush = QtGui.QBrush(QtGui.QColor(23, 23, 23))
        brush.setStyle(QtCore.Qt.SolidPattern)
        tooltip_palette.setBrush(QtGui.QPalette.Disabled, QtGui.QPalette.ToolTipBase, brush)
        brush = QtGui.QBrush(QtGui.QColor(238, 238, 238))
        brush.setStyle(QtCore.Qt.SolidPattern)
        tooltip_palette.setBrush(QtGui.QPalette.Disabled, QtGui.QPalette.ToolTipText, brush)
        QtGui.QToolTip.setPalette(tooltip_palette)
       
#~~~~~~~~~~~~~~~~~~~~~~~~#
def main():
    """Main program loop, initialize application"""
    app = QtGui.QApplication(sys.argv)  #create app
    #init fonts ##todo; move to better location
    fontdb=QtGui.QFontDatabase()
    fonts=[
        open("./lib/waifthin.ttf", mode='rb').read(),
        open("./lib/cosmetica.ttf", mode='rb').read()]
    fontfams=[]
    for fontdata in fonts:
        fontid=fontdb.addApplicationFontFromData(fontdata)
        for fontfam in fontdb.applicationFontFamilies(fontid):
            fontfams.append(fontfam)           
    mainframe = MainFrame()             #create window
    mainframe.fontfams=fontfams
    mainframe.show()
    sys.exit(               #terminate the program after:
             app.exec_())   #start app's mainloop

#~~~~~~~~~~~~~~~~~~~~~~~~#
"""If the file is being executed, run the main loop"""
if __name__ == '__main__':
    main()
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: Meph on September 15, 2012, 05:17:37 pm
arclance: What you send me previously does open under windows, but it looks exactly like the old GUI, even with the buttons set out for features that dont exist anymore, like the Fortress Defense races.

The code Roses wrote does work, the only thing missing is file-replacement (for the font, arena, and similar things) and the graphical interface. With the configuration.txt and the metatags.txt I can do the entire rest myself and add all the new options for the player. Even the buttons are added automatically, the only problem is that it looks horrible (sorry Roses ^^) What I need is a nice looking, sorted graphical interface for this code. That presumably does work on Win/Linux/Mac as a self-executable.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: arclance on September 15, 2012, 05:33:21 pm
^ That's what we are working on.
The "looks good" part got stopped cold when zenerbufen broke his Python install.
We need zenerbufen to finish embedding the fonts before we make the final GUI because the font you use affects where you put things in the GUI.

I decided to figure out how to make the executable while waiting to work on the rest of the GUI so I would not have to do it later.
I have the Windows and Linux self-contained executables working right now.
I posted the sample executables so I could see if they worked for other people.
The way I make the executables would not change significantly even if we just use what Roses has now.

I have not heard anything from Roses since I asked if he wanted help with adding features to his backend so I don't know how much progress there has been on that.
I could do file-replacement in about 30min if I knew how he wanted it worked into what he has already written.
He said he was going to try to make his code work with the good looking interface we are working on but I have not heard anything about that either.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: arclance on September 15, 2012, 05:48:20 pm
@ zenerbufen
I tried everything I could think of to move the .so files, nothing worked.
I was able to make a launcher script so users don't have to go into the folder that holds the compiled GUI.
Code: [Select]
#!/bin/sh
MW_DIR=$(dirname "$0")
cd $MW_DIR"/Masterwork_GUI"
./masterwork-launcher_arc_test
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: Meph on September 15, 2012, 06:09:42 pm
Strictly speaking it doesnt have to be the font I use in the mod. The old GUI didnt have it either, OR I am misunderstanding the word font here.

I am using internet with a UMT-Stick, because DSL takes another 2 weeks, and wow... there was a 500mb limit on the stick. Yeah, I kind of knew that, I just didn realise that it is per month(!) What the hell people, I had 500mb after 2h. And now I have a speed of "GPRS-niveau" which is apparently ~25kbs.

I tried uploading the alpha, let the pc run for 4h, come back: Restart because of auto-update. I am now running the upload again since 1h, 29%

Please, could somebody kill me, or give me DSL now ?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: arclance on September 15, 2012, 06:15:16 pm
^ When I say fonts I mean the fonts that zenerbufen wants to use for the new GUI.
You can't just use the system font in a cross platform program with fixed GUI elements because on some systems the text will be unreadable.

The script loads the new fonts so the user does not need to have them installed.
Right now zenerbufen is (hopefully) going back and changing the GUI code to use those fonts so we only have to design the layout for the new GUI once.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: zenerbufen on September 15, 2012, 08:45:25 pm
Fonts are done, just need to add this one line of code to set the default font:
 QApplication.setFont(mainframe.fontfams[0])
change the 0 to select the font, 0, 1, 2(if we add more fonts later) etc...

    mainframe = MainFrame()             #create window
    mainframe.fontfams=fontfams
    QtGui.QApplication.setFont(mainframe.fontfams[0])
    mainframe.show()

also I don't like hard coding all those individual elements like you did..., I'm probably going to look for a way to make a loop and just iterate through all the tool tips and set them pragmatically. At this point all we really have to do is make it so when a button is clicked, it calls roses code, or calls the code that other guy submitted for us to toggle the options.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: arclance on September 15, 2012, 09:07:46 pm
^ I don't know how well that will work since fonts are different sizes at the same "font size" but we can always try it.
I think the first tab "General Settings" will need to have it's layout hardcoded but the other ones could be generated from settings/raw files just fine.

Since I have not heard anything from Roses in a while I have been working on putting his stuff (minus the gui) into a class to make it easier to build a GUI off of.
I have the raw parsing bit done if you want me to send it to you.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: Treason on September 15, 2012, 09:42:44 pm
Another quick question, if anyone has the answer or a similar issue:

There have been several times when I have been fortunate enough to capture Cave Dragons within cages.  Oddly, they do not appear to be tamable, despite never having tasted dwarf blood.

A quick look at the raws and with my very limited knowledge, shows that they still have the trainable tag, but they simply do not show up on the listing to be so tamed.  Has anyone else been able to verify this same bug or was there some decision made that cave dragons would not be tamable int he Mod?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: zenerbufen on September 15, 2012, 10:12:46 pm
^ I don't know how well that will work since fonts are different sizes at the same "font size" but we can always try it.
I think the first tab "General Settings" will need to have it's layout hardcoded but the other ones could be generated from settings/raw files just fine.

Since I have not heard anything from Roses in a while I have been working on putting his stuff (minus the gui) into a class to make it easier to build a GUI off of.
I have the raw parsing bit done if you want me to send it to you.
arc, I don't understand, or maybe you don't understand. The fontfams variable is a list containing all the embeded fonts. The

And yes we can change the buttons... I had asked meph for an updated list not to long ago, but he told me nothing had changed since 1.9.3 (the last time I had a working copy of windows and could copy the layout from his gui) we can use sizers/grids also to handle flexible number of buttons (more work) or put them on a scrolling page, although eventually I want to make a tree based view that will allow you to go through and toggle individual entities. I think it wouldn't be to hard to make the program smart enough to actually parse through the raws and build a list of the creatures etc in memory, let people tweak individual creatures right through the gui eventually.

I want to make it so the gui will integrate with the help docs eventually to only show info for the stuff that is currently enabled, I think that would be ultra cool.

edit: I think i read your code wrong/misunderstood you... are you saying that only the tooltips need to be overriden in python? why did you put everything else in the same place? GUI layout should generally be separated from application logic code. Why put all of that brush stuff in the main function instead of leaving it in Ui_mainframe.py? I thought you meant doing that over and over for each button to set the tooltip color for each button.

edit edit: arclance, it might be easier to share code if we use the mercurial repo: http://javaforge.com/hg/mdf
peeps keeps asking me to set one up, but then no one uses it.. I havn't done anything with the code since fixing my python install because I don't know what your doing currently.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: arclance on September 15, 2012, 10:36:04 pm
^ I did understand that that is what you were saying.
change the 0 to select the font, 0, 1, 2(if we add more fonts later) etc...
What I am saying is that this may not work as well as you think it will since the pixel size of a font character can be different for different fonts at the same point size.
You would need to pick fonts that don't end up small and hard to read or so large they don't fit inside the buttons unless you plan to change the point size of every text object that use that font every time you change the font.
You will have to go through and set the font you want to use on all the text elements that don't use the default font.

Look at Roses gui code it does most of what you want already it just needs to have some code written to use PyQt instead of tkinter.
It has a tree based view and could be expanded to make a list of everything in the raws.

Only the tooltips needed to be overridden in the python code everything else inherits the colors from the pallet I setup for "Main Window" in mainframe.ui correctly.
Even setting custom pallet colors for the individual buttons did not work.
What I did was set the default pallet for all tooltips to the pallet I setup in the python code.
Since it runs after mainframe.ui is read in it forces the tooltips to use the correct colors.
It is a single command that affects every single tootip in the GUI.
It is not in Ui_mainframe.py because right now there is no Ui_mainframe.py because I setup the code to just reading mainframe.ui directly without producing a output file.
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: zenerbufen on September 15, 2012, 10:49:01 pm
then what is all that stuff about button text, window color, link colors, etc? I guess my point is why do you need 180 lines of code to set the tooltip color? that seems like overkill...

        brush = QtGui.QBrush(QtGui.QColor(23, 23, 23))
        brush.setStyle(QtCore.Qt.SolidPattern)
        tooltip_palette.setBrush(QtGui.QPalette.Active, QtGui.QPalette.ToolTipBase, brush)
        brush = QtGui.QBrush(QtGui.QColor(238, 238, 238))
        brush.setStyle(QtCore.Qt.SolidPattern)
        tooltip_palette.setBrush(QtGui.QPalette.Active, QtGui.QPalette.ToolTipText, brush)

should be enough? that is where my confusion is.


also there is only 2 embedded fonts. Cosmetica is for the entire app.. everything, text, buttons, tooltips, this is the default font
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: arclance on September 15, 2012, 11:07:19 pm
^ I had not checked if it would accept a partial pallet yet.
I just tired it and it does.
There are actually three colors for each color type depending on the window state (active, inactive, disabled) so this is the minimum you need.
Code: [Select]
tooltip_palette = QtGui.QPalette()
        brush = QtGui.QBrush(QtGui.QColor(23, 23, 23))
        brush.setStyle(QtCore.Qt.SolidPattern)
        tooltip_palette.setBrush(QtGui.QPalette.Active, QtGui.QPalette.ToolTipBase, brush)
        brush = QtGui.QBrush(QtGui.QColor(238, 238, 238))
        brush.setStyle(QtCore.Qt.SolidPattern)
        tooltip_palette.setBrush(QtGui.QPalette.Active, QtGui.QPalette.ToolTipText, brush)
        brush = QtGui.QBrush(QtGui.QColor(23, 23, 23))
        brush.setStyle(QtCore.Qt.SolidPattern)
        tooltip_palette.setBrush(QtGui.QPalette.Inactive, QtGui.QPalette.ToolTipBase, brush)
        brush = QtGui.QBrush(QtGui.QColor(238, 238, 238))
        brush.setStyle(QtCore.Qt.SolidPattern)
        tooltip_palette.setBrush(QtGui.QPalette.Inactive, QtGui.QPalette.ToolTipText, brush)
        brush = QtGui.QBrush(QtGui.QColor(23, 23, 23))
        brush.setStyle(QtCore.Qt.SolidPattern)
        tooltip_palette.setBrush(QtGui.QPalette.Disabled, QtGui.QPalette.ToolTipBase, brush)
        brush = QtGui.QBrush(QtGui.QColor(238, 238, 238))
        brush.setStyle(QtCore.Qt.SolidPattern)
        tooltip_palette.setBrush(QtGui.QPalette.Disabled, QtGui.QPalette.ToolTipText, brush)
        QtGui.QToolTip.setPalette(tooltip_palette)

I am not talking comparing cosmetica to cosmetica (apples to apples) but cosmetica to some other font you might want to use in the future (apples to oranges) as you stated here.
change the 0 to select the font, 0, 1, 2(if we add more fonts later) etc...
What I am saying is that 18 point cosmetica might not be the same sizes as another font say Waif Thin so if this feature you setup won't make is as simple as changing
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: zenerbufen on September 16, 2012, 01:24:51 am
Oh, I see what you are saying.. I was just using that as an example, how to specify the font in the python code. mainframe.fontfams is a list of all the embedded fonts. So you can use mainframe.fontfams[fontnumber] anywhere in the code (after fonts are loaded) to specify the font. It is that way because one font file can contain multiple fonts, such as regular, bold, italics, bold + italics, etc... the fonts I included however (cosmetica, waif) are single font files.  If the cosmetica font file had also bold included in the file,
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: Meph on September 16, 2012, 03:23:32 am
DOWNLOAD ::: MDF2(alpha) ::: (http://dffd.wimbli.com/file.php?id=6926)

Unfinished Buildings:
Apothecarius => should help/cure diseases.
All 4 magic buildings => 1 magic type per race
Storage Unit => tradegoods, unpacking crates
Herbalist => Makes items directly from plants
Cloth Manufactur => sets, batches and specific types of cloth. might get scrapped.
Wood Manufactur => sets, batches and specific types of wood. might get scrapped.
Spawn Location => Spawns creatures
Machine Factory => Builds contructs and high tech stuff
Warpstone Lab => Makes warpstone grenades and throwers, mutations, warpstone metal (?)
Brewery => special drinks and/or drink upgrades
Shrine, Altar & Temple => ceremonies and sacrifices. Blessings and curses.

Entities are mosly NOT done.
Plants and Trees look good.
Stones, Minerals, Gems and Soils look good.
Creatures will be ported from old mod, with some changes, not too much work.
Special stuff liek diseases, magic, cults, special invaders, spawning of creatures... I havent even started on those yet.

I will upload the manual as well, but it will take some time. Internet via GPRS, only 25kbs...
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Upuaut on September 16, 2012, 03:40:53 am
Hello Meph,
Thx for all the work you and your team does.
I downloaded the MDF2-file, but there doesn´t seem to be any setting executable. Is this correct?
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Virlomi on September 16, 2012, 03:43:34 am
This sounds absolutely awesome... unfortunately, when I play I have no sound. It's turned on, and set to 255 volume. No sound, no music, nothing.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Meph on September 16, 2012, 04:01:04 am
The background music is not included to keep the filesize down. You can get custom background music at the first post, under Sound, or use soundsense. The original game only has a 5min background music loop anyway, nothing more.

The python setting is currently not self-executable, you will need python http://www.python.org/getit/ (http://www.python.org/getit/) to run it. It works, but does look very unsorted. But you can toggle every single creature, inorganic, entity, reaction... all that works :)
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Virlomi on September 16, 2012, 04:25:06 am
I have the sound pack provided in OP in the data/sound, and it's renamed to song_game.ogg. Even after waiting 20 minutes there's no sound.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: JosephWongKS on September 16, 2012, 04:45:29 am
The background music is not included to keep the filesize down. You can get custom background music at the first post, under Sound, or use soundsense. The original game only has a 5min background music loop anyway, nothing more.

The python setting is currently not self-executable, you will need python http://www.python.org/getit/ (http://www.python.org/getit/) to run it. It works, but does look very unsorted. But you can toggle every single creature, inorganic, entity, reaction... all that works :)

I downloaded Python 2.7.3 and opened the MasterworkDF Settings.py file with it, but when I tried to run module I got the following error message:

Traceback (most recent call last):
  File "C:\Users\user\Downloads\MDF2\MasterworkDF Settings.py", line 1, in -toplevel-
    from tkinter import *
ImportError: No module named tkinter
>>>


Could you let me how what I need to run the executable?  Thanks!


EDIT:  With Python 3.2.3 I get a different error message:

Traceback (most recent call last):
  File "C:\Users\user\Downloads\MDF2\MasterworkDF Settings.py", line 110, in <module>
    dd.append([d[-1][0], d[-1][1], len(totdat[j]), d[-1][2]])
IndexError: list index out of range
>>>
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Shingy on September 16, 2012, 06:01:26 am
Ah, perfect, the alpha is out!
Thanks Meph, I'll do some bug and feature testing!

EDIT: I've got the same problem as JosephWongKS. I don't know Python, so I'm not sure where is the problem.
Well, I'll try without configuration then.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: zenerbufen on September 16, 2012, 11:14:31 am
Thanks for the bug report guys! I'm working on it now.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: arclance on September 16, 2012, 11:16:06 am
I will download it and take a look at the GUI.
The first thing I see is that Meph included the broken version that only works in Windows and has a memory leak.
After I fix that I will look into the error people have been getting.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: arclance on September 16, 2012, 11:28:54 am
Okay I figured out what the problem is.
Meph included a empty file in the raws which causes this line
Code: [Select]
dd.append([d[-1][0], d[-1][1], len(totdat[j]), d[-1][2]])
to fail because the list d ends up with zero length.
Code: [Select]
['item_weapon\n', '\n', '[OBJECT:ITEM]\n', '\n', '//all weapons have been moved to item_weapon_masterwork.txt because of heavy modding on all of them. ']
0

I will post a fixed version soon.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: arclance on September 16, 2012, 11:35:16 am
Here is a fixed version that works on operating systems that are not Windows and ignores empty raw files which fixes the bug that was reported earlier.
Code: [Select]
from tkinter import *
import os
import fnmatch
from tkinter import tix
from tkinter import filedialog

dir1 = 'MasterworkDwarfFortress/raw/objects/'
dir2 = 'Dwarf Fortress/raw/objects/'

match = ['creature*','item*','inorganic*','reaction*','plant*','entity*']
files = []
for m in match:
for file in os.listdir(dir1):
if fnmatch.fnmatch(file, m):
files.append(file)

totdat = [[]]*len(files)
for i in range(len(files)):
f = open(dir1+files[i], mode="rt", buffering=1, encoding="ISO-8859-1")
dat = []
for row in f:
dat.append(row)
totdat[i] = dat
f.close()

ddtot = [[]]*len(totdat)
for j in range(len(totdat)):
d = []
for i in range(len(totdat[j])):
par = totdat[j][i].partition(':')[0]
if (par == '[CREATURE') or (par == '!!!CREATURE'):
d.append([totdat[j][i].partition(':')[2].partition(']')[0], i, 'on'])
if par.count('!!!') != 0:
d[-1][2] = 'off'
elif (par == '[REACTION') or (par == '!!!REACTION'):
d.append([totdat[j][i].partition(':')[2].partition(']')[0], i, 'on'])
if par.count('!!!') != 0:
d[-1][2] = 'off'
elif (par == '[INORGANIC') or (par == '!!!INORGANIC'):
d.append([totdat[j][i].partition(':')[2].partition(']')[0], i, 'on'])
if par.count('!!!') != 0:
d[-1][2] = 'off'
elif (par == '[PLANT') or (par == '!!!PLANT'):
d.append([totdat[j][i].partition(':')[2].partition(']')[0], i, 'on'])
if par.count('!!!') != 0:
d[-1][2] = 'off'
elif (par == '[ITEM_AMMO') or (par == '!!!ITEM_AMMO'):
d.append([totdat[j][i].partition(':')[2].partition(']')[0], i, 'on'])
if par.count('!!!') != 0:
d[-1][2] = 'off'
elif (par == '[ITEM_ARMOR') or (par == '!!!ITEM_ARMOR'):
d.append([totdat[j][i].partition(':')[2].partition(']')[0], i, 'on'])
if par.count('!!!') != 0:
d[-1][2] = 'off'
elif (par == '[ITEM_FOOD') or (par == '!!!ITEM_FOOD'):
d.append([totdat[j][i].partition(':')[2].partition(']')[0], i, 'on'])
if par.count('!!!') != 0:
d[-1][2] = 'off'
elif (par == '[ITEM_GLOVES') or (par == '!!!ITEM_GLOVES'):
d.append([totdat[j][i].partition(':')[2].partition(']')[0], i, 'on'])
if par.count('!!!') != 0:
d[-1][2] = 'off'
elif (par == '[ITEM_HELM') or (par == '!!!ITEM_HELM'):
d.append([totdat[j][i].partition(':')[2].partition(']')[0], i, 'on'])
if par.count('!!!') != 0:
d[-1][2] = 'off'
elif (par == '[ITEM_INSTRUMENT') or (par == '!!!ITEM_INSTRUMENT'):
d.append([totdat[j][i].partition(':')[2].partition(']')[0], i, 'on'])
if par.count('!!!') != 0:
d[-1][2] = 'off'
elif (par == '[ITEM_PANTS') or (par == '!!!ITEM_PANTS'):
d.append([totdat[j][i].partition(':')[2].partition(']')[0], i, 'on'])
if par.count('!!!') != 0:
d[-1][2] = 'off'
elif (par == '[ITEM_SHIELD') or (par == '!!!ITEM_SHIELD'):
d.append([totdat[j][i].partition(':')[2].partition(']')[0], i, 'on'])
if par.count('!!!') != 0:
d[-1][2] = 'off'
elif (par == '[ITEM_SHOES') or (par == '!!!ITEM_SHOES'):
d.append([totdat[j][i].partition(':')[2].partition(']')[0], i, 'on'])
if par.count('!!!') != 0:
d[-1][2] = 'off'
elif (par == '[ITEM_SIEGEAMMO') or (par == '!!!ITEM_SIEGEAMMO'):
d.append([totdat[j][i].partition(':')[2].partition(']')[0], i, 'on'])
if par.count('!!!') != 0:
d[-1][2] = 'off'
elif (par == '[ITEM_TOOL') or (par == '!!!ITEM_TOOL'):
d.append([totdat[j][i].partition(':')[2].partition(']')[0], i, 'on'])
if par.count('!!!') != 0:
d[-1][2] = 'off'
elif (par == '[ITEM_TOY') or (par == '!!!ITEM_TOY'):
d.append([totdat[j][i].partition(':')[2].partition(']')[0], i, 'on'])
if par.count('!!!') != 0:
d[-1][2] = 'off'
elif (par == '[ITEM_TRAPCOMP') or (par == '!!!ITEM_TRAPCOMP'):
d.append([totdat[j][i].partition(':')[2].partition(']')[0], i, 'on'])
if par.count('!!!') != 0:
d[-1][2] = 'off'
elif (par == '[ITEM_WEAPON') or (par == '!!!ITEM_WEAPON'):
d.append([totdat[j][i].partition(':')[2].partition(']')[0], i, 'on'])
if par.count('!!1') != 0:
d[-1][2] = 'off'
elif (par == '[ENTITY') or (par == '!!!ENTITY'):
d.append([totdat[j][i].partition(':')[2].partition(']')[0], i, 'on'])
if par.count('!!!') != 0:
d[-1][2] = 'off'
if len(d) != 0:
dd = []
for i in range(len(d)-1):
dd.append([d[i][0], d[i][1], d[i+1][1], d[i][2]])
dd.append([d[-1][0], d[-1][1], len(totdat[j]), d[-1][2]])
ddtot[j] = dd

if os.path.exists('configuration.txt'):
pass
else:
for i in range(len(files)):
A = files[i].partition('_')[0]
B = files[i].partition('_')[2].partition('.')[0]
for j in range(len(ddtot[i])):
C = ddtot[i][j][0]
ddtot[i][j][0] = A+'.'+B+'.'+C

def save():
fn = filedialog.asksaveasfilename()
wf = open(fn, 'w')
for i in range(len(ddtot)):
for j in range(len(ddtot[i])):
wf.write(ddtot[i][j][0]+'#'+ddtot[i][j][3]+'\n')
wf.close()

def load():
fn = filedialog.askopenfilename()
wf = open(fn)
dat = []
for row in wf:
dat.append(row)
wf.close()
for i in range(len(dat)):
for j in range(len(ddtot)):
for k in range(len(ddtot[j])):
if dat[i].partition('#')[0] == ddtot[j][k][0]:
ddtot[j][k][3] = dat[i].partition('#')[2].partition('\n')[0]

def write():
for i in range(len(files)):
wf = open(dir2 + files[i], 'w')
for k in range(ddtot[i][0][1]):
wf.write(totdat[i][k])
for j in range(len(ddtot[i])):
for z in range(ddtot[i][j][1],ddtot[i][j][2]):
if ddtot[i][j][3] == 'off':
wf.write(totdat[i][z].replace('[','!!!'))
elif ddtot[i][j][3] == 'on':
wf.write(totdat[i][z].replace('!!!','['))
wf.close()

if __name__ == '__main__':
root = tix.Tk()

canvas = tix.Canvas(root, width = 500, height=500)
canvas.grid(row=0, column=0, sticky=N+S+E+W)
root.grid_rowconfigure(0,weight=1)
frame = tix.Frame(canvas)
frame.rowconfigure(1,weight=1)
frame.columnconfigure(1,weight=1)

class states:

def __init__(self,ty):
self.t =Toplevel(root)
self.ty = ty
self.top = []
self.ord = []
self.sub = []
self.tot =  []
self.base = []
self.makelist()
cls = tix.Button(self.t, text='Close', command=self.close)
cls.grid()

def close(self):
self.t.destroy()

def update(self,item):
if len(item.split('.')) == 2:
for i in range(len(ddtot)):
for j in range(len(ddtot[i])):
val = ddtot[i][j][0].split('.')[0]+'.'+ddtot[i][j][0].split('.')[1]
if val == item:
if self.cl.getstatus(item) == 'off':
self.cl.setstatus(ddtot[i][j][0], 'off')
ddtot[i][j][3] = 'off'
elif self.cl.getstatus(item) == 'on':
self.cl.setstatus(ddtot[i][j][0], 'on')
ddtot[i][j][3] = 'on'
elif len(item.split('.')) == 3:
for i in range(len(ddtot)):
for j in range(len(ddtot[i])):
if item == ddtot[i][j][0]:
ddtot[i][j][3] = self.cl.getstatus(item)

def update2(self,item):
if len(item.split('.')) == 2:
meti = item.partition('.')[2]
for i in range(len(self.ord)):
if self.ord[i].count(meti) != 0:
for j in range(len(self.sub)):
if (self.ord[i][1] == self.sub[j][0]) and (self.ord[i][0] == item.partition('.')[0]):
temp = self.ord[i][0]+'.'+self.ord[i][1]+'.'+self.sub[j][1]
if self.cl.getstatus(item) == 'off':
self.cl.setstatus(temp, 'off')
elif self.cl.getstatus(item) == 'on':
self.cl.setstatus(temp, 'on')
for k in range(len(ddtot)):
for l in range(len(ddtot[k])):
if ddtot[k][l][0] == temp:
ddtot[k][l][3] = self.cl.getstatus(temp)
elif len(item.split('.')) == 3:
for i in range(len(ddtot)):
for j in range(len(ddtot[i])):
if item == ddtot[i][j][0]:
ddtot[i][j][3] = self.cl.getstatus(item)

def makelist(self):
if os.path.exists('configuration.txt'):
self.cl = tix.CheckList(self.t, width=500, height=400, browsecmd=self.update2)
self.cl.grid()
f = open('configuration.txt')
conf = []
for row in f:
conf.append(row)
f.close()
for i in range(len(conf)):
if conf[i].partition(' ')[0] == 'BASE':
self.base.append([conf[i].partition(' ')[2], i, 0])
for i in range(len(self.base)-1):
self.base[i][2] = self.base[i+1][1]
self.base[-1][2] = len(conf)
for vl in self.base:
if vl[0].partition('\n')[0] == self.ty.upper():
for val in conf[vl[1]:vl[2]]:
if val.partition(' ')[0] == 'TOP':
self.top.append(val.partition(' ')[2].partition('\n')[0])
self.cl.hlist.add(self.top[-1], text=self.top[-1])
if val.partition(' ')[0] == 'ORD':
self.ord.append([self.top[-1], val.partition(' ')[2].partition('\n')[0]])
self.cl.hlist.add(self.top[-1]+'.'+self.ord[-1][1], text=self.ord[-1][1])
self.cl.setstatus(self.top[-1]+'.'+self.ord[-1][1], 'on')
if val.partition(' ')[0] == 'SUB':
self.sub.append([self.ord[-1][1],val.partition(' ')[2].partition('\n')[0]])
self.cl.hlist.add(self.ord[-1][0]+'.'+self.ord[-1][1]+'.'+self.sub[-1][1], text=self.sub[-1][1])
self.tot.append(self.ord[-1][0]+'.'+self.ord[-1][1]+'.'+self.sub[-1][1])
self.cl.autosetmode()
for i in range(len(ddtot)):
for j in range(len(ddtot[i])):
for k in range(len(self.sub)):
if self.sub[k][1] == ddtot[i][j][0]:
ddtot[i][j][0] = self.tot[k]
self.cl.setstatus(ddtot[i][j][0], ddtot[i][j][3])
elif ddtot[i][j][0] == self.tot[k]:
self.cl.setstatus(ddtot[i][j][0], ddtot[i][j][3])
else:
self.cl = tix.CheckList(self.t, width=500, height=400, browsecmd=self.update)
self.cl.grid()
self.cl.hlist.add(self.ty, text=self.ty + 's')
for i in range(len(files)):
if files[i].partition('_')[0] == self.ty:
self.top.append([files[i].partition('_')[0],files[i].partition('_')[2].partition('.')[0]])
self.cl.hlist.add(self.top[-1][0] +'.'+ self.top[-1][1], text=self.top[-1][1])
self.cl.setstatus(self.top[-1][0] +'.'+ self.top[-1][1], "on")
for j in range(len(ddtot[i])):
if ddtot[i][j][0].partition('.')[0] == self.top[-1][0]:
self.cl.hlist.add(ddtot[i][j][0], text=ddtot[i][j][0].partition('.')[2].partition('.')[2])
else:
self.sub.append(ddtot[i][j][0])
self.cl.hlist.add(self.top[-1][0] +'.'+ self.top[-1][1] + '.' + self.sub[-1], text=ddtot[i][j][0])
ddtot[i][j][0] = self.top[-1][0] +'.'+ self.top[-1][1] + '.' + self.sub[-1]
self.cl.setstatus(ddtot[i][j][0], ddtot[i][j][3])
self.cl.autosetmode()

canvas.create_window(0,0,anchor=NW,window=frame)
frame.update_idletasks()
canvas.config(scrollregion=canvas.bbox('all'))

def creatures():
states('creature')
def items():
states('item')
def reactions():
states('reaction')
def entities():
states('entity')
def inorganics():
states('inorganic')
def plants():
states('plant')

########################################################################
if os.path.exists('metatags.txt'):

def func(q):
if textvar[q].get() == txt[q] + ' Off':
for i in range(len(ddtot)):
for j in range(len(ddtot[i])):
for k in range(ddtot[i][j][1],ddtot[i][j][2]):
totdat[i][k] = totdat[i][k].replace('NO'+tag[q]+'![','NO'+tag[q]+'!!')
totdat[i][k] = totdat[i][k].replace('YES'+tag[q]+'!!','YES'+tag[q]+'![')
textvar[q].set(txt[q] + ' On')
elif textvar[q].get() == txt[q] + ' On':
for i in range(len(ddtot)):
for j in range(len(ddtot[i])):
for k in range(ddtot[i][j][1],ddtot[i][j][2]):
totdat[i][k] = totdat[i][k].replace('NO'+tag[q]+'!!','NO'+tag[q]+'![')
totdat[i][k] = totdat[i][k].replace('YES'+tag[q]+'![','YES'+tag[q]+'!!')
textvar[q].set(txt[q] + ' Off')

f = open('metatags.txt')
tags = []
txt = []
tag = []
textvar = []
b = []
z = 0
for row in f:
tags.append(row)
f.close()
for val in tags:
txt.append(val.partition('/')[2].partition('\n')[0])
tag.append(val.partition('/')[0])
textvar.append(StringVar())
textvar[z].set(txt[z] + ' On')
b.append(tix.Button(frame, textvariable=textvar[z], command=lambda z=z:func(z)))
b[z].grid()
z = z + 1

########################################################################

b1 = tix.Button(frame, text='Creatures', command=creatures)
b2 = tix.Button(frame, text='Reactions', command=reactions)
b3 = tix.Button(frame, text='Entities', command=entities)
b4 = tix.Button(frame, text='Items', command=items)
b5 = tix.Button(frame, text='Plants', command=plants)
b6 = tix.Button(frame, text='Inorganics', command=inorganics)
b7 = tix.Button(frame, text='Load', command=load)
b8 = tix.Button(frame, text='Save', command=save)
b9 = tix.Button(frame, text='Write', command=write)
b1.grid()
b2.grid()
b3.grid()
b4.grid()
b5.grid()
b6.grid()
b7.grid()
b8.grid()
b9.grid()
root.update()
root.mainloop()
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: zenerbufen on September 16, 2012, 11:44:10 am
Apparently by I'm working on it now I meant, hang tight arc will post a fix before I finish my breakfast.   ;D
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Firehawk45 on September 16, 2012, 11:49:26 am
you could race each other to a working version, and the one who beats the other can ask Meph to be a creature in the mod :D
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: arclance on September 16, 2012, 12:02:40 pm
Apparently by I'm working on it now I meant, hang tight arc will post a fix before I finish my breakfast.   ;D
I was already looking at it before you posted so I had a head start.
It was easier to figure out than I though it would be since someone else wrote the code.

@ Meph
Do you want me to upload a new archive with the fixed version of the GUI since you are stuck in the Internet Stone Age?
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Shingy on September 16, 2012, 04:30:01 pm
Thanks for the fix arclance!
Didn't have the time to play, so I'll try now.
I noticed that there are less customisation options. What happened to the fortress defense races? Didn't you implement them yet?
Oh, by the way, it's funny, last time I played, I modded anubites for myself, and now they are in 2.0 . May I suggest you a weapon? The khopesh. I have the raws if you want to.
It's a very good slashing weapon, but it doesn't penetrate deeply. And if you try to stab, it's useless.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: arclance on September 16, 2012, 04:35:54 pm
^ Your welcome.
It does not look like the non-masterwork options are in there right now.
Maybe Meph can tell you what is coming back and what is not later.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: zenerbufen on September 16, 2012, 05:07:26 pm
Remember that this is Alpha! that means it's a pre-release preview of unfinished work. There are still things missing that are still planned. Any serious towers should still be built with 1.9.5!
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Shingy on September 16, 2012, 05:45:46 pm
Indeed.
Got some bug-reports for Meph:
I tried the arena.
I found:
Dynamite weapons and armors. Yep.
Manticore armors and weapons.
Runic wooden weapons.
The leather and wood are now local:mat, I mean there are goblin leather, giant panda leather, etc. Same for meat and bones.
Lay Pewter, Fine pewter etc... Weapons and armors. Is this intended?
No more "Berserker" in arena. Did you remove them?
"Unknown frozen creature substance pouch"
It seems that some raws are duplicated.

I'll edit if I find more in fortress mode.

Oh, also I found a "rusty steel" material. Seems interesting.

Edit: The leather and meat is only in the arena. In fact, I'm not sure, I didn't butcher anything yet. I just noticed two more wood types in the embark, which are quite expensive.
Problem:
You can get "blessing of armok" gems for 0 pts in the embark. You can also embark with fossils and such. Also, you can't embark with crates.
I'm doing this so Meph can sort out bugs and unfinished work.

Edit 2: I butchered a faedog corpse corpse. Its meat is called "meat", same for the rest eatable things, his skin is "faedog corpse corpse skin", same for the spin tissue and his bones.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: arclance on September 16, 2012, 06:04:29 pm
Traceback (most recent call last):
  File "C:\Users\user\Downloads\MDF2\MasterworkDF Settings.py", line 110, in <module>
    dd.append([d[-1][0], d[-1][1], len(totdat[j]), d[-1][2]])
IndexError: list index out of range
I found another problem with the same cause as this bug.
The write button will fail partway through when it gets to the file that caused the earlier bug.
This does not crash the GUI so you would not notice it unless you were running the GUI in a terminal.
Not all of the raws will be updated when this happens and could be why people are seeing raw duplication bugs.

Here is a new version of the GUI code with that bug fixed.
Code: [Select]
from tkinter import *
import os
import fnmatch
from tkinter import tix
from tkinter import filedialog

dir1 = 'MasterworkDwarfFortress/raw/objects/'
dir2 = 'Dwarf Fortress/raw/objects/'

match = ['creature*','item*','inorganic*','reaction*','plant*','entity*']
files = []
for m in match:
for file in os.listdir(dir1):
if fnmatch.fnmatch(file, m):
files.append(file)

totdat = [[]]*len(files)
for i in range(len(files)):
f = open(dir1+files[i], mode="rt", buffering=1, encoding="ISO-8859-1")
dat = []
for row in f:
dat.append(row)
totdat[i] = dat
f.close()

ddtot = [[]]*len(totdat)
for j in range(len(totdat)):
d = []
for i in range(len(totdat[j])):
par = totdat[j][i].partition(':')[0]
if (par == '[CREATURE') or (par == '!!!CREATURE'):
d.append([totdat[j][i].partition(':')[2].partition(']')[0], i, 'on'])
if par.count('!!!') != 0:
d[-1][2] = 'off'
elif (par == '[REACTION') or (par == '!!!REACTION'):
d.append([totdat[j][i].partition(':')[2].partition(']')[0], i, 'on'])
if par.count('!!!') != 0:
d[-1][2] = 'off'
elif (par == '[INORGANIC') or (par == '!!!INORGANIC'):
d.append([totdat[j][i].partition(':')[2].partition(']')[0], i, 'on'])
if par.count('!!!') != 0:
d[-1][2] = 'off'
elif (par == '[PLANT') or (par == '!!!PLANT'):
d.append([totdat[j][i].partition(':')[2].partition(']')[0], i, 'on'])
if par.count('!!!') != 0:
d[-1][2] = 'off'
elif (par == '[ITEM_AMMO') or (par == '!!!ITEM_AMMO'):
d.append([totdat[j][i].partition(':')[2].partition(']')[0], i, 'on'])
if par.count('!!!') != 0:
d[-1][2] = 'off'
elif (par == '[ITEM_ARMOR') or (par == '!!!ITEM_ARMOR'):
d.append([totdat[j][i].partition(':')[2].partition(']')[0], i, 'on'])
if par.count('!!!') != 0:
d[-1][2] = 'off'
elif (par == '[ITEM_FOOD') or (par == '!!!ITEM_FOOD'):
d.append([totdat[j][i].partition(':')[2].partition(']')[0], i, 'on'])
if par.count('!!!') != 0:
d[-1][2] = 'off'
elif (par == '[ITEM_GLOVES') or (par == '!!!ITEM_GLOVES'):
d.append([totdat[j][i].partition(':')[2].partition(']')[0], i, 'on'])
if par.count('!!!') != 0:
d[-1][2] = 'off'
elif (par == '[ITEM_HELM') or (par == '!!!ITEM_HELM'):
d.append([totdat[j][i].partition(':')[2].partition(']')[0], i, 'on'])
if par.count('!!!') != 0:
d[-1][2] = 'off'
elif (par == '[ITEM_INSTRUMENT') or (par == '!!!ITEM_INSTRUMENT'):
d.append([totdat[j][i].partition(':')[2].partition(']')[0], i, 'on'])
if par.count('!!!') != 0:
d[-1][2] = 'off'
elif (par == '[ITEM_PANTS') or (par == '!!!ITEM_PANTS'):
d.append([totdat[j][i].partition(':')[2].partition(']')[0], i, 'on'])
if par.count('!!!') != 0:
d[-1][2] = 'off'
elif (par == '[ITEM_SHIELD') or (par == '!!!ITEM_SHIELD'):
d.append([totdat[j][i].partition(':')[2].partition(']')[0], i, 'on'])
if par.count('!!!') != 0:
d[-1][2] = 'off'
elif (par == '[ITEM_SHOES') or (par == '!!!ITEM_SHOES'):
d.append([totdat[j][i].partition(':')[2].partition(']')[0], i, 'on'])
if par.count('!!!') != 0:
d[-1][2] = 'off'
elif (par == '[ITEM_SIEGEAMMO') or (par == '!!!ITEM_SIEGEAMMO'):
d.append([totdat[j][i].partition(':')[2].partition(']')[0], i, 'on'])
if par.count('!!!') != 0:
d[-1][2] = 'off'
elif (par == '[ITEM_TOOL') or (par == '!!!ITEM_TOOL'):
d.append([totdat[j][i].partition(':')[2].partition(']')[0], i, 'on'])
if par.count('!!!') != 0:
d[-1][2] = 'off'
elif (par == '[ITEM_TOY') or (par == '!!!ITEM_TOY'):
d.append([totdat[j][i].partition(':')[2].partition(']')[0], i, 'on'])
if par.count('!!!') != 0:
d[-1][2] = 'off'
elif (par == '[ITEM_TRAPCOMP') or (par == '!!!ITEM_TRAPCOMP'):
d.append([totdat[j][i].partition(':')[2].partition(']')[0], i, 'on'])
if par.count('!!!') != 0:
d[-1][2] = 'off'
elif (par == '[ITEM_WEAPON') or (par == '!!!ITEM_WEAPON'):
d.append([totdat[j][i].partition(':')[2].partition(']')[0], i, 'on'])
if par.count('!!1') != 0:
d[-1][2] = 'off'
elif (par == '[ENTITY') or (par == '!!!ENTITY'):
d.append([totdat[j][i].partition(':')[2].partition(']')[0], i, 'on'])
if par.count('!!!') != 0:
d[-1][2] = 'off'
if len(d) != 0:
dd = []
for i in range(len(d)-1):
dd.append([d[i][0], d[i][1], d[i+1][1], d[i][2]])
dd.append([d[-1][0], d[-1][1], len(totdat[j]), d[-1][2]])
ddtot[j] = dd

if os.path.exists('configuration.txt'):
pass
else:
for i in range(len(files)):
A = files[i].partition('_')[0]
B = files[i].partition('_')[2].partition('.')[0]
for j in range(len(ddtot[i])):
C = ddtot[i][j][0]
ddtot[i][j][0] = A+'.'+B+'.'+C

def save():
fn = filedialog.asksaveasfilename()
wf = open(fn, 'w')
for i in range(len(ddtot)):
for j in range(len(ddtot[i])):
wf.write(ddtot[i][j][0]+'#'+ddtot[i][j][3]+'\n')
wf.close()

def load():
fn = filedialog.askopenfilename()
wf = open(fn)
dat = []
for row in wf:
dat.append(row)
wf.close()
for i in range(len(dat)):
for j in range(len(ddtot)):
for k in range(len(ddtot[j])):
if dat[i].partition('#')[0] == ddtot[j][k][0]:
ddtot[j][k][3] = dat[i].partition('#')[2].partition('\n')[0]

def write():
for i in range(len(files)):
if len(ddtot[i]) != 0:
wf = open(dir2 + files[i], 'w')
for k in range(ddtot[i][0][1]):
wf.write(totdat[i][k])
for j in range(len(ddtot[i])):
for z in range(ddtot[i][j][1],ddtot[i][j][2]):
if ddtot[i][j][3] == 'off':
wf.write(totdat[i][z].replace('[','!!!'))
elif ddtot[i][j][3] == 'on':
wf.write(totdat[i][z].replace('!!!','['))
wf.close()

if __name__ == '__main__':
root = tix.Tk()

canvas = tix.Canvas(root, width = 500, height=500)
canvas.grid(row=0, column=0, sticky=N+S+E+W)
root.grid_rowconfigure(0,weight=1)
frame = tix.Frame(canvas)
frame.rowconfigure(1,weight=1)
frame.columnconfigure(1,weight=1)

class states:

def __init__(self,ty):
self.t =Toplevel(root)
self.ty = ty
self.top = []
self.ord = []
self.sub = []
self.tot =  []
self.base = []
self.makelist()
cls = tix.Button(self.t, text='Close', command=self.close)
cls.grid()

def close(self):
self.t.destroy()

def update(self,item):
if len(item.split('.')) == 2:
for i in range(len(ddtot)):
for j in range(len(ddtot[i])):
val = ddtot[i][j][0].split('.')[0]+'.'+ddtot[i][j][0].split('.')[1]
if val == item:
if self.cl.getstatus(item) == 'off':
self.cl.setstatus(ddtot[i][j][0], 'off')
ddtot[i][j][3] = 'off'
elif self.cl.getstatus(item) == 'on':
self.cl.setstatus(ddtot[i][j][0], 'on')
ddtot[i][j][3] = 'on'
elif len(item.split('.')) == 3:
for i in range(len(ddtot)):
for j in range(len(ddtot[i])):
if item == ddtot[i][j][0]:
ddtot[i][j][3] = self.cl.getstatus(item)

def update2(self,item):
if len(item.split('.')) == 2:
meti = item.partition('.')[2]
for i in range(len(self.ord)):
if self.ord[i].count(meti) != 0:
for j in range(len(self.sub)):
if (self.ord[i][1] == self.sub[j][0]) and (self.ord[i][0] == item.partition('.')[0]):
temp = self.ord[i][0]+'.'+self.ord[i][1]+'.'+self.sub[j][1]
if self.cl.getstatus(item) == 'off':
self.cl.setstatus(temp, 'off')
elif self.cl.getstatus(item) == 'on':
self.cl.setstatus(temp, 'on')
for k in range(len(ddtot)):
for l in range(len(ddtot[k])):
if ddtot[k][l][0] == temp:
ddtot[k][l][3] = self.cl.getstatus(temp)
elif len(item.split('.')) == 3:
for i in range(len(ddtot)):
for j in range(len(ddtot[i])):
if item == ddtot[i][j][0]:
ddtot[i][j][3] = self.cl.getstatus(item)

def makelist(self):
if os.path.exists('configuration.txt'):
self.cl = tix.CheckList(self.t, width=500, height=400, browsecmd=self.update2)
self.cl.grid()
f = open('configuration.txt')
conf = []
for row in f:
conf.append(row)
f.close()
for i in range(len(conf)):
if conf[i].partition(' ')[0] == 'BASE':
self.base.append([conf[i].partition(' ')[2], i, 0])
for i in range(len(self.base)-1):
self.base[i][2] = self.base[i+1][1]
self.base[-1][2] = len(conf)
for vl in self.base:
if vl[0].partition('\n')[0] == self.ty.upper():
for val in conf[vl[1]:vl[2]]:
if val.partition(' ')[0] == 'TOP':
self.top.append(val.partition(' ')[2].partition('\n')[0])
self.cl.hlist.add(self.top[-1], text=self.top[-1])
if val.partition(' ')[0] == 'ORD':
self.ord.append([self.top[-1], val.partition(' ')[2].partition('\n')[0]])
self.cl.hlist.add(self.top[-1]+'.'+self.ord[-1][1], text=self.ord[-1][1])
self.cl.setstatus(self.top[-1]+'.'+self.ord[-1][1], 'on')
if val.partition(' ')[0] == 'SUB':
self.sub.append([self.ord[-1][1],val.partition(' ')[2].partition('\n')[0]])
self.cl.hlist.add(self.ord[-1][0]+'.'+self.ord[-1][1]+'.'+self.sub[-1][1], text=self.sub[-1][1])
self.tot.append(self.ord[-1][0]+'.'+self.ord[-1][1]+'.'+self.sub[-1][1])
self.cl.autosetmode()
for i in range(len(ddtot)):
for j in range(len(ddtot[i])):
for k in range(len(self.sub)):
if self.sub[k][1] == ddtot[i][j][0]:
ddtot[i][j][0] = self.tot[k]
self.cl.setstatus(ddtot[i][j][0], ddtot[i][j][3])
elif ddtot[i][j][0] == self.tot[k]:
self.cl.setstatus(ddtot[i][j][0], ddtot[i][j][3])
else:
self.cl = tix.CheckList(self.t, width=500, height=400, browsecmd=self.update)
self.cl.grid()
self.cl.hlist.add(self.ty, text=self.ty + 's')
for i in range(len(files)):
if files[i].partition('_')[0] == self.ty:
self.top.append([files[i].partition('_')[0],files[i].partition('_')[2].partition('.')[0]])
self.cl.hlist.add(self.top[-1][0] +'.'+ self.top[-1][1], text=self.top[-1][1])
self.cl.setstatus(self.top[-1][0] +'.'+ self.top[-1][1], "on")
for j in range(len(ddtot[i])):
if ddtot[i][j][0].partition('.')[0] == self.top[-1][0]:
self.cl.hlist.add(ddtot[i][j][0], text=ddtot[i][j][0].partition('.')[2].partition('.')[2])
else:
self.sub.append(ddtot[i][j][0])
self.cl.hlist.add(self.top[-1][0] +'.'+ self.top[-1][1] + '.' + self.sub[-1], text=ddtot[i][j][0])
ddtot[i][j][0] = self.top[-1][0] +'.'+ self.top[-1][1] + '.' + self.sub[-1]
self.cl.setstatus(ddtot[i][j][0], ddtot[i][j][3])
self.cl.autosetmode()

canvas.create_window(0,0,anchor=NW,window=frame)
frame.update_idletasks()
canvas.config(scrollregion=canvas.bbox('all'))

def creatures():
states('creature')
def items():
states('item')
def reactions():
states('reaction')
def entities():
states('entity')
def inorganics():
states('inorganic')
def plants():
states('plant')

########################################################################
if os.path.exists('metatags.txt'):

def func(q):
if textvar[q].get() == txt[q] + ' Off':
for i in range(len(ddtot)):
for j in range(len(ddtot[i])):
for k in range(ddtot[i][j][1],ddtot[i][j][2]):
totdat[i][k] = totdat[i][k].replace('NO'+tag[q]+'![','NO'+tag[q]+'!!')
totdat[i][k] = totdat[i][k].replace('YES'+tag[q]+'!!','YES'+tag[q]+'![')
textvar[q].set(txt[q] + ' On')
elif textvar[q].get() == txt[q] + ' On':
for i in range(len(ddtot)):
for j in range(len(ddtot[i])):
for k in range(ddtot[i][j][1],ddtot[i][j][2]):
totdat[i][k] = totdat[i][k].replace('NO'+tag[q]+'!!','NO'+tag[q]+'![')
totdat[i][k] = totdat[i][k].replace('YES'+tag[q]+'![','YES'+tag[q]+'!!')
textvar[q].set(txt[q] + ' Off')

f = open('metatags.txt')
tags = []
txt = []
tag = []
textvar = []
b = []
z = 0
for row in f:
tags.append(row)
f.close()
for val in tags:
txt.append(val.partition('/')[2].partition('\n')[0])
tag.append(val.partition('/')[0])
textvar.append(StringVar())
textvar[z].set(txt[z] + ' On')
b.append(tix.Button(frame, textvariable=textvar[z], command=lambda z=z:func(z)))
b[z].grid()
z = z + 1

########################################################################

b1 = tix.Button(frame, text='Creatures', command=creatures)
b2 = tix.Button(frame, text='Reactions', command=reactions)
b3 = tix.Button(frame, text='Entities', command=entities)
b4 = tix.Button(frame, text='Items', command=items)
b5 = tix.Button(frame, text='Plants', command=plants)
b6 = tix.Button(frame, text='Inorganics', command=inorganics)
b7 = tix.Button(frame, text='Load', command=load)
b8 = tix.Button(frame, text='Save', command=save)
b9 = tix.Button(frame, text='Write', command=write)
b1.grid()
b2.grid()
b3.grid()
b4.grid()
b5.grid()
b6.grid()
b7.grid()
b8.grid()
b9.grid()
root.update()
root.mainloop()
I you used the GUI you should rerun it using the new code and regen your world.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Shingy on September 17, 2012, 04:03:53 am
I used the new version of your gui arclance, and I noticed nothing new in the parameters. Perhaps it didn't cause raw duplication, perharps it's already in the game. For now, I noticed nothing.
Still, this is strange. The leather and fur I get are common (no faedog leather), unlike in the arena. That's strange.
I hope that one day Meph will add an option to have it like vanilla df. I like giant panda leather coat.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Meph on September 17, 2012, 08:53:04 am
The arena and the stockpile menu take directly from the raws, the "wombat leather" etc still exists, there is simply no way to create it in fortress mode, so no worries, all this still works. I will most definetly not include an option for this, since it is a crucial component. The rest, dynamite and manticore is ok, works like intended. Did you test them, they make quite a mess... :) and thanks for the blessing of armok report, I forgot to remove gem_pref from the entity.

The gui has no special settings, since I dont want to use/work with a version that is unfinished. I hope that any of the more then willing volunteers here manage a working python gui for all platforms, then I will start adding the settings and tilesets.

Quote
@ Meph
Do you want me to upload a new archive with the fixed version of the GUI since you are stuck in the Internet Stone Age?
Yes please. :)

I havent been home yesterday, just got back right now, so no new progress.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: arclance on September 17, 2012, 09:34:20 am
I used the new version of your gui arclance, and I noticed nothing new in the parameters.
The second fix is entirely invisible to the user.
What happened was that the script stopped partway through saving your settings in the game raw files which is a good way to mess up the raws
It does not do that anymore all the changes you make in the GUI will be successfully save now.

Quote
@ Meph
Do you want me to upload a new archive with the fixed version of the GUI since you are stuck in the Internet Stone Age?
Yes please. :)
I will do that after I eat breakfast.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: arclance on September 17, 2012, 10:53:29 am
Here is the new archive with the fixed GUI included. (http://dffd.wimbli.com/file.php?id=6937)
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Teach on September 17, 2012, 12:31:49 pm
Repeats the body type in the description of the dwarf. 
ex.
 He is scrawny.  His long hair is neatly combed. He is scrawny.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Shingy on September 17, 2012, 01:30:03 pm
The new workshops seem good. I'll try the reactions when I get them.
Just a little thing: in my opinion, heartwood and elderwood might be too common. I can build everything with them.

Edit: By the way, is it normal that the grazer tag is back?
Edit2: Sad, I wanted to test the magic system but there are no reactions yet.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Purgatory on September 18, 2012, 03:49:46 am
You should make needing the crucible to refine iron more obvious, because some people (like me) dont know and end up not being able to use iron.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Panopticon on September 18, 2012, 04:44:26 am
When I run into a block like that, I just start building workshops until one of them does the stuff I want.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Firehawk45 on September 18, 2012, 09:39:32 am
When I run into a block like that, I just start building workshops until one of them does the stuff I want.

Thats pretty much how i learned DF :D
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Shingy on September 18, 2012, 02:27:29 pm
What.
A sea lamprey (a vermin fish) got back to life in my fort (terrifying biome) and attacked a giant sponge.
I... never thought this could happen. It the reports, it's called "sea lamprey corpse", on its tile too, but it's not in the units list.
What? I think it's related to masterwork, did you do anything that could have caused it Meph?
Anyway, very good alpha, I didn't run in any problem.

Edit: It's attacking a giant sponge.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: dead on September 18, 2012, 03:26:33 pm
i havent checked the forums in about a month and look at all these deliciousness that you have given me. i shall slaughter many dwarfs with magma in thy name tonight...
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Torgan on September 18, 2012, 04:09:46 pm
This isn't from the alpha but just regular Masterwork, but my armourer mood just got me an iridum Indestructible Armour! Is that wearable by dwarves as I'm having some problems equipping it for some reason. Awesome name if nothing else, and makes up for all those times my armourer has made a legendary copper boot or something equally useless.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: smakemupagus on September 18, 2012, 04:19:44 pm
A sea lamprey

Not a vermin, even in vanilla, it lacks VERMIN_FISH or etc.
http://dwarffortresswiki.org/index.php/Sea_lamprey
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Shingy on September 18, 2012, 05:25:10 pm
I know, I checked the wiki, but it doesn't appear as a unit.
Sometimes, my dwarves fish sea lampreys, and this one has the same tiles as the vermin ones that swim in the rivers (it's { I believe).
The most interesting is that it was affected by the biome.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Meph on September 18, 2012, 06:50:41 pm
Mh... very curious. 160 downloads, no bugreports. Yes, there is not much in there, and big parts are unfinished, but I expected more. The double body description is barely an issue, and the tree frequency will be lowered for good/evil/savage versions, currently every plant/tree has 100, default number. I will leave the alpha up a few days more, then do some more work on it, lets see if anything turns up in the meantime.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: sum1won on September 18, 2012, 11:50:29 pm
running into problems getting settings to even start.  says its a .py file, presumably python. 
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: arclance on September 19, 2012, 12:10:31 am
running into problems getting settings to even start.  says its a .py file, presumably python.
Yes you need Python3 to run it. (http://www.python.org/download/)
We will be compiling the GUI into a executable so you won't need Python installed to use it once the GUI is out of the alpha stage.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Shingy on September 19, 2012, 02:51:24 am
Indeed Meph, never ran into anything strange!
I'm still playing, so if I find something, I'll tell you.
Anyway, good job, first time I see an alpha without real bugs!
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Purgatory on September 19, 2012, 03:16:56 am
I was happily playing masterwork and I came across 2 things in my young fortress.
1) Xen Infectors. I dont know what they are but they seem dangerous. (I want to know what they are)
2) An acolyte of the carp god thingy. It said i was screwed and its too late. Is it really? Because Ill be (sort of) sad.

EDIT: The acolyte single handedly killed all my dwarves. -.- (I also now know that I AM screwed)
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Meph on September 19, 2012, 03:57:43 am
@Purgatory: Please, was that the Alpha? Otherwise that sounds perfectly normal, but the cult shouldnt be in the alpha yet. You had no military, right?

Just got a random idea, maybe I could use the soapmaker profession as chemist. I dont want to use alchemy for everything, and this way I would have a chemist and an alchemist. the soapmaking is in the chemistry lab anyway. :) To bad I can only rename the profession, and not the labor itself.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Purgatory on September 19, 2012, 04:08:32 am
Im playing this one > http://dffd.wimbli.com/file.php?id=5315 . Im too nooby to know whats what :(.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Meph on September 19, 2012, 04:15:03 am
Ah, perfect, thank you. When you look at the first post, you will see a new downloadlink above the others, stating in very big letter: ALPHA. The other version are older, I plan a lot of changes. I hope dying to the cult was at least a bit fun, and it did not appear too early in the game.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Purgatory on September 19, 2012, 05:38:12 am
For me, it was a bit early, but at least it was fun (both types of fun). Also, is there supposed to be a ward or something for it?
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Flare on September 19, 2012, 06:10:02 am
Is there a way to duplicate the blue prints for armories and such? It seems a little weird what with the scriptorium there and all that my dwarves can't copy the blue prints instead of blasting themselves in the face with incendiary vapors all over again.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Gaybarowner on September 19, 2012, 07:07:35 am
Even though i am late i give this  a 10/10 very great job  8)
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Ishar on September 19, 2012, 07:31:11 am
Mh... very curious. 160 downloads, no bugreports. Yes, there is not much in there, and big parts are unfinished, but I expected more. The double body description is barely an issue, and the tree frequency will be lowered for good/evil/savage versions, currently every plant/tree has 100, default number. I will leave the alpha up a few days more, then do some more work on it, lets see if anything turns up in the meantime.

Well there were a couple of things in the succession game:
- Drow dominate worldgen, they have settlements EVERYWHERE. Balance issue maybe.
- There are stones and ores that should be vanilla only (microcline and things like that)
- Huge veins of supposedly rare minerals (mithril, anthracite) - comparable to hematite supply.

That fort uses the default settings, no tinkering with options.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Meph on September 19, 2012, 09:42:49 am
thanks ishar. Will be rebalanced. :)
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: lothion on September 19, 2012, 11:11:03 am
Never used python before but I'll give the alpha a go. I tried to use the "fixed gui" version.

Downloaded Python 3.2.3... got this in the prompt while trying to "write" (on Vista).


Code: [Select]
Exception in Tkinter callback
Traceback (most recent call last):
  File "C:\Python32\lib\tkinter\__init__.py", line 1399, in __call__
    return self.func(*args)
  File "C:\Users\user\Desktop\dwarf fortress\DFMW Alpha\MasterworkDF Settings.py
", line 154, in write
    wf.write(totdat[i][z].replace('[','!!!'))
  File "C:\Python32\lib\encodings\cp1252.py", line 19, in encode
    return codecs.charmap_encode(input,self.errors,encoding_table)[0]
UnicodeEncodeError: 'charmap' codec can't encode character '\x96' in position 35
: character maps to <undefined>




Not sure what all that means...
It seems that I have a lot of vanilla materials, ie no "simple" rock or wood etc... however I have MW animals, weapons, food, warpstone/gems etc. Haven't played around with workshops yet but will update when I do.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Firehawk45 on September 19, 2012, 11:29:05 am
I would love to test, but my PC is still not up and running again, a not so nice program sneaked on it and backstabbed a good  gaming session...

Anyhow, Meph, will you tinker with the fortress Map once toady gets around to make it? (He said it will be in the next update) Or do you think it will be a hardcoded thing where you cant do jack?
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Kire93 on September 19, 2012, 12:44:40 pm
I tried to use the python gui and keep getting an index out of range error that pops up for less than a second before the window closes.  Any way to fix?
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Ishar on September 19, 2012, 01:12:01 pm
thanks ishar. Will be rebalanced. :)

About some more balancing. I read somewhere that the new mithril is not above-steel grade anymore, and that it's more like iron. Please don't do that, don't let my old LOTR memories die. Give it to the damn tree-huggers if you must (for balancing reasons), but if it's iron-grade, then it's not really worth the trouble.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Meph on September 19, 2012, 01:14:21 pm
No worries, coarse mithril is iron grade, but light.. mithril is steel grade, but light... and patternwelded mithril is still the very nice material you know from the old mod. It is just that you can now choose between using it early for "light" iron or steel, or save it up for later, and make very good material with it.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: arclance on September 19, 2012, 01:27:07 pm
Never used python before but I'll give the alpha a go. I tried to use the "fixed gui" version.

Downloaded Python 3.2.3... got this in the prompt while trying to "write" (on Vista).


Code: [Select]
Exception in Tkinter callback
Traceback (most recent call last):
  File "C:\Python32\lib\tkinter\__init__.py", line 1399, in __call__
    return self.func(*args)
  File "C:\Users\user\Desktop\dwarf fortress\DFMW Alpha\MasterworkDF Settings.py
", line 154, in write
    wf.write(totdat[i][z].replace('[','!!!'))
  File "C:\Python32\lib\encodings\cp1252.py", line 19, in encode
    return codecs.charmap_encode(input,self.errors,encoding_table)[0]
UnicodeEncodeError: 'charmap' codec can't encode character '\x96' in position 35
: character maps to <undefined>
That is strange I don't know why it would use "charmap" encoding in Windows it should use "ISO-8859-1" by default.

Could you try using this and see if it fixes your error?
Code: [Select]
from tkinter import *
import os
import fnmatch
from tkinter import tix
from tkinter import filedialog

dir1 = 'MasterworkDwarfFortress/raw/objects/'
dir2 = 'Dwarf Fortress/raw/objects/'

match = ['creature*','item*','inorganic*','reaction*','plant*','entity*']
files = []
for m in match:
for file in os.listdir(dir1):
if fnmatch.fnmatch(file, m):
files.append(file)

totdat = [[]]*len(files)
for i in range(len(files)):
f = open(dir1+files[i], mode="rt", buffering=1, encoding="ISO-8859-1")
dat = []
for row in f:
dat.append(row)
totdat[i] = dat
f.close()

ddtot = [[]]*len(totdat)
for j in range(len(totdat)):
d = []
for i in range(len(totdat[j])):
par = totdat[j][i].partition(':')[0]
if (par == '[CREATURE') or (par == '!!!CREATURE'):
d.append([totdat[j][i].partition(':')[2].partition(']')[0], i, 'on'])
if par.count('!!!') != 0:
d[-1][2] = 'off'
elif (par == '[REACTION') or (par == '!!!REACTION'):
d.append([totdat[j][i].partition(':')[2].partition(']')[0], i, 'on'])
if par.count('!!!') != 0:
d[-1][2] = 'off'
elif (par == '[INORGANIC') or (par == '!!!INORGANIC'):
d.append([totdat[j][i].partition(':')[2].partition(']')[0], i, 'on'])
if par.count('!!!') != 0:
d[-1][2] = 'off'
elif (par == '[PLANT') or (par == '!!!PLANT'):
d.append([totdat[j][i].partition(':')[2].partition(']')[0], i, 'on'])
if par.count('!!!') != 0:
d[-1][2] = 'off'
elif (par == '[ITEM_AMMO') or (par == '!!!ITEM_AMMO'):
d.append([totdat[j][i].partition(':')[2].partition(']')[0], i, 'on'])
if par.count('!!!') != 0:
d[-1][2] = 'off'
elif (par == '[ITEM_ARMOR') or (par == '!!!ITEM_ARMOR'):
d.append([totdat[j][i].partition(':')[2].partition(']')[0], i, 'on'])
if par.count('!!!') != 0:
d[-1][2] = 'off'
elif (par == '[ITEM_FOOD') or (par == '!!!ITEM_FOOD'):
d.append([totdat[j][i].partition(':')[2].partition(']')[0], i, 'on'])
if par.count('!!!') != 0:
d[-1][2] = 'off'
elif (par == '[ITEM_GLOVES') or (par == '!!!ITEM_GLOVES'):
d.append([totdat[j][i].partition(':')[2].partition(']')[0], i, 'on'])
if par.count('!!!') != 0:
d[-1][2] = 'off'
elif (par == '[ITEM_HELM') or (par == '!!!ITEM_HELM'):
d.append([totdat[j][i].partition(':')[2].partition(']')[0], i, 'on'])
if par.count('!!!') != 0:
d[-1][2] = 'off'
elif (par == '[ITEM_INSTRUMENT') or (par == '!!!ITEM_INSTRUMENT'):
d.append([totdat[j][i].partition(':')[2].partition(']')[0], i, 'on'])
if par.count('!!!') != 0:
d[-1][2] = 'off'
elif (par == '[ITEM_PANTS') or (par == '!!!ITEM_PANTS'):
d.append([totdat[j][i].partition(':')[2].partition(']')[0], i, 'on'])
if par.count('!!!') != 0:
d[-1][2] = 'off'
elif (par == '[ITEM_SHIELD') or (par == '!!!ITEM_SHIELD'):
d.append([totdat[j][i].partition(':')[2].partition(']')[0], i, 'on'])
if par.count('!!!') != 0:
d[-1][2] = 'off'
elif (par == '[ITEM_SHOES') or (par == '!!!ITEM_SHOES'):
d.append([totdat[j][i].partition(':')[2].partition(']')[0], i, 'on'])
if par.count('!!!') != 0:
d[-1][2] = 'off'
elif (par == '[ITEM_SIEGEAMMO') or (par == '!!!ITEM_SIEGEAMMO'):
d.append([totdat[j][i].partition(':')[2].partition(']')[0], i, 'on'])
if par.count('!!!') != 0:
d[-1][2] = 'off'
elif (par == '[ITEM_TOOL') or (par == '!!!ITEM_TOOL'):
d.append([totdat[j][i].partition(':')[2].partition(']')[0], i, 'on'])
if par.count('!!!') != 0:
d[-1][2] = 'off'
elif (par == '[ITEM_TOY') or (par == '!!!ITEM_TOY'):
d.append([totdat[j][i].partition(':')[2].partition(']')[0], i, 'on'])
if par.count('!!!') != 0:
d[-1][2] = 'off'
elif (par == '[ITEM_TRAPCOMP') or (par == '!!!ITEM_TRAPCOMP'):
d.append([totdat[j][i].partition(':')[2].partition(']')[0], i, 'on'])
if par.count('!!!') != 0:
d[-1][2] = 'off'
elif (par == '[ITEM_WEAPON') or (par == '!!!ITEM_WEAPON'):
d.append([totdat[j][i].partition(':')[2].partition(']')[0], i, 'on'])
if par.count('!!1') != 0:
d[-1][2] = 'off'
elif (par == '[ENTITY') or (par == '!!!ENTITY'):
d.append([totdat[j][i].partition(':')[2].partition(']')[0], i, 'on'])
if par.count('!!!') != 0:
d[-1][2] = 'off'
if len(d) != 0:
dd = []
for i in range(len(d)-1):
dd.append([d[i][0], d[i][1], d[i+1][1], d[i][2]])
dd.append([d[-1][0], d[-1][1], len(totdat[j]), d[-1][2]])
ddtot[j] = dd

if os.path.exists('configuration.txt'):
pass
else:
for i in range(len(files)):
A = files[i].partition('_')[0]
B = files[i].partition('_')[2].partition('.')[0]
for j in range(len(ddtot[i])):
C = ddtot[i][j][0]
ddtot[i][j][0] = A+'.'+B+'.'+C

def save():
fn = filedialog.asksaveasfilename()
wf = open(fn, 'w', buffering=1, encoding="ISO-8859-1")
for i in range(len(ddtot)):
for j in range(len(ddtot[i])):
wf.write(ddtot[i][j][0]+'#'+ddtot[i][j][3]+'\n')
wf.close()

def load():
fn = filedialog.askopenfilename()
wf = open(fn, "rt", buffering=1, encoding="ISO-8859-1")
dat = []
for row in wf:
dat.append(row)
wf.close()
for i in range(len(dat)):
for j in range(len(ddtot)):
for k in range(len(ddtot[j])):
if dat[i].partition('#')[0] == ddtot[j][k][0]:
ddtot[j][k][3] = dat[i].partition('#')[2].partition('\n')[0]

def write():
#print("Write")
for i in range(len(files)):
if len(ddtot[i]) != 0:
wf = open(dir2 + files[i], 'w', buffering=1, encoding="ISO-8859-1")
for k in range(ddtot[i][0][1]):
wf.write(totdat[i][k])
for j in range(len(ddtot[i])):
for z in range(ddtot[i][j][1],ddtot[i][j][2]):
if ddtot[i][j][3] == 'off':
wf.write(totdat[i][z].replace('[','!!!'))
elif ddtot[i][j][3] == 'on':
wf.write(totdat[i][z].replace('!!!','['))
wf.close()

if __name__ == '__main__':
root = tix.Tk()

canvas = tix.Canvas(root, width = 500, height=500)
canvas.grid(row=0, column=0, sticky=N+S+E+W)
root.grid_rowconfigure(0,weight=1)
frame = tix.Frame(canvas)
frame.rowconfigure(1,weight=1)
frame.columnconfigure(1,weight=1)

class states:

def __init__(self,ty):
self.t =Toplevel(root)
self.ty = ty
self.top = []
self.ord = []
self.sub = []
self.tot =  []
self.base = []
self.makelist()
cls = tix.Button(self.t, text='Close', command=self.close)
cls.grid()

def close(self):
self.t.destroy()

def update(self,item):
if len(item.split('.')) == 2:
for i in range(len(ddtot)):
for j in range(len(ddtot[i])):
val = ddtot[i][j][0].split('.')[0]+'.'+ddtot[i][j][0].split('.')[1]
if val == item:
if self.cl.getstatus(item) == 'off':
self.cl.setstatus(ddtot[i][j][0], 'off')
ddtot[i][j][3] = 'off'
elif self.cl.getstatus(item) == 'on':
self.cl.setstatus(ddtot[i][j][0], 'on')
ddtot[i][j][3] = 'on'
elif len(item.split('.')) == 3:
for i in range(len(ddtot)):
for j in range(len(ddtot[i])):
if item == ddtot[i][j][0]:
ddtot[i][j][3] = self.cl.getstatus(item)

def update2(self,item):
if len(item.split('.')) == 2:
meti = item.partition('.')[2]
for i in range(len(self.ord)):
if self.ord[i].count(meti) != 0:
for j in range(len(self.sub)):
if (self.ord[i][1] == self.sub[j][0]) and (self.ord[i][0] == item.partition('.')[0]):
temp = self.ord[i][0]+'.'+self.ord[i][1]+'.'+self.sub[j][1]
if self.cl.getstatus(item) == 'off':
self.cl.setstatus(temp, 'off')
elif self.cl.getstatus(item) == 'on':
self.cl.setstatus(temp, 'on')
for k in range(len(ddtot)):
for l in range(len(ddtot[k])):
if ddtot[k][l][0] == temp:
ddtot[k][l][3] = self.cl.getstatus(temp)
elif len(item.split('.')) == 3:
for i in range(len(ddtot)):
for j in range(len(ddtot[i])):
if item == ddtot[i][j][0]:
ddtot[i][j][3] = self.cl.getstatus(item)

def makelist(self):
if os.path.exists('configuration.txt'):
self.cl = tix.CheckList(self.t, width=500, height=400, browsecmd=self.update2)
self.cl.grid()
f = open('configuration.txt')
conf = []
for row in f:
conf.append(row)
f.close()
for i in range(len(conf)):
if conf[i].partition(' ')[0] == 'BASE':
self.base.append([conf[i].partition(' ')[2], i, 0])
for i in range(len(self.base)-1):
self.base[i][2] = self.base[i+1][1]
self.base[-1][2] = len(conf)
for vl in self.base:
if vl[0].partition('\n')[0] == self.ty.upper():
for val in conf[vl[1]:vl[2]]:
if val.partition(' ')[0] == 'TOP':
self.top.append(val.partition(' ')[2].partition('\n')[0])
self.cl.hlist.add(self.top[-1], text=self.top[-1])
if val.partition(' ')[0] == 'ORD':
self.ord.append([self.top[-1], val.partition(' ')[2].partition('\n')[0]])
self.cl.hlist.add(self.top[-1]+'.'+self.ord[-1][1], text=self.ord[-1][1])
self.cl.setstatus(self.top[-1]+'.'+self.ord[-1][1], 'on')
if val.partition(' ')[0] == 'SUB':
self.sub.append([self.ord[-1][1],val.partition(' ')[2].partition('\n')[0]])
self.cl.hlist.add(self.ord[-1][0]+'.'+self.ord[-1][1]+'.'+self.sub[-1][1], text=self.sub[-1][1])
self.tot.append(self.ord[-1][0]+'.'+self.ord[-1][1]+'.'+self.sub[-1][1])
self.cl.autosetmode()
for i in range(len(ddtot)):
for j in range(len(ddtot[i])):
for k in range(len(self.sub)):
if self.sub[k][1] == ddtot[i][j][0]:
ddtot[i][j][0] = self.tot[k]
self.cl.setstatus(ddtot[i][j][0], ddtot[i][j][3])
elif ddtot[i][j][0] == self.tot[k]:
self.cl.setstatus(ddtot[i][j][0], ddtot[i][j][3])
else:
self.cl = tix.CheckList(self.t, width=500, height=400, browsecmd=self.update)
self.cl.grid()
self.cl.hlist.add(self.ty, text=self.ty + 's')
for i in range(len(files)):
if files[i].partition('_')[0] == self.ty:
self.top.append([files[i].partition('_')[0],files[i].partition('_')[2].partition('.')[0]])
self.cl.hlist.add(self.top[-1][0] +'.'+ self.top[-1][1], text=self.top[-1][1])
self.cl.setstatus(self.top[-1][0] +'.'+ self.top[-1][1], "on")
for j in range(len(ddtot[i])):
if ddtot[i][j][0].partition('.')[0] == self.top[-1][0]:
self.cl.hlist.add(ddtot[i][j][0], text=ddtot[i][j][0].partition('.')[2].partition('.')[2])
else:
self.sub.append(ddtot[i][j][0])
self.cl.hlist.add(self.top[-1][0] +'.'+ self.top[-1][1] + '.' + self.sub[-1], text=ddtot[i][j][0])
ddtot[i][j][0] = self.top[-1][0] +'.'+ self.top[-1][1] + '.' + self.sub[-1]
self.cl.setstatus(ddtot[i][j][0], ddtot[i][j][3])
self.cl.autosetmode()

canvas.create_window(0,0,anchor=NW,window=frame)
frame.update_idletasks()
canvas.config(scrollregion=canvas.bbox('all'))

def creatures():
states('creature')
def items():
states('item')
def reactions():
states('reaction')
def entities():
states('entity')
def inorganics():
states('inorganic')
def plants():
states('plant')

########################################################################
if os.path.exists('metatags.txt'):

def func(q):
if textvar[q].get() == txt[q] + ' Off':
for i in range(len(ddtot)):
for j in range(len(ddtot[i])):
for k in range(ddtot[i][j][1],ddtot[i][j][2]):
totdat[i][k] = totdat[i][k].replace('NO'+tag[q]+'![','NO'+tag[q]+'!!')
totdat[i][k] = totdat[i][k].replace('YES'+tag[q]+'!!','YES'+tag[q]+'![')
textvar[q].set(txt[q] + ' On')
elif textvar[q].get() == txt[q] + ' On':
for i in range(len(ddtot)):
for j in range(len(ddtot[i])):
for k in range(ddtot[i][j][1],ddtot[i][j][2]):
totdat[i][k] = totdat[i][k].replace('NO'+tag[q]+'!!','NO'+tag[q]+'![')
totdat[i][k] = totdat[i][k].replace('YES'+tag[q]+'![','YES'+tag[q]+'!!')
textvar[q].set(txt[q] + ' Off')

f = open('metatags.txt')
tags = []
txt = []
tag = []
textvar = []
b = []
z = 0
for row in f:
tags.append(row)
f.close()
for val in tags:
txt.append(val.partition('/')[2].partition('\n')[0])
tag.append(val.partition('/')[0])
textvar.append(StringVar())
textvar[z].set(txt[z] + ' On')
b.append(tix.Button(frame, textvariable=textvar[z], command=lambda z=z:func(z)))
b[z].grid()
z = z + 1

########################################################################

b1 = tix.Button(frame, text='Creatures', command=creatures)
b2 = tix.Button(frame, text='Reactions', command=reactions)
b3 = tix.Button(frame, text='Entities', command=entities)
b4 = tix.Button(frame, text='Items', command=items)
b5 = tix.Button(frame, text='Plants', command=plants)
b6 = tix.Button(frame, text='Inorganics', command=inorganics)
b7 = tix.Button(frame, text='Load', command=load)
b8 = tix.Button(frame, text='Save', command=save)
b9 = tix.Button(frame, text='Write', command=write)
b1.grid()
b2.grid()
b3.grid()
b4.grid()
b5.grid()
b6.grid()
b7.grid()
b8.grid()
b9.grid()
root.update()
root.mainloop()
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Diamond on September 19, 2012, 01:38:06 pm
Is there a changelog anywhere?
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: zenerbufen on September 19, 2012, 01:48:17 pm
I tried to use the python gui and keep getting an index out of range error that pops up for less than a second before the window closes.  Any way to fix?
run the gui from a command prompt, and post us the full Traceback that you are getting please.

on windows, start -> run/find -> enter 'cmd' and run it.
us the 'cd' command to change to the directory where the gui is installed,
type: python3 "MasterworkDF Settings.py"

Are you using arclance's updated version? The old one did that if it encountered an empty file in the raws.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Firehawk45 on September 19, 2012, 02:00:57 pm
No worries, coarse mithril is iron grade, but light.. mithril is steel grade, but light... and patternwelded mithril is still the very nice material you know from the old mod. It is just that you can now choose between using it early for "light" iron or steel, or save it up for later, and make very good material with it.

so, Mithril replaces iron in earlygame, steel in the midgame and is a really good material in lategame.... So, as long as i have mithril, i dont need any iron ore, sounds good :)
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Ishar on September 19, 2012, 02:39:39 pm
No worries, coarse mithril is iron grade, but light.. mithril is steel grade, but light... and patternwelded mithril is still the very nice material you know from the old mod. It is just that you can now choose between using it early for "light" iron or steel, or save it up for later, and make very good material with it.

so, Mithril replaces iron in earlygame, steel in the midgame and is a really good material in lategame.... So, as long as i have mithril, i dont need any iron ore, sounds good :)

For now at least. In the final version, you can't use it unless you have the blueprints for the mithril forge. And the fact that it's all over the map right now is probably a bug, so it won't be as common as iron ore. the way I see it, good old hematite will still be our best friend in the long run. Especially if you consider volcanic (that'll stay, right?), which is a pretty fucking ridiculous material. Sure it's steel+silver+slade+obsidian, so it takes a lot of raw materials, but it's almost adamantine grade.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: smakemupagus on September 19, 2012, 02:46:29 pm
In LOTR if you read Gandalf's description of it when they approach Moria, the elves used Mithril mostly for crafting, and the Dwarves could "make of it" a metal with all the weapony properties we know and love.  So Meph's system meets lore-grognard test as far as I'm concerned.  (Well, assuming he makes it rarer.)
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Meph on September 19, 2012, 03:31:12 pm
Quote
steel+silver+slade+obsidian
this is now: steel+mithril+slade+obsidian

And no there will be no changelog, but a full manual. And with full I mean full.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Meph on September 19, 2012, 04:04:18 pm
Oh, and a little request: Could someone build the religious buildings and test the dfhack stuff ? Works on my testfort, just havent heard any feedback about it yet. Try the weather control for example, rain, snow, clear skies...
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Shingy on September 19, 2012, 04:27:14 pm
I'll do it. However, I have an outdated version, so I'll have to build a new fort.
As I don't have school the next days, I'll sleep late tonight, so, yes, it will be done in a couple hours.

Edit: The settings still don't work. Anyway.
Edit 2: Did you... update the download link? The blessing of armok gems are still free, so I think it's outdated.
Edit 3: Found an issue! Three ironclad sauropods spawned in my freezing biome. Ironclad.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Panopticon on September 19, 2012, 05:36:21 pm
I think Ironclad Sauropods are intended, I have some vague recollection of someone, possibly me, asking for them and Meph saying he would make it possible, though I suppose I could be wrong.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: arclance on September 19, 2012, 07:25:45 pm
I'll do it. However, I have an outdated version, so I'll have to build a new fort.
As I don't have school the next days, I'll sleep late tonight, so, yes, it will be done in a couple hours.

Edit: The settings still don't work. Anyway.
Edit 2: Did you... update the download link? The blessing of armok gems are still free, so I think it's outdated.
Edit 3: Found an issue! Three ironclad sauropods spawned in my freezing biome. Ironclad.
If you downloaded the archive that Meph uploaded the settings GUI in there is broken.
I uploaded a archive with a fix to the GUI bug found in Mephs archive. (http://dffd.wimbli.com/file.php?id=6937)
Someone had another problem with it since then. (http://www.bay12forums.com/smf/index.php?topic=98196.msg3623131#msg3623131)
I don't know why their error happened (it should not in Windows) but I posted new GUI code that should fix it. (http://www.bay12forums.com/smf/index.php?topic=98196.msg3623384#msg3623384)
I have not heard back from them to see if the fix works yet though.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: xominxac on September 19, 2012, 09:12:35 pm
I think I ran into some bugs. I downloaded the new version and replaced all my files with the ones in the download. I had Dwarf Fortress 1.9.5 before and had the orc fortress plugin installed as well. When I genned a new world I could browse through the legends perfectly fine but in fortress mode the "dwarves are all giant pythons". Here's the save.

http://dffd.wimbli.com/file.php?id=6943 (http://dffd.wimbli.com/file.php?id=6943)
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: arclance on September 19, 2012, 09:15:56 pm
I think I ran into some bugs. I downloaded the new version and replaced all my files with the ones in the download. I had Dwarf Fortress 1.9.5 before and had the orc fortress plugin installed as well. When I genned a new world I could browse through the legends perfectly fine but in fortress mode the "dwarves are all giant pythons". Here's the save.

http://dffd.wimbli.com/file.php?id=6943 (http://dffd.wimbli.com/file.php?id=6943)
Sounds like a raw duplication bug to me.
Did you delete your old Masterwork 1.9.5 raws before replacing them with the Masterwork 2 Alpha raws?
They don't contain the exact same files so you can't just overwrite them you need to delete the old files first.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: xominxac on September 19, 2012, 09:28:50 pm
Yep, looks like that was it. Thanks.  8)


I wonder if i would have been able to do anything had i choose the bats as a civ.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: arclance on September 19, 2012, 09:31:57 pm
I wonder if i would have been able to do anything had i choose the bats as a civ.
There is only one way to find out, try it and see what happens.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Purgatory on September 20, 2012, 03:28:55 am
The Alpha python thing doesnt seem to be doing anything for me. I open/run the file but it flashes a black screen and does nothing else (that I can see). I doubt it, but is this supposed to happen? ( my python version is 2.6.6)
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Shingy on September 20, 2012, 05:57:06 am
Indeed arclance, I used your gui before, but I thought that it'd be fixed because I thought Meph uploaded a new version of the alpha.
Anyway, for now, the config file isn't really useful, still, thanks for the fix!
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: arclance on September 20, 2012, 08:34:58 am
The Alpha python thing doesnt seem to be doing anything for me. I open/run the file but it flashes a black screen and does nothing else (that I can see). I doubt it, but is this supposed to happen? ( my python version is 2.6.6)
You need Python3 to use the GUI.
The version Meph included in his archive was broken by the empty raw files Meph included.
I uploaded another archive with a fix for that bug. (http://dffd.wimbli.com/file.php?id=6937)
There was a another bug report that I posted a fix for here. (http://www.bay12forums.com/smf/index.php?topic=98196.msg3623384#msg3623384)
I have not heard back from the original reporter if that fixed their problem so I have not updated the archive to include that version yet.

Indeed arclance, I used your gui before, but I thought that it'd be fixed because I thought Meph uploaded a new version of the alpha.
I uploaded the new archive for Meph because his Internet got throttled back to dialup speed.

@ Meph
Could you update your links to the Alpha version to point to my fixed download since the GUI does not work in yours and people keep reporting it?
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Meph on September 20, 2012, 09:06:39 am
Quote
empty raw files Meph included
Ah... I see. Not the code it broken, but it tries to read raws that are broken (on purpose)

I will download your version, if my internet connection permits it, make some changes about things people mentioned, and try a re-upload tomorrow, with more additions.

I take it you mean this version ? http://dffd.wimbli.com/file.php?id=6937 (http://dffd.wimbli.com/file.php?id=6937)
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Shingy on September 20, 2012, 09:10:28 am
Alright, now it's steelclad horses. That's rather strange I must say.
Well Meph, when you'll upload the new version, you can count of me for more bug hunting.
And for testing the religious buildings as you asked.

Edit: Wild spirithunter. Is it intended?
Edit2: Steeclad sauropods.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: arclance on September 20, 2012, 09:20:28 am
Quote
empty raw files Meph included
Ah... I see. Not the code it broken, but it tries to read raws that are broken (on purpose)

I will download your version, if my internet connection permits it, make some changes about things people mentioned, and try a re-upload tomorrow, with more additions.

I take it you mean this version ? http://dffd.wimbli.com/file.php?id=6937 (http://dffd.wimbli.com/file.php?id=6937)
Yes that's the one but I only changed the "MasterworkDF Settings.py" file so I don't think you need to download it.
I think you should include this version of the script instead since there was another bug report and this should fix it. (https://dl.dropbox.com/u/69178231/MasterworkDF%20Settings.py)
That is a link to download just the updated script so you don't need to download the whole archive.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Meph on September 20, 2012, 09:44:37 am
Thanks. Is downloaded. I also linked the alpha-download link on the frontpage to your fixed version.

Quote
Wild spirithunter. Is it intended?
Yes, but should be rare. Wild armored animals? No... shouldnt happen. ^^
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Firehawk45 on September 20, 2012, 09:49:29 am
no, keep wild armored animals in the game, as a rare thing! Nothing is better than a steelclad sauropod stomping your first seven dwarfs into nice little dwarfenpancakes :)
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Shingy on September 20, 2012, 09:52:18 am
Well, I was lucky. Rocktip bolts are very effective! My hunter killed them, but it was close.
Anyway, if you keep them Meph as suggested Firehawk, please do something about their useless armor we get when we butcher them.
I have nervous tissue in my stockpile AND steel sauropod armor... thingy. I don't remember the exact name.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Meph on September 20, 2012, 09:57:06 am
It will be "steelclad sauropod steel". I tried to recycle it, but the reaction token for meat is broken, and it accepts anything. I had the same problem when I wanted to specificly sacrifice hearts on the altar... doenst work, it takes any bodypart, meat, lungs, etc. Same problem with the iron and steel leftovers. Only two solutions I see so far: Ignore it and bring it to the crematory to burn, or I can add "non_butcherable" to armored animals, but then they dont give anything. and thats not the point... I would have fixed the issue long ago, but DF doesnt allow me to.

@firegawk: No :P People have enough fun already :P
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: arclance on September 20, 2012, 10:06:00 am
It will be "steelclad sauropod steel". I tried to recycle it, but the reaction token for meat is broken, and it accepts anything. I had the same problem when I wanted to specificly sacrifice hearts on the altar... doenst work, it takes any bodypart, meat, lungs, etc. Same problem with the iron and steel leftovers. Only two solutions I see so far: Ignore it and bring it to the crematory to burn, or I can add "non_butcherable" to armored animals, but then they dont give anything. and thats not the point... I would have fixed the issue long ago, but DF doesnt allow me to.
Couldn't you give their meat/bodyparts a specific REACTION_CLASS and filter the reactant input that way?
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Firehawk45 on September 20, 2012, 10:22:06 am
Im reading myself into modding at the moment, and if Meph buts out a better version of MW2, i will start making a plugin.... not sure about which race though, will take a lot of experimenting and testing i feel.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Meph on September 20, 2012, 10:46:24 am
@arclance: Maybe. they currently use iron and steel, but I could make custom inorganic mats, "iron_animal" and "steel_animal" with the reaction classes, and then accept NONE:NONE:NONE:NONE REACTION_CLASS:iron/steel_animal to recycle them. Worth a try. :)

@firehawk: Writing an entire race and balancing it is immensly difficult. Before you start such a big project and abandon it halfway through, rather start with something smaller. Doesnt have to be races, you know ;) New creatures, buildings or anything you can think of for dwarves is fine as well
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: arclance on September 20, 2012, 10:54:43 am
@arclance: Maybe. they currently use iron and steel, but I could make custom inorganic mats, "iron_animal" and "steel_animal" with the reaction classes, and then accept NONE:NONE:NONE:NONE REACTION_CLASS:iron/steel_animal to recycle them. Worth a try. :)
You can modify the material in the creature definition like this.
Code: [Select]
[SELECT_MATERIAL:BONE]
[SOLID_DENSITY:7850]
[LIQUID_DENSITY:6980]
[MOLAR_MASS:55845]
[IMPACT_YIELD:1505000]
[IMPACT_FRACTURE:2520000]
[IMPACT_STRAIN_AT_YIELD:940]
[COMPRESSIVE_YIELD:1505000]
[COMPRESSIVE_FRACTURE:2520000]
[COMPRESSIVE_STRAIN_AT_YIELD:940] 160
[TENSILE_YIELD:430000]
[TENSILE_FRACTURE:720000]
[TENSILE_STRAIN_AT_YIELD:225] 200
[TORSION_YIELD:430000]
[TORSION_FRACTURE:720000]
[TORSION_STRAIN_AT_YIELD:215]
[SHEAR_YIELD:430000]
[SHEAR_FRACTURE:720000]
[SHEAR_STRAIN_AT_YIELD:215] no data, used 200
[BENDING_YIELD:430000]
[BENDING_FRACTURE:720000]
[BENDING_STRAIN_AT_YIELD:215]
[MAX_EDGE:10000]
In this case the creatures bones now have material properties similar to steel.
I did that in a game where I got a artifact Giant Eagle Bone Longsword and it worked fine.

This is the same way trolls are given different colored blood.
Code: [Select]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
    [STATE_COLOR:ALL:AQUA]

I think you could do.
Code: [Select]
[TISSUE_MATERIAL:INORGANIC:STEEL]
        [REACTION_CLASS:STEEL_SKIN]
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Firehawk45 on September 20, 2012, 10:55:02 am
That would have been the first steps anyway ;) Starting a race right away would be like being a engineer in your first year and starting with nuke-making. High chance of being blown into tiny bits and even if it works, someone elses nuke would be better :D

Also, i will have time until MW2 is finished, and before that, making a plugin of considerable size would drag a lot of work behind it as you go on with modding. But, i think a invasion race is much easier, or am i wrong again?
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: lothion on September 20, 2012, 12:05:10 pm
Quote
That is strange I don't know why it would use "charmap" encoding in Windows it should use "ISO-8859-1" by default.

Could you try using this and see if it fixes your error?
Code: [Select]
from tkinter import *
import os
import fnmatch
from tkinter import tix
from tkinter import filedialog

dir1 = 'MasterworkDwarfFortress/raw/objects/'
dir2 = 'Dwarf Fortress/raw/objects/'

match = ['creature*','item*','inorganic*','reaction*','plant*','entity*']
files = []
for m in match:
for file in os.listdir(dir1):
if fnmatch.fnmatch(file, m):
files.append(file)

totdat = [[]]*len(files)
for i in range(len(files)):
f = open(dir1+files[i], mode="rt", buffering=1, encoding="ISO-8859-1")
dat = []
for row in f:
dat.append(row)
totdat[i] = dat
f.close()

ddtot = [[]]*len(totdat)
for j in range(len(totdat)):
d = []
for i in range(len(totdat[j])):
par = totdat[j][i].partition(':')[0]
if (par == '[CREATURE') or (par == '!!!CREATURE'):
d.append([totdat[j][i].partition(':')[2].partition(']')[0], i, 'on'])
if par.count('!!!') != 0:
d[-1][2] = 'off'
elif (par == '[REACTION') or (par == '!!!REACTION'):
d.append([totdat[j][i].partition(':')[2].partition(']')[0], i, 'on'])
if par.count('!!!') != 0:
d[-1][2] = 'off'
elif (par == '[INORGANIC') or (par == '!!!INORGANIC'):
d.append([totdat[j][i].partition(':')[2].partition(']')[0], i, 'on'])
if par.count('!!!') != 0:
d[-1][2] = 'off'
elif (par == '[PLANT') or (par == '!!!PLANT'):
d.append([totdat[j][i].partition(':')[2].partition(']')[0], i, 'on'])
if par.count('!!!') != 0:
d[-1][2] = 'off'
elif (par == '[ITEM_AMMO') or (par == '!!!ITEM_AMMO'):
d.append([totdat[j][i].partition(':')[2].partition(']')[0], i, 'on'])
if par.count('!!!') != 0:
d[-1][2] = 'off'
elif (par == '[ITEM_ARMOR') or (par == '!!!ITEM_ARMOR'):
d.append([totdat[j][i].partition(':')[2].partition(']')[0], i, 'on'])
if par.count('!!!') != 0:
d[-1][2] = 'off'
elif (par == '[ITEM_FOOD') or (par == '!!!ITEM_FOOD'):
d.append([totdat[j][i].partition(':')[2].partition(']')[0], i, 'on'])
if par.count('!!!') != 0:
d[-1][2] = 'off'
elif (par == '[ITEM_GLOVES') or (par == '!!!ITEM_GLOVES'):
d.append([totdat[j][i].partition(':')[2].partition(']')[0], i, 'on'])
if par.count('!!!') != 0:
d[-1][2] = 'off'
elif (par == '[ITEM_HELM') or (par == '!!!ITEM_HELM'):
d.append([totdat[j][i].partition(':')[2].partition(']')[0], i, 'on'])
if par.count('!!!') != 0:
d[-1][2] = 'off'
elif (par == '[ITEM_INSTRUMENT') or (par == '!!!ITEM_INSTRUMENT'):
d.append([totdat[j][i].partition(':')[2].partition(']')[0], i, 'on'])
if par.count('!!!') != 0:
d[-1][2] = 'off'
elif (par == '[ITEM_PANTS') or (par == '!!!ITEM_PANTS'):
d.append([totdat[j][i].partition(':')[2].partition(']')[0], i, 'on'])
if par.count('!!!') != 0:
d[-1][2] = 'off'
elif (par == '[ITEM_SHIELD') or (par == '!!!ITEM_SHIELD'):
d.append([totdat[j][i].partition(':')[2].partition(']')[0], i, 'on'])
if par.count('!!!') != 0:
d[-1][2] = 'off'
elif (par == '[ITEM_SHOES') or (par == '!!!ITEM_SHOES'):
d.append([totdat[j][i].partition(':')[2].partition(']')[0], i, 'on'])
if par.count('!!!') != 0:
d[-1][2] = 'off'
elif (par == '[ITEM_SIEGEAMMO') or (par == '!!!ITEM_SIEGEAMMO'):
d.append([totdat[j][i].partition(':')[2].partition(']')[0], i, 'on'])
if par.count('!!!') != 0:
d[-1][2] = 'off'
elif (par == '[ITEM_TOOL') or (par == '!!!ITEM_TOOL'):
d.append([totdat[j][i].partition(':')[2].partition(']')[0], i, 'on'])
if par.count('!!!') != 0:
d[-1][2] = 'off'
elif (par == '[ITEM_TOY') or (par == '!!!ITEM_TOY'):
d.append([totdat[j][i].partition(':')[2].partition(']')[0], i, 'on'])
if par.count('!!!') != 0:
d[-1][2] = 'off'
elif (par == '[ITEM_TRAPCOMP') or (par == '!!!ITEM_TRAPCOMP'):
d.append([totdat[j][i].partition(':')[2].partition(']')[0], i, 'on'])
if par.count('!!!') != 0:
d[-1][2] = 'off'
elif (par == '[ITEM_WEAPON') or (par == '!!!ITEM_WEAPON'):
d.append([totdat[j][i].partition(':')[2].partition(']')[0], i, 'on'])
if par.count('!!1') != 0:
d[-1][2] = 'off'
elif (par == '[ENTITY') or (par == '!!!ENTITY'):
d.append([totdat[j][i].partition(':')[2].partition(']')[0], i, 'on'])
if par.count('!!!') != 0:
d[-1][2] = 'off'
if len(d) != 0:
dd = []
for i in range(len(d)-1):
dd.append([d[i][0], d[i][1], d[i+1][1], d[i][2]])
dd.append([d[-1][0], d[-1][1], len(totdat[j]), d[-1][2]])
ddtot[j] = dd

if os.path.exists('configuration.txt'):
pass
else:
for i in range(len(files)):
A = files[i].partition('_')[0]
B = files[i].partition('_')[2].partition('.')[0]
for j in range(len(ddtot[i])):
C = ddtot[i][j][0]
ddtot[i][j][0] = A+'.'+B+'.'+C

def save():
fn = filedialog.asksaveasfilename()
wf = open(fn, 'w', buffering=1, encoding="ISO-8859-1")
for i in range(len(ddtot)):
for j in range(len(ddtot[i])):
wf.write(ddtot[i][j][0]+'#'+ddtot[i][j][3]+'\n')
wf.close()

def load():
fn = filedialog.askopenfilename()
wf = open(fn, "rt", buffering=1, encoding="ISO-8859-1")
dat = []
for row in wf:
dat.append(row)
wf.close()
for i in range(len(dat)):
for j in range(len(ddtot)):
for k in range(len(ddtot[j])):
if dat[i].partition('#')[0] == ddtot[j][k][0]:
ddtot[j][k][3] = dat[i].partition('#')[2].partition('\n')[0]

def write():
#print("Write")
for i in range(len(files)):
if len(ddtot[i]) != 0:
wf = open(dir2 + files[i], 'w', buffering=1, encoding="ISO-8859-1")
for k in range(ddtot[i][0][1]):
wf.write(totdat[i][k])
for j in range(len(ddtot[i])):
for z in range(ddtot[i][j][1],ddtot[i][j][2]):
if ddtot[i][j][3] == 'off':
wf.write(totdat[i][z].replace('[','!!!'))
elif ddtot[i][j][3] == 'on':
wf.write(totdat[i][z].replace('!!!','['))
wf.close()

if __name__ == '__main__':
root = tix.Tk()

canvas = tix.Canvas(root, width = 500, height=500)
canvas.grid(row=0, column=0, sticky=N+S+E+W)
root.grid_rowconfigure(0,weight=1)
frame = tix.Frame(canvas)
frame.rowconfigure(1,weight=1)
frame.columnconfigure(1,weight=1)

class states:

def __init__(self,ty):
self.t =Toplevel(root)
self.ty = ty
self.top = []
self.ord = []
self.sub = []
self.tot =  []
self.base = []
self.makelist()
cls = tix.Button(self.t, text='Close', command=self.close)
cls.grid()

def close(self):
self.t.destroy()

def update(self,item):
if len(item.split('.')) == 2:
for i in range(len(ddtot)):
for j in range(len(ddtot[i])):
val = ddtot[i][j][0].split('.')[0]+'.'+ddtot[i][j][0].split('.')[1]
if val == item:
if self.cl.getstatus(item) == 'off':
self.cl.setstatus(ddtot[i][j][0], 'off')
ddtot[i][j][3] = 'off'
elif self.cl.getstatus(item) == 'on':
self.cl.setstatus(ddtot[i][j][0], 'on')
ddtot[i][j][3] = 'on'
elif len(item.split('.')) == 3:
for i in range(len(ddtot)):
for j in range(len(ddtot[i])):
if item == ddtot[i][j][0]:
ddtot[i][j][3] = self.cl.getstatus(item)

def update2(self,item):
if len(item.split('.')) == 2:
meti = item.partition('.')[2]
for i in range(len(self.ord)):
if self.ord[i].count(meti) != 0:
for j in range(len(self.sub)):
if (self.ord[i][1] == self.sub[j][0]) and (self.ord[i][0] == item.partition('.')[0]):
temp = self.ord[i][0]+'.'+self.ord[i][1]+'.'+self.sub[j][1]
if self.cl.getstatus(item) == 'off':
self.cl.setstatus(temp, 'off')
elif self.cl.getstatus(item) == 'on':
self.cl.setstatus(temp, 'on')
for k in range(len(ddtot)):
for l in range(len(ddtot[k])):
if ddtot[k][l][0] == temp:
ddtot[k][l][3] = self.cl.getstatus(temp)
elif len(item.split('.')) == 3:
for i in range(len(ddtot)):
for j in range(len(ddtot[i])):
if item == ddtot[i][j][0]:
ddtot[i][j][3] = self.cl.getstatus(item)

def makelist(self):
if os.path.exists('configuration.txt'):
self.cl = tix.CheckList(self.t, width=500, height=400, browsecmd=self.update2)
self.cl.grid()
f = open('configuration.txt')
conf = []
for row in f:
conf.append(row)
f.close()
for i in range(len(conf)):
if conf[i].partition(' ')[0] == 'BASE':
self.base.append([conf[i].partition(' ')[2], i, 0])
for i in range(len(self.base)-1):
self.base[i][2] = self.base[i+1][1]
self.base[-1][2] = len(conf)
for vl in self.base:
if vl[0].partition('\n')[0] == self.ty.upper():
for val in conf[vl[1]:vl[2]]:
if val.partition(' ')[0] == 'TOP':
self.top.append(val.partition(' ')[2].partition('\n')[0])
self.cl.hlist.add(self.top[-1], text=self.top[-1])
if val.partition(' ')[0] == 'ORD':
self.ord.append([self.top[-1], val.partition(' ')[2].partition('\n')[0]])
self.cl.hlist.add(self.top[-1]+'.'+self.ord[-1][1], text=self.ord[-1][1])
self.cl.setstatus(self.top[-1]+'.'+self.ord[-1][1], 'on')
if val.partition(' ')[0] == 'SUB':
self.sub.append([self.ord[-1][1],val.partition(' ')[2].partition('\n')[0]])
self.cl.hlist.add(self.ord[-1][0]+'.'+self.ord[-1][1]+'.'+self.sub[-1][1], text=self.sub[-1][1])
self.tot.append(self.ord[-1][0]+'.'+self.ord[-1][1]+'.'+self.sub[-1][1])
self.cl.autosetmode()
for i in range(len(ddtot)):
for j in range(len(ddtot[i])):
for k in range(len(self.sub)):
if self.sub[k][1] == ddtot[i][j][0]:
ddtot[i][j][0] = self.tot[k]
self.cl.setstatus(ddtot[i][j][0], ddtot[i][j][3])
elif ddtot[i][j][0] == self.tot[k]:
self.cl.setstatus(ddtot[i][j][0], ddtot[i][j][3])
else:
self.cl = tix.CheckList(self.t, width=500, height=400, browsecmd=self.update)
self.cl.grid()
self.cl.hlist.add(self.ty, text=self.ty + 's')
for i in range(len(files)):
if files[i].partition('_')[0] == self.ty:
self.top.append([files[i].partition('_')[0],files[i].partition('_')[2].partition('.')[0]])
self.cl.hlist.add(self.top[-1][0] +'.'+ self.top[-1][1], text=self.top[-1][1])
self.cl.setstatus(self.top[-1][0] +'.'+ self.top[-1][1], "on")
for j in range(len(ddtot[i])):
if ddtot[i][j][0].partition('.')[0] == self.top[-1][0]:
self.cl.hlist.add(ddtot[i][j][0], text=ddtot[i][j][0].partition('.')[2].partition('.')[2])
else:
self.sub.append(ddtot[i][j][0])
self.cl.hlist.add(self.top[-1][0] +'.'+ self.top[-1][1] + '.' + self.sub[-1], text=ddtot[i][j][0])
ddtot[i][j][0] = self.top[-1][0] +'.'+ self.top[-1][1] + '.' + self.sub[-1]
self.cl.setstatus(ddtot[i][j][0], ddtot[i][j][3])
self.cl.autosetmode()

canvas.create_window(0,0,anchor=NW,window=frame)
frame.update_idletasks()
canvas.config(scrollregion=canvas.bbox('all'))

def creatures():
states('creature')
def items():
states('item')
def reactions():
states('reaction')
def entities():
states('entity')
def inorganics():
states('inorganic')
def plants():
states('plant')

########################################################################
if os.path.exists('metatags.txt'):

def func(q):
if textvar[q].get() == txt[q] + ' Off':
for i in range(len(ddtot)):
for j in range(len(ddtot[i])):
for k in range(ddtot[i][j][1],ddtot[i][j][2]):
totdat[i][k] = totdat[i][k].replace('NO'+tag[q]+'![','NO'+tag[q]+'!!')
totdat[i][k] = totdat[i][k].replace('YES'+tag[q]+'!!','YES'+tag[q]+'![')
textvar[q].set(txt[q] + ' On')
elif textvar[q].get() == txt[q] + ' On':
for i in range(len(ddtot)):
for j in range(len(ddtot[i])):
for k in range(ddtot[i][j][1],ddtot[i][j][2]):
totdat[i][k] = totdat[i][k].replace('NO'+tag[q]+'!!','NO'+tag[q]+'![')
totdat[i][k] = totdat[i][k].replace('YES'+tag[q]+'![','YES'+tag[q]+'!!')
textvar[q].set(txt[q] + ' Off')

f = open('metatags.txt')
tags = []
txt = []
tag = []
textvar = []
b = []
z = 0
for row in f:
tags.append(row)
f.close()
for val in tags:
txt.append(val.partition('/')[2].partition('\n')[0])
tag.append(val.partition('/')[0])
textvar.append(StringVar())
textvar[z].set(txt[z] + ' On')
b.append(tix.Button(frame, textvariable=textvar[z], command=lambda z=z:func(z)))
b[z].grid()
z = z + 1

########################################################################

b1 = tix.Button(frame, text='Creatures', command=creatures)
b2 = tix.Button(frame, text='Reactions', command=reactions)
b3 = tix.Button(frame, text='Entities', command=entities)
b4 = tix.Button(frame, text='Items', command=items)
b5 = tix.Button(frame, text='Plants', command=plants)
b6 = tix.Button(frame, text='Inorganics', command=inorganics)
b7 = tix.Button(frame, text='Load', command=load)
b8 = tix.Button(frame, text='Save', command=save)
b9 = tix.Button(frame, text='Write', command=write)
b1.grid()
b2.grid()
b3.grid()
b4.grid()
b5.grid()
b6.grid()
b7.grid()
b8.grid()
b9.grid()
root.update()
root.mainloop()

I'm really sorry but I've never used python before. (Or coded anything for that matter). I'm not sure how to implement your new script. If you upload another fix with that code I'll be more than happy to bugtest it. Or if you give me specific (noob-friendly) instructions I'll be happy to try to patch your code into my (python? application? not even sure what I'm supposed to be doing  :P).
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Trunnwildcat on September 20, 2012, 12:20:46 pm
This Mod should be named Artifact Dwarf Fortress. I can just imagine Meph running around picking up mods and bringing them to the modding workshop to start the construction :P
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Firehawk45 on September 20, 2012, 12:24:55 pm
This Mod should be named Artifact Dwarf Fortress. I can just imagine Meph running around picking up mods and bringing them to the modding workshop to start the construction :P

Fellmood, where he randomly butchers mods (and modders) to make a unholy pile of mods, only designed to drain the life and the time of every player....

 Spoiler Alert:

Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: arclance on September 20, 2012, 12:34:32 pm
Quote
That is strange I don't know why it would use "charmap" encoding in Windows it should use "ISO-8859-1" by default.

Could you try using this and see if it fixes your error?

I'm really sorry but I've never used python before. (Or coded anything for that matter). I'm not sure how to implement your new script. If you upload another fix with that code I'll be more than happy to bugtest it. Or if you give me specific (noob-friendly) instructions I'll be happy to try to patch your code into my (python? application? not even sure what I'm supposed to be doing  :P).
You can download the fixed "MasterworkDF Settings.py" file here. (https://dl.dropbox.com/u/69178231/MasterworkDF%20Settings.py)
Just replace your old file with the one from that link and run it again.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Rumrusher on September 20, 2012, 12:52:03 pm
This Mod should be named Artifact Dwarf Fortress. I can just imagine Meph running around picking up mods and bringing them to the modding workshop to start the construction :P

Fellmood, where he randomly butchers mods (and modders) to make a unholy pile of mods, only designed to drain the life and the time of every player....

 Spoiler Alert:

Spoiler (click to show/hide)
This artifact has hanging spikes of non-talkable animalmen with rings of non-talkable animalmen both with images of annoyed adventurers starting in towns with non-talkable animalmen, the image dates back to the time when Rumrusher switch MW for GENESIS due to NON-talkable animalmen...also horrible crashes that happen with and only with master works where he couldn't start any version of the game. Do enjoy the idea of sentries though.

So any custom adventure reaction that going to deal with the platinum fracture pieces left behind?
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: lothion on September 20, 2012, 09:48:14 pm
Quote
You can download the fixed "MasterworkDF Settings.py" file here. (https://dl.dropbox.com/u/69178231/MasterworkDF%20Settings.py)
Just replace your old file with the one from that link and run it again.

Tried this, worked a charm :)
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Deon on September 21, 2012, 01:22:45 am
Hi Meph! It's cool to see you trying to rework the mod. I am sure it will add many fresh ideas!

And I wish you not to hit a rock wall like I did with Genesis 4, hehe. You know how it pains me :).
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: JosephWongKS on September 21, 2012, 03:42:35 am
Hi Meph, thanks very much for your work on the mod generally and the manual for MDF2 Alpha.

I note that the manual states the Legion dwarves do not learn any labor skills, which means they lose out on the attribute gains from the usual stat-boosting labours like mining, smoothing / engraving and pump operating.  Will this make them weaker soldiers in the long run compared to non-Legion dwarves?
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Purgatory on September 21, 2012, 03:46:29 am
Alpha's working fine for me but I can't find an option to switch off fullscreen (I dont like fullscreen, it screws up my pc)
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Meph on September 21, 2012, 05:20:49 am
Thanks deon, I wish I couzld help, but I didnt find anything in your raws, besides what I already posted in your thread. And you are to blame for this "alpha-business" here. ;)

@joseph: Not really, they still kick ass. I think currently they just have a 50% penalty to learning anything non-combaty.

@purgatory: Press F11 :)
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: smakemupagus on September 21, 2012, 05:22:37 am
Will this make them weaker soldiers in the long run compared to non-Legion dwarves?

Probably not, the different in their attribute range to start is huge.  Using the 1.9.5 values, the regular dwarves' strength for example   is the default min:max range 200:2000.  So if I understand correctly, after eternal training they could have a STR that falls in range of something like 1300:4000, depending how strong they were to start.  In practice I don't know how close you can really get to that theoretical cap.

Legion dwarves are start with a range of 3000:5000.

that is, the strongest of all regular dwarfs, if he pumps and mines for all of eternity will have the strength (4000) of an average untrained Legion dwarf.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Firehawk45 on September 21, 2012, 07:57:24 am
Hi Meph, thanks very much for your work on the mod generally and the manual for MDF2 Alpha.

I note that the manual states the Legion dwarves do not learn any labor skills, which means they lose out on the attribute gains from the usual stat-boosting labours like mining, smoothing / engraving and pump operating.  Will this make them weaker soldiers in the long run compared to non-Legion dwarves?

no, seeing Darkhawk in the succession game should easily prove the exact opposite :D The problem with the "long run" is, that even when you play super-secure, you may run into a situation where you have to use your untrained militia. There, fighterdwarfs, berserkers and especially legion dwarfs shine, as they have higher starting stats and learn faster in the battle itself. Also, using a legion dwarf in a legendary reaction will boost him up to.... what was it Meph? Legendary + 2? Totally epic. Also, NO_Pain ;)
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: ThtblovesDF on September 21, 2012, 09:04:47 am
How can I use skill containers?
(Fortress and Adventurer mode)

How come the golem workshop is not in the workshop or furnace list?

What skill/labor is used for the praying job?

Where is this graphical display of buildings and there functions that the 25 tips/manual mentions, but never links (didn't see it in the first post here either).
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Starhero on September 21, 2012, 10:49:55 am
Hello again guys! Finally back to playing DF and my favorite mod pack..

Having an issue that I see has been reported before but supposedly fixed?
Drinks with out a storage unit appearing everywhere in my STILLS not brewery, really throwing me off since I keep thinking I have 2000+ drinks..

I have been using the plump helmet wine reaction and will be trying the vanilla one now but...can this be fixed?
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Meph on September 21, 2012, 10:52:53 am
Legion dwarves will be rarer and not quite as awesome, berserkers are cut out completely. And they immediatly jump to legendary +5 (max) with the reaction if I am not mistaken.

Skill container are used in the creature research lab, to collect garbade produced by the "legendary skill reactions" It is a lot nicer in the alpha, using megabeast souls now :) You cant use them in adv. mode though.

Golem workshop needs magma and is only shown after you discovered a volcano or magmalake.

The guides are in the "guides & readmes" folder, the alpha does not have a complete manual yet, but you can have a look at it here: http://dffd.wimbli.com/file.php?id=6946 (http://dffd.wimbli.com/file.php?id=6946)

@starhero: I fixed it in the alpha, it is a vanilla change, barrels cant hold 25 units of drinks.. really stupid that one, I had to change it to large pots. -.- It cant be fixed per se, not with barrels at least. It works with the large pots in the alpha though. :) It is really maddening, since toady can just cram 25 drinks in a barrel, but modders cant ^^
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: arclance on September 21, 2012, 11:06:28 am
Legion dwarves will be rarer and not quite as awesome, berserkers are cut out completely. And they immediatly jump to legendary +5 (max) with the reaction if I am not mistaken.
Legendary +5 is just the max level displayed by the game.
For some skills there is no benfit for levels over that but for combat skills there is.
Runesmith reported the real level for all skills in v31.X but I don't know how you would get it in v34.X.
My military dwarves got to Legendary+200 or greater in some skills after 40+ years of training and fighting sieges.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Meph on September 21, 2012, 11:09:04 am
I will test this, but my understanding is that lvl20 is maxed out, and that they get no benefits from more... if not.. wow. :)
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: arclance on September 21, 2012, 11:18:21 am
I will test this, but my understanding is that lvl20 is maxed out, and that they get no benefits from more... if not.. wow. :)
This page from the wiki has a little more information on it. (http://dwarffortresswiki.org/index.php/DF2012:Experience)
In my experience military dwarves with skills well beyond Legendary+5 are much less likely to die in battle because they dodge much better and kill faster.
I don't notice much benefit for craftsdwarves other than a slight increase in masterwork production.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Ishar on September 21, 2012, 02:41:25 pm
Legion dwarves will be rarer and not quite as awesome

This part is sad.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Meph on September 21, 2012, 02:44:55 pm
You think so? The army of two in the succession fort was enought to butcher any invasion. Not really balanced I'd say. :P
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: arclance on September 21, 2012, 02:48:02 pm
You think so? The army of two in the succession fort was enought to butcher any invasion. Not really balanced I'd say. :P
You can do that with vanilla dwarves it just takes a few decades longer.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Panopticon on September 21, 2012, 03:12:53 pm
Ehh, legendary vanilla dwarfs are not the same as legendary Legion dwarfs. Legion has a couple advantages that a regular dwarf just isn't gonna have.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: arclance on September 21, 2012, 03:16:42 pm
I was only going by the "butcher a whole invasion with two dwarves" criteria.
You can get vanilla dwarves to be just as effective as Legion dwarves it just takes a lot longer.
Legion dwarves advantages let them get to the unstoppable stage a few decades faster.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Firehawk45 on September 22, 2012, 05:05:35 am
You think so? The army of two in the succession fort was enought to butcher any invasion. Not really balanced I'd say. :P

Will be fixed with the next update i feel.... If enemies see how thei sieges are slaughtered by two dwarfs, they might just run by them (man, i hope that is how toady will do it :) )
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Ishar on September 22, 2012, 05:09:36 am
You think so? The army of two in the succession fort was enought to butcher any invasion. Not really balanced I'd say. :P

Not true, MINE was never a legion dwarf, I just boosted him with a megabeast essence to legendary sworddwarf, and that's it. That let him live through a shitload of battles, and his other skills kind of caught up after a while.
But, yeah, I guess you are kind of right, Darkhawk from the succession fort is kind of a strong case for some much needed balancing.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Firehawk45 on September 22, 2012, 01:27:05 pm
So, after i got this ransom-trojan-thingy off my pc, i will start testing. Lets dig! And strike the earth! And strike the goblins! And the elves..... especially the elves :)


Got some feedback already:

Fossils and relics now feel much better. I got a golem cast, a pile of dragon scales, some gold instruments, vulcanic weapons and ammo. I think you nailed them down this time around. But when the humans invented firearms, why do i find them as fossils? :D

The drow arent that strong in my world, although they had several wars during worldgen, so that might have hindered them.

Some things still have vanilla names, and there are still vanilla stones and ores, but i think they have been reported already.

Horses seem to still have their grazer-tag. Steelclad horses dont have it though
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: zach123b on September 22, 2012, 05:57:41 pm
how do i run this .py file? >.>
i gave up trying to figure it out after awhile on google
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Putnam on September 22, 2012, 06:15:12 pm
Install python.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: arclance on September 22, 2012, 06:31:34 pm
how do i run this .py file? >.>
i gave up trying to figure it out after awhile on google
You need to install Python3 (not Python2) to run the .py file.
The final version of the GUI will be made into a executable so installing Python3 won't be required.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: zach123b on September 22, 2012, 06:57:20 pm
tried installing 2.7 :(
thanks!
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: JosephWongKS on September 22, 2012, 08:52:29 pm
Are Blessing of Armok gems supposed to be free at embark?

(http://i.imgur.com/IPKUf.png) (http://imgur.com/IPKUf)

(http://i.imgur.com/VLTgE.png) (http://imgur.com/VLTgE)
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: atazs on September 23, 2012, 05:35:47 am
I have downloaded this mod and i have no sound. I have enabled it in the settings, i have set max volume, i have checked the ini file its the same there, i have checked ingame and the sound is on but its still silent. What is the problem? Ive tried everything and i cant make it to work. I have sound on other things so its not my PC. Does this have no sound and im supposed to use soundsense? Because that doesnt have any sound aswell or im not using it properly. Please help
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Ishar on September 23, 2012, 05:50:30 am
Yep, no sound is normal. The download is quite big as it is, Meph removed the music to save bandwidth. You can copy it over from vanilla DF, use soundsense, etc. This is normal.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Meph on September 23, 2012, 06:15:37 am
The soundsense pack is 200mb, you have to start soundsense and update it. I didnt realize that people really play with the normal background music, because it would drive you mad after a while.

The GEMPREF will be removed from the entity, so no gems in trading anymore. Blessings of Armok boil away anyway, so you get nothing for nothing :P except possibly speedy traders
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: thunderbeard on September 23, 2012, 08:21:42 am
Is there an ETA for Masterwork 2.0?
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Firehawk45 on September 23, 2012, 08:26:16 am
I have a "Skin Bed"..... Wrong materials used somewhere?

Oh, and i also put a "monarch butterfly remains" into a display-box, i just felt like it :D Along with the ettin skulls from the ettin who was murdered by five golems, not much of a challenge.

Also, baking bread and making candys doesnt really work, they produce cave wheat/sweet pod plants, which cant be seen anywhere.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: recluser on September 23, 2012, 08:42:20 am
Is there an ETA for Masterwork 2.0?
When it's done?  ;)
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: BigD145 on September 23, 2012, 09:28:01 am
I didnt realize that people really play with the normal background music, because it would drive you mad after a while.

I didn't realize people turned the sound on.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: smakemupagus on September 23, 2012, 02:26:31 pm
I also prefer the standard music (or just sound off and put on my own tunes), I don't care for the alternate music or soundsense.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Firehawk45 on September 24, 2012, 10:52:04 am
Another "bug"-report:

Goblin snatcher left behind:

2 Socks
2 shoes
1 leather cloak
1 silk trousers
1 leather tunic
1 leather robe
1 silk cap
2 silk hood
1 leather loincloth
1 silk cloak
2 silk gloves

That guy was packed in clothing :D

Also, year 3, no siege, no ambush, only thieves.... is there something wrong?
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Meph on September 24, 2012, 05:24:09 pm
Yeah, vanilla entities, they have tons of stuff... and 3 years without siege is normal, but I guess you havent played with vanilla entities a while ;)

Work is progressing, got a few reports, the C++ code might be aviable on github any time soon (for the custom dfhack), mechanixm has worked on the reactions to add missing stuff or add nice little details and balancing here and there, and socrates has added more content to the manual. I have ported more creatures from the old mod, and will start with find and replace tomorrow. Work is slowly progressing ;)
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Siaru on September 24, 2012, 05:35:04 pm
Well, I found out what Blessings of Armok do. Fastest I've ever seen a dwarf move, mine, or do anything in general.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Meph on September 24, 2012, 05:37:13 pm
Yep, speed mining :)
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Purgatory on September 25, 2012, 02:07:21 am
Castes shouldn't be included for the first 7 dwarves (the starting ones). I had a noble dwarf become a legionary and my woodworker one became a noble caste -.- maybe you could choose which caste you would want your dwarves to be in for points? (autocastes maybe?) At least don't have caste for the first 7, it annoys me when i have to re-embark and hope i dont get bad castes
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Shingy on September 25, 2012, 03:09:08 am
You can start dwarf therapist during embark so you can see the castes. I think that there is no way to choose them anyway.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: smakemupagus on September 25, 2012, 03:10:42 am
@purgatory:  I don't think that change is accessable through modding, but you can view the dwarves description on the embark loadout screen (press "v" i think) and so give them skills that match their caste without re-embarking.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Torgan on September 25, 2012, 05:03:35 am
Castes are awesome at embark! Started with an armourer caste and legion dwarf in my embark, armourer is immediately a legendary armourer if you give him the skill in addition to his caste boost. And yes you just need to press v over the dwarf's name at the embark screen to see his description.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: JosephWongKS on September 25, 2012, 07:03:29 am
All of the "Talented X" and most of the "Y Savants" have their uses.  The only truly worthless caste is the Animal Savant, who gets bonuses to the awesomely useless skills of Animal Training, Caretaking and Trapping and a -50% penalty to learning everything else.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Firehawk45 on September 25, 2012, 09:59:58 am
Yep, speed mining :)

Another odd thing:

All of my dwarfes suddenly jumped to "insane speed".... in fact, the whole game suddenly became faster, but the fps stayed the same..... Hidden secret or something different?
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Meph on September 25, 2012, 10:11:34 am
Used any altars/temples lately ? "Pray for the blessing of speed" ?
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Firehawk45 on September 25, 2012, 10:30:51 am
nope
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Meph on September 25, 2012, 11:05:25 am
In that case I have to talk to expwnend. Any dwarves with the word "fast" in the fort ? ^^ I mean that seriously. The keyword for the script is "fast" he didnt change it to "blessing of speed" yet. ^^
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Firehawk45 on September 25, 2012, 11:53:43 am
errr... lets have a look....
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: smakemupagus on September 25, 2012, 12:07:24 pm
Dunno if this is related to Firehawk's problem, but I've noticed in older versions that strange stuff sometimes gets sent to the DFHack terminal.  e.g.
When you use hotkeys (F1, F2, etc.), it sends the "name" property,

So if you set a hotkey with
(H) (F1) (z) (n) MainGate

The in the future when you press F1 to zoom to you main gate, you also get
> MainGate

entered at the DFHack terminal.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Meph on September 25, 2012, 01:09:46 pm
no, that a dfhack feature. Make a hotkey F1, call it "digvein" and add no zoom. Just press F1 ingame and you run digvein. It's just hotkeys for dfhack.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Firehawk45 on September 25, 2012, 01:25:34 pm
Well, i dont know, and i will not complain about faster dwarfs.

I hope vanilla entities are on you priority list, somewhere really high. I have 30 golems and 20 turrets waiting for attackers, they will get murdered...

Also, remove the thing that golems attack eachother when pastured in a too small area, makes having them around micro- intensive
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: smakemupagus on September 25, 2012, 01:34:50 pm
no, that a dfhack feature. Make a hotkey F1, call it "digvein" and add no zoom. Just press F1 ingame and you run digvein. It's just hotkeys for dfhack.

oh, i see.  is it possible to turn it off?  i produce enough error messages on my own ^^
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Shingy on September 25, 2012, 01:51:59 pm
He can't remove it. It's hardcoded. This behavior applies to all stray animals.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Firehawk45 on September 25, 2012, 02:01:18 pm
I cant remember golems fighting EACHOTHER in the old version....
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: atazs on September 25, 2012, 02:09:01 pm
Hmm is it normal that when i hit tears of armok but didnt mine it out it started to produce water until i eventually did mine it out?
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Firehawk45 on September 25, 2012, 02:11:21 pm
yep, it is, they are aquifiers, try to mine the gem itself, that solves the problem
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Ishar on September 25, 2012, 03:14:56 pm
I cant remember golems fighting in the old version....

I sure do! They did a fantastic job in the community fort as entrance guards. Awesome ambush detectors, and while they didn't do much damage, they could take a lot of pounding, unlike wardogs and silly things like that.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Firehawk45 on September 25, 2012, 03:36:10 pm
I cant remember golems fighting EACHOTHER in the old version....

I sure do! They did a fantastic job in the community fort as entrance guards. Awesome ambush detectors, and while they didn't do much damage, they could take a lot of pounding, unlike wardogs and silly things like that.

I fixed that for you :)

And they are better now, 5 golems killed two ettins and various thiefs, year 4, still no siege, i hate vanilla entities :D
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: BadMonkey on September 26, 2012, 12:11:28 am
Without the blast furnace, is the magma crucible the only place to make steel in large (ish) quantities?
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Torgan on September 26, 2012, 02:05:08 am
I think the only ways are to either use the crucible or be really old school and just use the smelter. You still need the crucible to turn coarse iron into iron though. Just have more furnace operators and you can crank out steel at the same rate as the blast furnace.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Ishar on September 26, 2012, 02:14:39 am
I think the only ways are to either use the crucible or be really old school and just use the smelter. You still need the crucible to turn coarse iron into iron though. Just have more furnace operators and you can crank out steel at the same rate as the blast furnace.

Simply put, nothing is true in this post.
- The smelter can't make alloys anymore. You do that at the metallurgist, steel included.
- Coarse iron is no more, it's ore -> iron again, same as vanilla.
- The crucible is used for high-grade metals, it has nothing to do with iron in the new version.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: ThtblovesDF on September 26, 2012, 05:30:31 am
I was sieged by warwolfs - but the "siege" status never went away after they all died and I didn't get new migrants in nearly 2 years now... any way to fix it without losing my current game?
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Torgan on September 26, 2012, 07:17:21 am
I think the only ways are to either use the crucible or be really old school and just use the smelter. You still need the crucible to turn coarse iron into iron though. Just have more furnace operators and you can crank out steel at the same rate as the blast furnace.

Simply put, nothing is true in this post.
- The smelter can't make alloys anymore. You do that at the metallurgist, steel included.
- Coarse iron is no more, it's ore -> iron again, same as vanilla.
- The crucible is used for high-grade metals, it has nothing to do with iron in the new version.
Ah sorry about that, I was talking about the non alpha version.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Meph on September 26, 2012, 10:17:28 am
No worries torgan (and ishar), just say which version you are talking about the next time :)
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: dukea42 on September 26, 2012, 01:16:26 pm
Ok, I'm stuck, with no luck searching on how to get workflow to manage my grind mithril (and other arc furnace metals) to powder jobs.

Anyone get that to work?  POWDER_MISC//MITHRIL  it's a recognized item, but not tied to the expected job and that's the best I could find.  (Using 1.9.5 btw)

Thanks!

Also just so I am tracking.... is ALPHA the 2.0 with a whole re-design?
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: BadMonkey on September 26, 2012, 01:28:38 pm
Im trying to remove how chalk turns to dust. In the save file for a game im playing ive found this.

YESSTONE[INORGANIC:CHALK]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:chalk][DISPLAY_COLOR:7:7:1][TILE:176][REACTION_CLASS:FLUX]
[SEDIMENTARY]
[MATERIAL_VALUE:2]
[STATE_NAME:ALL_SOLID:chalk stone]
       [STATE_ADJ:ALL_SOLID:chalk]
       [STATE_NAME:LIQUID:chalk]
       [STATE_ADJ:LIQUID:chalk]
       [STATE_NAME:GAS:chalky dust]
       [STATE_ADJ:GAS:chalky dust]
YESVAPORSTONE[MAT_FIXED_TEMP:10000]
YESVAPORSTONE[MELTING_POINT:9000]
YESVAPORSTONE[BOILING_POINT:9500]
!NOSOLIDSTONE!IS_STONE]


If i delete this section under chalk will it stop the dust formation and drop chalk boulders? Chalk is my only flux stone :(
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: JosephWongKS on September 26, 2012, 01:43:05 pm
In my current game (Alpha version)
Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Firehawk45 on September 26, 2012, 02:10:34 pm
In my current game (Alpha version)
Spoiler (click to show/hide)

congratulations, if he turns into his real form, you are screwed, have fun :)
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Ishar on September 26, 2012, 03:44:22 pm
In my current game (Alpha version)
Spoiler (click to show/hide)

That, good sir, is a classic case of
Quote
Necro goodness. Lock him into a room, pump magma on him and try to forget the whole thing.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Parhelion on September 26, 2012, 05:00:52 pm
I have a question about bowmen and dwarves.

Masterwork gives the bow skill to dwarves through castes and allows you to buy new strategic forms of ammunition, yet the vanilla game restricts dwarves from being able to use bows.

Does Masterwork override this restriction, or would it be a waste of time for me to try and equip my dwarves with bows? ;)
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Panopticon on September 26, 2012, 05:12:15 pm
Dwarfs use bows just fine in the vanilla game in my experience. In Masterwork bows are easily used as well, though I prefer javelin throwers personally. Operating on the theory that the heavier weapon does more damage.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Wrex on September 26, 2012, 05:18:34 pm
Note to meph: We need an adventure mode "Get stone" reaction, since most surface rocks evaporate.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: smakemupagus on September 26, 2012, 06:57:52 pm
Overpowered Runic "Blunt" weapons such as warhammer.  (v1.9.5)

Runic weapons have a bunch of [ATTACK:] modes.  Most of them (usually about ~8) are normal attacks, and ~2 of them are deadly "pure runic energy" attacks that basically dismember almost anything they hit.  If both attack types are edge, they are selected at random and then 2/(2+8) = 20% of the attacks are deadly critical strikes.

But runic mace, warhammer, and knuckleduster have *blunt* normal attacks, but still have edged runic criticals.  When attack types are mixed, edged attacks are chosen with 100:1 preference over blunt, and so about (200)/(208) ~= 95% of the attacks are the deadly runic criticals.

Hat tip to Wrex as usual for post which got me thinking about weapons that do or don't pierce Dwarven armor :)

Previous:
Spoiler (click to show/hide)

Suggestion:
Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Wrex on September 26, 2012, 07:03:16 pm
Overpowered Runic "Blunt" weapons such as warhammer.  (v1.9.5)

Runic weapons have a bunch of [ATTACK:] modes.  Most of them (usually about ~8) are normal attacks, and ~2 of them are deadly "pure runic energy" attacks that basically dismember almost anything they hit.  If both attack types are edge, they are selected at random and then 2/(2+8) = 20% of the attacks are deadly critical strikes.

But runic mace, warhammer, and knuckleduster have *blunt* normal attacks, but still have edged runic criticals.  When attack types are mixed, edged attacks are chosen with 100:1 preference over blunt, and so about (200)/(208) ~= 95% of the attacks are the deadly runic criticals.

Hat tip to Wrex as usual for post which got me thinking about weapons that do or don't pierce Dwarven armor :)

I'm ashamed that my specialty has been usurped. Perhaps blunt weapons need a runic blast, rather than a runic wave. I will design one shortly.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: smakemupagus on September 26, 2012, 07:05:57 pm
Oops, I ninja edited such a blast in to my post :) feel free to improve upon it though.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Meph on September 26, 2012, 07:54:10 pm
So thats why they use the special attack too often.. I noticed that ages ago, but didnt understand why. All runic blunt weapons need blunt special attacks, understood.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: schiad on September 26, 2012, 09:37:37 pm
i just tried out the masterwork mod for the first time and i've noticed these following bugs with the 1.9.5 version

making a rough leather by "boil leather in oil" reaction will cause the oil jug to be turned into a generic "liquid" jug. The oil is replaced by a liquid.  The reaction that seems to have the problem is:

[REACTION:BOIL_LEATHER]
[NAME:boil leather in oil]
[BUILDING:TANNER:CUSTOM_O]
[REAGENT:A:1:SKIN_TANNED:NONE:NONE:NONE]
[ANY_LEATHER_MATERIAL]
[REACTION_CLASS:LEATHER_EXOTIC]
[REAGENT:oil:150:LIQUID_MISC:NONE:NONE:NONE] [UNROTTEN] [HAS_MATERIAL_REACTION_PRODUCT:SOAP_MAT] [REAGENT:oil container:1:NONE:NONE:NONE:NONE] [CONTAINS:oil] [PRESERVE_REAGENT] [DOES_NOT_DETERMINE_PRODUCT_AMOUNT][PRODUCT:100:1:SKIN_TANNED:NO_SUBTYPE:CREATURE_MAT:ANIMAL_EXOTIC:LEATHER][PRODUCT:90:1:LIQUID_MISC:NONE:GET_MATERIAL_FROM_REAGENT:B:NONE][PRODUCT_TO_CONTAINER:oil container] YESDUST[PRODUCT:20:1:BOULDER:NONE:INORGANIC:STENCH][PRODUCT_DIMENSION:150][SKILL:TANNER]

The product line [PRODUCT:90:1:LIQUID_MISC:NONE:GET_MATERIAL_FROM_REAGENT:B:NONE] is probably the problem, it should probably be GET_MATERIAL_FROM_REAGENT:oil:NONE or something instead of B because i think the B refers to the reagent name which doesn't exist.

The second bug i encountered is that the make a skill container seems to have the [automatic] tag. As i have no idea what this does, all it ended up doing is emptying my entire rock pile and turn it into useless "essence containers" that i cannot do anything with. i recommend removing the [AUTOMATIC] tag from this reaction:

[REACTION:CONTAINER_ESSENCE][NAME:Make a skill container][BUILDING:BEASTLAB2:CUSTOM_C][REAGENT:A:1:BOULDER:NO_SUBTYPE:NONE:NONE][WORTHLESS_STONE_ONLY][PRODUCT:100:1:TOOL:ITEM_TOOL_ESSENCE_CONTAINER:GET_MATERIAL_FROM_REAGENT:A:NONE][AUTOMATIC]

the 3rd bug i encountered is that the fish farm does not appear to be build able. Upon inspection of the entity_default, i noticed that the fish farm is referenced as fish_pond instead of fish_farm. which is what the building thing is labeled as along with all the appropriate reactions.This following line in the entity_default:

[PERMITTED_BUILDING:FISH_POND]

should be changed to [PERMITTED_BUILDING:FISH_FARM] or all other references should be changed to FISH_POND instead.


EDIT: the guide also mentioned something about a fountain you can train swimming in, the guide kind of implies that its separate from the fountain of youth, but i havent found any references to buildings in the raws that suggests that theres another fountain besides the fountain of youth.

EDIT2: after modifying the fish farm to the correct names, it seems that the in game build size of the fish farm is a 3x3 area, the reference in the raws states that its a 5x5 work area?  when built in game it seems that the dorfs will attempt to build the fishingpoles/nets outside of the 3x3 building area and thus never actually able to complete the tasks.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Meph on September 27, 2012, 06:52:26 am
Dear Schiad: My respect. For playing the mod the first time, finding and fixing issues. Now, since you are unfamiliar with what is going on: I am redoing the mod, and the last 2 updates (1.9.4 and 1.9.5) were done in haste, in public spaces using wifi and a netbook, since I was on a biketour in northamerica. I am now back home and work solely on MDF2. Sorry for the inconvience of the outdated guides. You can find the current state and the new manual here. (http://www.bay12forums.com/smf/index.php?topic=116681.0)
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: atazs on September 27, 2012, 07:46:04 am
I just had a dwarf transform into some sort of a carp god so i looked at him and it said that if im reading this then its too late he has made my fortress his home or something like that. Anyway he died in 10 seconds. Can i expect more of these to show up or what?
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Firehawk45 on September 27, 2012, 08:13:11 am
I just had a dwarf transform into some sort of a carp god so i looked at him and it said that if im reading this then its too late he has made my fortress his home or something like that. Anyway he died in 10 seconds. Can i expect more of these to show up or what?

How the hell did you kill him? Oo
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Meph on September 27, 2012, 08:19:36 am
Yes, you can. But previsouly you should have seen some hints in the combat logs. Build a temple, get a armoks ward/ward of armok, it can unveil the cult master. Again, sorry for the missing documentation on it, next manual has it.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: bennerman on September 27, 2012, 11:08:39 am
How do I crack open medical supply crates and bar crates? I tried just building with their materials (say, having a crate of copper bars, and trying to make a copper pickaxe at the forge), but it says I don't have any.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: bennerman on September 27, 2012, 11:10:12 am
Also, more like 250% faster, atleast on this computer. nice job :)
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Meph on September 27, 2012, 11:39:31 am
Build a storage unit :)
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: schiad on September 27, 2012, 07:41:44 pm
i cant seem to make any ink with the scriptorium.  the ash, blood, and graphite is used up and is left with an empty jug after the reaction is over.

EDIT: after looking at the reaction, the reaction for making ink looks correct, but the inorganic:ink in the item raw seems to be missing a melting point.  not sure if that would fix it if a melting point was added.  I dont think it can be a liquid without a melting point but i'm not positive.

EDIT2: there seems to be a huge list of materials for making armor and weapons on the forge, i'm guessing that a lot of the newer metals are designed to be made into alloys? is it possible to remove the [item_hard] and [item_weapon]tag from some of the not so strong metals like chrome, gold and gold alloys, silver and silver alloys, electrums, pewters, etc? This should dramatically clear up a ton of spam on the forge so i dont have to scroll through 3 pages of junk alloys to make a copper gauntlet.  Although rose gold armor and stuff would be cool, seeing a siege wearing silly combinations of equipment like rose gold swords and zinc breast plates is just silly and seriously limits their deadliness.  Although all of them would be taken care of by just melting them, having a ton of weird armor types really adds up a lot of clutter to the stocks screen.

also, i noticed that a lot of the buildings have their own forge weapon/armor thing, you could probably streamline a ton of your reactions by just letting the forge handle the creation of weapons/armors for all metal bar type objects.  Adding [barred] tag to weapon/armor will allow the vanilla craftdork workshop to make bone stuff, which should free up a lot of the boneyard clutter.

I do love the grind meat option for the kitchen, could something similar be done with fishes?  Perhaps process all fishes into fish paste to clear up even more junk?
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: uberlalzar on September 28, 2012, 01:02:41 am
I can't be entirely sure but i think something may be destroying the stats of my dwarves (STR AGI) because i'm pretty sure they weren't unfathomably weak and incredibly clumsy when the arrived of course the game gives me no clue as to why this is happening.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Solarion on September 28, 2012, 01:48:38 am
Hi. I'm not sure whether this was answered before (sorry if it was, couldn't find it with the search function), but the military equip screen still has insanely long lists of materials when selecting cloth or leather armour. Also, the generic, unspecified leathers (tough, studded, lamellar, etc.) seem to be in there multiple times, leading to confusion which is the correct one.

Is this intended, and if not, is it fixable?
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Shaft on September 28, 2012, 03:55:28 pm
Hi, first I would like to thank you and the MW team for developing and maintaining this awesome mod!

I've been playing the alpha version of MW2 and I really like the changes. I've made a minor modification/fix in the custom furnaces raw to include some impassable blocks in the magma buildings that didn't had one. This is useful for placing the blocking tiles in the magma tile, so monster that are in the magma can't go up to the workshop area. Hope this helps, and thanks again for all the hard work.

The modified building_masterwork_furnace.txt: http://www.mediafire.com/view/?1ful0p68e5owafc
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: DarkerDark on September 28, 2012, 07:54:03 pm
I'm really enjoying this mod so far, I don't think I can go back to vanilla Dwarf Fortress.

I'm playing 1.9.5 and there's a few bugs that I've experienced (that you're probably already aware of). Like warlocks fighting their own undead minions, boiling leather leaving behind a useless pot filled with a generic liquid, golem repairs not working, and producing vellum from the tanner crashing my game.

Should I be playing with the Alpha? Or should I just wait until the workshops and reactions are all finished for the next release?
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: dukea42 on September 28, 2012, 09:44:57 pm
Maybe I'm out of line, but I'd say stay with 1.9.5 unless your looking to really help test the new redesign.  I just switched today myself and I couldn't even find the GUI (on the GUI fixed download), so Alpha is certainly not bundled for release yet.  It's playable, but I'm worried I don't understand what is missing or not.  (Fire clay is back?, marble graphics changed back?, I could only embark with pig tail, sweet pods, and dimple dye seeds and no other seeds nor any plants?)

On the other hand, 1.9.5 just had my best fort ever with amazing multiple industries running and smooth organization (now that I got a great collection of dfhack workflow commands) with very few bug issues to find.  It certainly feels like a complete game and not just a test version.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: schiad on September 28, 2012, 09:58:04 pm
not sure if this is suppose to happen, but it seems that the dorf caravan was carrying a bag full of magma? and that caused their entire everything to burn.

A similar reaction happened when i did the make warpstone powder reaction in the chemistry shop.it made a bag of magma instead of the warpstone so i think it might be related?  I have the harder mining turned off, so i think that may have something to do with it.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Shaft on September 28, 2012, 10:04:16 pm
Bug report: The Grind Boulders to sand reaction is not working properly. It don't use any boulders in the reaction(they're not even taken to the workshop), so it effectively gives free sand.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Ishar on September 29, 2012, 04:12:26 am
Bug report: The Grind Boulders to sand reaction is not working properly. It don't use any boulders in the reaction(they're not even taken to the workshop), so it effectively gives free sand.

Beach party!
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: ElenaRoan on September 29, 2012, 11:39:28 am
Just started playing with Masterwork (1.9.5) and still fumbling my way around.

Am I missing something?  I'm finding it very difficult to tell the difference between exceptional and masterwork items.  Enjoying it otherwise.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Labraid on September 29, 2012, 11:54:23 am
You need to read the description most of the times to tell the difference between masterwork and exceptional item.

I don't really care about furniture and stuff (unless its for throne room) but as for weapons and armour I always make separate stockpile for masterwork and artifact quality
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: ElenaRoan on September 29, 2012, 11:58:11 am
Thanks :-)
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: atazs on September 29, 2012, 05:14:51 pm
How do i get rid of course iron? I found old info that i should use a finishing forge but apparently that is removed? Im clueless here. How is coarse iron compared to normal iron and why is it built into the mod? Also what metal is the best before candy? What should i make my armour out of? It adds so many metals that damn im clueless what i should use
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Panopticon on September 29, 2012, 05:26:34 pm
What version are you playing? If you are 1.9.5 you need a crucible to refine coarse iron, if you are playing MDF2 then coarse iron shouldn't be there at all.

As for metals, you can't go wrong with steel as usual, mithril is better if you have a decent supply, welded mithril is even better but requires steel to make as well, next up is volcanic, which is very heavy, you could also make sladeamantine if you have the resources.
Again, those are all for 1.9.5 for MDF2 steel and mithril are fairly close in terms of quality, with volcanic being tougher but heavier, sladeamantine doesn't exist I think.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: atazs on September 29, 2012, 05:38:56 pm
What version are you playing? If you are 1.9.5 you need a crucible to refine coarse iron, if you are playing MDF2 then coarse iron shouldn't be there at all.

As for metals, you can't go wrong with steel as usual, mithril is better if you have a decent supply, welded mithril is even better but requires steel to make as well, next up is volcanic, which is very heavy, you could also make sladeamantine if you have the resources.
Again, those are all for 1.9.5 for MDF2 steel and mithril are fairly close in terms of quality, with volcanic being tougher but heavier, sladeamantine doesn't exist I think.

Thanks for the quick reply. But what is MDF2?
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Panopticon on September 29, 2012, 05:42:34 pm
Masterwork DF 2, it's in the alpha stage right now, the thread title mentions it, as does the OP.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: atazs on September 29, 2012, 05:44:41 pm
Masterwork DF 2, it's in the alpha stage right now, the thread title mentions it, as does the OP.
Ahh right i did hear about it but i tought its only avaible to some people. What are the main differences?

EDIT:

I just downloaded it and how can i change what i want in the game like i can with the current masterworks? I found something called masterworks df settings but how do i open that?
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: zenerbufen on September 29, 2012, 06:39:27 pm
Masterwork DF 2, it's in the alpha stage right now, the thread title mentions it, as does the OP.
Ahh right i did hear about it but i tought its only avaible to some people. What are the main differences?

EDIT:

I just downloaded it and how can i change what i want in the game like i can with the current masterworks? I found something called masterworks df settings but how do i open that?

@ everyone MDF2 is Alpha, that me pre-release and not finished. This means unless you want to help fix things that are broken (and yes! there is allot still broken) You should still use MDF 1.9.5.

To use the new settings program during the ALPHA, you will need PyQt4 http://www.riverbankcomputing.co.uk/software/pyqt/download and Python3 http://www.python.org/getit/ installed

YES you NEED versions 4 and 3!  no others will work.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: arclance on September 29, 2012, 06:45:31 pm
Masterwork DF 2, it's in the alpha stage right now, the thread title mentions it, as does the OP.
Ahh right i did hear about it but i tought its only avaible to some people. What are the main differences?

EDIT:

I just downloaded it and how can i change what i want in the game like i can with the current masterworks? I found something called masterworks df settings but how do i open that?

@ everyone MDF2 is Alpha, that me pre-release and not finished. This means unless you want to help fix things that are broken (and yes! there is allot still broken) You should still use MDF 1.9.5.

To use the new settings program during the ALPHA, you will need PyQt4 http://www.riverbankcomputing.co.uk/software/pyqt/download and Python3 http://www.python.org/getit/ installed

YES you NEED versions 4 and 3!  no others will work.
The one in the current archive does not need PyQt4 since it is Roses original Tk GUI.
The next archive should contain some version of the new QT GUI and will need PyQt4 if we don't make executables for it.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: zenerbufen on September 29, 2012, 06:57:32 pm
The updated versions you have been posting in teamspeak and any future version we post in this thread will require pyqt4, until we bundle it.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Ishar on September 29, 2012, 07:19:04 pm
How do i get rid of course iron? I found old info that i should use a finishing forge but apparently that is removed? Im clueless here. How is coarse iron compared to normal iron and why is it built into the mod? Also what metal is the best before candy? What should i make my armour out of? It adds so many metals that damn im clueless what i should use

A more in-depth answer:

1.9.X:
Copper, silver, bronze: Nothing changed, vanilla metals.
Iron: When you smelt the ore, you get coarse iron. You can use the crucible to make iron from that. You can cold hammer it in the crucible if you don't have fuel. Very ineffective, you waste a lot of ore this way, but could be useful if you have no coal and no trees to burn.
Steel: Maybe nothing changed, though it seems a bit more powerful. Maybe everything else is weaker somewhat?
Cobalt: Should be about the same level as iron. Needs the arc furnace and bags to grind to powder first, then smelted into bars in the same building.
Wolfram: Heavy metal, good for blunt weapons. Same arc furnace process.
Mithril: A good bit better than steel for edged weapons, but it is light, so not good for blunt. Awesome for armor. Same arc furnace process. It's good stuff, but you won1t find veins, only small clusters, so think twice before using it. Or order from merchants, every civilization has access to it.
Welded mithril/wolfram: aforementioned metals on steroids, made in the metallurgist.
Slade: You can make slade boulders at the great magma forge by using two stone blocks, then grind that to powder in the arc furnace, then smelt that into bars. Absolutely best for blunt weapons, it's VERY heavy, so think twice before you craft armor out of it - it will be very strong, but slows your dwarfs down very much. It's several times heavier than anything else in the game.
Volcanic: steel+silver+slade+obsidian, and needs magma. As you can see, it's a bitch to create, but it's absolutely worth it. By numbers, it's half as good as adamantine, and that makes it several levels above anything else. It's also heavy, so blunt weapons are a possibility, though I prefer slade for that. Volcanic axes and swords are unstoppable, and unlike candy, it's possible to mass-produce. Armor is superb, but a bit on the heavy side - high level armor users do best in volcanic armor. Deals more damage against frost giants. My personal favorite.
Bifrost: Dropped by frost giants. If you have a chance to get it, use it, it's almost as good as volcanic. Deals more damage against frost giants.
Slademantine: Slade+adamantine. Redundant now, don't bother. Roughly the same as volcanic.
Adamantine: The usual epicness.

When you get the blueprints from the caravans, you can build these:
Weaponry: Make silver/golden runes in the craftdwarf's workshop, and craft runic weapons here. Runic weapons, especially from good material and of masterwork quality are unstoppable. A runic masterwork volcanic greataxe cuts through armies like butter.
Armory: Forge full sets of armor in one reaction, or assemble plated armor. For that, you need to make armor plates here, and when that1s done, add them to a piece of armor. The final product will have the material of the ARMOR, it doesn't matter what you use for the plates, so welded mithril armor+copper plates=welded mithril plated armor.

MDF2 alpha

Iron comes directly from ore again. No more coarse iron.
Mithril now forms veins. BUT there is a separate building for it called mithril furnace. For now, it's available right from the start, in the final version, it will need a blueprint you have to get from the elves.
No more slade and slademantine.
Volcanic needs mithril bars instead of silver.


Oh and the new metals are EXTREMELY valuable. It's almost an exploit to sell two-handed weapons made of anything above steel, since you can buy half of the caravan with a single masterwork weapon.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Wrex on September 29, 2012, 07:24:20 pm
Slade has issues against armour, because it's a rock. Slade knuckle dusters could not penetrate cobolt chain mail, for example.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Ishar on September 29, 2012, 07:27:53 pm
Slade bars smelted from powdered slade boulders are still considered rock?
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Spleenling on September 29, 2012, 09:34:32 pm
Ever since ive started using this mod my dwarfs have stopped using bins to store crafts or are taking them out of the bins
either way trading is taking a long timee
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: schiad on September 30, 2012, 03:39:15 am
if you're planning on buying out the caravans every time, you should level up some cooks.  The grind meat-> sausage option pretty much triples the values of base meats by doublethe value(increases from 1 to 2) and gives 50% overall more units of food  turning these into roasts and shoving them all into rock pots can easily get you some ridiculous values.  A 12 stack of masterwork sausage roast with masterwork minced materials was over 50k to the caravans.  If you're starting off and dont have access to meats(the masterwork mod enables dorfs to butcher sentients so you'll be neck deep in food after the first ambush) you can always do mass plot of sweet pods or cave wheat.  the whole grind wheat to flower-> turn flour to bread in the kitchen reaction needs to be nerfed.  Each loaf of bread(which you can turn into roasts to exponentially increase the value) was like 100r a piece or something silly because the base value of flour is really high.  The same can be done with sweet pods -> flour-> sweet pod candy.  They're of equal value and thus a 20 stack of bread and candy roast can get up to like 60-70k as well assuming some masterworks.

The grind meat-> sausage reactions, bread, and candy reactions will pretty much cause your chefs to be constantly at the kitchen leveling up their cooking skill.  I had my starting dorf cook become legendary by my 4rd season by having a hunter keeping butcher shop busy and 2 3x3 farm plots of sweet pod/cave wheat.

By my 2nd year when seiges started showing up, i was able to buy out most of all the valuable metal stuff from just exporting foods.

EDIT: adding the [automatic] tag to the grind meat, make sausage, make bread, and make candy reactions will save you a TON of headache from job cancel spam due to stupid dorfs grabbing pots the chef is getting stuff out of.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Velak on September 30, 2012, 04:35:14 am
Just started playing with Masterwork (1.9.5) and still fumbling my way around.

Am I missing something?  I'm finding it very difficult to tell the difference between exceptional and masterwork items.  Enjoying it otherwise.

I tend to just quickly press F12, to change the font, find what I need, then press it again to change it back. Or.. could read the description.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: JosephWongKS on September 30, 2012, 07:23:05 am
The following screenshots are from my current game using the Alpha.  I'm not sure whether it's a bug with the mod or with the vanilla game.


Background:  My fortress just got sieged by Automatons.  I activated the civilian burrow, but a particularly obstinate fisherdwarf continued fishing at the surface river, even after I deactivated all his labours as well.  I sent my militia up to the surface to kill the automatons approaching the fisherdwarf.


They managed to kill the first automaton, but there was a second one approaching, so I ordered the militia to target that second automaton:

Spoiler (click to show/hide)


However. the militia remained standing where they were even as the second automaton drew closer and closer to the fisherdwarf, who finally realised the peril of his location and started running away.

Spoiler (click to show/hide)


Why was this the case?  Apparently, four of them felt that the second automaton was "unreachable" (even though it was RIGHT IN FRONT OF THEM) and three of them thought combat practice was more important than rescuing their civilian comrade:

Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Shingy on September 30, 2012, 07:51:02 am
That's a vanilla bug. The "kill" order is particulary bugged, so you should use the station order.
Also, it allows your markdwarves to shoot, and not to charge with their crossbows.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: tomio175 on September 30, 2012, 09:32:57 am
How does a Grimoire of Death work? I have no clue, and somehow I have four of them...
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Canuhearmenow on September 30, 2012, 09:59:50 am
I got a quick question; how do I bring back the "descriptive" wood products? What's the point in harvesting ebony when it's only going to become a "rough wood log" when cut down, for example?
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Firehawk45 on September 30, 2012, 10:19:46 am
I got a quick question; how do I bring back the "descriptive" wood products? What's the point in harvesting ebony when it's only going to become a "rough wood log" when cut down, for example?

Its helpful for fps and to avoid cluttering the stocks-screen. Bringing the names back might screw with reactions, but im not sure about it.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: smakemupagus on September 30, 2012, 10:57:52 am
Slade bars smelted from powdered slade boulders are still considered rock?

Not quite, it's a different material, [INORGANIC:SLADE_METAL] as opposed to [INORGANIC:SLADE].  The former doesn't have [IS_STONE].  Not relevant to blunt weapons I guess, But, both forms of slade have the same lack of ability to hold an edge [MAX_EDGE:1000].

(all based on 1.9.5)

Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: ElenaRoan on September 30, 2012, 11:42:13 am
Just started playing with Masterwork (1.9.5) and still fumbling my way around.

Am I missing something?  I'm finding it very difficult to tell the difference between exceptional and masterwork items.  Enjoying it otherwise.

I tend to just quickly press F12, to change the font, find what I need, then press it again to change it back. Or.. could read the description.

Thanks.  That's what I've been doing, thought I'd missed an option or something.  Guess I'd got used to seeing it at a glance.

Just started a new fort, had a look at my neighbours and noticed I have a warlock  :o I'm guessing I'd better not leave any corpses lying around...
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Ishar on September 30, 2012, 12:49:24 pm
How does a Grimoire of Death work? I have no clue, and somehow I have four of them...

You need to build the church of the dark depths. That's not easy, as it requires a shitload of bones, bloodsteel, ironbone and a totem. If you have a grimoire, you have the opportunity to transform a dwarf into a shadowmancer, a powerful mage.
BUT, and this is a pretty big BUT, there was (maybe still is?) a bug that made it impossible for shadowmancers, demonbound and earthbound to wake up from sleeping after the fransformation. This can be resolved by adding [NO_SLEEP] to the raws, so it can be easily fixed, but it's still a buggy feature. Oh and the transformation itself tends to fail sometimes, so you may have to try it multiple times.

Transformed dwarfs are VERY strong in 1.9.x, but I haven't tried them in the alpha. In fact, stay away from the alpha version if you run a serious fort, it's not meant for that yet.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Firehawk45 on September 30, 2012, 04:32:47 pm
Wow Ishar, why didnt you tell me before that i schouldnt play seriously with alpha :D I think its fun.

There actually isnt a single transformation in alpha right now. The buildings needed for it are there, but they take nothing to build, have no reactions and the druid circle isnt even named properly ;)
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: JosephWongKS on September 30, 2012, 11:23:29 pm
In the Masterwork Mod, do dwarves continue to get attribute boosts after they hit Legendary +5 in a skill?  Or do I need to switch them to a new job if I want them to continue getting stronger / faster / tougher?

And if their skills get rusty to the point that they lose experience / levels in the skill, do they also suffer a loss in attributes as well?
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Melzer on October 01, 2012, 08:29:39 am
Great mod! BTW I'm having problems with tree seeds. I've got like 25 seeds and I build a special outdoors farming area, but when I "Q" it it says: "no seeds available for this area" or something like that. Any fix? Tried almos everything, from dumping and reclaiming to making ordinary plots, but nothing works.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Bluesbell on October 01, 2012, 10:11:07 am
Hi fellow dwarf overseers!
I have a question which has been bugging me for my newest Masterwork run ( I am trying the mod for the first time).
I appear to have no Magma Forges, or any magma buildings except the Magma Arc Furnace and the research option for Magma Ammo Mint and Magma Weapon Maker or whatever it was called. This bugs me a lot, since I am running out of fuel and yeah... I could use those furnaces and forges.

I have Advanced Metalworking and Metalworking both set to be on, and I can't seem to find any of the magma buildings except those that I stated above in the building list.
Is this a bug? Or do I need to experiment or something? I'd like to know, so please, help me out.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: smakemupagus on October 01, 2012, 10:21:22 am
There are definitely Magma buildings, hmm.  Silly question maybe but have you actually struck magma yet?
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Bluesbell on October 01, 2012, 10:25:07 am
Touché. I haven't.
How dumb of myself.
Thanks for the reply, anyways.
I shall dig down to the lava layer and see if it changes.

Thanks again.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: smakemupagus on October 01, 2012, 10:31:34 am
No worries, you're welcome :)

@JosephWongKS
>>In the Masterwork Mod, do dwarves continue to get attribute boosts after they hit Legendary +5 in a skill?
>> And if their skills get rusty to the point that they lose experience / levels in the skill, do they also suffer a loss in attributes as well?

edit:  looking at the wiki i realize I don't actually know how it is in vanilla after all, so I'll just say that In Masterwork for the whole bunch of PHYS_ATT and MENT_ATTs, it has this, which I think means no attribute rust decay
Spoiler (click to show/hide)

Masterwork (1.9.5) doesn't have any PHYS_ATT_CAP_PERC tags, so I assume default behaviour i.e. "this means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher)."

@Melzer

That's not normal, possible you're in a freezing biome?
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Bluesbell on October 01, 2012, 10:49:20 am
I rushed to the bottom to a magma lake and I can confirm that you were right.

Crisis averted.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: JosephWongKS on October 01, 2012, 10:53:52 am
My current fortress is in a temperate climate, so the surface water freezes over in winter.  I haven't breached the caverns yet.

One of my military dwarfs got injured fighting a snatcher during winter.  I've built a screw pump to squeeze out water for him and unlocked all labours on my medical dwarf except for the medical jobs and the feed patient job.  I've got six buckets of water in the screw pump workshop, but the game keeps saying that "Medical Dwarf cancels Bring water to Patient:  No water source".  Do the buckets have to be brought to a stockpile before the medic will notice the water?  None of my haulers have brought any of the buckets to a stockpile yet, for some reason.

EDIT:  I've forced the buckets of water to be brought out of the workshop by designating them for dumping and then designating a stockpile over the dumping point.  The medic is still ignoring the water.

EDIT2:  Damn it, I'll have to rush for the cavern and the risks it entails.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: JimboM12 on October 01, 2012, 11:57:21 am
Heya everybody. Im running 1.9.5 Masterwork and i cant figure out for the life of me how to set up turrets ive built at the machine factory. Do i have to set the spawn location to where i want the thing? Or do i just build it any old where and pen the deployed turret like the ones i buy from the dwarven caravan? Last time i tried it the turret was stuck in my refuse stockpile. Thanks for listening guys and hope that this problem is fixed in the next version. I cant play vanilla DF anymore after playing this mod lol.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: smakemupagus on October 01, 2012, 12:00:51 pm
@JosephWongKS
Maybe try chanelling a 1x1 or 1x2 ditch and set as a Pond, the dwarves might use the buckets to fill it up and that could then be designated a water source zone?  Just an idea, not sure whether it works.  Good luck.

@JimboM12
Yeah, it will permanently spawn in the approximate vicinity of the spawn point, the reaction can be derailed though if either (a) dwarf doesn't take in the turret building instructional fumes or (b) the mechanical kit gets destroyed by a dog, for example, before it has a chance to deploy.  Turrets in particular are tricky because you want them right in a specific spot, but you might have trouble getting exactly where you want because if you do it in a wide open space the kit goes flying. ... I tend to try landmines instead because maybe it's ok if they're not exactly in the right place.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: JimboM12 on October 01, 2012, 12:09:28 pm
@JosephWongKS
Maybe try chanelling a 1x1 or 1x2 ditch and set as a Pond, the dwarves might use the buckets to fill it up and that could then be designated a water source zone?  Just an idea, not sure whether it works.  Good luck.

@JimboM12
Yeah, it will permanently spawn in the approximate vicinity of the spawn point, the reaction can be derailed though if either (a) dwarf doesn't take in the turret building instructional fumes or (b) the mechanical kit gets destroyed by a dog, for example, before it has a chance to deploy.  Turrets in particular are tricky because you want them right in a specific spot, but you might have trouble getting exactly where you want because if you do it in a wide open space the kit goes flying. ... I tend to try landmines instead because maybe it's ok if they're not exactly in the right place.

So i should build temp walls around the spawn point? sounds ok, but i noticed that it spawns as a "friendly" like a trade cararvan instead of a pet like the bought ones. Is this normal? It makes it impossible to move it afterwards.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Bluesbell on October 01, 2012, 12:14:54 pm
Hi, I've got another question ( because I am dumb ). So, I take that the mod adds Coarse Iron into the game, that's completely fine.
But from what I've heard, the player is supposed to process it into iron at a finishing forge ( at least that was the deal in earlier builds ). But apparently, the finishing forge is not in the mod anymore.
So what's the deal for making iron now?

EDIT:
Sorry for posting unnecessarily, I found the answer in the rather long changelog. It's at the crucible if anyone else has this question.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: arclance on October 01, 2012, 12:15:10 pm
According to Meph Dwarves don't recognize the water filled buckets made by reactions as being filled with water.
The problem with the water is this: I can make a bucket filled with water a buildmat, no problem.
But the dwarves will check the buckets, dont see one with water, and say: No bucket with water aviable.
They will not take a bucket and fill it with water... DF is stupid like this sometimes.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: JimboM12 on October 01, 2012, 12:17:01 pm
Hi, I've got another question ( because I am dumb ). So, I take that the mod adds Coarse Iron into the game, that's completely fine.
But from what I've heard, the player is supposed to process it into iron at a finishing forge ( at least that was the deal in earlier builds ). But apparently, the finishing forge is not in the mod anymore.
So what's the deal for making iron now?

Its now called the crucible, it works just like a smelter, and it also removes rust alongside upgrading coarse iron into regular iron.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: JosephWongKS on October 01, 2012, 12:35:21 pm
A drow diplomat just showed up in winter, but without the drow caravan (which had come last year together with the diplomat).  Is this supposed to happen?

EDIT:  Never mind, the caravan just showed up as well.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Bluesbell on October 01, 2012, 12:43:20 pm
Thanks JimboM12!

If you could answer yet another question regarding crucibles, how do I need to position a magma crucible? I can't put it above magma similar to a furnace, and it says something about magma being below it, but despite me chanelling some magma below the crucible, it doesn't work.

Please, tell me the trick. Thanks.

Also, does soap making work for you guys? I have got some lye, and when I click create soap, it shows the page of it's reagents which are Lye, Lye containing material etc.
Even though I got lye, it doesn't work for me. What am I doing wrong?
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: JimboM12 on October 01, 2012, 12:59:10 pm
Thanks JimboM12!

If you could answer yet another question regarding crucibles, how do I need to position a magma crucible? I can't put it above magma similar to a furnace, and it says something about magma being below it, but despite me chanelling some magma below the crucible, it doesn't work.

Please, tell me the trick. Thanks.

Also, does soap making work for you guys? I have got some lye, and when I click create soap, it shows the page of it's reagents which are Lye, Lye containing material etc.
Even though I got lye, it doesn't work for me. What am I doing wrong?

Ha funnily enough i never managed to use a magma crucible. Every embark i used a regular crucible instead because i play masterwork much, much slower than vanilla (my farms explode with crops and the ability to slaughter sentient beings causes my butchers to overflow and lavish meals begin flowing EVERYWHERE. my fortress value explodes into the 1 million mark after my second siege!) My guess is it would be some where around the top of the crucible as its the same as a magma smelter; the channeled tile must not be where the dwarf stands to use it, usually the center. Dorfs seem to use the regular version from the left side, so experiment. Also make sure you set aside some tallow from your kitchen for use in soap. that does it for me usually.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Bluesbell on October 01, 2012, 01:22:06 pm
Ah, thanks for the tips!
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: ElenaRoan on October 01, 2012, 01:31:04 pm
I put a channel for magma under the two impassable squares on the crucible; middle top and middle bottom, it worked fine.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Ishar on October 01, 2012, 04:07:40 pm
My current fortress is in a temperate climate, so the surface water freezes over in winter.  I haven't breached the caverns yet.

One of my military dwarfs got injured fighting a snatcher during winter.  I've built a screw pump to squeeze out water for him and unlocked all labours on my medical dwarf except for the medical jobs and the feed patient job.  I've got six buckets of water in the screw pump workshop, but the game keeps saying that "Medical Dwarf cancels Bring water to Patient:  No water source".  Do the buckets have to be brought to a stockpile before the medic will notice the water?  None of my haulers have brought any of the buckets to a stockpile yet, for some reason.

EDIT:  I've forced the buckets of water to be brought out of the workshop by designating them for dumping and then designating a stockpile over the dumping point.  The medic is still ignoring the water.

EDIT2:  Damn it, I'll have to rush for the cavern and the risks it entails.

I know it's not nice to suggest something like this, but...

step 1 - dig a reservoir of your preferred size and shape
step 2 - press k, select the first tile
step 3 - in dfhack, type liquids, you get some text, read it if you like
step 4 - press enter, sending an empty line
step 5 - now you have 7 deep water on the selected tile. move the cursor to the next tile
step 6 - go back to step 2, repeat until finished
step 7 - profit

Yes, this is cheating. But it may be better than losing your injured dwarfs/your whole fort in a dull cavern-related accident.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Panopticon on October 01, 2012, 04:16:20 pm
Bah, losing your injured dwarfs is the games way of encouraging you to open the caverns, or play with Tears of Armok.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: zenerbufen on October 01, 2012, 08:09:19 pm
Yes, this is cheating. But it may be better than losing your injured dwarfs/your whole fort in a dull cavern-related accident.
It's tweaking the game to get around a game bug (dwarfs wont take water out of the buckets) if he lets that dwarf die then the game is cheating. :)
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: JosephWongKS on October 01, 2012, 08:42:00 pm
Update on my poor injured dwarf:

I managed to dig down to the caverns without incident and located a river near the point where I breached the caverns.  The medic successfully made three trips down to the cavern river - One to bring water to the patient, one to get water for cleaning the patient, and one to get water to apply a cast to the patient.  The swordsdwarf is now back on his own two feet and out of the hospital.

Immediately after the patient recovered, I ordered the breach to the cavern to be walled off.  Shortly after that, I received an announcement of a forgotten beast in the cavern.  That was a very close shave indeed.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Labraid on October 01, 2012, 11:31:47 pm
Update on my poor injured dwarf:

I managed to dig down to the caverns without incident and located a river near the point where I breached the caverns.  The medic successfully made three trips down to the cavern river - One to bring water to the patient, one to get water for cleaning the patient, and one to get water to apply a cast to the patient.  The swordsdwarf is now back on his own two feet and out of the hospital.

Immediately after the patient recovered, I ordered the breach to the cavern to be walled off.  Shortly after that, I received an announcement of a forgotten beast in the cavern.  That was a very close shave indeed.

awww.... you just missed hell lot of !FUN. What can be more motivating for your dwarves to work harder then poison-breathing  big blob of vomit strolling around your fortress?
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: ElenaRoan on October 01, 2012, 11:43:45 pm
My current fortress is in a temperate climate, so the surface water freezes over in winter.  I haven't breached the caverns yet.

One of my military dwarfs got injured fighting a snatcher during winter.  I've built a screw pump to squeeze out water for him and unlocked all labours on my medical dwarf except for the medical jobs and the feed patient job.  I've got six buckets of water in the screw pump workshop, but the game keeps saying that "Medical Dwarf cancels Bring water to Patient:  No water source".  Do the buckets have to be brought to a stockpile before the medic will notice the water?  None of my haulers have brought any of the buckets to a stockpile yet, for some reason.

EDIT:  I've forced the buckets of water to be brought out of the workshop by designating them for dumping and then designating a stockpile over the dumping point.  The medic is still ignoring the water.

EDIT2:  Damn it, I'll have to rush for the cavern and the risks it entails.

I know it's not nice to suggest something like this, but...

step 1 - dig a reservoir of your preferred size and shape
step 2 - press k, select the first tile
step 3 - in dfhack, type liquids, you get some text, read it if you like
step 4 - press enter, sending an empty line
step 5 - now you have 7 deep water on the selected tile. move the cursor to the next tile
step 6 - go back to step 2, repeat until finished
step 7 - profit

Yes, this is cheating. But it may be better than losing your injured dwarfs/your whole fort in a dull cavern-related accident.

Actually that will give you magma, you need to change some of the settings to have it paint water or a water source.  Type ? to get the details.


On an different topic; does Masterwork change anything with vampires?  I just got a vampire, DFHack lists her as a minor vampire, locked her up only to have her become hungry and sleep.  Double checked to make sure I hadn't locked up the wrong dwarf but DFHack is adamant she's a vamp, I'm reluctant to let her out (I hate vampires snacking on my dwarves)
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: JosephWongKS on October 02, 2012, 06:53:37 am
What labours do you need to enable on your dwarf to get him to pen an essay in the scriptorium?  I already have the necessary ink and vellum.


EDIT:  My armor savant dwarf just got a fey mood and took over a metalsmith's forge.  He duly collected a patternwelded mithril bar, a log, a magnetite rock, two rough gems and a cut gem.  He then stopped collecting items but didn't begin construction of the artifact. 

I checked his requests and it says he also wants "yarn cloth". 

I have plenty of both wool thread and wool cloth, none of which are forbidden, and the dwarf is not subject to any burrow restrictions.  What the hell does this moody idiot want from me?


EDIT2:  I tried weaving fresh wool cloth to see if that would satisfy the selfish jerk, and lo and behold my weaver tells me that he cancelled the job because he needs 1 "unused collected yarn thread", even though I have more of 10 wool threads lying around the place.  Or are "yarn threads" and "yarn cloth" different from "wool threads" and "wool cloth" in this mod?
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Firehawk45 on October 02, 2012, 09:11:46 am
Yarn is the hair, wool the cloth that grows on sheep. You can butcher horses or other furred animals to obtain it, then use the "Spin" order in the farmers workshop to get it.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: JosephWongKS on October 02, 2012, 10:09:44 am
You can butcher horses or other furred animals to obtain it, then use the "Spin" order in the farmers workshop to get it.

I tried this, but it just gets me "horse hair" and then "hair thread", which doesn't seem to meet the dwarf's requirements.

EDIT:  Double-checked the DF Wiki, and it says I need to shear a sheep to get "wool", which can then be spun into "yarn" at a farmer's workshop.  This suggests that the wool thread and wool cloth I've been buying are not "yarn".  I have one remaining lamb in my pasture (having already butchered its parents in a mass slaughtering campaign to increase FPS), and I'm in late spring which means the elf merchant will be coming by soon.  Fingers crossed, either the lamb will grow to maturity before the dwarf hits the time limit for his mood, or the elves will bring along some adult sheep for shearing.

EDIT2:  YES the lamb just became an ewe!  Now I can get the lamb sheared for its wool and spin the wool into yarn to give to the dwarf so he can make his artifact armor and avoid dying on me.  This game truly is the most amazing thing.

EDIT3:  Shearing the ewe gave me "ewe hair", not wool.  Hmm.

EDIT4:  Aaaand spinning the ewe hair produced more hair thread, not yarn.  Is there any way, any way at all, to produce "yarn" in this game?  I don't want my dwarf to die right when he is about to produce an artifact armor.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Godlysockpuppet on October 02, 2012, 11:12:51 am
Looking through the raws of the dwarves and noticed a very slight typo. Thought I may as well point it out. It says "sciendwarves" instead of "sciencedwarves" ;)
Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: smakemupagus on October 02, 2012, 01:11:24 pm
There was a problem with Yarn a long time ago, but I thought it was fixed.  Maybe you have rediscovered a similar bug, although hopefully someone else can run a quick test to confirm or deny.  In the mean time I can explain what my hack work around was back then.

edit.  I'm going to spoiler all this because, looking back, it was supposed to be fixed back in patch 1.4.1, so I'm probably just confusing the issue by reposting old business.  Anyway, next time I have a game open with some sheep I'll try to see if I can reproduce your problem.
Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: JosephWongKS on October 02, 2012, 06:18:23 pm
There was a problem with Yarn a long time ago, but I thought it was fixed.  Maybe you have rediscovered a similar bug, although hopefully someone else can run a quick test to confirm or deny.  In the mean time I can explain what my hack work around was back then.

edit.  I'm going to spoiler all this because, looking back, it was supposed to be fixed back in patch 1.4.1, so I'm probably just confusing the issue by reposting old business.  Anyway, next time I have a game open with some sheep I'll try to see if I can reproduce your problem.
Spoiler (click to show/hide)


I checked the material_template_default.txt files for both MDF 1.9.5 and MDF2.

The MDF 1.9.5 file has these appearing after [MATERIAL_TEMPLATE:HAIR_TEMPLATE]:

[MATERIAL_REACTION_PRODUCT:THREAD_MAT:LOCAL_CREATURE_MAT:THREAD]
[YARN]
   [IMPLIES_ANIMAL_KILL]
   [ITEMS_HARD]
[ITEMS_SOFT]
   [REACTION_CLASS:CREMATION]
   [MATERIAL_REACTION_PRODUCT:CREMATION_MAT:CREATURE_MAT:ANIMAL:FAT]


The MDF 2 file does not.  Would this make a difference?
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: smakemupagus on October 02, 2012, 07:27:57 pm
Getting a little out of my depth, I'll let Meph analyze it when he's back, but yeah that looks like it might matter.  Which version did you have the problem?
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: JosephWongKS on October 02, 2012, 07:32:32 pm
Getting a little out of my depth, I'll let Meph analyze it when he's back, but yeah that looks like it might matter.  Which version did you have the problem?

MDF 2.  To clarify, I'm not complaining about the bug, I'm just asking for help to resolve the situation.  The vanilla game itself is in an alpha state (and is likely to remain there for years to come), so it's no wonder that an alpha mod of an alpha game would have bugs aplenty.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Scruffy on October 02, 2012, 08:47:44 pm
I have been having problems with automations surviving the world gen for a long time. (Always getting wiped out by the warlocks/drow/etc during the first 50 years. They are almost as bad as kobolds.)
Any way to help them survive longer? (I am not very experienced with how entity tokens affect the results of world gen wars.)

Btw, I am amused by the frost giant's use of finnish. (Even though most of their dark fortress names seem to be "rather" rude) :)
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: uberlalzar on October 02, 2012, 08:55:15 pm
My current fortress is in a temperate climate, so the surface water freezes over in winter.  I haven't breached the caverns yet.

One of my military dwarfs got injured fighting a snatcher during winter.  I've built a screw pump to squeeze out water for him and unlocked all labours on my medical dwarf except for the medical jobs and the feed patient job.  I've got six buckets of water in the screw pump workshop, but the game keeps saying that "Medical Dwarf cancels Bring water to Patient:  No water source".  Do the buckets have to be brought to a stockpile before the medic will notice the water?  None of my haulers have brought any of the buckets to a stockpile yet, for some reason.



EDIT:  I've forced the buckets of water to be brought out of the workshop by designating them for dumping and then designating a stockpile over the dumping point.  The medic is still ignoring the water.

EDIT2:  Damn it, I'll have to rush for the cavern and the risks it entails.

I know it's not nice to suggest something like this, but...

step 1 - dig a reservoir of your preferred size and shape
step 2 - press k, select the first tile
step 3 - in dfhack, type liquids, you get some text, read it if you like
step 4 - press enter, sending an empty line
step 5 - now you have 7 deep water on the selected tile. move the cursor to the next tile
step 6 - go back to step 2, repeat until finished
step 7 - profit

Yes, this is cheating. But it may be better than losing your injured dwarfs/your whole fort in a dull cavern-related accident.

Well i'd just use Tears of Armok as a water source but whatever...
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Melzer on October 02, 2012, 11:43:41 pm
@Melzer

That's not normal, possible you're in a freezing biome?
OH MAY GAD, yes. But I REALLY want those trees, for charcoal, you understand. Can I change it in the raws? (I've got quite a bit of fungi, but i like to make crafts out of them, 'cause there pricier).
BTW Is there a way to download a version for Mstrwrk for 31.25? I miss Runesmith :( ?
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: JosephWongKS on October 03, 2012, 05:41:28 am
You can butcher horses or other furred animals to obtain it, then use the "Spin" order in the farmers workshop to get it.

I tried this, but it just gets me "horse hair" and then "hair thread", which doesn't seem to meet the dwarf's requirements.

EDIT:  Double-checked the DF Wiki, and it says I need to shear a sheep to get "wool", which can then be spun into "yarn" at a farmer's workshop.  This suggests that the wool thread and wool cloth I've been buying are not "yarn".  I have one remaining lamb in my pasture (having already butchered its parents in a mass slaughtering campaign to increase FPS), and I'm in late spring which means the elf merchant will be coming by soon.  Fingers crossed, either the lamb will grow to maturity before the dwarf hits the time limit for his mood, or the elves will bring along some adult sheep for shearing.

EDIT2:  YES the lamb just became an ewe!  Now I can get the lamb sheared for its wool and spin the wool into yarn to give to the dwarf so he can make his artifact armor and avoid dying on me.  This game truly is the most amazing thing.

EDIT3:  Shearing the ewe gave me "ewe hair", not wool.  Hmm.

EDIT4:  Aaaand spinning the ewe hair produced more hair thread, not yarn.  Is there any way, any way at all, to produce "yarn" in this game?  I don't want my dwarf to die right when he is about to produce an artifact armor.


Desperate times call for desperate measures.  Using the "job" function in DFHack reveals the following materials required for the mood:

(http://i.imgur.com/4puFW.png) (http://imgur.com/4puFW)

Is there any way to change the material for Item 7 into silk or plant fibre?  The "job item-material" function doesn't work because it's a "flag" rather than of "material", apparently.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: fasquardon on October 03, 2012, 05:44:29 am
I was curious if anyone had any advice for how to accumulate seeds in 1.9.5?  In my current fort, I'm having to import seeds in order to keep my fields half-way planted (the fields in question are two 9*7 fields, no fertilizer used, with the fields being worked by low-skilled farmers - none has above grower 6),  all the pig tails, plump helmets and cave wheats are going to the stills to become alcohol, and I've forbidden the seeds from being cooked.

And I am sure someone has already thought of this before, but I thought I'd ask in case they hadn't: The discussion on the reactions that fill buckets earlier made me wonder if with the new cart-emptying code that is being used to generate magma, well, it can be used to generate depths of water as well - are the bucket-filling reactions being changed to reactions that create depths of water?  If not, it might be a good idea, given how the buckets of water the reactions make are buggy.

Also, I wanted to say that I am really becoming a convert to the religious buildings (pun intended) the Alter of Armok is a brilliant de-cluttering mechanism.

fasquardon
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Torgan on October 03, 2012, 06:44:41 am
I was curious if anyone had any advice for how to accumulate seeds in 1.9.5?  In my current fort, I'm having to import seeds in order to keep my fields half-way planted (the fields in question are two 9*7 fields, no fertilizer used, with the fields being worked by low-skilled farmers - none has above grower 6),  all the pig tails, plump helmets and cave wheats are going to the stills to become alcohol, and I've forbidden the seeds from being cooked.
Not sure what your problem would be other than the fact you are using massive fields, I usually just have a 4x4 or 5x5 plot for each food plant and that keeps me happy. I usually have a seeds only stockpile right next to the fields to cut down on travel time while planting. Maybe use fewer higher skilled farmers and set only farmers harvest so you get bigger stacks of plants, and check your stock screen to make sure you don't have piles of unprocessed plants in your stockpiles? If so just brew, mill or process them to get the seeds out. And make sure none of the plants are being used to make meals at the kitchen, seeds are always automatically off for cooking anyway.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: JosephWongKS on October 03, 2012, 06:48:08 am
Posted this question earlier but I guess it got lost in my second question on my armor savant's mood.

"What labours do you need to enable on your dwarf to get him to pen an essay in the scriptorium?  I already have the necessary ink and vellum."
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Ishar on October 03, 2012, 07:05:36 am
I think that would be strand extraction.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: fasquardon on October 03, 2012, 10:07:58 am
Not sure what your problem would be other than the fact you are using massive fields, I usually just have a 4x4 or 5x5 plot for each food plant and that keeps me happy. I usually have a seeds only stockpile right next to the fields to cut down on travel time while planting. Maybe use fewer higher skilled farmers and set only farmers harvest so you get bigger stacks of plants, and check your stock screen to make sure you don't have piles of unprocessed plants in your stockpiles? If so just brew, mill or process them to get the seeds out. And make sure none of the plants are being used to make meals at the kitchen, seeds are always automatically off for cooking anyway.

Thankye for the reply.

I did wonder if the large field size was making the process inefficient (in more than just a pathing-inefficient way).

My seeds are also right next to the fields.  I don't see any piles of unprocessed plants just now.  Will keep an eye on this over the course of a few seasons though.  And all plants are also disabled for cooking. 

Speaking of plant processing, has anyone else had trouble processing quarry bushes?  I haven't been able to process them in any of my forts.  Has Masterwork changed how you need to handle them?

fasquardon
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: smakemupagus on October 03, 2012, 11:36:15 am
And I am sure someone has already thought of this before, but I thought I'd ask in case they hadn't: The discussion on the reactions that fill buckets earlier made me wonder if with the new cart-emptying code that is being used to generate magma, well, it can be used to generate depths of water as well - are the bucket-filling reactions being changed to reactions that create depths of water?  If not, it might be a good idea, given how the buckets of water the reactions make are buggy.

Yes, Orc Fortress has this feature (link in my sig), feel free to grab it from
reaction_orcfort_fluid
building_orcfort_fluid
item_orcfort

if you want to use it for Dwarves you'll just have to modify the Building so that it doesn't require a blueprint.
I think Meph plans to implement a version of it in MDF2.

@quarry bushes, I've been using them OK.  You are processing to bag, right? 
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Scruffy on October 03, 2012, 04:24:57 pm
How is the DF2 alpha coming up? Any closer to a release candidate?
I'm eager to try it out but will get it only after it gets a gui without python or a textfile that can be used to alter the settings (yes, i am a lazy bastard)
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: JosephWongKS on October 04, 2012, 05:45:43 am
Which items are "ink-containing items"?
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Ishar on October 04, 2012, 05:53:50 am
You can't go wrong with stone jugs.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: JosephWongKS on October 04, 2012, 07:13:37 am
You can't go wrong with stone jugs.

Thanks!

EDIT:  Oh, and I also need a "tool" to write an essay.  What would that be?
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Ishar on October 04, 2012, 07:52:46 am
Beats me, the new library system is not exactly polished. I succeeded with the following:

-tan some leather (maybe not even needed anymore?)
-press paper from some logs at the screw press
-bind a book
-make ink from ash/blood/unicorn piss (needs jug)
-write essay

I don't know the quantities used, somebody might have more exact science than mine.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Torgan on October 04, 2012, 12:32:27 pm
I think that would be strand extraction.
According to the building guide picture teaching is needed to use all the scriptorium jobs. (Assuming we're not talking about the alpha again!)
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: sayke on October 04, 2012, 09:54:41 pm
meph - am building an awesome 1.9.5 fortress, and just fended off a pretty serious wave of automaton and frost giant attacks! am digging down to magma now, and building pump stack components like mad. i'm trying to avoid doing anything too gamey, but a few things have come to mind as i've been gleefully plowing through this:

- hunting doesn't seem to work very well with the wide range of projectile weapons on offer. as long as i stick to crossbows and bolts, everything's fine, but i gave up trying to get my hunters to use rifles. has anyone else gotten it working?

- i note that wicker does not seem to be generic! no biggie, but it does seem a bit out of character considering the wonderful generic-ness of the other materials. i love wicker - it means i need a hell of a lot less wood because i can rely on wicker bins, which are better anyway.

- given the several admittedly minor bugs and their fixes mentioned in the thread here since the release of 1.9.5, would it be too much trouble to compile them into a quick 1.9.6 release? i've done that for myself, with my own minor modifications included, but i would be happy to try to compile a baseline release incorporating them as best i can. i'd have some questions, of course, but most of the fixes have already come up on this thread, so it doesn't seem incredibly difficult...!

- there are a bunch of binary fixes mentioned on the bugtracker (http://www.bay12games.com/dwarves/mantisbt/tag_view_page.php?tag_id=872), most of them noted by quietust, and i've gone through and added them to my executable. i haven't started a new game since i did so, but i definitely haven't seen any instability from having implemented those fixes! this also seems like the sort of thing that could make it into a 1.9.6, no?

- also, i've gone through and fixed a bunch of the sprites. many of them still had black or pink backgrounds, and while i'm not completely sure what all sprites are in use, i was pretty systematic about trying to go through and clean them up. i just added a plain dark brown background, but if you thought it was a constructive thing to do, i'd figure out how to do apply the phoebus mask pattern to them all. he clearly put some thought into it - it shows. or rather, it doesn't show - it blends right into the background...! =)

- finally, are you planning on waiting for the next mainline DF release to really get crankin' on MWDF2? i ask because i haven't seen the usual fantastic buzz of activity around here, but that might be the result of the fact that you still don't have DSL yet or something =D regardless, i hope all's well on your end - this remains the best mod for DF out there, and i wouldn't mind trying to help make it better. incidentally, i know my way around python, and the raws don't scare me in the slightest. let me know if there's something i can do.

absolutely all the best man -
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: zenerbufen on October 05, 2012, 12:28:16 am
@sayke

if you didn't notice it. this thread (http://www.bay12forums.com/smf/index.php?topic=116681.75;topicseen) is where most of the mdf2 buzz is at, in addition to PM's. Meph hasn't been seen much, but his internet should be fixed soon. Yes MDF2 is actively being worked on.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: PierceElliot on October 05, 2012, 12:37:44 am
I have a question about this Mod. Actually, many questions. However, I was wondering if there was a more detailed guide to the mod than the one given. Not to say that the guides weren't detailed on the topics they covered, but there were many topics left unmentioned. Such as the War Library, how exactly does one *use* it. What is a blood Golem? Should my 30 dwarves with little to no armor and wooden shields have been able to take down a Hill Titan whom has venomous bites with 1 casualty and 4 wounded dwarves? Or was this merely a glitch? Turrets - Who, what, how, why? Psychiatrist? Does this mean that if my dwarves have a problem with something they can get happy pills? If a dwarf is throwing a tantrum, do the guards now pin him down and force him to take Ritalin/Rita-out?

I feel very lost while playing this mod. I'm surviving, and at times - thriving. But I don't even understand how/why sometimes. Any feedback would be great. 
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: smakemupagus on October 05, 2012, 12:52:27 am
The new version will have a full manual.

>   Should my 30 dwarves with little to no armor and wooden shields have been able to take down a
>   Hill Titan whom has venomous bites with 1 casualty and 4 wounded dwarves?

Sounds like a pretty even match up to me.  Run it in the arena 10 times and report the results?  Masterwork mod has a pretty small effect on this scenario, for example if some of your dwarves were from castes which improve their strength or agility.

>  Turrets - Who, what, how, why?
Who: Dwarves
What: Turrets
How: Buy them from the caravan and station them as if they were animals in pastures behind fortifications.  Fire, web and other turrets do area damage and are awesome, but you might want to start with Bullet and Slade turrets, these fire rock like projectiles with no friendly-fire danger.  The turrets that you can craft are more complicated and can be a little bit frustrating to deploy, so my advice is for new players to stick to the purchased ones.
Why:   To shoot stuff at your enemies.  Gives you some more options, because vanilla siege engines are even more complicated to deploy effectively.

> Psychiatrist?

Is just another noble with the responibility to Pacify & Console unhappy dwarves, that kind of thing.

> Does this mean that if my dwarves have a problem with something they can get happy pills?
> If a dwarf is throwing a tantrum, do the guards now pin him down and force him to take Ritalin/Rita-out?

No, he just meets unhappy dwarves in his office.  (edit.  ... well, actually there may be music and drinks that can soothe angry dwarves, come to think of it, but it has nothing to do with the psychiatrist)
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: ElenaRoan on October 05, 2012, 08:46:26 am
The new version will have a full manual.


I'm looking forward to that then *chuckle* trying to find the information sometimes is...interesting.  Sometimes I could swear I've seen something then can't find it to check exactly what it was.  Enjoying the mod immensly though, don't think I could go back to vanilla now.  Developed an intense hatred for Trapavoid though *chuckle*

Two things that are bugging me at the moment; where do I find the Fish Farm?  And what can the untranslated runes be used for?
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: sayke on October 05, 2012, 11:02:41 am
the fish farm is unbuildable due to it being called FISH_POND instead of FISH_FARM somewhere in the raws. doh! i fixed it in my personal install but am not sure where it was exactly!

and i don't know what the untranslated rune is for... can't look it up right now, sorry =D
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: ElenaRoan on October 05, 2012, 12:31:10 pm
entity_default.txt (search and notepad++ are wonderful things) still feel like I'm trying to read backwards or something when trying to make sense of the raws but at least I knew what I was looking for this time, thanks :)

I know you can attempt to (re)create an untranslated rune with a fairly high chance of something bad happening, which suggests it's needed to be used somewhere.  Everything I look at thinking it would be a logical place comes up empty (obviously I'm not good at dwarven logic *chuckle* )
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: smakemupagus on October 05, 2012, 04:34:35 pm
It's used at the Hall of the Mountain King to create stonebound warriors, I think.

Since you mention how to find things by searching raws;
Spoiler (click to show/hide)
I don't mind helping look things up, just showing how easy it can be, if that's not helpful please disregard :)
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: lwCoyote on October 05, 2012, 04:43:31 pm
If I wanted to borrow just one or two portions of this mod for my semi-vanilla game (specifically: generic leather and reduced number of clothing types) how difficult would it be fore me to implement this, oh mighty modders?
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: smakemupagus on October 05, 2012, 04:58:05 pm
Reduced number of redundant clothing is just a mater of deleting the corresponding tokens from each entity definition such as [WEAPON], HELM, ARMOR, etc. tokens.  Note that Masterwork invaders have their custom ARMOR pieces be unusually large so they cover a majority of the body like a giant onesy, to compensate for the total lack of gloves and stuff; setting that up is a bit more complicated.

Generic leather would be much harder, although if you study MW raws you can learn it, it requires some pretty complex and wholesale changes.  Custom generic materials, custom body detail plans, changes to every animal.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: lwCoyote on October 05, 2012, 06:42:00 pm
Reduced number of redundant clothing is just a mater of deleting the corresponding tokens from each entity definition such as [WEAPON], HELM, ARMOR, etc. tokens.  Note that Masterwork invaders have their custom ARMOR pieces be unusually large so they cover a majority of the body like a giant onesy, to compensate for the total lack of gloves and stuff; setting that up is a bit more complicated.

Generic leather would be much harder, although if you study MW raws you can learn it, it requires some pretty complex and wholesale changes.  Custom generic materials, custom body detail plans, changes to every animal.

Hrm. I think I'll avoid the generic materials then.. in the case of the redundant clothing I suppose I could j ust remove the ones I want to get rid of, which should hopefully prevent invaders from showing up semi-naked; mittens, socks, that sort of thing. Thanks for the help ^_^
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Gerik on October 07, 2012, 05:06:02 pm
Hi. I'm a big fan off the mod, but i have a problem: i use the ASCII tilests, but whenever i smooth a wall/ construct a wall, and there's no other wall to connect it too, it shows a black spot instead of the wall. i would insert a picture, but i don't know how. Does anyone know how to fix this?
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Putnam on October 07, 2012, 06:21:59 pm
I think that you mean that smoothed pillars appear as blank spaces instead of a material-colored O? That's probably a tileset issue that isn't handled by the launcher. I haven't downloaded Masterwork or used tilesets in a long time, but I'll hazard a guess and say that tile 255 is the one that pillars use in some tilesets--a tile that is blank in the vanilla ASCII.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Gerik on October 07, 2012, 07:29:59 pm
Ok, thanks for the info (and i don't mean to sound ungrateful), but do you know a way to fix the issue?
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Putnam on October 07, 2012, 08:41:03 pm
In the d_init.txt file under the init folder under the data folder, make sure that [PILLAR_TILE:(whatever)] is [PILLAR_TILE:'O'].
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: McClaude on October 07, 2012, 09:59:42 pm
Ok.. i have been looking for help. This is the issue.

I know that "seasonal drinks" are broken, and i dont use the brewery. That lead me to feed my little dwarves alcohol needs whit the STILL.

Then why is it flooded in alcohol?
Why it is not beeing packed in the barrels or pots?
Is the still broken too?

(http://imageshack.us/a/img694/7782/screennie.jpg)

Pls someone share a bit or two of the experience or news, yes i have been searching... Cauze one of the features that i love is the selective drinks and boozes :'(.

(sorry about the grammar and stuff, english is not my native language, grammar nazis INCOMING :P)
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: smakemupagus on October 07, 2012, 10:58:36 pm
All the custom drink reactions are broken in the same way as the "seasoned" drink reactions.  (For what it's worth, It's more or less a vanilla bug, but Toady uses some workaround in vanilla that's not available to modders).  I'm sure Meph will fix in future version, for now just use the plain vanilla Brew Drink reaction.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: McClaude on October 07, 2012, 11:26:45 pm
thanks fot the quick reply dude. I was about punish (hard) the incompetenten dwarf McIbrewplantsasndropthebooze...
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: ElenaRoan on October 08, 2012, 02:39:50 am
It's used at the Hall of the Mountain King to create stonebound warriors, I think.

Since you mention how to find things by searching raws;
Spoiler (click to show/hide)
I don't mind helping look things up, just showing how easy it can be, if that's not helpful please disregard :)

Thanks :) Sometimes I'm not sure what I'm looking at, I did actually try searching for it but couldn't figure out what it was saying.  Mental note: reagents = use

In the d_init.txt file under the init folder under the data folder, make sure that [PILLAR_TILE:(whatever)] is [PILLAR_TILE:'O'].

So that's where those things are, I was going nuts trying to find them.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: JosephWongKS on October 08, 2012, 07:19:39 am
Does higher levels in Strand Extractor skill increase the chances of success and/or reduce the time required to complete a prayer at a Shrine / Altar / Temple of Armok?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - POLLS EVERYWHERE
Post by: black47 on October 08, 2012, 11:33:05 am
@chromasphere: Yes, I do. I begin to think that this last update was a bad idea though.. I fixed the stockpiling of the boneblocks, but of course they are counted as an inorganic mat now, not a bony-mat anymore. This means that the build-mats for the church are broken.

My god, I cant believe how stupid this game is sometimes... here the fix: Go to data/sava/raw/objects, find Building_magic.txt, find the church of the dark depths, find this ANY_BONE_MATERIAL next to the blocks, and delete it.

Hi Meph, I started playing your mod a few weeks ago (I started Dwarf Fortress itself not much more before that).

I was having the same problem as chromasphere yesterday, and I also started messing around with the raws. I was able to locate the same raw you are mentioning, and trying to tinker it to make it work somehow. (I'm still learning to work with raws)
However, nothing I did, neither deleting the ANY_BONE_MATERIAL you mention seems to work. Do I have to strictly generate a new world for this to apply?

One more question, kind of related...
What about changing certain invasor settings? Do I have to generate a new world with them ON to appear? Or can I turn them on and will affect my saves?

Whichever the answers, stills thanks for a really awesome mod  :P
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: zach123b on October 08, 2012, 11:43:34 am
Does higher levels in Strand Extractor skill increase the chances of success and/or reduce the time required to complete a prayer at a Shrine / Altar / Temple of Armok?
the chance of getting something from praying is hard coded in the raws (easy to edit even mid-game) but higher skill does affect the speed as it reduces the time required

i had my pillars looking like dead trees... i went to an old mw file and pulled the tile from it for [PILLAR_TILE:199] which has a more middle age look to it, using phoebus*

i gave up on the still reactions a long time ago myself, i use stockpile links to the still.  1 for the type of plant and 1 for empty barrels or 1 custom pile for both; linked from the stockpile to the still

@chromasphere: Yes, I do. I begin to think that this last update was a bad idea though.. I fixed the stockpiling of the boneblocks, but of course they are counted as an inorganic mat now, not a bony-mat anymore. This means that the build-mats for the church are broken.

My god, I cant believe how stupid this game is sometimes... here the fix: Go to data/sava/raw/objects, find Building_magic.txt, find the church of the dark depths, find this ANY_BONE_MATERIAL next to the blocks, and delete it.

Hi Meph, I started playing your mod a few weeks ago (I started Dwarf Fortress itself not much more before that).

I was having the same problem as chromasphere yesterday, and I also started messing around with the raws. I was able to locate the same raw you are mentioning, and trying to tinker it to make it work somehow. (I'm still learning to work with raws)
However, nothing I did, neither deleting the ANY_BONE_MATERIAL you mention seems to work. Do I have to strictly generate a new world for this to apply?

One more question, kind of related...
What about changing certain invasor settings? Do I have to generate a new world with them ON to appear? Or can I turn them on and will affect my saves?

Whichever the answers, stills thanks for a really awesome mod  :P

haven't used magic yet... but i believe if you turned off invaders in general then i believe it'll affect your saves if turned back on but if it's the races such as turning on goblins after you made the world without them then they won't repopulate : /
but all the opposing races could have been dealt with already, or close to dead, then they still won't bother you
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Gavakis on October 08, 2012, 02:33:10 pm
Meph, thank you for reinbursing my love for dwarf fortress.
This is why I love this community, striving to see what we can do to improve DF and its future.
Thank you.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Riun on October 08, 2012, 03:19:51 pm
Quick info on invaders: All the changes only apply after generating a new world (afaik). You can check the populations on generation screen, but after that point, only way to change invading races is to make them extinct.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: black47 on October 08, 2012, 07:20:17 pm
Quick info on invaders: All the changes only apply after generating a new world (afaik). You can check the populations on generation screen, but after that point, only way to change invading races is to make them extinct.

haven't used magic yet... but i believe if you turned off invaders in general then i believe it'll affect your saves if turned back on but if it's the races such as turning on goblins after you made the world without them then they won't repopulate : /
but all the opposing races could have been dealt with already, or close to dead, then they still won't bother you

Thanks for the replies guys  :)
Based on this I started a new fort, with all the types of invaders turned to ON. Last time I died twice to Stranglers  :-[
One more question though..
My last main squad was made of Javeline throwers, and were really useful. Now I want to try with Axe Throwers, to see if I can chop off body parts more often, which then helps make more ironbone/bloodsteel, which then helps chop off more body parts, etc :P
Where do I find in the raws the internal ID of the Axe Throwers ammo? (which I'm guessing is the Axe Heads) I want to add a constraint to dfhack to automatize ammo production, as I had done with Javelines by looking them up in the item_ammo_masterwork.txt. But I coundn't find axes there :(
Any ideas?
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: smakemupagus on October 08, 2012, 07:25:00 pm
item_weapon_throwing.txt(92): [ITEM_AMMO:ITEM_AMMO_AXE]
item_weapon_throwing.txt(93): [NAME:axe head:axe heads]

Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: black47 on October 08, 2012, 08:09:06 pm
item_weapon_throwing.txt(92): [ITEM_AMMO:ITEM_AMMO_AXE]
item_weapon_throwing.txt(93): [NAME:axe head:axe heads]

Seems like that's it. Thanks! Let's see how much I last now :P
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: smakemupagus on October 08, 2012, 11:41:44 pm
Did I understand correctly from your other post that You're playing with all Meph's enemy races and all of Fortress Defense? Good luck!
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Torgan on October 09, 2012, 03:38:37 pm
Small bug in 1.9.5, soap made at the Apothecarius isn't used by dwarves when washing. Just noticed they are not using any even though I have around 20 sitting there. It also doesn't come up as a building material so there must be something wrong about it.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: PierceElliot on October 09, 2012, 10:16:31 pm
I've ran into a few small problems FUN THINGS!

1. If I spawn on a map with iron ready, the anvils bug out on embark and I have to acquire them from traders.

2. If I spawn on a map with no iron deposits, I get the anvil on embark.

3. A dwarf just tantrumed and destroyed a bridge. After tossing the said individual down a pit with spikes and fire breathing forgotten beasts FUN THINGS HAPPENED! I tried to rebuild the bridge. didn't work. Tried creating a new bridge, no dwarves will build it. Designated an iron bridge to be built, no dwarves would build it. Tried one out of wood, no dwarves would build it. Checked jobs, even made sure every single one of my dwarves had Masonry, Relevant Metal Skills, Carpentry, and Architecture labors enabled and waited a year, nothing.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Firehawk45 on October 09, 2012, 11:06:45 pm
I've ran into a few small problems FUN THINGS!

1. If I spawn on a map with iron ready, the anvils bug out on embark and I have to acquire them from traders.

2. If I spawn on a map with no iron deposits, I get the anvil on embark.

3. A dwarf just tantrumed and destroyed a bridge. After tossing the said individual down a pit with spikes and fire breathing forgotten beasts FUN THINGS HAPPENED! I tried to rebuild the bridge. didn't work. Tried creating a new bridge, no dwarves will build it. Designated an iron bridge to be built, no dwarves would build it. Tried one out of wood, no dwarves would build it. Checked jobs, even made sure every single one of my dwarves had Masonry, Relevant Metal Skills, Carpentry, and Architecture labors enabled and waited a year, nothing.

Do they have access to the materials? Because if some of your dwarfes are on one side, and the materials are on the other.... well, then the bridge is not gonna happen

Where is Meph, by the way, didnt see him in a long time, maybe another german internet goodiness?
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Spleenling on October 10, 2012, 12:26:55 am
Maybe a bug or something i want to turn off
my fortress has a value of 50376
I just got a undead siege with about 60 members
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: smakemupagus on October 10, 2012, 04:08:43 am
Do you mean a necromancer attack, like from a Tower?  I believe you are experiencing a regular vanilla DF feature, not a Masterwork feature.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: cloaknsmoke on October 10, 2012, 04:31:34 am
Is there a requirement for building a blast furnace or fish farm? I can't see them under workshops or furnaces. All the building options are checked in the settings editor. As far as I can tell, those are the only two not appearing. There are others that require a blueprint, but at least I can see them in the menu. Neither is strictly necessary, but it would be nice to have a blast furnace.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Labraid on October 10, 2012, 06:02:03 am
Maybe a bug or something i want to turn off
my fortress has a value of 50376
I just got a undead siege with about 60 members

Yup, totally sounds like you embarked in the wrong neighborhood. If you see a Tower as an nearby civilization then you know you are in for a one hell of a tough ride.

In those 60 or so undead there should be a few necros mixed in to animate corpses on site so no early militia can handle them. I recommend setting the site on fire or flooding the surface with water or lava to wash off or outright burn them.

I remember when I embarked next to TWO towers.... fun times, short but fun.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: ElenaRoan on October 10, 2012, 06:51:38 am
Is there a requirement for building a blast furnace or fish farm? I can't see them under workshops or furnaces. All the building options are checked in the settings editor. As far as I can tell, those are the only two not appearing. There are others that require a blueprint, but at least I can see them in the menu. Neither is strictly necessary, but it would be nice to have a blast furnace.

Not sure about the blast furnace but for the Fish Farm it's labelled FISH_POND instead of FISH_FARM in entity_default.txt, you just need to change it for it to show up.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Scruffy on October 10, 2012, 07:17:54 am
Hmm, do you think that the availibity of some pets (most importantly dragons) should be limited a bit?

I'm on my fourth year and just got a human siege riding war unicorns and dragging behind them a herd of 9 war dragons. Ouch.
Edit: Oh, didn't realized that they had been nerfed. Rather tiny compared to regular dragons and breath alot less often.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: PierceElliot on October 10, 2012, 07:57:22 am
I've ran into a few small problems FUN THINGS!

1. If I spawn on a map with iron ready, the anvils bug out on embark and I have to acquire them from traders.

2. If I spawn on a map with no iron deposits, I get the anvil on embark.

3. A dwarf just tantrumed and destroyed a bridge. After tossing the said individual down a pit with spikes and fire breathing forgotten beasts FUN THINGS HAPPENED! I tried to rebuild the bridge. didn't work. Tried creating a new bridge, no dwarves will build it. Designated an iron bridge to be built, no dwarves would build it. Tried one out of wood, no dwarves would build it. Checked jobs, even made sure every single one of my dwarves had Masonry, Relevant Metal Skills, Carpentry, and Architecture labors enabled and waited a year, nothing.

Do they have access to the materials? Because if some of your dwarfes are on one side, and the materials are on the other.... well, then the bridge is not gonna happen

Where is Meph, by the way, didnt see him in a long time, maybe another german internet goodiness?
No, I created a tunnel around the bridge. Then I built two sides of fortifications with 4 marksdwarves on each side to create a chokepoint out of this once bridge, but now pit. Waited two years whilst doing other stuff. Nothing.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: smakemupagus on October 10, 2012, 10:26:36 am
Hmm, do you think that the availibity of some pets (most importantly dragons) should be limited a bit?

I'm on my fourth year and just got a human siege riding war unicorns and dragging behind them a herd of 9 war dragons. Ouch.
Edit: Oh, didn't realized that they had been nerfed. Rather tiny compared to regular dragons and breath alot less often.

Yeah, war-dragons are no much problem, among the elven war beasts that are much worse for sieges to show up with I'd rate magmahounds and plaguebearers.  I usually comment out plaguebearers.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: PierceElliot on October 10, 2012, 10:52:00 am
Are sieges even any problem now with the ability to grow your own trees? I mean, except for when you can't actually fight off the siege through archer towers, and catapult and ballista batteries before a trade caravan shows up. In which case that just creates an endless cycle of being attacked and loosing caravans and then being attacked again because a caravan was lost. Actually then I guess there's the issue of having 4 ambushing goblin squads which appear out of no where while being besieged by something else (Don't remember what besieged my fortress) and while you're picking all the enemies off while they fight each other suddenly a necromancer ambush occurs and now you have the undead army from hell just crawling around outside your fortress. I had to try everything including dynamite bolts, steel golems, lighting the entire valley on fire, and then I even used my legendary spearmen which did absolutely nothing and no one died. A year goes by and then the original undead 40+ turned into 100+ from drow, elf, and human ambushes because all of their trade caravans were dead. I ended up just throwing tantruming dwarves off the edge of my walls.

FUN!!!!!!!!!!
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: cloaknsmoke on October 10, 2012, 12:48:11 pm
I have tried a few things to find blast furnace, but unless it doesn't appear until the requirements are met (like magma buildings) nothing seems to work. I have tried disabling everything then re-enabling everything. I make a new world to confirm after altering settings. I'm at a loss for how to fix this problem.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Torgan on October 10, 2012, 01:23:09 pm
The blast furnace was removed from 1.9.5 so that's why you can't find it. It's maybe mentioned in the changelog.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: PierceElliot on October 10, 2012, 01:24:54 pm
WTH is eerie ash? Is that a vanilla feature? It's not on the DF wiki, which is why I'm asking.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: hikkiko on October 10, 2012, 04:35:00 pm
All the custom drink reactions are broken in the same way as the "seasoned" drink reactions.  (For what it's worth, It's more or less a vanilla bug, but Toady uses some workaround in vanilla that's not available to modders).  I'm sure Meph will fix in future version, for now just use the plain vanilla Brew Drink reaction.

There is vanilla bug that barrel can hold only 15 items of drink. Vanilla brewing rection is workaround. It can fit any amoung into container. For custom reaction you can use large pots. Iirc it can hold more than 1000 items so there should be no problem.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Tirion on October 10, 2012, 05:05:10 pm
What's up with Dwarf Therapist? Highlight Cursed Dwarves (I'm a dirty cheater) doesn't seem to work, no one is highlighted even as dwarves were dwained of blood by at least one vampire (witnessed in one case).
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: PierceElliot on October 10, 2012, 05:40:28 pm
What's up with Dwarf Therapist? Highlight Cursed Dwarves (I'm a dirty cheater) doesn't seem to work, no one is highlighted even as dwarves were dwained of blood by at least one vampire (witnessed in one case).

And custom professions with Dwarf Therapist (Which, since it's both an analyst and a therapist, therefor it should be an analrapist (Arrested development line.... )) and Masterwork don't seem to work 100%. Actually last time I tried it, the said dwarves just went idle and did nothing.


EDIT: BTW, for those of you using Windows 7 (And older) I highly recommend switching to Windows 8. It really did make a difference for Dwarf Fortress (For me anyways. Maybe just having a clean hard drive and no extra crap is what's giving me no lag on 5x8 (Based on the embark tile size) maps.

EDIT2: Also, I found an even better use for all of that iron that I couldn't get an anvil to use for armor. Walls, lots and lots of walls with walkable battlements. 3 squads of Crossbows and Javelins. Hells, yes.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: sayke on October 11, 2012, 09:20:03 am
why wouldn't you just build a stone anvil?
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: PierceElliot on October 11, 2012, 09:44:02 am
why wouldn't you just build a stone anvil?

Are you aware of how many lives have been lost because this knowledge was never properly documented? That's right, I'm blaming someone else for my mistakes. Here's a bridge, now get over it. He's a straw, now suck it up. Here's a full cup, now shut the fullcup.

In all seriousness though. Thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Scruffy on October 11, 2012, 09:57:51 am
why wouldn't you just build a stone anvil?

Are you aware of how many lives have been lost because this knowledge was never properly documented? That's right, I'm blaming someone else for my mistakes. Here's a bridge, now get over it. He's a straw, now suck it up. Here's a full cup, now shut the fullcup.

In all seriousness though. Thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you.
In addition to crafting stone anvils at stonecutter's workshop you can also use a smelter to form metal anvils. (instead of needing a forge)
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Ivefan on October 11, 2012, 12:33:12 pm
Just started up a game with this mod and like it so far, but how to import gems?
Also, How to write essays/tomes? I can make book & textbooks but the rest is marked red.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: AirPhforce on October 11, 2012, 06:21:22 pm
Did the mind-flayers get fixed in worldgen?
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: zenerbufen on October 12, 2012, 12:52:39 am
Did the mind-flayers get fixed in worldgen?
Meph tried something but it didn't work for some people, so they were defaulted turned off.

We successfully used them in the test fort. It took a  few tries to get through world gen though.

@stone anvil talk.

I think losing a fortress due to lack of alternative anvil knowledge is a masterwork rite-of-passage ;) Everyone *knows* anvils can only be made from other anvils, and the first anvil was handed up to the dwarfs by the hand of armok directly back in the legendary days of the first forge. To teach otherwise is blasphemy.

I think stone anvils need to be nerfed somehow. you shouldn't be able to use them for the stronger metals or something, but I don't know if that is even possible.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: McClaude on October 12, 2012, 06:02:08 am
Fast question!

7 year of my fortress. ONE WAVE OF IMMIGRANTS, NO TRADE CARAVAN, NO LIASON, NO SIEGES, Surroundings Neutral-Neutral, Depot Avaliable, Wealth 11117, Pop Cap 500, Child Cap 40.

Still my fortress is diying of a dwarvens shortage!

help!... i menan... HELP FOR ARMOK SAKE!!
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Torgan on October 12, 2012, 06:42:03 am
I'd imagine the same reasons as in vanilla. Dwarven civilisation has been wiped out, although you should still get the first two hardcoded immigration waves. Or you're on an island and nobody can reach you which may sound more likely if you haven't had any sieges by now. You could copy your DF folder and check legends to see if all the dwarf civs were wiped out. Sucks when you only find this out after you've built a fortress though   :'(

Although I haven't really had many aboveground sieges in MW either, one warlock siege, a few automaton and warlock ambushes, one goblin ambush of six goblins this year and that is it after around five years. Had loads of underground sieges, although those were mostly ignored until I had an awesome military in plate gear who have torn apart several antmen sieges now.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: McClaude on October 12, 2012, 07:38:50 am
I couldn`t read leyends.. its too strange, i checked civilizations but could not find out how to read that, and don`t found anything that says about Dwarvens wiping out... my fault tho
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Ishar on October 12, 2012, 07:57:21 am
I think stone anvils need to be nerfed somehow. you shouldn't be able to use them for the stronger metals or something, but I don't know if that is even possible.

One major change could be altering their properties to NOT be fire-safe/magma safe, and restricting the bigger buildings to need proper metal anvils. Mithril forge, great magma forge... does the metallurgist need any anvils now? Kicking all alloy-making in the balls with the need of a real anvil should do the trick.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Imminent on October 12, 2012, 03:51:34 pm
How do you obtain rough gems if you have the simple stones option turned on?

One of my moody dwarves demands rough gems, but there are only about 4-5 stone layer types, and none of them seem to be able to produce rough gems. Using reveal on DF hack shows that there are no gem yielding walls in the entire map.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Scrangos on October 12, 2012, 04:44:35 pm
A workaround is making glass rough gems.

Not sure if this is fixed but I'm getting large gems when trying to make wicker crafts.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Solarion on October 12, 2012, 05:09:14 pm
Does Masterwork also edit the occurrence of royalty? Because I just became a mountainhome, and along with the king came thirty dwarves with the title of 'lord'. I can't find this title in the DF wiki, but the seem to have no demands, are not lazy, but they can pose mandates (suddenly! 30 mandates! *sigh*)...Also, I now have a couple of dwarves with somewhat unusual titles, such as 'exalted abyss' which can also make mandates but don't show up in the nobles screen. What gives?

Also, is it intended when setting up a guardian of Armok at a spawn location that it just creates gas that boils off harmlessly?
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Sarthor on October 13, 2012, 02:38:56 am
Am now over 10 years into my first MW fortress. Great mod and thanks so much for creating it. Just wanted to post some feedback (v1.9.5)

The scriptorium seems to be broken. See my reply to Ivefan below. It would also be nice if the pages, essays and tomes were classed as books and not tools. Would really help in stockpile management.

The Great Magma Forge. Seems an odd way to have done things in that all items are made directly from raw ingredients. If you melt down volcanic items you end up with volcanic bars which you can't make anything out of. It would make more sense to add a smelting reaction to the forge to make bars and then use those to make the items.

Volcanic is not a material option available when setting up military uniforms.

Some magma buildings do not have any blocked tiles meaning there is an open magma pit for dwarves to fall into. It also causes some confusion about where you should dig the pit so that the workshop has magma access.

Some children have some labors enabled. I queue up items to be created and my legendary crafters sit around because a 3 year old decides to pitch in. They can be turned off by the Dwarf Therapist cheat mode or you can restrict the workshops to specific dwarves, but still..

Slade Clothing. It's worn by invaders from time to time. The invader gets killed and a dwarf likes the look of it and puts it on. Cue the dwarf moving at a fraction of his normal speed and short of using DFhack to unassign everyone's clothing or putting him in the military, I know of no way to get it off of him until it wears out.

Few other problems that I can't remember right now but overall I really like what's been done.

@Ivefan I had the same problem with the scriptorium not being able to write essays or tomes. They did become available to make early on. Looking through the raws there was some sort of tool involved in the process that had no name and sure enough my stocks included some items called '  tool'. These were quickly used up and then I could not write anything else. Nor could I find any way to make more. So I edited the raws to remove components from writing essays. It works, however writing a single essay now creates 750 in a single go. I can probably fix that by adding a reagent like a log.
There is also the problem with the new hauling changes that if you need an item in a bin and some dwarf picks the bin up to haul something, that item is now unavailable until the bin is returned..
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: ElenaRoan on October 13, 2012, 05:31:24 am
A moody dwarf (possession mores the pity) just made a bone meteor hammer; should I be looking to give it to a military dwarf or put it on display as useless?  *a little confused*
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: PierceElliot on October 13, 2012, 08:11:38 am
Slade Clothing. It's worn by invaders from time to time. The invader gets killed and a dwarf likes the look of it and puts it on. Cue the dwarf moving at a fraction of his normal speed and short of using DFhack to unassign everyone's clothing or putting him in the military, I know of no way to get it off of him until it wears out.

Yeah one of my dwarves I have scouting the valley I'm in (Who wear Leather armor, Padded Armor, and mail armor so as to keep light but still have some protection.) picked up slade clothing from some invader (Which was the shortest siege ever, two ballista bolts and then they fled.) he eventually turned into target practice for some ambush because I didn't realize he had slade clothing until I tried to get that scouting force to flee and he was just slowly chugging along. Poor Urist McTarget always made bad decisions.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: zenerbufen on October 13, 2012, 11:57:55 am
Does Masterwork also edit the occurrence of royalty? Because I just became a mountainhome, and along with the king came thirty dwarves with the title of 'lord'. I can't find this title in the DF wiki, but the seem to have no demands, are not lazy, but they can pose mandates (suddenly! 30 mandates! *sigh*)...Also, I now have a couple of dwarves with somewhat unusual titles, such as 'exalted abyss' which can also make mandates but don't show up in the nobles screen. What gives?

Also, is it intended when setting up a guardian of Armok at a spawn location that it just creates gas that boils off harmlessly?
Mods can't spawn creatures, so the way it works is the stone is created, then that boils away into a gas, then that is inhaled by your dwarf, then that causes your dwarf to transform... into a strange creature! then it develops a strange growth on its back, then that pops off and transforms into guardian of Armok, then the strange dwarf-spawner creature begins to transform back into his normal dwarf self, then your dwarf goes around the fort trying to convince the other dwarfs to try inhaling these rocks. More dwarfs will of course experiment with the stuff, 'for the good of the fort' but be careful.. because sometimes things DO GO WRONG. As you found out. Usually everyone is safe, but over use of the dwarven 'wacky dust' can eventually lead to dwarf-death.
A moody dwarf (possession mores the pity) just made a bone meteor hammer; should I be looking to give it to a military dwarf or put it on display as useless?  *a little confused*
Meteor is good.

I would test this, for !SCIENCE!

Grab a few goblins to practice on, compare it's effects to those of another hammer.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Solarion on October 13, 2012, 12:17:57 pm
Does Masterwork also edit the occurrence of royalty? Because I just became a mountainhome, and along with the king came thirty dwarves with the title of 'lord'. I can't find this title in the DF wiki, but the seem to have no demands, are not lazy, but they can pose mandates (suddenly! 30 mandates! *sigh*)...Also, I now have a couple of dwarves with somewhat unusual titles, such as 'exalted abyss' which can also make mandates but don't show up in the nobles screen. What gives?

Also, is it intended when setting up a guardian of Armok at a spawn location that it just creates gas that boils off harmlessly?
Mods can't spawn creatures, so the way it works is the stone is created, then that boils away into a gas, then that is inhaled by your dwarf, then that causes your dwarf to transform... into a strange creature! then it develops a strange growth on its back, then that pops off and transforms into guardian of Armok, then the strange dwarf-spawner creature begins to transform back into his normal dwarf self, then your dwarf goes around the fort trying to convince the other dwarfs to try inhaling these rocks. More dwarfs will of course experiment with the stuff, 'for the good of the fort' but be careful.. because sometimes things DO GO WRONG. As you found out. Usually everyone is safe, but over use of the dwarven 'wacky dust' can eventually lead to dwarf-death.

Thanks for the reply! In that case, isn't it a bit strange to first have only a 10% succes rate at the offering at the magma temple, and THEN be unsure whether the syndrome caused by the boiling stone actually affects the dwarf who places it? Or is this intended to make the Iron guardian actually rare?

BTW, my question about the nobility still stands.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: dukea42 on October 13, 2012, 01:14:37 pm
Ok, for those like me who like to use a good list of dfhack workflow commands, I went ahead and gathered all the commands I could find for use on the new industries of the MWDF2 alpha build.  I started with Ingarad's list, added many others from countless posts I searched for, and finally dug through the raws or just did some trial and error to get the rest. Feel free to let me know if I missed anything, as I certainly could only test about half of it myself on my current fort.   

It's grouped by purpose if it's for building/equipment and then by specific industry of material.  I included the job item-material commands where they would be useful, but most of the time you can control material via the job you select in which workshop.  The amounts are kept low to not overwhelm a starting fortress and to use JIT industrial principles when making intermediate items (keep low stock of pig iron or level 0 traps for example).  Adjust the .txt file as you play and just re-run the script, it's set to clear everything and reset at the top.

Due to size and it's only an alpha file of an alpha mod on an alpha game, I'll post it on my dropbox for now: http://db.tt/TmhsH85o
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: ElenaRoan on October 13, 2012, 02:25:54 pm
A moody dwarf (possession mores the pity) just made a bone meteor hammer; should I be looking to give it to a military dwarf or put it on display as useless?  *a little confused*
Meteor is good.

I would test this, for !SCIENCE!

Grab a few goblins to practice on, compare it's effects to those of another hammer.

Thanks.  Currently only got warlocks as prisoners so I'm not going to try that one them, they go into the slice and dice room rather than throw military at them.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Godlysockpuppet on October 13, 2012, 04:08:23 pm
Slightly off topic and may very get lost amongst the jumble of things here; but when can we be expecting an update Meph (or anyone who may know?) :)
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: ElenaRoan on October 13, 2012, 04:57:39 pm
Um, do humans usually just sit on the edge of the map around a campfire and not do anything?  (They apparently blamed me for choosing to turn up in the middle of an ambush)  It's not hugely bugging me, confined the dwarves to the fortress and they haven't even come near the tunnel under the river let alone the fortress entrance, but I'd like to finish trapping the under the lake tunnel.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: MacAlba on October 13, 2012, 05:02:59 pm
H'lo gents n dames
Been chewing my way through this mod for a couple days now and while starting to get the hang of it, I'm having troubles with custom stockpiles.  Is there a way to make piles for specific non-economic stones and drakescale leather?

Also, has anyone built an industries flowchart yet?  The search-fu is weak with this one.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: ElenaRoan on October 13, 2012, 05:47:55 pm
H'lo gents n dames
Been chewing my way through this mod for a couple days now and while starting to get the hang of it, I'm having troubles with custom stockpiles.  Is there a way to make piles for specific non-economic stones and drakescale leather?

Also, has anyone built an industries flowchart yet?  The search-fu is weak with this one.

Not sure about the flowchart, anything specific?  If I know I'll try to answer, still working a lot out myself though.

As for Stockpiles:

There's generally three columns and some options underneath.

First layer:

Animals
Food
Furniture/Seige Ammo
Corpses
Refuse
Stone
Ammo
Coins
Bars/Blocks
Gems
Finished Goods
Leather
Cloth
Wood
Weapons/Trap Comps
Armor
Additional Options

e: enable                     a: Allow All
d: Disable                    b: Block All
enter: Toggle                                              829346: Scroll


If you highlight Stone and hit e (or select s for stone when painting the stockpile originally) you get another column:

Metal Ores
Economic
Other Stone
Clay


You can hit f or p to forbid or permit all in each section.  Next to that is a third column with individual types, if you highlight and hit enter you can toggle a specific type on or off.  Leather doesn't have subsections, just a list of types of leather.

Hope that's not too confusing.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Putnam on October 13, 2012, 06:20:39 pm
Um, do humans usually just sit on the edge of the map around a campfire and not do anything?  (They apparently blamed me for choosing to turn up in the middle of an ambush)  It's not hugely bugging me, confined the dwarves to the fortress and they haven't even come near the tunnel under the river let alone the fortress entrance, but I'd like to finish trapping the under the lake tunnel.

This isn't even remotely related to Masterwork, but yeah, that's what [SIEGER] does. The humans are besieging you. It works really well when supplies from the outside world are required, but dwarves get everything they need underground, so it doesn't work that well :P
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: ElenaRoan on October 13, 2012, 06:50:06 pm
Um, do humans usually just sit on the edge of the map around a campfire and not do anything?  (They apparently blamed me for choosing to turn up in the middle of an ambush)  It's not hugely bugging me, confined the dwarves to the fortress and they haven't even come near the tunnel under the river let alone the fortress entrance, but I'd like to finish trapping the under the lake tunnel.

This isn't even remotely related to Masterwork, but yeah, that's what [SIEGER] does. The humans are besieging you. It works really well when supplies from the outside world are required, but dwarves get everything they need underground, so it doesn't work that well :P

Oh, oops, sorry.  Never seen anything other than a "vile force of darkness" seige before.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Putnam on October 13, 2012, 06:58:52 pm
Well, here's the thing about mods: if it isn't done by DFHack and requires actually adding anything that isn't normally in the game that isn't a creature, building, reaction, civilization, material, plant, descriptor, color, item, interaction, body part, language, tissue or symbol, then it isn't the mod.

You would be very surprised at just how much isn't those things.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Parhelion on October 14, 2012, 07:19:52 am
So. 

Should my tiny settlement of dwarves be concerned that their liason to the Mountainhomes is also an Apostle of Armok?

Oh, the political drama that can be had...
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Godlysockpuppet on October 14, 2012, 11:30:05 am
So. 

Should my tiny settlement of dwarves be concerned that their liason to the Mountainhomes is also an Apostle of Armok?

Oh, the political drama that can be had...
Haha :) Personally I think all the religion stuff should use the Druid skill instead of strand extraction :P
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Putnam on October 14, 2012, 12:07:19 pm
So. 

Should my tiny settlement of dwarves be concerned that their liason to the Mountainhomes is also an Apostle of Armok?

Oh, the political drama that can be had...
Haha :) Personally I think all the religion stuff should use the Druid skill instead of strand extraction :P

The main problem with that is that you can't assign that particular skill to be used in labors.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Melzer on October 14, 2012, 02:37:22 pm
How do you grow those devil mushrooms and armork's shrooms?
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Ishar on October 14, 2012, 04:32:07 pm
Does Masterwork also edit the occurrence of royalty? Because I just became a mountainhome, and along with the king came thirty dwarves with the title of 'lord'. I can't find this title in the DF wiki, but the seem to have no demands, are not lazy, but they can pose mandates (suddenly! 30 mandates! *sigh*)...Also, I now have a couple of dwarves with somewhat unusual titles, such as 'exalted abyss' which can also make mandates but don't show up in the nobles screen. What gives?

Also, is it intended when setting up a guardian of Armok at a spawn location that it just creates gas that boils off harmlessly?
Mods can't spawn creatures, so the way it works is the stone is created, then that boils away into a gas, then that is inhaled by your dwarf, then that causes your dwarf to transform... into a strange creature! then it develops a strange growth on its back, then that pops off and transforms into guardian of Armok, then the strange dwarf-spawner creature begins to transform back into his normal dwarf self, then your dwarf goes around the fort trying to convince the other dwarfs to try inhaling these rocks. More dwarfs will of course experiment with the stuff, 'for the good of the fort' but be careful.. because sometimes things DO GO WRONG. As you found out. Usually everyone is safe, but over use of the dwarven 'wacky dust' can eventually lead to dwarf-death.

Thanks for the reply! In that case, isn't it a bit strange to first have only a 10% succes rate at the offering at the magma temple, and THEN be unsure whether the syndrome caused by the boiling stone actually affects the dwarf who places it? Or is this intended to make the Iron guardian actually rare?

BTW, my question about the nobility still stands.

This is not intentional, it's a known bug, spawn reactions are mostly broken. They kind of work, but as you can see, not reliable, and as far as I know, won't be present in MDF2.

Nobility: Hell if I know. I've never seen this, so I guess it's not normal.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: MacAlba on October 14, 2012, 06:07:19 pm
H'lo gents n dames
Been chewing my way through this mod for a couple days now and while starting to get the hang of it, I'm having troubles with custom stockpiles.  Is there a way to make piles for specific non-economic stones and drakescale leather?

Also, has anyone built an industries flowchart yet?  The search-fu is weak with this one.
Not sure about the flowchart, anything specific?

Thinking of a process list, similar to the ones on the wiki.  i.e. i found Material X and can't figure how to process it w/o digging through the building guides.  If there isn't one yet then I'll start building one.

As for Stockpiles:

There's generally three columns and some options underneath.

Metal Ores
Economic
Other Stone
Clay


I got that part, but the Other Stone list seems to be missing most of the native stone types. In this case, I'm trying to make a basalt pile for one workshop, a kimberlite pile for another, (nvm, braifart) and a drakescale pile for my crafters... come to think of it, what shop is used to process scale after shearing/slaughter?

McA

EDIT: Finally found drakescale in the raws. Turns out its shell.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: cloaknsmoke on October 15, 2012, 09:24:49 am
I have been trying to heal my golems for a while now. I made a 1 square pasture in the center of my golem forge and put the heal action on repeat. I know somebody was going and doing it because my mechanism count decreased a lot. The golems don't seem to have healed though. I have been affecting light repairs for quite a while and I don't think the reaction works like it's supposed to. Worst case is I sacrifice more low potential dwarves to become golems, and I guess that isn't so bad.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: YuriRuler90 on October 15, 2012, 06:46:33 pm
Hey Meph,

Remember how I love to find out why my trade depots burn down? I think it was some exotic mineral last time. This time it's sandstone.

The caravan comes in, unloads, and instantly catches on fire. He brought me a bag of sandstone.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: JosephWongKS on October 15, 2012, 07:34:35 pm
Hey Meph,

Remember how I love to find out why my trade depots burn down? I think it was some exotic mineral last time. This time it's sandstone.

The caravan comes in, unloads, and instantly catches on fire. He brought me a bag of sandstone.

That sounds like a pretty damn exotic mineral to me.  Something that's both sand and stone at the same time?  It's like Schrodinger's Mineral, man.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Spleenling on October 15, 2012, 08:36:41 pm
How does offering a life to Armok work?
Ive got some dwarves  i don't need but don't want to risk valuble ons?>
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Putnam on October 15, 2012, 11:59:39 pm
How does offering a life to Armok work?
Ive got some dwarves  i don't need but don't want to risk valuble ons?>

If you don't want to risk valuable ones, you can use the manager to allow only certain dwarves to use the workshop with (IIRC) "l" while "q"uerying the building.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: ElenaRoan on October 16, 2012, 04:24:55 am
H'lo gents n dames
Been chewing my way through this mod for a couple days now and while starting to get the hang of it, I'm having troubles with custom stockpiles.  Is there a way to make piles for specific non-economic stones and drakescale leather?

Also, has anyone built an industries flowchart yet?  The search-fu is weak with this one.
Not sure about the flowchart, anything specific?

Thinking of a process list, similar to the ones on the wiki.  i.e. i found Material X and can't figure how to process it w/o digging through the building guides.  If there isn't one yet then I'll start building one.


Not that I've found, occasionally I've had to ask as I couldn't figure it out and I'm still learning about how to read the raws properly.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Torgan on October 16, 2012, 06:37:17 am
I have been trying to heal my golems for a while now. I made a 1 square pasture in the center of my golem forge and put the heal action on repeat. I know somebody was going and doing it because my mechanism count decreased a lot. The golems don't seem to have healed though. I have been affecting light repairs for quite a while and I don't think the reaction works like it's supposed to. Worst case is I sacrifice more low potential dwarves to become golems, and I guess that isn't so bad.
I think the reaction is broken or only works occasionally, quite a few people have posted the same thing. Hopefully fixed in Masterwork 2!
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Labraid on October 16, 2012, 07:12:24 am
Nah, golems are overrated. By the time you set up a golem forge you can with some practice already have a somewhat trained squad of steel or welded mithril-clad soldiers and able doctors if you kindly ask some migrants to regularly stand on trapdoors or drawbridges so your medical staff can be ready to treat combat wounds efficiently.

Did anyone notice in latest stable version that in DwarfTherapist all dwarves are of the same average size? Not sure if its therapist error or did Meph standardize them because before I'm sure that one or two versions earlier I had some dwarves able to wield zweihanders in one hand, needless to say, a dwarf armed with big-ass sword and a towershield is unstopable killing machine.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: iamrawr on October 16, 2012, 01:04:49 pm
I tried searching but I couldn't find anything.

How do I make the mod's ascii look like vanilla ascii?
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: zenerbufen on October 16, 2012, 02:13:12 pm
What do you mean? Do you want to turn off True Type fonts? turn off the creature sprites? change the colors? or change the tile set?

Those are the 4 main things that make up what actually is shown on the screen, I'm not quite sure what it is that your are seeing that isn't 'ascii' enough?
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: iamrawr on October 16, 2012, 02:55:06 pm
What do you mean? Do you want to turn off True Type fonts? turn off the creature sprites? change the colors? or change the tile set?

Those are the 4 main things that make up what actually is shown on the screen, I'm not quite sure what it is that your are seeing that isn't 'ascii' enough?

I managed to change the resolution that made it look weird, but I can't figure out how to change the colour now.
Someone gave them a beard too. I don't like that.

(http://i.imgur.com/gFHrn.png)

(http://i.imgur.com/y4ZC0.png)
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Kpn.Kardif on October 16, 2012, 05:14:16 pm
I need help with my retarded marksdwarves!  I had a migrant wave show up with four rangers, so I decided to draft all of them into the military as marksdwarves using crossbows, cause they were good at it.  They have weapons and quivers, but they just won't pick up bolts.  They originally filled their quivers with javelins, which obviously won't work with crossbows.  Got them do drop those, but now they just hang around with empty quivers!  I have made tons of bolts, i have disabled/re-enabled the squad, disbanded, change the amount of ammo they have, removing ammo stockpiles, everything i can think of or have thus far found on the internets, all to no avail.  I don't know if it's mod related, but seeing as how they'll pick up javelins, I thought its worth a shot!  Any help is greatly appreciated.   
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Treason on October 16, 2012, 06:07:29 pm
I need help with my retarded marksdwarves!  I had a migrant wave show up with four rangers, so I decided to draft all of them into the military as marksdwarves using crossbows, cause they were good at it.  They have weapons and quivers, but they just won't pick up bolts.  They originally filled their quivers with javelins, which obviously won't work with crossbows.  Got them do drop those, but now they just hang around with empty quivers!  I have made tons of bolts, i have disabled/re-enabled the squad, disbanded, change the amount of ammo they have, removing ammo stockpiles, everything i can think of or have thus far found on the internets, all to no avail.  I don't know if it's mod related, but seeing as how they'll pick up javelins, I thought its worth a shot!  Any help is greatly appreciated.

Have you changed the material type they are allowed to use in the ammo section of the military menus?  If you forbid everything but the ammo type you want them to use, this usually clears up the problem.  Not always, unfortunately, dorfs being dorfs, but it helps in most situations.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: BigD145 on October 16, 2012, 09:08:08 pm
I managed to change the resolution that made it look weird, but I can't figure out how to change the colour now.
Someone gave them a beard too. I don't like that.

That "someone" is Toady. Blame him.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: zenerbufen on October 16, 2012, 10:15:53 pm
I managed to change the resolution that made it look weird, but I can't figure out how to change the colour now.
Someone gave them a beard too. I don't like that.

That "someone" is Toady. Blame him.

Ok, find a tileset you like here that is beardless: http://dwarffortresswiki.org/index.php/Tileset_repository
here is the old beardless style in 10x10 there may be another you like better:
http://dwarffortresswiki.org/images/0/03/Alloy_curses_12x12.png

save it over Phoebus_16x16.png in data\art\

you can tweak the colors to your hearts content by editing the file \data\init\colors.txt

Here are the vanilla defaults:
Spoiler (click to show/hide)

Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Kpn.Kardif on October 17, 2012, 04:20:34 am
I need help with my retarded marksdwarves!  I had a migrant wave show up with four rangers, so I decided to draft all of them into the military as marksdwarves using crossbows, cause they were good at it.  They have weapons and quivers, but they just won't pick up bolts.  They originally filled their quivers with javelins, which obviously won't work with crossbows.  Got them do drop those, but now they just hang around with empty quivers!  I have made tons of bolts, i have disabled/re-enabled the squad, disbanded, change the amount of ammo they have, removing ammo stockpiles, everything i can think of or have thus far found on the internets, all to no avail.  I don't know if it's mod related, but seeing as how they'll pick up javelins, I thought its worth a shot!  Any help is greatly appreciated.

Have you changed the material type they are allowed to use in the ammo section of the military menus?  If you forbid everything but the ammo type you want them to use, this usually clears up the problem.  Not always, unfortunately, dorfs being dorfs, but it helps in most situations.

Got it figured out.  Wasn't the material necessarily, but the fact that the bolts were made at the stoneforge.  I was trying to get them to use rocktip bolts, and the game creates them as "Rocktip Rocktip bolts", which are not considered standard bolts, but foreign.  As soon as I set them to use foreign rocktip bolts, they picked them right up.  Might want to look at this though, seems weird to have homemade crossbow bolts be foreign like this.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: JosephWongKS on October 17, 2012, 04:37:46 am
Speaking of rocktip bolts - how do rock weapons / armor and gem weapons / armor compare to metal weapons / armor?  Assuming the metal in question is steel. 
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: McClaude on October 17, 2012, 08:28:42 am
Yes, good question @Joseph WongKS

Speaking of rocktip bolts - how do rock weapons / armor and gem weapons / armor compare to metal weapons / armor?  Assuming the metal in question is steel. 

I wish i could come up it a comparition table but got tired of searching everywere about something like that. the materials table is not specific regarding to armor. Also de Plate armor upgrade is not listed either. Just a few bits of info or where to check pls.

Also i am making a summon to the users of this mod. Masterwork is big, really big, we should start helping upgrade de wiki, its kind of lonely there... http://masterworkdf.wikispaces.com/ (http://masterworkdf.wikispaces.com/)
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Torgan on October 17, 2012, 12:26:40 pm
The plate armours made at the (magma) armoury are listed as armour choices, they are just described as foreign. I have my guys wearing plate helms, greaves and platemail (upgraded breastplate). Can't get plated boots and gloves as per the building guides because of hardcoded issue.

As far as I know there's no point updating the wiki as Meph is working on Masterwork 2 as the next release and he's said it will come with documentation, and in either case will probably obsolete anything you do just now.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: McClaude on October 17, 2012, 12:33:41 pm
@Torgan

Right, i did the same, but how much is the increase of protection on plates or the rocktip stuff?
I was talking about the protection levels of the diferent armours (new ones), but i am thinking that will be better to wait for the new relase rather than researching info on this version.  ???
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Morticeq on October 17, 2012, 04:01:02 pm
For example, for me the best thing that can be done around masterwork manuals are two basic things:

First, flowchart like this http://dwarffortresswiki.org/images/e/e6/FlowchartDF.png but with MW2 stuff included and highlighted. The best thing to do about it, would be interactive flowchart, where you can click on a building, and it will show you its page(or picture, like in the old manual).

Second, three(or five, or whatever) "bestest" and three "worsest" materials evarrr in MW2(sorry for making that kind of emphasis :) ). But, for each purpose separately. Because for example, new player may understand that the heavier material is, the better blunt weapons you can make from it. But you cannot see in any chart if for example is gemtip weapon better than adamantine one. And also, questions like, if I make rocktip weapon from RAW_ADAMANTINE(don't ask why :D ), what will its quality as a weapon be? So nice clean list of all materials that certain kind of item can be made of, sorted. Because, for example, official wiki has several confusions going on page about weapon materials.

I hope my post is readable, I had rough day  :D
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: thunderbeard on October 17, 2012, 07:36:48 pm
how can I turn off the carp god thing on my current fort?
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: DtheMac on October 17, 2012, 09:25:33 pm
I'm missing the crematorium and fish farm. I'm not completely sure how to get them. I've got EVERY setting turned on on the mod that I could possible think would affect it... so... any help here?
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Putnam on October 17, 2012, 11:23:14 pm
Can't get plated boots

Why's that? Boots don't actually have handedness, you know, so it shouldn't be a problem.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Morticeq on October 18, 2012, 04:25:22 am
I'm missing the crematorium and fish farm. I'm not completely sure how to get them. I've got EVERY setting turned on on the mod that I could possible think would affect it... so... any help here?
I swear this is discussed on every page... Fish farm has intentional bug, it's written FISH_POND instead of FISH_FARM so it's not possible to make.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: zenerbufen on October 18, 2012, 08:44:04 am
how can I turn off the
Spoiler (click to show/hide)
thing on my current fort?
Shh.. That's a SECRET *hint hint*

@Morticeq
That is a great idea. You should bring it up in the team-speak thread so It doesn't get forgotten about!
http://www.bay12forums.com/smf/index.php?topic=116681.0;topicseen

I am planing on making the GUI (eventually, won't be in first release) Provide a list of buildings/creatures turned currently turned on, and provide pictures/help docs for that item with a single click right from the gui. Your flow chart has got the gear in my head turning. If I put the work into making something like that I would want it to be done in code, so that it can auto-update as buildings are added/removed from the mod. It would require a lot of work to get the mod to that state however. (out of date documentation bugs me. Bad docs are worse than no docs usually)
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Torgan on October 18, 2012, 02:08:31 pm
Can't get plated boots
Why's that? Boots don't actually have handedness, you know, so it shouldn't be a problem.
Oh, well I was just repeating what is on the building guides but having actually tested it out just now my militia commander appears to be wearing plate boots without any problems. D'oh.

@McClaude
Sorry misunderstood your question, I thought you meant in the squad equip menu. There's a bit in the manual saying best armour is plate with netherwood undergarments for max protection as they should be fireproof. With armour plates being so easy to make, as you can use any metal to make them, I don't see a reason not to wear plate. Which is also great as you can buy some average quality gear from the caravan, stick plates on it with your legendary armourer and get exceptional/masterwork level plate armour and tower shields. Which is nice. Slademantine plate geared dwarves are. so. slow. though, I've used a few legendary aethers to make my dwarves legendary armour users so they can reach the enemy before their steel clad comrades wipe them out.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Guylock on October 18, 2012, 07:37:52 pm
An issue with one of the Dragons..
(http://img.photobucket.com/albums/v235/Guylock/Drowningwaterdragon.png)
One of them died earlier from drowning without a fight and I encountered this one that's drowning as well; during adventure mode... D:
I assume I should disable it's ability to breathe with [NOBREATHE] token.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Ivefan on October 18, 2012, 09:06:34 pm
Trying to build a magma metallurgist but it complains about me not having the blocks for it.
The only magma safe non-economic rock i have is basalt which i have a bunch of now but it still wont accept it.

also, it seems my still tends to spill if i use the brew specific drink options. might be when i run out of barrels though.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Dwarf_Fever on October 18, 2012, 09:48:16 pm
Sorry if this has been asked somewhere in the past 500 pages, but the MDF2(alpha) does not seem to have a GUI to customize the settings included. Is it intended to copy over/patch the latest, previous version, or is it just not packaged with a customizer yet?
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Labraid on October 18, 2012, 11:46:59 pm
An issue with one of the Dragons..


One of them died earlier from drowning without a fight and I encountered this one that's drowning as well; during adventure mode... D:
I assume I should disable it's ability to breathe with [NOBREATHE] token.

From previous experience with MW Adventure mode literally everything non-mundane I was tasked to kill somehow managed to kill itself before I could enter its lair, since then I stayed clear of adventuring in this mod.

Trying to build a magma metallurgist but it complains about me not having the blocks for it.
The only magma safe non-economic rock i have is basalt which i have a bunch of now but it still wont accept it.

also, it seems my still tends to spill if i use the brew specific drink options. might be when i run out of barrels though.

Not sure what could be the issue with metallurgist, in 1.9.5 I've build it many times with no problems, while it may sound a bit silly, try to make sure you've actually cut basalt boulders into blocks as I did experience some weird misinterpretation of manager-issued production orders before

Also your still will spill if you use custom reactions, not MWs fault, just a standing bug with DF. You have to use standard Brew Drink reaction to avoid spilling, its still possible to produce specific booze but it requires quite clever stockpile management like making separete stockpiles for each of your main booze ingredients and feeding only one chosen stockpile to still when giving production order.


Sorry if this has been asked somewhere in the past 500 pages, but the MDF2(alpha) does not seem to have a GUI to customize the settings included. Is it intended to copy over/patch the latest, previous version, or is it just not packaged with a customizer yet?


GUI for alpha is WIP, as far as I'm aware of some versions exist but are not included. You would have to ask/await response from someone more versed in alpha.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Spacebat on October 19, 2012, 05:51:15 am
Could somebody please tell me how to identify carp god cultists? I don't even have my bedrooms ready and they're slaughtering my dwarves.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Meph on October 19, 2012, 05:59:39 am
Forget it, they shouldnt appear that early. You must have had horrioble luck and one of your embark dwarves is one. Sorry but I dont think you can do anything about it.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Spacebat on October 19, 2012, 08:19:53 am
Still, is it possible? I'd like to avoid this happening again.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: kääpiö on October 19, 2012, 11:56:21 am
Could you possibly add Mayday's Graphics Set to this?
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Meph on October 19, 2012, 12:28:54 pm
You can disable them with the "secret" button in the GUI, or buy a ward of armok/transform a ward into a ward of armok at the temple. This will reveal the carp cult leader, but wont kill him, your army will have to do this. So, yeah, it should be something that happens lategame, not early.

Mayday himself isnt active anymore, and it makes no sense to add his tileset if it wont be updated for the next version (the multitile trees) so I will wait till both DF and his tileset are updated.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Spleenling on October 19, 2012, 11:19:36 pm
How do you get turrets?
Beside buying or embarking.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Firehawk45 on October 19, 2012, 11:29:34 pm
You name it, spawning is borked right now, doesnt work properly, so buy the damn things and rain some hell bullets FUN at your enemies!
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Lightningfalcon on October 19, 2012, 11:36:04 pm
I was playing in aventurer mode earlier, as a beserker necromancer dwarf, and was in the middle of massacering a village so I could bolster my army, when suddenly my right lung tissue and left lung tissue both stopped working.  What is it that causes that?
And when you play beserkers in adventure mode, it isn't showing the hungry/thirsty/drowsy signs at the bottom. 
Lastly, after drinking vampire blood and entering a fort, I was hit with divine light and turned into molten slag.  An it wouldn't let me go down the stairs.  What's up with that? 
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: zenerbufen on October 19, 2012, 11:42:46 pm
just as a note, meph only designed/tested this mod with fortress mode in mind. adventure mode probably needs work. ( I have never played in that mode myself, So can't help. sorry.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Ivefan on October 20, 2012, 10:40:00 am
Yet another bug occurred. I have over 100 sweet pod and pig tail seeds but they refuse to plant them.
I have 4 fields for each of the basic types where they plant wheat and plump helmets but not the others, so i switched the fields around if maybe the fields were bugged but that didn't help either.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Torgan on October 20, 2012, 12:48:34 pm
I would check where the seeds are via the stocks menu, as I have managed to use a bag containing something to build my archaeologist's workshop. Or maybe the bag that contains them all is on the move as a hauler is putting seeds in to it and your farmers can't get to the seeds. I have had no farming problems so sounds like it's maybe a problem in your fort somewhere rather than a bug.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Ivefan on October 20, 2012, 01:18:01 pm
Yeah. It worked before i relocated my farms to the first cave layer. All the seeds is in a barrels next to the farm plot and has been there for a few years, but i think that they did plant the seeds on the plot when it was new, a dozen years ago or so.
Not sure how i would "unstuck" the seeds if thats it.
Same thing seems to happen to my scriptorium in my last fort as i was able to write a few empty books and then nothing.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: BigD145 on October 20, 2012, 04:47:25 pm
I suspect dfhack is at fault on some of these thing. Remove any doors/hatches that might be between your stockpiles and the new farm plots.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: zenerbufen on October 20, 2012, 05:09:16 pm
Are you being effected by the burrow bug? Try making  burrow that covers the entire fort.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: JosephWongKS on October 20, 2012, 06:19:04 pm
Does tetrahedrite no longer produce silver in MDF2?  I've smelted at least 10 tetrahedrite ores in my current game and gotten only copper out of it each time.

EDIT: Scratch that, I just got silver in my latest smelting attempt.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Gopherboy on October 20, 2012, 08:01:47 pm
I have a golem that's in dire need of repair; is there some workshop or something that I can build to bring him back up to full strength?
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Labraid on October 20, 2012, 08:44:44 pm
I have a golem that's in dire need of repair; is there some workshop or something that I can build to bring him back up to full strength?

Golem forge is what you are looking for. Just note that it can only mend light damage.

Pasture your golem in centre of forge and add task so hopefully one of your dwarves will try to get the job done.

Haven't tried it myslelf (I'm not a big fan of golems) but according to what other players reported, there is a good chance it might just not work for some reason.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Gopherboy on October 21, 2012, 03:40:53 am
Golem forge is what you are looking for. Just note that it can only mend light damage.

Pasture your golem in centre of forge and add task so hopefully one of your dwarves will try to get the job done.

Haven't tried it myslelf (I'm not a big fan of golems) but according to what other players reported, there is a good chance it might just not work for some reason.

Under which menu is Golem Forge under?  I've combed through Workshops and Furnaces and it's not in either of those...
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Firehawk45 on October 21, 2012, 04:28:17 am
Its a magma building, so you need to get to lava to get it.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Ivefan on October 21, 2012, 07:32:59 am
I suspect dfhack is at fault on some of these thing. Remove any doors/hatches that might be between your stockpiles and the new farm plots.
Are you being effected by the burrow bug? Try making  burrow that covers the entire fort.
The seeds is next to the farm plot so there is nothing in the way and i've tried dumping and reclaiming the seeds.

With the special buildings when turning the dwarf into something else, do they still work like a normal dwarf but with added abilities? Say I make a lifemancer, could i put him in a military unit where he acts like a normal military dwarf?
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: BigD145 on October 21, 2012, 10:57:28 am
I have a golem that's in dire need of repair; is there some workshop or something that I can build to bring him back up to full strength?

Golem forge is what you are looking for. Just note that it can only mend light damage.

Pasture your golem in centre of forge and add task so hopefully one of your dwarves will try to get the job done.

Haven't tried it myslelf (I'm not a big fan of golems) but according to what other players reported, there is a good chance it might just not work for some reason.

In the past version you often had to queue up 5 or 10 of the same task to get even 1 or 2 successes when it came to the animal pen and golem forge.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Pikdome on October 21, 2012, 12:50:07 pm
Say, have slings been thought of as a potential ranged weapon?

Considering how easy they are to make, and how surprisingly effective they can be with heavier ammo, I think they'd be fun to have.
We could even make cast lead sling bullets or sling darts.
http://en.wikipedia.org/wiki/Sling_%28weapon%29
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: zenerbufen on October 21, 2012, 01:30:12 pm
With the special buildings when turning the dwarf into something else, do they still work like a normal dwarf but with added abilities? Say I make a lifemancer, could i put him in a military unit where he acts like a normal military dwarf?
Yes, it uses 'castes' they are still dwarfs, and will still work properly in the military. They may eventually consider certain jobs to be 'beneath' them, especially when they have such power in them that they can smite down their foes with simply a thought. You want me to hauls rocks!?! I could make you burst into flames right where you stand! No, I think I will go topside and Protect the fort.. From the bar. Do you have a problem with that overseer? *dwarf points flaming hand at overseer*
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Obivonknobi on October 21, 2012, 01:52:22 pm
Within a second of my current save, 27 of my happy as can be dwarves suddenly go berserk. They proceed to have fun. Is this a bug? If not, can someone explain what triggered it? Is there something I can do to make them happy and kind again (DFHack or something)?
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: DoX on October 21, 2012, 01:59:47 pm
I'm trying to make a Great Bifrost Forge. It's asking for five non-economic building bifrost bars.

I've killed ten frost giants, and have ten bifrost bars. I've tried enabling them as a building material in the stone menu. Nothing.

Do I have to process them somehow before I can use them for the forge?
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Firehawk45 on October 21, 2012, 03:16:41 pm
Within a second of my current save, 27 of my happy as can be dwarves suddenly go berserk. They proceed to have fun. Is this a bug? If not, can someone explain what triggered it? Is there something I can do to make them happy and kind again (DFHack or something)?

Check:
-The thoughts of the dwarfes for anything negative (Lost a spouse is common and quite evil)
-Combat reports for "strange and funny" reports (hidden fun masterwork stuff)
-Depending on the version, if you conducted experiments in the techlab while a lot of dwarfes run past it..... well, one of the bad results is a gas that makes dwarfes go crazy.....
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: cobaltness on October 22, 2012, 12:51:31 am
I have been trying to make a steel golem for a while now. I have all the needed materials, but whenever I try to create a golem it just creates a blinding flash of light and my dwarf comes out ungolemified every time. Sometimes it will use up a long sword or spear in the process.
What should I do! Help!
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: fire1666 on October 22, 2012, 10:50:46 am
Hi guys, im new to modding but im going to try and create a sub mod for Masterwork and LFR at the same time using the Voidwalker from LFR.
Im not sure weither to make it souly for Masterworks since it has alot of stuff in it and could be easyer.
BUT
LFR has all the religion done to a spectacular level, i know i might get a Bias view since this is after all the Maskerworks forum page BUT should i make for Masterworks or LFR.
Note i could port some of the things over BUT i will ask for permission.
Thanks guys let me know soon!
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: cobaltness on October 22, 2012, 11:38:31 am
Hey you guys it hasn't really been a long time since I asked a question, but I'm really desperate. Here are some of my questions:

1. Where's the fish farm? (I can't find it in any of the menus)

2. I still cannot make golems. (I am currenty playing on a fortress where I am being hit wave after wave of constant seigers)

3. For some odd reason I can't build the church of the dark depths (it says I don't have 10 bone blocks. I have well over 30

Number 2 is my biggest problem and would be so grateful if somebody would be able to help.

Thanks                                       p.s. I had 3 golems earlier, but some white tigermen decided to be cheeky bastards brought 9 DRAGONS!
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Meph on October 22, 2012, 11:52:14 am
I am working on it, but to answer your questions: Bugs.

Fishfarm / Fishpond naming error in the entity file.
Golems should work, just station one full squad on the workshop when you run the reaction.
Build mat asks for "bone" blocks, while the workshop makes "inorganic_bone" blocks. I fixed the stockpiling for the blocks, broke the buildmats with the same update. It is just me being too hasty, because the latest update is still from on-the-road, while travelling. Now that I am home, I should really put some more work into it.

@fire1666: You can make any plugin you want for MasterworkDF, but ask narhiril about the voidwalkers. They might be vastly overpowered, and I personally think that people would rather play a race they have a conntection too. Voidwalkers sound too badass, Voidwalker Beekeeper... it just doesnt fit, but thats just me.

@cobaltness: station a squad of dwarves on the workshop, you should get better results.

@Dox: Havent checked yet, but I am fairly certain that it is the same stupid mistake again. I fixed the stockpiling for them, but didnt redirect the buildmats to the new material. Again, sorry. I am slowly chipping away at the next update.

@obivonknobi: Maybe a loyality cascade ?

@pikdome: Yes, I have thought about slings, but with crossbows being aviable from the very start, wood, bone, metal... considering that there is simply no reason for a more low tech ranged weapon, because I cant even make it more low tech.

@ivefan: transformed dwarves, mages, all those will still act like normal dwarves. Golems are different though, more like pets, I wanted to avoid these guys to do labor. Otherwise people would transform all their dwarves into golems. I might even reconsider this stance, because historically speaking they were designed to do labor.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: fire1666 on October 22, 2012, 12:02:01 pm

@fire1666: You can make any plugin you want for MasterworkDF, but ask narhiril about the voidwalkers. They might be vastly overpowered, and I personally think that people would rather play a race they have a conntection too. Voidwalkers sound too badass, Voidwalker Beekeeper... it just doesnt fit, but thats just me.
Trust me they are a bit OP but i think i can work around that possibly, but even narhiril thinks there OP he him self says.
Fear the Void energy Projector.
Basicly i THINK it could be done btu with ALOT of balance and i might have to dsable beekeping along with milking XD
Oh well nvm, thanks anyways but ill see what i can do.
I had a squad of 10 adamantine armoured axe dwarfs at legendary + 5 *ta da danger room* and they got curb stomped by a voidwalker siege LITERALY
I think rember the void walkers leaving afterwards leaving one dwarf with no arms in the field, so I did the most sane thing and the nicest thing possible.
I had him shot for inadaquate combat skills.
TRUST ME they can be nasty but ill do some balance for them tune they downa  bit but i have a gut feeling thats the point of the void walkers possibly?
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: dei on October 22, 2012, 12:29:53 pm
Is it possible to use this mod with just the RAWS and without the other complicated stuff that comes close to crashing my dinosaur of a computer? I remember trying to play this once and I couldn't do anything because the tileset was eating up all of my resources.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Meph on October 22, 2012, 12:42:30 pm
Sorry to say, but: False. Tilesets dont use more CPU. The entire mod is actually faster then the unmodded game. And for specifically this, I did write this: http://www.bay12forums.com/smf/index.php?topic=117954.0 (http://www.bay12forums.com/smf/index.php?topic=117954.0)

But really, MasterworkDF has higher FPS then the unmodded game.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Mo3636 on October 22, 2012, 12:43:53 pm
So I started playing this mod recently but when i save my games they dont svae and it is really annoying
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: DoX on October 22, 2012, 12:48:21 pm

@Dox: Havent checked yet, but I am fairly certain that it is the same stupid mistake again. I fixed the stockpiling for them, but didnt redirect the buildmats to the new material. Again, sorry. I am slowly chipping away at the next update.


No rush Meph my man, you're doing a phenomenal job.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Meph on October 22, 2012, 12:52:45 pm
@Mo3636: I honestly couldnt say how my modding could have affected how the game saves files. Is this Win, Mac, Linux ? Does the autosave feature work ? Maybe your saves are in the wrong folder...

@DoX: Thanks, but honestly I dont feel like it. If you check, I havent done anything for DF in 6 weeks. Besides looking into the forum now and then. But I think I am slowly getting back in ;)
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Torgan on October 22, 2012, 01:20:52 pm
I'm trying to make a Great Bifrost Forge. It's asking for five non-economic building bifrost bars.

I've killed ten frost giants, and have ten bifrost bars. I've tried enabling them as a building material in the stone menu. Nothing.

Do I have to process them somehow before I can use them for the forge?
I have made one in my current fort but had the same problem where it was saying I didn't have the bars. You don't need to process them but I think mine were being hauled between stone stockpiles a lot. I think in the end I forbid all the bars through the stocks menu, let the game run for a few seconds then paused it, un-forbid the bars and immediately built the forge so that all the bifrost wasn't tasked for any other jobs.

There is one problem with the bifrost forge at the moment where it auto runs making all stone in to essence containers that are used to clean up after using an aether. I ended up forbidding the forge most of the time until I had aethers or loot bags etc to use, otherwise all my stone got used up. So much flux wasted :( Managed to make Frostbrand though! But my militia commander wielding it with legendary shield and sword skills just got struck down by a floating brain in the third cavern, those guys seem quite strong.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: fire1666 on October 22, 2012, 02:44:54 pm
I'm trying to make a Great Bifrost Forge. It's asking for five non-economic building bifrost bars.

I've killed ten frost giants, and have ten bifrost bars. I've tried enabling them as a building material in the stone menu. Nothing.

Do I have to process them somehow before I can use them for the forge?
I have made one in my current fort but had the same problem where it was saying I didn't have the bars. You don't need to process them but I think mine were being hauled between stone stockpiles a lot. I think in the end I forbid all the bars through the stocks menu, let the game run for a few seconds then paused it, un-forbid the bars and immediately built the forge so that all the bifrost wasn't tasked for any other jobs.

There is one problem with the bifrost forge at the moment where it auto runs making all stone in to essence containers that are used to clean up after using an aether. I ended up forbidding the forge most of the time until I had aethers or loot bags etc to use, otherwise all my stone got used up. So much flux wasted :( Managed to make Frostbrand though! But my militia commander wielding it with legendary shield and sword skills just got struck down by a floating brain in the third cavern, those guys seem quite strong.
The point at the end also makes the voidwalkers seem BALANCED XD lol.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: fire1666 on October 22, 2012, 02:50:22 pm
Erm Meph i think you might know about this but i have a few question...
1: Is it possible to make Custom fire and smoke? If so...
2: can you make flamerthrowing natural abbility???
3:with said custom fires and smoke?
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: cobaltness on October 22, 2012, 02:59:11 pm
Thanks Meph, but for the church of the dark depths should I just change the bone blocks in the raws?
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Meph on October 22, 2012, 03:09:25 pm
Yeah, just go to building_magic, find the church of the dark dephts, find this line: [BUILD_ITEM:10:BLOCKS:NONE:NONE:NONE][ANY_BONE_MATERIAL] and delete the ANY_BONE_MATERIAL. You can take any blocks then. Be sure to do it in data/save/yoursavename/

@fire1666:
1.Custom fire and smoke, no. Both are hardcoded and linked to temperature. You can easily creates fire and smoke... just check the bonfire.
2.Flamethrowing natural ability. Sure... check the raws for fire imps, magma crabs and dragons, all easily done with interactions.
3. Kind of. Search my raws for a inogarnic mat called dragonfire. My magmamancers use it, see their raws in creature_standard as well. It is a bit more deadly then normal fire/dragonfire, bit in reality it is only a super-heated inorganic dust. But like plasma.


Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: cobaltness on October 22, 2012, 05:09:28 pm
I have just tried to create a golem. I have a steel long sword and a steel golem cast. Meph I took your advice and placed a squad of dwarfs on the workshop (golem forge?) and have yielded no results. It is still the same I only get a flash of blinding light and my dwarf comes out the same. I put it on repeat and my dwarf working the golem forge became an apostle of armok. What should I do to get golems? Meph, is there by any chance something you can say about this. Also for the fish farm how do you recommend I change the entity file (I don't want to mess anything up)
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Gopherboy on October 22, 2012, 07:33:46 pm
My dwarves refuse to store fungiwood logs anywhere and there's like 150 cluttering up my timberyards.  What do?
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: dei on October 22, 2012, 10:10:10 pm
Sorry to say, but: False. Tilesets dont use more CPU. The entire mod is actually faster then the unmodded game. And for specifically this, I did write this: http://www.bay12forums.com/smf/index.php?topic=117954.0 (http://www.bay12forums.com/smf/index.php?topic=117954.0)

But really, MasterworkDF has higher FPS then the unmodded game.
I call bullshit. Do you have a Pentium 4 1.5Ghz, 768 MB RAM, and an ATI Radeon 9250 256MB and the same damn problem with any graphical tileset in any mod? I tried your mod several months ago and I couldn't even get through worldgen because it was taking five minutes just to go through a year or so from the get-go. I don't think it was the raws as this problem only presents itself when I try to engage in some kind of graphical mode with Dwarf Fortress.

No hard feelings though. I'll try your other mod that supposedly increases the FPS of vanilla mode, though I hope I won't be disappointed like how I was with Masterwork.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: zenerbufen on October 22, 2012, 10:18:12 pm
Sorry to say, but: False. Tilesets dont use more CPU. The entire mod is actually faster then the unmodded game. And for specifically this, I did write this: http://www.bay12forums.com/smf/index.php?topic=117954.0 (http://www.bay12forums.com/smf/index.php?topic=117954.0)

But really, MasterworkDF has higher FPS then the unmodded game.
I'm not a fucking liar. This was slower on my piece of shit computer than DF Vanilla. Anything that uses a tileset is. I'm using a Pentium 4 1.5Ghz, 768 MB RAM, and an ATI Radeon 9250 256 MB.

And it's not just your mod that is unplayable - any mod that uses a tileset is unplayable on my computer. Don't call me a fucking liar.

Swapping the tile set shouldn't cause any differences in performance at all.. If it is you might want to check out this info from the dwarf fortress wiki.

Spoiler (click to show/hide)

Make sure you have sprites OFF (set masterwork to ascii, then try swapping in tile sets manually)

Masterwork should run faster for you if you duplicate the graphics settings in vanilla that are giving you the best performance currently.

These is no reason to swear anyone out. Let get to the bottom of the issue and help everyone out, eh?
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: dei on October 22, 2012, 10:21:06 pm
Sorry to say, but: False. Tilesets dont use more CPU. The entire mod is actually faster then the unmodded game. And for specifically this, I did write this: http://www.bay12forums.com/smf/index.php?topic=117954.0 (http://www.bay12forums.com/smf/index.php?topic=117954.0)

But really, MasterworkDF has higher FPS then the unmodded game.
I'm not a fucking liar. This was slower on my piece of shit computer than DF Vanilla. Anything that uses a tileset is. I'm using a Pentium 4 1.5Ghz, 768 MB RAM, and an ATI Radeon 9250 256 MB.

And it's not just your mod that is unplayable - any mod that uses a tileset is unplayable on my computer. Don't call me a fucking liar.

Swapping the tile set shouldn't cause any differences in performance at all.. If it is you might want to check out this info from the dwarf fortress wiki.

Spoiler (click to show/hide)

Make sure you have sprites OFF (set masterwork to ascii, then try swapping in tile sets manually)

Masterwork should run faster for you if you duplicate the graphics settings in vanilla that are giving you the best performance currently.

These is no reason to swear anyone out. Let get to the bottom of the issue and help everyone out, eh?
Sorry, I'm a little testy right now. Someone from these forums is stalking me.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: JosephWongKS on October 22, 2012, 10:56:04 pm
I can attest to Masterwork (both 1.9.5 and Alpha2) being faster for me than vanilla DF.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: falconne on October 23, 2012, 12:11:13 am
I remember trying to play this once and I couldn't do anything because the tileset was eating up all of my resources.

I doubt a tileset would be the problem here. DF isn't actually ascii (as in, it's not text), the default graphics are just a tileset whose graphics are modelled on the ascii characters. So every tileset uses practically the same resources.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Meph on October 23, 2012, 03:02:37 am
Thanks @ josephWongKS and Thanks @falcone, that would have been the next thing I'd mention ^^

Quote
Someone from these forums is stalking me.
Wow... but, hey, it isnt me ;) Point is: I did program and run this mod from a netbook, with nowhere near the power your PC has. Granted, the FPS was horrible (60 first year, ~30 second and onwards) but even I didnt need 5 mins for worldgen.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Torgan on October 23, 2012, 06:28:09 am
I have just tried to create a golem. I have a steel long sword and a steel golem cast. Meph I took your advice and placed a squad of dwarfs on the workshop (golem forge?) and have yielded no results. It is still the same I only get a flash of blinding light and my dwarf comes out the same. I put it on repeat and my dwarf working the golem forge became an apostle of armok. What should I do to get golems?
The golem forge does work for me but it doesn't have a 100% success rate so you may need to try a few times, the weapon will be consumed but the cast is not so it's not too bad. You might need temperature turned on if you don't already, otherwise...just set it on repeat until it works. If your dwarf has skilled up strand extraction then he must at least be trying to do the reaction.

There is a post about the fish farm every couple of pages so I think if you go back or search the thread you should see how to correct the file.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: dei on October 23, 2012, 07:55:35 am
I can attest to Masterwork (both 1.9.5 and Alpha2) being faster for me than vanilla DF.
I remember trying to play this once and I couldn't do anything because the tileset was eating up all of my resources.

I doubt a tileset would be the problem here. DF isn't actually ascii (as in, it's not text), the default graphics are just a tileset whose graphics are modelled on the ascii characters. So every tileset uses practically the same resources.

I don't know how to demonstrate the problem, but I can tell you now that no matter what if I use a non-ASCII tileset I have that problem regardless of what I do. I am on an old computer that predates Dwarf Fortress and can barely play vanilla mode. I'm not answering another reply regarding this because apparently people won't believe what I am saying unless I post evidence, and I am unable to do so.

Thanks @ josephWongKS and Thanks @falcone, that would have been the next thing I'd mention ^^

Quote
Someone from these forums is stalking me.
Wow... but, hey, it isnt me ;) Point is: I did program and run this mod from a netbook, with nowhere near the power your PC has. Granted, the FPS was horrible (60 first year, ~30 second and onwards) but even I didnt need 5 mins for worldgen.

It was five minutes for the first ten years in worldgen with your mod. And listen, I'm sorry for my behavior in your thread. It's been a rough couple of days with the crap starting up again online and some offline stuff as well in regards to abusive roommates. I shouldn't have taken it out on you, and I apologize for doing so.

Swapping the tile set shouldn't cause any differences in performance at all.. If it is you might want to check out this info from the dwarf fortress wiki.
Spoiler (click to show/hide)

Make sure you have sprites OFF (set masterwork to ascii, then try swapping in tile sets manually)

Masterwork should run faster for you if you duplicate the graphics settings in vanilla that are giving you the best performance currently.

These is no reason to swear anyone out. Let get to the bottom of the issue and help everyone out, eh?

I do that already and I still am unable to use graphical tilesets. But, you're probably right. I forgot to just simply copy the damn raws into a folder that had already had it's init configured properly. I'm unable to use Stonesense or any of those other fancy programs that people forcibly bundle with their mods either because again, old computer that performs worse with Dwarf Fortress than Meph's netbook despite it's ability to play games with XBOX-quality graphics under the right circumstances.

Dwarf Fortress just acts weird on my machine. I am unable to even get some of the init options working in regards to gameplay itself for some reason. I should probably make a thread about that.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: sharix on October 23, 2012, 05:12:22 pm
Bug report I guess
Code: [Select]
python3 /Users/sharix/Desktop/MDF2/MasterworkDF\ Settings.py
Traceback (most recent call last):
  File "/Users/sharix/Desktop/MDF2/MasterworkDF Settings.py", line 21, in <module>
    for row in f:
  File "/usr/local/Cellar/python3/3.3.0/Frameworks/Python.framework/Versions/3.3/lib/python3.3/codecs.py", line 300, in decode
    (result, consumed) = self._buffer_decode(data, self.errors, final)
UnicodeDecodeError: 'utf-8' codec can't decode byte 0x96 in position 2876: invalid start byte
Python 3.3.0 on OS X 10.8.2
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: falconne on October 23, 2012, 06:24:45 pm
I don't know how to demonstrate the problem, but I can tell you now that no matter what if I use a non-ASCII tileset I have that problem regardless of what I do. I am on an old computer that predates Dwarf Fortress and can barely play vanilla mode. I'm not answering another reply regarding this because apparently people won't believe what I am saying unless I post evidence, and I am unable to do so.

I'm not saying the problem doesn't exist, I'm saying that the root cause is unlikely to be the tileset itself. But unfortunately it's probably going to be hard to narrow down what's wrong on your setup.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Meph on October 23, 2012, 06:45:08 pm
Well, if you do have this problem with any tileset, even in an unmodded DF I'd say that this is not the right thread... but hey, apology accepted. No worries.

@sharix: Is noted, but I do guess that arclance already fixed that. The alpha is rather old when it comes to the progress on the GUI. Lots of work has been done on it in the meantime :)
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Morticeq on October 23, 2012, 07:38:26 pm
Release something god dammit. I'm starting to see everzthing around me in a weird DF way and my addiction to your mod is giving me some bad time now. It's like you're giving free meth on the street and keep telling people that you're gonna give them blue meth. But just waaaait, waaait, waaait a little tiny bit longer, no actually wait another month.

No, but seriously dude, I can't thank you enough for making this mod and if it's possible, release something like beta. Please? :P
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: cobaltness on October 23, 2012, 07:49:58 pm
Thank you so much Torgan I will be sure to try what you wrote, but I have a world that I'm playing on I was wondering if I could turn temperature on from the settings menu.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: JosephWongKS on October 24, 2012, 12:59:54 am
What's the conversion rate for Silver -> Mithril and Mithril -> Patternwelded Mithril at the Mithril Forge?  I tried reading the raws but wasn't quite able to decipher the figures there.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Torgan on October 24, 2012, 06:27:37 am
Thank you so much Torgan I will be sure to try what you wrote, but I have a world that I'm playing on I was wondering if I could turn temperature on from the settings menu.
I'm fairly sure you can just turn on temperature without having to gen a new world, but I don't have the game in front of me at the moment to check, there's maybe a note about it on the GUI? I think from what Meph has said there's a boiling rock reaction for all transformations so that should hopefully solve the problem and let you make your army of unstoppable (ish) steel golems!
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Meph on October 24, 2012, 06:54:11 am
Yes, weather, temperature and so forth can be changed either in the init, the included init editor, or the GUI (first page) WITHOUT genning a new world. Should be fine :)
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: sharix on October 24, 2012, 07:22:49 am
[...]

@sharix: Is noted, but I do guess that arclance already fixed that. The alpha is rather old when it comes to the progress on the GUI. Lots of work has been done on it in the meantime :)
Nice to see it's fixed. Is there a newer version uploaded somewhere?
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: arclance on October 24, 2012, 09:00:39 am
[...]

@sharix: Is noted, but I do guess that arclance already fixed that. The alpha is rather old when it comes to the progress on the GUI. Lots of work has been done on it in the meantime :)
Nice to see it's fixed. Is there a newer version uploaded somewhere?
Yes, I updated this post (http://www.bay12forums.com/smf/index.php?topic=116681.msg3709352#msg3709352) in the ☼MASTERWORK☼ DF - Teamspeak thread to include the source code.
I don't have a Mac so I cannot make executables for them myself but you can run the source code on one just fine.
I included my cx_freeze build script in case someone wants to try making a Mac executable themselves.

It do think I fixed that crash at some point but I also ended up rewriting that section of the code so it does not really matter anymore.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Neyvn on October 24, 2012, 03:19:04 pm
Other then the Orcs Plugin, is there any other Playable Civs other then Dwarfs for the Masterwork mod???
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Wrex on October 24, 2012, 04:38:46 pm
There is not. I have been working on humans off and on for awhile, but it's far from finished.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: stromling on October 24, 2012, 05:49:27 pm
All my worlds go into golden ages at world gen and stay there. Is this normal for this mod?
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Meph on October 24, 2012, 06:08:13 pm
Yes, because of the high number of civs. Golden Age is triggered by that many civilized creatures living in the world. It does depend on your settings as well, if you play with 1 civ, and change your worldgen to epic amounts of megabeast, you certainly wont get golden ages often. But with default settings, yes its normal.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: cobaltness on October 24, 2012, 11:45:17 pm
Thanks you for your help.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: nopeasants on October 26, 2012, 10:12:30 am
where is the raws for the turrets?
I have been looking for a while and I have given up  sorting through files.
great mod by the way, I love it
Title: tantrum spiral
Post by: halox on October 26, 2012, 11:19:15 am
question about fortress guard - with appointed captain/sheriff in a squad and a jail available aren't they supposed to break up tantrum spiraling dorfs and put them to jail?  for some reason i can't get this to work properly dunno if theres any special way for masterwork - lemme know what you guys do? thx
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: halox on October 26, 2012, 01:14:12 pm
i see a chain of people running to the captain to report the crime however nothings being reported?
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: thistleknot on October 26, 2012, 10:24:38 pm
um... what's up with no gui?  I don't know how to use this new alpha version.  the python file doesn't open up anything.

no readme?
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: JosephWongKS on October 27, 2012, 01:45:05 am
I'm getting some very bizarre results from the "Make steel armor plate" job at the Magma Armory.

(http://i.imgur.com/u4Vaj.png) (http://imgur.com/u4Vaj)

It's created zero armor plates so far, but a strange assortment of other steel objects as seen in the screenshot above.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Dwemeral on October 27, 2012, 07:11:20 am
for the mdf2 alpha can you still disable invasions and plugins? And for some reason(1.9.5) I can't pull up dwarf therapist anymore.  It just shows a console screen and fades out.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: thistleknot on October 27, 2012, 09:50:27 am
C:\Games\Dwarf Fortress\mods\masterwork\MDF2_GUI_Fix>"MasterworkDF Settings.py"
Traceback (most recent call last):
  File "C:\Games\Dwarf Fortress\mods\masterwork\MDF2_GUI_Fix\MasterworkDF Settin
gs.py", line 1, in ?
    from tkinter import *
ImportError: No module named tkinter
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: arclance on October 27, 2012, 09:57:51 am
C:\Games\Dwarf Fortress\mods\masterwork\MDF2_GUI_Fix>"MasterworkDF Settings.py"
Traceback (most recent call last):
  File "C:\Games\Dwarf Fortress\mods\masterwork\MDF2_GUI_Fix\MasterworkDF Settin
gs.py", line 1, in ?
    from tkinter import *
ImportError: No module named tkinter
That means you don't have tkinter python module installed so you can't use the GUI included in the current alpha archive.
It should be installed with a standard python install so unless you are on a Mac (which I hear does not have tkinter) you have a non-standard python install.
The GUI in future versions uses PyQT but should be a executable so you won't need to install anything to use it.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: thistleknot on October 27, 2012, 10:33:34 am
I installed from
http://www.python.org/getit/
this version
Python 3.3.0 Windows X86-64 MSI Installer

I may have older versions installed, I don't know if I'm supposed to uninstall (I have some versions installed for different apps (such as xamp)

I don't mean to criticize python, but... there should be a readme, or a self-contained python setup (which I'm glad to hear future versions will have), because the old version I think only required .net

Update:
C:\Python27>pythonw

C:\Python27>pythonw "c:\Games\Dwarf Fortress\mods\masterwork\MDF2_GUI_Fix\Master
workDF Settings.py"

C:\Python27>python "c:\Games\Dwarf Fortress\mods\masterwork\MDF2_GUI_Fix\Masterw
orkDF Settings.py"
Traceback (most recent call last):
  File "c:\Games\Dwarf Fortress\mods\masterwork\MDF2_GUI_Fix\MasterworkDF Settin
gs.py", line 1, in <module>
    from tkinter import *
ImportError: No module named tkinter

C:\Python27>cd..

C:\>cd Python33

C:\Python33>python "c:\Games\Dwarf Fortress\mods\masterwork\MDF2_GUI_Fix\Masterw
orkDF Settings.py"
Traceback (most recent call last):
  File "c:\Games\Dwarf Fortress\mods\masterwork\MDF2_GUI_Fix\MasterworkDF Settin
gs.py", line 13, in <module>
    for file in os.listdir(dir1):
FileNotFoundError: [WinError 3] The system cannot find the path specified: 'Mast
erworkDwarfFortress/raw/objects/*.*'

C:\Python33>

If you guys could be so kind as to inform me what version I should be running so I can see what the alpha looks like, I'd be in your debt.

I'm seeing all sorts of suggestions
http://wiki.python.org/moin/TkInter

Step 2 - can Tkinter be imported?

Try the correct command for your version at the Python prompt:

>>> import Tkinter # no underscore, uppercase 'T' for versions prior to V3.0

>>> import tkinter # no underscore, lowercase 't' for V3.0 and later

    If it works, go to step 3.
    If it fails with "No module named Tkinter", your Python configuration need to be changed to include the directory that contains Tkinter.py in its default module search path. You have probably forgotten to define TKPATH in the Modules/Setup file. A temporary workaround would be to find that directory and add it to your PYTHONPATH environment variable. It is the subdirectory named "lib-tk" of the Python library directory (when using Python 1.4 or before, it is named "tkinter").

Step 3 - does Tkinter work?

Try the correct command for your Python version at the Python prompt:

>>> Tkinter._test() # note underscore in _test and uppercase 'T' for versions prior to V3.0

which worked, but still doesn't let me run masterwork, unless I can figure out how to run it inside a python shell.

I read in a readme (python22 readme?) to set a $PYTHONPATH to \Lib\lib-tk\

which I'm still working on.

yeah, so an executable based on .net would have been x10 easier.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: arclance on October 27, 2012, 11:04:19 am
I installed from
http://www.python.org/getit/
this version
Python 3.3.0 Windows X86-64 MSI Installer

I may have older versions installed, I don't know if I'm supposed to uninstall (I have some versions installed for different apps (such as xamp)

I don't mean to criticize python, but... there should be a readme, or a self-contained python setup (which I'm glad to hear future versions will have), because the old version I think only required .net
I am using Python 3.2.3 on my Windows Machine.
If you installed multiple versions of python3 in the same location you likely have broken your python install.
If you have them installed in different locations you may not actually be running it with the version you think you are.
You can use the full path to the Python3 executable to launch the script from the command line like this
Code: [Select]
C:\Python32\python.exe filename.py
to run a program with a specific version of Python.

You can download a Windows or Linux executable of the current version of the GUI here if you want to try it. (http://www.bay12forums.com/smf/index.php?topic=116681.msg3709352#msg3709352)

Meph included the GUI code with the alpha because he wanted to get it out there but it was not really ready to be used.
That is why there is no readme yet.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: thistleknot on October 27, 2012, 11:12:49 am
thanks for the executable

but running it with the full prompt didn't work (that's what I tried to do using python33 or python27 dir's, but I typed in the full path n e ways)
ex
F:\Python22>f:\Python22\python.exe "c:\Games\Dwarf Fortress\mods\masterwork\MDF2
_GUI_Fix\MasterworkDF Settings.py"
Traceback (most recent call last):
  File "c:\Games\Dwarf Fortress\mods\masterwork\MDF2_GUI_Fix\MasterworkDF Settin
gs.py", line 1, in ?
    from tkinter import *
ImportError: No module named tkinter
  I did not install them to the same location.

well, some people do have different versions of python installed because as stated on stackoverflow
http://stackoverflow.com/questions/8025188/importerror-no-module-named-tkinter-running-python-with-notepads-nppexec

we have different versions installed due to apps that are built on certain versions of python...

in that persons example, lilypad

mine might be qtcreator, or some other random development tool I have that required some odd specific version.

Update:

Yeah, I give up on that
apparently my tkinter is working (see the Tkinter._test() command, it does work and brings up a gui), but the .py file still won't run
>>> execfile ("C:\Games\Dwarf Fortress\mods\masterwork\MDF2_GUI_Fix\MasterworkDF
 Settings.py")
Traceback (most recent call last):
  File "<stdin>", line 1, in ?
  File "C:\Games\Dwarf Fortress\mods\masterwork\MDF2_GUI_Fix\MasterworkDF Settin
gs.py", line 1, in ?
    from tkinter import *
ImportError: No module named tkinter
>>> Tkinter._test()
>>>
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: thistleknot on October 27, 2012, 11:45:09 am
I uninstalled all my pythons from appwiz.cpl

rebooted

loaded 3.3

works.

although, I thought the executable file looked neater
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Putnam on October 27, 2012, 11:48:27 am
I'm getting some very bizarre results from the "Make steel armor plate" job at the Magma Armory.

Spoiler (click to show/hide)

It's created zero armor plates so far, but a strange assortment of other steel objects as seen in the screenshot above.

The reaction was made wrong. It's creating random tools instead of the "plate of armor" tool it should be making.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: halox on October 27, 2012, 11:59:45 am
is the alpha version fully playable like the 1.9.5? or is it still missing some things hence .. "alpha"
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: arclance on October 27, 2012, 12:03:30 pm
I uninstalled all my pythons from appwiz.cpl

rebooted

loaded 3.3

works.

although, I thought the executable file looked neater
I would guess that either one of your python installs was broken and was causing problems or that some change in Python3.3 causes it to act differently when installed alongside earlier versions of python.
The most likely changes are the new python launcher for windows (http://docs.python.org/py3k/whatsnew/3.3.html#pep-397-python-launcher-for-windows) and the change to using importlib as the as the implementation of import (http://docs.python.org/py3k/whatsnew/3.3.html#using-importlib-as-the-implementation-of-import).
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Dwemeral on October 27, 2012, 12:18:41 pm
for the mdf2 alpha can you still disable invasions and plugins? And for some reason(1.9.5) I can't pull up dwarf therapist anymore.  It just shows a console screen and fades out.
^???
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Putnam on October 27, 2012, 12:31:32 pm
for the mdf2 alpha can you still disable invasions and plugins? And for some reason(1.9.5) I can't pull up dwarf therapist anymore.  It just shows a console screen and fades out.
^???

You can disable invasions with the d_init.txt (IIRC, it's either that or init.txt) file under data/init.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Melzer on October 27, 2012, 12:40:00 pm
Wherez da blast frunace! I can't seem to find it anywhere, I remember in previous forts I had it, but now i can't find it. I looked everywhere (workshops and furnaces) but I can't find it. Thx for help.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: zenerbufen on October 27, 2012, 04:21:25 pm
is the alpha version fully playable like the 1.9.5? or is it still missing some things hence .. "alpha"

We are already several years into a test succession fort based on the alpha raws. Although unfinished, nothing truly game breaking has been discovered yet. The gui is very rough around the edges, but not actually necessary to play the game. Alpha means, "expect things to go wrong, and don't get mad at us when they do, cuz it's not done yet" Any _serious_ dwarven mega projects should be built with 1.9.5 Although, we would love it if you tried to build a huge mega dwarven project in the alpha, and when things go wrong (be cause they will) come back here and tell us about it so we can fix it!

The things I'm waiting on before I release the next GUI version are, 1) auto-update code I'm working on in my free time to be finished, 2) the back end code that arclance and roses are working on is finished, and tied into the new-classic/full gui.  arclance has been releasing updates in the team speak forum as he works on the back end that include just the new-advanced/mini gui

It is being worked on separate but in parallel with mephs raw updates, which he hasn't release since the alpha release that included and older version of the new-advanced/mini gui.

Sorry if updates are slow, but we are volunteers doing this for free in our free time, & also we are trying to do quality work and not rush things.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: zenerbufen on October 27, 2012, 04:24:13 pm
for the mdf2 alpha can you still disable invasions and plugins? And for some reason(1.9.5) I can't pull up dwarf therapist anymore.  It just shows a console screen and fades out.
^???
Therapist is maintained separately from Masterwork. If the version contained inside masterwork breaks your best bet is to head over to the Therapist thread and download the latest update from 'splinterz' branch.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: halox on October 27, 2012, 11:39:03 pm
slow updates are not a problem i was just wondering what the current 'proving ground' masterwork build was - this mod is totally amazing, on another note - have you guys noticed justice system is not working properly or is this intended? crimes dont see to be reported for violence etc, only death/violoation of production orders i think i remember before if a dorf through a hissy fit my captitano would smack him around and throw him in jail
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: zenerbufen on October 28, 2012, 12:55:41 am
So your saying the justice system is totally scewed to favor the rich and is totally corrupt, and only exists to keep the working dwarf in line? Sounds about right to me. Don't violate any noble mandates or production orders or you may find yourself at the business end of the hammer of justice.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Torgan on October 28, 2012, 01:42:29 pm
I'm getting some very bizarre results from the "Make steel armor plate" job at the Magma Armory.

It's created zero armor plates so far, but a strange assortment of other steel objects as seen in the screenshot above.
Looks like the reaction is bugged like Putnam said but there's no need to waste steel forging armour plates, the plate armour created is the same material as the armour consumed to make it, not the plates. Ie copper armour plates+adamantine armour gives adamantine plate armour.

It's the opposite for bayonets, steel bayonets combined with a wooden crossbow give a steel crossbow.

@Halox
Your justice system will only sentence a dwarf if they fight or break stuff during a tantrum afaik. If you can see the crimes are being reported in the justice screen maybe make sure your sheriff isn't busy with other jobs so he can go beat them up.
@Melzer
Blast furnace has been removed.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Dwarfu on October 28, 2012, 01:46:56 pm
crimes dont see to be reported for violence etc...

Just a quick note, this has nothing to do with this mod.  It is a new bug introduced at some point in the regular game.  Spish asked about this in a previous FOTF Q&A to this end:

Quote from: Spish
Will we ever be able to arrest tantruming dwarves again? Personally, I don't like seeing civilians go unpunished for crippling craftsdwarves and destroying furniture.

Are those crimes not reported by witnesses?  I don't remember where that is at.  The intention is not to decriminalize those acts, in any case.

I've seen a few posts on the forums about this, but didn't find a bug report, so I opened a new one:  Bug #6235 (http://www.bay12games.com/dwarves/mantisbt/view.php?id=6235).  Please add to it if it doesn't cover your own findings.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Neyvn on October 29, 2012, 03:22:25 am
Now I have been looking over the last few pages, going back a good distance. I may be just blind, but please prey tell...
What is up with the contents of the download MDF2(Alpha) and what is the difference between it and the 1.9.5 Download???
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: halox on October 29, 2012, 12:26:10 pm
i have an interesting find... i loaded up the succession fort for masterwork and as it currently stands with 240 population i get like 110 fps!!.. somehow.. my fort on the other hand with around 200 population gets 50 fps. .i'm willing to upload my save if anyone wants to take a look at it i'm thinking that since alpha is newly recoded its more streamlined/optimized and performs better?  !!SCIENCE!!!! i'm using 1.9.5
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: zenerbufen on October 29, 2012, 02:47:17 pm
Now I have been looking over the last few pages, going back a good distance. I may be just blind, but please prey tell...
What is up with the contents of the download MDF2(Alpha) and what is the difference between it and the 1.9.5 Download???

MDF2 is uncompleted new version.

1.9.5 is old but 'finished'/mature
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: JosephWongKS on October 29, 2012, 10:05:55 pm
How does attribute training work?

Do a dwarf's stats increase with each level earned in a skill, or is it based on the total number of job experience he has? For example, which dwarf gets higher attribute boosts - a dwarf who has Legendary +5 in one skill (29,000 exp, for 20 skill levels) or a dwarf who has Novice in 30 skills (15,000 exp, for 30 skill levels)?

And does a dwarf keep getting attribute boosts if he works at a job past Legendary +5?
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Dwemeral on October 29, 2012, 10:13:25 pm
Now I have been looking over the last few pages, going back a good distance. I may be just blind, but please prey tell...
What is up with the contents of the download MDF2(Alpha) and what is the difference between it and the 1.9.5 Download???
MDF2 has the terra cotta army and greenskins, I think Jutons have been taken out, and also interface isn't complete.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: SaintWacko on October 29, 2012, 10:32:27 pm
I turned off the Secret !!Fun!! in the menu, but I'm still getting Carp God acolytes everywhere. Is this intended behavior?
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Dwemeral on October 29, 2012, 10:43:50 pm
I turned off the Secret !!Fun!! in the menu, but I'm still getting Carp God acolytes everywhere. Is this intended behavior?
if you already gened a world turning it off won't work. you need to do it before hand.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: SaintWacko on October 29, 2012, 11:10:29 pm
I turned off the Secret !!Fun!! in the menu, but I'm still getting Carp God acolytes everywhere. Is this intended behavior?
if you already gened a world turning it off won't work. you need to do it before hand.

I know, I genned a new world after I turned it off.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Spleenling on October 30, 2012, 02:10:34 am
Big: pressing ESC and saveing the game doesnt seem to work im only able load the seasonal autosaves
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: JosephWongKS on October 30, 2012, 06:32:26 am
I'm trying to make bloodsteel bars at the Boneyard but the reaction is redded out for me.

It says I need "BLOOD Item", "Blood-Containing Barrel", "Ironbone Bars", "Ash", "Bonemeal" and Fuel.

I've got plenty of Barrels of Blood, Ironbone bars, Ash, Bonemeal and Fuel.  Which means I must be lacking "BLOOD Item".  What are those?
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: SaintWacko on October 30, 2012, 07:43:07 am
Big: pressing ESC and saveing the game doesnt seem to work im only able load the seasonal autosaves

I'm having the same issue. It's somewhat annoying to have to wait til the next season to be able to stop playing, especially when playing off a flash drive.

A couple other issues, too. I am unable to build the Great Bifrost Forge, or finish forging FrostBrand. I'm pretty sure I have enough Bifrost, but it's hard to tell because I can't seem to find it in the stocks screen.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Meph on October 30, 2012, 09:05:39 am
I am still reading here, but I am very busy, planning for marocco. I will do test this save bug however, that would be an absolute gamebreaker.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Kon on October 30, 2012, 09:48:07 am
I noticed I suddenly had 1000s of steel bars. There must be a bug somewhere, but I haven't figured it out. Maybe I melted something that produced many more bars than it should have. Many of my magma smelters were cluttered, so it wasn't a single action that caused this. Has anyone else seen something like this?
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: JosephWongKS on October 30, 2012, 10:46:26 am
My countess just spent the entirety of the past in-game month storing items in bins and/or stockpiles instead of meeting with the liaison from the human traders.  This is the first time she's failed to conduct any meetings with the merchants / diplomats - what should I do to rectify this?

EDIT:  Okay, she's finally conducting her first meeting with the diplomat.  After one full month of shuffling from bin to stockpile and back. 
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: nopeasants on October 30, 2012, 11:13:43 am
Does anyone know what raw file the turrets are in?
I want to change a few small things about them.
my last post was kinda' ignored so could someone PLEASE answer this one.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: SaintWacko on October 30, 2012, 11:42:16 am
Does anyone know what raw file the turrets are in?
I want to change a few small things about them.
my last post was kinda' ignored so could someone PLEASE answer this one.

They are in creature_masterwork.txt.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: SaintWacko on October 30, 2012, 02:45:03 pm
Is there a trick to making the Church of the Dark Depths? I'm staring straight at 10 bone blocks, but it still says it needs 10 bone blocks to make it.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: halox on October 31, 2012, 06:09:50 am
i have info on the save bug - it actually does autosave every season however when you exit the game it saves into the season you actually launched with and somehow gets changed up latetr i know it sounds wierd but but i do is go through my saves and  load up like 3-4 til i find the right 'last' one.. hope this helped
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: zenerbufen on October 31, 2012, 06:52:12 am
I've noticed the same thing myself. If you open from an autosave, the game will keep saving to that same save, making the name incorrect. Each autosave is basically it's own alternate universe.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Meph on October 31, 2012, 07:54:15 am
Seriously guys ? You didnt knew that ?

If you load an autosave, all saves you make are saved into that folder. That is vanilla DF and has nothing to do with the mod. So if you load your spring 202 save, play summer and autumn 202, then save and exit, your most recent save will be in the spring 202 folder.

You guys gave me a really big scare, for absolutely no reason. ^^
/end of rant.

Needless to say, I couldnt reproduce any bug concerning saves...
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Kon on October 31, 2012, 07:56:06 am
Another bug: when I grow and cut small trees, the 'logs' don't go into the wood stockpile. They just clutter up the workshop. I can use them for building walls though.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Torgan on October 31, 2012, 07:59:35 am
Works fine for me, have you got wood hauling turned off? (o)->(w) I think.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Meph on October 31, 2012, 09:31:14 am
Which logs? Rough, Smooth ? Fungi, Nether, Fair ?

Anyway, 2 small things:

I am doing more work, added more stuff to the alpha. I will merge the modest mod with the FPS improving DF next though, so that update hopefully comes today.

And I booked a flight to Tunesia. I will be in Algeria, Libya and Tunesia from the 08.December till the 12.January, so please dont expect too much in those 5 weeks. Just saying that now.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: SaintWacko on October 31, 2012, 09:49:14 am
Seriously guys ? You didnt knew that ?

If you load an autosave, all saves you make are saved into that folder. That is vanilla DF and has nothing to do with the mod. So if you load your spring 202 save, play summer and autumn 202, then save and exit, your most recent save will be in the spring 202 folder.

You guys gave me a really big scare, for absolutely no reason. ^^
/end of rant.

Needless to say, I couldnt reproduce any bug concerning saves...

Wups, sorry for the scare. I don't usually work with multiple saves, so I didn't know it worked that way. Very good to know, though, it's somewhat annoying to only be able to stop playing at the end of a season.

Also, my dwarves seem to be using bone blocks when rock blocks are called for. Is this supposed to be happening, and could it be related to why my dwarves won't accept my bone blocks to use in building a Church of the Dark Depths?
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: SmK_JaGuaR on October 31, 2012, 06:52:57 pm
Where is the blast furnace located?
Title: Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Weaponry/Armory Poll
Post by: Meph on October 31, 2012, 07:11:15 pm
>>> NEW DOWNLOAD 1.9.5 (Win) <<< (http://dffd.wimbli.com/file.php?id=5315)

 - Changed chemists brimstone reaction, brimstone was the "magma in bags" that arrived with caravans.
 - Removed NOSTUN from syndrome of mage transformation, no more endless sleep.
 - Legendary skill essence is now created into a container, no more 1000-stuff spam.
 - Bronze armorplates now aviable
 - Dwarves can no longer become crazed from reactions, since this will cause loyality cascades.
 - Plategreaves and spikegreaves have a higher layer permit, allowing clothing underneath.
 - Added the weapon balancing fixes done by wrex and smakemupagus. Thanks :)
 - Fixed golem hearts brought by traders.
 - Metallurgist now needs a copper bar instead of a bronze bar. Mixed that up previously.
 - Rest-oil from boiling leather in oil now is produces inside the container, not outside.
 - Added FROSTBRAND. A legendary weapon in the research lab. Try it out :)
 - Added The great bifrost forge for specific bifrost items
 - Added new library system. Essays, Books and Masterpieces. :)
 - Added new design for golem forge and temple of armok.
 - Bone blocks are now stockpiled.
 - Wicker blocks are now stockpiled.
 - Illithids removed completely.
- Blast Furnace removed.  HERE
 - Fishing nets now needs blocks (5) instead of boulders (5).
 - Added fishpond design, replaced fishfarm.
 - Added newest Dwarf Therapist (splinterz branch, v17).
 - Added direct reactions for siegeammo. 1 bar = 3 ballista bolts.

Notes: Just a few bugfixes and balancing here. There are also some tiny new features, the bifrost forge, the new library system and the unique artefact, the frostbrand. This one is in as a test, but very high tech, you need to kill some frost giants for it first. It should result in a weapon... with a description. :)

I also put ~65h of work into v.2, but the alpha is far from playable. ~25h went into the manual I guess. The 1.9.5 will be the last update, before the big overhaul. Please excuse me not testing the 1.9.5 version, I only did the raw changes and checked the errorlog. But the alpha I am working on is currently absolutely, 100% bug-free. :)
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: SmK_JaGuaR on October 31, 2012, 07:29:37 pm
 :-[
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Meph on October 31, 2012, 07:49:35 pm
I made a poll about it, the overwheliming majority was for removing it, because of the change in the smelter... 1 ore = 4 bars... that should be enough.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: halox on November 01, 2012, 03:18:04 pm
how do you make soap in the alpha? i dont see a soapmaker shop nor does apothicary have any tasks
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Meph on November 01, 2012, 03:48:26 pm
Chemist. :)
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: halox on November 01, 2012, 07:08:58 pm
sorry for all the questions ;).. but what about transmuting metals in alpha? which building to use? i see the recipeies in the job tasks manager
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Kon on November 01, 2012, 10:20:38 pm
Which logs? Rough, Smooth ? Fungi, Nether, Fair ?

Anyway, 2 small things:

I am doing more work, added more stuff to the alpha. I will merge the modest mod with the FPS improving DF next though, so that update hopefully comes today.

And I booked a flight to Tunesia. I will be in Algeria, Libya and Tunesia from the 08.December till the 12.January, so please dont expect too much in those 5 weeks. Just saying that now.

I am growing 'small trees' in my Farm Plot. When I select 'Cut farmed tree' from the Timberyard, 5 'small trees' are brought to the Timberyard, producing 'logs' and 'tree seeds.' The 'tree seeds' are immediated tasked for transfer, but the 'logs' are not moved to my 'wood' stockpiles; they just accumulate and clutter the Timberyard. All other logs go to the wood stockpile. Wood hauling is not turned off. The Timberyard does give me the option to 'Smooth wood and look for seeds.'  ... Just got a notice I am being sieged. Will provide more info if I find out anything that may seem helpful.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Justyn on November 01, 2012, 10:21:17 pm
Whenever I try and run the "masterwork settings 1.9.5" program in the folder, it always gives an error message and then closes. I have no idea where to start.

The error message in its entirety:

Masterwork Settings 1.9.5.exe - Application Error
The application failed to initialize properly (
*). Click on OK to terminate the application.

*: Some numbers, omitted because I don't know what they mean. But I'll include them if you want me to.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: zenerbufen on November 02, 2012, 01:16:18 am
Whenever I try and run the "masterwork settings 1.9.5" program in the folder, it always gives an error message and then closes. I have no idea where to start.

The error message in its entirety:

Masterwork Settings 1.9.5.exe - Application Error
The application failed to initialize properly (
*). Click on OK to terminate the application.

*: Some numbers, omitted because I don't know what they mean. But I'll include them if you want me to.

Make sure .net is installed (http://www.microsoft.com/en-us/download/details.aspx?id=30653) If it already is attempt to repair it. (http://www.microsoft.com/en-us/download/details.aspx?id=30135)
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: JosephWongKS on November 02, 2012, 01:55:06 am
If I select "Melee Weapon, Individual Choice" for my military dwarves' uniforms, will they automatically select runic weapons (as and when those are forged), or do I have to specify runic weapons in their equipment selection screen?
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Justyn on November 02, 2012, 02:31:09 am
Whenever I try and run the "masterwork settings 1.9.5" program in the folder, it always gives an error message and then closes. I have no idea where to start.

The error message in its entirety:

Masterwork Settings 1.9.5.exe - Application Error
The application failed to initialize properly (
*). Click on OK to terminate the application.

*: Some numbers, omitted because I don't know what they mean. But I'll include them if you want me to.

Make sure .net is installed (http://www.microsoft.com/en-us/download/details.aspx?id=30653) If it already is attempt to repair it. (http://www.microsoft.com/en-us/download/details.aspx?id=30135)

I have Windows XP. That won't work for me.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: zenerbufen on November 02, 2012, 04:36:41 am
The 4.0 version (http://www.microsoft.com/en-us/download/details.aspx?id=17851) supports xp. Does that work?
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Putnam on November 02, 2012, 09:52:51 am
If I select "Melee Weapon, Individual Choice" for my military dwarves' uniforms, will they automatically select runic weapons (as and when those are forged), or do I have to specify runic weapons in their equipment selection screen?

Dwarves are pretty stupid about choosing weapons, just manually choose it for them.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: SaintWacko on November 02, 2012, 01:59:42 pm
Er... I think there may be something off with hellfire imps. I just got besieged by them, but they all spontaneously combusted...
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Justyn on November 02, 2012, 05:26:44 pm
Er... I think there may be something off with hellfire imps. I just got besieged by them, but they all spontaneously combusted...

By "off" do you mean "awesome"?
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: DorfMeister on November 02, 2012, 07:09:53 pm
Er... I think there may be something off with hellfire imps. I just got besieged by them, but they all spontaneously combusted...

maybe they were Hellfire Imp People's Front crack suicide squad...
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: SaintWacko on November 03, 2012, 02:56:00 pm
Er... I think there may be something off with hellfire imps. I just got besieged by them, but they all spontaneously combusted...

maybe they were Hellfire Imp People's Front crack suicide squad...

Ah, yes, that could be it. They exploded as soon as they entered the map, though, so maybe it was a practice run. Clearly they didn't consider the ramifications of 'suicide squad practice run'...
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: narical on November 03, 2012, 04:17:23 pm
Hello all, I have 2 questions )
1. Is it hard to make last masterwork version under linux? May be there is instructions for doing this?
2. Is it hard to make ttf font work under linux? There's a couple of years I wait this bug removed(
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Putnam on November 03, 2012, 07:56:48 pm
The latest version comes with a settings file that my computer has no idea what to do with.
MasterworkDF Settings.py? All I can do with that is open it in a text editor

Get Python.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: slay_mithos on November 03, 2012, 11:24:06 pm
Back after more than 6 monthes where my PC couldn't handle DF, and I am glad to see that the mod is still around and well.

Not quite sure about the DF2 alpha, I took the "standard" version, and got lost in the changes, with quite a few building added and other changed, but with the help of therapist, it is really easy to set the right jobs.

Anyway, just came to say thanks again for the mod.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Tally on November 04, 2012, 01:03:08 am
I'm impressed with the mod so far as I can play it, and the ASCII+ tileset looks amazing.

However, I run into a persistent problem that frustrates me to no end. The game just randomly crashes. Absolutely no clue why. My theory, at first, was that autosave would've been to blame, so I turned off autosave. No dice. It seems to happen at the turn of a new season, far as I can tell. I've tried searching the thread for answers and came up with nothing, unfortunately.

Because of this, I can't really get any fort past its fledgling designs, and I'm particularly lucky to make it to the caravan. If anyone has any answers, I'm all ears. As for settings, I'm using the default settings, with the exception of windowed mode (changed to 1280x600), a slight max population decrease, and using ASCII+ with no creature graphics.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: zenerbufen on November 04, 2012, 03:46:27 am
I'm impressed with the mod so far as I can play it, and the ASCII+ tileset looks amazing.

However, I run into a persistent problem that frustrates me to no end. The game just randomly crashes. Absolutely no clue why. My theory, at first, was that autosave would've been to blame, so I turned off autosave. No dice. It seems to happen at the turn of a new season, far as I can tell. I've tried searching the thread for answers and came up with nothing, unfortunately.

Because of this, I can't really get any fort past its fledgling designs, and I'm particularly lucky to make it to the caravan. If anyone has any answers, I'm all ears. As for settings, I'm using the default settings, with the exception of windowed mode (changed to 1280x600), a slight max population decrease, and using ASCII+ with no creature graphics.

If you are on a mac/linux and having this problem turn OFF truetype fonts... they cause lots of weird hard to track crashes.
Get Python.
After installing phyton I get a black window popping up for a split second before going away.
Is there anything else I need?

Open a command prompt. (start -> run -> type cmd and then run )
use the cd command to change to the masterwork directory. <- required... settings.py WILL NOT WORK if started from another directory. It must know where it is to find the other masterwork files.
then execute python, and tell it to execute the python script.. such as :
c:\python33\python.exe settings.py

to make a double clickable file save the things you type into a text file named start.cmd

the start of that will change depending on where python is installed/what version you have. python3 or newer is required (2 wont work)
Yes it requires a little work, but that is intentional at this point... the alpha isn't quite finished... if you want everything included and to 'just work' use the older 1.9.5 you can run 1.9.5 out of the box, without messing about with python... the alpha is mostly intended to give a little 'preview' and to allow others to help finish it up if they so desire.


Hello all, I have 2 questions )
1. Is it hard to make last masterwork version under linux? May be there is instructions for doing this?
2. Is it hard to make ttf font work under linux? There's a couple of years I wait this bug removed(

1) it should work no problem, masterwork does only change the raws/graphics. The old 'launcher' application only work on windows... the linux version of 1.9.5 has all included modifications but no configuration program... the alpha of 2 is designed to work cross platform... but is more rough around the edges... we are here to help you with specific problems you have with it however.
2) that is toady's domain. We have no access/control over the base game/rendering engine. I would assume that the bug still exists. From my understanding toady is in feature adding mode, and once the next version comes out with the extra features that he will go back into bug fix mode for a while.  in my experience the True Type bugs are reproducible/avoidable as they are tied to specific zoom levels/windows sizes/screens/menus. I usually keep them off but toggle them on/off when i know I'm in 'safe' parts of the game. (it is a single key, F-11 or F-10 if i remember right)
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: narical on November 04, 2012, 06:25:21 am
Trying to run:
Spoiler (click to show/hide)

Googling a bit results this:
http://serverfault.com/questions/269357/got-error-while-encoding-text-in-linux (http://serverfault.com/questions/269357/got-error-while-encoding-text-in-linux)

Quote
It means that the key is already encoded, and the system is attempting to decode it first before the encode operation.

And I can't find main executable for linux in MDF2 Alpha, how is it works?
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: zenerbufen on November 04, 2012, 01:08:16 pm
That bug was fixed, check out the update posted by arclance in the masterwork  teamspeak thread. Also, the ALPHA does not include the full game. You will need the appropriate vanilla version of dwarf fortress. Extract it into the DF directory, and run Masterwork Settings.py It will modify the raws of the vanilla game to be masterwork.

The actual release will automate that for you.

edit:
link to newest revision of alpha (http://www.bay12forums.com/smf/index.php?topic=116681.msg3709352#msg3709352)
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: narical on November 04, 2012, 02:07:37 pm
Python configuration is running! ))

If there any manual for making working copy of df+masterwork?)
I mean step-by-step, like
1. Get the latest vanilla df
2. Get masterwork df2 alpha
3. unpack something somewhere
4. run blabla

I haven't found any binary for linux in mdf2 alpha.
There are some hardcoded changes in masterwork, right?
Then we need last version binary executable. Now I have 1.9.2 under linux, and where I can get last version?
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Tally on November 04, 2012, 04:40:26 pm
I'm impressed with the mod so far as I can play it, and the ASCII+ tileset looks amazing.

However, I run into a persistent problem that frustrates me to no end. The game just randomly crashes. Absolutely no clue why. My theory, at first, was that autosave would've been to blame, so I turned off autosave. No dice. It seems to happen at the turn of a new season, far as I can tell. I've tried searching the thread for answers and came up with nothing, unfortunately.

Because of this, I can't really get any fort past its fledgling designs, and I'm particularly lucky to make it to the caravan. If anyone has any answers, I'm all ears. As for settings, I'm using the default settings, with the exception of windowed mode (changed to 1280x600), a slight max population decrease, and using ASCII+ with no creature graphics.

If you are on a mac/linux and having this problem turn OFF truetype fonts... they cause lots of weird hard to track crashes.

I'm playing on Windows. I'll try that anyway, though. Thanks.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Tally on November 04, 2012, 05:42:55 pm
Didn't work. And, in case this helps at all, this is the error I got.

"The instruction at 0x037d3327" referenced memory at "0x7f0601cd". The memory could not be "read".


The only option I can think of now is that I'm going to try a fresh install. See if that helps.

Edit: Still crashing, but I've narrowed things down to two slightly more obvious options. Scriptoriums potentially not recognizing what graphite is, and trees maturing from tree seeds. However, I doubt the former is the source as I've gotten crashes without scriptoriums. In my latest fort, my tree planting was delayed, and I managed to get to late winter before the crash, which leads me to believe tree seeds are at fault. I wish I could test this further, but I can't find a dfhack command to mature plants. I'll have to test with a fort that doesn't use treefarming.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: zenerbufen on November 05, 2012, 01:19:04 am
To everyone using the alpha: Please use the updated version linked in my sig.

Sorry Tally, but I don't play on windows and I have never received that error :( I can't help you.

Python configuration is running! ))

If there any manual for making working copy of df+masterwork?)
I mean step-by-step, like
1. Get the latest vanilla df
2. Get masterwork df2 alpha
3. unpack something somewhere
4. run blabla

I haven't found any binary for linux in mdf2 alpha.
There are some hardcoded changes in masterwork, right?
Then we need last version binary executable. Now I have 1.9.2 under linux, and where I can get last version?

To install the DF Alpha on linux:
1) Install python 3 by the normal means for your distribution.
2) download DF linux: http://www.bay12games.com/dwarves/df_34_11_linux.tar.bz2
3) download Masterwork Alpha
4) extract Alpha
5) Open newly created Masterwork folder
6) extract df_34_11_linux.tar.bz2 into df folder    <- I think this is what you are looking for

To configure:
1) open a Terminal window
2) cd path/to/masterwork_folder
3) python3 lib/backend_merged_20.py (if using arclances update)
3) python3 Masterwork\ Settings.py    (original version of alpha)

To play:
1) path/to/masterwork_folder/df/df      (I'm assuming that the linux executable uses the same name as the mac executable, it could be dwarffort.exe or something similar)

Double check the capitalization/names, I typed the above from memory... I don't have access to a linux system to verify, so it might require slight tweaking.
Hope that helps! The next release won't require all those steps.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Tally on November 05, 2012, 01:24:59 am
Sorry Tally, but I don't play on windows and I have never received that error :( I can't help you.
I suppose you can help somewhat: Are you able to plant trees (via farm plots) without the game crashing on their maturity? How about trying to make ink from graphite when you have none in your stocks?

Thanks for trying, anyhow. It's nice that you're helpful.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: zenerbufen on November 05, 2012, 01:29:39 am
I've never attempted to use either of those features! Sorry.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Tally on November 05, 2012, 08:55:46 am
I think I figured it out. Tree seeds maturing seems to be the problem, as my latest fortress (specifically not using any form of treefarming) has managed to go much longer than usual without any crashes.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Melzer on November 05, 2012, 10:43:49 am
@ Meph
       You should start a wiki and encourage fans to add stuff to it or something (Yes I know there's one already, but it doesn't really say much more than the manual). It's a really great mod and all but the built in manual doesn't really give much information about the "inside" and it's kinda tedious to ask every little question you have on the forums and then wait a couple of hours for an answer. Not saying that you have to do it now, but just saying you should consider it, it would really help a lot
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Thudde on November 05, 2012, 06:06:55 pm
My experience with crashing seem to be related to invader races.  I reload before the crash and turn off an invader species or two.  Takes a couple guesses, but eventually I find the one causing the crash and continue on.   
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Tally on November 05, 2012, 06:41:45 pm
My experience with crashing seem to be related to invader races.  I reload before the crash and turn off an invader species or two.  Takes a couple guesses, but eventually I find the one causing the crash and continue on.

Yeah I experienced another crash not too long ago, despite abstaining from tree farming. I think it had to do with Dwarf Therapist however, but I may try your idea. Which particular invaders caused you problems?
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Justyn on November 05, 2012, 06:54:26 pm
Me again; I installed the .Net framework (4, the latest version that works with Windows XP) a few days ago, and I've just started to try to actually get this thing to work instead of running the game from Dwarffortress.exe. When I start playing, the Masterwork Settings 1.9.5 does load, but with an error message as follows:

Spoiler (click to show/hide)

When I try to engage or disengage parts of the mod, I get messages that look like this:

Code: [Select]
ReadFile error. Cannot find file: \*.txt(* meaning the file relating to the button in question: the Simple Trees button says it can't find \plants_standard.txt for example, and buttons that deal with multiple files display the messages for each file; all buttons relating to the mod do that, save those under settings do that.)

With a second message that pops up after that one is removed.

Code: [Select]
Tried to save an empty file...
Anyone able to offer some help?

EDIT: You can't nest spoilers in this forum... good to know.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Tommy on November 05, 2012, 07:54:15 pm
Me again; I installed the .Net framework (4, the latest version that works with Windows XP) a few days ago, and I've just started to try to actually get this thing to work instead of running the game from Dwarffortress.exe. When I start playing, the Masterwork Settings 1.9.5 does load, but with an error message as follows:

[spoiler]Unhandled exception has occurred in your application. If you click Continue, the application will ignore this error and attempt to continue. If you click Quit, the application will close immediately.

Could not load file or assembly 'System.Core. Version=3.5.0.0.
Culture=neutral, PublicKeyToken=b77a5c561934e089' or one of its
dependencies. The system cannot find the file specified.

Try specifically installing .NET 3.5 (http://www.microsoft.com/en-gb/download/details.aspx?id=25150) - it should contain the missing libraries.  You can install it alongside other versions without issue.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Justyn on November 05, 2012, 08:01:45 pm
Me again; I installed the .Net framework (4, the latest version that works with Windows XP) a few days ago, and I've just started to try to actually get this thing to work instead of running the game from Dwarffortress.exe. When I start playing, the Masterwork Settings 1.9.5 does load, but with an error message as follows:

[spoiler]Unhandled exception has occurred in your application. If you click Continue, the application will ignore this error and attempt to continue. If you click Quit, the application will close immediately.

Could not load file or assembly 'System.Core. Version=3.5.0.0.
Culture=neutral, PublicKeyToken=b77a5c561934e089' or one of its
dependencies. The system cannot find the file specified.

Try specifically installing .NET 3.5 (http://www.microsoft.com/en-gb/download/details.aspx?id=25150) - it should contain the missing libraries.  You can install it alongside other versions without issue.

Thanks Tommy, this worked. :D
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Don Blake on November 05, 2012, 11:10:20 pm
Just downloaded Masterwork, and I'm having trouble getting started.  As in, the worlds I generate don't seem to be showing up as playable, or even existing.  I'm not sure if it's failing to save them or what- any suggestions?
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: narical on November 05, 2012, 11:35:49 pm
I've got things working, but there's another questions in line ))

- how to use python configurator? there's no new buildings in game, no premade embark profiles, and no graphics tileset. I prefer ironhand, but phoebus is a good deal too - how can I add all those stuff?
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: jaardichten on November 06, 2012, 04:33:54 am
Hi, first of all thanks for MW DF, the UI makes configuring life way easier.
Colors are a bit screwed, what can I do here?
(http://www.abload.de/thumb/zwischenablage-1o1usu.png) (http://www.abload.de/image.php?img=zwischenablage-1o1usu.png)

Tileset is Ironhand and MASTERWORK COLOR is turned on. But as you see, there's brown AND black backgrounds in text areas. Can this be changed?

TIA
Michael
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Pie Maker on November 06, 2012, 08:18:34 am
Downloaded Masterwork and I have to say that I love it. There's so much content in it that it feels like I'm playing a different game altogether.

Just wanted to ask, are mages that get their power from slabs still a work in progress? They seem buggy in that that they are attacked by their own minions. (For example infernomancers being attacked by flaming zombie corpses.) Also, corpses raised as a warlock with necromancy in adventure mode are aggressive towards you.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: nopeasants on November 06, 2012, 09:36:37 am
@ Meph
       You should start a wiki and encourage fans to add stuff to it or something (Yes I know there's one already, but it doesn't really say much more than the manual). It's a really great mod and all but the built in manual doesn't really give much information about the "inside" and it's kinda tedious to ask every little question you have on the forums and then wait a couple of hours for an answer. Not saying that you have to do it now, but just saying you should consider it, it would really help a lot

This^^^
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Beenoc on November 06, 2012, 11:00:25 am
For some reason, none of the mod's features are working for me, except for the fact that ore smelts into coarse iron. Seeing as I can't build a Crucible, this is not very helpful. :P I was able to get everything to work in the past, and I have all the options set to YES in the options, but still no stuff. But still, this is a great mod. It menaces with spikes of win and is decorated with oval epic cabochons.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Thudde on November 06, 2012, 05:33:48 pm
I finally tried out the advanced leather types but have a problem.  When you boil leather with oil to make hard leather, you start with a piece of leather and a jug filled with oil.  When complete you have a piece of hard leather and a jug filled with "liquid".  I really don't want to make a new jug for each reaction.  Am I (yet again) missing something?
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Thudde on November 06, 2012, 05:55:33 pm
OK, I think I figured it out.  In the raws for boiling leather you see this line.  If I understand it, it says there is a 90% chance that the reaction will create a misc liquid that matches reagent "B".  Unfortunately there isn't a reagent named "B".  Change the "B" to "oil" and it seems to work.

[PRODUCT:90:1:LIQUID_MISC:NONE:GET_MATERIAL_FROM_REAGENT:B:NONE][PRODUCT_TO_CONTAINER:oil container]
   YESDUST[PRODUCT:20:1:BOULDER:NONE:INORGANIC:STENCH][PRODUCT_DIMENSION:150]
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: zenerbufen on November 06, 2012, 06:43:20 pm
Hi, first of all thanks for MW DF, the UI makes configuring life way easier.
Colors are a bit screwed, what can I do here?
(http://www.abload.de/thumb/zwischenablage-1o1usu.png) (http://www.abload.de/image.php?img=zwischenablage-1o1usu.png)

Tileset is Ironhand and MASTERWORK COLOR is turned on. But as you see, there's brown AND black backgrounds in text areas. Can this be changed?

TIA
Michael

The phobous tileset allows you to use it's included tweak program to fix that problem. With Ironhand it will require some hand tweaking. Look for df/data/init/colors.txt
This will let you tweak the background to match the text background. You can also toggle on/off truetype fonts, or edit the tileset file by hand in a graphics editor to have it's colors better match.


@ Meph
       You should start a wiki and encourage fans to add stuff to it or something (Yes I know there's one already, but it doesn't really say much more than the manual). It's a really great mod and all but the built in manual doesn't really give much information about the "inside" and it's kinda tedious to ask every little question you have on the forums and then wait a couple of hours for an answer. Not saying that you have to do it now, but just saying you should consider it, it would really help a lot

This^^^

The next version will have a better manual (so says meph) but don't hold your breath on the wiki. It always sounds like a good idea but lags behind the game and always ends up wrong and out of date. Meph has tried it a few times in the past with poor results, and currently has little interest in trying again.



I've got things working, but there's another questions in line ))

- how to use python configurator? there's no new buildings in game, no premade embark profiles, and no graphics tileset. I prefer ironhand, but phoebus is a good deal too - how can I add all those stuff?

New buildings are unfinished, premade embark profiles nonexistant, tileset changing does is unfinished, so tilesets are not included yet. If you want all that stuff you will need to go back to 1.9.5, the alpha is unfinished.

Downloaded Masterwork and I have to say that I love it. There's so much content in it that it feels like I'm playing a different game altogether.

Just wanted to ask, are mages that get their power from slabs still a work in progress? They seem buggy in that that they are attacked by their own minions. (For example infernomancers being attacked by flaming zombie corpses.) Also, corpses raised as a warlock with necromancy in adventure mode are aggressive towards you.
OK, I think I figured it out.  In the raws for boiling leather you see this line.  If I understand it, it says there is a 90% chance that the reaction will create a misc liquid that matches reagent "B".  Unfortunately there isn't a reagent named "B".  Change the "B" to "oil" and it seems to work.

[PRODUCT:90:1:LIQUID_MISC:NONE:GET_MATERIAL_FROM_REAGENT:B:NONE][PRODUCT_TO_CONTAINER:oil container]
   YESDUST[PRODUCT:20:1:BOULDER:NONE:INORGANIC:STENCH][PRODUCT_DIMENSION:150]
For some reason, none of the mod's features are working for me, except for the fact that ore smelts into coarse iron. Seeing as I can't build a Crucible, this is not very helpful. :P I was able to get everything to work in the past, and I have all the options set to YES in the options, but still no stuff. But still, this is a great mod. It menaces with spikes of win and is decorated with oval epic cabochons.

@ above three. Which version are you using? The alpha of the next version is written from the ground up from scratch, and therefore does not share the same code base. They are completely separate and we need to know which you are using to help!

Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Zeebie on November 07, 2012, 09:13:46 am
Thoughts on whether a steel battle axe or a copper runic battle axe will be more effective?  Assuming same quality level. 
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Godlysockpuppet on November 07, 2012, 09:32:37 am
Thoughts on whether a steel battle axe or a copper runic battle axe will be more effective?  Assuming same quality level.
Runic axes add some fancy new attacks but i'd say Steel would be better :P
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: nopeasants on November 07, 2012, 10:26:14 am
hi everyone, I'm trying to get demons at embark(on masterwork obviously) I've next to no modding skill apart from a little price change or [TRAINABLE] tag here or there. I've added the [COMMON_DOMESTIC] tag and the [PET] tag but it won't work.
here's the raw file (I also took out the [TRAPAVOID] tag for those who want to know):
[CREATURE:BEBILITH]
   [DESCRIPTION:The infernal, gigantic relative of the underground giant cave spider. Attacks with both its poisoned bite and sharp front legs. Extremely dangerous, but unlike other demons is very territorial and does not appear in groups.]
   [NAME:bebilith:bebiliths:bebilith]
   [CASTE_NAME:bebilith:bebiliths:bebiliths]
   [CREATURE_TILE:'B'][COLOR:5:10:0]
   [THICKWEB][WEBIMMUNE][AMBUSHPREDATOR][LIKES_FIGHTING][PARALYZEIMMUNE][FIREIMMUNE][FIREIMMUNE_SUPER][PET][COMMON_DOMESTIC]
   [USE_MATERIAL_TEMPLATE:SILK:SILK_TEMPLATE]
   [WEBBER:CREATURE_MAT:ANIMAL_RARE:SILK]
   [CAN_LEARN][EVIL][PARALYZEIMMUNE][NOEXERT]
   [NOPAIN][EXTRAVISION][NOSTUN][NOEMOTION][NONAUSEA][NOFEAR][CARNIVORE]
   [BIOME:SUBTERRANEAN_CHASM]
   [UNDERGROUND_DEPTH:5:5]
   [LARGE_ROAMING][FREQUENCY:100]60][DIFFICULTY:9]
   [POPULATION_NUMBER:30000:30000][UBIQUITOUS]10:20]
   [CARNIVORE][NATURAL]
   [BUILDINGDESTROYER:2]
   [LARGE_PREDATOR]
   [SPEED:400]
   [PETVALUE:200]
   [PREFSTRING:predatory instincts]
   [PREFSTRING:ability to inspire terror]
   [PREFSTRING:variously colored exoskeleton]
   [NOBONES]
   [BODY:SPIDER:2EYES:HEART:GUTS:OUTERBRAIN:BRAIN:MOUTH]
   [BODY_DETAIL_PLAN:CHITIN_MATERIALS]
   [BODY_DETAIL_PLAN:CHITIN_TISSUES]
   [BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:CHITIN:FAT:MUSCLE]
   [SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
      [TL_MAJOR_ARTERIES]
   [BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
   [USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
   [TENDONS:CREATURE_MAT:ANIMAL:SINEW:200]
   [LIGAMENTS:CREATURE_MAT:ANIMAL:SINEW:200]
   [HAS_NERVES]
   [NATURAL_SKILL:BITE:6]
   [NATURAL_SKILL:STANCE_STRIKE:6]
   [NATURAL_SKILL:MELEE_COMBAT:4]
   [NATURAL_SKILL:DODGING:4]
   [NATURAL_SKILL:SITUATIONAL_AWARENESS:8]
   [NATURAL_SKILL:SNEAK:2]
   [USE_MATERIAL_TEMPLATE:ICHOR:ICHOR_TEMPLATE]
   [BLOOD:CREATURE_MAT:ANIMAL:ICHOR:LIQUID]
   [CREATURE_CLASS:GENERAL_POISON]
   [USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
   [PUS:CREATURE_MAT:ANIMAL:PUS:LIQUID]
   [BODY_SIZE:0:0:2200000]
   [BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]
   [BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
   [BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
   [USE_MATERIAL_TEMPLATE:POISON:CREATURE_EXTRACT_TEMPLATE]
      [STATE_NAME:ALL_SOLID:frozen bebilith venom]
      [STATE_ADJ:ALL_SOLID:frozen bebilith venom]
      [STATE_NAME:LIQUID:bebilith venom]
      [STATE_ADJ:LIQUID:bebilith venom]
      [STATE_NAME:GAS:boiling bebilith venom]
      [STATE_ADJ:GAS:boiling bebilith venom]
      [PREFIX:NONE]
      [ENTERS_BLOOD]
      [SYNDROME]
         [SYN_NAME:bebilith necrotic venom]
         [SYN_AFFECTED_CLASS:GENERAL_POISON]
         [SYN_IMMUNE_CREATURE:SPIDER_CAVE:ALL]
         [SYN_INJECTED]
         [CE_NECROSIS:SEV:1000:PROB:100:RESISTABLE:SIZE_DILUTES:START:5:PEAK:10:END:20]
   [ATTACK:BITE:BODYPART:BY_CATEGORY:MOUTH]
      [ATTACK_SKILL:BITE]
      [ATTACK_VERB:bite:bites]
      [ATTACK_CONTACT_PERC:100]
      [ATTACK_FLAG_EDGE]
      [ATTACK_PRIORITY:MAIN]
      [SPECIALATTACK_INJECT_EXTRACT:LOCAL_CREATURE_MAT:POISON:LIQUID:100:100]
      [ATTACK_FLAG_CANLATCH]
   [ATTACK:KICK:BODYPART:BY_CATEGORY:LEG_FRONT]
      [ATTACK_SKILL:STANCE_STRIKE]
      [ATTACK_VERB:stab:stabs]
      [ATTACK_CONTACT_PERC:100]
      [ATTACK_PENETRATION_PERC:40]
      [ATTACK_FLAG_CANLATCH]
      [ATTACK_FLAG_WITH]
      [ATTACK_PRIORITY:SECOND]
   
   [ALL_ACTIVE]
   [HOMEOTHERM:10040]
   [CASTE:FEMALE]
      [FEMALE]
   [CASTE:MALE]
      [MALE]
   [SELECT_CASTE:ALL]
      [SET_TL_GROUP:BY_CATEGORY:ALL:CHITIN]
         [TL_COLOR_MODIFIER:GREY:1]
            [TLCM_NOUN:chitin:SINGULAR]
      [SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
         [TL_COLOR_MODIFIER:RED:1]
            [TLCM_NOUN:eyes:PLURAL]
   [SELECT_MATERIAL:ALL]
      [MULTIPLY_VALUE:4]

any help would be apreciated. Thanks
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: jaardichten on November 07, 2012, 10:41:19 am
With Ironhand it will require some hand tweaking. Look for df/data/init/colors.txt

Hmm. The lighter color behind the text is rgb 27,18,9. Great, this is in the colors.txt:
[BLACK_R:27]
[BLACK_G:18]
[BLACK_B:9]

I changed black to RGB 13,9,4 - but still the colors are like before. Not a DF restart issue...

EDIT: I set black to 0,0,0. I found out, if you set it to something else, lets say some red, the background will be red and the area behind truetype text will be lighter red. But if you choose black 0,0,0, background of truetype is the same. Its looking great now, thanks for the colors.txt hint... BTW I was wrong, I use Phoebus, but you cannot set background color in the tool afaics.

Anyway, problem solved.

As you can see, I built my first stockpiles on ice :(

(http://www.abload.de/thumb/zwischenablage-1a4s41.png) (http://www.abload.de/image.php?img=zwischenablage-1a4s41.png)
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Pie Maker on November 07, 2012, 11:21:53 am
@ above three. Which version are you using? The alpha of the next version is written from the ground up from scratch, and therefore does not share the same code base. They are completely separate and we need to know which you are using to help!

I'm personally using v.1.9.5 for Windows.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Thudde on November 07, 2012, 11:26:28 am
I am using 1.9.5.  I didn't notice there was an Alpha.  Trying to download it now, but not having much luck
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: slay_mithos on November 07, 2012, 01:59:10 pm
I have a small question for you all.

I disabled the aquifer, but sometimes, I get the "damp stone" warning, even if there seem to be nothing (stone sense doesn't see any water nearby at least).

I wanted to know if it was a possible FUN thing to dig, or if it will only release one block of water upon digging.

For more information, it appears that it is always one single tile doing this, (warning on all surrounding tiles and 1 on the z-1 level.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Torgan on November 07, 2012, 02:32:46 pm
It's a Tears of Armok gem, a 1 square aquifer until the gem is mined out. You can safely remove it by channeling it out from above but I have used a few to make wells or waterfalls by just mining out the rock at one side of it. The flow of water isn't too strong through, I made a channel about a screen long to empty out near my main corridor and the water had nearly all evaporated by the time it dropped down to make the waterfall.

The gem can be used for a few reactions as well I believe, haven't really played around with them that way. Try Ctrl-F in the manual to see stuff.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: villagegirl on November 07, 2012, 04:38:59 pm
Hello guys and gals I love this game and all the work the modders have done.  I have been trying to use "Masterwork mod"  I just downloaded so I should have the most recent version.  Along with updated DF.  My problem is that "Creepers" will not stay "Off" for vanilla DF in the Masterwork options launcher thing.  Also the "Secret Fun" option will not stay turned off.  I had an issue with Dwarfs dieing for no reason that I could find.  They would just start bleeding and then die (my population was about 60).  No report of fighting, just dead dwarfs, one after the other.  Little blood trail in my halls.

Edit:  I did a new download and now the "secret fun!" option stays off for me.  but the "Creepers" option keeps resetting to "YES"  every time I reopen the Masterwork DF Options thing.... what the heck?  I have tried clicking "Save" of course. but it just wont work... grrr
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: MonsteR on November 07, 2012, 05:55:17 pm
So I just spent a good chunk of time in my first Masterwork game trying to figure out why my DT was wildly misreporting my dwarves' skills, until I realized it wasn't. I must have overlooked the feature or something, but how is it that a few of my dwarves might come to have random skills I didn't give them before the first migrant wave? Not that I'm complaining, they are at higher levels than I could even give them on embark :D Can your first few dwarves just get random other skills? I really don't even look at DT until my first wave so I don't know how long they've had them.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Tally on November 07, 2012, 06:15:24 pm
So I just spent a good chunk of time in my first Masterwork game trying to figure out why my DT was wildly misreporting my dwarves' skills, until I realized it wasn't. I must have overlooked the feature or something, but how is it that a few of my dwarves might come to have random skills I didn't give them before the first migrant wave? Not that I'm complaining, they are at higher levels than I could even give them on embark :D Can your first few dwarves just get random other skills? I really don't even look at DT until my first wave so I don't know how long they've had them.
Look at each dwarf's status screen when you embark, and scroll to the bottom. You might notice something along the lines of 'This dwarf is a born doctor. Even as a child, he always loved to help people in need. Born doctors learn medical skills faster...' or 'Though simple-minded, this dwarf has a talent for...' These are a feature in Masterwork DF using castes to accelerate the learning rate of certain skills. In some cases (most of them noted by 'though simple-minded') the dwarf may have the learning rate of every other skill decreased.

A few of these aptitude castes might offer your dwarf some massive starting boosts to certain skills. Take advantage of this however you like, but every one of these types will never have any drawbacks.


You can view these castes by peeking at the 'manuals & guides' folder where you have Masterwork DF installed.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Stormbuilder on November 07, 2012, 06:27:25 pm
TL:DR : Give me a challenge / something new to do!!!

Hi! I recently started playing DF again, and specifically the MDF 2 alpha.

I am however discovering that I am sick and tired of the initial stages of building a fortress (build dormitories, meeting hall, start up metal industry) and I just can't bring myself to start up several industries (pottery etc. etc.).

I guess I just haven't got to the point in which I explore the new things in the mod - where interest will spike, so at the moment I am just...ugh, making sure that all the dworfs are fed.

So...give me a challenge? something new to do? :D Perhaps I should learn how the stupid minecarts work.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: slay_mithos on November 07, 2012, 07:41:10 pm
So I just spent a good chunk of time in my first Masterwork game trying to figure out why my DT was wildly misreporting my dwarves' skills, until I realized it wasn't. I must have overlooked the feature or something, but how is it that a few of my dwarves might come to have random skills I didn't give them before the first migrant wave? Not that I'm complaining, they are at higher levels than I could even give them on embark :D Can your first few dwarves just get random other skills? I really don't even look at DT until my first wave so I don't know how long they've had them.

Masterwork adds various castes, some only influence the learning of certain skills, others also give a level boost.
In DT, try the group by caste, it will let you understand better what caste is each dwarf, and giving you the possibility to give jobs accordingly.


TL:DR : Give me a challenge / something new to do!!!

Hi! I recently started playing DF again, and specifically the MDF 2 alpha.

I am however discovering that I am sick and tired of the initial stages of building a fortress (build dormitories, meeting hall, start up metal industry) and I just can't bring myself to start up several industries (pottery etc. etc.).

I guess I just haven't got to the point in which I explore the new things in the mod - where interest will spike, so at the moment I am just...ugh, making sure that all the dworfs are fed.

So...give me a challenge? something new to do? :D Perhaps I should learn how the stupid minecarts work.
Apart from the endgame, the mod also adds a few things you can do at the start, so you could go for challenges like "no metal working" with gems and stone being able to give you all you need, just less powerful.

If you didn't already, also try to make use of minecarts to semi-automate your fortress, it can get tricky, but definitely nice thing to do.

To extend on this, why not go for a minecart-powered defense with the attack mineou could also try an "all wood" fortress, with the addition of tree farming.

Or go nuts with the various magics.

And above all, enable all races and try to survive without walling yourself off, if you are that bored^^
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: zenerbufen on November 07, 2012, 07:59:58 pm
So...give me a challenge? something new to do? :D Perhaps I should learn how the stupid minecarts work.

Go over the the Succession Fort where we are testing the alpha, download the save and take a turn. Everyone involved just got HAMMERED by real life, and we do not have a current overseer. Please do be careful not to let the kings prized lizards die, and do feel free to use the volcano that the fort is built into the side of to protect you from the three massive hostile civilizations that surround us. So far each overseer has built themselves a palace inside the palace of the previous overseer along with their own defensive system (usually involving flooding outer layers with magma). It is a sort of russian doll motif.

I have no idea of course if the dwarfs are actually fed or not, but I'm sure we left plenty of challenges in that save file.

It's a Tears of Armok gem, a 1 square aquifer until the gem is mined out. You can safely remove it by channeling it out from above but I have used a few to make wells or waterfalls by just mining out the rock at one side of it. The flow of water isn't too strong through, I made a channel about a screen long to empty out near my main corridor and the water had nearly all evaporated by the time it dropped down to make the waterfall.

The gem can be used for a few reactions as well I believe, haven't really played around with them that way. Try Ctrl-F in the manual to see stuff.

They can still flood forts and drown dwarfs, be careful. It has been my experience that they only release water out and down, but not up. They can be made into indoor lakes/pools. You can also save them to slowly drown any unwanted visitors in your mines.


Downloaded Masterwork and I have to say that I love it. There's so much content in it that it feels like I'm playing a different game altogether.

Just wanted to ask, are mages that get their power from slabs still a work in progress? They seem buggy in that that they are attacked by their own minions. (For example infernomancers being attacked by flaming zombie corpses.) Also, corpses raised as a warlock with necromancy in adventure mode are aggressive towards you.


I do remember Meph talking about that issue. IIRC, summoning is not directly supported by the game, and the method meph uses to 'fake' it has a few draw back, as you have seen. In MDF2, basically everything is removed and meph is adding everything back in *correctly* in such a way that it works bug-free. For some features this won't be possible, and he will be forced between choosing to re-implement a broken version of the feature, or waiting until a future version of dwarf fortress that better supports the feature. I would call them more of a work-in-waiting than a work in progress, as I think the bits needed to fix that particular issue are on toadies end, and we might have to wait a while until meph can do anything about it.


OK, I think I figured it out.  In the raws for boiling leather you see this line.  If I understand it, it says there is a 90% chance that the reaction will create a misc liquid that matches reagent "B".  Unfortunately there isn't a reagent named "B".  Change the "B" to "oil" and it seems to work.

[PRODUCT:90:1:LIQUID_MISC:NONE:GET_MATERIAL_FROM_REAGENT:B:NONE][PRODUCT_TO_CONTAINER:oil container]
   YESDUST[PRODUCT:20:1:BOULDER:NONE:INORGANIC:STENCH][PRODUCT_DIMENSION:150]

Thanks for the bug report! Keep an eye out for dwarven caravans that burst into flames now. It is a problem that meph made many changes trying to fix.

Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Meph on November 07, 2012, 08:11:57 pm
I am horribly sorry, but RL is too much right now. I sat down with the Alpha and the current version, and all the work other people have done to help, the manual, the dfhack, therapist, phyton code, RAWs... I start for 10mins, then think: OMG, this is so much work and I need a full week for this, (as in: 100h of work, min.) and then I postpone it again... I have one month before I leave for northafrica, I havent even started with my new homepage and... yeah. Be patient, I havent given up on this ;)

I feel a bit like this:
Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Tally on November 07, 2012, 10:31:24 pm
Keep up the good work, Meph. I've only started playing this mod very recently, but I like what I see so far. I'm still a bit wary of crashes however as I experienced a lot of them when I was starting out, and spent so many fortresses hammering out what in particular caused it.

Found out treefarming crashes the game when the trees mature in 1.9.5. At least for me. Not sure if that's fixed in Alpha, maybe I'll try that one soon.


Also, I appreciate the several options the mod gives to compensate for lacking or missing industries, where otherwise there are several that are absolutely vital.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: slay_mithos on November 07, 2012, 11:37:08 pm
@Tally: Strange, I have been playing around with tree farming quite a lot, so much that the underground one even became one of my main sources of food, and I have so much wood that I don't even bother getting the scrap one to burn...

I know in older versions, some world generations could cause crashes, but using the "good biomes" for now (still a noob^^), I didn't experience it in the last version (not the alpha one).
If it is not the case, try setting the trees to simplified ones in the launcher, maybe it could solve your problem (no clue, just trying to guess)
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Tally on November 08, 2012, 12:56:03 am
I wouldn't doubt that some world gens might cause crashes.

Also, an amusing thing happened in my latest fortress. First dwarven caravan comes by, suddenly EVERYONE'S BUSY. I investigate and find a hilarious reason: They're all stealing massive amounts of cloth from the caravan to dumb in the hospital.

I have no clue if this is a problem with the mod, but I somehow doubt it.


EDIT: Found another crash. Crafting vellum sometimes crashes the game. Not entirely sure what the conditions are for it, since it doesn't always crash. However, my game autosaved at just the right moment that it crashes roughly an in-game day after the save all the time, as long as the currently queued vellum job finishes.

I may have to reconsider my original theory that treefarms crashed the game. Time to make a new fort to investigate that again.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: JosephWongKS on November 08, 2012, 03:41:09 am

Also, an amusing thing happened in my latest fortress. First dwarven caravan comes by, suddenly EVERYONE'S BUSY. I investigate and find a hilarious reason: They're all stealing massive amounts of cloth from the caravan to dumb in the hospital.


This is a bug in vanilla DF. 
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: zenerbufen on November 08, 2012, 03:48:07 am
To work around it limit the amount of storage space in your hospital.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: JosephWongKS on November 08, 2012, 04:39:58 am
To work around it limit the amount of storage space in your hospital.

As far as I understand, the bug is triggered when you put a coffer or other container in your hospital.  The dwarfs will ignore the limits for medical items that you specify for that hospital zone and keep bringing thread, cloth, etc to that container for as long as any of those items exist on the map, including thread / cloth brought by caravans which you have not yet purchased. 

The solution is to simply not put any coffers / containers in your hospital zone.  Your dwarfs will still be able to use cloth / thread / crutches / splints / casts stored in stockpiles outside of the hospital zone.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: slay_mithos on November 08, 2012, 06:12:26 am
Oh, the crash is just after an auto-save?

I had crashes like that in the past too, never really knew what caused it, but it seems to only happen with some specific world generations, generating a new world usually fixes it, and if not sure, change a little of the parameters used in generation ("e" when choosing the parameter set)

Edit:
@JosephKongKS: you also need to disable auto-loom in that case.
As far as I could see, if you don't put too much coffers, it should be right after they fill them.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Tally on November 08, 2012, 07:39:06 am
Oh, the crash is just after an auto-save?

I had crashes like that in the past too, never really knew what caused it, but it seems to only happen with some specific world generations, generating a new world usually fixes it, and if not sure, change a little of the parameters used in generation ("e" when choosing the parameter set)
The crash I'm speaking of particularly has nothing to do with the auto-save itself, or (to any discernable extent) world generation. Rather, something is bugged about turning leather to vellum, and my game just happened to auto-save while a vellum job was being queued up, so I have a save that will reliably display the crash if I want it to (but is 100% avertable).
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: SaintWacko on November 08, 2012, 09:20:16 am
Found another crash. Crafting vellum sometimes crashes the game. Not entirely sure what the conditions are for it, since it doesn't always crash. However, my game autosaved at just the right moment that it crashes roughly an in-game day after the save all the time, as long as the currently queued vellum job finishes.

I may have to reconsider my original theory that treefarms crashed the game. Time to make a new fort to investigate that again.

I am SO glad you posted this. I was in the exact same situation. I loaded up my autosave, and less than a minute later the game crashes. Same time every load. As soon as I read your post I remembered that I had just ordered a bunch of vellum made, canceled all of them, and it was fine!
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Jwguy on November 08, 2012, 11:58:42 am
This version crashes way too much.

I alt-tabbed out to check a skype message, and upon tabbing back in, it crashed, causing me to lose all of my progress.

It also seems to crash randomly immediately after auto-saves, during some invasions, and sometimes immediately upon embarking.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Justyn on November 08, 2012, 01:19:18 pm
This version crashes way too much.

I alt-tabbed out to check a skype message, and upon tabbing back in, it crashed, causing me to lose all of my progress.

It also seems to crash randomly immediately after auto-saves, during some invasions, and sometimes immediately upon embarking.

Dwarf Fortress and Skype are both memory hogs; it's possible that Dwarf Fortress is crashing from your RAM getting tied up elsewhere and the game just not having enough to function.

EDIT: And the times you're saying it often crashes at back me up: those are times that Dwarf Fortress starts goes thought RAM like Homer Simpson at the dessert bar.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: slay_mithos on November 08, 2012, 02:48:11 pm
On an advanced fort (for a noob like me, means I have running metal crafting, glass crafting, out off magma), I wanted to use renewable to make pots for my alcohol production.

I made them out off clay, not thinking even for a moment that even heated, dirt can not contain liquids.

Having little flux, but a lot of bones from my cow farm, I wanted to use bone meal as glazing, but I can't seem to find where the heck I need to do this.

In fact, I even ordered some to be made via the manager, but it seems I either don't have the building (most likely) or the job enabled (don't think so, but possible).

No having much luck finding the answer, I came here, hopping someone would know.

Thanks.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Justyn on November 08, 2012, 03:52:56 pm
On an advanced fort (for a noob like me, means I have running metal crafting, glass crafting, out off magma), I wanted to use renewable to make pots for my alcohol production.

I made them out off clay, not thinking even for a moment that even heated, dirt can not contain liquids.

Having little flux, but a lot of bones from my cow farm, I wanted to use bone meal as glazing, but I can't seem to find where the heck I need to do this.

In fact, I even ordered some to be made via the manager, but it seems I either don't have the building (most likely) or the job enabled (don't think so, but possible).

No having much luck finding the answer, I came here, hopping someone would know.

Thanks.

You need ash or cassiterite. So, either burn logs or bones into ash at the wood furnace and crematorium  respectively, or just get some cassiterite ore.

Alternatively, just make the stuff out of glass. You already said you have a glass industry, so it's not all that hard to expand your glassworks much.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: slay_mithos on November 08, 2012, 05:04:24 pm
Why would I need ash or cassierite where bonemeal can work?

Oh, maybe you mean that there is actually no way of getting it, even with the reaction being here?

Anyway, I am not wasting any of my non renewable or valuable (ash) for that, so I will stick with green glass and stone ones for now.

Thanks
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Justyn on November 08, 2012, 05:42:28 pm
Why would I need ash or cassierite where bonemeal can work?

Oh, maybe you mean that there is actually no way of getting it, even with the reaction being here?

Anyway, I am not wasting any of my non renewable or valuable (ash) for that, so I will stick with green glass and stone ones for now.

Thanks
Ash. Valuable.
Spoiler (click to show/hide)
Ash is ridiculously easy to get, just burn the bones. Or even burn wood; trees are renewable. And if you have a tree farm and a timber yard, it's about as trivial as brewing.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: slay_mithos on November 08, 2012, 06:52:41 pm
Yeah, but ash is used quite a lot in the expensive glass kinds, and I am trying to get all my bedrooms, dining rooms and meeting rooms out off it, so I need quite a lot for now, plus for soap.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Old Bones on November 08, 2012, 07:29:22 pm
My game crashes whenever I try to make Vellum.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Tally on November 08, 2012, 08:47:35 pm
Ash can be made with almost every reaction in the crematorium. If you live in a tree-poor biome, consider making a crematorium, and burning other renewable resources that you aren't using that much of. Making sets of clothes just to burn them isn't a terrible idea in this case.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: slay_mithos on November 08, 2012, 09:21:08 pm
hey, that's not such a bad idea, but still, my question was "how do I make bonemeal?" ^^

Anyway, I just dumped 200 clay pot into lava and made some green glass ones instead.
Just noticed that glass is really a good material for quite a lot of things, as it's quite light.

If those damn minautors weren't trap avoid, I could have tested the green glass pike and saw blade, but I guess it will have to wait for more common enemies that won't behead my full steel army in one go...
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Tally on November 08, 2012, 09:49:25 pm
You make the bonemeal at the boneyard. Requires 2 totems, 2 bones, and 2 boulders (could probably make them with blocks? Haven't built one yet) to build. Be aware that all the reactions in the boneyard will consume a full stack. Avert the losses from that however you want to, I suppose.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Stormbuilder on November 09, 2012, 12:15:22 pm
So...give me a challenge? something new to do? :D Perhaps I should learn how the stupid minecarts work.

Go over the the Succession Fort where we are testing the alpha, download the save and take a turn. Everyone involved just got HAMMERED by real life, and we do not have a current overseer. Please do be careful not to let the kings prized lizards die, and do feel free to use the volcano that the fort is built into the side of to protect you from the three massive hostile civilizations that surround us. So far each overseer has built themselves a palace inside the palace of the previous overseer along with their own defensive system (usually involving flooding outer layers with magma). It is a sort of russian doll motif.

I have no idea of course if the dwarfs are actually fed or not, but I'm sure we left plenty of challenges in that save file.


That sounds like a terrible idea. I am in. Link?
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Jwguy on November 09, 2012, 10:41:41 pm
I managed to sort out the crashes for now. Changing Dwarf Fortress to Windowed Mode has somehow stopped them, thus far.

Though, a question: I've thus far had two Artifacts made in my fort, A Great Bow, and a Perfect Emerald. Both are worthless (<1*). Is this a bug? I've never come across worthless (Impractical or Unusable, maybe) artifacts before, until playing this particular version of Masterwork Dwarf Fortress
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: JosephWongKS on November 10, 2012, 01:40:54 am
I managed to sort out the crashes for now. Changing Dwarf Fortress to Windowed Mode has somehow stopped them, thus far.

Though, a question: I've thus far had two Artifacts made in my fort, A Great Bow, and a Perfect Emerald. Both are worthless (<1*). Is this a bug? I've never come across worthless (Impractical or Unusable, maybe) artifacts before, until playing this particular version of Masterwork Dwarf Fortress

That's their weight, not their value.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Tally on November 10, 2012, 02:48:16 am
I've managed to sort out some crashes, myself.

My original theory that tree farming caused crashes is debunked. I planted tree seeds in my latest embark, they've grown with no problems.

Vellum, instead, causes crashes. However, I have managed to make vellum on several occasions without crashes, so there is some particular variable that causes this one. My theory, although untested so far, is that only suede will properly turn into vellum without crashing the game. I should test this soon.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Thudde on November 10, 2012, 03:54:31 pm
Is tree farming not working in Alpha?  I can't plant any of my tree seeds.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Justyn on November 10, 2012, 06:15:11 pm
Is tree farming not working in Alpha?  I can't plant any of my tree seeds.

Are they actual "tree" seeds? Because if that's the case, try planting them in an above ground farm if you've been working in an underground one.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Tally on November 10, 2012, 07:19:40 pm
Tree seeds are planted aboveground.

Also, one of my starting dwarves in my latest fortress turned out to be a warlock spy. I didn't even know that was possible! Fortunately, he died pretty easily, but not before murdering my marksdwarf in training (who managed to lodge a couple bolts in his ass, literally), and injuring my metalsmith.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Justyn on November 10, 2012, 09:40:31 pm
Tree seeds are planted aboveground.

Also, one of my starting dwarves in my latest fortress turned out to be a warlock spy. I didn't even know that was possible! Fortunately, he died pretty easily, but not before murdering my marksdwarf in training (who managed to lodge a couple bolts in his ass, literally), and injuring my metalsmith.

:o How did you find that out?
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Tally on November 10, 2012, 09:53:58 pm
Tree seeds are planted aboveground.

Also, one of my starting dwarves in my latest fortress turned out to be a warlock spy. I didn't even know that was possible! Fortunately, he died pretty easily, but not before murdering my marksdwarf in training (who managed to lodge a couple bolts in his ass, literally), and injuring my metalsmith.

:o How did you find that out?

Both his left and right buttocks were wounded, and going into the spy's inventory screen (before his death) showed that he had a bolt stuck in one of them.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Thudde on November 10, 2012, 10:03:02 pm
Yeah, I know tree seeds are planted above ground (I love Masterwork tree farms).  But no, I can't plant tree seeds in my above ground farms in my Alpha world.  So they do work?  My site has normal climate, I have purchased seeds and also hundreds collected from a Timberyard but they don't show up on the plant list for my farms.  Guess I can try another world.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: WaffleEggnog on November 10, 2012, 10:04:33 pm
I have a in-game question to ask. Not sure if this is considered a spoiler or not, so il put it in a spoiler in case.
Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Tally on November 10, 2012, 10:56:37 pm
Yeah, I know tree seeds are planted above ground (I love Masterwork tree farms).  But no, I can't plant tree seeds in my above ground farms in my Alpha world.  So they do work?  My site has normal climate, I have purchased seeds and also hundreds collected from a Timberyard but they don't show up on the plant list for my farms.  Guess I can try another world.

Well, I haven't played Alpha yet. The only advice I can offer is to check if the surface has soil. If it does not, then you'll have to irrigate a surface farm, which may take more work than irrigating a normal underground farm.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Justyn on November 10, 2012, 11:12:10 pm
Tree seeds are planted aboveground.

Also, one of my starting dwarves in my latest fortress turned out to be a warlock spy. I didn't even know that was possible! Fortunately, he died pretty easily, but not before murdering my marksdwarf in training (who managed to lodge a couple bolts in his ass, literally), and injuring my metalsmith.

:o How did you find that out?

Both his left and right buttocks were wounded, and going into the spy's inventory screen (before his death) showed that he had a bolt stuck in one of them.

Interesting, funny, and thanks, but I was asking about how you found out he was a spy.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Tally on November 10, 2012, 11:35:22 pm
Tree seeds are planted aboveground.

Also, one of my starting dwarves in my latest fortress turned out to be a warlock spy. I didn't even know that was possible! Fortunately, he died pretty easily, but not before murdering my marksdwarf in training (who managed to lodge a couple bolts in his ass, literally), and injuring my metalsmith.

:o How did you find that out?

Both his left and right buttocks were wounded, and going into the spy's inventory screen (before his death) showed that he had a bolt stuck in one of them.

Interesting, funny, and thanks, but I was asking about how you found out he was a spy.

Oh. For some reason or another, he was revealed to me, presumably by attacking one of my dwarves or being discovered (and hence attacked) by that dwarf. The game made an announcement and everything: "Muthkat Abanatham, Mason has transformed into a warlock spy!"
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: JosephWongKS on November 12, 2012, 12:15:06 pm
My miners mined a treasure and it's been identified and restored at the Archaeologist building as a Defense Tome.  What do I need to do to get my dwarves to read it?

EDIT:  And what can you do with a Metal of Armok?
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: WaffleEggnog on November 12, 2012, 03:30:56 pm
My miners mined a treasure and it's been identified and restored at the Archaeologist building as a Defense Tome.  What do I need to do to get my dwarves to read it?

EDIT:  And what can you do with a Metal of Armok?
I'm new to this, but I'm pretty sure you read combat-related tomes at a "Library of Warfare", labeled as a workshop. For metal of Armok I think you can make Tears of Armok into water at a transmutation place so maybe you can turn Metal of Armok into metal...? I really have no idea. Also, can someone please tell me how to read a tome of life?
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: slay_mithos on November 12, 2012, 05:09:29 pm
I have a in-game question to ask. Not sure if this is considered a spoiler or not, so il put it in a spoiler in case.
Spoiler (click to show/hide)

As far as I know, they are essentially like the armory blueprint and such, you need them to build the actual workshop that will do what you need.
If that didn't change anyway.

Else, if it changed into being a book, you might still need a library of some sort.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: WaffleEggnog on November 12, 2012, 07:41:30 pm
I have a in-game question to ask. Not sure if this is considered a spoiler or not, so il put it in a spoiler in case.
Spoiler (click to show/hide)

As far as I know, they are essentially like the armory blueprint and such, you need them to build the actual workshop that will do what you need.
If that didn't change anyway.

Else, if it changed into being a book, you might still need a library of some sort.
Never mind, problem solved. Needed a magma temple of armok.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Nokao on November 12, 2012, 09:05:55 pm
All of this seems great ... just when I tought I was ok with my first fortress.

But I have a question, can I import a save from a lazy-newb pack ?

p.s. NOW (after seeing at your extra feats) I understand why mine is a lazy newb pack
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Deon on November 12, 2012, 11:18:09 pm
Savegames don't work well with mods, because they have their own RAWs. You need to start a new game to get the features from this modpack.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: brokenbreeches on November 12, 2012, 11:35:27 pm
Hi all,

Recently installed this. Unfortunately, my resolution of DF2 Masterwork is really off (my screen seems to be shifted to the top left) for some reason... and I have no idea how to change this, or at least make it windowed mode.

I run Windows 7, 64-bit on 1920 x 1200 if that helps..

Can anyone assist?

Cheers.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Deon on November 13, 2012, 12:49:57 am
The graphical settings are in the init files. Namely /data/init/init.txt. Change the resolution there and set it to windowed.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: SabbyKat on November 13, 2012, 03:49:26 am
Alrighty! I've finally had the time (rather, effort :P) to get an account here and ask a few questions about MW.

#1 is there anyway to fix flying sieges? I often have a group arrive flying on little birds, or similar, and 99% of the time the idiot leader flies up over another unit, who tries to fly, they get 'stuck', and they just... sit there the entire time. Quite aggravating when I'm doing a 'no soldiers allowed' challenge, and I can't get them to my 'hall of fun'! :P

#2 Is building destroyers ability to destroy buildings tied into temperature? Fairly sure yes, but having trouble confirming it. I disabled temperatures to test fps gain (holy crap! I jumped 100-150 fps from turning temps off X.X!), but noticed Wyverns, Frost Ogres, etc, won't break buildings - but will stay there infinitely and try. Even when their siege ends, frost giants won't leave and sit there in a pile trying to break meh poor door down.

#3 Uhm... are human's broken? I've heard people talking about traders and diplomats and how they come in rose gold armor and all this, yet... I've played MW for... a year and a bit now? and I've never once seen them, diplomat, wagons, sieges, notta. Not a single trace - bar a random as hell prompt where a 'forgotten beast red text' display pops up declaring a human (name) has arrived, threatening me about their power... then he runs off the map. x.X? Yes, human's exist - I confirmed with a test world which had FIFTY human civilizations alive! Yet after 25 years in a fort, every summer, not a peep. Elves arrived, Drows Arrived, Dwarves Arrived, etc, just not humans... and I've tried at least 4 versions (fresh installs) and same results, yet I've checked a good 100 pages of the thread and can't find a trace about this? (Search also is useless from my experience :P).

#4 Rifles or similar weapons that are created, two questions. First off - what 'weapon' skill do they train for melee? I assume blunt (mace or such), yet if they have bayonets...? (yes, I could try this - but i just got hit by a bug that wiped out my 20 year old fort >.>...........). Secondly, where is 'ammo' carried? a bag? Quiver? Something else? I couldn't find relevant info on where they keep ammo (nor could I see ammo I made, on the ammo screen for military?).

#5 Is there a way to fix the buggy creatures when you abandon and reclaim? I had to abandon recently due to frost giants piling my doors and couldn't break them, which caused a fun spiral of chaos, where their 'siege' tag fell off, and three more sieges arrived, and stuck around for some reason and lost their tag, so I had about... 700? creatures on my map... -.-;

Yet after I reclaim, they all continue to exist - but are tagged friendly, and spread randomly around the map and do nothing but stand there. It's quite... frustrating when you got them everywhere. I tried dfhack 'makeown' to move them, but instead they turn hostile-friendly - attacking you, but you can't fight back! >.<

#6 (Yeesh, I got a lot of problems/questions), why is it that bullet/slade turrets cost 3 mechanisms that are quite valuable, when hellfire or similar is 1 (or 2). Bullet/slade relatively speaking, are not dangerous. Hellfire can incinerate an entire siege in 1 blast? Speaking of that, I've heard sporadic info that making a say, bullet turret from an iron case, would make it fire iron bullets, and cause much more deadly harm. Is that true? (I've not had the chance to test this).

#7 What exactly does putting a 'rune' on a weapon do? Can't find anything about this... also, there' a 5% of a 'living weapon' or similar. I assume that's VERY bad? (an iridium Zweinhelder(?), coming alive... ._.;).

#8 What creatures drop bi-frost? if it's 'rim giants' - I have not ONCE seen bifrost drop from any of their variations, ever. Temperature on and off, across dozens of forts. Killed hundreds of them - never seen a single block of bi-frost drop even once x.x?

#9 Has anyone met the siege races Furie, Orc, Werewolves, Serpentmen, Badgermen, Pandashi, Minotaur, Jotun (I wonder if this the bi-frost droppers?), or spider fiends? I've played at leastttt 500 years in fort in the latest version, and tons more before it across 3-4 versions, and NEVER met these creatures even once - with MILLIONS in value in my fort (talking some over 500,000,000 value at least).

Also yes, all the above races do exist. I see 3-8 civilizations of those races in the world.
 

Any answers would be appreciated!

And now, to be nice - some tips I've found for various aspects of MW and the game, that are quite helpful!

- Make your cabinets, chests, tables, etc, from gems you don't want to trade - especially valuable ones. This makes dwarves VERY happy (my entire fort was something silly like 250+ happiness from just this in their bedrooms/dinning hall/etc).

- Slade, is actually a very viable, cheap, and deadly metal to use for weapon traps. Make a bunch of great magma forges, smelt slade. Grind and make it into bars at a magma arc furnace (preferably), smith it into serrated discs/spikes/etc, and they're stronger then steel! All you need is blocks, which you can make in abundance at brick-furnaces (b-e-v). All it costs you is patience and some rock. ;) (note: don't do this for weapons/armor - I warned you :P).

- if you don't mind cheating a little (relatively speaking) embark with 10000 points, and take a TON of crystal glass (150-300), mine up some gold, use transmutation chambers and forge clear diamondsx3. Now, squeal madly as you just turned your 30 point investment, into a heck of a lot more! (60 each, so 180 value not discounting the gold cost of 1 bar) ;) This makes wonderful beds, tables, you name it... hehe. You can also do it legit with pearlash and rock crystal which is total junk alone! :)

- Add a single iridium disc to 'weapon traps' if you're having trouble cracking armored units. my exp is that disc will hit that armor and slice through them like a knife in butter - and as it only costs a single disc per trap, it can be viable and useful!

- Drakes, are surprisingly deadly as guard animals. From my exp, they out perform Mastiffs in iron easily, and they're cheap - and fast reproducing. Definitely surprised me when 1 drake chased down 60 stranglers, and killed 12+ of them solo. Just keep a animal armory nearby their guard, stick them in it after being hurt, heal them, and whalla! Very effective, cheap guard animals ;)

As well, I've tested many animals that can be steel-cladded.

Grizzly's are strong durability, but aren't very good for killing.

Raptors are fragile, but good offensively.

Mastiff's and dogs are... just ok. Not worth it imo, drakes do better.

Sauropods while hilarious in steel, die fairly easy, and are VERY inaccurate with attacks. Still fun to grab a few though.

Horses, well... are useless as they flee.

Now the real gems? Elephants. GIANT Elephants. Elves sometimes have these behemoths, and let's just say the hilarity... Steel cladded, ill tempered, freakin' goliath's. Yes, their reproducing is horribly slow - but I've had 5 giant, steel cladded elephants absolutely OBLITERATE sieges (of the lesser types) single handedly. They are amazing guard animals, if you can get your hand on the giant versions!


And that's that! Sorry for the huge post - had a lot to ask/talk about, and thought I'd toss some tips for fellow players out (that I've found myself, I could be wrong!)
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: tj333 on November 13, 2012, 10:14:26 am
1) The only fix I have had for flying seiges is to removing the [FLIER] tag from all of the seige cretures in the raws. I have not done that in a while but I thinkit is safe to do after world gen.

7) Runed weapons have a "special" attack that occasionaly goes off for extra damage.

8 ) I've had Frost Giants drop bi-frostin my game. There are frost giants and Fortress Defense Giants so you may have the wrong ones showing up.

9) I've had orcs, badgermen, pandashi, jotun, and I think spider fiends. MW does not seem as reliable for getting all of the seiges in one fort as FD does. I belive short world gen tends to help as none of them races get killed off during world gen then.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Nokao on November 13, 2012, 12:23:11 pm
oh guys ... your tempting me to start again from zero with MW :D
why did I use newb pack BTW !?

I'll think about it, then I'll post something in the forums about this.
Lazy newb pack AND masterwork MUST be notified in the wiki AND in the official game homepage,
because the "game as it is" for me is un-playable, but it gets great with patches, fixes, and graphical alternatives.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Nokao on November 13, 2012, 01:10:43 pm
also: the 2 alfa package is missing some files ?

Do I have to unzip it WITH the 1.9.5. package ?

After world generation, wich options can be turned on without really losing the effects ?
for example, can I activate extra buildings, casts and mages after a while I started ?
and beasts and megabeasts will exist after a world generation that did not include them ?
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: SaintWacko on November 13, 2012, 02:16:01 pm
Grrr... Why do my dwarves keep insisting on making their artifact weapons/armor out of iridium when I have slademantine I want them to use?
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: SabbyKat on November 13, 2012, 03:43:17 pm
1) The only fix I have had for flying seiges is to removing the [FLIER] tag from all of the seige cretures in the raws. I have not done that in a while but I thinkit is safe to do after world gen.

7) Runed weapons have a "special" attack that occasionaly goes off for extra damage.

8 ) I've had Frost Giants drop bi-frostin my game. There are frost giants and Fortress Defense Giants so you may have the wrong ones showing up.

9) I've had orcs, badgermen, pandashi, jotun, and I think spider fiends. MW does not seem as reliable for getting all of the seiges in one fort as FD does. I belive short world gen tends to help as none of them races get killed off during world gen then.

thanks for some responses!

1 - that's what I feared. But if I remove this from Nightwings for example, that just negates their 'danger' by a good bit... yet they often get stuck. >.<

7 - ahh, so like an enchant. Thanks! That clarifies a good bit. So definitely worth adding to any weapon you can. Is Silver worse then gold, or two different effects?

8 - I may have the wrong type of giants, yep. Rim Giants aren't frost giants it seems. Jotun siege defense race, if I know my north myth, is ogres, and frost giants are the ones I haven't met for some reason.

9 - yeah, that's the thing. Like humans, I've been across dozens of forts and never seen these races ever, and I've had many embarks at year 0-1 area, to ensure they weren't 'dead'...

Well! Hopefully others can fill in the missing questions and/or help solve the mystery of missing races and matters!

Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: SaintWacko on November 13, 2012, 03:47:42 pm
Where in the raws is it determined which materials can be requested specifically? I'd like to disable Iridium so that my dwarves stop making things out of it instead of slademantine.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Thudde on November 13, 2012, 06:35:49 pm
Is there an official place to post issues with "Alpha"?  I built an Armory and started making plate armor.  I find that the "Make copper armor plate" reaction instead of making pieces of plate, makes a random copper tool.  I've produced copper bowls, copper jugs, copper pots, copper fishing nets, copper fishing poles, and even copper dynamite with the reaction.  Copper dynamite?!  The "Add plates to ____" reaction uses a random tool as well.  Mostly its been using my stone pots.   This makes making plate armor pretty easy, but I don't think thats the intent. 

Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Justyn on November 14, 2012, 05:37:44 am
I just got a magma golem forge up, and despite having all of the components for it (bars and mechanisms), I can't build any golem casts. Nevermind, I just didn't have enough mechanisms.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Nokao on November 14, 2012, 07:20:48 am
This alpha version seems amazing, but I'll wait until the "stable" comes out ;)

Hope it will take less than a month :D
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Dwarfotaur on November 14, 2012, 08:04:18 am
I only just found this mod. I consider myself a 'vet' of Dwarf Fortress as I've explored most of what it has to offer.

However, just looking at this mod intimidates the hell out of me. It sounds very confusing compared to what I'm used to... I'm not sure if I'd be interested in learning all this. Can anyone give me a brief overview of things that may tempt me to try it out? Or perhaps a way to disable most of the features and just try a couple out at a time?
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Stormbuilder on November 14, 2012, 09:21:26 am
I only just found this mod. I consider myself a 'vet' of Dwarf Fortress as I've explored most of what it has to offer.

However, just looking at this mod intimidates the hell out of me. It sounds very confusing compared to what I'm used to... I'm not sure if I'd be interested in learning all this. Can anyone give me a brief overview of things that may tempt me to try it out? Or perhaps a way to disable most of the features and just try a couple out at a time?

Hey - if you download the 1.9.5 version (so basically, the last "stable one"), it has a launcher which allows you to select what options are enabled. If you want, you can even play an almost vanilla version with only a few FPS-enhancers, which are enabled by default.

Hmm...things that might interest you.

1) Sieging races! Forget the boring goblins! Embrace the flying nightwings, the devastating Frost Giants, the heavily armed Orcs, the Giant Demonic Spiders and 10-15 others.

2) Turrets and mines! Unleash the fury of a hellfire turrett (well, actually I prefer the slade turrets). Of course, you must construct your defensive structures appropriates

3) Revamped metal industry - new buildings which allow you to make volcanic metal (combination of slade and steel), also you can create runic weapons and plate armor - which have a 5% chance to become magical.

4) Magic - very difficult, but you can end up obtaining necromancers, healers, firemages, demon-bounds, earth-bounds and stone-bounds. The fire mages are very likely to kill themselves and your warriors, though.

To sum up, !!FUN!!.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Gokajern on November 14, 2012, 10:48:32 am
Can the skill aether fractures be used by adventurers?
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Nokao on November 14, 2012, 10:48:59 am
This seems all very exiting to me ;)
But considering I'm in my first big fortress, I'll wait to loose have fun and then I'll install Masterwork when the 2.0 it's stable.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Stormbuilder on November 14, 2012, 12:56:23 pm
This seems all very exiting to me ;)
But considering I'm in my first big fortress, I'll wait to loose have fun and then I'll install Masterwork when the 2.0 it's stable.

I think it's going to take quite a while for 2.0 to be stable, because Meph is basically doing everything all over.

Furthermore, a lot of races have been eliminated to refocus on a smaller set - so it's a new and different mod.
Try the 1.9.5, you won't regret it ;)
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: EvilTwin on November 14, 2012, 02:45:13 pm
On Linux, could I start the windows launcher with Wine, configure stuff and then run the native Linux version, or is there  no way to easily configure the Linux version? Because if there isn't, I don't think I can bring myself to play this :/
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: SabbyKat on November 14, 2012, 03:08:37 pm
Going to ask again, since this is driving me bonkers.

Do you guys encounter human's at all in .5 version? Sieges? caravans? Anything? I can't find WHY they won't show up for me, while every other race does. Yes, all the settings for them to appear are right, 13+ civs exist, diplomats aren't bugged according to dfhack, yada yada. >.<
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: SaintWacko on November 14, 2012, 03:24:32 pm
I just got a magma golem forge up, and despite having all of the components for it (bars and mechanisms), I can't build any golem casts. Nevermind, I just didn't have enough mechanisms.

Heh, I did the exact same thing.

Quick general question: Why is the Add Plates to Gloves reaction disabled? Is it okay to re-enable it?
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Thudde on November 14, 2012, 04:22:28 pm
I've seen humans often enough.  Many worlds seem to be missing at least one civilization, I suspect they died out in world creation.  I've generated worlds with no surviving civilizations, kinda annoying when you only finally realize after about 4 years of play. 
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Torgan on November 14, 2012, 04:50:34 pm
Going to ask again, since this is driving me bonkers.

Do you guys encounter human's at all in .5 version? Sieges? caravans? Anything? I can't find WHY they won't show up for me, while every other race does. Yes, all the settings for them to appear are right, 13+ civs exist, diplomats aren't bugged according to dfhack, yada yada. >.<
Press c in game to get a list of civilisations, if humans are missing from there then you don't have contact or they were wiped out in world gen. Could be the usual vanilla reasons of them not being able to reach you because of water or mountains in the way. I have had them in 1.9.5, they aren't bugged.

@SaintWacko - it's disabled as there's a problem with right and left handedness on gauntlets so they can't be worn, something like that. It mentions this in the building guides.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: zenerbufen on November 14, 2012, 05:14:15 pm
On Linux, could I start the windows launcher with Wine, configure stuff and then run the native Linux version, or is there  no way to easily configure the Linux version? Because if there isn't, I don't think I can bring myself to play this :/
That would work. The launcher just does find/replace on the text files (raws) The one thing I would watch out for is the 'macros' that are included in the windows version. They cause the mac version to crash, and may have similar problems on linux.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: zenerbufen on November 14, 2012, 05:20:44 pm
also: the 2 alfa package is missing some files ?

Do I have to unzip it WITH the 1.9.5. package ?

After world generation, wich options can be turned on without really losing the effects ?
for example, can I activate extra buildings, casts and mages after a while I started ?
and beasts and megabeasts will exist after a world generation that did not include them ?
Missing files (Alpha): No, don't use 1.9.5. The files you are looking for are in the normal dwarf fortress zip. You need to extract dwarf fortress into the df folder.

After world creation only options to the ini files can be changed. These are the options on the first page... temperature on/off, pop/cap, fullscreen, tilesets ect.

Everything else requires a new world to be generated. Also some of the tilesets change the ini's AND raws, and so will cause graphics glitches (like mushrooms in walls) if you do not regenerate the world.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: SaintWacko on November 14, 2012, 05:27:02 pm
@SaintWacko - it's disabled as there's a problem with right and left handedness on gauntlets so they can't be worn, something like that. It mentions this in the building guides.

Oh, okay. I keep forgetting about the building guides. A lot of them seem to be out of date.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Justyn on November 14, 2012, 05:55:23 pm
Okay, is there a way to change the golem forge to just produce golems instead of turning the strand extractor into a golem?
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: arclance on November 14, 2012, 07:49:26 pm
After world creation only options to the ini files can be changed. These are the options on the first page... temperature on/off, pop/cap, fullscreen, tilesets ect.

Everything else requires a new world to be generated. Also some of the tilesets change the ini's AND raws, and so will cause graphics glitches (like mushrooms in walls) if you do not regenerate the world.
This is not strictly true, you can alter (i.e. edit) many things in the raws after worldgen, like what tile is used to display something.
You however can't add things like creatures, reactions, and buildings to the raws after worldgen.
Also some parts of the raws can't be edited after worldgen, like which reactions a civilization has access to for example.

The GUI does not support making these kinds of changes to save files, just the raws that are used to generate new worlds.
Everything else requires a new world to be generated. Also some of the tilesets change the ini's AND raws, and so will cause graphics glitches (like mushrooms in walls) if you do not regenerate the world.
You can change the tileset of a save if you change the saves raws to those for the new tileset.
As long as non-graphics parts of the raws remain unchanged and no mistakes are made in the process of changing the raws you will not have any graphics glitches at all.
It is not easy to change the tileset of a modded fortress though I have done it before (http://www.bay12forums.com/smf/index.php?topic=87196.msg2370618#msg2370618) but I don't recommend you try it unless you know how tilesets work and understand the mods you are using.

The Alpha version only has one tileset right now, more are planned for the future.

Using v1.9.5 if you know the settings you used to generate the raws in a save and you want the change its tileset you can
generate new raws using those settings but changing the tileset to a different one and replacing raws in the save with the new raws generated by the GUI.
Make sure you backup the raws for the save first though in case you don't get the GUI settings right the first time.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Beenoc on November 14, 2012, 09:48:55 pm
Just curious: did you base any of this mod on Dragon Age: Origins at all? Urn of Sacred Ashes, sacrificing dwarves to become golems... etc. Not that there's anything wrong with that.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: zenerbufen on November 15, 2012, 12:15:05 am
@arclance, to clarify, I meant by just using the included GUI.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: SabbyKat on November 15, 2012, 05:19:07 pm
Going to ask again, since this is driving me bonkers.

Do you guys encounter human's at all in .5 version? Sieges? caravans? Anything? I can't find WHY they won't show up for me, while every other race does. Yes, all the settings for them to appear are right, 13+ civs exist, diplomats aren't bugged according to dfhack, yada yada. >.<
Press c in game to get a list of civilisations, if humans are missing from there then you don't have contact or they were wiped out in world gen. Could be the usual vanilla reasons of them not being able to reach you because of water or mountains in the way. I have had them in 1.9.5, they aren't bugged.
I've seen humans often enough.  Many worlds seem to be missing at least one civilization, I suspect they died out in world creation.  I've generated worlds with no surviving civilizations, kinda annoying when you only finally realize after about 4 years of play.

To clarify, I see them in the 'neighbor' list, I see them in the other modes, etc. my current world has 12 surviving human civilizations, and adventure mode I embarked into 3, to see them quite well and prospering.

thus, I can only assume one of the functions in the launcher is causing this issue. Such as 'friendly races, humans, yes' or 'evil humans, yes' or similar functionality that alters humans. Though, I've tried to alter these all up in various combo's to no results after 5 year tests with no invaders (and invaders for two attempts) without seeing a trace of them ever show up, across many embarks, a few of which I placed right beside human civilizations...

I'm stumped.

I can toss up the world I'm testing this on atm, if requested - or I can show some screenshots from in game to prove human's exist and are quite well. Really confusing to me - as I fresh-installed .5 version of the mod, absolutely nothing touched beyond the launcher settings, and human's won't show as always. So clearly, it's something with the mod itself, some combination of what I'm doing that is causing this... just a matter of what. :P
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: WaffleEggnog on November 15, 2012, 07:44:25 pm
Is the Church of the dark Depths broken? I went through a ton of trouble to get the materials, but it still says I need 10 bone blocks when I have over 40. Am I missing something here?

Help pl0x?
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: DoctorEasy on November 15, 2012, 08:38:31 pm
I'm new using this Mod and I've played it for some days.

In the enabled furnaces I cant find either the Blast Furnace nor the Magma Blast Furnace even though I've enabled the Adv.Metaworking and Metalworking.

Also, It would be really awesome if job priority for prisoner/wounded feeding and conduct meeting could me increased.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Putnam on November 15, 2012, 08:49:40 pm
I'm new using this Mod and I've played it for some days.

In the enabled furnaces I cant find either the Blast Furnace nor the Magma Blast Furnace even though I've enabled the Adv.Metaworking and Metalworking.

Also, It would be really awesome if job priority for prisoner/wounded feeding and conduct meeting could me increased.

Pretty sure blast furnace was removed.

Job priority can't be increased. We can't do that with modding.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: DoctorEasy on November 15, 2012, 09:34:08 pm
I'm new using this Mod and I've played it for some days.

In the enabled furnaces I cant find either the Blast Furnace nor the Magma Blast Furnace even though I've enabled the Adv.Metaworking and Metalworking.

Also, It would be really awesome if job priority for prisoner/wounded feeding and conduct meeting could me increased.

Pretty sure blast furnace was removed.

Job priority can't be increased. We can't do that with modding.

I've noticed some caravans burst into flames after arriving to the depots and just set the entire grass environment to fire (destroying the fps counter in the process). Also, why were the blast furnaces removed, I am very interested in hearing the reasons.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Jwguy on November 15, 2012, 09:37:32 pm
Attempted to use the Dance of the Dead with the Music Stage. Resurrected close to 100 corpses.

The only issue is that it immediately caused a giant war between the corpses and my military, and was completely negative, overall. x,x
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: JosephWongKS on November 16, 2012, 12:31:15 am
Attempted to use the Dance of the Dead with the Music Stage. Resurrected close to 100 corpses.

The only issue is that it immediately caused a giant war between the corpses and my military, and was completely negative, overall. x,x

This just gave me an idea for speed-training my military without the use of danger rooms.  Thanks for the inspiration.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Tally on November 16, 2012, 01:33:44 am
Attempted to use the Dance of the Dead with the Music Stage. Resurrected close to 100 corpses.

The only issue is that it immediately caused a giant war between the corpses and my military, and was completely negative, overall. x,x

This just gave me an idea for speed-training my military without the use of danger rooms.  Thanks for the inspiration.

This sounds like an amazing idea. What could possibly go wrong?

Just give your dwarf a hammer or other blunt weapon so you don't have a million limbs and organs resurrecting.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: JosephWongKS on November 16, 2012, 01:45:40 am
This sounds like an amazing idea. What could possibly go wrong?

Just give your dwarf a hammer or other blunt weapon so you don't have a million limbs and organs resurrecting.

But if you do have a million limbs and organs resurrecting, your military will be able to train even faster.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Tally on November 16, 2012, 03:05:34 am
This sounds like an amazing idea. What could possibly go wrong?

Just give your dwarf a hammer or other blunt weapon so you don't have a million limbs and organs resurrecting.

But if you do have a million limbs and organs resurrecting, your military will be able to train even faster.

You'd also have them tiring out, so they'd get killed by individual horse hairs. I somehow doubt you can kill those, even in the temporary sense that undead can be killed in.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: JimmyBobJr on November 16, 2012, 04:29:57 am
Hey guys, just came across a interesting... "Feature"?
Im not sure if this is actiualy a feature, but if it is....
WAT.

Well, heres the scene; I havent managed to make any booze for months and my 14 dwarves are tantruming and bezerking left and right. Ive gone through 9 miners - even though i only have 4 picks. But then i get a really weird message.

(http://i.imgur.com/cAsDK.png)

I... Wha? I know this sort of message appears when a cat grows up or something and "Become a Stray Cat" But i wasnt aware that it could happen to my onw dwarves.

So, naturaly, i check the unit screen, and, sure enough, i cant find the dwarf.
That is, until i check the pets screen on a whim.
Sure enough, there she is, digging.

(http://i.imgur.com/hsor4.png)

So, i find the dwarf in the fortress, digging around like a normal dwarf, with her 3 Miner buddies carving out a Food Storage area (Kinda useless, since everyone is dying of dehydration, but meh)
I inspect the dwarf with "K" to get a description of the dwarf.... and;

(http://i.imgur.com/nII6s.png)

I am almost certain that this is the description usually reserved for concubines.
Now im amazed by this. I didnt know that being dehydrated and upset turned you into what is essentially a whore.
Its kinda sweet that she still is happy digging away.

Edit:
I dont know how to make that third image smaller, dangit. Im sure there is a way.
Also, since she is 'Stray'.... does that mean someone can 'Own' her?
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Panopticon on November 16, 2012, 10:15:57 am
It doesn't, sometimes concubines migrate as children.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Godlysockpuppet on November 16, 2012, 01:40:45 pm
It doesn't, sometimes concubines migrate as children.
with
You've got a concubine there. They're basically skill-less dwarfs that can occasionally come with migrants with a skill or two. You can buy them too so they count as pets.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Nokao on November 16, 2012, 02:10:11 pm
also: the 2 alfa package is missing some files ?

Do I have to unzip it WITH the 1.9.5. package ?

After world generation, wich options can be turned on without really losing the effects ?
for example, can I activate extra buildings, casts and mages after a while I started ?
and beasts and megabeasts will exist after a world generation that did not include them ?
Missing files (Alpha): No, don't use 1.9.5. The files you are looking for are in the normal dwarf fortress zip. You need to extract dwarf fortress into the df folder.

After world creation only options to the ini files can be changed. These are the options on the first page... temperature on/off, pop/cap, fullscreen, tilesets ect.

Everything else requires a new world to be generated. Also some of the tilesets change the ini's AND raws, and so will cause graphics glitches (like mushrooms in walls) if you do not regenerate the world.

Ok that's clear, thank you.

Another question: will be a 1.9.5 game compatible on 2+ game in the future ?
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Stormbuilder on November 16, 2012, 02:30:23 pm
also: the 2 alfa package is missing some files ?

Do I have to unzip it WITH the 1.9.5. package ?

After world generation, wich options can be turned on without really losing the effects ?
for example, can I activate extra buildings, casts and mages after a while I started ?
and beasts and megabeasts will exist after a world generation that did not include them ?
Missing files (Alpha): No, don't use 1.9.5. The files you are looking for are in the normal dwarf fortress zip. You need to extract dwarf fortress into the df folder.

After world creation only options to the ini files can be changed. These are the options on the first page... temperature on/off, pop/cap, fullscreen, tilesets ect.

Everything else requires a new world to be generated. Also some of the tilesets change the ini's AND raws, and so will cause graphics glitches (like mushrooms in walls) if you do not regenerate the world.

Ok that's clear, thank you.

Another question: will be a 1.9.5 game compatible on 2+ game in the future ?

No. Meph is basically completely recoding the mod with the 2.0 release.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: slay_mithos on November 16, 2012, 03:03:42 pm
The problem with concubine is when they become mayors.

I am not kidding, it did happen in one of my forts, and I got a few death because I couldn't know what she mandated.
Well, in some aspects, it is FUN, but it surely can become quite strange rapidly with those, even if it does provide a way to get a 8th dwarf on the embark.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: WaffleEggnog on November 16, 2012, 06:24:53 pm
Ok, I asked this earlier but got no awnser. I went through a ton of to get all the meterials for a chruch of the dark depths, howver it still says I need 10 bone blocks when I have like 100. Is this a bug of some sort, or do I have the "wrong" kind of bone blocks ( I used the "Construct Bone Blocks (4)" order from the boneyard)?

Help pl0x?
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: SabbyKat on November 16, 2012, 09:00:01 pm
Ok, I asked this earlier but got no awnser. I went through a ton of to get all the meterials for a chruch of the dark depths, howver it still says I need 10 bone blocks when I have like 100. Is this a bug of some sort, or do I have the "wrong" kind of bone blocks ( I used the "Construct Bone Blocks (4)" order from the boneyard)?

Help pl0x?

It's bugged currently. It requires bone_brick or similar issue in the raws, instead of Bone_block. If I wasn't neck deep in 'fun', I'd go find it - but check the last 20 pages or so, I've seen it twice and responded to!
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: JimmyBobJr on November 16, 2012, 11:38:02 pm
It doesn't, sometimes concubines migrate as children.
with
You've got a concubine there. They're basically skill-less dwarfs that can occasionally come with migrants with a skill or two. You can buy them too so they count as pets.
Nonono, This dwarf appeared in the second migration wave and spent at least a year as a normal Dwarf (A Miner most of that time) but when other dwarves started bezerking and suiciding she instead became a concubine.
She turned INTO one from being a normal miner dwarf.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Godlysockpuppet on November 17, 2012, 05:21:55 am
It doesn't, sometimes concubines migrate as children.
with
You've got a concubine there. They're basically skill-less dwarfs that can occasionally come with migrants with a skill or two. You can buy them too so they count as pets.
Nonono, This dwarf appeared in the second migration wave and spent at least a year as a normal Dwarf (A Miner most of that time) but when other dwarves started bezerking and suiciding she instead became a concubine.
She turned INTO one from being a normal miner dwarf.
I'm fairly sure that's not possible unless there was an interaction turning her into one. Unless she was something transformed before and it somehow wore off?
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: JimmyBobJr on November 17, 2012, 07:48:21 am
It doesn't, sometimes concubines migrate as children.
with
You've got a concubine there. They're basically skill-less dwarfs that can occasionally come with migrants with a skill or two. You can buy them too so they count as pets.
Nonono, This dwarf appeared in the second migration wave and spent at least a year as a normal Dwarf (A Miner most of that time) but when other dwarves started bezerking and suiciding she instead became a concubine.
She turned INTO one from being a normal miner dwarf.
I'm fairly sure that's not possible unless there was an interaction turning her into one. Unless she was something transformed before and it somehow wore off?
That could be possible... i guess.
What i think happened was a mix up in the insanity code (Or was it intentional  :-\ ) where instead of Bezerking, Melancholy-ing etc, she Whore-ified. Everyone else was Bezerking at the time, so it just seemed a bit to conincidential.

In any case, i cant inspect the dwarf in question further, a Megabeast with fire breath showed up and killed everyone, and im against save scumming so the save is gone.
Ah well.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: JosephWongKS on November 17, 2012, 12:34:42 pm
My archeologist found some "scrolls of life" and an "eye of ra" during her excavations.  What are those items used for?
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: slay_mithos on November 17, 2012, 02:58:10 pm
@JimmyBobJr: It is also possible that the message was a "job change" message.
When a dwarf gain enough levels in a job for it to be his higher job skill, he will also send a "has become a Miner" (or other similar).
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Putnam on November 17, 2012, 03:04:45 pm
What i think happened was a mix up in the insanity code (Or was it intentional  :-\ ) where instead of Bezerking, Melancholy-ing etc, she Whore-ified. Everyone else was Bezerking at the time, so it just seemed a bit to conincidential.

That isn't a thing that can even remotely happen. There's an equal chance of insanity randomly turning your dwarf into a badger, which, while awesome, still isn't happening.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: WaffleEggnog on November 17, 2012, 10:32:28 pm
Ok, I asked this earlier but got no awnser. I went through a ton of to get all the meterials for a chruch of the dark depths, howver it still says I need 10 bone blocks when I have like 100. Is this a bug of some sort, or do I have the "wrong" kind of bone blocks ( I used the "Construct Bone Blocks (4)" order from the boneyard)?

Help pl0x?

It's bugged currently. It requires bone_brick or similar issue in the raws, instead of Bone_block. If I wasn't neck deep in 'fun', I'd go find it - but check the last 20 pages or so, I've seen it twice and responded to!
Anyone with a fix because im to lazy to dig?? I went into the raws and screwed around quite a bit with the "building_magic" and "building_masterwork" files trying to get it to work, but to no avail.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Justyn on November 17, 2012, 11:24:39 pm
So, I activated the extra plants part of the mod taken and integrated from this mod (http://www.bay12forums.com/smf/index.php?topic=61516.0), and I can't seem to get a bunch of the aboveground plants to work; I dug out some plots for aboveground farms, and even checked other seasons, but I can't seem to grow plants from the seeds that I ebarked with, and only ones that I gathered at my embark site. Does this mean that these plants are tethered to biomes?
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: cAPSLOCK on November 18, 2012, 02:17:52 am
So I just installed 1.9.4 after a while of not playing, and for some reason the dark stranglers have access to steel weapons. The ambush they sent to me in the fall consisted ENTIRELY of archers equipped with high grade armor and metal arrows.

That doesn't seem right to me; stranglers should all be squishy wrestlers, shouldn't they?

Is there some option that I might have left on that caused this? I've only messed with the menu settings (turning off aquifers, etc.)
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: JimmyBobJr on November 18, 2012, 10:38:38 pm
@JimmyBobJr: It is also possible that the message was a "job change" message.
When a dwarf gain enough levels in a job for it to be his higher job skill, he will also send a "has become a Miner" (or other similar).
No, she was already a miner, she turned into a "Stray" miner.
(Well, i call my miners "Diggy" in Dwarf Therapist, so she became a "Stray Diggy")
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Labraid on November 19, 2012, 03:03:40 am
So I just installed 1.9.4 after a while of not playing, and for some reason the dark stranglers have access to steel weapons. The ambush they sent to me in the fall consisted ENTIRELY of archers equipped with high grade armor and metal arrows.

That doesn't seem right to me; stranglers should all be squishy wrestlers, shouldn't they?

Is there some option that I might have left on that caused this? I've only messed with the menu settings (turning off aquifers, etc.)

I think there was a change few versions back that made invaders and ambushers a pain in the ass again by giving them better equip. Nowadays even goblins will shred your unlucky conscripts with steel arrows although they still lack armour other then chest pieces.

In short, its again critical to set a cage traps early and secure yourself some sparing partners to make sure your execution squad is able to dodge decently before ambushes and invaders grow in number.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Tally on November 19, 2012, 07:16:04 am
So, I activated the extra plants part of the mod taken and integrated from this mod (http://www.bay12forums.com/smf/index.php?topic=61516.0), and I can't seem to get a bunch of the aboveground plants to work; I dug out some plots for aboveground farms, and even checked other seasons, but I can't seem to grow plants from the seeds that I ebarked with, and only ones that I gathered at my embark site. Does this mean that these plants are tethered to biomes?
Sounds to me like the surface level that you are trying to cultivate is made of a material that is not soil. Either try a different biome, or try making it muddy.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Sirmaril on November 19, 2012, 01:00:07 pm
Talking about funny stories with dwarfs, I have one of my own.

I once named my dwarfs after characters from the books I've read or was planning to read. I've named one of my dwarfs Don Quixote, if you don't know who it is look it up. I've put him in the military, he have chosen a wooden sword as a weapon and I didn't noticed it until he grew attached to it. I've never got around to change it and since he got a sladamantine armor he was fine. Then a big attack come over me and killed like 30% of my dwarfs, he was the one who survived. Soon tantrum spiral begun and when he threw a tantrum he begun smashing my windmills. He was a one wicked Knight-errant indeed.

That is 100% true, I shit you not.

Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Noin on November 19, 2012, 02:54:55 pm
Good day to you.
I have a question about tilesets. When I ran MwDF for the first time it was set to Phobeus tileset. Since I like Ironhand waaay more, I closed the game and switched it in the settings. But sprites stayed the same! Is there some issue? Can I, perhaps, change the sprites  manually meself?
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Sirmaril on November 20, 2012, 12:54:44 am
Good day to you.
I have a question about tilesets. When I ran MwDF for the first time it was set to Phobeus tileset. Since I like Ironhand waaay more, I closed the game and switched it in the settings. But sprites stayed the same! Is there some issue? Can I, perhaps, change the sprites  manually meself?

If you generated a world, before switching to ironhand you need to do two things. First go to DF folder then go to raw folder and copy everything in this folder. After that go back to DF folder and got to data/save/region(whatever it's called) and delete everything in the raw folder there and then replace it with what you've copied.

Hope it will help.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Sirmaril on November 20, 2012, 12:58:30 am
Sorry, double post.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: slay_mithos on November 20, 2012, 01:43:15 pm
So, I activated the extra plants part of the mod taken and integrated from this mod (http://www.bay12forums.com/smf/index.php?topic=61516.0), and I can't seem to get a bunch of the aboveground plants to work; I dug out some plots for aboveground farms, and even checked other seasons, but I can't seem to grow plants from the seeds that I ebarked with, and only ones that I gathered at my embark site. Does this mean that these plants are tethered to biomes?
If I recall correctly, certain above-ground plants require certain biomes to grow. I would suggest to read more on the plants and be sure it is either that or you forgot something in the raws.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Noin on November 21, 2012, 08:00:09 am
Quote
If you generated a world, before switching to ironhand you need to do two things. First go to DF folder then go to raw folder and copy everything in this folder. After that go back to DF folder and got to data/save/region(whatever it's called) and delete everything in the raw folder there and then replace it with what you've copied.

Hope it will help.
Nope, I tried to make a world from the scratch, nothing changes. The tiles look like Ironhand (rocks, walls etc.) (though not all of them), but dwarves and all the other creatures look like the ones from the Phobeus tileset.

And one more thing: how do I get my dwarves to use ammo for mechanized axe thrower?
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Felius on November 22, 2012, 05:49:55 pm
Was looking through my build options, I can't seem to find the blast furnace (or the magma blast furnace) under furnaces or workshops. Is it somewhere else, or am I missing something?

In another point, not considering the embark point cost, do dogs hold any advantages over mastiffs? The latter seems just better.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Justyn on November 22, 2012, 06:16:45 pm
Was looking through my build options, I can't seem to find the blast furnace (or the magma blast furnace) under furnaces or workshops. Is it somewhere else, or am I missing something?

In another point, not considering the embark point cost, do dogs hold any advantages over mastiffs? The latter seems just better.

"Quantity is a quality all its own."

Also, I found a bug: the Gemforge's "Encrust shoes/boots with gems" job consumes gems without actually encrusting the items.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Putnam on November 22, 2012, 06:28:39 pm
Was looking through my build options, I can't seem to find the blast furnace (or the magma blast furnace) under furnaces or workshops. Is it somewhere else, or am I missing something?

In another point, not considering the embark point cost, do dogs hold any advantages over mastiffs? The latter seems just better.

Try searching "blast furnace" in this topic. You may see a pattern.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Felius on November 22, 2012, 07:26:47 pm
Try searching "blast furnace" in this topic. You may see a pattern.
:-[ Oops, ignore my common sense violation.

"Quantity is a quality all its own."
After embark mastiffs seems to be producing puppies pretty fast anyway, so that doesn't seem to create much an issue anyway, plus there are the issues with FPS if one wanted to use the dog horde.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Justyn on November 22, 2012, 10:17:29 pm
Try searching "blast furnace" in this topic. You may see a pattern.
:-[ Oops, ignore my common sense violation.

"Quantity is a quality all its own."
After embark mastiffs seems to be producing puppies pretty fast anyway, so that doesn't seem to create much an issue anyway, plus there are the issues with FPS if one wanted to use the dog horde.
Having a lot of dogs is also good for one's meat industry.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Noin on November 23, 2012, 04:59:11 am
so, does anyone know how one can change sprites' pictures manually?

And once again, since there is a poll above, but I couldn't find any information about that, how all the shooting weapons except for crossbow working? My hunter continously trying to pick up axe heads while having a bola thrower in his hands.. Is there any workaround?

And another question - in description of Hall of the Dwarven King, FOuntain of Eternal etc, it says that spending time there trains Nature Magic skill.. But I couldn't find any information about that it is...


Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Aigre Excalibur on November 23, 2012, 06:27:14 am
Does masterwork mod work in adventure mode?
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Nokao on November 23, 2012, 08:07:14 am
Hi !

I'm trying Gaia world, and I have some pre-embark questions for you.
I generated 3 times the world, and I activated in the launcher all creatures and races.


Another question, about the "embark anywere" tool, if I embark on a place with a civilization or tower (friendly), is it populated of it's civilzation or it's just deserted ?

Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Justyn on November 23, 2012, 09:00:57 am
Open question: I'm having trouble getting a sericultural operation up and running; has anyone here gotten their silkworms into hives and is willing to share their secrets?

I've tried releasing my worms from their cages around the hives, and despite there being "Install colony into hive" jobs aplenty, my beekeeper doesn't actually put the worms into the hives. Has anyone else had any luck? And if you have, please, go into detail.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Nokao on November 23, 2012, 09:19:43 am
Also, in adventure mode I managed to start as a War Elephant, is that a Masterwork modification or it's normal ??

It was funny to kill a pack of 10 horses starting up just naked ;)
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: arclance on November 23, 2012, 10:55:40 am
so, does anyone know how one can change sprites' pictures manually?
If you mean the creature graphics (i.e. Dwarves) those are located in the "raw/graphics" directory.
If you want to change them for a saved game change the "raw/graphics" directory in that save.
You can change them by replacing the files for the creatures you want to change with a different set of creature graphics with their associated text configuration file.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Playergamer on November 23, 2012, 02:15:10 pm
Playing adventure mode as a imperial rifleman, get ambushed and shoot a kobold once. As i'm walking towards them, i get shot from out of the blue in the hand, and drop the gun. I then get swarmed by kobolds, who kill me.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: mavj96 on November 23, 2012, 02:30:01 pm
Anyone mind telling me how in the hell I access the pre-genned maps?

Thanks in advance :D.

_________________________
I added cool smileys to this message... if you don't see them go to: http://s.exps.me
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Noin on November 23, 2012, 02:59:15 pm
how do you people get around with shooting weapons? Even forcing just one hunter to actually hunt is a hell of a job. He constantly picks up/throws down his crossbow and bolts.. And, unlike vanilla DF, he doesn't finish off his game when he's out of bolts - he just cancels the hunt.

By the way, I found a bug: stonetip bolts, made in stoneforge, are unequipable.

And one more thing - it appears, when I try to make vellum out of tanned hide in the tanners' shop game crashes. Tried a few times.
That means = no learning stuff for me.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: slay_mithos on November 23, 2012, 03:50:07 pm
@Noin: Nop, the hunter going back after he has no more bolts is a vanilla thing.
I suggest you don't use bone bolts for hunting, or for anything out of training for that matter, as they tend to only take one stack at a time, and that is only 5 bolts.

As for stonetip bolts, and all other ammo types added by the mod, you need to specify them manually under Military > Ammo > Add new ammo.
they are not counted as bolts and have their specific category (stonetip bolts for that case, but the same for all others).

I know it sounds confusing at first, but once you get a hang off it, it becomes more manageable than the Material stuff, at least it is for me.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Noin on November 23, 2012, 04:32:31 pm
Quote
@Noin: Nop, the hunter going back after he has no more bolts is a vanilla thing.
I suggest you don't use bone bolts for hunting, or for anything out of training for that matter, as they tend to only take one stack at a time, and that is only 5 bolts.

As for stonetip bolts, and all other ammo types added by the mod, you need to specify them manually under Military > Ammo > Add new ammo.
they are not counted as bolts and have their specific category (stonetip bolts for that case, but the same for all others).

I know it sounds confusing at first, but once you get a hang off it, it becomes more manageable than the Material stuff, at least it is for me.

Thank you for your reply!
What about other types of weapons (axe throwers etc.)? Do I need to specify their ammo as well?

And about vellums? Is everyone having this problem?
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: zenerbufen on November 24, 2012, 01:45:35 am
Anyone mind telling me how in the hell I access the pre-genned maps?

Thanks in advance :D.


use advanced world gen
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: BigD145 on November 24, 2012, 11:51:49 am
Anyone mind telling me how in the hell I access the pre-genned maps?

Thanks in advance :D.


use advanced world gen

There are people that still don't use advanced world gen?!
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Scruffy on November 24, 2012, 02:33:06 pm
Any news on when can we expect an updated version of the alpha?
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Playergamer on November 24, 2012, 03:51:20 pm
Has anyone else test the warpstone landmines in the arena? I had one completely surrounded by dwarves wearing full armor and wielding tower shields. It's confirmed, warpstone gas kills armored soldiers just as easily as unarmored dwarves. Those mines are horrifying. In my next fort, i'm thinking of building a gassing chamber into my defences. All it would require is a closed room, and at least 1 warpstone mine.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Tirion on November 24, 2012, 06:34:14 pm
Just an idea... is it possible to give descriptions to items? It'd make a lot of things easier, like deciding wether or not a weapon is better for my adventurer than the one he already has. Going to the raws and trying to get comparable data, then to the wiki to try and make sense of it, kind of breaks immersion. And minds.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: thistleknot on November 25, 2012, 02:01:39 am
what's the status of this mod, last update I saw to the front page was in October...

spoke with Meph via facebook, and thought he was on this, said he hasn't touched it in a while
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Nokao on November 25, 2012, 07:14:06 am
Hi !

I'm trying Gaia world, and I have some pre-embark questions for you.
I generated 3 times the world, and I activated in the launcher all creatures and races.

  • There is always a huge % of badgerman civilizations and great badgerman around, is this because there are a lot of forests in Gaia ? Or I was just unlucky ?
  • Using the embark finder I noticed that Flux Stone is totally missing in the world, is this a choice ? Is it not needed in the long-run game ?
  • What about aquifiers ? Are them (like the rest of the world) designed by you? So are they "well placed" ? Or should I remove them ? In my first game I played with aquifiers and I managed to play fine ... but I'm tempted to remove them in the Gaia game.
  • If I embark near a tower (friendly), how can I interact with the people there? It happened to me to embark in a friendly badger civilization, they are very well armed so I could use their equipment killing them after the embark ... but what will this provoke ? war ?
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: slay_mithos on November 25, 2012, 12:32:36 pm
@thistleknot: No news from Meph, and he seems to be on a travel right now.

@Nakao:
* Badgerman civs: No idea, I always play on gaia too, and had no trouble with civs like that, just elves or human civs not always present/surviving.
* Flux stone in the finder is a vanilla problem that was introduced in January with the "new" DF, nothing mods can do about it.
* Aquifer are not modded, so they are the same troubles as in vanilla. I simply disable them entirely anyway because they cause much trouble in early game and I am not good enough to have time to spare on this before the first attacks.
* Vanilla too, friendlies will remain like that no matter what you do, and you can't interract with them apart from killing them. They will react to sieges and the like, so either protect them, or let them take care/die when sieges appears.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Nokao on November 25, 2012, 02:34:32 pm
Ok so I'll try to play in a map with friendly civilizations,
Seems useful for their equip and help in defence,
Plus their towers can be used to make archers fortifications.

As a crazy test I could also make a fortress outdoors, up z-levels making floors around of their tower with under-the-sun farm plots and living dorms.

Did anyone try that ?
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: LostLover on November 26, 2012, 05:59:39 am
What type of stockpiles need for bone stud?Oo
Help plz
...and what do Magic Nature?Oo
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: kaos78414 on November 27, 2012, 03:36:49 pm
I'm relatively new to Masterwork and DF in general, but I've been having loads of fun so far. Anyhow, I've a few questions about the launcher options (particularly how they effect other areas of the mod)

If I disable any of the following: Craftsdwarf changes, Boneyard, Gem Workshop, Rockforge, Stonecutter, Archaeology, and Creature Lab, will I be cutting myself off from any of the other features of the mod? Specifically, I want to make sure I have access to the Magic workshops and Alchemy workshops in the late game.

Also, which of the workshops do you guys find unnecessary and/or make things a little too easy in the early game? I want to make sure before I start my next world that I'm not going to be giving myself any early advantages. Basically I just want to know how balanced some of the features are. It seems to me that Magic and Alchemy are late-game enough that once you get to them they are not going to be too overpowered. Is the Training System portion of the mod balanced enough in your opinion?
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Noin on November 27, 2012, 03:56:34 pm
Quote
Is the Training System portion of the mod balanced enough in your opinion?
IMO it's pretty useless. You need to spend loads of logs and ash bars just to give one of your dwarves +300 expirience in just one skill...

Quote
Also, which of the workshops do you guys find unnecessary and/or make things a little too easy in the early game?
basically, all the new workshops are just a little "extra". they are definitely not requiered to survive, just to make game a bit more diverse.

Quote
I want to make sure before I start my next world that I'm not going to be giving myself any early advantages.
You can leave all these options on, but also add all the hostile civs, and. if you feel especially suicidal, also turn the options "harder farming", "harder smithing" etc on. In this case, believe me, you will need everything these building can produce.
Ah, almost forgot. If you don't want to get any early advantages, you can always embark on a glacier :)
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: kaos78414 on November 27, 2012, 04:10:42 pm
Ah, then I was thinking of going in with this selection of settings:

Races - Invaders: All on, Cave Races: All on, Friendly Races: All on, Fortress Defense and Creeper: off
Creatures - Everything on except the Evil races
Materials - Simple options: all off, Add: all on
Buildings - No: Archaeology, Boneyard, Creature Lab, Gem Workshop, Stonecutter, Rockforge, Storage unit. Everything else on
Misc Features - No extra craftsdwarf reactions (stone instruments? that kind of thing just bothers me), No no corpses, no concubines, everything else on, including balancing features

The main question I have now, is without those buildings enabled, am I missing out on anything major? And without the Boneyard, is there no way to obtain the Church of Dark Depths?

EDIT: Screw it. I decided I'll just go with all buildings enabled, and reenable the craftsdwarf changes. I'll just put my fort's fate in the hands of the mod creator. I'm sure he knows what he's doing as far as balance is concerned. All of you have played longer then I have anyhow :p

Anyway, thanks for the help. :)
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Nokao on November 27, 2012, 06:35:47 pm
I'm starting now a new game with MW DF :)

In a "suicidal mission" I discovered that is actually possible with the embark anywhere script to embark and conquer a small castle with a military embark profile,
and then go there again (abandon fortress first) with the workers embark profile to start to build the fortress with some actual good defence (the walls) against the first sieges.

Before "having lot of fun" I found some "Tears of Armok" on the last z-levels ... I readed they are an infinite water source, how do I use them ? ? ?
I could easily make a waterfall up in my castle's tower with that, maybe also in early game (if I actually find it and survive, next time...).

In your manual there is a small mistake: settings -> creatures -> Drake is repeated 2 times,
please do a HTML version because with this damn windows help files I can't increase font size.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Putnam on November 27, 2012, 07:52:44 pm
Tears of Armok are just aquifers. Mine next to them and you'll get infinite water.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Nokao on November 27, 2012, 08:29:57 pm
Tears of Armok are just aquifers. Mine next to them and you'll get infinite water.

I found this digging the forum:

Exposed Tears do not have an aquifer, otherwise they would automatically start flooding everything. Only encased ones cause damp stones around them.

Is this true ?
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: slay_mithos on November 27, 2012, 10:20:58 pm
Just a question, why play a mod if you disable nearly half of it?

What I mean is that most new buildings permit either an alternate way to produce certain items, or a way to produce multiple items in a single reaction.

Gem and rock, for example, enable you to make weapons and armors without the need of metals.
True, it might be weaker, depending on what was used, but things like rock tipped bolts are great early game ammo for example.

I guess everyone is free to play as they wish to, but it seems like a waste to disable so much without trying it first.
And if you find little to no use for it, it's not like it will lower your fps or force you to use them anyway, right?

As a side note, if you do want to use magic in the late game, do enable some fortress defense creatures, as they will provide you better enemies than the common ones (but I agree with creepers^^)
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Flare on November 28, 2012, 12:49:21 am
Landmine attacks. Do they hit everything, making no distinction between friendlies and enemies? Or can friendlies walk through a blaze of hellfire and shrapnel in a slow walk without injury>
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Godlysockpuppet on November 28, 2012, 05:50:23 am
Landmine attacks. Do they hit everything, making no distinction between friendlies and enemies? Or can friendlies walk through a blaze of hellfire and shrapnel in a slow walk without injury>
Friendlys get injured too:(
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: ShirraWhitefur on November 28, 2012, 11:22:51 am
Even'n folks.

  Well, it's been several months since I last fiddled with the Masterwork mod.. I'd say roughly around the time 0.34.10 was the main thing out.  I'm looking at giving it a whirl again, poking all the bits of it and seeing what makes my games quite a bit more fun, after having played with Accelerated mod and being reminded of some of the simplifications and tweaks I adored.

  Problem is, this has grown to be an absurdly sprawling topic, and I recall a habit of patches or warnings being posted in parts of the thread, but not the main topic.  So rather than spend hours digging through thousands of posts, I was hoping I could get some clarifications.

  Is the 1.9.5 the current "most stable", and doesn't need any patches that were posted midthread?  I've already gotten the impression (possibly mistaken!) that the 2.0 alpha isn't quite ready for play.  If all it needs are a few tweaks (also likely posted mid-thread somewhere), I'd love to know!

  Anywho, thanks for the time.  I've got to go plan out some fortress layouts, in hopes that maaybe they'll survive a whole two years, heh.

 - Shirra
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Nokao on November 28, 2012, 12:39:27 pm
  Is the 1.9.5 the current "most stable", and doesn't need any patches that were posted midthread?  I've already gotten the impression (possibly mistaken!) that the 2.0 alpha isn't quite ready for play.  If all it needs are a few tweaks (also likely posted mid-thread somewhere), I'd love to know!

I'm quite new but I can answer that yes, the 2.0 alpha is still not ready (but could use some testing by experienced players like you).

About the patches, I really hope I didn't just started a new game with a package that is not ok ! ! !
I readed all the manual, all the wiki, all the guides about Masterwork that are in the package, and there are no mention on patches.

If there is something really important to do in the middle of this thread, I really hope it's already done and published in the actual 1.9.5 zip file version, because I didn't know and I couldn't possibly tell.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: slay_mithos on November 28, 2012, 06:40:09 pm
As far as I know, the game/mod do not need patches in order to work.

At the very least, I did not encounter any problems by playing it, but some other did, doing the exact same things (tree farming and leather to vellum).

Best way is to give it a try and see by yourself I guess.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: kaos78414 on November 28, 2012, 07:49:33 pm
Just a question, why play a mod if you disable nearly half of it?

It's a matter of flavor, man. I just don't personally like the idea of armor made entirely of rock and things of that nature. Besides, disabling some of the workbenches really isn't taking away "nearly half" of the mod. It still adds tons of creatures and flora, all the new hard-mode options are still on, etc.

Anyway, I wanted to share an interesting story from my latest world. It's year 127, late Winter, so almost the 3rd year of play. I've got a twelve-dwarf militia, mostly melee. I manage to fend off some centaurs, capture a few, fend off two goblin invasions, kill a few thieves etc. etc. One dwarf dead, killed by centaurs while he was trying to flee to safety.

The FUN set in when a warlock showed up. At this point it's a little hazy as to what exactly happened. All I know is he got away, and then suddenly the head of this beast we slew late in year 1 was scaring all my dwarfs. The message log was full of "So-and-so was interrupted by (beast's name - I forget what it was)'s head!" So, with the game unpaused, the message log continues to fill up with that announcement, while my dwarfs run around frantically being interrupted by a floating head, that I can only assume was the work of that dirty warlock. I can't see this head anywhere on screen, so I'm not sure what to do about this situation. My dwarfs are depriving themselves of good booze due to their fear of this ghastly head. Maybe I can't see it on screen because they're hallucinating?

After a while I decided just to abandon fort. Probably one of the weirder things that's happened to me so far, haha.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: slay_mithos on November 29, 2012, 12:25:20 am
Warlocks are potentially the worst enemy you could face, even more with a melee army.

They basically are spall casters with either a "breath"-like spell or necromancy.

A single one of them could wipe out an early forst just by casting a fire spell and burning all the military, most of the animals, and all dwarves that happen to be caught by the fire that will burn the whole vegetation.

Anyway, for my remark, you are free to use the mod however you want, it is none of my business, really, I was just wondering about the reasons, and you indeed gave some good ones.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Flare on November 29, 2012, 05:28:08 am
Has anyone managed to use the magma bottle spawn and not have the dwarf deconstructing the spawn point die?

It's in MDF2 if anyone is interested.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: FirestormXL on November 29, 2012, 02:23:33 pm
Question here, why are my dwarfs stats out of control... They are zipping around at crazy speeds and all have redic str and other stats... the hell is the point of training if your just going to give them broken stats right off...
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: slay_mithos on November 29, 2012, 04:17:08 pm
@FIestormXL:
Wait, what?
What version are you playing exactly?

it does sound like the "speed 1" pseudo hack and the likes, but as far as I know, none of this is natively in the mod.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Flare on November 30, 2012, 05:15:37 am
Question here, why are my dwarfs stats out of control... They are zipping around at crazy speeds and all have redic str and other stats... the hell is the point of training if your just going to give them broken stats right off...

Doesn't sound like what's happening in my game. There are some status effects in the interactions file that might be affecting your dwarves that I think you might want to rule out though.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Nokao on November 30, 2012, 05:28:33 am
Question here, why are my dwarfs stats out of control... They are zipping around at crazy speeds and all have redic str and other stats... the hell is the point of training if your just going to give them broken stats right off...

You forgot to say wich version you're using, 2 alpha or 1.9.5 ?
I never had this problem in 1.9.5.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Flare on November 30, 2012, 05:59:28 am
Also, make sure you've not set the FPS maximum to an absurd level.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: slay_mithos on November 30, 2012, 10:32:54 am
well, even on one of the newest I7, I hardly can go over 800 fps in the start, and it rapidly decrease to the 300-500 range.

While some can see it being really fast, it does go down to a mere 100 after the real industries are running and battles are fought (and a little over 100 dwarves), so that's not that impressive.

Well, if a person is used to 50fps and lower, the default limit of 200 might seem like the dwarves do everything at the speed of light.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: MoloMowChow on December 01, 2012, 01:04:26 pm
I embarked on a half mirthful area, and the mirthful area constantly rains sheep milk and honey bee honey! Kind of annoying that half the map is constantly yellow and white, but is there anything I can do to, I don't know, harvest or catch all this sheep milk and honey? Is there any benefits to have an forever rain of milk and honey?
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Gavakis on December 01, 2012, 02:51:06 pm
I embarked on a half mirthful area, and the mirthful area constantly rains sheep milk and honey bee honey! Kind of annoying that half the map is constantly yellow and white, but is there anything I can do to, I don't know, harvest or catch all this sheep milk and honey? Is there any benefits to have an forever rain of milk and honey?
No, but at least you can have honey nut cheerios.  :P
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: MoloMowChow on December 02, 2012, 12:01:48 am
Are nagas trap avoid? They seemingly slithered right over my serrated disk traps.

They are my first invaders too, which is lame because I haven't had any migrants in 2-3 years and the first couple that I did have was a trickle of a few.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Flare on December 02, 2012, 05:34:53 am
Not having any migrants after the first 2 waves is most likely due to your civilization being dead.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: SwordofRome on December 02, 2012, 09:21:41 am
Would someone be kind enough to upload the 1.9.5 version to a mirror or something please? I cant seem to access the site provided
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: MoloMowChow on December 02, 2012, 01:42:08 pm
Not having any migrants after the first 2 waves is most likely due to your civilization being dead.

Wow, a civilization can die while playing a fortress? They still seem to be there in the civilization screen though and their merchants are still coming (I think).
Which file can I look at to see which monsters are tap avoid and which aren't?
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Bjo on December 02, 2012, 03:19:38 pm
Hey guys,

at first, this mod is great! It adds more value to the game and removes unnecessary things like 100 different leathers/logs and makes squadequip somewhat easier. I think, vanilla DF (unless Toady fixes some things) died for me :P Many thanks, and keep up the good work!

Aside the praise, i have a bug to report and a question.

BUG: The Still (not just the brewery!) seems bugged, when you brew a specific drink: The finished brews "hangs" in the still, unavaiable to drink or haul. When i raze the still, the drinks disappear completely. My last fortress dehydrated almost of this :(

Q: I use Phoebus graphictiles, but for some reason, the harvestable bushes are just green/red squares with a symbol on it. I played LNP before i installed the mod, and used phoebus, too. The bushes looks nice. I've copied the graphicset from LN to MW, but no changes. Not a big thing, but i want this in MW, too. How can i change this?

Again, great mod so far and thanks for it!

PS: Oh, i forgot, i use 1.9.5
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: slay_mithos on December 02, 2012, 05:44:56 pm
@MoloMowChow: not quite, the first two waves are hard coded, and will happen as long as your fort is standing.
So you will always get those waves, even if your civ is dead.

@Bjo: strange bug, my stills work perfectly when I ask for a specific drink.
As for the bushes, same as above, I don't have any problems with mine, and I am indeed using phoebus too.
My first action in your case would be to delete the masterwork folders and extract it again for a fresh install, might help.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Bjo on December 02, 2012, 06:02:52 pm
@slay:
I'm sure, it happens with a specific plant. My early fortress ran out of alk, and a caravan arrived.With strawberries and Longland grass, i had no problems. Then, I bought fisherberries, prickleberries and a new "weed" (doesn't remember the name, but made whiskey of it). Brewed them all manually. No one stored the drinks or can't drink at the still, the 25 whiskey and 15 wines stuck in the still.

Well, i've deleted and repacked it 2 times, downloaded a new DFMW.rar, no fancy bushes. Toggled between "more trees/plants" in the options. No fancy bushes. Yes, it's strange.

PS: Oh another question, really minor thing, but i'm curious about the new evil races, like dark drows, dark dwarves etc. I've turned them off, but they build fortresses in world gen. Means it, they are there (legend viewer says, no dark drow/dwarf civs) or are the fortresses occupied by another evil race? Btw, it's a dark elf and a drow not the same thing? :P
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: MoloMowChow on December 02, 2012, 06:46:24 pm
@MoloMowChow: not quite, the first two waves are hard coded, and will happen as long as your fort is standing.
So you will always get those waves, even if your civ is dead.

@Bjo: strange bug, my stills work perfectly when I ask for a specific drink.
As for the bushes, same as above, I don't have any problems with mine, and I am indeed using phoebus too.
My first action in your case would be to delete the masterwork folders and extract it again for a fresh install, might help.

True, but I did have a dwarven caravan come by, and the dwarven civilization still appears in the civilization screen it seems, but does that not update if it dies? In anycase, now that you mention it I only did get 2 waves of migrants so something is amiss it seems. Sad thing is this is done on a Gaia map as well.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Bjo on December 03, 2012, 12:18:08 am
Don't if it's a bug, but i can't cut rough fire opals for some reason. Stored them in a bin (not forbidden or something) and doesn't have the"cut" option in jewelers workshop. Other gems are fine to cut, but not the fire opal. Can someone confirm it?

EDIT: nvm, restartet the game, and now i can cut them.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Flare on December 03, 2012, 04:09:12 am
Wow, a civilization can die while playing a fortress? They still seem to be there in the civilization screen though and their merchants are still coming (I think).

Had that in my civilization screen too, but after 2 years with no migrants, I concluded that the dwarven civilization is there solely because of MY fortress still kicking around.

Quote
Which file can I look at to see which monsters are trap avoid and which aren't?

For fortress defence monsters it's in creature_fortdefense.txt

Particularly this part:

Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Omeganaut on December 03, 2012, 10:27:57 pm
So the beginners fortress and quick fortress macros are broken.  When I tell it to start, it works a keystroke off if I use it after hitting d to bring up the designations, and doesn't work at all if I don't have it there already.  I tried it every way I could think of, but it always would be designating the wrong way around.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Tierre on December 04, 2012, 02:27:41 am
Well that's not the part of MW i think - it is included in original DF. But you should have designation opened and your cursor should be on the grass at the moment - so it can start digging down. I think if it sees your cursor somewhere else it cancels. Though i never tried it myself - my fortress designs are too different from what they do:)
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Noin on December 05, 2012, 12:59:51 am
Got a couple of questions:

New nobles: there is no information about them anywhere. What preacher or philosopher does?

Spirit Ravens: I bought a couple of those and they do not show up in the "pet" list, and have rather a lot of skills.. And one of them is a competent fisherman %) Can I make them do anything?

Dart Thrower: in trap factory there is an option to make dart throwers + darts which can be coated in poison. In manual it says they are for making Indiana Johnes-style traps.. But I noticed what they can be assigned to dwarves as a weapon as well! Dwarves shooting paralizing bolts? Would be very effective against any unarmored enemy. Can that be done though, and which skill would that be?

And about bugs:
Dart throwers and darts are VERY expensive. Stack of coated darts = 20000
Daggers, even though they train knifedwarf skill, don't count as a military weapons.. I mean, I have one very strong warrior, armed with a large dagger, and every time I draft him he complains, coz he's counted as a recruit. And he is accomplished knifedwarf.
The same thing about throwing weapons.
Some animals breed, but others don't. For example, cave beetles don't, while all the other dwarven animals are ok.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: KtosoX on December 06, 2012, 05:14:18 am
...
EDIT: Found another crash. Crafting vellum sometimes crashes the game. Not entirely sure what the conditions are for it, since it doesn't always crash. However, my game autosaved at just the right moment that it crashes roughly an in-game day after the save all the time, as long as the currently queued vellum job finishes.
...
DEAR LORD THANK YOU SO MUCH!
I just got the exact same vellum bug. By coincidence, the crash happened the same time a werebear transformed back in to a dwarf. All evidence pointed to him. But it was the bloody vellum.
MAY ARMOK BLESS YOU WITH THE MOST AWESOMLY CHAOTIC EVENTS EVER GENEARTED.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: slay_mithos on December 06, 2012, 11:31:31 am
@Noin:
The preacher seems to be a "consoler", as the dwarves that are sad will go to him.
Sadly, they seem to shoot at him during the process, and he gets sad because of it, while the other dwarf feels better for having expressed his frustration.
Not quite sure how it works, but keep an eye on his moral, else he might be the first to tantrum.

As for dart throwers, it was already there in vanilla, mostly used by cave tribes. Being quite weak compared to the crossbows, I never tried them, but feel free to do !!science!!.

For animals, all that have male and female breed, it just happens that turtles, birds and lizards do go through eggs rather than keeping the children in their belly for months, so give them nest boxes and don't collect the eggs, as simple as that^^
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Marc420 on December 07, 2012, 09:37:38 pm
Downloaded latest version (1.9.5), and played it for awhile.  I really like this so far!  Thanks!

Except ..... saved game and returned to main menu.  Then came back later and tried to continue playing.  Got an error msg about "Missing template: GEM_TEMPLATE".  Tried closing the game and restarting from the Masterwork DF settings app.  Didn't change any settings.  Its sitting on the tab with a link to the manual, and I just pressed the Play DF button again without changing anything.  Same error.

Installed by just extracting this to its own folder, separate from the original DF install that's in another folder.

A search of this topic shows this seems to have happened before, but didn't see any solutions.  Any ideas on how to get around this?

Just tried shutting down the Masterwork Settings (1.9.5) app and restarting ... same error.

I do have Simple Gems on.  Haven't touched that button in trying to relaunch the saved game.

I have two saves ... one from spring of the first year, and one from summer.  I think the first is an autosave as I usually have that on seasonal.  That one loads just fine.  Its only the one where I hit "save game" and returned to the main DF menu that won't load now.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Marc420 on December 07, 2012, 09:47:00 pm
Started digging a bit, and for some reason, all of the files in save\region1-sum-201\raw\objects have zero size.  I'd found the string GEM_TEMPLATE in the material defaults file in the save that opens, so I went there and without looking at the sizes tried to open the one in this save that doesn't work and it was empty.  Then I noticed that all files in that folder were size = 0 kb.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Marc420 on December 07, 2012, 11:34:26 pm
FYI ... I got it working.  Here's how in case anyone else encounters this.

The "spring" save that worked was made right after Embark.  In that it had my init wagon and no work done.  Handy feature that, the option to save then automatically.

I copied the "raw" folder from that save over to the later save that didn't work, and now the "Summer" save can load and at least at first seems to be working ok.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Nopkar on December 10, 2012, 11:25:54 pm
couple questions for someone more experienced with the mod as a whole:

1. Breastplates vs Guardianplate/paladinplate/razorplate etc etc. do they provide upper arm protection? Im assuming they do but I cant get a dwarf to be hit in those areas and have a *deflection* of some kind, it just usually ends in loss of limb...

2. War animals: Drakes? Dragon raptors? regular raptors? how effective are saurpods clad in iron? i have been embarking with a breeding pair of drakes and get swamped by my 3rd year with dozens of war drakes but I can't determine if they're super effective in combat or not versus the other war animals.

2b. how would you utilize a large group of war animals? build a gate inside a corridor and allow the siege to get close, drop the gate and remove the pen the animals are in and let em go? or assign them individually to your dwarves?

3. T-rex skulls and metal of armok. all I can seem to do with these is just cut them into gems but I feel i'm wasting them! and honestly i want t-rex skull helmets for my 'terminator' squad >:)

4. on to weapons: slade warhammers? warhammers vs mauls vs meteor hammers? they don't seem to be near as effective as they used to be and all I get from a legendary (everything) dwarf is bruises and occasional breaks but nothing that kills effectively. I liked the morningstars for the most part but I don't want the same old fort over and over again so i'm trying new weapons/material combos and blunts just don't seem to do it for me...any way to fix this or is it just my imagination?

that's all for the moment...thanks!
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Riun on December 11, 2012, 05:11:29 am
Sadly, I cannot answer every question, but here goes nothing.

2b: Make your Soldiers trainers and assign them to train specific animals. Dont pasture the war animals -> they follow around the trainer, without being assigned. Not being assigned means, the trainer does not generate a bad thought when it dies.
 
3: Archaeologist (or however it is spelled). Do not cut them - they get worked there and you receive stuff for them,

4: Someone else here did extensive testing with weapons, they will be able to give you a better reply.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Spray on December 11, 2012, 04:52:23 pm
Question:  If you turn on all Fortress Defense races in the settings, could this possibly lead to no siege anymore?

i have about 9 million wealth and the only thing i get are fukken goblins which are pretty boring.... Using the Swamps pre-generated world. Sinister Surrounding.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Nopkar on December 11, 2012, 05:51:56 pm
Sadly, I cannot answer every question, but here goes nothing.

2b: Make your Soldiers trainers and assign them to train specific animals. Dont pasture the war animals -> they follow around the trainer, without being assigned. Not being assigned means, the trainer does not generate a bad thought when it dies.
 
3: Archaeologist (or however it is spelled). Do not cut them - they get worked there and you receive stuff for them,

4: Someone else here did extensive testing with weapons, they will be able to give you a better reply.

2b. So I'm assuming the skill of the trainer has no effect on the quality of training?

3. So what does the workshop give you for processing the fossils? Or am I just going to have to wait until I get home after work to find out?

4. Mmkay. I honestly question the effectiveness of slademantine weapons and armor...some opinions and science would be much appreciated
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: slay_mithos on December 12, 2012, 06:37:44 pm
for question 2:
War animal are good, even without any armor.

1 once had a couple dragon raptors as wildlife outside my fort, and they killed both an early siege and my early military, with nearly nothing having hurt them in the process.

I later used some I bought from caravans, and they basically did all the work for me for the next two sieges.

They are still vulnerable to arrows though, the "headshot" thing working on any living thing anyway, but they are nearly equivalent to lvl 5-7 soldiers with iron armor and weapons. (or so it appears in my tests)

Just be carefull never to give them as pets, because they will die eventually, and you don't need more bad though, right?

@Spray:
That is a strange thing, because they tend to even siege me every season  since I went above 3 millions, and that fortress collapsed at around 30 millions (putting gems in everything really helps, and mass producing the high grade glass for everything does too).

You might want to check if they are not just exterminated^^
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Nicolai on December 14, 2012, 07:03:37 am
I have a bit of a problem, with world gen.
Any history, more than medium, seems to crash it.
Increasing savagery, beasts, civs, also seem to quickly result in crash.

Is this common? Can I do something, to get more history?
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Willadie on December 14, 2012, 11:49:49 pm
Is anyone else having random embark points. As in when I go to the embark screen I may have 1228☼ and when I exit (Without saving/embarking) and try to re-embark I have different amounts of available points to spend. Is there anyway to change this?
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Putnam on December 15, 2012, 01:21:36 am
It's probably changing based on whether your civ has certain metals available. That's a vanilla problem.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: slay_mithos on December 15, 2012, 07:56:05 am
No, I did notice this too, to a lesser amount, sometimes I get only 15 points for my jobs and sometimes I have 90, with the exact same animals and objects from the profile and nothing missing.

As for the "longer history", I am afraid I don't try this anymore with this mod, because even without the crashes, there are problems with many civs dying because of all those powerful ones added by fortress defense, so I usually set up for a 50 years of so.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Willadie on December 15, 2012, 02:56:00 pm
It's probably changing based on whether your civ has certain metals available. That's a vanilla problem.
No, because in vanilla the embark points are a static "1127" (If I am correct on the number). It does have something to do with distance, or at the very least where I embark. If I go into the embark screen twice in the same area (Without starting a fort) it is the same amount. However if I change the date of history abandoning my fort the embark points change again. This makes embark profiles useless.

Also, I'm not talking about a 10-40 change, I am talking about 100 or more.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Putnam on December 15, 2012, 03:14:57 pm
Embarks are 1274 by default in vanilla. Like I said, material availability will affect the amount available. For example, in vanilla, not having iron will mean that you'll have to make due with steel anvils; these are much more expensive. Also, the availability of certain plants will change the amount of seeds available.

I'm about 98% sure that this is what's causing it because mods can't change worldgen things like that.
Title: Re: MASTERWORK DF2 - Alpha
Post by: tahujdt on December 15, 2012, 03:22:31 pm
I think we figured out that castes with skills affect this.
Title: Re: MASTERWORK DF2 - Alpha
Post by: Putnam on December 15, 2012, 03:35:11 pm
I think we figured out that castes with skills affect this.

Does that really affect it? I think that natural skills don't really come into play until gameplay starts...
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Willadie on December 15, 2012, 05:17:42 pm
Embarks are 1274 by default in vanilla. Like I said, material availability will affect the amount available. For example, in vanilla, not having iron will mean that you'll have to make due with steel anvils; these are much more expensive. Also, the availability of certain plants will change the amount of seeds available.

I'm about 98% sure that this is what's causing it because mods can't change worldgen things like that.
What I am saying is that, when all items are removed, it isn't the static "1274" (Thanks for the correction) DF normally has.
*Edit: It seems that if I reclaim an area, the defult 1247 embark points. Nvm, it just showed up as 1800
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Martyr187 on December 15, 2012, 06:26:22 pm
Hey, I am new to the forums and a huge fan of this mod. It is progressing greatly ^^
I think I may of found a bug, at least with my version (I have not edited any raw files etc that I can recall)
I am running the 1.9.5 build as I still wanted the FD races however I seem to be missing the 'fish farm', the 'philosophers garden' as well as the 'fountain'. Help would be appreciated.
Thank you all so much, it is great to see the mod develop like this ^^  :)
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: the_game_hunt on December 16, 2012, 09:40:10 am
So, I got a Stonebound baby, I have read it's special.
Any help with it?
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Fiver on December 17, 2012, 02:27:57 am
Hey there Masterwork folks,
  Before I even begin to ask questions (yes, I'm going to bother) I would like to apologize for my poor skills regarding all this. I am a legendary cheese maker, but this rarely seems to help me. I realize that my questions have probably been asked an exhausting number of times, but even with some research, I have not found a solution. If anyone would be so kind as to point me in the right direction, I would be very grateful. Anyway, I am on a Mac 10.6.8 (Snow Leopard) computer and I am having issues getting the GUI for settings to run through Python. I have done what reconstruction I have found guides for regarding getting Python, GUI's, and Mac's to play nice and share, but executing the file is still a problem. This very well could be a problem I am having with the tools I have downloaded outside of Masterwork DF, and I realize that this is not any of your responsibilities, but if there is a well of knowledge that happens to have been collected over matters of tkinter on Mac's and this file, I would love to hear more. If I am being too vague and greater specifications are needed to help, please let me know. To sum up this horribly longwinded document: sorry, tkinter doesn't seem to be installed and thus the gui will not launch, I have a Mac, and thank you.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: firons2 on December 18, 2012, 02:58:08 pm
Since i havent been here in a while where is Meph at the moment?
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Meph on December 18, 2012, 04:12:03 pm
Northafrica. En route from Tunesia towards the Libyan border, next stop: Djerba. ;)

In other words:
Spoiler (click to show/hide)

Still reading, planning a longer post in near future.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: Meph on December 18, 2012, 04:54:15 pm
OK, here we go. I havent been here in a while. I was still reading the modding forum now and then, seeing slow work being done on LofR and a blur of fast releases done by Deon for the new Genesis. Not that much activity here, but then I checked the downloads, with 12500+ of the current mod version.

So there is interest and I probably owe you guys an apology.

What I tried to do was do a full restart, I did put ~70h of work into this MDF2, but it is hundrets of hours away from being finished. I also encountered three problems:

1. Too big a team. I started doing everything myself, and it was fun learning how to do stuff. Lately I have only been delegating to other people (thanks mainly to zenerbufen, and tons of others) so that they can do things I cant. (C++, Python,...)

2. Not being able to do everything myself. Sounds stupid, but I give an example: expwend was doing some C++ scripts for me. But unfinished/buggy. I cant alter those, since it is a compiled language, and I would have to contantly pester him doing updates. Not enjoyable for me, not enjoyable for him.

3. It is too much work. I dont know how many here realize this, but I put easily 1000h+ into Masterwork 1.9.5 as is. Plus the ~70h on MDF2, the accelerated DF, Forumsupport, Chats, reddit, whatever... Now I dont care how much it is, as long as it is fun to do. It is a hobby, I like implementing changes, testing stuff, talking to the community, tweaking and trying out new things... but if I just sit down and think: Wow, another 20h of writing the manual ahead of me, then it suddenly becomes a chore.



What happened is this: I did delete all working editions, sorted all DF stuff I had, started to work on MDF2 again... 3 times. And after 1h I just stopped, said to myself: wtf am I doing here, this part will take at least 20h, this other one easily 60h, then I need to find someone to write this and that in C++, and start doing ALL the metatags again for Python, which I cant write myself, so I have to hope that the 3-4 people working on the new GUI actually produce something that works in the end. And then... I scrapped everything and started anew the next time.

This will lead me nowhere.

But I dont want to abandon this. I do like DF, I like the modding, I like trying out stuff, improving parts, I  love the community, and I cant lie, the attention and praises are pretty sweet, too. ;)

So here is my plan:
Continue MasterworkDF 1.9.5 => 1.9.6
 - This would include bugfixes, balancing and new features.
 - Keep the (current) VB Gui, because I myself can write and alter it.
 - Add Orc Fortress by default as a race-selection in the Gui.
 - Slowly add parts from MDF2 that I really like, mostly balancing.

I can, if anyone is interested in it, release all the source material I have for MDF2. This would allow anyone with too much time to burn to keep working on it, use it as base material for their own mods, whatever they want. Open source. That would include:
 - The Python Gui. (the backend works perfectly, just the User Interface is mostly non-existant)
 - The html manual with tons and tons of stuff in it.
 - Custom written dfhack for ingame magic.
 - The mod itself.

I still need help with 2 things:
1. Linux/Mac compatible versions. Someone who takes the current win-version I do, and just repacks it into linux/mac. I cant do this myself, because I only have a windows environment.
2. Dwarven Traders bring magma in bags, settings stuff on fire. This is a serious bug, I havent been able to narrow it down. I do believe it has to do with the alchemy reactions though, so I'll probably just delete this entire section and redo it. Otherwise, if anyone did find the source, please do tell ;)

Bugs I am aware of:
Misspellings that cause lack of fishpond/fishfarm, boneblocks not being used for church of dark depths, vellums causing crashes when produced. All easily fixed.

RL-Update: Currently still in Northafrica, having problems obtaining a visa for Libya. Only possible option atm seems to be some shenanigans with a fake businessvisa for Tripoli costing ~400-500dollars, other then that I have no idea how to actually get into that country. Rest is fine, people are not trying to shoot me, just overly enthusiastic at trying to sell me useless junk. I will be home sometime between christmas and new years, so expect to see some modding done around that time. Oh, and in May2013 I am going to Asia for a year, so... yeah. RL is doing good. Still working on my new website though.

tl;dr:
I am still alive and travelling.
MDF2 will be scrapped.
MDF1.9.5 will continue as usual, starting around end of dec/start of jan.
Help wanted for linux/mac versions.

(After reading through some pages of the thread: A big thanks to all the regular users that helped answering peoples questions. Awesome :) Especially putnam, I dont even think you ever played the mod^^)
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: arclance on December 18, 2012, 06:10:48 pm
- The Python Gui. (the backend works perfectly, just the User Interface is mostly non-existant)
Yes the backend is basically done to the point where it can provide all the features of the old VB GUI.
The one thing it might need is a .init file parser so it can show what the current settings in the file are to the user.

I hope that I will have time to throw together a less basic GUI than I have right now over the holidays but I don't know if I will have time for that or not yet.

I don't have as much free time as I used to so I think that the more advanced features planned for the Python GUI will have to be put on hold for now.
Title: Re: ☼MASTERWORK-DF☼ New poll - Meph is back.
Post by: Nopkar on December 18, 2012, 06:46:58 pm
So happy to see that progress will once again be moving forwards. This is by far my favorite way to play DF and I look forward to seeing it continue to grow.

Thanks meph
Title: Re: ☼MASTERWORK-DF☼ New poll - Meph is back.
Post by: HandFullOfCheese on December 18, 2012, 10:20:18 pm
Just in response to the current poll, I've never experienced a burning caravan but after genning a few worlds, it has suddenly stopped letting me gen new worlds by crashing every single time, sometimes even completely freezing my computer the second I start genning. Can't really say why.
Title: Re: ☼MASTERWORK-DF☼ New poll - Meph is back.
Post by: JimmyBobJr on December 19, 2012, 03:01:09 am
I have never personaly come across a burning Dwarvern Caravan (Except that one time i dropped lava on one).

However, with World-Gen, i find that if i generate a world for over 125 years, it often slows down so much that it just locks up.
The sollution is simply to not generate worlds over 125 years, which works fine. Never had a crash doing that, except when i only managed to copy across half of the DF core files, somehow.
Title: Re: ☼MASTERWORK-DF☼ New poll - Meph is back.
Post by: Labraid on December 19, 2012, 11:37:42 am
I remember dwarven caravan bursting into flames only once, though this could have something to do with nightmares flying around so 0%.
As for world gen I mainly use custom worlds, adv param presets modified with perfectworldDF with 75-150 years of history and haven't encountered crash yet, but I have pretty powerful PC.
Title: Re: ☼MASTERWORK-DF☼ New poll - Meph is back.
Post by: Riun on December 19, 2012, 12:39:26 pm
I suppose I should be upset, even feel violated, but I'm not. No, in fact, I think this is a friendly message, like "Hey, wanna play?" and yes, I want to play. I really, really do.

So far with the Dexter quotes :) Glad to see you are back, can't wait for an update!
Title: Re: ☼MASTERWORK-DF☼ New poll - Meph is back.
Post by: Shingy on December 19, 2012, 05:17:30 pm
Welcome back Meph, and welcome to Tunisia too!
Looking forward to the next version of the mod of course. (even if I don't post... I'm watching.)
With the confirmation that you will simply "upgrade" the 1.9.5 version, I'll be able to mod my human plugin, which I didn't work on as I didn't know what you planned.
Anyway, I wish you good luck for your trip and thanks for the good news.
Oh and I've never encountered any burning caravans, therefore, I can't help on that, sorry.
Title: Re: ☼MASTERWORK-DF☼ New poll - Meph is back.
Post by: jonveck on December 19, 2012, 10:56:49 pm
Just out of curiosity:  is there an ETA on the next version/update?  I'm in the middle of a little hiatus from DF and while I'm jonesing to start playing again, I'd really rather hold back for a bit longer if it means I could return to a newer version.  Any chance you'd like to share with us some of the things you've been working on?  You know, whet our appetite... :-)

(FYI:  I've never had world creation crash, but I've absolutely had a few caravans show up and promptly burst into flames... and it appears that they were trying to transport magma -- but it was definitely no more than a few amongst dozens of successful, non-burning caravans, and always the dwarfs, never any other race.)
Title: Re: ☼MASTERWORK-DF☼ New poll - Meph is back.
Post by: narhiril on December 19, 2012, 11:10:19 pm
2. Dwarven Traders bring magma in bags, settings stuff on fire. This is a serious bug, I havent been able to narrow it down. I do believe it has to do with the alchemy reactions though, so I'll probably just delete this entire section and redo it. Otherwise, if anyone did find the source, please do tell ;)

I'm guessing you have a reaction that produces a powder (since liquids shouldn't be bagged) that has a broken inorganic material component.  Give me an hour or so and I'll try to hunt this down.

EDIT: I think this might be your problem:

Spoiler: raws (click to show/hide)

Everything looks fine except for that your (bolded) reagent line seems... unusual.  Shouldn't it be...

[REAGENT:A:1:BOULDER:NONE:NONE:NONE][REACTION_CLASS:MITHRIL]

...Or have I missed something completely?  If I had to guess, I'd say the GET_MATERIAL_FROM_REAGENT line is getting confused here and kicking out a generic material at a temperature you don't want it to be at.  Some of your other powder reactions seem to have the same unusual reagent pattern.
Title: Re: ☼MASTERWORK-DF☼ New poll - Meph is back.
Post by: Lightningfalcon on December 19, 2012, 11:14:22 pm
I've had caravans burst into flames.  Three times.  Once was when they entered the map, the other two times they were inside the flaming deathtrap protective walls of my fort. 
The only times I've had world gen crash is when running the game with either illithids on, or when running it for very long periods of time.
Title: Re: ☼MASTERWORK-DF☼ New poll - Meph is back.
Post by: Meph on December 20, 2012, 06:40:20 am
Ok, seems that the worldgen is not that much of a problem. Flaming caravans should be a powder that shouldnt be there. I'll just delete the alchemy system.

Thanks narhiril for that spot... BOULDER:BOULDER, wow. I would have assumed that this causes an errorlog. Both Mithril and Cobald has it as reagent, both reactions do run fine though. Weird. Is noted and will be corrected.

ETA: I am in Tunesia. Not at home. I'll be back on the 26th on the evening and might pretty much be distracted till NewYearsEve. The very first version of this mod was available on the 3rd January 2012 (wow, that long ago?) so I'll try to do one for the anniversary ;)

Ideas: I do have many, way too many for one update. Small parts here and there, update, again, update, and so forth. I know what I will do, no worries.

I just got a completely random idea... I dont know how many people role-play nicely and try to build as close to reality as possible, instead of efficiency, but how about a new decorative building, 1x2tiles, the humble... toilet. Useless except to "clean/empty bucket" and "flush down food/item" and a fun-reaction "go to the loo" that creates a small stench cloud... I dont know, I just read through the suggestion lists and people always wonder why dwarves never need a bathroom, or a sewer system... it's so random, I make it just for fun anyway. (laughing so hard right now... "retrieve turd boulder" as ammo for catapults, "make turd block" to make the entry gate to the trade depot... human trader: "Thanks for letting us trade with... WTF?")

Ok. Seriously, alphabetizing reactions is a primary goal, fixing the 4-5 bugs atm, getting rid of slademantine and slade metal, categorizing the workshops (look at the alpha for an idea) Then, later, improving on the VB Gui, adding Orcs by default as an option, then adding whatever ideas I had for the MDF2, which is lying around.

I also think instead of the often wanted wiki I'll just upload an unfinished manual and let the people contribute to it. Once it is completely done, I proofread it and bundle it with the official download.

Sounds good?

(oh, creating water and magma in workshops, a workshop that creates power (shamelessly stolen from genesis, and checking out all the cool new stuff that dfhack can now do is also an idea for later)
Title: Re: ☼MASTERWORK-DF☼ New poll - Meph is back.
Post by: chewie on December 20, 2012, 09:10:20 am
Hello

I downloaded MWDF a few days ago and was quite amazed by it. It's very awesome, thank you for it.

Now, I have a suggestion about a thing I modded in myself lately and thought everyone would like that:
Have a reaction (maybe in the furniture workshop?) that produces a whole magma-safe pump set, so we don't have to hassle with the whole glass and job manager stuff only because we want some magma. Or have a crate (or what they are called, I can't remember right now, you know, they hold 10 of things), that takes up 3 of each part for transportation reasons. You know, to ease the pain that is building a pump stack in DF.

Thanks again.
Title: Re: ☼MASTERWORK-DF☼ New poll - Meph is back.
Post by: Nevets_ on December 20, 2012, 10:41:32 am
I just got a completely random idea... I dont know how many people role-play nicely and try to build as close to reality as possible, instead of efficiency, but how about a new decorative building, 1x2tiles, the humble... toilet. Useless except to "clean/empty bucket" and "flush down food/item" and a fun-reaction "go to the loo" that creates a small stench cloud... I dont know, I just read through the suggestion lists and people always wonder why dwarves never need a bathroom, or a sewer system... it's so random, I make it just for fun anyway. (laughing so hard right now... "retrieve turd boulder" as ammo for catapults, "make turd block" to make the entry gate to the trade depot... human trader: "Thanks for letting us trade with... WTF?")

What about a 1x3 room, with both the northmost and southmost tiles needing to be built over channels.  The southmost tile is the water input: it works like a well and needs to be over water.  The northmost tile is the waste water output.  Every time a dwarf uses the workshop, it uses up 1 unit of water from the input (don't know if workshops can do this) and creates 1 unit of water and some kind of filth liquid in the output.  You could either create a large cavern for the waste water to evaporate from, you could build a pump to 'clean' it and recycle it back into the input tank.  To make it practically useful, the reaction could also create mist, so you can get your dwarves to shower without building an FPS reducing waterfall.
Title: Re: ☼MASTERWORK-DF☼ New poll - Meph is back.
Post by: Meph on December 20, 2012, 12:07:28 pm
@chewie: Making a pump-set does sounds like a good idea :)

@nevets_: most of it is impossible. using specific tiles of water as intput/output, using up the water, and creating mist, all that cant be done.
Title: Re: ☼MASTERWORK-DF☼ New poll - Meph is back.
Post by: Nevets_ on December 20, 2012, 01:03:56 pm
Oh, I figured they used the same reactions that the workshops do to create smoke/sparks .
Title: Re: ☼MASTERWORK-DF☼ New poll - Meph is back.
Post by: Meph on December 20, 2012, 01:07:28 pm
Boiling clouds are actually boulders that are too hot... mist from water is a falling liquid hitting an object. I can create liquid, but it would stay in the workshop. Definetly no mist though...

EDIT: Wow, the new dfhack looks super shiny. Therapist-like Ui ingame, overlayed GUIs ingame, manual siege engine control, power generation from workshops, power-controled pressure plates, covering weapons/ammo with poison, fixing loyalty cascade... that is amazing. And a linux and mac version... that is very fancy stuff.
Title: Re: ☼MASTERWORK-DF☼ New poll - Meph is back.
Post by: fasquardon on December 21, 2012, 12:24:48 am
Curse you Meph!  Now I won't be able to play dwarf fortress until you produce this new Masterwork version!

Seriously, these features sound great.

I can't say I will be sad to see the alchemy system go...  I've never used alchemy in any of my games, simply because it is so complex that it isn't worth my time to set up.

With regards to toilets, I think the best way to implement them would be to give dwarfs a dysentery syndrome that started after they ate food, making a dwarf run for the nearest commode (can syndromes compel dwarfs to seek out and use workshops?), and if there were no commode, the dysentery would develop into something more serious and fortress disrupting, with the dwarfs vomiting up infectious gunk that made other dwarfs who came into contact with it get infected too.  The toilets would cure both mild dysentery and the more serious dysentery.  Thus, people would need to build enough toilets to keep their fortress healthy and also to take the rush of dwarfs that developed whenever outbreaks did happen.  The toilets would probably be easiest to model as composting toilets - no complicated messing around with trying to teach the game to have sewers that way - also, composting toilets would have the upside of producing fertilizer for the fields, to compensate the player for the trouble caused by the inevitable bouts of minor illness disrupting the fortress.  Strictly speaking, a composting toilet needs some sort of plant matter to mix in with the feces, wood shavings, for example.  Or plant stalks, surplus seeds, fiber crops, bark etc.  So the reaction would be: Syndrome affected dwarf + bulking matter = a bar of fertilizer.  Or, to keep it simple, it could be done as syndrome affected dwarf goes to workshop, creates bar of fertilizer.

I'm still researching the glaze/decorative brick changes I proposed a few months ago.  It turns out that glaze chemistry is frightfully complex stuff.

fasquardon
Title: Re: ☼MASTERWORK-DF☼ New poll - Meph is back.
Post by: BigD145 on December 21, 2012, 12:49:31 am
Oh Armok, nothing will ever get done.

I imagine the entire fortress doing nothing but this before too long: http://www.youtube.com/watch?v=VhqbSf_fb1g
Title: Re: ☼MASTERWORK-DF☼ New poll - Meph is back.
Post by: Meph on December 21, 2012, 04:45:12 am
Well.. ehm... I did say a decorative building, just for fun. Not micromanaging every dwarf to use one on a regular basis. ^^ Like I said, for roleplaying purposes.

Title: Re: ☼MASTERWORK-DF☼ The loo:
Post by: Timeless Bob on December 21, 2012, 05:30:22 am
A dwarf-cleaning workshop sounds like just the thing.  Call it a "bath".  The workshop requires 1x2 through 3 z-levels: top produces a stream of water which falls onto grate of middle which produces the mist (zestfully clean happy thought!) and is collected at the bottom tile for re-use. (The "holding tank")  Thing is, suppose dwarves use the type of loos they do in India: a hole in the ground with a handle on the wall for steadying yourself?  Suddenly, that holding tank extended one tile out becomes a catch-basin as well!  So Urist McDonecrapping hops into the bath for a quick clean (ahhhhh... MUCH better) and goes about his business.

I can hear the "Ewwwww! That's nasty!" response already, but this is where the genius of dwarven ingenuity becomes most evident: The pump is also a filter system producing potash bars for your glassworks and farms! the extruded bars are deposited in the space below the Indian loo, waiting for retrieval.  As with any workshop, this one can also become cluttered, which will not only keep dorfs from being able to relieve themselves, but also produce a miasma reaction.

Have the entire assembly function off a lever next to the grate, to activate the "flush".

Sounds doable to me.
Title: Re: ☼MASTERWORK-DF☼ New poll - Meph is back.
Post by: Meph on December 21, 2012, 05:38:34 am
Wait. I was just finished writing up a long list of things that are impossible on this, but it does sound like you dont want a custom workshop, but just build a dwarven machine from grates, levers, water and so forth... thats possible. But modding in a workshop that does all this, is... very, very impossible.

But this thing here is done:
(https://lh3.googleusercontent.com/-79pvAIyGAtw/UNQ8BAimSMI/AAAAAAAALb0/H89hpPY56uU/s740/steam%2520engine.PNG)
Title: Re: ☼MASTERWORK-DF☼ New poll - Meph is back.
Post by: Wrex on December 21, 2012, 05:54:45 am
Ah, we are starting development again? I'll be standing by if I am needed.
Title: Re: ☼MASTERWORK-DF☼ New poll - Meph is back.
Post by: Meph on December 21, 2012, 12:42:51 pm
Yes Mr. Wrex, indeed we are.

You think some fixed bugs, removel of slademantine/slademetal, 32 new options in the GUI, addition of playable Orc race, and workshop categories are enough for a release ? Because that is done so far. :)

I want to do some more work on the buildings, porting the improved version from the alpha into 1.9.5, as a very least though.

Current todo list says: Doublecheck building hotkeys, redo chemistry/alchemy and add poisons for weapons and ammo. Because poison-coating works now :)
Title: Re: ☼MASTERWORK-DF☼ The loo:
Post by: Timeless Bob on December 21, 2012, 02:58:31 pm
I slept on it and realized I was thinking of a dwarven washing device more than a simple toilet.  Too complicated, I agree.  However, a 1x2 workshop with the requirement that it be built over an empty space (like a well), that's much more possible.  Have the dwarf sit on a "throne" positioned above the empty space for a moment or two to produce a happy thought (some thing like "Urist McDonepooping had a good bowel movement lately"), then pull the lever to complete the process.  What is produced is one of two new materials, 50% chance of either: Either a new liquid called "urine" or a new slime called "dwarf pellets" or just "feces".  These are produced by the "throne" every time the lever is pulled, dropping through the hole below it to wherever.  I'd suggest the material have the same qualities as potash, except being liquid, so that any farmers wishing to use it for fertilizer has to gather it in a bucket, like lye or milk.  I'd also add the "can rot" quality to it.  Since the loo will always be above this substance, even loos that drop outside the fortifications will leave a heap of miasma generating material below.  Bat guano creates crystals of saltpeter when it rots, perhaps the end reaction of the dwarf pellets rotting is that it becomes a crystal of saltpeter as well, to be collected for your gunpowder mill?  Either that, or the pellets become a consumed reagent in the ashery (to make potash/pearlash) and the powder mill (in place of potassium nitrate).  Also, it would make more sense if the dwarves got an unhappy thought from the lack of toilets rather than the lack of chairs, wouldn't it?

(Perhaps toilets are a class of chair that must be designed by an architect over a hole, and that produces two happy thoughts ("admires a fine toilet" and "had a good bowel movement") and a dwarf pellet when used?) Required materials: 1 "throne", 1 "mechanisms", 1 "empty tile".

I can imagine a "holding pit" where trapped elves scream with fury at being rained with dwarf pellets from the holes above them. 
Title: Re: ☼MASTERWORK-DF☼ New poll - Meph is back.
Post by: MiamiBryce on December 21, 2012, 03:19:24 pm
First, can we all just forget about toilets?  Seriously lets...just stop.

Second, I noticed a number of bugs that I fixed in my copy of the last 'stable' version released (I say 'stable' because the library system was really borked and I fixed a lot of bugs with it so it would work).  So I figure the bug fixes in themselves are enough to do a release.  What I would like to do is get my hands on the next release and then report any bugs I find rather than report a bunch of bugs you've likely fixed.

General Suggestions

Okay i really should review this better but i have to clock back in, lol.

I <3 Masterwork

Title: Re: ☼MASTERWORK-DF☼ New poll - Meph is back.
Post by: Meph on December 21, 2012, 04:03:32 pm
@timeless bob: again, all this is impossible to mod. I also stated several times that they will be ornamental, purely decoration... the "Dwarven Loo" 1x2 tiles, needs a bucket to be build, no reactions.

@miamabryca: I know about the vellum bug and fixed it, but what else it wrong with the library system ? I couldnt find anything else.

Potted plants using pots... DONE. Potted Trees ? Why not, as long as I keep everything optional, people that dislike decorational/unnecessary things cant complain ;)

I just wrote a tree 1x1 and a patch of grass 1x1. I dont know if anyone really wants to create gardens, but now they can. The 1x1 patch of grass will be painful to use for bigger areas though.

Weaves and different types of weaving. That does indeed sound interesting, but to what use? I can already change value and armorrating by using different materials, like the silk, rare silks and so forth. We could have 5-6 different weaves,with different names, but if they are essentially the same, then I wont support this idea. It would only create more micromanagement and stockpiling and lower fps, but would have no gameplay value. And yes, I do know that we were just talking about decorational buildings, but these dont affect FPS or stockpiling.

Short brick names makes sense.
Title: Re: ☼MASTERWORK☼ DF2 - Alpha
Post by: zenerbufen on December 21, 2012, 04:26:51 pm
MDF2 will be scrapped.
MDF1.9.5 will continue as usual, starting around end of dec/start of jan.
Help wanted for linux/mac versions.

Good to hear from you meph, I'm glad to hear things are going well. Your plan sounds great!

Anytime you need a mac/linux release just send me a PM, I'm still around.

I haven't given up on the new GUI. There is a big update to the QT library (version 5 was released 2 days ago) that I was waiting to get finished because of issues with the current version on the mac... Once that filters down to PyQT, then over to the MAC I'll work on getting the gui working with that version and see if it resolves the issues I was running into. Also arclance is a better coder than me and I don't want to step on his toes. He is doing great work. I also have a 2nd computer set up now. Soon I'll have a stable windows,linux&mac environments to test/develop in. Windows 8 has been a nightmare on both my computers, I'm debating wiping out both my computers again and rolling back to 7 although I'm hesitant because its taken me a about a month to get both systems running properly and at the moment everything is working great. I don't want to undo all my hard work!

Due to family and personal I haven't had as much time as I would like to devote to this project, but I'm not gone, just on hiatus.
Title: Re: ☼MASTERWORK-DF☼ New poll - Meph is back.
Post by: Meph on December 21, 2012, 04:40:17 pm
Hey Zen :)

I will send you a PM as soon as I do a win update. I just put 33 new options, including Orc Fortress, into my old GUI. So that is going well. Mac/Linux update for the next version would be awesome :)

And omg, I just realized that this thread has 60+ pages since the last update. I am surprised no one lynched me yet for that ^^
Title: Re: ☼MASTERWORK-DF☼ New poll - Meph is back.
Post by: zenerbufen on December 21, 2012, 05:07:31 pm
*grabs a torch and pitchfork.* Cmon guys, lets get him!
Title: Re: ☼MASTERWORK-DF☼ New poll - Meph is back.
Post by: moisesjns on December 21, 2012, 06:06:01 pm
Anybody else ever have the problems where dwarfs dont store meet or organs? i set a new food storage and i have barrels and i have a lot of room left. i even destroyed the butchery but they wont store the food.
Title: Re: ☼MASTERWORK-DF☼ New poll - Meph is back.
Post by: arclance on December 21, 2012, 06:22:25 pm
Anybody else ever have the problems where dwarfs dont store meet or organs? i set a new food storage and i have barrels and i have a lot of room left. i even destroyed the butchery but they wont store the food.
I have always had problems with dwarves being slow to store food, especially stuff from caravans and butchers shops.
It might be a job priority issue like brokers who seem to always be busy doing something important like "on break" when they need to do their job.
You could try giving several dwarves/more dwarves only the food hauling labor and see if that gets some of them to work.

You should also check to make sure that your food haulers are not stuck in a burrow that prevents them from getting to the butchery or stockpile and that both the butchery and food are not forbidden.
Title: Re: ☼MASTERWORK-DF☼ New poll - Meph is back.
Post by: fasquardon on December 21, 2012, 06:23:44 pm
@Meph

I you add toilets, I think they should actually do something...  Like give dwarfs happy thoughts and produce potash & saltpeter.  Toilet statues just...  Meh.  I'd rather you put more work into other forms of decoration if that's all a toilet would be.

And yes, my idea for a dysentery syndrome would have been a bit disruptive.  Toilets curing certain diseases might still be a worthwhile idea though.

@MiamiBryce

I was going to rename the ornamental bricks "glazed bricks" and create a more advanced glaze system for all ceramic products, so that there would be a glaze colour for each colour in dwarf fortress.  At least that was the idea.  Then I did some research, and found that glaze chemistry is actually pretty complex stuff.  So I'm still trying to work out how to make a simplified dwarf fortress version that doesn't kill everyone with micromanagement.  If anyone has ideas on that actually, I would welcome them...

fasquardon
Title: Re: ☼MASTERWORK-DF☼ New poll - Meph is back.
Post by: Putnam on December 21, 2012, 06:28:15 pm
@Meph

I you add toilets, I think they should actually do something...  Like give dwarfs happy thoughts and produce potash & saltpeter.  Toilet statues just...  Meh.  I'd rather you put more work into other forms of decoration if that's all a toilet would be.


Happy thoughts can't be modded.
Title: Re: ☼MASTERWORK-DF☼ New poll - Meph is back.
Post by: moisesjns on December 21, 2012, 06:33:29 pm
Alright. well ill try to have dedicated haulers then and see if it does anything.  Even with designated haulers only and checking to see if meet is forbidden they still will not store items called Meat or tripe and organs basically.  What a nuisance it was never like this before latest patch. They will dump it into garbage zon but afterwards if i reclaim it they just ignore it.
Title: Re: ☼MASTERWORK-DF☼ New poll - Meph is back.
Post by: Meph on December 21, 2012, 06:57:32 pm
@moisesjns: Before latest patch ? Latest patch is from end of august...

@putnam&arclance: Thanks for the answers before I got here :)

@fasquardon: The mod includes an extended glazing system, at least a bigger one then vanilla. You can do monochrome, bichrome and polychrome glazing, mixing different ores. But as far as I can figure people do no use this... or barely at all.
Title: Re: ☼MASTERWORK-DF☼ New poll - Meph is back.
Post by: MiamiBryce on December 21, 2012, 07:11:19 pm
@miamabryca: I know about the vellum bug and fixed it, but what else it wrong with the library system ? I couldnt find anything else.

I just wrote a tree 1x1 and a patch of grass 1x1. I dont know if anyone really wants to create gardens, but now they can. The 1x1 patch of grass will be painful to use for bigger areas though.

Grass?  GRASS?!  OMG I could almost kiss you.

About the library - it was something like the making of paper from scrapwood wasn't working - it was taking any wood because the wood subtype wasn't right, but looking at the 1.9.5 raws I downloaded, it appears correct.  Oh hey here, this might be it, I see here that MAKE_PAPER creates ITEM_TOOL_PAPER:INORGANIC:BLANK_LIBRARY while MAKE_SCRAPPAPER creates ITEM_TOOL_PAPER:INORGANIC:PAPER].  There was some more messing around I did because the materials and tools weren't working quite as smoothly for production as I like.  For a more solid example, use falconne's DFHack plugin for managing production and then try to organize creation of crafting tomes.  Because of the way the tools and materials are defined, it doesn't work very smooth.

Anyway I figure you really did fix a ton of stuff and when you put out the next version I'll just peek at the stuff I really enjoy and let you know if I see anything that looks out of place (I have no idea how you do all this!!).

Thanks
Title: Re: ☼MASTERWORK-DF☼ New poll - Meph is back.
Post by: moisesjns on December 21, 2012, 07:24:42 pm
Ok i think the problem is with the butchery shop. I just bought tasty brain and stuff like that from a dwarf caravan and my dwarfs stockpiled it just fine. But when i butcher stuff they dont.... Or its just this slay kid script.
Title: Re: ☼MASTERWORK-DF☼ New poll - Meph is back.
Post by: MiamiBryce on December 21, 2012, 08:10:14 pm
Or its just this slay kid script.

was it something intelligent?  i got a tigerwoman and i thought i'd 'free' him from the evil elve's captivity but winter came and she was going die of thirst so i figured i might as well get use out of her corpse but after i butchered her i couldn't use any parts of her.
Title: Re: ☼MASTERWORK-DF☼ New poll - Meph is back.
Post by: Deimos56 on December 21, 2012, 08:37:44 pm
Out of curiosity, in the upcoming bugfix, do you have any plans to replace the assorted adventure mode tools and plant items that seem to be gone? It's kind of... strange... creating a pair of pants made out of 'plant' thread with a chessboard as the tool.

Unless there was something that necessitated their removal, anyway.
Title: Re: ☼MASTERWORK-DF☼ New poll - Meph is back.
Post by: Meph on December 21, 2012, 08:39:39 pm
Paper from scrapwood... wow, good catch. it should be BLANK_LIBRARY in the end, well spotted. Is fixed now.

I dont know about any "slay kid script", that is not part of the mod ^^ I did change the ethics, you can butcher sentients without problem, but not civ-members. No pets and no dwarves. Or dwarven kids...

adv mode tools... ehm... I will look into it ? (I dont play adv. mode, so thanks for reminding me)
Title: Re: ☼MASTERWORK-DF☼ New poll - Meph is back.
Post by: Meph on December 21, 2012, 08:41:48 pm
Do you mean those by any chance ?

tools:
Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK-DF☼ New poll - Meph is back.
Post by: Deimos56 on December 21, 2012, 08:46:44 pm
Do you mean those by any chance ?

tools:
Spoiler (click to show/hide)

Those seem to be the tools in question.
I know that in 1.9.5, making scrapers, needles, and similar tools resulted in various vanilla toys (chessboards. figurines. et cetera). And the gather plants reaction created a generic, inedible 'plants' item. It was quite strange.
Title: Re: ☼MASTERWORK-DF☼ New poll - Meph is back.
Post by: Meph on December 21, 2012, 09:03:10 pm
OK, I added them. They are part of lofns wanderers friend, dont know how they got lost. If a tool ID is missing the game usually takes one at random from the tool file.
Title: Re: ☼MASTERWORK-DF☼ New poll - Meph is back.
Post by: Deimos56 on December 21, 2012, 09:04:02 pm
OK, I added them. They are part of lofns wanderers friend, dont know how they got lost. If a tool ID is missing the game usually takes one at random from the tool file.
That would explain the chessboards. Thanks for all your work on this, by the way. Amazing mod.
Title: Re: ☼MASTERWORK-DF☼ New poll - Meph is back.
Post by: Meph on December 21, 2012, 11:48:16 pm
===== NEW DOWNLOAD: V.2 ===== (http://dffd.wimbli.com/file.php?id=5315)

Masterwork Dwarf Fortress V.2


- Bugfixes, Balancing, 34 new GUI Options
- New Designs, Names and Categories for Workshops
- Updated therapist & dfhack, with custom plugins
- Power-generating workshop, the Steam Engine
- Coat weapons and ammo with poison
- Fully playable race: Orcs
- Manually controllable siege engines
- Create water and magma in workshops
- Dynamite-ammo for massive AoE damage
- Specific megabeast rewards and trophies, catch slaughter them all.
- More workshops: Sawmill, Finishing Forge, Blast Furnace, Slaughterhouse...
- Overhaul of Alchemy, Chemistry and Transmutation Systems

Major Changes/Additions:

Orc Fortress
Forumthread: Here (http://www.bay12forums.com/smf/index.php?topic=113621.msg3466773#msg3466773)
- Play as proud taiga orcs.
- Includes sprites, workshops, caste system, magic, new game mechanics...
- Ally yourself with golbins, giants and warlocks...
- Fight against dwarves, elves and humans...

GUI
- Updated GUI, 34 new options.
- Bigger control over which buildings you enable/disable.
- Switch from dwarves to orcs.

dfhack r2
Forumthread: Here (http://www.bay12forums.com/smf/index.php?topic=91166.0)
- Fixes hardcoded bugs.
- Allows manual control of siege engines.
- Adds search function to stock screen and pastures.
- Addes more mouse functions, easier contructions and better workflow plugin
- Custom:  construction helper, (http://www.bay12forums.com/smf/index.php?topic=119369)  pasture and mouse query, (http://www.bay12forums.com/smf/index.php?topic=119575.0)  extended workflow, (http://www.bay12forums.com/smf/index.php?topic=118872.0)  extended search (http://www.bay12forums.com/smf/index.php?topic=118001.0)
- Note: Takes slightly longer on startup and closing, at least on my netbook.

Slaughterhouse
- Each megabeast leaves a unique corpse.
- Butcher the megabeast in the slaughterhouse for your rewards
- 1. a trophy to put in your display cases, or use as tradegood
- 2. a skill aether that turns one skill into legendary immediatly
- 3. a unique reward specific to the beast you killed... dragonscale armor, manticore poison and more...

Steam Engine & Magma Steam Engine
- A workshop that creates power.
- Connect the axles/gears at the top left or right corner.
- Needs to be build above a "downstairs" to water.
- Needs fuel or magma for one activation.

Sawmill
- Little brother of the timberyard
- Cut your wood logs into 4 wood planks/blocks
- Start contructing your wooden aboveground fortress today!

The Return of the Blast Furnace
- Because I was asked so often: Where is it gone?
- Allows mass smelting of ore.
- Allows mass production of fuel.

Water/Magma Source
- Spawn your own liquids at the Spawn Location.
- Create unlimited water with the tear of armok.
- Create unlimited magma with the blood of armok.
- Transport water from the fishpond or fountain.
- Transport magma from the magma smelter.
- Note: You have to deconstruct the Spawn Location to release the liquid.

Transmutation Cycle
- Transmute 2bars of any metal into 1,5bars of the next best.
- Needs flux to work.
- This enables to obtain every metal type on each map... for a cost.

Alchemy and Chemistry
- Coat weapons and ammo with different poisons.
- Create exploding ammo, one good hit will defeat an invasion.

No Manual
- Horrible outdated building guides!
- Fumble your own way through a unique experience!
- Note: I have neither dreamweaver nor the last version of the html manual with me. So... good luck, I guess...

Full Changelog:


Bugfixes
Spoiler (click to show/hide)

User Friendliness
Spoiler (click to show/hide)

Balancing
Spoiler (click to show/hide)

Additions
Spoiler (click to show/hide)

Special thanks to:
- Deon, because I blatantly stole the bitterroot/shadowleaf poisons for testing purposes.
- Falconne, for his dfhack plugins. Seriously, check them out.
- My brain, for keeping me awake till this was finished.
- You guys, for showing the patience. First update in 3 months, yeah. *dead.

Personal note:
- This entire thing is pretty much untested. I run 2 very short test forts, checked the errorlogs, did debugging on the GUI, but havent run every single reaction one by one. I do hope that I killed more bugs then I created, and wish everyone happy bug-hunting :)
I do know of one cosmetic bug in the GUI: If you enable orcs, close the gui and reopen it, the logo will still show a dwarf. The button will correctly show that you selected orcs however, so this is a very minor concern.
Title: Re: ☼MASTERWORK-DF☼ V.2 - New version is there.
Post by: BigD145 on December 22, 2012, 12:41:12 am
Yes, dfhack with plugins will cause slowdowns on startup and closing. Even my desktop does this, although it is an older athlon x2.
Title: Re: ☼MASTERWORK-DF☼ V.2 - New version is there.
Post by: xominxac on December 22, 2012, 02:27:09 am
I wasn't sure whether to post here or in the bug section but in the Masterwork world I have there is a six year old child who is somehow accomplished in fishing, fish cleaning and fish dissection and fishes randomly. No cheating at all.
Title: Re: ☼MASTERWORK-DF☼ Re: Loo
Post by: Timeless Bob on December 22, 2012, 04:48:15 am
I wasn't trying to be impossible, I just tend to obsess over small details like a chance to include biological waste in a life-cycle sim.  The pun included in "throne" just seemed too fun to pass up.  Thanks for all the work you've put into this - I've enjoyed playing with and getting frustrated by this mod for some time.
Title: Re: ☼MASTERWORK-DF☼ V.2 - New version is there.
Post by: Rask on December 22, 2012, 06:55:59 am
Weirdness report: clicking through the graphics (tileset) options messes with the save options.
Title: Re: ☼MASTERWORK-DF☼ V.2 - New version is there.
Post by: Meph on December 22, 2012, 07:13:49 am
@bigd145: Thanks, good to know. I thought it was my slow netbook...

@xominxac: How is this a bug? The child is simply a savant with natural fishing skill, check his description. It will say that he/she is a bit simple but likes to fish.

@timeless bob: Ok. ^^ The only problem again is, that 90% of what you wrote cant be done through modding.

@Rask: Directly under the tileset button it does say: "Changing tilesets might reset some options." This note has been there since ever, and nothing has changed on that. Changing tilesets does replace some files in the data/art and data/init options, so all settings that have to do with those will be set back to the default.

@all:  Who is interested in a succession fort? (http://www.bay12forums.com/smf/index.php?topic=120785.0)

Oh, and at everyone in general and xominxac in particular: If you play a mod, and have something like a bug, please never ever ever post it in the bug-section, but come to the mod thread instead. So good thinking there, you saved a lot of people a lot of time ;)
Title: Re: ☼MASTERWORK-DF☼ V.2 - New version is there.
Post by: xominxac on December 22, 2012, 10:40:58 am
Yep, got ahead of myself jumping to conclusions. I should have checked the description, indeed a fisher savant.
Title: Re: ☼MASTERWORK-DF☼ V.2 - New version is there.
Post by: thistleknot on December 22, 2012, 11:19:40 am
I was hoping a child born message would be in the gui (i.e. not to pause/recenter)

same goes for another mildly annoying option...  pause on damp stone located...
Title: Re: ☼MASTERWORK-DF☼ V.2 - New version is there.
Post by: Firehawk45 on December 22, 2012, 11:35:25 am
Well Meph, im back, so if you want a new old goon for the succession fortress: Im in for it.
Title: Re: ☼MASTERWORK-DF☼ V.2 - New version is there.
Post by: arclance on December 22, 2012, 11:49:46 am
@Rask: Directly under the tileset button it does say: "Changing tilesets might reset some options." This note has been there since ever, and nothing has changed on that. Changing tilesets does replace some files in the data/art and data/init options, so all settings that have to do with those will be set back to the default.
That won't happen to the init files (except the color file but that is part of the tileset) in the Python GUI since we will just change the required settings while leaving the others alone.
Title: Re: ☼MASTERWORK-DF☼ V.2 - New version is there.
Post by: thistleknot on December 22, 2012, 11:50:40 am
the shrub tile in this version (phoebus) looks like an anvil...
Title: Re: ☼MASTERWORK-DF☼ V.2 - New version is there.
Post by: firons2 on December 22, 2012, 11:52:58 am
Hey Meph what happens if i make a safe file of regular Masterwork DF and the change to Orc fortress will anything bad happen?
Title: Re: ☼MASTERWORK-DF☼ V.2 - New version is there.
Post by: Meph on December 22, 2012, 12:03:43 pm
@firons2: No. You save will be unaffected, you can have a dwarf fortress, save, create a new world, make a orc fortress, reload the old dwarf fortress, whatever... doesnt matter, no conflicts.

@thistleknot: Shadowleaf shrubs look like anvils. I noticed that there are way too many of those. It is one of the new plants, taken from genesis for a test of poison coating. I just wanted to make everyone has access to it. Like I mentioned in the release changelog, this is for testing purposes.

About the settings: I barely ever have childbirths, so I didnt figure that is a problem. About the damp stone:
(https://lh5.googleusercontent.com/-HZLYpJd5c9o/UNXnFixlUqI/AAAAAAAALc0/cHhos0Y03pg/s640/GUI.JPG)

Has been there since ever. You can toggle if damp/hot stones pause and refocus the game or not.

@firehawk: Sure thing, have a look at the fort thread and let me know what you think. :)
Title: Re: ☼MASTERWORK-DF☼ V.2 - New version is there.
Post by: dukea42 on December 22, 2012, 01:18:03 pm
Of course you post this while I'm deep into designing a brand new fort in 1.9.5!  Glad you decided to keep all your great changes from Alpha to make a wonder V2.  Looks good and I'll just have to figure out how to refind my choice embark on this version.

Anyway to make Mod buildings require power to run?  Would actually be cool to have the timberyard require power instead of soo many components to build (the hauling time to build is brutal). 
Title: Re: ☼MASTERWORK-DF☼ V.2 - New version is there.
Post by: MiamiBryce on December 22, 2012, 01:37:02 pm
Meph, It took me a couple hours to generate a world I liked, but then I set into checking on stuff for you.

The plank reactions weren't added to the SAWMILL building, here's something you can copy/paste:
Spoiler (click to show/hide)

As a matter of balance I suggest scrap wood only give 2 planks, instead of 4, since you already get 2 scrap logs from one smooth log.

Would you consider adding REMOVE_TREEBARK to the SAWMILL?  In exchange, a small nerf to the SAWMILL - it would have it's own reactions that produce only three planks, instead of four because it would be less efficient than the timber yard and the REMOVE_TREEBARK would not create seeds at the SAWMILL.  I ask for this because I go through the trouble to build that HUGE MASSIVE timberyard just so all my wood stuff will be "smooth wood" instead of "rough wood"...well, with this version of the mod it's just "wood" which in my mind still is rough wood.  I suppose if you do that adding and SCRAPWOOD_MAKING would make sense too, but I don't use it unless for some insane reason I need to burn wood to ash.

The SAWMILL takes nothing to build, and feels a bit like cheating.  I was wondering if you might be willing to up it to requiring say...four logs, a sawblade, and a mechanism.  Now, since you can't buy mechanisms at embark, I'd suggest to create a mechanism crate, like you have the other crates, but it would have only one mechanism in it.  Of course that would then necessitate a 1x1 unpacking building to do the unpacking reaction.  But then, someone could embark with four wood logs, a copper sawblade, and a copper mechanism crate, unpack the mechanism, then build their SAWMILL.

The furniture workshop requires two stones and two blocks.  This is a barrier for non-digging fortresses.  I was wondering if you would consider changing it to either four blocks, or two logs and two blocks.  I'm fond of four blocks myself beacause I can build a sawmill, make four planks, then build the furniture workshop with the planks.

Next, the "Make stone storage set" will take wood planks for inputs, the results are seem like valid wood barrels and bins, but it is a bit weird that it's "stone" storage set and uses masonry.  I don't know if you can make it not take wood planks for input or not.

Now, this of course opens up a can of worms with the furniture workshop.  I understand you probably don't want to have to get into making furniture from planks but it kind-of does make sense since you can turn stones into blocks then make furniture with blocks.  I'm not asking for anything in that respect, just pointing that out.

Other minor things

Last, but not least.  This is probably like this because you want to maintain the configurability of your mod but in plant_masterwork.txt but:
Spoiler (click to show/hide)
Everything in bold is overwritten by the USE_MATERIAL_TEMPLATE:WOOD:WOOD_TEMPLATE and can either A) be deleted or B) the USE_MATERIAL_TEMPLATE can be moved before the [MATERIAL_VALUE] line or C) You know full well what you're doing and I can hush.  While I'm at it, the items in strikethroughare superflous for a plant that will never grow anywhere.  I still don't know to what the SOLID_DENSITY would be applied to but you may want to confirm it's placed where you want it because my money is on it being discarded.

Thanks for this wonderful mod and sorry I'm being a bother.
Title: Re: ☼MASTERWORK-DF☼ V.2 - New version is there.
Post by: thistleknot on December 22, 2012, 01:43:20 pm
meph: i just thought the damp stone stop was for stopping only.  i want it to stop but not pause
Title: Re: ☼MASTERWORK-DF☼ V.2 - New version is there.
Post by: Meph on December 22, 2012, 02:12:50 pm
@thistleknot: no one can affect if it stops or not, it will always stop. the button does stop the announcements, just as I said.

@miamibryce: Wow, thanks for the post. I feel like an idiot.

Sawmill has buildmats now, I simply forgot them. And reactions. -.-
[BUILD_ITEM:4:BLOCKS:NONE:NONE:NONE][WORTHLESS_STONE_ONLY]
[BUILD_ITEM:2:TRAPPARTS:NONE:NONE:NONE][CAN_USE_ARTIFACT]
[BUILD_ITEM:1:TRAPCOMP:ITEM_TRAPCOMP_LARGESERRATEDDISC:NONE:NONE][CAN_USE_ARTIFACT]

The idea is that you build one big timberyard, and 1-2-3 sawmills around it. I will not give it the functionality of the timberyard, and the reactions will stay as they are.

I will not allow furniture from wood blocks, period. Shouldnt the worthless_stone_only in the reactions filter out the wooden blocks ? because otherwise the stonecutter will use these planks, because they count as blocks. Sawmill should just be for constructions. I dont want people multiplying their trees into 4.

Bricks, good catch, it should read (4). Normal ones take 1 boulder for 4, the fine ones take 2 boulders for 4. I corrected the names in the reactions, thanks.

Stone storage set should only accept stone blocks of course. I will test if wood blocks can be used, if yes, I have to change something.

Templates and scrapwood naming, and the lines in the plant files dont matter, they dont hurt anyone. ^^

@dukea: As far as I know, No. No workshops that require power...

@all: I also noticed a little problem with rutile, ilmenite and chromite/titanium, the arc furnace and crucible overlap at some points. fine tuning necessary.
Title: Re: ☼MASTERWORK-DF☼ V.2 - New version is there.
Post by: arclance on December 22, 2012, 02:37:27 pm
@ Meph & zenerbufen
If either of you need help putting out Linux versions just let me know.
Title: Re: ☼MASTERWORK-DF☼ V.2 - New version is there.
Post by: Meph on December 22, 2012, 03:05:11 pm
While playing I found some more stuff that needs cleaning up. I ported the magma/water spawning from the alpha, but not for the spawn location.

Currently you make WATERTANKER, but need to fill TANKER, and empty out... BOTTLES. I will see if I can get a quick fix for this later. There are some things overlapping from the alpha, with similar naming, same with the orc fortress... dwarves dont have access to Orichalcum for example, but it does show up in the forge selection as a metal...

@arclance: Once I uploaded the bugfix I write you a PM. Then you could do the linux version, and zen can focus on a mac version. Thanks for the offer :)
Title: Re: ☼MASTERWORK-DF☼ V.2 - New version is there.
Post by: xominxac on December 22, 2012, 03:30:24 pm
(http://i.imgur.com/Ksaa3.jpg)

The moment I laid my eyes on this world I was like this.

(http://i0.kym-cdn.com/photos/images/newsfeed/000/273/289/b5a.png)

This world is so amazing I felt I had to share it. I've been looking through the legends before I've done anything and already,

(http://i.imgur.com/Bznds.png)

An Illithid slab hmm? Is it an Illithid turned into a slab? Well its name is fitting and that it teaches trickery.

I kept looking through the artifact books and then did a double take on this.

(http://i.imgur.com/wEvuP.png)

A blood of Armok bound book. How much cooler does it get than that. In so many ways I think what happened here is the toxins finally got to him and he achieved divine knowledge from Armok himself.

I am uploading the world if people want to check it out or here is the params.

Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK-DF☼ V.2 - New version is there.
Post by: Meph on December 22, 2012, 03:39:21 pm
Ah, you meant an entire world, not a world gen setting... I think people would love the settings more, because the filesize is smaller and they have no idea with what kind of Masterwork-Mod Settings you created this world ;)

@all: My current changelog reads like this:

Fully removed slademantina and slade_metal from the raws. (was showing up in forge screen)
Fixed sawmill reactions. (were in Timberyard, moved to sawmill)
Added buildmats to sawmill.
Changed "stone storage set" to use inorganic blocks only, to avoid wood be used.
Removed tanker carts
Filling magma, water and spawning it is done with bottles now. Just use ANY flask.
Wrong "bifrost" and "bloody" should no longer show up in the forge
Added mithril from silver reaction to crucible. That one went missing...
Added more economic reactions for ballista bolts to ammo caster.
Fixed "anvil" tile for bitterroot and shadowleaf.
Replaced all boulders in buildmats with blocks.
Added balancing for mithril, welded mithril, meteoric and volcanic metals from Alpha.
Mithril is now as strong as steel, but very light
Welded mithril is 20% stronger then steel.
Meteoric is 20% weaker then steel.
Volcanic is 100% stronger then steel.

Anything to add ? Any other inbalanced or bugs I should be aware of?
Title: Re: ☼MASTERWORK-DF☼ V.2 - New version is there.
Post by: arclance on December 22, 2012, 03:50:38 pm
I don't remember if the transformed dwarves never wake up bug was fixed in 1.9.5 or alpha.
You might want to double check that it is fixed in the new version since that was a pretty bad bug.
The fix is here if you are looking for it. (http://www.bay12forums.com/smf/index.php?topic=109628.msg3544486#msg3544486)
Title: Re: ☼MASTERWORK-DF☼ V.2 - New version is there.
Post by: firons2 on December 22, 2012, 04:08:44 pm
So eh... um... a piece of yak wool came to life in my fort and started to roam around it was easy to kill but what?
Title: Re: ☼MASTERWORK-DF☼ V.2 - New version is there.
Post by: Meph on December 22, 2012, 04:12:10 pm
Good memory, but it was indeed fixed in 1.9.5.

I also just made a testrun with the changes I posted. All works, and I managed to coat a weapon with poison, so that works as well.

Unfortunately miamibryce was right, wooden planks can be substitutes for any "blocks", even if it says worthless_stone_only. This means I have to go through all reactions with blocks and add a little line behind it, saying inorganics only ;)

@firons: Yeah? What do you want to say with that? Animal parts coming to life pretty much always happens in evil biomes, or when warlocks attack, or when you have a necromancer spy, or when you have a necromancer of yourself, or use the bonerattle, or curses or whatever... ;)

EDIT:
All block related reactions now only accept inorganic blocks, not the wooden planks. :)

I also have an idea about the add_spatter reaction. Yes, I can take an extract and coat a weapon with a poison... but why stop there ? Why not make custom materials, fire, hellfire, ice, frostspell, hex, curse of slow painful death, rune of torment and so forth...

Then make magic buildings, or use the current magic system, or make something like a... runesmith. He takes normal weapons, and adds syndromes to them, "the weapon is coated with ancient dwarven runes" and it suddenly has special effects :)

I know I am limited to syndromes... but syndromes can add "can_do_interaction" so the possibilies are endless. I can make a sword that lets the enemy explode on a hit, or implode, or turn undead, or turn into a sheep, or fall sleep, or tranform into the hulk... or transform into the hulk, then explode and only leave specific item upon death. transform into instantly-dying creature with a custom itemcorpse, lets say a statue. That would make it a sword-of-turning-the-enemy-into-a-statue.

Damn...

This is so much better then the old system ^^
Title: Re: ☼MASTERWORK-DF☼ V.2 - New version is there.
Post by: firons2 on December 22, 2012, 04:24:27 pm
Now its woolen head came to life and its superior to the body in dodging and armor power somehow
Title: Re: ☼MASTERWORK-DF☼ V.2 - New version is there.
Post by: arclance on December 22, 2012, 04:26:30 pm
@arclance: Once I uploaded the bugfix I write you a PM. Then you could do the linux version, and zen can focus on a mac version. Thanks for the offer :)
Okay if there is anything compiled like non-Lua dfhack addons and the author has not supplied you with Linux versions I would need to get in touch with them so I can get one from them or make it myself.
Title: Re: ☼MASTERWORK-DF☼ V.2 - New version is there.
Post by: dukea42 on December 22, 2012, 04:31:25 pm
Where do you currently stand on the Leather industry?  Are you going to go forward with the 3 parallel material types (hide, chittin, scale) that each get improved uniquely, or keep the practice where they all count as leather and they get improved in the same fashion?  In my last alpha fort, I liked improving scale for armor for the marksdwarves, and using leather unimproved for backpacks, quivers, and padded under-armors.

I assumed strength-wise Scale > Chittin > Hide regardless if it was used for padded armor or actual armor.
Title: Re: ☼MASTERWORK-DF☼ V.2 - New version is there.
Post by: Meph on December 22, 2012, 04:36:38 pm
In the alpha the three scale/chitin/leather were actually eactly even. No difference, but where it comes from. The current system is still the one from 1.9.5. For me personally not a high priotity atm. I did however add the dragonscale from megabeasts.

@arclance: there are these 5 plugins from falconne. These ones
  construction helper, (http://www.bay12forums.com/smf/index.php?topic=119369)  pasture and mouse query, (http://www.bay12forums.com/smf/index.php?topic=119575.0)  extended workflow, (http://www.bay12forums.com/smf/index.php?topic=118872.0)  extended search (http://www.bay12forums.com/smf/index.php?topic=118001.0)
If they dont work on linux, then linux-users will simply have to do without them.

Title: Re: ☼MASTERWORK-DF☼ V.2 - New version is there.
Post by: moisesjns on December 22, 2012, 04:53:56 pm
Hey Meph gonna try out all the new reactions with the new version. And was wondering what is the easy way to activate the fast item reactions? or do i have to make [PERMIT_REACTION_____] for all of them? and same with the buildings?
Title: Re: ☼MASTERWORK-DF☼ V.2 - New version is there.
Post by: Meph on December 22, 2012, 05:03:35 pm
go to entity_default, search for "cheat", and add the brackets back around it. enable cheat2, gen a new world, then look at the still ingame. But it wont give you everything, only some base materials to build the buildings. you cant test all reactions with those. that would be a lot more items... ^^

EDIT: looked it up, you want "cheat", not "cheat2" ^^
Title: Re: ☼MASTERWORK-DF☼ V.2 - New version is there.
Post by: arclance on December 22, 2012, 05:23:58 pm
In the alpha the three scale/chitin/leather were actually eactly even. No difference, but where it comes from. The current system is still the one from 1.9.5. For me personally not a high priotity atm. I did however add the dragonscale from megabeasts.

@arclance: there are these 5 plugins from falconne. These ones
  construction helper, (http://www.bay12forums.com/smf/index.php?topic=119369)  pasture and mouse query, (http://www.bay12forums.com/smf/index.php?topic=119575.0)  extended workflow, (http://www.bay12forums.com/smf/index.php?topic=118872.0)  extended search (http://www.bay12forums.com/smf/index.php?topic=118001.0)
If they dont work on linux, then linux-users will simply have to do without them.
There is no Linux version I can find for them, I will PM him about making one.
As far as I know dfusion only works on windows so that would be out as well.

I don't know what customizations you have made to DwarfTherapist but they would need to be added to the Linux version.
It also seems to be quite out of date v18.1 is the latest version (http://dffd.wimbli.com/file.php?id=7184), I found v16.2 in the Windows download.
Title: Re: ☼MASTERWORK-DF☼ V.2 - New version is there.
Post by: Meph on December 22, 2012, 05:28:11 pm
I made no adjustments to the therapist, the custom plugins are only for dfhack, the ones falconne did.

And thanks for the heads up, I didnt even know it is on dffd as well, I checked splinterz links and got it from his website..
Title: Re: ☼MASTERWORK-DF☼ V.2 - New version is there.
Post by: arclance on December 22, 2012, 05:41:30 pm
I made no adjustments to the therapist, the custom plugins are only for dfhack, the ones falconne did.

And thanks for the heads up, I didnt even know it is on dffd as well, I checked splinterz links and got it from his website..
Okay good that should make therapist easier to add.
I found the list of therapist releases here (https://code.google.com/r/splintermind-attributes/), the first post of the therapist thread does not seem to be up to date.
It looks like splinterz idea of a Linux version is to run everything in Wine so I will have to build that as well.
Hopefully the memory layouts for Linux are up to date so it will actually work.
I would consider any therapist I build myself experimental for now due to compatibility problems between Linux distributions.

falconne replied to my PM and said that the plugins should work in Linux, I will let you know how they work after I build them.
Title: Re: ☼MASTERWORK-DF☼ V.2 - New version is there.
Post by: moisesjns on December 22, 2012, 05:59:56 pm
thank you meph. Quick question is using Biasam's Tileset possible for your mod? or anything other then the extra tilesets you put in your download? i really dont like phoebus. i enjoy ascii
Title: Re: ☼MASTERWORK-DF☼ V.2 - New version is there.
Post by: Meph on December 22, 2012, 06:12:12 pm
Sure, just set it to ascii in the settings and then manually install whatever tileset you want to use. :) If you cycle through the tilesets in the settings after that, they will replace yours, so take care.

But if you enjoy ascii, why not just use the ascii that is included ? ^^

Oh,and I also wrote a reaction for poison covering that uses ANY poison. So even imported stuff from caravans, desert scorpions, giant cave spiders, bees, whatever.
Title: Re: ☼MASTERWORK-DF☼ V.2 - New version is there.
Post by: moisesjns on December 22, 2012, 06:30:57 pm
because i kind of screwed up my ascii i put biasmas into the art folder in masterwork ascii folder.  so the grass is all green and weird looking i think it makes it the jolly tileset. so i dont know what folder to put it into. as the data art folder has like 6 tilesets.
Title: Re: ☼MASTERWORK-DF☼ V.2 - New version is there.
Post by: kamikazi1231 on December 22, 2012, 07:04:21 pm
Hi I'm loving your mod because it finally makes the game playable for me after hitting 150 dwarves or so.  I'm having a little trouble though.  I try to use Phoebus' tileset and some things seem strange.  The marble is just a plain white square and some stone like shisct and a few others are just plain block colors like light tan or brown.  I found a post a while back saying that it might be left over from you modding earlier I think.  I looked through anything in masterwork I could find relating to Phoebus' and all the art looks like what we see using Lazy Newb Pack with marble showing up correctly.  If this is a know issue how can I go about manually installing or changing how this appears?  I tried installing Phoebus' manual download from the main thread and when I ran the init updater it didn't change anything.  When I ran the save game updater that came with it the game no longer launched saying it couldn't find data/art/mouse.

I guess that's almost a second question.  I know in the LNP when you change tilesets it makes you update your savegames.  I had one world going with Phoebus and the marble and some stone was just plain squares like I described.  I started another game with ironhand to see if the marble color would be different.  When I wanted to change to Phoebus' a lot of things just stuck as ironhand.  Is there a proper way to change tilesets for masterwork?

Sorry for the multiple questions and if it's confusing at all.  I've tried doing searches for the answer in the forum but the thread is getting so long I can't locate anything.

Also I've seen a few people having trouble with world gen crashing before even hitting year 50.  I encountered this with the good biome plains preset.  I changed my tileset to ascii and could generate 500 years without a crash.  Then exited the game and put in ironhand like I said before to test marble color.  Everything worked then.  It just seems after I enter a world and save, I can't change tileset for the life of me.

Thanks for any help.
Title: Re: ☼MASTERWORK-DF☼ V.2 - New version is there.
Post by: Meph on December 22, 2012, 07:13:41 pm
@moisesjns: How much is in data/art is irrelevant. The data/init is important. Please read up in the wiki about installing tilesets, the init must list your custom tileset name and size. (24x24 or 16x16 or whatever you like to use) I wont explain everything here, the wiki covers it quite well. :)

@kamikazi1231: The slight changes in the inorganics are actually by design. I did that long, long ago. People rarely comment on it, because they are used to it. If you want to change it you have to do this in the raws, not the graphics. You need to change the tile numbers of the inorganic mats.

About updating savegames with different tilesets: impossible while using this mod, because of the Settings.exe I include. Lets say you have Phoebus and disable 50% of the buildings, then switch to Ironhand, enable all buildings, and update the savegame. It would completely break everything, because the changes the Settings.exe makes require a new worldgen.

You could do it manually, but it would be a lot of work. I dont know how to affect the worldgen crashes some people get, I still stand firm to my word and say: I never got one with the mod. Since I cant replicate them, I cant narrow it down.

@Everyone: Checking the Forge Screen I noticed that the thing is a mess... so I cleaned it up :) Here the comparison, left is old, right is the new one, alphabetized. I did group the 3 pewters together, and the welded stuff I put at the bottom. I deleted some artifact-leftovers as well, orichalcum was double since I added orc fortress, and illithid/philosopher shouldnt have been there at all. All fixed :)

(https://lh4.googleusercontent.com/-pxO-g4vhVck/UNZKqTTs9xI/AAAAAAAALeE/OFIN5uNAifI/s612/building%2520list%2520current%2520195.png)
Title: Re: ☼MASTERWORK-DF☼ V.2 - New version is there.
Post by: thistleknot on December 22, 2012, 07:37:08 pm
build chair does something weird
I get a submenu of
all
leave
move


some sort of list to choose from, choosing escape brings me back to a point where I can place the chair.

Meph:
when I read "digging stop: no", I think that a dwarf continues digging when damp stone is located.
normally I prefer to keep the dwarf NOT digging, but disable the pause.

that is what I was referring to, I don't see how your simple binary option can allow for that, if it indeed doesn't stop digging when damp stone is located

Also
I think farmer's workshop belongs in the farmer construction list?

I'm not sure if this is my modded exe or not, but the phoebus tileset () sometimes dissapear... it could just be my patched binary though.  apparently all text has been fixed for phoebus, but not the ()'s
Title: Re: ☼MASTERWORK-DF☼ V.2 - New version is there.
Post by: kamikazi1231 on December 22, 2012, 07:41:58 pm


@kamikazi1231: The slight changes in the inorganics are actually by design. I did that long, long ago. People rarely comment on it, because they are used to it. If you want to change it you have to do this in the raws, not the graphics. You need to change the tile numbers of the inorganic mats.

About updating savegames with different tilesets: impossible while using this mod, because of the Settings.exe I include. Lets say you have Phoebus and disable 50% of the buildings, then switch to Ironhand, enable all buildings, and update the savegame. It would completely break everything, because the changes the Settings.exe makes require a new worldgen.

You could do it manually, but it would be a lot of work. I dont know how to affect the worldgen crashes some people get, I still stand firm to my word and say: I never got one with the mod. Since I cant replicate them, I cant narrow it down.


Ok thank you for clearing that up.  It seems that when I generated a world with ASCii and then switched to Phoebus without starting a new world most things look correct.  Are you saying there may be some problems because I switched tilesets on that world after generation?  I made sure to have all the options exactly the same so I'm thinking I shouldn't run into anything game breaking.  I guess I'll just have to play and see.
Title: Re: ☼MASTERWORK-DF☼ V.2 - New version is there.
Post by: Meph on December 22, 2012, 08:16:58 pm
@kamikazi1231:
Quote
because I switched tilesets on that world after generation?
Yes. ^^ Let me know how it goes.

@thistleknot: I did build chairs in the succession fort with this version, I didnt get any submenu. This must be from some dfhack script...

And Yes, the simple binary choice button in the GUI does exactly what you want. For the third time: It will get rid of the pause and the camera refocus, but the designation will still be cancelled. I probably should have written a better tooltip for it...

And no, I cant move vanilla workshops, so I cant but the farmers workshop into the custom farming category. Nor any other workshop besides soapmaker and screw press. And I dont even know what I should say to your patched exe and whatever is missing from phoebus.

@ all: Ported the archeology system from the alpha, archeology is vastly improved now, with higher, but completely random rewards. :)

Title: Re: ☼MASTERWORK-DF☼ V.2 - New version is there.
Post by: Meph on December 22, 2012, 08:49:06 pm
===== NEW DOWNLOAD: V.2a ===== (http://dffd.wimbli.com/file.php?id=5315)

UPDATE: Masterwork V.2a

- Rebalanced mithril, meteoric and volcanic metals.
- Fixed several bugs, mostly the sawmill and liquid spawning.
- Alphabetized forge screen.
- New archeology system. Greater rewards, more randomness.
- Cheaper ballista ammo in ammo caster.
- Furnaces harder to build, now need iron or steel as build materials.
- Alchemist can now use any poison to coat weapons.

Please do note that Orc Fortress is written for Phoebus. It should still work fine in Ironhand or Ascii, and a report on the matter would be greatly appreciated.

Full Changelog V2a
Spoiler (click to show/hide)

Masterwork Dwarf Fortress V.2


- Bugfixes, Balancing, 34 new GUI Options
- New Designs, Names and Categories for Workshops
- Updated therapist & dfhack, with custom plugins
- Power-generating workshop, the Steam Engine
- Coat weapons and ammo with poison
- Fully playable race: Orcs
- Manually controllable siege engines
- Create water and magma in workshops
- Dynamite-ammo for massive AoE damage
- Specific megabeast rewards and trophies, catch slaughter them all.
- More workshops: Sawmill, Finishing Forge, Blast Furnace, Slaughterhouse...
- Overhaul of Alchemy, Chemistry and Transmutation Systems

Major Changes/Additions:

Orc Fortress
Forumthread: Here (http://www.bay12forums.com/smf/index.php?topic=113621.msg3466773#msg3466773)
- Play as proud taiga orcs.
- Includes sprites, workshops, caste system, magic, new game mechanics...
- Ally yourself with golbins, giants and warlocks...
- Fight against dwarves, elves and humans...

GUI
- Updated GUI, 34 new options.
- Bigger control over which buildings you enable/disable.
- Switch from dwarves to orcs.

dfhack r2
Forumthread: Here (http://www.bay12forums.com/smf/index.php?topic=91166.0)
- Fixes hardcoded bugs.
- Allows manual control of siege engines.
- Adds search function to stock screen and pastures.
- Addes more mouse functions, easier contructions and better workflow plugin
- Custom:  construction helper, (http://www.bay12forums.com/smf/index.php?topic=119369)  pasture and mouse query, (http://www.bay12forums.com/smf/index.php?topic=119575.0)  extended workflow, (http://www.bay12forums.com/smf/index.php?topic=118872.0)  extended search (http://www.bay12forums.com/smf/index.php?topic=118001.0)
- Note: Takes slightly longer on startup and closing, at least on my netbook.

Slaughterhouse
- Each megabeast leaves a unique corpse.
- Butcher the megabeast in the slaughterhouse for your rewards
- 1. a trophy to put in your display cases, or use as tradegood
- 2. a skill aether that turns one skill into legendary immediatly
- 3. a unique reward specific to the beast you killed... dragonscale armor, manticore poison and more...

Steam Engine & Magma Steam Engine
- A workshop that creates power.
- Connect the axles/gears at the top left or right corner.
- Needs to be build above a "downstairs" to water.
- Needs fuel or magma for one activation.

Sawmill
- Little brother of the timberyard
- Cut your wood logs into 4 wood planks/blocks
- Start contructing your wooden aboveground fortress today!

The Return of the Blast Furnace
- Because I was asked so often: Where is it gone?
- Allows mass smelting of ore.
- Allows mass production of fuel.

Water/Magma Source
- Tears of Armok can fill Waterbottles at the Alchemist
- Blood of Armok can fill Magmabottles at the Alchemist
- Spawn Water/Magma with these bottles at the Spawn Location
- To release the liquid, deconstruct the Spawn Location
- Use Magmatankers to move magma from any magma furnace
- Empty Magmatanker at any location to release the liquid.

Transmutation Cycle
- Transmute 2bars of any metal into 1,5bars of the next best.
- Needs flux to work.
- This enables to obtain every metal type on each map... for a cost.

Alchemy and Chemistry
- Coat weapons and ammo with different poisons.
- Create exploding ammo, one good hit will defeat an invasion.

No Manual
- Horrible outdated building guides!
- Fumble your own way through a unique experience!
- Note: I have neither dreamweaver nor the last version of the html manual with me. So... good luck, I guess...

Full Changelog:


Bugfixes
Spoiler (click to show/hide)

User Friendliness
Spoiler (click to show/hide)

Balancing
Spoiler (click to show/hide)

Additions
Spoiler (click to show/hide)

Special thanks to:
- Deon, because I blatantly stole the bitterroot/shadowleaf poisons for testing purposes.
- Falconne, for his dfhack plugins. Seriously, check them out.
- My brain, for keeping me awake till this was finished.
- You guys, for showing the patience. First update in 3 months, yeah. *dead.

Personal note:
- This entire thing is pretty much untested. I run 2 very short test forts, checked the errorlogs, did debugging on the GUI, but havent run every single reaction one by one. I do hope that I killed more bugs then I created, and wish everyone happy bug-hunting :)
I do know of one cosmetic bug in the GUI: If you enable orcs, close the gui and reopen it, the logo will still show a dwarf. The button will correctly show that you selected orcs however, so this is a very minor concern.
Title: Re: ☼MASTERWORK-DF☼ V.2a - Quick update, fixes and archeology. :)
Post by: Umbra on December 22, 2012, 09:32:12 pm
God, this is so annoying! No matter in what context i press c in foretress mode i get this screen...
Spoiler (click to show/hide)

I have tried removing the companions macro and various other macros associated with the letter c but nothing seems to work. This is truly the most annoying thing ever. I have to exit this screen every. fucking. time. I had no idea how much i used the letter c in this game, well, now i know... and i want it back. Can anyone tell me how to disable this please?
Title: Re: ☼MASTERWORK-DF☼ V.2a - Quick update, fixes and archeology. :)
Post by: Meph on December 22, 2012, 09:40:26 pm
Go to \Dwarf Fortress\hack\scripts\ and delete companion-order.lua. That should do it.

I wonder why it shows up in fortress mode, it is a plugin for adv. mode to control companions. But I know that I build chairs ingame without it popping up...
Title: Re: ☼MASTERWORK-DF☼ V.2a - Quick update, fixes and archeology. :)
Post by: fasquardon on December 22, 2012, 10:11:19 pm
Meph, your productivity is amazing.

fasquardon
Title: Re: ☼MASTERWORK-DF☼ V.2a - Quick update, fixes and archeology. :)
Post by: thistleknot on December 22, 2012, 10:25:30 pm
Meph:

I don't know if you working with Splinterz, but his DT he's working on has a v19 that is unreleased, I have a copy, but I'd inquire you beseek him on it, it fixes some MAJOR bugs in the optimizer, primarily with #'s
Title: Re: ☼MASTERWORK-DF☼ V.2a - Quick update, fixes and archeology. :)
Post by: dukea42 on December 22, 2012, 11:14:53 pm
Yes, meph is in one of those moods that favors us all.  Great work.

I did get a worldgen crash earlier, but I reran without changing anything and it worked fine a few times after that.  Whatever it is, it's just purely random.  Could be a perfect world conflict, or just a plain vanilla anomally. Not worth futher thought.

Title: Re: ☼MASTERWORK-DF☼ V.2a - Quick update, fixes and archeology. :)
Post by: Wrex on December 23, 2012, 02:50:05 am
So Meph, how does this poison coating reaction work? Is it reliable? Does this need to be tested?



Likewise, are these your "special" epxloding arrows?
Title: Re: ☼MASTERWORK-DF☼ V.2a - Quick update, fixes and archeology. :)
Post by: Putnam on December 23, 2012, 03:19:16 am
It works through DFHack, and it should work well.
Title: Re: ☼MASTERWORK-DF☼ V.2a - Quick update, fixes and archeology. :)
Post by: Meph on December 23, 2012, 08:32:11 am
@fasquardon & thistleknot & dukea: Thanks :)

@wrex: the coating works every time from what I have seen. Very straightforward. The dynamite ammo is made of a material that melts on body-temp. A dynamite-bolt hits an enemy, and if it gets stuck, he is afflicted with a syndrome. The syndrome actually gives him the same interaction that hellfire-landmines can do, so he explodes quite violently. I havent seen it in fortress mode, but in the arena it works. 

So, poison coated ammo works every time they draw blood, and exploding ammo only works if stuck on the target. Makes sense, because of the countdown till the dynamite goes off. :)
Title: Re: ☼MASTERWORK-DF☼ V.2a - Quick update, fixes and archeology. :)
Post by: Prismaa on December 23, 2012, 08:42:34 am
Does orc's have something similar to sawmill? I wanted to make wooden walls and some other stuff from wood, but im not able to find sawmill when playing with orc's, and without it i need to cut down tons of trees for my project.
Title: Re: ☼MASTERWORK-DF☼ V.2a - Quick update, fixes and archeology. :)
Post by: Meph on December 23, 2012, 08:52:49 am
Yes, actually they do. Orcish Factory: Cut blocks (20) from wood (5)
Title: Re: ☼MASTERWORK-DF☼ V.2a - Quick update, fixes and archeology. :)
Post by: kamikazi1231 on December 23, 2012, 10:32:40 am
I've been experiencing crashes quite frequently on world gen.  I use Phoebus' pack exclusively.  I generated random 10 worlds with all standard settings in DF.  For Masterwork I had turned off all the "harder" options under balancing but left disease and bodyguards on.  In the first 10 gens I turned down the child allowed count to 50:1000 and a few times to 20:1000.  8/10 these gens crashed before reaching year 50.  None even reached 125.  When I put the setting back to 100:1000 the next 10 generations succeeded at the usual snails pace of world generation.

This takes forever so I don't know if I'll have time to check out Ironhand or the other tilesets like this.  I do know that generation with ASCii tends to work all the time for me no matter the setting.  However I like to change to Phoebus and keep all the settings the same.  That'll be a longer term test of mine to see how that effects things in game without a "update save game" feature.  However I would suggest putting a note about this on the GUI launcher because the graphics falls under the options area and it says at the top "these settings can be changed without genning a new world."  So far it hasn't seemed to affect me badly but as we were discussing earlier it might have some effect on settings having to do with each packs raws.
Title: Re: ☼MASTERWORK-DF☼ V.2a - Quick update, fixes and archeology. :)
Post by: firons2 on December 23, 2012, 12:05:56 pm
Meph i forgot what about diseases and wards are they still there?
Title: Re: ☼MASTERWORK-DF☼ V.2a - Quick update, fixes and archeology. :)
Post by: thistleknot on December 23, 2012, 08:33:15 pm
why no bronze anvil?
Title: Re: ☼MASTERWORK-DF☼ V.2a - Quick update, fixes and archeology. :)
Post by: zenerbufen on December 23, 2012, 09:16:27 pm
@arclance

 Last time I had to leave out all the dfhack dfusion therapist stuff  because I couldn't get it working on linux/mac  I found some half-completed attempts at porting therapist to mac... and an older version that kinda sorta works, but bugs out constantly. I couldn't get non-wine DF to work with wine therapist etc, so I gave up on it. Maybe you will have better luck?

I'm going to try to get the python gui preview working with this release because I got a TON of feedback last time about not being able to toggle options on the mac/linux... like, it was the ONLY thing people complained about and they complained in droves.
 
Title: Re: ☼MASTERWORK-DF☼ V.2a - Quick update, fixes and archeology. :)
Post by: arclance on December 23, 2012, 09:52:16 pm
@arclance

 Last time I had to leave out all the dfhack dfusion therapist stuff  because I couldn't get it working on linux/mac  I found some half-completed attempts at porting therapist to mac... and an older version that kinda sorta works, but bugs out constantly. I couldn't get non-wine DF to work with wine therapist etc, so I gave up on it. Maybe you will have better luck?

I'm going to try to get the python gui preview working with this release because I got a TON of feedback last time about not being able to toggle options on the mac/linux... like, it was the ONLY thing people complained about and they complained in droves.
I have dfhack, dfusion (the one in dfhack), and maybe therapist for Linux.
I built the extra dfhack plugins so they could just be added to the download from the dfhack thread.
That download has dfusion in it even though the first post says that is is windows only right now.
I might be able to get a distributable therapist for Linux but it may be something that everyone has to build themselves for it to work correctly.

I know Mac support for dfusion and therapist are likely not very good so you may not be able to include them.

Here is the latest source for the backend. (https://dl.dropbox.com/u/69178231/Masterwork_GUI/Masterwork_GUI_Backend_v0.21_SOURCE_2012-12-23.7z)
I have not had time work on preparing the backend for any of the new features we were planning on but it is ready to duplicate the old GUI right now.
I did add working debug output for Windows.
This changes all debug statements to be handled by the "debugPrint()" function instead of "print()".
This lets "debugPrint" output debug statements differently for Windows by writing them to a log file since the "print"s don't show up in the Windows terminal.
I also updated the backend and the exeSetup.py compiler script to run on more recent versions of Python3 (3.2+).

There is a init file setting changing function but it can not read the current setting from a init file right now.
Feel free to add that if you want, I can adjust its output format to work with the treeview later if necessary.
Title: Re: ☼MASTERWORK-DF☼ V.2a - Quick update, fixes and archeology. :)
Post by: Deimos56 on December 23, 2012, 11:45:15 pm
Hey, Meph. I'm here about adventure mode again, I guess.

Thanks for putting the wanderer tools back in, but you seem to have put them all in as tools. As it turns out, apparently some of the stone knapped tools count as weapons instead in the reactions, such as the scraper and simple axe, so the game isn't finding them and is instead giving me rather... interesting replacements.

Case in point:

Spoiler (click to show/hide)

In addition, the gather plants reaction is still attempting to produce plants that don't exist. Currently seeing what happens if I point the assorted reactions towards thing that exist. If it works, I'll go ahead and paste the reactions file here for simplicities sake.

Edit: The plant reactions aren't working because they're using the plants' proper names rather than their RAW names, and also a couple of them don't appear to exist ingame? For the purposes of my RAW fiddling, I just removed the ones that don't exist. I'm uncertain if you'd rather replace them or not.

Anyway. I got the scraper to show up through knapping, as well as arrow and spear heads. It looks like whetstones and simple axes need to be looked at, since they're turning into toy castles and pikes respectively... Brewing is mostly likely going to have to be changed to account for, again, some of the plants not actually existing...

Be back in a bit while I fiddle with stuff more.

Editedit: I'm sorry to say, I've got a cold and am tired and... in general, I'm pretty sure this is a bit more complicated than I'm able to do right now. As far as I can tell...

>The gather plants and probably the brewing wanderer reactions need to be changed to account for the fact that they're formatted incorrectly and, in places, refer to plants that do not exist.
>The wanderer items need to be reconciled with the wanderer reactions (either the item classes need to be shifted around, the class of items the reactions are making need to be changed, or a combination of both)
Title: Re: ☼MASTERWORK-DF☼ V.2a - Quick update, fixes and archeology. :)
Post by: thistleknot on December 24, 2012, 03:54:28 am
@arclance

 Last time I had to leave out all the dfhack dfusion therapist stuff  because I couldn't get it working on linux/mac  I found some half-completed attempts at porting therapist to mac... and an older version that kinda sorta works, but bugs out constantly. I couldn't get non-wine DF to work with wine therapist etc, so I gave up on it. Maybe you will have better luck?

I'm going to try to get the python gui preview working with this release because I got a TON of feedback last time about not being able to toggle options on the mac/linux

... like, it was the ONLY thing people complained about and they complained in droves.

dfusion isnt even in dfhack nightly builds. there going to scripts now for most that stuff.
Title: Re: ☼MASTERWORK-DF☼ V.2a - Quick update, fixes and archeology. :)
Post by: Godlysockpuppet on December 24, 2012, 07:21:27 am
Slight glitch; I'm capable of embarking with "Molten failure stone12" I'm assuming this is one of those boiling stone reactions :P might wanna fix that cos I thought it would be fun to embark with 50 of these stones :D
Title: Re: ☼MASTERWORK-DF☼ V.2a - Quick update, fixes and archeology. :)
Post by: thistleknot on December 24, 2012, 09:46:19 am
one of the things promo'd bout this 2.0 mod was the ability to play a ''standard game' albeit w fps increases. i.e. a minimal set of changes...
how does one go about doing this? i dont see such aa default setting n. e where nor do i believe i achieve this by just setting everything to off.
Title: Re: ☼MASTERWORK-DF☼ V.2a - Quick update, fixes and archeology. :)
Post by: Bloax on December 24, 2012, 09:52:30 am
Wait, am I reading it right when I see that Fear the Night is included in this?

Because frankly I haven't really noticed it myself in MWDF, might just be shitty luck I guess.

As for the mod itself, judging by how my friend reacted to it - and my own experience, this is pretty much The Mod for DF.
Great job the whole bunch of you, and keep on rocking.
..And Meph should stop being so Not-So-No-Lifer-ish. (asdffadfgfgad stop traveling, argh :P )
Title: Re: ☼MASTERWORK-DF☼ V.2a - Quick update, fixes and archeology. :)
Post by: Meph on December 24, 2012, 10:17:15 am
Wait, am I reading it right when I see that Fear the Night is included in this?
As for the mod itself, judging by how my friend reacted to it - and my own experience, this is pretty much The Mod for DF.
Great job the whole bunch of you, and keep on rocking.
..And Meph should stop being so Not-So-No-Lifer-ish. (asdffadfgfgad stop traveling, argh :P )

Yes, Fear the Night is included. Might be drowned a bit by the other 800 or so creatures though. And thanks :)

What should not-so-no-lifer-ish mean ? ^^ I'm in Tunesia, going to the black sea in spring, and in may I depart for a year in asia with my girlfriend... to me that sounds good. I have 105 countries so far, and will aim for the rest :) Oh, and how did your friend react?

@thistleknot: Bronze anvil => Smelter: Form metal anvil => accepts any metal, that includes bronze.

I gave up on the "back to default" setting, and did repeatedly say so. Since I know that people were still looking for such an FPS-only mod, I did write and release this:  Accelerated DF. (http://www.bay12forums.com/smf/index.php?topic=117954.msg3711660#msg3711660)

@Godlysockpuppet: Interesting. That would be the boiling stone for creating slaves, which never actually worked. And that would mean that it has been there for a long, long time. Luckily I gave all of the boiling stones numbers, so I could find it quickly. Thanks for the catch, another tiny thing made better.

@deimos56: Ok, that seems to be a bigger problem then I thought. I never play or test adv. mode, because the mod is focused on fortress mode, but I guess safest thing to do is completely delete wanderes friend, and install a fresh download of it. shouldnt be too hard. Sorry for the inconvinience.

@arclance & zenerbufen: I guess the current version will stay like it is for a while, so Arclance, you can start on a linux version, and zen, you can start on a mac version. Except of course you'd rather wait a week and see what shows up in the reports I get ;)
Title: Re: ☼MASTERWORK-DF☼ V.2a - Quick update, fixes and archeology. :)
Post by: thistleknot on December 24, 2012, 10:24:20 am
Meph:

Thanks, I haven't been on this thread extensively to see you decided to drop that idea.  Although I am happy, as I see you have an accelerated mod!

Thanks for the form anvil bit, I'll go look for it.

Btw, a form metal anvil is a nice feature, doesn't allow me to save 60 embark points tho ;)  as modding one in does.  But that's a minor feature, I just figured since these did exist historically in real life, that it would make sense to have an option to mod it in so it can be bought/traded.
Title: Re: ☼MASTERWORK-DF☼ V.2a - Quick update, fixes and archeology. :)
Post by: Bloax on December 24, 2012, 10:28:01 am
I can kind of agree that I formulate things quite complicated, but what I'm saying is that he definitely liked it.
As for the not-so-nolifer-ish-ness, I mean you just went missing for a long time to take a tour all across the African continent, and then you announce even before it's over that you'll be gone for a year soon afterwards. :P

Which is kind of the straight opposite of how I function, which to say is that I'm absolutely cripplingly determined to always be available. (To the point where staying up all night is AWWWWWWWRIGHT)
Though truth to be told, I'm not the lead dev and there's not even much for me to do. And I'm also catastrophically lazy, so there's that. (I mean at least you seem to be working at a steady, fast rate. :P )
Title: Re: ☼MASTERWORK-DF☼ V.2a - Quick update, fixes and archeology. :)
Post by: Meph on December 24, 2012, 11:20:06 am
Well, I started this mod when I was in Bogota, Columbia... and played DF the first time in Buenos Aires, Argentina... I have been travelling since almost 6 years now, so you never find me in the same spot twice. And about the availability: I dont even own a cellphone. ;)

Oh, and I met the guy posting above you, thistleknot, when I was passing L.A. ;)
Title: Re: ☼MASTERWORK-DF☼ V.2a - Quick update, fixes and archeology. :)
Post by: Bloax on December 24, 2012, 12:07:20 pm
As a side note, what are those platinum skill aether thingies for?

I mean I did read something about them raising a skill to legendary, but I haven't gotten my fingers on another yet to see if that's true.
There's a fracture variant which seems completely useless though.

Edit: Oh, and Gryphons could kind of use a buff or something. They're kind of a joke for a megabeast. (Grab mace, bash it in the leg, it passes out, bash once in head - dead.)
Title: Re: ☼MASTERWORK-DF☼ V.2a - Quick update, fixes and archeology. :)
Post by: arclance on December 24, 2012, 12:24:56 pm
@arclance & zenerbufen: I guess the current version will stay like it is for a while, so Arclance, you can start on a linux version, and zen, you can start on a mac version. Except of course you'd rather wait a week and see what shows up in the reports I get ;)
I might be able to get one out later today or tomorrow.
I will update it to the Python GUI if zen gets something for people to play with soon.
If I include therapist it should be taken as experimental and not expected to work on every system.

You should be able to update the mod in the file I upload yourself, that works the same as in Windows.
I will have to make updates myself when the Python GUI or utilities change since they have to be compiled on Linux.
Title: Re: ☼MASTERWORK-DF☼ V.2a - Quick update, fixes and archeology. :)
Post by: Meph on December 24, 2012, 12:58:34 pm
I did a little bit on the creature spawning departement... all those "set up turret/landmine", spawn treants/gargoyles and so forth should be working a lot better now. I also tested a new thing... if a dwarf works too much in the Church of the dark depths he might become mad with power and become your enemy. He will spawn 5-20 zombies and then transform into a lich.

This way you get a small army, more or less ambush-sized, INSIDE your fortress. I really like that mechanic, and will spend some though about how to use it best.

@bloax: The skills can be increased in the Creature Study. You need one skill aether (I renamed them to megabeast soul in the alpha, might do that here as well) and a container (which can be build in the creature study)... and yes, you get a mad skill increase for one dwarf then.

The fractures can be combined into one, if you have enough of them. Also in the Creature Study. Gryphons can fly, so I guess there strength is avoiding wall-ins, and not epic battle ^^

@arclance: Thats sounds good, especially if I can update it myself, if it only concerns raws. As long as I can unpack and repack everything without breaking it. Is 7-zip a good choice, or which program would you recommend ?
Title: Re: ☼MASTERWORK-DF☼ V.2a - Quick update, fixes and archeology. :)
Post by: arclance on December 24, 2012, 01:27:35 pm
@arclance: Thats sounds good, especially if I can update it myself, as long as it only concerns raws. As long as I can unpack and repack everything without breaking it. Is 7-zip a good choice, or which program would you recommend ?
I looked a little closer at some of the stuff in there and it looks like you can't extract and repack it on Windows without damaging some of the links that are in some of the utilities.
You might be able to use a GUI archive editor to delete and re-add the raws to the archive without unpacking it on Windows so you don't damage the other parts of the archive.

7-zip is a good choice for the archive.
It has some of the best compression and can be extracted on any OS fairly easily since it is a open source format.
Title: Re: ☼MASTERWORK-DF☼ V.2a - Quick update, fixes and archeology. :)
Post by: BigD145 on December 24, 2012, 01:50:14 pm
@arclance: Thats sounds good, especially if I can update it myself, as long as it only concerns raws. As long as I can unpack and repack everything without breaking it. Is 7-zip a good choice, or which program would you recommend ?
I looked a little closer at some of the stuff in there and it looks like you can't extract and repack it on Windows without damaging some of the links that are in some of the utilities.
You might be able to use a GUI archive editor to delete and re-add the raws to the archive without unpacking it on Windows so you don't damage the other parts of the archive.

7-zip is a good choice for the archive.
It has some of the best compression and can be extracted on any OS fairly easily since it is a open source format.

7-zip changed how it compresses things recently, so it's version dependent and not friendly for people that use an old version that works and have no reason to update.
Title: Re: ☼MASTERWORK-DF☼ V.2a - Quick update, fixes and archeology. :)
Post by: arclance on December 24, 2012, 01:56:28 pm
7-zip changed how it compresses things recently, so it's version dependent and not friendly for people that use an old version that works and have no reason to update.
The latest stable 7-zip is 7-Zip 9.20 from 2010-11-18.
I don't see many people using the alpha version so this is likely not a problem until there is a new stable release.
If we run into problems with 7-zip I would say go to .rar or one of the .tar archive types.
I would not use .zip for this since it has very little compression.
Title: Re: ☼MASTERWORK-DF☼ V.2a - Quick update, fixes and archeology. :)
Post by: Bloax on December 24, 2012, 02:02:47 pm
Meph: Well, you might want to try adding in a way to combine and use them as an adventurer, because it's kind of disappointing to kill something and only find that it dropped a useless trinket. :P

As for gryphons, flying hardly matters when you can get it adjacent to you and kill it in one or two hits.

Also, I just met a Jotunar lesser vampire.. I wonder how this goes. (Unfortunately my adventurer is a cripple, so no Speedy Gonzales for me. :()

But yes, use 7-Zip. It's cool and stuff. As for you Mac guys, I'm plenty sure this mod isn't redistributed in one package for every OS - and thus we (the other OS users) shouldn't be limited by the limitations there. :v
I mean 7 MB is pretty cool as far as free bit savings go.
Title: Re: ☼MASTERWORK-DF☼ V.2a - Quick update, fixes and archeology. :)
Post by: zenerbufen on December 24, 2012, 02:16:26 pm
I wouldnt use 7zip is its not built in on the mac, I was thinking to use .zip / tar.bzip / tar.gzip / or a compressed disk image.  The last is the best supported on the mac as far as retaining mac meta-data but is un editable for meph if he wants to update raws.
Title: Re: ☼MASTERWORK-DF☼ V.2a - Quick update, fixes and archeology. :)
Post by: arclance on December 24, 2012, 02:33:28 pm
I wouldnt use 7zip is its not built in on the mac, I was thinking to use .zip / tar.bzip / tar.gzip / or a compressed disk image.  The last is the best supported on the mac as far as retaining mac meta-data but is un editable for meph if he wants to update raws.
Neither .7z, .rar, .tar.bz, or tar.gz are built in on Windows, you have to install 7-zip, Winrar, or some other third party program to use them.
Only the many .tar types and (I think) .zip support are installed by default in most Linux distros but .rar and .7z support should be easily installed through the systems package manager.

I think tar.gz (tar.gzip) has the best compression out of the ones you mentioned.
I doubt "compressed disk image" has much support outside of Mac.
Title: Re: ☼MASTERWORK-DF☼ V.2a - Quick update, fixes and archeology. :)
Post by: Fairin on December 24, 2012, 02:38:40 pm
@Umbra, the companion thing. happens when i alt tab out of DF

apparently the alt key is the modifier for the C button pressing alt again stops it from appearing after alt tabbing back to DF
Title: Re: ☼MASTERWORK-DF☼ V.2a - Quick update, fixes and archeology. :)
Post by: Meph on December 24, 2012, 02:46:15 pm
I can already say that I cant pack tar.gz or tar.gzip on my machine... .zip, .rar or .7z... rar is the favourite from my point of view. Yes, 7z has a better compression, but not as many people know it. So I will use .rar for windows, for mac whatever zen thinks is best, and for linu whatever arclance things is best.

@bloax: I assume you encountered the griphon in adv. mode ? Because a megabeast that can outfly/outrun your civilians and just flies over walls/moats is a real threat. Even if the military can dispatch it quickly...

Dont know about the adv. mode usage of all the mod tools, items, and so forth... really, dont get me started on that, because I dont support adv. mode all that much.

@fairin: Ah... so thats the trigger. I wonder if I should just remove it... it might be good for adv. mode, but I dont want to compromise fortress mode because of that. I would just leave it somewhere with a little readme, for people who want to install it regardless.

Title: Re: ☼MASTERWORK-DF☼ V.2a - Quick update, fixes and archeology. :)
Post by: arclance on December 24, 2012, 02:56:50 pm
I can already say that I cant pack tar.gz or tar.gzip on my machine... .zip, .rar or .7z... rar is the favourite from my point of view. Yes, 7z has a better compression, but not as many people know it. So I will use .rar for windows, for mac whatever zen thinks is best, and for linu whatever arclance things is best.
.7z or .rar are fine for Linux, no one should have any problem opening them.
I would not use .zip since it would make larger archives for people to download.
Title: Re: ☼MASTERWORK-DF☼ V.2a - Quick update, fixes and archeology. :)
Post by: Bloax on December 24, 2012, 03:03:06 pm
There's no reason to not use 7-Zip, if they can unpack .rar's, they can unpack .7z's.
Title: Re: ☼MASTERWORK-DF☼ V.2a - Quick update, fixes and archeology. :)
Post by: zenerbufen on December 24, 2012, 04:12:15 pm
Meph, are you using 7zip? It claims to be able to handle mac's compressed disk images (.dmg) 

edit:
also, in the help manual (.chm) there are a few pages that are missing the top bar template so the next/previous navigation doesn't work. Here is a list of the affected pages:

Summary
Metalworking Guide
Creatures
Materials
Buildings
Extra Content
Human Tech
Title: Re: ☼MASTERWORK-DF☼ V.2a - Quick update, fixes and archeology. :)
Post by: moisesjns on December 24, 2012, 04:45:25 pm
Is there a reason why using the spell eractions in adventure seem to always make me kill myself? morpheus does nothing and casting firebolt or the other spell even with proficient kanpper still gets myself killed. i cant move and just melt.
LOL nevermind i figured it out you have to throw the spell.
Title: Re: ☼MASTERWORK-DF☼ V.2a - Quick update, fixes and archeology. :)
Post by: Bloax on December 24, 2012, 05:03:11 pm
7-Zip supports the decompression of a bunch of formats, but it doesn't compress to many. This includes .dmg, which it only reads. (Not that I can see any archival benefit to the format.)

I can say that Jotunar vampires are going to beat you to shit, unless you're one nasty adventurer. (Unsurprisingly they're by far the most overpowered adventurers too.)
Though I seem to have a problem actually getting vampirism, because I have 7 units of transformed lesser vampire blood (albeit it's just "blood", which may be the culprit of the problem?) left from the 36 I filled a bag with. And I'm still mortal. And transformed vampire blood is supposedly better at spreading the curse.

Also, action:
Code: [Select]
The commander thrusts its hand!

You are struck by a ball of flames!

You hear a pained scream.
It is burning.

You can't sneak because somebody can see you.
You can't sneak because somebody can see you.
You can't sneak because somebody can see you.
You can't sneak because somebody can see you.
You hear a pained scream.
The commander rapidly gestures!
The commander rapidly gestures!
The Elf Speardancer is struck by a ball of flames!
The commander powerfully gestures!
The Elf Speardancer blocks the fire.
The Elf Speardancer blocks the fire.
The Elf Speardancer blocks the fire.
The Elf Speardancer blocks the fire.
The Elf Speardancer blocks the fire.
The Elf Speardancer attacks The commander but It jumps away!
The commander attacks The Elf Speardancer but He jumps away!
The commander misses The Elf Speardancer!
The Elf Speardancer attacks The commander but It jumps away!
You hear a bloodcurdling scream.
The commander attacks The Elf Speardancer but He jumps away!
The Elf Speardancer attacks The commander but It jumps away!

-------------------------------------------------------------

You charge at The commander!
The commander looks surprised by the ferocity of Your onslaught!
The commander is caught in a burst of flames!

You run through The commander in the head with the tip of your copper scimitar, breaking away the flames, fracturing the outer shell and tearing apart the brain!

The commander has been knocked unconscious!

-------------------------------------------------------------

The commander is propelled away by the force of the blow!

You are caught in a cloud of flames!
The Elf Speardancer is caught in a burst of flames!
The Elf Speardancer is caught in a cloud of flames!

The commander's left thigh skids along the ground, shattering the outer shell!

The Elf Speardancer is caught in a cloud of flames!
The Elf Speardancer is caught in a cloud of flames!

The commander slams into an obstacle!

Infernomancer Recruit has been struck down.
Scimitars are so deliciously overpowered;


[ATTACK:EDGE:15000:18000:whirl around and slash:whirls around and slashes:curved blade:1500]
[ATTACK:EDGE:20000:22000:whirl around with outsgtretched arms and slash:whirls around with outstretched arms and slashes:curved blade:3000]
[ATTACK:EDGE:50:10000:run through:runs through:tip:4100]

Now, some quality cutting-shit-up weaponry like a katana:

[ATTACK:EDGE:20000:6000:slash:slashes:NO_SUB:1250]

Yum.

Admittedly it's probably for some variety and semi-critical strikes in Dorf Mode, but things are a bit out of control when a scimitar is a good substitute for a spear - while also as good at cutting things apart as a great axe is.
Though I may be horribly wrong here, of course.

Edit: Update: Apparently the listed parameters are equal to the ones found in a Zweihander.. Except Zweihanders are pretty much "The Big Two-Handers", while a scimitar is a single-hand weapon.
Of course on average with random-strikes the zweihander wins, but coordinated the former, bigger weapon is pretty much exclusively for bling-bling effect.

Also I just slaughtered an entire army of No-Sleep-For-The-Living frost giant ambushers by poking their brains in with a copper scimitar.
Copper scimitar > Frost giants, apparently. Though nobody excludes the fact that Uruk Ronin are pretty badass.
Title: Re: ☼MASTERWORK-DF☼ V.2a - Quick update, fixes and archeology. :)
Post by: kamikazi1231 on December 24, 2012, 06:00:52 pm
Ignore my previous post about % children.  I tried to replicate it and got crashes randomly and once in a while a well generated world. 

If it helps at all every time I do get a crash the error log reads

Unrecognized Inorganic Token: WARPSTONE_SOLID
*** Error(s) finalizing the reaction LANDMINE_DEPLOY_KIT_TOXIC
Unrecognized Inorganic Token: WARPSTONE_SOLID
*** Error(s) finalizing the reaction TURRET_DEPLOY_KIT_WARPSTONE
Unrecognized Inorganic Token: WARPSTONE_SOLID

But for now I have a fully generated Blessed Sera to play so I'm happy.  Haha.
Title: Re: ☼MASTERWORK-DF☼ V.2a - Quick update, fixes and archeology. :)
Post by: Fairin on December 24, 2012, 06:22:43 pm
it begins to rain honey bee honey
it begins to snow Frozen sheeps milk!.

have fun going outside when all your dwarves can think about is how sticky honey is, and the smell of milk going bad is going to drive them nuts

also the terrain... yellow n white year round... ugh my eyes.. i built a tower of glass with a giant celing to block the honeynmilk from ruining my beautiful blue landscape

(v1 , good area rains never seem to cease for long, i have witnessed it raining. snowing (a snow storm has come!) its raining honey bee honey! and snowing frozen sheeps milk! at the same time... so yeah... my dwarves are happily underground.. not having to wash every other task...)

downloading v2 will see how that goes...

also . traders came with a prototype iron sword golem (remember v.1) worth 15k urists , tried to trade a masterwork mithril longsword (worth 16.5k urists) no luck . added in like 7.5k in food/drink barrels.. still no, tossed in 2 more longswords (2.7 and 4.5k respectively) still no.. - probably just conversation skills kicking my arse since it was the first dwarf caravan that came to visit me and my broker was just 5 ranks appraise. no social skills.

footnote.. golems aren't sissys anymore right?
Title: Re: ☼MASTERWORK-DF☼ V.2a - Quick update, fixes and archeology. :)
Post by: Fairin on December 24, 2012, 06:25:12 pm
also, how do i edit soundsense config file.. to change it to use the new updated MW version. never(successfully) tried to edit an xml file

just dislike redownloading all the packs every update when i already got them on my pc. probably something simple im overlooking...

- sigh didnt really want to copy the packs folder.. but did. worked anyway regardless
Title: Re: ☼MASTERWORK-DF☼ V.2a - Quick update, fixes and archeology. :)
Post by: Mictlantecuhtli on December 24, 2012, 07:17:37 pm
The menus [or, specifically, the extremely well-done organization of workshops and furnaces in-menu] in this mod should set an example to everyone how to do things related to that.
Title: Re: ☼MASTERWORK-DF☼ V.2a - Quick update, fixes and archeology. :)
Post by: Wrex on December 24, 2012, 07:45:47 pm
So, Meph, how does the new magic system work, or has it not been changed substantially?
Title: Re: ☼MASTERWORK-DF☼ V.2a - Quick update, fixes and archeology. :)
Post by: leanerace on December 24, 2012, 08:39:42 pm
I really love the decorations on this mod, first off there was the potted plants, now theres the toilets(GREAT JOB!)  8)

I would really love to see more decorations in the next succeeding patches of this mod, and maybe you could put some programming shtick(because i dont know how to program) that could enable dwarves to go to the toilets rather than just have them take  dump all over the fortress(which is where the vermins really come from). It could be like the training facilities but to a profile default for all dwarves, although  that means idlers would take shit all the time. I hope you could do something about that. after all sometimes the Fortress seems to be a little damp if you know what i mean.  :D
Title: Re: ☼MASTERWORK-DF☼ V.2a - Quick update, fixes and archeology. :)
Post by: Fairin on December 24, 2012, 09:20:58 pm
couple of requests Meph...

can the glass smelter.... make 4 blocks instead of one(like everything else) .. make beds too... make buckets...

or make the dwarf craftshop to make the glass beds since it makes more sense there. on a glass fetish apparently...

i think the dwarf craftshop needs a little cleaning up.. i don't think i've ever used half the reactions on the front page...

also alt is messing with the R button as well as the C button from df hack seeing whos the owner of said building, minor annoyance.

also wasnt the furniture shop able to make stuff out of blocks as well? - craft chest from block ect? - makes it easier to color coordinate my dungeon.. er fort.. what i have to do now is burn the rocks into colored bricks then make those colored bricks into boulders then make those new boulders into chests and whatnot.. (that also weigh a metric urist ton and are hard to move around -.-
Title: Re: ☼MASTERWORK-DF☼ V.2a - Quick update, fixes and archeology. :)
Post by: Godlysockpuppet on December 25, 2012, 04:52:41 am
Every time I go to make walls or floors on an embark larger than 4x5 DF crashes :P Any idea why? I've a funny feeling these new DF hack mudles are to blame.
Title: Re: ☼MASTERWORK-DF☼ V.2a - Quick update, fixes and archeology. :)
Post by: Meph on December 25, 2012, 09:07:16 am
EDIT: I also found a little bug in the machine factory. The reagents needed, the blackpowder, is the old type from the old chemistry system. So... the new chemist makes tools called blackpowder pouches, and currently you cant build your own landmines and some of the turrets because of that. I have it fixed here, but since this is such a rarely used late-game mechanic, I hope you guys can wait a bit ^^ 

@godlysockpuppet: I always embark on 3x3, so I wouldnt know. But you might want to report that to the DFhack guys, or falconne in the "construction helper plugin" thread. But my guess is just not enough virtual memory...

@fairin: I cant mod the glass smelter. I cant mod the vanilla reactions in the craftsdwarf. I also cant mod the dfhack plugins, but if they are really that distracting I will consider deleting the plugins. Furniture workshop never made stuff from blocks. It does need some blocks for beds, but all the rest is from rock, exactly like the mason or stonecutter. What I can do in theory is add a Glassforge/workshop/cutter/whatever. It could fill the same role as the other custom buildings (gem, rock) and create the items missing in the original building.

Oh, and soundsense, just copy the old pack you have, golems work fine, especially wartrained prototypes, and you can disable the strange weather in the GUI under "misc" I wanted to do a lot more with the weather, giving at an actual use, but it is so frequently and messes up the surface, that I might just scrap the idea of special rains, and just do special fogs/mists.

@leanerace: I dont know if you know, but dwarves dont actually need a toilet and/or create any sort of filth. There are hardcoded materials for this, but no game mechanics. I also cant add those, and I refuse to, because these buildings are decorational. Adding more micromanagement without positive affect will not be fun for the player. I can add same fake reactions that you as the player can activate, and a dwarf will use the toilet, but that would be, again, just for the sake of roleplaying. For example: diplomat arrives, you tell your mayor to hide in the bathroom, locking the door ^^ Stuff like that.

More decorations... I dont know about that one. There are already quite a few, grass, tree, plant, fountain, totem and toilet. The first four are essentially for indoor parks, with roads being used as paths, totem for evil players that want some deco for their dungeons/arena/whatever, and the last one for roleplaying fanatics and their living quarters. Or the throneroom ;) The display case actually is useful, you can safely store artefacts and trophies in them.

What kind of deco would you say is missing? Remember that I can only choose from the tiles in the tileset, I cant just make stuff up.

@wrex: No changes, simply some balancing. It is easier now, and treant seeds, spitting orchid seeds and gargoyle statues are way easire to get, because I want people to give reports about the improved spawning system. Please remember that this is in my current modding version, and not the one online.

@Mictlantecuhtli: Thank you :) I plan on improving this further, sorting the reactions in the buildings,and weapons/armor/tools... mechanixm actually had the idea and did some work on the alpha for this, would be a shame if the idea wouldnt be used. I dont think I will touch the stones, but who knows.

Do you think the workshop layout is ok as it is? The workshops in the groups themselves are unsorted, I didnt really know if I should do it alphabetically, or by type.

@kamikazi1231: One guess by me: You did disable warpstone in the GUI ? (the errorlog is harmless btw)

@bloax: thanks, scimitars will be nerfed. I actually removed them already in the Alpha... didnt get to it for this version yet.

@zen: the old manual is practically useless... more or less. I will still do the html-manual I did for the alpha and change the content. But cant work on it, I dont have it, or dreamweaver, on my netbook.
Title: Re: ☼MASTERWORK-DF☼ V.2a - Quick update, fixes and archeology. :)
Post by: thistleknot on December 25, 2012, 10:01:21 am
meph: modest mod has the recenter bugs fixed
Stopped pause and recenter on citizen birth and warm/damp walls Added pauseand recenter on death of citizen
Title: Re: ☼MASTERWORK-DF☼ V.2a - Quick update, fixes and archeology. :)
Post by: Meph on December 25, 2012, 10:37:28 am
these arent bugs, but vanilla DF features. Adding pause and recenter upon death is actually really bad, I did that once in this mod, and many people complained and voted it out, because big battles are stop-and-go then.
Title: Re: ☼MASTERWORK-DF☼ V.2a - Quick update, fixes and archeology. :)
Post by: Godlysockpuppet on December 25, 2012, 11:32:46 am
@godlysockpuppet: I always embark on 3x3, so I wouldnt know. But you might want to report that to the DFhack guys, or falconne in the "construction helper plugin" thread. But my guess is just not enough virtual memory...
Run into this problem several times before (I've a shitty laptop) so no surprises here.
Title: Re: ☼MASTERWORK-DF☼ V.2a - Quick update, fixes and archeology. :)
Post by: arclance on December 25, 2012, 11:55:12 am
Every time I go to make walls or floors on an embark larger than 4x5 DF crashes :P Any idea why? I've a funny feeling these new DF hack mudles are to blame.
Since dfhack is running in the same memory space as Dwarf Fortress every new thing they add to dfhack pushes you closer to the 2GiB memory limit on Windows.
I don't know how much it adds and 4x5 is not really that large so you might just be running out of memory.
Windows will kill it if it uses to large a percentage of the available ram.
You probably want at least 3GiB of ram to run that large of an embark to leave some room for your OS as well.
Title: Re: ☼MASTERWORK-DF☼ V.2a - Quick update, fixes and archeology. :)
Post by: Meph on December 25, 2012, 12:56:59 pm
Sometimes the game is weird... I sort the reaction/buildings, and it works. They are read out in the top to bottom order.

I sort weapons, doesnt work... because it is not read out from the items file, but the entity file that allows the weapons. It is readout from there... BOTTOM TO TOP, backwards.

???
Title: Re: ☼MASTERWORK-DF☼ V.2a - Quick update, fixes and archeology. :)
Post by: tfaal on December 25, 2012, 01:01:05 pm
I can't seem to write tomes. I've got a Scriptorium, a couple jugs with ink, a blank book, and an essay on the topic. What am I missing?
Title: Re: ☼MASTERWORK-DF☼ V.2a - Quick update, fixes and archeology. :)
Post by: Meph on December 25, 2012, 01:49:41 pm
One more essay.  You need 2 essays in total.

The basic idea is that you need a ton of dwarf-power and raw-mats to set up a big library section. But it will pay off, because reading a book once trains about 10-times more then normal work. Masterpieces 30-times more.
Title: Re: ☼MASTERWORK-DF☼ V.2a - Quick update, fixes and archeology. :)
Post by: kamikazi1231 on December 25, 2012, 02:05:44 pm
Just experienced something odd.  Confirmed that temperature is on.  Dug into a volcano from the side and just decided to sacrifice a beekeeper.  Lava poured in and I went under siege.  Twenty minutes late I open up the magma tubes(I designed it so I could wall it off after filling my tubes for forges to stop building destroyers from sneaking in).  My beekeeper was completely unharmed.  He had been standing in 7/7 lava for a good 20 minutes and I found him off mining away like nothing happened.  Very strange.
Title: Re: ☼MASTERWORK-DF☼ V.2a - Quick update, fixes and archeology. :)
Post by: Meph on December 25, 2012, 02:16:25 pm
Sorry to say, but I doubt that. Even with temp off, he should have drowned in 7/7 magma. Temperature changes need a restart of the game btw, so if you had temp off, turn temp on and dont restart the game, it is still temp off.

There is a super super low chance that he is a magmamancer, so check his description, in that case he should be immune to magma. Btw, does he have clothes ? because they definetly burn away, regardless of your beekeeper. If he has clothes, temp is definetly OFF.
Title: Re: ☼MASTERWORK-DF☼ V.2a - Quick update, fixes and archeology. :)
Post by: Speakafreak22 on December 25, 2012, 02:25:34 pm
So yesterday I was playing Masterwork (Not the newest update) and my bowmaker made a wooden wand.
What exactly should I do with that? Never heard of it in DF before. Does it need ammo? How is it in battle?
Title: Re: ☼MASTERWORK-DF☼ V.2a - Quick update, fixes and archeology. :)
Post by: Meph on December 25, 2012, 02:31:29 pm
Well... wands are from the old old old magic system. they shoot ammo called "spell" with special effects. The wand is still in the raws, and that was really, really rare. Unfortunately you cant do anything with it, except selling it, storing it in a display case, or using it as a really bad melee weapon. ^^
Title: Re: ☼MASTERWORK-DF☼ V.2a - Quick update, fixes and archeology. :)
Post by: Bloax on December 25, 2012, 03:22:19 pm
Hm, I was just going to write stuff about Infernomancers and them melting stuff, but it turns out they have a "Form" spell in Masterwork so that they are still normal beings normally.

Though it might still be worth setting their temperature down from 13000 Dorf (1666.67 C) to 10900 Dorf (500 C), or something around there.
Because it kind of sucks that the only weapons you can use while being a platinum monster is your fists/legs. Simply because everything else melts. (Lest you find the adamantine sword.)

Because you know, being the greatest legend in weaponcraft, only to find that you're limited to punching stuff to death while they're burning to a crisp is kind of anticlimactic. :P

I think I'll go ahead and look into the vampirism issue, at least by taking a look at whether or not it's just the one world that I tried it in that's bugged.
Title: Re: ☼MASTERWORK-DF☼ V.2a - Quick update, fixes and archeology. :)
Post by: Meph on December 25, 2012, 03:28:16 pm
They are from Fear the Night if I am not mistaken, so ask Xangi ^^

My own personal fire wizards, the magmamancer in fortress mode doesnt have that problem ;)

I also had a nice idea... with the actual coating I can improve on the dart thrower for traps. Will be fun having a trap that makes tiny holes in people, not really injuring them, but affecting them with syndromes. Especially crazed. :) Goblin runs into trap, goblins goes berserk, attacks goblin army. :)
Title: Re: ☼MASTERWORK-DF☼ V.2a - Quick update, fixes and archeology. :)
Post by: Bloax on December 25, 2012, 03:31:59 pm
I'll probably go ahead and post there, because it's primarily an issue over there.

The berserk-serum darts sound like a good idea though.

I'm also going to wonder how the hell you make graphics for individual creatures, because I can't seem to find them anywhere.
Title: Re: ☼MASTERWORK-DF☼ V.2a - Quick update, fixes and archeology. :)
Post by: Meph on December 25, 2012, 03:56:51 pm
raw/graphics/graphics_creature_masterwork.txt ? ;)

Yeah, sorry about the infernomancer, but if I fix every issue a foreign mod has dragged in, I would barely do anything else, and when Xangi updates fear the night, then I would have to do it again. Better to fix the source material :)

EDIT: Old poll results are 85% like the new changes, 2 votes for Neutral, and 3 votes for dislike the new changes. Could the neutral/dislike people please give me feedback? I am curious how they would like to make it better/change it.
Title: Re: ☼MASTERWORK-DF☼ V.2a - POLL about next big project
Post by: Meph on December 25, 2012, 05:36:57 pm
Slag... a byproduct of smelting ores...

During the Bronze Age of the Mediterranean there were a vast number of differential metallurgical processes in use. A slag by-product of such workings was a colorful, glassy, vitreous material found on the surfaces of slag from ancient copper foundries. It was primarily blue or green and was formerly chipped away and melted down to make glassware products and jewelry. It was also ground into powder to add to glazes for use in ceramics. Some of the earliest such uses for the by-products of slag have been found in ancient Egypt.[1]

Historically, the re-smelting of iron ore slag was common practice, as improved smelting techniques permitted greater iron yields--in some case exceeding that which was originally achieved. During the early 20th century, iron ore slag was also ground to a powder and used to make 'Agate Glass', also known as 'Slag Glass'.[2]

Mh.. its also used to create mineral/slag-wool and cement/concrete...
Title: Re: ☼MASTERWORK-DF☼ V.2a - POLL about next big project
Post by: Bloax on December 25, 2012, 05:45:31 pm
Have a lich sprite (I see it's an L in the game.);
(https://dl.dropbox.com/u/63152810/MicroLich.png) (https://dl.dropbox.com/u/63152810/MicroLichx2.png) (Very representative and unclear, aw yeah.)

Though on the topic of liches, it seems like their offers slowly rot to death.
Or at least that's what it seemed like, because my adventurer that was (un)fortunate to kill one ended up pretty badly rotted after a couple of days that I spent trying to get it to disappear.

Which seems kind of cruel.
Title: Re: ☼MASTERWORK-DF☼ V.2a - POLL about next big project
Post by: Meph on December 25, 2012, 05:51:30 pm
You had a lich without sprite ingame ?

Thats weird, because I am currently spawning quite a lot of them, along with their zombie army, and they do have a sprite. CREATURE:LICH...

I can only find LICH and LICHFIEND, nothing else in the raws, and both do have a sprite. Although yours looks better and I would totally use it, if I may :)
Title: Re: ☼MASTERWORK-DF☼ V.2a - POLL about next big project
Post by: Willadie on December 25, 2012, 05:54:05 pm
I have a problem. For whatever reason I am getting creatures, such as nightwings, unicorns etc, that do not belong in the biome I am in. As well, fetherwood is growing everywhere like normal trees. And as previously stated the embark points are not static, as in rather than "1247" (or what ever the default points are) I get say "1802" or "1102" etc.
*Edit: Also this happens on the past 3 versions of masterwork I've played on. (The current one; The Beta GUI fix; and the 1.9)
Title: Re: ☼MASTERWORK-DF☼ V.2a - POLL about next big project
Post by: Wolfy on December 25, 2012, 05:57:28 pm
I have a problem. For whatever reason I am getting creatures, such as nightwings, unicorns etc, that do not belong in the biome I am in. As well, fetherwood is growing everywhere like normal trees. And as previously stated the embark points are not static, as in rather than "1247" (or what ever the default points are) I get say "1802" or "1102" etc.
The reason for embark is easy, you star at a certin point, and then your civ may have steel but no iron, which cost a lot more and just that 5 iorn what evers that cost 40 embark points? 160 now (just an example)
Check you can tell most of the time qwhy
Title: Re: ☼MASTERWORK-DF☼ V.2a - POLL about next big project
Post by: Willadie on December 25, 2012, 05:59:01 pm
I have a problem. For whatever reason I am getting creatures, such as nightwings, unicorns etc, that do not belong in the biome I am in. As well, fetherwood is growing everywhere like normal trees. And as previously stated the embark points are not static, as in rather than "1247" (or what ever the default points are) I get say "1802" or "1102" etc.
The reason for embark is easy, you star at a certin point, and then your civ may have steel but no iron, which cost a lot more and just that 5 iorn what evers that cost 40 embark points? 160 now (just an example)
Check you can tell most of the time qwhy
No, as in with all materials removed the points change.
Title: Re: ☼MASTERWORK-DF☼ V.2a - POLL about next big project
Post by: Willadie on December 25, 2012, 06:03:55 pm
Spoiler (click to show/hide)
Spoiler (click to show/hide)

Here's an example of the embark points problems
*Edit: Opps. Put the same image in twice.
Title: Re: ☼MASTERWORK-DF☼ V.2a - POLL about next big project
Post by: Wolfy on December 25, 2012, 06:06:12 pm
I'm 95% you used the same pic twice, that or I see no problem  :P
Title: Re: ☼MASTERWORK-DF☼ V.2a - POLL about next big project
Post by: Willadie on December 25, 2012, 06:07:12 pm
I'm 95% you used the same pic twice, that or I see no problem  :P
Yeah, I dun'goofed there. It's fixed though.
Title: Re: ☼MASTERWORK-DF☼ V.2a - POLL about next big project
Post by: Wolfy on December 25, 2012, 06:08:28 pm
What about the items? maybe there is something there like animals your forgetting?

9I'm not sure if thats affected by this mod or not)
Title: Re: ☼MASTERWORK-DF☼ V.2a - POLL about next big project
Post by: Meph on December 25, 2012, 06:09:56 pm
The pictures you posted are actually identical, probably one wrong link... but yeah, several other people, including me, noticed that.

And honestly, I have no clue whatsoever how modding can affect the embark points. Putnam, another modder who usually roams the forum and answers all the questions said the same, cant affect them with modding. It is a great mystery ;)

The biomes I did change, so people see more mystical creatures. Some people like it, some dont, but I left the really dangerous thing in evil bioms, no worries. The feather-tree should revert back to "wood" when felled, like any other tree...
Title: Re: ☼MASTERWORK-DF☼ V.2a - POLL about next big project
Post by: Willadie on December 25, 2012, 06:14:06 pm
What about the items? maybe there is something there like animals your forgetting?

9I'm not sure if thats affected by this mod or not)
Like I have said, this is a BLANK embark profile. No animals, skills or items. It's really weird as I seem to be the only person having it. Maybe my antivirus/firewall software (Comodo) might be affecting something? I'll try looking into that.
Title: Re: ☼MASTERWORK-DF☼ V.2a - POLL about next big project
Post by: Willadie on December 25, 2012, 06:15:17 pm
The pictures you posted are actually identical, probably one wrong link... but yeah, several other people, including me, noticed that.

And honestly, I have no clue whatsoever how modding can affect the embark points. Putnam, another modder who usually roams the forum and answers all the questions said the same, cant affect them with modding. It is a great mystery ;)

The biomes I did change, so people see more mystical creatures. Some people like it, some dont, but I left the really dangerous thing in evil bioms, no worries. The feather-tree should revert back to "wood" when felled, like any other tree...
I probably should of made it more obvious, but the embark points are different.
Title: Re: ☼MASTERWORK-DF☼ V.2a - POLL about next big project
Post by: Bloax on December 25, 2012, 06:16:53 pm
If I may :)
Have a lich sprite: (https://dl.dropbox.com/u/63152810/MicroLich.png) (https://dl.dropbox.com/u/63152810/MicroLichx2.png)
whadaya think mayt

Though now that I think about it, it might be because I'm actually using the Jolly graphics set, except that by funkiness it still kept the creature graphics on. (Which is a cool combo.)

I'm not really satisfied, but I guess that's what 16x16 restrictions mean. Have an infernomancer: (https://dl.dropbox.com/u/63152810/MicroInfern.png) (https://dl.dropbox.com/u/63152810/MicroInfernx2.png)
Kind of hard to represent a platinum humanoid (thus bright gray) with fire everywhere.
Title: Re: ☼MASTERWORK-DF☼ V.2a - POLL about next big project
Post by: Wolfy on December 25, 2012, 06:17:48 pm
others have it to, its just that, its not "possible" its hard coded, mods cant affect it, but yet...
so we dont know, out of wonder, try picking the same spot and see if it gives the same points every time or if its random
Title: Re: ☼MASTERWORK-DF☼ V.2a - POLL about next big project
Post by: Willadie on December 25, 2012, 06:21:41 pm
I looked through the trusted/unrecognized file list for comodo, and saw that a big list of stuff in my DF Masterwork folder is "untrusted", and moved them to "trusted". I'm genning a world to see if that fixed it, as this is most likely the reason. Btw, really love the mod. A few features I dislike, like turning coarse iron into normal, but this mod adds and fixes loads of things in DF for the better.
Ps. Didn't know beakdogs could fly, so I enabled their sieges = Early loss of a fortress.
Title: Re: ☼MASTERWORK-DF☼ V.2a - POLL about next big project
Post by: Willadie on December 25, 2012, 06:22:47 pm
others have it to, its just that, its not "possible" its hard coded, mods cant affect it, but yet...
so we dont know, out of wonder, try picking the same spot and see if it gives the same points every time or if its random
I previously did this. Same spot is the same points, UNLESS I embark, retire, then re-embark
Title: Re: ☼MASTERWORK-DF☼ V.2a - POLL about next big project
Post by: Meph on December 25, 2012, 06:29:28 pm
Quote
like turning coarse iron into normal,

This doesnt exist anymore... no coarse iron in the mod atm.

And the Fortress Defense beak dogs can FLY ? (I think its actually beak wolves, but I know what you mean)
Title: Re: ☼MASTERWORK-DF☼ V.2a - POLL about next big project
Post by: Willadie on December 25, 2012, 06:46:19 pm
Sadly that did not fix it. The only thing I can think of now is to send a link to my game folder to see if the issue is limited to my computer.
http://www.mediafire.com/?0pgk6hwz9azcle2
Title: Re: ☼MASTERWORK-DF☼ V.2a - POLL about next big project
Post by: Willadie on December 25, 2012, 06:47:20 pm
Quote
like turning coarse iron into normal,

This doesnt exist anymore... no coarse iron in the mod atm.

And the Fortress Defense beak dogs can FLY ? (I think its actually beak wolves, but I know what you mean)
Now I am REALLY fucking confused... Because I have coarse iron, and originally I did too believe beak dogs could not fly. Maybe my raws are really messed up?
Title: Re: ☼MASTERWORK-DF☼ V.2a - POLL about next big project
Post by: Wolfy on December 25, 2012, 06:52:00 pm
whenwher you get the mod? it may be out of date
Title: Re: ☼MASTERWORK-DF☼ V.2a - POLL about next big project
Post by: Willadie on December 25, 2012, 06:53:19 pm
whenwher you get the mod? it may be out of date
DL'd the new version the day it came out. Redownloading it, though DFfiledepo is slooooow.
Title: Re: ☼MASTERWORK-DF☼ V.2a - POLL about next big project
Post by: Meph on December 25, 2012, 06:58:20 pm
Dont redownload. I checked.

Neither beak dogs (creature) nor beak wolves (fortress defense race) can fly.

But... I removed coarse iron from the raws, but didnt double-check and remove it from the ascii/ironhand raws, because I do have 3 sets of raws... I mod on the phoebus version. So yeah... ehm... bad news, everyone that plays ascii or ironhand is stuck with coarse iron (because I did remove the reaction to refine it to iron, since there is no coarse iron anymore, d'oh) and... well, you cant make pig-iron or steel then. What fun. -.-

I did fix it here... but damn it, I really thought I could avoid another bug-fix update ^^

EDIT: For now, just try using mithril instead of steel...
Title: Re: ☼MASTERWORK-DF☼ V.2a - POLL about next big project
Post by: Wolfy on December 25, 2012, 07:00:00 pm
You may of done this but I'd add that to the OP in big red letters
Title: Re: ☼MASTERWORK-DF☼ V.2a - POLL about next big project
Post by: Meph on December 25, 2012, 07:08:29 pm
Na, I rather slave away at some more improvements, and then upload a new fix... like I said, I hoped to avoid this, but tomorrow I upload a new version. I just hope the dffd is more stable then, lately the site has been offline a lot.

EDIT: Currently the changelog is this:

##########################################
v2b
##########################################

Improved Creature Spawning. Higher success chance, and no intervention by vermin hunters anymore.
Gremlins can no longer be bought as pets.
Removed Scimitar, because it's essentially the same as a longsword.
Added battle pick. Better, more expensive version of picks.
Nerfed picks.
Added training hammer.
Thatch/Wicker is now standardized (no plant-name-wicker anymore)
Slight balance changes in the 3 magic buildings.
You can now create or reverse-engineer clockwork parts (needed for turrets)
Fixed "create landmines" and "create turrets" (they still requestet the blackpowder from the deleted chemisty system)
Removed "melt 2 blocks into obsidian/slade" from great magma forge. (done in crucible now)
Fixed "boil leather in oil" reaction, now gives rest oil back, instead of "generic liquid"
Magma Spawning and Transporting now takes any labor to do (formerly Alchemy, ups...)
Removed Bayonets. Instead simply use "large dagger", made in the forge.
Added magma-safe tube section to stonecutter.
Added reaction to the brewery. Brew drink (2). It takes 2 barrels instead of one, and procudes slightly more drinks then the still. (Still 1 Barrel = 25 drinks, Brewery 2 Barrels = 2x15 drinks)
Sorted weapons (for forge screen)
Added sphalerite, ore of zinc back in.
Therefore added zinc back in... as well as brass.
Spend around 7h sorting all reactions. Either alphabetically, or renamed and grouped them better.
Title: Re: ☼MASTERWORK-DF☼ V.2a - POLL about next big project
Post by: Bloax on December 25, 2012, 07:11:26 pm
Quote
Removed Scimitars, because they were essentially an overpowered version of longswords.
Fixed that for you. :P
Title: Re: ☼MASTERWORK-DF☼ V.2a - POLL about next big project
Post by: Riun on December 25, 2012, 08:10:23 pm
Sadly I cant playtest as much as I would like due to Christmas, but here are a couple of things I noticed:
After first download my playable race were Humans. Resetting all MW Options back and genning a new world did not fix it, Redownloading did. After new installation I cannot reproduce the bug, no matter which settings I change.
In all worldgens as Humans, Goblins did not show as neighbours, even though they were present in the population file, after fixing it and playing as dwarf they were shown on same maps, some not. I am currently playing a fort to test wether they still show up.

I had, in my first Autumn, 9 Kobold thieves at once sneak in (Wtf?).

New Archeology seems to be working fine, so does the Creature Research Lab. I am currently trying to build the new magic buildings, will report on their functionality in a couple of days.

On the Poll: The inside spawning enemies sound ridiculously fun. No more boring "Kill it or lock the door". Finally a need to defend the inside as well. Great idea!

How does the raiding system in orc Fortress work?
Title: Re: ☼MASTERWORK-DF☼ V.2a - Quick update, fixes and archeology. :)
Post by: Speakafreak22 on December 25, 2012, 08:22:43 pm
Well... wands are from the old old old magic system. they shoot ammo called "spell" with special effects. The wand is still in the raws, and that was really, really rare. Unfortunately you cant do anything with it, except selling it, storing it in a display case, or using it as a really bad melee weapon. ^^
Aw man, I was hoping it would be something really cool lol. Maybe I'll outfit a dwarf with fill candy armor and give him the want.
Title: Re: ☼MASTERWORK-DF☼ V.2a - POLL about next big project
Post by: Meph on December 25, 2012, 08:24:56 pm
humans as embarkable race can only be a bug caused by duplicate raws. Thats the only possible cause. duplicate raws ALWAYS show up on the errorlog... so if you have one for this, please have a look. I always make sure the release has no errorlog with default settings.  if your races are mixed up, it is no wonder that goblins also have some problems ^^ goblins are also the weakest of the hostile races, so they die off first, at least usually, according to logic they should ;)

9 kobolds thieves is ok... the adv. worldgen maps I include spawn 30 civs. So you can have 3 kobold civs at the same time trying to steal from you. it also depends on your fort value.

Thanks for the feedback and deliberate testing. the magic buildings are not new btw, I didnt change anything on them in the release you have. next release will have slight tweaking, but no big changes...

Inside spawning enemies already exist, but are really, really rare.  READ THIS, Big trouble in little Innsmoth (http://www.dfst.org/en/stories/2380), a story that happend in the mod. :)

Raiding system: You have a buccaneers drydock for orcs, and you can build a boat (tool) and send the boat and hired buccaneers with equipment (you need to give them weapons and armor) on a quest to raid elven hamlets, human towns, drow underdark, dwarven fortresses...

In reality you have this workhops, need to input custom tools (raiding gear, armor set, weapon set, and the boat) and either your brave raiders are killed in action (offscreen, no actual orcs die) and you dont get anything... OR they return with the boat and crates of loot. You can also explore old underground ruins to find blueprints and tech that you otherwise wouldnt.

It essentially simulates sending out war-parties to targets, and then returning with a specific reward (or die trying) I sadly cannot make actual soldiers leave, but this is as good as it gets with modding.


Title: Re: ☼MASTERWORK-DF☼ V.2a - POLL about next big project
Post by: Riun on December 25, 2012, 08:31:35 pm
Oh, alright, I remembered about reading some changes somewhere. Prolly too sleepy too think straight.
Do you have any features in specific you need testing then? I will start a new fort on my gaming pc tomorrow, so if I should try something in specific, just tell me ;)

Just a little offidea, could you add in syndromes which have a chance to kill the user of the raiding system? Like in the Alchemy lab? This way there would be the possibility of losing orcs/dwarves.
Title: Re: ☼MASTERWORK-DF☼ V.2a - POLL about next big project
Post by: Bloax on December 25, 2012, 09:14:10 pm
BUG: Looking at the "d"escription of a Drider crashes the game. 'Tis not good.
Title: Re: ☼MASTERWORK-DF☼ V.2a - POLL about next big project
Post by: CarpetFibers on December 25, 2012, 09:21:30 pm
Found a bug in the Creature Research Lab. Even though I have 7 gold bags of loot, the lab won't let me open them. This seems to be the cause in reaction_Masterwork.txt:

[REAGENT:A:1:TOOL:ITEM_TOOL_LOOT:INORGANIC:GOLD]

should be

[REAGENT:A:1:TOY:ITEM_TOY_LOOT:INORGANIC:GOLD]

according to item_toy_masterwork.txt:

[ITEM_TOY:ITEM_TOY_LOOT]
[NAME:bag of loot:bags of loot]
[HARD_MAT]

Edit: After a second look it appears you have entries for the bag of loot as both a Tool and a Toy. but only the Toy version seems to drop. Is this intentional?
Title: Re: ☼MASTERWORK-DF☼ V.2a - POLL about next big project
Post by: Bloax on December 25, 2012, 09:48:00 pm
Well, becoming a minor vampire through human blood seems to work. Let's try with a transformed lesser vampire now.
Title: Re: ☼MASTERWORK-DF☼ V.2a - POLL about next big project
Post by: Rossol on December 25, 2012, 10:35:41 pm
Summoning Circle idea sounds amazing! Really handy.
Title: Re: ☼MASTERWORK-DF☼ V.2a - POLL about next big project
Post by: Meph on December 25, 2012, 10:39:24 pm
@bloax: transforming twice doesnt work... you can only become one. after this you are immune to the rest.

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

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

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

Title: Re: ☼MASTERWORK-DF☼ V.2a - POLL about next big project
Post by: Bloax on December 25, 2012, 10:44:32 pm
Meph: I know you can't be two kinds of something, but earlier I drank tons of transformed lesser vampire blood (which was labelled as "blood") - and nothing happened.
And it's in adventure mode, Phoebus.
Title: Re: ☼MASTERWORK-DF☼ V.2a - POLL about next big project
Post by: thistleknot on December 25, 2012, 10:59:07 pm
how can I export craft rock bin into modest mod?

I guess I'd like to also incorporate underground pastures.
Title: Re: ☼MASTERWORK-DF☼ V.2a - POLL about next big project
Post by: smokebubble on December 25, 2012, 10:59:56 pm
Inside spawning enemies already exist, but are really, really rare.  READ THIS, Big trouble in little Innsmoth (http://www.dfst.org/en/stories/2380), a story that happend in the mod. :)

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

Edit. I forgot to mention that link in the quote isn't working.
Title: Re: ☼MASTERWORK-DF☼ V.2a - POLL about next big project
Post by: Putnam on December 26, 2012, 12:58:51 am
how can I export craft rock bin into modest mod?

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

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

Rock bin crafting is just a reaction you can put into the craftsman workshop if you want.
Title: Re: ☼MASTERWORK-DF☼ V.2a - POLL about next big project
Post by: Bloax on December 26, 2012, 01:04:35 am
Oh, and as a side note - could you make all civilizations actually speak? I don't really see any reason as for why they shouldn't.
Title: Re: ☼MASTERWORK-DF☼ V.2a - POLL about next big project
Post by: Putnam on December 26, 2012, 01:06:15 am
Removing CAN_SPEAK tends to cause war without any of the sillyness caused by BABYSNATCHER.
Title: Re: ☼MASTERWORK-DF☼ V.2a - POLL about next big project
Post by: The Scout on December 26, 2012, 01:53:44 am
Sauropods are a bit... tougher then I thought.
Title: Re: ☼MASTERWORK-DF☼ V.2a - POLL about next big project
Post by: Meph on December 26, 2012, 04:46:35 am
DF Stories seems to be down... the story is also on reddit: Big Trouble in Little Innsmouth (http://de.reddit.com/r/dwarffortress/comments/tx16y/the_purging_of_shieldfrenzy/) The cult, and other hidden threats are currently optional, and will stay optional. I will make settings for new ones, if I choose to introduce more of those.

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

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

@bloax: Which races do you mean? As far as I know all races, except kobolds, can speak.
Title: Re: ☼MASTERWORK-DF☼ V.2a - POLL about next big project
Post by: Flare on December 26, 2012, 05:10:58 am
Sauropods are a bit... tougher then I thought.

I assure you that its durability is quite reasonable.

Spoiler (click to show/hide)

Edit: Sometimes when I press "r" to repeat an order, I get presented with a side screen telling me no owner is assigned.
Title: Re: ☼MASTERWORK-DF☼ V.2a - POLL about next big project
Post by: Meph on December 26, 2012, 05:58:16 am
Press ALT once, than you turn it off. Same with "c"... it's those fancy new dfhack plugins. I think I disable them, at least till a well done manual is included.

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

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

I guess I just like the idea of a giant furnace quarter, instead of just 2-3 buildings somewhere in a corner.
Title: Re: ☼MASTERWORK-DF☼ V.2a - POLL about next big project
Post by: Flare on December 26, 2012, 06:10:06 am
Got another one of those bugs, it seems whenever I assign a room with "a" from a bed, I get sent to a side side screen of no owner assigned, follower by an arrow point to the word bed to the right in blue.

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

I think it just depends on how you implement them. Perhaps you can build it into the blast furnace, to create a massive reward but you will have to deal with the slag. Maybe to counter the slag build up, slag would come into existence at a similar rate like iridium, with the exception that it would be incredibly heavy and require minecarts to deal with them in a timely manner. Don't know how you would motivate people to get rid of the slag though, maybe it would give off nauseating vapors continuously over a long time like miasma.
Title: Re: ☼MASTERWORK-DF☼ V.2a - POLL about next big project
Post by: Meph on December 26, 2012, 06:14:05 am
I was more thinking of 1-2 bars of slag/flyash for each bar of metal you create, depending on which one.

Make 10 steel bars ? Have 20 slag bars lying around. Clutters up workshops, thats how you motivate people to move it ^^
Title: Re: ☼MASTERWORK-DF☼ V.2a - POLL about next big project
Post by: Flare on December 26, 2012, 06:37:49 am
Yeah, but I can live with clutter. I think we can separate the occurrence of slag and how much slag appears once it appears. In a 10% chance that it appears, the slag could be qualified as being huge when it does appear, quite literally being so heavy that you'd need a minecart to haul it away.

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

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

Of course though, this whole process doesn't require the player to actually destroy the slag in the process, it just requires them to remove it from the blast furnace. Which when you think about it is like how the real work kinda works. The only difference in DF is that space is infinite and free and thus there's no need to destroy anything at all.
Title: Re: ☼MASTERWORK-DF☼ V.2a - POLL about next big project
Post by: Meph on December 26, 2012, 07:01:25 am
No, fire and poisonous gases are already in the game...

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

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

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

(https://lh5.googleusercontent.com/-FX-jmkCaYo4/UNrm086XZ7I/AAAAAAAALec/6euqY1wyFec/s840/all%2520logos.PNG)

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

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

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

If people are willing to put up with that, I could add it as on optional setting. I think the benefits outweight the negatives. :)
Title: Re: ☼MASTERWORK-DF☼ V.2a - POLL about next big project
Post by: Riun on December 26, 2012, 08:00:07 am
Slag with Miasma sounds fine to me, metal industry is too easy in my eyes anyways. Make it a chooseable option, then nondwarfy players can turn it of.. :P

And the Pictures are looking awesome!
Title: Re: ☼MASTERWORK-DF☼ V.2a - POLL about next big project
Post by: Meph on December 26, 2012, 08:44:10 am
===== NEW DOWNLOAD: V.2b ===== (http://dffd.wimbli.com/file.php?id=5315)

UPDATE: Masterwork V.2b

 - Alphabetically sorted reactions in workshops.
 - Fixed steel industry and kobold loot for Ascii/Ironhand users. Sorry, forgot about you guys...   :-\
 - Improved creature spawning, higher success chance.
 - Fixed landmine and turret blackpowder, now takes the new version from the chemist.
 - Slight weapon balancing... added battlepick, training hammer, kicked out scimitar.
 - Standardized thatch/wicker bales.
 - Simplified bayonettes. Now simply use any large dagger.
 - Brewery can distill drinks more efficient, but needs more barrels then the still.
 - Zinc and Brass are back in the game.
 - Third cavern plants changed. Removed firetree/livingtree, added shadethorn, very expensive black wood.


Notes: This update is mostly for the ascii/ironhand users, because I accidently broke the steel industry for them. Again, sorry for this. The sorted workshop reactions do make a massive difference ingame. I dont know if people notice it, without seeing a direct before/after comparison, but it will make using workshops a lot less hassle.

RL: I will fly to Paris this evening, spend a day there, then spend a day getting back to Germany. That means I will probably not show up here the next 2 days. Take your time and test the new version, vote on the poll, and tell me what you think about the slag system in the meantime.

Full Changelog V.2b
Spoiler (click to show/hide)


SLAG SYSTEM - THIS IS NOT IN THE GAME YET. I JUST WANT YOUR OPINION

I would like to introduce an optional waste system to make metal refining harder. I want to do this, because I had a fully clad steel dwarf in the succession fort, before the first caravan arrived. This means that the current layout is way too easy.

 - Slag and flyash is a realistic byproduct of ore refining.
 - I would also like to use more realistic catalysts in the furnaces.
 - For each metal bar you would create 1-2 slag.
 - Slag can be tossed in a new building, the Slag Pit, to destroy it.
 - Slag could be used to create cement/concrete blocks for constructions.
 - Slag would create miasma if not destroyed in time. (if I can mod this in)
 - Slag would clutter the furnaces, if not destroyed/moved.

The basic idea is to make metalworking areas larger, adding a few slag pits to keep it clean, and using more hauling labor to clean it up. I know that an addition that only adds negative aspects might sound bad at first, but I do like both the realism and the game mechanic of it. Unhappy, slow workers if ignored, happy fast workers if the workarea is cleaned.


TRANSFORMATION ANNCOUNCEMENTS - AGAIN; NOT IN THE MOD YET

I could pause the game and refocus the camera every time a creature is transformed.

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

The negative effect would be quite a lot of spam whenever you spawn creatures. If you spawn ONE landmine, you get dwarf => dwarf setting up a landmine => dwarf,  and the bodypart => landmine transformation, so 3 pause/recenter. With the 4 treants it would mean 6 pause/recenter. If I add armies that spawn inside your base, you unfortunately would get one pause/stop for each creature spawned + 2.


Again, I would love to hear feedback on this.


Masterwork V.2a
Spoiler (click to show/hide)

Masterwork Dwarf Fortress V.2

Spoiler (click to show/hide)

Special thanks to:
- Deon, because I blatantly stole the bitterroot/shadowleaf poisons for testing purposes.
- Falconne, for his dfhack plugins. Seriously, check them out.
- smakemupagus, for the Orc Fortress Plugin.
- My brain, for keeping me awake till this was finished.
- You guys, for showing the patience. First update in 3 months, yeah. *dead.

Edit: I double-spoilered the V.2 and V.2a, because the post was getting a bit big.
Title: Re: ☼MASTERWORK-DF☼ V.2a - POLL about next big project
Post by: LoGIRz728 on December 26, 2012, 09:04:32 am
Hello there. I'm posting to report an Archeology glitch in 2a on ASCII version. There is a reaction called "Identify found fossil" which takes ANY rough gem and has 10 rolls for 13% to get a fossil.
So it takes a gem, profuces fossil and uses that for this reaction again and again or something, resulting in insane amounts of loot.
The reaction code I found in the raws
Code: [Select]
[REACTION:PREPARE_FOSSIL]
[NAME:identify found fossil]
[BUILDING:ARCHEOLOGIST:CUSTOM_F]
[REAGENT:A:1:ROUGH:NONE:INORGANIC:FOSSIL]
[PRODUCT:13:1:TOOL:ITEM_TOOL_FOSSIL_1:INORGANIC:BLANK]
[PRODUCT:13:1:TOOL:ITEM_TOOL_FOSSIL_2:INORGANIC:BLANK]
[PRODUCT:13:1:TOOL:ITEM_TOOL_FOSSIL_3:INORGANIC:BLANK]
[PRODUCT:13:1:TOOL:ITEM_TOOL_FOSSIL_4:INORGANIC:BLANK]
[PRODUCT:13:1:TOOL:ITEM_TOOL_FOSSIL_5:INORGANIC:BLANK]
[PRODUCT:13:1:TOOL:ITEM_TOOL_FOSSIL_6:INORGANIC:BLANK]
[PRODUCT:13:1:TOOL:ITEM_TOOL_FOSSIL_7:INORGANIC:BLANK]
[PRODUCT:13:1:TOOL:ITEM_TOOL_FOSSIL_8:INORGANIC:BLANK]
[PRODUCT:13:1:TOOL:ITEM_TOOL_FOSSIL_9:INORGANIC:BLANK]
[PRODUCT:13:1:TOOL:ITEM_TOOL_FOSSIL_10:INORGANIC:BLANK]
[SKILL:CUTGEM]
[AUTOMATIC]
Any help on that?
Title: Re: ☼MASTERWORK-DF☼ V.2b - UPDATE and POLL
Post by: McClaude on December 26, 2012, 09:04:45 am
I personaly love every addition that makes the game harder. SLAG SYSTEM great idea, just let it optional as a difficulty increase.
Title: Re: ☼MASTERWORK-DF☼ V.2b - UPDATE and POLL
Post by: Meph on December 26, 2012, 09:28:15 am
@LoGIRz728: Well... as is the tried and tested tradition of this mod, whenever I upload a new version, one last thing immediatly pops up. Ascii and Ironhand are missing the new fossil inorganic files, and I have added them now. Currently reuploading the V.2b. I guess about 20 people or so will download atm, so please mind that your ascii/ironhand fossils are missing. If you play Phoebus you have nothing to worry, your version is fine.

If you are one of these people that downloaded V.2b before I made this post, please install this easy fix yourself:

Go to: MasterworkDF 2b\MasterworkDwarfFortress\Ironhand\raw\objects
Go to: MasterworkDF 2b\MasterworkDwarfFortress\Matrix\raw\objects

And replace the content of inorganic_fossil with this:
Spoiler (click to show/hide)

As a personal note I think I might start testing all tilesets before a release, instead of just one.

Edit2: And before I forget it: LoGIRz728, you deserve an award. Because this is as good as a bugreport can be. You named your mod version, which tileset you use, a description of what happens, and even a fitting part of the raws. Well done. :)
Title: Re: ☼MASTERWORK-DF☼ V.2b - UPDATE and POLL
Post by: LoGIRz728 on December 26, 2012, 09:41:41 am
Thanks for the fast reply, Meph! Better now than after 2 days I guess
Title: Re: ☼MASTERWORK-DF☼ V.2b - UPDATE and POLL
Post by: Meph on December 26, 2012, 09:43:28 am
Well, I am still here for an hour and have nothing to do... then its off to the airport. At home i'll be busy for quite some time as well, so dont expect any updates soon ;) your report came just in time.

EDIT: Updated the changelog in the first post. Was still on 1.9.3 ^^
Title: Re: ☼MASTERWORK-DF☼ V.2b - UPDATE and POLL
Post by: vdpk7 on December 26, 2012, 10:00:48 am
Thank you for the update Meph!

btw will a v.2a world parameter genereted with the ironhand setting work with the .2b update?
Title: Re: ☼MASTERWORK-DF☼ V.2b - UPDATE and POLL
Post by: Meph on December 26, 2012, 10:07:49 am
No changes take effect in old saves. You can still play them, but nothing would change. Thats why I rushed this release so much, the missing steel industry would really hurt ascii/ironhand players. It was leftover coarse iron ore, that shouldnt have been there.

But if you want to fix it yourself, you can go to your save folder, open reaction_masterwork.txt, press CTRL+h, then find all BAR:NO_SUBTYPE:METAL:IRON and replace with BAR:NO_SUBTYPE:METAL:PURE_IRON

That should fix it even in a generated world.

Edit: Oh, and if someone wants to indulge me: Spawn Location + Magmabottle is a powerful building destroyer trap. The magma stays in the building till it is deconstructed, so build some outside, wait for trolls or similar nonsense, and see them raze the building, and engulf in magma. I havent seen it myself in invasion, and would be curious about reports. :)
Title: Re: ☼MASTERWORK-DF☼ V.2b - UPDATE and POLL
Post by: thistleknot on December 26, 2012, 12:07:36 pm
so what is ur steam engine meph? is it a unit? or a building? im curious.
Title: Re: ☼MASTERWORK-DF☼ V.2a - POLL about next big project
Post by: smokebubble on December 26, 2012, 01:50:28 pm
The cult, and other hidden threats are currently optional, and will stay optional. I will make settings for new ones, if I choose to introduce more of those.


That's much appreciated. Though I was thinking it would be whole sieges magically appearing inside but after reading your "Development and Discussion" post on reddit; I see that I was wrong and what you have planned is actually pretty cool.
Title: Re: ☼MASTERWORK-DF☼ V.2a - POLL about next big project
Post by: thistleknot on December 26, 2012, 02:06:30 pm
how can I export craft rock bin into modest mod?

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

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

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

dont i have to add a item_bin somewhere as well?
Title: Re: ☼MASTERWORK-DF☼ V.2b - UPDATE and POLL
Post by: Godlysockpuppet on December 26, 2012, 02:35:56 pm
so what is ur steam engine meph? is it a unit? or a building? im curious.
Building. It uses DF hack (a 3rd party program) to work.
Title: Re: ☼MASTERWORK-DF☼ V.2a - POLL about next big project
Post by: Nevets_ on December 26, 2012, 03:08:39 pm
SLAG SYSTEM - THIS IS NOT IN THE GAME YET. I JUST WANT YOUR OPINION

I would like to introduce an optional waste system to make metal refining harder. I want to do this, because I had a fully clad steel dwarf in the succession fort, before the first caravan arrived. This means that the current layout is way too easy.

 - Slag and flyash is a realistic byproduct of ore refining.
 - I would also like to use more realistic catalysts in the furnaces.
 - For each metal bar you would create 1-2 slag.
 - Slag can be tossed in a new building, the Slag Pit, to destroy it.
 - Slag could be used to create cement/concrete blocks for constructions.
 - Slag would create miasma if not destroyed in time. (if I can mod this in)
 - Slag would clutter the furnaces, if not destroyed/moved.

Here's an overly ambitious idea:

- Slag is created as 1 heavy boulder per 1 ore smelted.
- 1 Slag can be ground to 4 cement mix at a millstone.
- 1 cement mix is now required make each stack of 4 bricks.
- That means 1 slag boulder can be used with 4 other boulders to make 16 brick blocks.
- Brick Wall / Floor is a new construction type that can be built very quickly using stone hauling labor, rather than masonry skill.

That way you can quickly build mega-constructions using cheap bricks and any spare haulers you have, rather than needing a group of trained masons.
Title: Re: ☼MASTERWORK-DF☼ V.2a - POLL about next big project
Post by: Mictlantecuhtli on December 26, 2012, 04:16:22 pm
rather than needing a group of trained masons.

I find trained mason to be a misnomer in my forts. It's usually me going "Go be a damn MASON NOW!" to Lye Makers, heh.

Slag is a good idea to add in. Not sure about the miasma part, though, some of us have alot of furnaces running at once and slag making miasma would be hell for me. Especially since I wouldn't destroy it, ever, I'd use it to make blocks.
Title: Re: ☼MASTERWORK-DF☼ V.2b - UPDATE and POLL
Post by: Solarion on December 26, 2012, 06:48:39 pm
Hi Meph,

About the Slag idea. I feel that any complication which only results in requiring more space or more dwarven labour accomplishes exactly nothing, as both those commodities are typically extremely cheap. I do like the intention of making acquiring metals somewhat harder, both from the perspective that it is very easy to get any ore you want in the first place (either from mining, trading [which, by the way, is also completely broken in that I can trade whole caravans worth for 3 gold goblets], or in your case, even the transmuting), and secondly also because once you have ores the rest of the process is trivial. Introducing more workshops or by-products doesn't really fix this, and I think that slag won't prevent fully steel-clad dwarves before the first caravan, like you mention as an example. I feel the main problem lies with the supply of ores, not the industry around it.

What I'd like to see is a map with, for example, one type of metal somewhat common, a few other types rare, and the rest only (modestly and expensively) trade-able. However, I have not found this balance yet, as I can only seem to switch between 'swim in ALL the metals' and 'nothing shiny in sight'. What might also work is cave-ins for too large empty rooms actually possible, making the process of mining actually dangerous (however not as randomly deadly as warpstone did. I kinda disliked that you do a little exploratory mining and suddenly lose three miners to some smoke. Carefully planning out a pattern that won't collapse would be more up my alley). But I don't really see that happening without toady doing it himself.

Just my two cents.
Title: Re: ☼MASTERWORK-DF☼ V.2b - UPDATE and POLL
Post by: thistleknot on December 26, 2012, 07:08:01 pm
looks like I figured out my answer to my rock bin's (and gonna borrow the rock barrell)

I used agent ransack to do the searching.

entity_default.txt
  line 1532
  permit craft_stone_bin

[PERMITTED_REACTION:CRAFT_STONE_BIN]
[PERMITTED_REACTION:CRAFT_STONE_BARREL]


reaction_masterwork.txt
  line 8025

[REACTION:CRAFT_STONE_BIN]
   [NAME:craft rock bin from block]
   [BUILDING:GRINDER:CUSTOM_N]
   [REAGENT:A:1:BLOCKS:NONE:INORGANIC:NONE][WORTHLESS_STONE_ONLY]
   [PRODUCT:100:1:BIN:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
   YESDUST[PRODUCT:100:1:BOULDER:NONE:INORGANIC:DUST][PRODUCT_DIMENSION:150]
   [SKILL:STONECRAFT]

[REACTION:CRAFT_STONE_BARREL]
   [NAME:craft rock barrel from block]
   [BUILDING:GRINDER:CUSTOM_V]
   [REAGENT:A:1:BLOCKS:NONE:INORGANIC:NONE][WORTHLESS_STONE_ONLY]
   [PRODUCT:100:1:BARREL:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
   YESDUST[PRODUCT:100:1:BOULDER:NONE:INORGANIC:DUST][PRODUCT_DIMENSION:150]
   [SKILL:STONECRAFT]

Title: Re: ☼MASTERWORK-DF☼ V.2a - POLL about next big project
Post by: Hugo_The_Dwarf on December 26, 2012, 07:30:25 pm
SLAG SYSTEM - THIS IS NOT IN THE GAME YET. I JUST WANT YOUR OPINION

I would like to introduce an optional waste system to make metal refining harder. I want to do this, because I had a fully clad steel dwarf in the succession fort, before the first caravan arrived. This means that the current layout is way too easy.

 - Slag and flyash is a realistic byproduct of ore refining.
 - I would also like to use more realistic catalysts in the furnaces.
 - For each metal bar you would create 1-2 slag.
 - Slag can be tossed in a new building, the Slag Pit, to destroy it.
 - Slag could be used to create cement/concrete blocks for constructions.
 - Slag would create miasma if not destroyed in time. (if I can mod this in)
 - Slag would clutter the furnaces, if not destroyed/moved.

Do some more reserch into slag Meph, you got the concrete part right, slag can be ground into powder and mixed in with normal concrete to make bigger batches (or some such, been awhile since i looked into it) It also makes good fertilizer (convert slag into potash for farms) and can be used as a glaze, and I think glass too (grind it into black sand) and I've never found Slag making a stink to be honest, I know I have slag as a byproduct of my blast furnaces. If you are making a "Slag pit" why not just a "Grinder" and have it do all types of stones and such (you know a de-clutter-er) because why would anyone make another building that does just 1 thing :P
Title: Re: ☼MASTERWORK-DF☼ V.2b - UPDATE and POLL
Post by: thistleknot on December 26, 2012, 07:48:10 pm
Meph: here's the weird issue I was getting earlier I was talking about (construction menu related), fortress mode (looks like an adventure mode menu)

http://i47.tinypic.com/2iw0xw3.png
Title: Re: ☼MASTERWORK-DF☼ V.2b - UPDATE and POLL
Post by: fasquardon on December 26, 2012, 07:51:02 pm
Hm, I like the slag idea, just because I am always short of uniform rocks.  Toxic miasma releasing slag I don't like, it is unrealistic and overkill.  The added clutter is going to punish people enough, given how it is going to suck up framerate.

The idea of making waste management a bigger part of the game has alot of appeal to me in general - as I am sure you can tell from my enthusiasm for working toilets.  Waste disposal is one of the largest challenges of real settlements.  The dwarfs do have it quite easy.  I think waste materials should be useful though.  Making things pure pain are just annoying.  Making it something that is useful if you can set up the right infrastructure is pain with eventual reward.

On making metals more difficult to get, I think you are better off making the workshops bigger and/or require more tools to build.  Like a forge requiring a hammer, an anvil and some tongs, rather than dwarfs being able to hammer red-hot metal with their bare hands...

I think that in general, the biggest factor that makes dwarfish industry so easy in the game is that for most workshops, all you need to build them is a boulder.

fasquardon
Title: Re: ☼MASTERWORK-DF☼ V.2b - UPDATE and POLL
Post by: thistleknot on December 26, 2012, 07:57:47 pm
Update:

no, my craft stone bin is still not showing up...
Title: Re: ☼MASTERWORK-DF☼ V.2b - UPDATE and POLL
Post by: Putnam on December 26, 2012, 09:18:14 pm
Update:

no, my craft stone bin is still not showing up...

You need to change the building from GRINDER if you want it outside of Masterwork.
Title: Re: ☼MASTERWORK-DF☼ V.2b - UPDATE and POLL
Post by: thistleknot on December 26, 2012, 09:37:07 pm
I was looking for building in the original, and never saw a mention of grinder, or masonry (maybe I didn't check masonry, but I believe I did)

I guess what I would be asking is,

what do I set it to?

Masonry's Workshop?  Mason?  Masonry?

so yeah, let me know, it will save a lot of time
Title: Re: ☼MASTERWORK-DF☼ V.2b - UPDATE and POLL
Post by: Putnam on December 26, 2012, 11:26:33 pm
The second line of the stone bin whosit says GRINDER. Change it to CRAFTSMAN, as there is no masonry workshop.
Title: Re: ☼MASTERWORK-DF☼ V.2b - UPDATE and POLL
Post by: Solarion on December 27, 2012, 04:53:20 am
Hi Meph,

About the Slag idea. I feel that any complication which only results in requiring more space or more dwarven labour accomplishes exactly nothing, as both those commodities are typically extremely cheap (for me at least). I do like the intention of making acquiring metals somewhat harder, both from the perspective that it is very easy to get any ore you want in the first place (either from mining, trading [which, by the way, is also completely broken in that I can trade whole caravans worth for 3 gold goblets], or in your case, even the transmuting), and secondly also because once you have ores the rest of the process is trivial. Introducing more workshops or by-products doesn't really fix this, and I think that slag won't prevent fully steel-clad dwarves before the first caravan, like you mention as an example. I feel the main problem lies with the supply of ores, not the industry around it.

What I'd like to see is an embark with, for example, one type of metal somewhat common, a few other types rare, and the rest only (modestly and expensively) trade-able. However, I have not found this balance yet, as I can only seem to switch between 'swim in ALL the metals' and 'nothing shiny in sight' in the world gen parameters.
What might also work is making cave-ins for too large empty rooms actually possible, making the process of mining actually dangerous (however not as randomly deadly as warpstone did. I kinda disliked that you do a little exploratory mining and suddenly lose three miners to some smoke. Carefully planning out a pattern that won't collapse, or better yet needs reinforcing, would be more up my alley). But I don't really see that happening without toady doing it himself.

Just my two cents.
Title: Re: ☼MASTERWORK-DF☼ V.2b - UPDATE and POLL
Post by: thistleknot on December 27, 2012, 09:47:19 am
The second line of the stone bin whosit says GRINDER. Change it to CRAFTSMAN, as there is no masonry workshop.

if i wanted to make it a masons workshop
 how so?
Title: Re: ☼MASTERWORK-DF☼ V.2b - UPDATE and POLL
Post by: Meph on December 27, 2012, 10:23:12 am
Wow, really surprised to see the Chaos Civ getting that many votes... after all, I dont think many people kill of the circus, especially in this mod. ^^

thistleknot, this has nothing to do with this mod. Your last 5 posts are all about general modding knowledge, like tags and reactions. Please post them in a fitting thread, not here. You cant add anything to the masons shop. I recommend reading the wiki, instead of just asking a question for every line ^^

Solarion: I increased mineral scarcity a bit, and will see what I can do about the buildmats. I'll still test out the slag system in a fort myself, before I force it upon anyone (of course optionally)

fasquardon: the problem is to find a good reason for a waste management system. Yes, it is realistic, and yes, if toady would introduce one, people would go along with it. But if I add one as an option, 95% or so would just disable it... not worth the trouble then.

nevets, I cant mod the original mason and the block reaction in it...

godlysockpuppet, the hammer/spear typo was fixed in the alpha... I did it again, for this version :)
Title: Re: ☼MASTERWORK-DF☼ V.2b - UPDATE and POLL
Post by: thistleknot on December 27, 2012, 10:32:31 am
thistleknot, this has nothing to do with this mod. Your last 5 posts are all about general modding knowledge, like tags and reactions. Please post them in a fitting thread, not here. You cant add anything to the masons shop. I recommend reading the wiki, instead of just asking a question for every line ^^


This was 4 posts ago
Meph: here's the weird issue I was getting earlier I was talking about (construction menu related), fortress mode (looks like an adventure mode menu)

http://i47.tinypic.com/2iw0xw3.png

but maybe it's not related to your thread as maybe it's not a mw bug, and rather a df hack bug, but it was a follow-up to what I was experiencing with your mod (the only thing I updated was the dfhack version).

And most of the questions were followup to my original extraction of some of your modded in items, but.... I thought they might fit better in a general modding question forum...  So I'll redirect.

What wiki?  here ? http://dwarffortresswiki.org/index.php/Main_Page  As I don't see any tutorials on modding other than some stuff on alchemy.
Title: Re: ☼MASTERWORK-DF☼ V.2b - UPDATE and POLL
Post by: Meph on December 27, 2012, 10:36:02 am
http://dwarffortresswiki.org/index.php/Token (http://dwarffortresswiki.org/index.php/Token) This will answer ALL tags possible. There is a ton about modding on the wiki.

Do you have the alt+c companion order screen in the V2b ? Because I need as many infos as I can... Check this out, this is how a bugreport should look:

Hello there. I'm posting to report an Archeology glitch in 2a on ASCII version. There is a reaction called "Identify found fossil" which takes ANY rough gem and has 10 rolls for 13% to get a fossil.
So it takes a gem, profuces fossil and uses that for this reaction again and again or something, resulting in insane amounts of loot.
The reaction code I found in the raws
Code: [Select]
[REACTION:PREPARE_FOSSIL]
[NAME:identify found fossil]
[BUILDING:ARCHEOLOGIST:CUSTOM_F]
[REAGENT:A:1:ROUGH:NONE:INORGANIC:FOSSIL]
[PRODUCT:13:1:TOOL:ITEM_TOOL_FOSSIL_1:INORGANIC:BLANK]
[PRODUCT:13:1:TOOL:ITEM_TOOL_FOSSIL_2:INORGANIC:BLANK]
[PRODUCT:13:1:TOOL:ITEM_TOOL_FOSSIL_3:INORGANIC:BLANK]
[PRODUCT:13:1:TOOL:ITEM_TOOL_FOSSIL_4:INORGANIC:BLANK]
[PRODUCT:13:1:TOOL:ITEM_TOOL_FOSSIL_5:INORGANIC:BLANK]
[PRODUCT:13:1:TOOL:ITEM_TOOL_FOSSIL_6:INORGANIC:BLANK]
[PRODUCT:13:1:TOOL:ITEM_TOOL_FOSSIL_7:INORGANIC:BLANK]
[PRODUCT:13:1:TOOL:ITEM_TOOL_FOSSIL_8:INORGANIC:BLANK]
[PRODUCT:13:1:TOOL:ITEM_TOOL_FOSSIL_9:INORGANIC:BLANK]
[PRODUCT:13:1:TOOL:ITEM_TOOL_FOSSIL_10:INORGANIC:BLANK]
[SKILL:CUTGEM]
[AUTOMATIC]
Any help on that?

Title: Re: ☼MASTERWORK-DF☼ V.2 - New version is there.
Post by: thistleknot on December 27, 2012, 10:41:58 am
well here's the original post about the issue, so this is how I was getting the companion screen, haven't tested with v2.0b

since I don't have any raw specific info about it, I'll just leave this here

Spoiler (click to show/hide)

http://i47.tinypic.com/2iw0xw3.png

thanks for the token info
Title: Re: ☼MASTERWORK-DF☼ V.2b - UPDATE and POLL
Post by: Meph on December 27, 2012, 11:01:36 am
So... you give me a bugreport about V.2a, then I upload V.2b, with this line in the changelog:
Quote
Removed companion-order and roomlist plugins fromdfhack, because they tend to pop up unwanted in fortress mode. (c and r key)

What more then explicitly stating that I fixed it should I do ?  :P

I wanted people to post about the slagpit and transformation announcements, and now an entire page is dedicated to this conversation, your modding questions, putnams answers, and my explanations to you. That way, the actual mod content gets buried further into the thread... I dont say you shouldnt ask questions, but find the right place to do it.
Title: Re: ☼MASTERWORK-DF☼ V.2b - UPDATE and POLL
Post by: thistleknot on December 27, 2012, 11:05:06 am
I didn't know it was companion order screen plugin until just now =D

but in all fairness, I didn't read the changelog
Title: Re: ☼MASTERWORK-DF☼ V.2b - UPDATE and POLL
Post by: Warmist on December 27, 2012, 11:09:08 am
So... you give me a bugreport about V.2a, then I upload V.2b, with this line in the changelog:
Quote
Removed companion-order and roomlist plugins fromdfhack, because they tend to pop up unwanted in fortress mode. (c and r key)

What more then explicitly stating that I fixed it should I do ?  :P

I wanted people to post about the slagpit and transformation announcements, and now an entire page is dedicated to this conversation, your modding questions, putnams answers, and my explanations to you. That way, the actual mod content gets buried further into the thread... I dont say you shouldnt ask questions, but find the right place to do it.
It should be rebound to something else or use @dungeonmode e.g.
Code: [Select]
keybinding add Ctrl-C@dungeonmode gui/companion-order
That way it will only work in advmode.
Title: new features
Post by: mensrea on December 27, 2012, 02:54:40 pm
The slag system your proposing sounds very cool, minus the miasma/toxicity of it. Hell, myself and most of the people from the town I grew up in used to play king of the hill on a gargantuan slag dump outside of town when we were younger, and none of us mutated too horribly.

I liked the idea of having to grind the slag up to make it into a filler for building materials as well. Perhaps make the grinder have to be powered to grind the slag into dust? Perhaps its the dust generated from grinding this stuff up that gets into the air and gives dorfs the old bleeding lung syndrome? Seems like a perfect job for the bee-keepers.

Transformation announcements sounds like it would be more trouble than its worth for friendly golems/spellcasters and such, but worth it for the things where an opposing sorcerer reveals himself and starts opening a portal to hell in your main hall.

On the topic of making smelting/smithing harder the idea of more requirements for the buildings themselves sounds reasonable. Needing blacksmith tools, firesafe materials for building furnaces and a couple mechanical and leather pieces for building a bellows to keep the fire stoked would make it more difficult to build up a matelworking op. Maybe have the blast furnace require mechanical power to run its large bellows? Have crucible steel the only type of steel that its possible for dwarves to make without something like coal powder or some charcoal made from an exotic underground tree?

The ultimate challange may be to not use magma smelters and have to rely entirely on coal/charcoal for all smelting, though that does not really need to be modded in, just done voluntarily.

Great mod by the way. Thanks for all the hard work and dedication. I really don't know how you even find the time for all this, what with traveling the world over and being a secret agent and all. Definitely appreciated.
Title: Re: ☼MASTERWORK-DF☼ V.2b - UPDATE and POLL
Post by: CarpetFibers on December 27, 2012, 03:02:46 pm
Not sure if this is a bug with Masterwork or what, but wells seem to be spewing/spilling all kinds of liquids other than water, when a dwarf spills the bucket.

See here: http://i.imgur.com/g2lF3.png

Note that no fights have taken place near the well (it was just recently built). It's drawing from an underground water source which is closed off (no blood, etc in the pool).
Title: Re: ☼MASTERWORK-DF☼ V.2b - UPDATE and POLL
Post by: Labraid on December 27, 2012, 03:23:40 pm
Blood may come from symptoms rather then from fighting, if you have harder smelting or workshop smoke effects enabled even working at smelter or kitchen may prove messy, you might also have a plague of some sort in your fort and your dwarves simply puke blood all over themselves and then go to your well to wash it off.
Title: Re: ☼MASTERWORK-DF☼ V.2b - UPDATE and POLL
Post by: fasquardon on December 27, 2012, 03:30:34 pm
I've not used the transformation system yet, so I don't feel I can contribute very much to the discussion.  I don't know how annoying transformations currently are, so I don't know if being bombarded by popups is less annoying or not...  Certainly it sounds more annoying.

I think the argument for waste management - including slag - is: does it add an interesting challenge without adding to the annoyance of the game?  If you can answer yes, then I think it is worth doing.  But done wrong, you could end up doing the opposite - no added challenge, but adding to the annoyance of the game.  From the ideas you've mooted so far for slag, I could see it going either way.

fasquardon
Title: Re: ☼MASTERWORK-DF☼ V.2b - UPDATE and POLL
Post by: Meph on December 27, 2012, 03:58:35 pm
Transformations do not happen that much, it mostly depends on how much reactions you do that include transformations. The main problem is that they all work with boiling stones, and they are unrelyable. Maybe it works, maybe not... this way people get a obvious notice. ^^

Ok, I will think about the slagpit some more... current idea is no miasma, but approx. 1 slag bar for each metal bar, and you can either destroy them, use them for concrete blocks, or to create fertilizer. All this is based on realism. There is also something called slag-wool used for insulation, but from the mid 18th century, so too high tech. I dont want it to be poisonous though... I just liked the miasma because it generates bad thoughts.

I would love to add coarse iron, and make something like steel step one, then steel, then crucible steel, then damast steel... BUT since the mod is so optional, it would be difficult to build it in. Of course I can steel out and put it in a difficult, expensive building. But then people say: Hey, I play without the uber-crucible-steel thingy, were do I do steel now? Answer: You dont, you just removed it. ^^

@carpetfibers: dwarves also go to the well to clean themselves, leaving behind those spatters. Dwarf has blood on him => go to well => clean => dwarf walks away, leaves blood spatter on the floor, the washed-off blood.

Title: Re: ☼MASTERWORK-DF☼ V.2b - UPDATE and POLL
Post by: fasquardon on December 27, 2012, 04:22:34 pm
Worth noting: I have never made steel or iron in masterwork - I don't find the payoff worth the effort.  Steel already has the most complicated production chain of any of the metals, so usually I've gone straight for the mithril.

So when making steel harder to get, it would be worth making everything better than steel harder to get too.

fasquardon
Title: Re: ☼MASTERWORK-DF☼ V.2b - UPDATE and POLL
Post by: Labraid on December 27, 2012, 05:02:09 pm
As it is right now making steel isn't this much of a problem, especially with boneyard reactions to make flux. That's why I usually go for basic iron weapons to fend of the random wildlife then next upgrade straight to welded mithril.

Introduction of more complex steel production chain would surely make me rethink this strategy... or end up exterminated by first few ambushes. But as goblins do carry steel junk then melting it would be one of the most affordable ways to get steel early, given you can somehow take if away form them without filling up graveyard with militia or spending years building complex trap corridors or water flush drops.

EDIT: Now that I put some though in it. IF you make making steel a major pain and gobs would sill carry it like nothing changed then cold calculation would make me misplace trade depo at the bottom of to-be-filled pool. Relations drop from one gone-missing caravan would then be unable to offset the huge step forward of getting around 2-3 assorted sets of possibly advanced armour and weapons.
Title: Re: ☼MASTERWORK-DF☼ V.2b - UPDATE and POLL
Post by: Meph on December 27, 2012, 06:27:16 pm
I'll have a look at the furnaces and see what I can do with buildmats alone for now. Makes it both easy on you, and the GUI. And remember, mithril is now exactly like steel, just lighter. Not super sharp anymore. Slademantine is completely gone, and Volcanic needs a lot of work... so the best you can do "early" is welded mithril. Which is 20% better then steel/mithril.

Buildings... expedition stuff is working, but I see what kind of finetuning I will do. Glassforge is done. Rest is empty, no reactions. Feedback ? (on the design of the buildings)

(https://lh3.googleusercontent.com/-wmCO-vSNbsw/UNzYmDMCGQI/AAAAAAAALfc/Sn1TocwSRq8/s628/building%2520designs.PNG)
Title: Re: ☼MASTERWORK-DF☼ V.2b - UPDATE and POLL
Post by: Mictlantecuhtli on December 27, 2012, 07:16:07 pm
I'd love more explanation of this 'expedition stuff,' as it sounds awesome. But vague.
Title: Re: ☼MASTERWORK-DF☼ V.2b - UPDATE and POLL
Post by: Meph on December 27, 2012, 07:29:45 pm
Mh... I wanted to post the raws, but the character-limit said no...

It works like this:
- Make a gear-set for something.

Example:
Bard Gear, needs 1 instrument, 1 backpack, 1 flask, 1 drink.
Spy Gear, needs 1 dagger, 1 cloak, 1 blackpowder pouch, 1 backpack, 1 flask.
And so forth...

Then you can select where to send them.
Send spy to humans
Send spy to elves
Send spy to drow
And so forth...

You will now have a chance to get something in return. For humans you might get handcannons, bullets, or blueprints for weaponry, armory or gunsmith. Just imagine the spy stole them.

You can not actually send any units off-screen. All is done in the building.

Caravans are another example. You build a wagon. You run the reaction "prepare caravan" which needs 20 crafts and one wagon, you get a full wagon. You can now choose which civ you want to sent it to... you will get back your empty wagon, and crafts, toys, maybe armor, maybe weapons, maybe materials that are specific to that civ.

Mercenaries do the same, but with greater risk (chance you get nothing) and greater rewards...

Actual gear needed:
Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK-DF☼ V.2b - UPDATE and POLL
Post by: misiekm on December 27, 2012, 08:00:06 pm
Hello,

First off, great mod, thank you for all the hard work :) I've had a lot of fun with it since I first discovered there's life after vanilla DF, a while ago.

I seem to have stumbled upon a bug (and I hope I haven't just missed something in the changelogs). It bothers me slightly, though some may say I have been blessed :D namely, the elves seem to have completely disappeared.

They never sent me any caravans, so I decided to investigate, backed up my fortress, abandoned and found out there's no elven civilizations listed as neighbours anywhere in my world. I took a look at the other worlds I made before and I could find every race except Warlocks (disabled, I hate those cheaters) and Elves (doublechecked, they are enabled).
I thought that maybe they were slaughtered by other civs, but looking at the Legends mode, there were no Elven groups, historical figures or civilizations even mentioned.

These worlds have been all Medium size, Short history, Frequent / Everywhere mineral occurence and High everything else. I tried creating worlds with Medium and Low settings, but to no avail, the elves still wouldn't show up.

If that helps - I use the Ironhand tileset, my settings are default except -- disabling warlocks, Harder Learning and less solid rock. I've not modified the raws in any way.

Sorry if I'm repeating some already-stated problems, I searched this thread a little and found nothing substantial. :)
Title: Re: ☼MASTERWORK-DF☼ V.2b - UPDATE and POLL
Post by: BigD145 on December 27, 2012, 11:38:41 pm
Not having a certain civ at all does happen. Not a bug.
Title: Re: ☼MASTERWORK-DF☼ V.2b - UPDATE and POLL
Post by: Wolfy on December 27, 2012, 11:44:02 pm
It's luck, I've had some where in the teens of worlds where there where no humans.
Title: Re: ☼MASTERWORK-DF☼ V.2b - UPDATE and POLL
Post by: Fairin on December 28, 2012, 01:37:26 am
glass forge =D thank you meph i butchered my raws trying to teach myself how to make exactly this..

could the slag pit also produce fertalizer? that'd be awesome i hardly bother to use Fertalizer anyway since lye is -so irritateing-

i'd like to replace a danger room with the colleseum , heavilly one sided fights not entirely out of the question, summon some captured gobbo slaves vs my dwarves in full steel and training weapons...  sounds legit...

what is the material cost to summon said things? gems? logs? gemed logs that are on fire?

now all we need is a playable feline draconic race...<3
Title: Re: ☼MASTERWORK-DF☼ V.2b - UPDATE and POLL
Post by: Wrex on December 28, 2012, 03:46:03 am
I wouldn't make danger rooms impossible to build- they are handy for building science forts, and various science related paraphealia.

I can offer more concrete feedback later. Perhaps specific poisons would be avalible from the drow as a sort of racial thing you could buy?


I also think a sort of "Termination" workshop, that dispenses poisonous mist could be handy. For science, of course. Could be a pain to get working, but eh.
Title: Re: ☼MASTERWORK-DF☼ V.2b - UPDATE and POLL
Post by: Flare on December 28, 2012, 04:13:09 am
Is the expedition thing influenced at all by the combat skills of the dwarf that participates?

Edit: Found the magma sea, built a magma forge, what do I do to see the fill magma bottle command?
Title: Re: ☼MASTERWORK-DF☼ V.2b - UPDATE and POLL
Post by: Meph on December 28, 2012, 04:47:00 am
@misiekm: Try the adv. world gens, and you will have elves. It is just the normal worldgen cant handle all the additions sometimes.

@wrex: But wrex, dangerrooms can be built... just the usage requires a little bit more armor. And someone teaching dwarves what a throat/neckguard is. Poisons are mostly creature extracts, and the GCS venom is practically as good as it gets, and you might get that at embark O_o Giving the drows poison would fit well though. :) And how should the poison-gas workshop work? The dwarf using it would get poisoned, and civilians would never activate it with enemies nearby...

@flare: No, the expedition thing is based on percentages in the raws.. cant influence it by skill. Magma bottle is in all magma furnaces. The forge is a workshop ;) (I cant add it to it, otherwise I would have done so)

@fairin: Glass forge currently makes all weapons and armor. I didnt bother with furniture, because you can make all of it in the vanilla version... if I am wrong, and some items are missing, please do tell. It is a rather long list of reactions though, because of 3 sets (clear, green, crystal) and I even run out of hotkeys, after using all available ones...  slag pit would produce potash, not directly fertilizer, still needs lye. Collosseum would summon elementalmen from the fitting inorganic mat, so a gabbro boulder would either summon a gabbroman or a stoneman (havent decided yet if it will be specific names or by material) and I havent done anything on the more complex materials. Possibly buying special tradegoods from elves and drow... This is a golden "monster cage (ash demon)"...  or something you can preserve as a reagent, "summoning crystal" and some base materials to it. we'll see. Suggestions welcome :P
Title: Re: ☼MASTERWORK-DF☼ V.2b - UPDATE and POLL
Post by: Flare on December 28, 2012, 04:57:47 am
As sorry, I meant the magma smelter. All the other reactions are there like scrapwood and meteorite, but no magma bottle.
Title: Re: ☼MASTERWORK-DF☼ V.2b - UPDATE and POLL
Post by: Wrex on December 28, 2012, 05:11:03 am
I meant in terms of not removing danger rooms, silly me.



A gasing station would be purely for dwarf disposal for those with an uncommon hatred of the dwarves in question. Not very practical, but it could be fun.


It could be a bit difficult to get creature extracts without buying them form caravans, and I'm not sure if a barrel of toxin is consumed, since I haven't been able to play around with the feature yet. Being able to distill some toxins ( The shadowleaf kind probably works just fine) should help.
Title: Re: ☼MASTERWORK-DF☼ V.2b - UPDATE and POLL
Post by: Meph on December 28, 2012, 05:25:58 am
@wrex: Then I dont know what you mean about the dangerrooms. Anyway, the gasing station (hey, I am german, you know that? :P ) would be completely useless. there are more fun ways to kill nobles (which might not do labor and wont use the workshop) and I already have the sacrifice-dwarf reaction in the temple/altar...

You can make poisons, bitterroot, shadowleaf, and one from the third cavern... just extract from plants ;) Creature extracts can only be bought... I plan on adding inorganic acids as well, to coat weapons with it. That way you can buy, mine or farm your poison.

@flare: the game is trying to be cleverer then me... and again, succeeds... Ah... I cannot add reactions to the magma smelter or magma kiln, nope... only to the smelter and kiln, and those would automatically be ported to the magma versions, just without the fuelcost. Which makes no sense in regard to magma bottles.

@all: And another bug found and fixed: Building ID is CRUCIBLE_MAGMA... Reactions for it are linked to building ID: MAGMA_CRUCIBLE. -.- Ups... that means the current magma crucible is empty and has no reactions in it... argh... guess I do need more sleep.
Title: Re: ☼MASTERWORK-DF☼ V.2b - UPDATE and POLL
Post by: Flare on December 28, 2012, 06:09:54 am
@flare: the game is trying to be cleverer then me... and again, succeeds... Ah... I cannot add reactions to the magma smelter or magma kiln, nope... only to the smelter and kiln, and those would automatically be ported to the magma versions, just without the fuelcost. Which makes no sense in regard to magma bottles.

Yeah, this happened in the beta version before 2.0 too. I jury-rigged it by having the great magma forge produce slade and using that in place of the magma bottles. Having to carry that heavy stuff up several z-levels was pretty excruciating though.
Title: Re: ☼MASTERWORK-DF☼ V.2b - UPDATE and POLL
Post by: Deon on December 28, 2012, 06:56:55 am
Sorry that it took a while, I was mostly working and I could not access my private messages from my phone (some forum bug), I am perfectly fine with you using shadowleaf and the like and expanding on it. Good luck, I wish to see more (and those new expeditions sound like a cool mechanic, I always used orcish drydock when I've been playing your mod).
Title: Re: ☼MASTERWORK-DF☼ V.2b - UPDATE and POLL
Post by: mensrea on December 28, 2012, 09:16:32 am
Meph: is there anyway you can include coins in the new expedition system? Since its impossible to send out dwarves maybe an appropriate amount of money would be used to pay adventurers/merchants/mercs to go out in the wider world and do their thing. Would fit with the flavor and give an actual use to the almost totally worthless coin minting system.
Title: Re: ☼MASTERWORK-DF☼ V.2b - UPDATE and POLL
Post by: Carp McDwarfEater on December 28, 2012, 10:57:08 am
I like the idea of workshop that makes poisonous gas to kill goblins, but I see the issue. Not sure if this is possible, but maybe you could start it up remotely using a lever?
Title: Re: ☼MASTERWORK-DF☼ V.2b - UPDATE and POLL
Post by: Nevets_ on December 28, 2012, 02:43:14 pm
I like the idea of workshop that makes poisonous gas to kill goblins, but I see the issue. Not sure if this is possible, but maybe you could start it up remotely using a lever?

I know creatures in cages aren't affected by hunger, temperature, etc., but what about items?  Would it be possible to use a workshop to create one of those instant-boiling stones inside a cage, then build that cage and connect it to a lever?

You flip the lever, the cage opens and the items inside it are exposed to the elements, causing the poison rock inside to boil and turn into poison gas.
Title: Re: ☼MASTERWORK-DF☼ V.2b - UPDATE and POLL
Post by: Molay on December 28, 2012, 02:53:58 pm
Hello!

First, great mod. I'm really enjoying it so far, I love the redundancy in options you have.
And most of all, I love wicker.
I don't know why, it might just be the sound of the word. Or the color. Or the smell.
Or the fact you grow it rather easily. Or maybe... Anyways, I like it.

Yet, it drives me insane...

- My stone stockpile that only allowed wicker doesn't actually have any wicker in it. All the wicker gets carried to my "this stockpile accepts everything I have no dedicated stockpile for"-stockpile.
   How do I get my wicker in a particular stockpile?
- Making wicker out of Cave Wheat is working fine. However, I never got wicker made out of quarry bushes. The job just never seems to get started, despite being queued up for about 2 years now in my spare thatchery and having an idle "thatcher" around.
   Is making wicker out of Quarry Bushes bugged?
- In the Thatchery Guide (the image), it says Woodcrafter is the required labor. However, my woodcrafter never used it. After fiddling around a bit, I noticed the actual job is "Plant Processing", which makes sort of sense, too. Though I liked woodcrafter more, as this labor seems particularly useless to me. Who needs wood anyways.
   Might want to change the image accordingly - or the labor requirement, to match the image (Guide) and my feelings of the woodcrafter being useless.

That's about it, as far as the wicker goes. Other stuff I still have to mess around with a bit more.
I'd be grateful for any advice on my wicker problems. It really bugs me that my stockpile doesn't work. And that my quarry bushes don't get processed.

Molay

Title: Re: ☼MASTERWORK-DF☼ V.2b - UPDATE and POLL
Post by: Meph on December 28, 2012, 05:28:45 pm
@molay: quarry bushes should work, I looked (edit:lol, not locked) in the raws, didnt see anything wrong... but I might test it in fort mode.

The wicker is made of this material:
Code: [Select]
// used in thatchery for blocks, stockpiled under stone
[INORGANIC:WICKER]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:][DISPLAY_COLOR:6:0:1][TILE:176]
[MATERIAL_VALUE:2]
[STATE_NAME:ALL_SOLID:wicker]
       [STATE_ADJ:ALL_SOLID:wicker]
       [STATE_NAME:LIQUID:wicker]
       [STATE_ADJ:LIQUID:wicker]
[SOLID_DENSITY:100]
[IS_STONE]

The wicker bales are tools, made of an inorganic mat using the stone template and has the is_stone tag. So the wicker bales should be stockpiled with all the other stone tools. Wicker blocks should go into any block stockpile... wicker furniture into an furniture stockpile. I will definetly test this later and tell you what happened.

Manual is in the works, building guides are done with then...

@deon: Thank you :) I will let you know if I do any update on expeditions or poison coating. :)

@nevets: Items cant go in cages, but you could just put landmines in it. If you release them with the enemy nearby, it will cause an explosion. And they wont attack the cage, so that is exactly what you want :) More or less, only works with enemies nearby, but why would you release poisonous gas without a target anyway.

@carp mcdwarfeater: levers and workshops cant be connected.

@mensrea: Possibly. I have a working system, but I honestly dont like it all that much. I can improve it a lot, so I will. Coins could be used. Also reminds me of a merchant workshop, casino or bank...
Title: Re: ☼MASTERWORK-DF☼ V.2b - UPDATE and POLL
Post by: Molay on December 28, 2012, 06:32:44 pm
Thanks for your reply!

I had the pleasure of self-induced !fun! rather early (damn you, screw pump!) and started a new fortress. I can confirm that the quarry bushes are now being used for the wicker. Weird enough they didn't last time, though. But works fine now!

Finally I can get my stockpiles sorted out - I'm up for a fortress disguised by a wicker-village on top of the entry, along with sweet sweet bone furniture (and a more than exhausted butcher after that glorious hunt on nymphs, orangutans and tigers). Why mimic humans when you can mimic small humanoid crazed-cannibals, heh?

Also I wondered for the bone problem, if there is a way to tell the size of a stack. If so, wouldn't a reaction "Split bones" that creates an amount x of generic bones, where x is the size of the stack, solve that problem? I guess that's something that has already been tried, though :(

Title: Re: ☼MASTERWORK-DF☼ V.2b - UPDATE and POLL
Post by: Meph on December 28, 2012, 06:54:55 pm
Bone stacks cant be modded... I know about it, but nothing you can do about it. Try chopping weapons, weaponstraps with sharp trapscomps or very deep falls... because every severed bodypart will count as reagent for the bonyards, after the rotted fully. That you you can get a handfull of reaction from each body.

Quote
I'm up for a fortress disguised by a wicker-village on top of the entry, along with sweet sweet bone furniture (and a more than exhausted butcher after that glorious hunt on nymphs, orangutans and tigers). Why mimic humans when you can mimic small humanoid crazed-cannibals, heh?

You should write a story about it, once it is done. Sound beautifully lovecraftian. I wonder what the traders think, when the goods are carried underground, instead of into the nice hatch huts...

And please report back to me about the stockpiling. I havent run DF yet, so if that one works as I described it, I dont need to test the thatchery ;)
Title: Re: ☼MASTERWORK-DF☼ V.2b - UPDATE and POLL
Post by: misiekm on December 28, 2012, 08:22:55 pm
Thanks for the earlier responses, but I'm still a bit stuck with my lack of elves.

I tried all the different Adv world presets, as well as some I'd created while playing with the Perfect World tool. No elves.
Disabled and reenabled elves, no dice.
Reset settings to default, nothing.
Added some elven fanatics, still no normal elves.

Then I disabled all civilizations except elves, and I couldn't gen a world. The tool would reach "Placing civilizations" or w/e that part is called, and then abort and start anew. Adding a single other civ, such as gobbos, fixes the problem, but creates another elf-free world.

I'll try the simplest option of redownloading the mod, but since the server is being wonky, I guess I'll just wait until tomorrow :)

UPDATE:
Turns out switching to the Phoebus tileset fixes the issue, and going back to Ironhand makes elves disappear again. Attempted 10 different gens on each, elves are always on with Phoebus and never there with Ironhand. :/
Title: Re: ☼MASTERWORK-DF☼ V.2b - UPDATE and POLL
Post by: Meph on December 28, 2012, 09:18:00 pm
That surpises me... I'll see what I can do with beyond compare, but the tileset options dont touch the entities... creature_standard.txt is replaces though... the thing is, goblins are in that file as well, so why do elves not work, but gobbos do ?

Ehm... wow. No idea yet.

Can anyone confirm this?
Title: Re: ☼MASTERWORK-DF☼ V.2b - UPDATE and POLL
Post by: Molay on December 28, 2012, 09:20:59 pm
I got around to test the stockpiles now, wicker gets stored just fine :)

My endeavour with the straw hut village is making progress, although slowly, since making wicker bales is like making stuff out of bone - a whole stack for a single bale. I didn't take that into account when I concluded that wicker was one of the quickest to acquire materials :/  [[ I admit, I didn't check for all stack sizes. Just occured that I checked with stack size 3 a few times]]

Also I learned a bit from my mistakes on embark (I sure need more seeds, since I don't get 'that many' per stack of wheat/bushes in return), and a lot more poultry to butcher for bones. Wish there were those peahens, which did grow in just one year.

I think once I figured out how I want to play it (I like roleplaying, even if it's just on my own :D), I might make some sort of diary. A stranded noble - mistaken for the messenger of Armok - which becomes the leader of those adorable, man slaughtering cannibals. Something like that.
With agriculture merely dedicated to wicker and ale.
And eggs merely dedicated for reproduction.
We eat meat. All kinds of it. All colors, too. Nothing else. Well maybe fish, if the fish attacks me.

Aye, but expect it to take some time before the diary starts, as I'll have to check much of the grammar, not being a native english speaker.

Edit: Just noted that with stacks > 3 I get two bales. So, is it like 2 [plant] for one bale and two seeds, rounded down depending on the stack size?

Edit 2:
Can anyone confirm this?
Sorry no, I play with phoebus and elves are as tempting a target as always, although less squishy.
Title: Re: ☼MASTERWORK-DF☼ V.2b - UPDATE and POLL
Post by: Meph on December 28, 2012, 11:03:56 pm
17 of 20 sections of the manual are done. The three big ones remain. "General changes", "Building" and "Industries". They will take a while...
Title: Re: ☼MASTERWORK-DF☼ V.2b - UPDATE and POLL
Post by: Molay on December 29, 2012, 05:39:59 am
I figure there's lot of work behind those manuals. But, frankly, this makes the mod at least twice as awesome. One thing that uses to bug me with different mods is the distinct lack of documentation. You're doing an amazing job when it comes to this!

I was wondering about kobolds. Up to year 2 I didn't see any of them. They also were not listed in the embark screen. But they never were, in any of the 5 "premade" worlds. Aren't they supposed to show up early? Or are they just all extinct, like the old kobolds used to be?

On a quick side note, I was thinking about a new reaction that would be well welcomed: Craft Clothing Set. Reaction available at the clothier's workshop, available in 3-6 flavours (plant cloth, animal wool, silk and/or dyed plant cloth, dyed wool, dyed silk?), making a whole set of clothing for a single dwarf. The duration can certainly be adjusted to keep it balanced. I think it would be a nice little thing to have! Nothing you must hurry to implement, but nice nonetheless.
Title: Re: ☼MASTERWORK-DF☼ V.2b - UPDATE and POLL
Post by: Flare on December 29, 2012, 07:29:01 am
About all these workshops that have violent reactions. If I flood the room with 1 or 2 tile high of water, will these reactions still take place? I think one of those reactions simply says fire, as in the gunpowder one, will filling up the room with a little bit of water help neutralize it?

As for the spawn bottle deconstruction thing, has anyone found a way to do it without burning the poor sod deconstructing the spawn point dead? Is that even supposed to happen? I'm going to try putting pumps that pump away the magma from the spawn point and see if that saves the dwarf.
Title: Re: ☼MASTERWORK-DF☼ V.2b - UPDATE and POLL
Post by: Dark Archon on December 29, 2012, 08:13:56 am
So, I played new version. Can't see most of the changes yet, but this mod is huge, so it's natural :) Included workflow script is magnificent - it took half of my micromanagment away! But I have one question - how can I use the magmatanker? Sounds like fun...
Title: Re: ☼MASTERWORK-DF☼ V.2b - UPDATE and POLL
Post by: Fairin on December 29, 2012, 08:15:24 am
ok this is silly meph, on the loader - init file editor (utilities page obv) doesn't work out of the box ( i presume you have to install it to get it registered on the system) the error reads " Component TABCTL32.OCX or one of its dependancies not correctly registered: a file is missing or invalid (the install does infact have the file with it in the folder)

the link to quickfort is a link to http://sun2design.com/quickfort/

more testing..
Title: Re: ☼MASTERWORK-DF☼ V.2b - UPDATE and POLL
Post by: Godlysockpuppet on December 29, 2012, 09:24:43 am
Okay a quick bug report;
No. 1: Yet again, reporting the error in golems descriptions. All are described as having been equipped with a spear.
No 2: Giant drone ants. my god... The amount of duplicate body parts these things have. Have a look at them!
Anyhow, loving things so far! keep the updates rolling!
Title: Re: ☼MASTERWORK-DF☼ V.2b - UPDATE and POLL
Post by: Meph on December 29, 2012, 11:18:16 am
Quote
About all these workshops that have violent reactions. If I flood the room with 1 or 2 tile high of water, will these reactions still take place? I think one of those reactions simply says fire, as in the gunpowder one, will filling up the room with a little bit of water help neutralize it?
Ehm... that is a good idea, and I have no idea what would happen. Many of these reactions use syndromes, so they should still affect dwarves. Obviously the room cant burn down, but I dont think that water can stand IN a workshop, so the dwarf and the materials in the workshop could still be affected. On the other hand, the burning dwarf only has 2 tiles to move to safe himself.

Quote
As for the spawn bottle deconstruction thing, has anyone found a way to do it without burning the poor sod deconstructing the spawn point dead? Is that even supposed to happen? I'm going to try putting pumps that pump away the magma from the spawn point and see if that saves the dwarf.
Try this thread http://www.bay12forums.com/smf/index.php?topic=110569.msg3481852#msg3481852 (http://www.bay12forums.com/smf/index.php?topic=110569.msg3481852#msg3481852) for all kinds of info. Other then that: Build a support/pillar. Build spawn location on top of the support. Link support to lever. Pull the lever. That works. :) You can either build a lot of them in a channel to fill it up, or a wide corridor with a single file of supports and those magma-holding spawn locations, and pull the lever when the ogblin army walks by ;)

Quote
I was wondering about kobolds. Up to year 2 I didn't see any of them. They also were not listed in the embark screen. But they never were, in any of the 5 "premade" worlds. Aren't they supposed to show up early? Or are they just all extinct, like the old kobolds used to be?
Kobolds civs never show up... they are skulking and have utterances, no diplomats, no liaisons...

Quote
On a quick side note, I was thinking about a new reaction that would be well welcomed: Craft Clothing Set. Reaction available at the clothier's workshop, available in 3-6 flavours (plant cloth, animal wool, silk and/or dyed plant cloth, dyed wool, dyed silk?), making a whole set of clothing for a single dwarf. The duration can certainly be adjusted to keep it balanced. I think it would be a nice little thing to have! Nothing you must hurry to implement, but nice nonetheless.
Craft cloth set already exists in the craftsman. I cant add stuff to the clothier, and an extra building for this is too much (?) But even I think that the craftsman is packed too full, with 4 pages of reactions...

Quote
how can I use the magmatanker? Sounds like fun...
You build tracks to the workshop, make an automatic move/empty command, fill the tanker, when full a dwarf pushes it down the tracks, till you get to the end with a channel next to it and an automatic empty command. Rinse, Repeat... you can actually automate this. Check this thread for all the infos http://www.bay12forums.com/smf/index.php?topic=110569.msg3481852#msg3481852 (http://www.bay12forums.com/smf/index.php?topic=110569.msg3481852#msg3481852)

Quote
ok this is silly meph, on the loader - init file editor (utilities page obv) doesn't work out of the box ( i presume you have to install it to get it registered on the system) the error reads " Component TABCTL32.OCX or one of its dependancies not correctly registered: a file is missing or invalid (the install does infact have the file with it in the folder)
I can run it, dont need to install/register it. All you have to do is locate df.exe for it on the startup. Dont know why it doesnt run on your machine, but its not important, most init options are in the settings anyway, on the first page. Or you just open the init and have a look yourself :)

Quote
the link to quickfort is a link to http://sun2design.com/quickfort/
In that case the old quickfort website is down, and I will link to the forum thread. Thanks for the heads up.

Quote
No. 1: Yet again, reporting the error in golems descriptions. All are described as having been equipped with a spear.
Is fixed. Funnily enough for the third time... Alpha, then the next version I did on the PC and scrapped... and the update I did on the netbook. lol. But you, is fixed.

Quote
No 2: Giant drone ants. my god... The amount of duplicate body parts these things have. Have a look at them!
Wut? (testing)
Title: Re: ☼MASTERWORK-DF☼ V.2b - UPDATE and POLL
Post by: CheatingChicken on December 29, 2012, 11:36:57 am
I have a problem getting my Magma Crucible to work.
Itried to build it like this
Code: [Select]
xLx
xxx
xxx
and like this
Code: [Select]
Lxx
xxx
xxx
L being a channeled tile to a lava reservoir directly below.

Both of the times, when i try to add tasks, it just says
Code: [Select]
No tasks available
Check for raw material access

and fuel if necessary
The non-magma-crucible works fine though
What am I doing wrong here?
Title: Re: ☼MASTERWORK-DF☼ V.2b - UPDATE and POLL
Post by: Meph on December 29, 2012, 11:39:15 am
I posted that yesterday I think... it is not you, but me who was doing something wrong. Building ID is crucible_magma and reactions go to magma_crucible. I messed up, have fixed it, and will be in the next release. (I was a bit pressed on time on that last release, had a flight, wanted to upload a fix for ascii and ironhand, had not much time)
Title: Re: ☼MASTERWORK-DF☼ V.2b - UPDATE and POLL
Post by: CheatingChicken on December 29, 2012, 11:39:56 am
is this something that can be fixed without regenning the world?
Title: Re: ☼MASTERWORK-DF☼ V.2b - UPDATE and POLL
Post by: Meph on December 29, 2012, 12:27:37 pm
Yeah, go to the data/save/region your save is/raw/objects/reactions_masterwork.txt and replace all CRUCIBLE_MAGMA with MAGMA_CRUCIBLE. Thats it.

You might want to do that in dwarffortress/raw/objects/reactons_masterwork.txt as well, that way all new worlds dont have that problem anymore. Like I said, will be fixed next version. -.-

Manual: General changes done... working on building, 20% done...

EDIT; Oh, would there be an interest in making color-coded boulders ? I know some people use the brick oven for blocks, but you cant make furniture from blocks... something like taking a boulder, some mystery ingredient that is preserved, and voila, you get a boulder of your choosen color.
Title: Re: ☼MASTERWORK-DF☼ V.2b - UPDATE and POLL
Post by: Molay on December 29, 2012, 01:52:57 pm
I got the say, diseases are a real pain to handle.

I was proud of my village. Huts standing. A wall of wicker with wicker doors (wicker bridge was a bit out of concept I thought). If someone bypassed the doors, he got cut to tiny pieces by my axewielding cannibals, awarding me a nice amount of bone stacks.
Everything was working fine, actually.

Then, those dwarves that came to colonize the land embarked on this island. They soon sent me willing peasants to do some work. When joining my tribe - to serve Armok, as I thought - they brought a gift with them. It was a dwarf. He was known as "Doctor Ingtakunnos", which means Doctor Twilighthooved. A nervous wreck eager to help everyone.

Then it happened. A soldier got wounded, which set in march the whole machinery of destruction that "doctor" would bring upon me.
It was the Militia Commander who they brought to the hospital, almost intact, just having a broken finger. Or toe. Or something minor like that. My new doctor, first of his kind in my village, immediately got to work. He diagnosed the Commander and began his work...

After a few days the commander was sick. He had fever. Weird, I've never seen that before. Could be a reaction to the wound, though. Nothing to worry about. My Commander was being fed and watered by multiple dwarves in that time, all eager to ease his pain, so he would soon decapitate some more goblins.

Then, it all happened very fast. Just twenty days later, my hospital was filled with feverish dwarves. They couldn't work. They barely moved at all. They just were resting in the hospital, about twenty of them. Twenty. All of them needed water and something to eat, of course. So I ordered my military off duty to tend to those sickelings, along with the rest of my peasantry. Bad idea, as I would soon discover.

Along all my peasants - except for the Thatcher, who didn't give a damn - all of my military dwarves were in the hospital. It was crowded. I was missing beds left and right. They were starving, dehydrated and most of all, feverish and didn't move.

As if they had a spy, goblins attacked me at that time. The doors were not closed. All but my thatcher were in the hospital, slowly dying. Then the goblins marched downward, as if guided by something, and killed everyone in the hospital in a matter of seconds. What a bloody mess.

It wasn't long before they found the thatcher, either...

____________

Well, I had hoped for a long-lived fortress. Unfortunately, the diseases struck me. And I couldn't do anything against it, it seemed.
I might just go ahead and turn diseases off, then try anew. Was a fun experience nonetheless, but really, those diseases are hard to handle. They keep spreading over and over, worse than a tantrum spiral. The tantrum spiral at least has a chance to cause the death of those who cause it, and terminate it with a couple dwarves leftover. Not the disease. The disease keeps them crippled, starving, and spreads, all while prompting the healthy to tend to the sick, and infecting them in turn. And what medicine was I supposed to have against that?

Anyways, I got a nice idea of my cannibal village now and attempt again, hopefully having something worthwhile to tell about.

----

Edit: It would indeed be nice to have the ability to customize the color for furniture. I like customization. The more, the better - as long as the paint doesn't cause fever, that is.

Also, a quick question. I noticed that, with custom names > 9 chars, the actual job would not be displayed in the unit list anymore. Is there any remedy to that? If not, I might just keep my names shorter, so no worries :)
Title: Re: ☼MASTERWORK-DF☼ V.2b - UPDATE and POLL
Post by: Broseph Stalin on December 29, 2012, 02:32:24 pm
Yeah, go to the data/save/region your save is/raw/objects/reactions_masterwork.txt and replace all CRUCIBLE_MAGMA with MAGMA_CRUCIBLE. Thats it.

You might want to do that in dwarffortress/raw/objects/reactons_masterwork.txt as well, that way all new worlds dont have that problem anymore. Like I said, will be fixed next version. -.-

Manual: General changes done... working on building, 20% done...

EDIT; Oh, would there be an interest in making color-coded boulders ? I know some people use the brick oven for blocks, but you cant make furniture from blocks... something like taking a boulder, some mystery ingredient that is preserved, and voila, you get a boulder of your choosen color.
An alternative is to have a workshop that makes furniture from blocks. I mod the furniture workshop to serve that purpose.
Title: Re: ☼MASTERWORK-DF☼ V.2b - UPDATE and POLL
Post by: Meph on December 29, 2012, 03:18:11 pm
No making of furniture from blocks... mason makes 1 boulder = 1 item. If I allow blocks for furniture, it will be 1 boulder = 4 blocks = 4 items. That feels a bit cheaty to me. But I can do colored boulders, as I said.

Quote
Also, a quick question. I noticed that, with custom names > 9 chars, the actual job would not be displayed in the unit list anymore. Is there any remedy to that? If not, I might just keep my names shorter, so no worries
You can turn truetype off, press F12 ingame... changes the font of course, but otherwise you cant fix it.

About the diseases: I didnt know the fever made them stuck in bed. The idea is to ISOLATE dwarves btw, not send all your healthy ones into a hospital full of sick people. Sounds a bit... counterintuitive to me. The disease will stop after a while, the only dwarf that can cause it to start again is the original disease carrier. Isolate or kill him, and it will stop. But I plan on adding a system to the apothecarius to cure plagues...

Will you reclaim, or start something else ?
Title: Re: ☼MASTERWORK-DF☼ V.2b - UPDATE and POLL
Post by: mensrea on December 29, 2012, 04:04:40 pm
Molay: have you considered building a large wicker representation of a person, filling it with animals and maybe a captured sentient or two and lighting it on fire? Seems like a rational way to ward off evil disease causing spirits.

Extra points if the wicker village has a large honey industry. Extra points if the sacraficed sentient has a fear of bees.
Title: Re: ☼MASTERWORK-DF☼ V.2b - UPDATE and POLL
Post by: Meph on December 29, 2012, 04:11:53 pm
Why is it burned ? *ad infinitum.

EDIT: To add something sensible:
(http://i.imgur.com/wS9rV.jpg)

If you can survice 1,8mb, then I guess I have a new utility that I would like to include. :) ... edit: crap. unpacked it is 4,2mb. Thats 10% of the total mod size. Probably not going to happen.

Edit2: Japa reduced the size of the program by 40%, there was some not-needed stuff included. Nice, now it is an addition for sure :)
Title: Re: ☼MASTERWORK-DF☼ V.2b - UPDATE and POLL
Post by: slay_mithos on December 29, 2012, 05:12:32 pm
Well, hard drives nowadays happen to easily reach the Tera Byte, so 4MB is not that much, plus it's only 1.8MB of download.

At least the image seems really interesting, so you could just link it as a separate download in the launcher, like other stuff, maybe?
Title: Re: ☼MASTERWORK-DF☼ V.2b - UPDATE and POLL
Post by: Meph on December 29, 2012, 05:34:49 pm
I have links in the launcher and would like to add it there... and of course I would add it preinstalled, means 4mb. It is just a huge size in comparison to the rest of the mod. It portrays the worldmap from legends isometrical, isoworld is the name of the utility. Dont know how many people would use this...

Currently proof reading the manual... linux version done by arclance is here as well. :)
Title: Re: ☼MASTERWORK-DF☼ V.2b - UPDATE and POLL
Post by: Meph on December 29, 2012, 06:13:26 pm
 MANUAL - Download me. Now. :P (http://www.mediafire.com/download.php?a8x7f6iz2h55v4x)

It would be nice to get a bit of feedback, before I include it in the official download. What is missing, which parts are good, which ones are bad... which sections should have more infos, which ones less texts... any suggestions are welcome. :)

Have a look and tell me what you think. It is pretty much done. There are some sections that read like this: (feature currently not in the mod) or (feature prone to changes in near future), and the creature section is half empty, because that is a serious amount of work, and I cant remember the last time I got a question about any creatures...  besides that, this is what you get. Of course updated for the next release, including the expedition system. My next work would be the collosseum, since people voted second most for creature spawning. :)

EDIT: Oh, and the manual is for the modded version I have hear, so some slight things are different to your versions. DONT use this as the manual, I just wanted to get feedback before I add it to the main download, together with an update for the mod. In a few days... no now. ^^
Title: Re: ☼MASTERWORK-DF☼ V.2b - UPDATE and POLL
Post by: Godlysockpuppet on December 29, 2012, 06:45:58 pm
MANUAL - Download me. Now. :P (http://www.mediafire.com/download.php?a8x7f6iz2h55v4x)

Saw this and just thought "YESSSS MASTEERRRR"

#NOTE also I noticed this duplicate body part thing extends to giant soldier ants as well as the drones. Funnily enough the queens are okay though.
Want screenshots?
Title: Re: ☼MASTERWORK-DF☼ V.2b - MANUAL Test Version. 99% done.
Post by: misiekm on December 29, 2012, 06:51:29 pm
Many thanks for the manual, Armok knows how much I craved for that :D

I've a single question so far after taking a look. As far as I understand, adding plates to Breastplate in Armory makes it into a Platemail, which is supposed to be better. Yet in the Weapons & Armor section, they're both listed as Armor lvl: 3. Is that a typo, or are they equal?
Title: Re: ☼MASTERWORK-DF☼ V.2b - MANUAL Test Version. 99% done.
Post by: Meph on December 29, 2012, 06:58:26 pm
there is no armor lvl 4, and they are better. the armor lvl actually does NOTHING WHATSOEVER. It is just to tell the game that it is armor. All the other values are important.

I test the ants, no worries.

Oh, and the manual is for the modded version I have hear, so some slight things are different to your versions. DONT use this as the manual, I just wanted to get feedback before I add it to the main download, together with an update for the mod. In a few days... no now. ^^
Title: Re: ☼MASTERWORK-DF☼ V.2b - MANUAL Test Version. 99% done.
Post by: Rose on December 29, 2012, 07:49:22 pm
Just posting here to follow and keep track of any comments on the new inclusion.
Title: Re: ☼MASTERWORK-DF☼ V.2b - MANUAL Test Version. 99% done.
Post by: Bloax on December 29, 2012, 08:05:43 pm
What's really missing from the manual is the description of orcs, and all that comes with those - you also missed the katana weapons, as it seems.

You also seem to miss describing the variants of armor that are in the game, like Guardianplate/Reign plate/Paladin armor and Winged/Crusader Helmets.
On the topic of those, what exactly are they?

Oh, and just how heavy is Drakescale? A backpack weighs in at 25 units, which is quite heavy. (I mean my steel paladin armor is 24 units, go figure.)
Title: Re: ☼MASTERWORK-DF☼ V.2b - MANUAL Test Version. 99% done.
Post by: Fairin on December 29, 2012, 10:31:32 pm
Furniture from blocks please meph.. i know 1 boulder = 1 furuniture piece. where 1 boulder = 4 blocks.. but man.. them boulders are -so hard- to get...

eitherway your -still- gonna have an extra step in the process to have colored furinture - and i swear you could make most of the important stuff in the stonecutters anyway... just not cabs / chests
Title: Re: ☼MASTERWORK-DF☼ V.2b - MANUAL Test Version. 99% done.
Post by: Meph on December 29, 2012, 11:12:58 pm
Orc manual will come, at some point. I never played the plugin, so I dont know what most of it does... just read through the raws once.

So, furniture from blocks... which building should it go to? Stonecutter (a bit full?) or the furniture workshop?

Quoth the manual:
Quote
Please mind that there are many more, mostly weapons that the different invaders bring, as well as rare special items. Just use common sense, in most cases the name should give away how useful something is. No Dwarf wants a "rusty iron orc choppa", but a "bloodsteel Dai-Katana" must surely be something of value. If all else fails, ask in the forum. The same counts for armor. A "scratched kettlehelm" will be bad, a "holy Reignplate Armor" or "Demonic Razorplate Armor" will be good.

Consider everything with a nice name to be maxed out. It's just flavor, but I might trim them down a bit. I planned that for the alpha, but of course never came to that.
Title: Re: ☼MASTERWORK-DF☼ V.2b - MANUAL Test Version. 99% done.
Post by: Wrex on December 29, 2012, 11:23:25 pm
Exposure to frost effects is currently fairly harmless. I suggest reducing standard frost effects by about 3000~ degrees urist, and have frost wyrm breath be -50000 degress Urist.n Yes, that is colder than absolute zero, but if you want the same killing potential as dragonfire, you need some options.

Edit: Hrm. It no longer works, if it ever did.
Title: Re: ☼MASTERWORK-DF☼ V.2b - MANUAL Test Version. 99% done.
Post by: Meph on December 29, 2012, 11:28:18 pm
Negative temperature works ?
Title: Re: ☼MASTERWORK-DF☼ V.2b - MANUAL Test Version. 99% done.
Post by: Wrex on December 29, 2012, 11:34:10 pm
It -used- to work in the last version, but I haven't personally tested it yet.  I'll just ratchet down the frost wyrm's breath temp and get back to you.

Edit: Nope. I think it actually breaks something, because the dragon began to melt afterwards.
Title: Re: ☼MASTERWORK-DF☼ V.2b - MANUAL Test Version. 99% done.
Post by: BigD145 on December 30, 2012, 01:08:02 am
I fully support the inclusion of isoworld.
Title: Re: ☼MASTERWORK-DF☼ V.2b - MANUAL Test Version. 99% done.
Post by: Fairin on December 30, 2012, 01:13:47 am
deffinately the furniture workshop, i rarely use it to make sets (so many statues lol) however if they all used blocks they wouldnt weigh so much

would deffinately entice me to use the more expensive block option as well just for funs

third thought for the time.. stone forge , stone cutter. furniture workshop(stone) and masons workshop. 4 places for stoneworks, masons for vanilla feel, forge for weapons/trap components. cutter for blocks / tools, furniture for furniture?

cutter feels like it should be a bit "bigger" than the others, to get those large bolders into blocks - making all four fit into a nice looking room on its own... that should fill out the industry well yes?
Title: Re: ☼MASTERWORK-DF☼ V.2b - MANUAL Test Version. 99% done.
Post by: Meph on December 30, 2012, 02:25:46 am
Ha. Just checked something... new version is 37,5mb, with the new manual... the current version is 44mb. The new manual is actually a lot better then all the random types of files I added for documentation. Nice.

Didnt get much feedback on the manual though, so I will leave it like it is. Will add a little bit in the building section, as I go along with the new reactions. Maybe an update for new years.  8)

Plan is to add the most voted items from the poll, the gui, the linux version (which is done), the mac version (which is NOT done) and more balancing/bugfixing/userfriendliness. I will also add isoworld to the utilities, and the binary patches. And laptop keybinds, and a large address aware patch.

Win 0.34.11 SDL - Binary patch

All these vanilla bugs would be fixed, at least in the Windows version. :)
Title: Re: ☼MASTERWORK-DF☼ V.2b - MANUAL Test Version. 99% done.
Post by: Fairin on December 30, 2012, 04:32:33 am
oh meph, you mentioned the slag needing lye to make fertalizer - if lye goes into a barrel it no longer counts, so its a bucket problem. i would argue that it is far more dwarfy to make lye bars to make fertalizer than buckets of lye (and soap) right?.

or just double the ammount of ash and pretend they make the lye on the spot... >:)

ashery drives me nuts...

Manual looks nice so far in my preview.

Shadethorns also  >> crow << down here, hard and black wood, highly prized by collectors. < 3rd cavern discription

Cutting leather into thin >> stripes << will give you 3 pieces Tanner discription

 Tree seeds are planted in farmplots, the grown trees harvests and stored in a >>  <<  - Timber yard discription

Philosophers Garden - double post from library?

The blast furnace will destroy this little >> rest due << to its refining process. < temple of armok

material for either concrete blocks, or to >> create potash for fertilizer. << - Slag pit, wording is off, potash -is- fertilizer, unless it creates ash for potash fertilizer =)

a short introduction to "armor levels" wouldn't hurt, as i belive its 1 covers that part. 2 covers nearby parts somewhat. 3 covers nearby parts well, if im not mistaken

Peat - says creates 2-6. but the reaction says 2-4 ?

tips and tricks number 12 is fixed , 23 is generally irrelevant. due to ramp changes

also " the Hammer dwarf simultaneously bludgeons The Giant Ocelot in the Right eye tooth with the two > Wheights < of his *ironbone meteor hammer* but the attack glances away!

also they are fighting in the ocean in 7/7 water for the last .. 2? weeks.. neither can harm each other, nor drown apparently...
Title: Re: ☼MASTERWORK-DF☼ V.2b - MANUAL Test Version. 99% done.
Post by: Godlysockpuppet on December 30, 2012, 07:15:31 am

I test the ants, no worries.

So does that mean you found a problem or not?
Title: Re: ☼MASTERWORK-DF☼ V.2b - MANUAL Test Version. 99% done.
Post by: Meph on December 30, 2012, 09:49:37 am
Quote
ARMORLEVEL   0 - clothing 1 - leather 2 - chain 3 - plate
All    What category this item falls under. Defaults to 1 for shields, 0 for everything else. Clothing-category armor is subject to wear as well as being used as every-day clothing by dwarves.
'thats armor level for you. It does nothing, but categorize. If I take a shirt, give it armorlvl 3, it will still be as effective as any other shirt, just that dwarves would choose it over a chainmail. What you mean is upstep, ubstep and lbstep. So, no types, both breatplate and platemail fall under category 3 - plate.

But great spotting :) I fixed everything you mentioned, will go through the manual with spellcheck as well. I will check out lye, didnt knew people could put it in barrels, thought only buckets are accepted ? I could make a reaction to emtpy out a lye-barrel into several buckets, if that is a real problem ingame. Meteor hammers are on my list as well... I think I just copy the warhammer for now, give it a bigger size, velocity and multigrasp. Blunt weapon balancing is so strange sometimes.

@godlysockpuppet: It means, what it says, that I will test the ants, once I find the time for it :P

EDIT: Spellcheck of the manual shows that american english differs vastly from british english, that the ' in don't and didn't is indeed important, and that I can't spell receive/recieve, while using it all the time. And that Collosseum is now totally a new word. (damn it, that one should have one l.)

EDIT2: Just for you, giant ants got a normal body... for insects that is. And if I every want to make an eldritch horror with tenactles upon tentacles, I will just copy the octopus body into each other three times.
Title: Re: ☼MASTERWORK-DF☼ V.2b - MANUAL Test Version. 99% done.
Post by: CaptainArchmage on December 30, 2012, 10:28:23 am
Just got back to this after the passage of quite some time.

In the poll, you have "Expedition outfitter - new raiding system as in ...". How does that work exactly? Has the hacking system improved to the level where there's now a way to sent out expeditions to raid other settlements in fortress mode?

Edit: I looked it up. Is there any risk of losing dwarves by using expeditions?
Title: Re: ☼MASTERWORK-DF☼ V.2b - MANUAL Test Version. 99% done.
Post by: Godlysockpuppet on December 30, 2012, 10:38:36 am
Sorry I read that as "I've tested the ants, now worries" :P
Title: Re: ☼MASTERWORK-DF☼ V.2b - MANUAL Test Version. 99% done.
Post by: dukea42 on December 30, 2012, 11:32:35 am
Just got back to this after the passage of quite some time.

In the poll, you have "Expedition outfitter - new raiding system as in ...". How does that work exactly? Has the hacking system improved to the level where there's now a way to sent out expeditions to raid other settlements in fortress mode?

Edit: I looked it up. Is there any risk of losing dwarves by using expeditions?

Nah, it's just simulating you using the outside world using the same building reactions that everything else uses.  Nothing in the game yet to send out any actual dwarves.  Function-wise the building would be the same if it was labeled 'Casino'.  You are essentially gambling resources you have for resources you don't have or want more of.
Title: Re: ☼MASTERWORK-DF☼ V.2b - MANUAL Test Version. 99% done.
Post by: Meph on December 30, 2012, 11:51:39 am
Good on you for looking it up :)

I did make two buildings for it btw, one is the actual workshop, and one is a 1tile thingy that works as starting point. I just add in the manual that people are supposed, for role-playing purposes, to build that start point at the map edge. One dwarf will grab the gear set (its just one item, for all groups), walk to the edge, do the reaction, and carry the loot (one crate-item, that can be unpacked) back to the expedition outfitter.

I might add a boiling cloud that transformes the dwarf into an immobile creature with hide-effect, named "dwarf has transformed into a spy on a mission" or such... but while writing this, I notice two problems... the reaction will still finish instantly, so the loot will be created while the guy is just standing there... the second thing is that some expeditions should fail, and result in the death of the send dwarf. cant simulate this, at least cant attach it to the reactions.
Title: Re: ☼MASTERWORK-DF☼ V.2b - UPDATE and POLL
Post by: Molay on December 30, 2012, 12:32:33 pm
MANUAL - Download me. Now. :P (http://www.mediafire.com/download.php?a8x7f6iz2h55v4x)

I had a quick look through it. The new format seems rather convenient. However, I have a few
suggestions:
   - Is it possible to implement a search function, to find exactly what you need? (one of the great advantages of the magmawiki!)
   - You could show the building materials required for the new workshops. Would be nice in the list.
   - Assuming the building-guide-images don't exist anymore, I'd like to see a list of the reactions and what materials they use, what they yield and the percentages. However, I like the idea of opening an image of a specific workshop and see it all listed there. These images are a great, great feature you had.
   - I'm not sure about the growth time. Is the growth time considering the "harder farming" which is automatically turned on? Should be specified on top.
   - Growth time for tree farm plants not specified. How long does the steeloak need to grow? Etc.
   - Domestic animals could use more information. Clutch size? Meat amount? Horns/Hooves? Shells? Has bone (last turkey I struck down didn't, was a surprise)?     Could link to a more specific "site" with detailed domestic information, while keeping the main list "compact". No need to add this information for other animals though, as they're less likely to be domesticated. Would be nice to have all the info, but for domestic will do I guess.
   - A section dedicated to equipping dwarves. What kinds of armor can be combined? Can I wear multiple mail shirts underneath a plate? How would a fully outfitted armor look?
         Also, a question from me: What armor to equip to avoid having my dwarve's heads being severed off by goblin arrows? Those archers decapitated 3 (!) of my dwarves in steel armor in just one ambush.
- Might want to add sick dwarf to the dwarven caste list. Also, note that one might want to treat him as a pesky noble.
- If you post a list of metals with their stats in form of an image again (highly desired), please add crystal to it. I'm really unsure about it. While my bloodsteel battle axe chopped one head off after another, the crystal battle axes were merely tearing the fat. It's hard to classify it's miltiary value. Might be my crystal weapon wearing dwarves just lacked skill, but I'm not sure.


Comments:
   - The way you list things, like plants, is much more accessible than the older format. Using ctrl+f to find what you need, having all information tighly tucked together in a box. Nice. I specially like the fact it tells me what I get for processing the plant (what kind it will be, flour, dye, etc). However, no information for those few +180 plant types. Oh well, I don't use them anyways at this time. And I don't expect you to list 180 more plants :D
   - Nice addition of flavor for the races. I really like it, sure gives more depth to all of them.
   - Good amount of typos, but doesn't really hinder readability. Lots of "the" become "they", letters swap place etc. Just a minor thing however. I've read books with more typos, and they cost money.

Well, that's about it I'd say. I want to emphasize how much I liked the additional images and their informational value, and hope they still exist and get updated. Good work overall.

On a sidenote, I didn't reembark on the village. I made a new fort, but quickly drifted away from my main ambition for some reason. Probably the "harder farming" put me a bit off, as I would have to wait a hell of a time to make it all work, so I just used rock blocks, destroying the flavor. Will give it another try later I guess, once this fortress gets put to an end. This time, without harder farming, as I need lots of wicker. Lots, lots, lots. And fast.

Also, I quite like the idea of building a giant figurine of wicker and filling it with ennemies, then setting it ablaze. Sad for the meat and skin, but who cares. Is the bone still good for usage after the flames ravaged the flesh? :)

Lastly, one more question. Is it possible to alter dwarf behavior when picking up items for storage. I liked it more when they didn't carry the barrel/bin around with them to pick up single items. One esspecially notices the difference for farming, unless there is a plant stockpile next to the farm. Old behavior I liked more, but i guess that's hardcoded, right?

PS: Suggestion for upcoming version:
Like the library and books to train skills, a few other ones:
- Workout building to train physical traits would be very welcome. Requiring crafted objects that have a chance to get destroyed. Not being well versed in workout or physical activity in general myself, I just can't come up with many training objects.
- Special bathtub that uses special oils to increase regeneration and disease resistance.
- Walk the Flames, for the real believer, a workshop using coal, reinforcing the will.
- Mirror-maze (made out of glass or crystal) to increase kinestethic and spatial sense.
OR
- A huge building using some of all those materials, regrouping all of those, or some.
Title: Re: ☼MASTERWORK-DF☼ V.2b - UPDATE and POLL
Post by: Godlysockpuppet on December 30, 2012, 12:56:13 pm

   - Is it possible to implement a search function, to find exactly what you need? (one of the great advantages of the magmawiki!)
 
Can be easily added if meph wants :P
Title: Re: ☼MASTERWORK-DF☼ V.2b - MANUAL Test Version. 99% done.
Post by: Zhukov5 on December 30, 2012, 01:37:25 pm
I am playing MW V.2b and have a Legion Dwarf who is so strong that he has wrapped back around to being weak.  His strength according to Therapist is 3622 and his description says that he is very weak.  Another dwarf who is described as strong has about 1800.  A third dwarf said to be weak has about 700 strength.

Maybe you have overdone the strength on Legion Dwarfs a bit.

I then tried to build his strength by putting him on a pump which brought it up to 3624 which is still very weak.
Title: Re: ☼MASTERWORK-DF☼ V.2b - MANUAL Test Version. 99% done.
Post by: Mictlantecuhtli on December 30, 2012, 01:41:18 pm
I am playing MW V.2b and have a Legion Dwarf who is so strong that he has wrapped back around to being weak.  His strength according to Therapist is 3622 and his description says that he is very weak.  Another dwarf who is described as strong has about 1800.  A third dwarf said to be weak has about 700 strength.

Maybe you have overdone the strength on Legion Dwarfs a bit.
Code: [Select]
YESCASTE[SELECT_CASTE:LEGION_MALE]
...
YESCASTE[PHYS_ATT_RANGE:STRENGTH:3000:3500:3750:4000:4250:4500:5000]            ++++

3,600 is 'very weak' for Legion Dwarves. Their minimum strength is 3,000.

Quote
Another dwarf who is described as strong has about 1800.

Which is the point of the castes being powerful and rare.
Title: Re: ☼MASTERWORK-DF☼ V.2b - MANUAL Test Version. 99% done.
Post by: moisesjns on December 30, 2012, 02:32:31 pm
Question. How do you rune a weapon in the weaponry? i have 2 untranslated runes from my scientist research lab but the weaponry says i need two futhark runes. How do i translate the runes?
Title: Re: ☼MASTERWORK-DF☼ V.2b - MANUAL Test Version. 99% done.
Post by: [VK] on December 30, 2012, 02:34:09 pm
I found a small bug, which crashes DF.

If I make wooden bins in the carpenters Workshop and the list is already full of wooden bins the game crashes when I press a->n. Works also in other workshops that have an item that is bind to n.
Title: Re: ☼MASTERWORK-DF☼ V.2b - MANUAL Test Version. 99% done.
Post by: fungee on December 30, 2012, 02:51:39 pm
Thanks for a great mod! Many of the added features make me confused. But that's just a bonus.
Title: Re: ☼MASTERWORK-DF☼ V.2b - MANUAL Test Version. 99% done.
Post by: Putnam on December 30, 2012, 03:08:22 pm
If I make wooden bins in the carpenters Workshop and the list is already full of wooden bins the game crashes when I press a->n. Works also in other workshops that have an item that is bind to n.

Define "the list". This sounds like a vanilla bug.
Title: Re: ☼MASTERWORK-DF☼ V.2b - MANUAL Test Version. 99% done.
Post by: Molay on December 30, 2012, 04:47:10 pm
One quick question, is it possible to add a continuous source of vapor to the ballista, which would continually emit "NO FEAR" gas to anything within the tiles of the ballista, so my siege engineers would be less useless? Would be great!
Title: Re: ☼MASTERWORK-DF☼ V.2b - MANUAL Test Version. 99% done.
Post by: Meph on December 30, 2012, 05:29:24 pm
I couldnt replicate the crash from pressing N in a carpenter that has 10 bins in production... 

I do got quite a shock, when the clothier/moody dwarves did not accept any silk. I will test this with more materials, but I think my generic materials broke the clothier? No one noticed that, or was that just that one fortress?... I cant find a fault in the tokens in the raws, the silk ingame should be accepted in the clothier, but it is not. The custom "make set of silk clothing" does work. I have to test plant and animal yarn/threads as well... thats a real surprise to me, and I hope someone knows something about it. Because I sure dont. ^^

Quote
- Is it possible to implement a search function, to find exactly what you need? (one of the great advantages of the magmawiki!)

Even if godlysockpuppet says yes, the answer is no. Yes, you can add a search, but to have an intelligent search that actually works, I would need to add all kinds of tags everywhere. What is wrong with CTRL+F ? ^^

Quote
   - You could show the building materials required for the new workshops. Would be nice in the list.
Yep, that will most likely be added. AFTER I update the building mats for the next version. Wanted to do a lot of balancing on the metal industry in that regard.

Quote
   - Assuming the building-guide-images don't exist anymore, I'd like to see a list of the reactions and what materials they use, what they yield and the percentages. However, I like the idea of opening an image of a specific workshop and see it all listed there. These images are a great, great feature you had.
Well. That would be 104 guides. 1600 reactions. I honestly wont do this again. If someone wants to, as a wiki-like community effort, I can give all the support I can.

Quote
   - I'm not sure about the growth time. Is the growth time considering the "harder farming" which is automatically turned on? Should be specified on top.
   - Growth time for tree farm plants not specified. How long does the steeloak need to grow? Etc.
the manual is of course for the default options. so you, the growth time if for harder farming. treefarming guide can be added.

 
Quote
Could link to a more specific "site" with detailed domestic information, while keeping the main list "compact". No need to add this information for other animals though, as they're less likely to be domesticated. Would be nice to have all the info, but for domestic will do I guess.
can be done.

Quote
A section dedicated to equipping dwarves. What kinds of armor can be combined? Can I wear multiple mail shirts underneath a plate? How would a fully outfitted armor look?
can be done. :)

Quote
What armor to equip to avoid having my dwarve's heads being severed off by goblin arrows? Those archers decapitated 3 (!) of my dwarves in steel armor in just one ambush.
Nothing. Neck armor is hard to come by in DF. ^^ I dont think I can influence this, maybe(?) with helm + max lbstep?

Quote
However, no information for those few +180 plant types. Oh well, I don't use them anyways at this time. And I don't expect you to list 180 more plants
Actually, there is a list. Check Settings, and then "more plants"... there is a link. I will add this somewhere more obvious, but it is there. All of them.

Quote
Good amount of typos, but doesn't really hinder readability. Lots of "the" become "they", letters swap place etc. Just a minor thing however.
I went over every page with spellcheck by now, and will proofread it as well.

Quote
One quick question, is it possible to add a continuous source of vapor to the ballista, which would continually emit "NO FEAR" gas to anything within the tiles of the ballista, so my siege engineers would be less useless? Would be great!
Thats impossible. But you can add no_fear to your dwarves by using the music stage.  "play the hymn of courage" Works for 1month.
Title: Re: ☼MASTERWORK-DF☼ V.2b - MANUAL Test Version. 99% done.
Post by: Legorobo4 on December 30, 2012, 06:32:10 pm
I can confirm that pressing a+n (make wooden Bin) in the carpenters workshop while it has 10 other (make wooden Bin) in job queue causes the game to crash... ???

I believe this maybe happening because the game is trying to pull up an 11th (make wooden Bin) in the job queue but as it can't use more than 10 it causes it to crash.
Plus I believe this is a vanilla bug.

Also good job on the manual meph ;)
Title: Re: ☼MASTERWORK-DF☼ V.2b - MANUAL Test Version. 99% done.
Post by: BigD145 on December 30, 2012, 07:42:24 pm
I can confirm that pressing a+n (make wooden Bin) in the carpenters workshop while it has 10 other (make wooden Bin) in job queue causes the game to crash... ???

Pressing "a" should not even do anything, so that is odd.
Title: Re: ☼MASTERWORK-DF☼ V.2b - MANUAL Test Version. 99% done.
Post by: rohit507 on December 30, 2012, 10:12:15 pm
Umm, is this supposed to happen?

I embarked in a joyous/savage wilds area (both biomes were there), my dorfs got hit by a fog of boiling golden salve, and some gold dust snow.

Soon thereafter they were little miasma flares running around making each other unhappy and rotting from the inside out.

Welp.
Title: Re: ☼MASTERWORK-DF☼ V.2b - MANUAL Test Version. 99% done.
Post by: Flare on December 30, 2012, 10:32:39 pm
Where do I find large gems? I can only seem to find the normal small ones. Does Flare have to go into the caverns and have a group of dwarves strangle some amethyst men a little for some jewels?
Title: Re: ☼MASTERWORK-DF☼ V.2b - MANUAL Test Version. 99% done.
Post by: Putnam on December 30, 2012, 10:35:11 pm
Where do I find large gems? I can only seem to find the normal small ones. Does Flare have to go into the caverns and have a group of dwarves strangle some amethyst men a little for some jewels?

Large gems are randomly made while cutting gems.
Title: Re: ☼MASTERWORK-DF☼ V.2b - MANUAL Test Version. 99% done.
Post by: Meph on December 30, 2012, 10:36:01 pm
You cant find large gems... if your gemcutter is good enough, he will occasionally produce large gems, while cutting them. Same in vanilla, nothing I did change.

The golden salve/gold dust shouldnt cause horrible rotting death... They use actual gold, and the golden salve, from vanilla df, just as weather. Same materials... but I will check. I really have to see if I can do something about the rain-spam, with constant pauses and camera focus. Good regions should be easier. That will be a project for me as well.

A+N ? Ok... I'll try again.

Soooo much feedback. Feels like old times already ;)
Title: Re: ☼MASTERWORK-DF☼ V.2b - MANUAL Test Version. 99% done.
Post by: Bloax on December 30, 2012, 11:04:04 pm
What's the secret of berserking? I seem to have stumbled upon it, and it seems quite good too. (Not to mention seemingly compatible with other stuff.)
Best of all is that part of it where everything that was friendly becomes hostile to you, but yet after the effect wears off - nobody puts blame on you. $$Cha-Ching$$

Edit: Uh, Meph: You might wanna want to delete game/errorlog.txt before making a release. I kind of caught a part of your succession fort in my gamelog. :P
..And I don't play Fortress mode. Hurp.

EditEdit: Oh dear, this character is a monster. I just picked up what seems like a lich slab.. Which weighs 436 units.. And my speed is still the usual 1290 Uruk (Ronin?) reside at.
Title: Re: ☼MASTERWORK-DF☼ V.2b - MANUAL Test Version. 99% done.
Post by: Meph on December 30, 2012, 11:39:43 pm
I usually do. The gamelog was still in there ? ^^

Currently doing random stuff... played a 2 year fortress as well. Lots of ideas for balancing. I also did this:

Reduced races to one metal each. This will allow better balancing of invasion, and trading.
Humans: Rose gold
Elves: Mithril
Drow: Bloodsteel
Warlocks: Ironbone
Goblins: Rusty Iron
Orcs: Rusty Steel
Automatons: Brass
Frost Giants: Wolfram
That should make elven and drow caravans guards a bit better, trading with them better, make goblins easier, orcs the same, warlocks easier, automatons same, frost giants slower, but stronger. Goblinite/Orcinite will also always require the "remove rust" refining step.
Title: Re: ☼MASTERWORK-DF☼ V.2b - MANUAL Test Version. 99% done.
Post by: Wrex on December 30, 2012, 11:51:13 pm
I dunno. I like having the multiple metal paths for dwarves, rather than only having the best possible option.
Title: Re: ☼MASTERWORK-DF☼ V.2b - MANUAL Test Version. 99% done.
Post by: Meph on December 30, 2012, 11:58:30 pm
Wait, not for dwarves. ^^ Only for other races... It is difficult.. if I give the caravans shitty gear, then they die, and you get a ton of useless stuff... If I give them good gear, they survive a lot more often, and you can buy from a better selection of useful stuff. I will definately keep the rusty iron for goblins and rusty steel for orcs.
Title: Re: ☼MASTERWORK-DF☼ V.2b - MANUAL Test Version. 99% done.
Post by: rohit507 on December 31, 2012, 12:00:10 am
You cant find large gems... if your gemcutter is good enough, he will occasionally produce large gems, while cutting them. Same in vanilla, nothing I did change.

The golden salve/gold dust shouldnt cause horrible rotting death... They use actual gold, and the golden salve, from vanilla df, just as weather. Same materials... but I will check. I really have to see if I can do something about the rain-spam, with constant pauses and camera focus. Good regions should be easier. That will be a project for me as well.

A+N ? Ok... I'll try again.

Soooo much feedback. Feels like old times already ;)

I just checked the raws and in addition to raining gold and whatnot, it rains the nether creeper extract (in interaction_weather).

Also, it might not be possible, but I like the idea of good being easier except for the most savage good aligned areas. Mainly because it feels like savagery should trump alignment, so savage good would end up being about as hard as wilderness.
Title: Re: ☼MASTERWORK-DF☼ V.2b - MANUAL Test Version. 99% done.
Post by: Bloax on December 31, 2012, 12:14:24 am
Doesn't that kind of boot a bunch of materials out of the equation, like Orichalcum (though admittedly Taiga Orcs could have that) and Deep Bronze?

Also, if you're going to restrict humans to Rose Gold, then I'd really like it to be a good material. Because last I played with a rose gold longsword, well.. I kind of got whacked.
Unless of course it's a good material already, and I'm too much of a n00b around DF to find out myself.

Edit: Oh, and you should probably give elves Katanas instead of Jittes.. You know, for reasons..

EditEdit: Are Ancient Vampires supposed to melt to death*? Last I checked (or well, my friend initially did), Hellfire Imps do the same.
*They do in the object testing arena.
Title: Re: ☼MASTERWORK-DF☼ V.2b - MANUAL Test Version. 99% done.
Post by: Molay on December 31, 2012, 01:25:45 am
Hope I didn't overwhelm you with that whole list earlier^^

Rose Gold for humans? Isn't this supposed to be some for-decorations-only metal? If I did equip my dwarves with gold, they would die rather quickly and expensively. Not sure about rose gold though.

On another note, can there be done anything about the woodcrafters being useless? I mean, is it just my playstyle that causes that, or does everybody else grinds their teeth when he gets a master woodcrafter immigrant and, well, has to use him for hauling. Or as cannonfodder.

Also, on another note - does it serve any special reason that the timberyard requires a crapload of wood to build? I embarked in a treeless desert, with almost no coal. I didn't think about wasting embark points on wood, so I ended up with grown small trees but not enough wood to actually... get wood. I'd rather have it be more blocks or something like that? Just a minor complaint, when the dwarves come back I should have enough wood, as I ordered some.

Can't wait for the next version :)
Title: Re: ☼MASTERWORK-DF☼ V.2b - MANUAL Test Version. 99% done.
Post by: Wrex on December 31, 2012, 01:31:34 am
Yeah, I was saying that dwarves, being the masters of metals, should probably have access to all of these metals on their own, if not crates and crates of metal. Rusty Iron for Goblins makes plenty of sense, but Steel is generally fairly corrosion resistant, so a different name for Rusty steel may be preferable. Of course, I don't think it should have different stats- just that "Rusty Steel" dosen't have the same kinda ring to it, if you get what I mean. But it works, and isn't a real issue. Related: Why do Orcs have [TRAPAVOID]?


Is V.2B out yet?


Perhaps Bronze Collosi could also drop the masterwork statue, in addition to the supply of metals? Since bronze itself is fairly common. Perhaps 25 -Deep- Bronze bars instead?

/me throws ideas at the wall to see what sticks.
Title: Re: ☼MASTERWORK-DF☼ V.2b - MANUAL Test Version. 99% done.
Post by: moisesjns on December 31, 2012, 02:01:35 am
Well please PM me or respond to this. So my dwarfs seem to all be getting sick and throwing up this started after a migration wave came and a kid was throwing up. now everyone is it says that wards or the apothecary can help fix and cure diseases. but i dont see anything that is helping me. what else could cause this? i have not fought any megabeast or semi megabeast yet.
Title: Re: ☼MASTERWORK-DF☼ V.2b - MANUAL Test Version. 99% done.
Post by: Wrex on December 31, 2012, 02:14:21 am
One of them came with the vomiting disease. You would need to pasture a Vomit ward in your hospital to stave it off, but now it is no longer possible.
Title: Re: ☼MASTERWORK-DF☼ V.2b - MANUAL Test Version. 99% done.
Post by: Molay on December 31, 2012, 02:16:22 am
Well please PM me or respond to this. So my dwarfs seem to all be getting sick and throwing up this started after a migration wave came and a kid was throwing up. now everyone is it says that wards or the apothecary can help fix and cure diseases. but i dont see anything that is helping me. what else could cause this? i have not fought any megabeast or semi megabeast yet.

Open dwarf therapist.
Sort by castes.
Find the "Sick Dwarve" caste.
Name sick dwarves so you can find them.
Define a burrow zone.
Send the sick dwarf to that burrow.
Seal off the burrow zone.
Let those unarmed goblins out of their cages, so they can have some fun for once.
BONUS: Make a glass wall around the burrow zone, and send all other dwarves to watch.
MEGABONUS: Equip him in mithril armor before letting the prisoners loose on him.
SUPERMEGABONUS: Find a way to use those now well trained goblins for your military, to defend the next wave of undead the tower sends.

Alternative:
- flood burrow zone with magma
- activate pike traps in burrow zone
- collapse the floor of said burrow zone
- set the burrow zone ablaze
- fill burrow zone with water. Make sure the bastard can't swim, first.
- other creative ways to dispose of the sick

A dwarves society will not prosper when the sick are present. Eliminate them with any means necessary and enjoyable for those spectating.
Even if it's just vomit, treat it as the downfall of my last fortress: FEVER. This sure avoids any further annoyance.
A feverish dwarf is not productive, nor in a good position to fight. Make sure it doesn't happen to you, too.
Title: Re: ☼MASTERWORK-DF☼ V.2b - MANUAL Test Version. 99% done.
Post by: moisesjns on December 31, 2012, 02:20:59 am
I think i found them. They are green colored. but i dont see them in dwarf therapist.  well thank you for the ideas. im gonna trap them around glass and put a gem golem in with them.

Edit: i was wrong. the people seem to not be throwing up if i seperate them. This is annoying to find
Title: Re: ☼MASTERWORK-DF☼ V.2b - MANUAL Test Version. 99% done.
Post by: kamikazi1231 on December 31, 2012, 02:53:03 am
Has anyone experienced a bug of no sieges? Im using the latest version with a fresh generated scorching shiv and phobus pack. Im 6 years in and no sieges. I am getting ambushed by everything but frost giants. So far stealth kobolds, goblins, orcs, and automatons. Its just a bit annoying i never seem to be sieged but the second migrants or traders show up a ton of invisible automatons ambush and chew them to pieces.

I was also wondering are all invaders supposed to be trapavoid? The manuals suggest traps against automatons but seem to walk right over them. Ill have to start webbing the traps at this rate. I dont just use traps but i hate resorting to bridge spamming and like to build complex traps lines to cage or drop enemies 50z levels. Possibly in the manual state which creatures are trapavoid? Its a painful experiment when a orc ambush waltzes through the first line of defense when you figure big brutish orcs would set something off.

*edit.  Looked back over the manual.  It does seem that some races are said to be trapavoid.  Still a bit confusing that automatons say "good luck finding anything useful against them(except traps)".  Thank you so much for putting the manual back in.  I've only recently starting playing this mod and without the manual in the last version I was totally lost. *
Title: Re: ☼MASTERWORK-DF☼ V.2b - MANUAL Test Version. 99% done.
Post by: moisesjns on December 31, 2012, 03:04:54 am
SO seeing as there is no sick dwarves cast.  in Dwarf therapist. Is there another way to figure it out?  because i have like 90 people and i dont want to burrow each one seperatly.
Title: Re: ☼MASTERWORK-DF☼ V.2b - MANUAL Test Version. 99% done.
Post by: Bloax on December 31, 2012, 03:31:39 am
As a random change, could you remove Water Dragons? They seem awfully common in worldgen..  But they all drown afterwards. Because they live in the water and not in lairs.
Title: Re: ☼MASTERWORK-DF☼ V.2b - MANUAL Test Version. 99% done.
Post by: ImmortalBrain on December 31, 2012, 08:20:44 am
Hello everyone! This is my first post on this forum and english is not my native language but i still decieded to share some bugs i've found:
I'm using the latest V2b with phoebus tileset. The only option i've checked from default ones were Seasonal Autosave - ON, Concubines - ON (^_^), Evil drow/dwarf/humans/elves - ON, increased population cap to 300.

Strange things i've encountered:
1. Magma crucible doesn't seem to work for me. It keeps saying "Cant find ores or fuel, check access" or something like that. Yes, i've done a world-wide burrow.
2. How am i supposed to make poisons? I have over 200 shadowleaf bushes but neither still nor farmer's workshop seem to be able to process/extract em.
3. When building Magma Blast Furnace the game asked me...for 2 leather. I guess it should be 2 anvils =)
4. I cant recall recieving so much "Not enough seeds" spam from my farmers. I had to disable all job cancelation announcements in order to be able to play the game.
5. Another weird spam i am getting is from my dwarves having insomnia. I dont think that this is a bug, but how do i fix it and what will happen if i wont?)
6. I am able to make "#SKILLNAME LEGEND" in creature research study without killing any megabeasts or what so ever.
7. I am still able to order "Ammo Mint Plans" from drow.
Well, this is what i can remember right now.

Ah, i almost forgot, Thank you Meph for making this mod. You've completelly changed my gaming experience =)
Title: Re: ☼MASTERWORK-DF☼ V.2b - MANUAL Test Version. 99% done.
Post by: Meph on December 31, 2012, 11:26:32 am
Yet again: THE MANUAL IS FOR THE NEXT VERSION. NOT THE ONE YOU HAVE ATM. So disregard everything you read in there. I posted it, so that people can have a look at the design, tell me whats good or bad, and what type of improvements I could do.


@Immortalbrain: Very nice report, stating the settings as well :) And dont worry, english isnt my first language either.
Title: Re: ☼MASTERWORK-DF☼ V.2b - MANUAL Test Version. 99% done.
Post by: Bloax on December 31, 2012, 12:18:47 pm
I mentioned the Ancient Vampires melting specifically because they don't in Fear the Night, but in Masterwork they melt like butter in a hot oven.

Though truth to be told, an Ancient Vampire would be the single-most worst thing I could imagine you could get a visit from in this mod. Though I doubt many would protest against the potential !!FUN!!
Title: Re: ☼MASTERWORK-DF☼ V.2b - MANUAL Test Version. 99% done.
Post by: Molay on December 31, 2012, 01:49:43 pm
Not enough seed is your playstyle... if you dont have that much, you dont. ^^ Plants grow slower in the mod.

I think the job cancellation spam is not related to a lack of seeds. I have plenty of seeds and still get that spam. Here's what I think to be the reason:
The "store seed" jobs makes a dwarf pick the seed barrel, then venture far down to the dining hall, pick up the seed, bring it back.
If, while dwarf is hauling seed barrel to grab seed, a planter wants to grow with hauled seeds, the job will get cancelled. As the seed is literally not there - one dwarf ran away with it!

I really don't like the new hauling system at all for various reasons, the job cancellation spam is one of those reasons. I wish toady allowed us to revert to "traditional item stockpiling jobs". It's also way less efficient when it comes to farming. Once a plant is grown, the farmer goes to the plant, marks it for "can be harvested", then he goes back to the stockpile, picks the barrel, runs back to the plant, brings barrel to stockpile. Like this:
Farmer --> plant --> stockpile grab barrel --> plant --> stockpile store barrel
While in the old version, the farmer would go to the plant, pick it up, bring it to the stockpile, like this:
Farmer --> plant --> stockpile store plant

Note: same tragedy with job cancellation spam applies to: brewing, processing plants, milling plants, pressing plants. Could also affect taming of herbivores.
Same goes for, say, smiths who need bars that are currently being hauled all the way to the smelter to grab a single new bar, thus the bars needed by the smith not being available at that time. And so on. Leather. Cloth. Gems. Wicker. All affected by this weird system of dwarves wanting to haul a whole bin full of stuff to store a single item in it, then haul it back.

Depending on the distance between stockpile and farm, this can cause you to lose a _lot_ of time, and almost prohibits the use of "only farmer harvests", as they'll just have too much to do to even think about planting new seeds.

Anyways, I dislike it. I don't think meph can change such things, though.
Title: Re: ☼MASTERWORK-DF☼ V.2b - MANUAL Test Version. 99% done.
Post by: ImmortalBrain on December 31, 2012, 02:22:40 pm
  • Legendary skills for free? What ? I have a testfort, I will have a look.
Nvm, i've noticed a werescorpion in "dead/missing" section. I dont remember killing it (hence i have 0 military). Probaly he appeared in the middle of the siege and my fellow warlock friends killed him ^_^.
Didn't know that werebeasts count as megabest though. They are extremelly easy to kill compared to "real" megabeasts.

P.S. !!!FUN!!! Thanks to the blinding cloud i have 90% of my dwarves blind. Is there a way to cure em?[/list]
Title: Re: ☼MASTERWORK-DF☼ V.2b - MANUAL Test Version. 99% done.
Post by: Meph on December 31, 2012, 03:47:25 pm
I checked the legendary reactions, they are not bugged. But a werescorpion doesnt give anything for it. So I have no idea whats going on in your fort. Could you send me a save ? Eyes heal in DF, like any other tissue...

And the bin/barrel storage behavior is from df. not the mod. ^^

I did remove low boots btw, and renamed high boots to boots. If almost no one uses them, they serve no purpose in the game.
Title: Re: ☼MASTERWORK-DF☼ V.2b - MANUAL Test Version. 99% done.
Post by: Nevets_ on December 31, 2012, 04:12:39 pm
Thank you.  All the duplication that adds little if anything to gameplay is a big problem in DF.  It would be nice if mittens/gloves/gauntlets could be combined, so handwear would be the same item, but named differently based on material, like bags/chests are now.  Mittens/gloves/gauntlets would be cloth/leather/metal handwear.
Title: Re: ☼MASTERWORK-DF☼ V.2b - MANUAL Test Version. 99% done.
Post by: Molay on December 31, 2012, 04:55:33 pm
Thank you.  All the duplication that adds little if anything to gameplay is a big problem in DF.  It would be nice if mittens/gloves/gauntlets could be combined, so handwear would be the same item, but named differently based on material, like bags/chests are now.  Mittens/gloves/gauntlets would be cloth/leather/metal handwear.

Not sure about that. If they all were combined, I think this means they all would be fit to be worn by civilian hands. Even the mithril ones. So there needs to be a separation between civilian and military at least.

@ImmortalBrain Welcome to my sand desert, friend! No trees, no water. Nothing but sand on the surface (and steeloaks...). Oh how lovely it is to have all my marksdwarves blind and useless. Can't tell you how much I love the blinding cloud! Still about 10 clockwork soldiers standing between my walls (trapped), with fortifications around to shoot them down - but too much sand in the eye to shoot! Weather is really impacting this site's defences... I hope those eyes heal quickly, before I lose the second caravan and third migration wave to those remaining clockwork soldiers outside...
Title: Re: ☼MASTERWORK-DF☼ V.2b - MANUAL Test Version. 99% done.
Post by: Meph on December 31, 2012, 05:03:00 pm
Gloves are civilian soft clothing. Mittens can be made of leather and have an armorrating, and gauntlets are made of metal, and can be worn together with mittens... they serve different roles. High and low boots? Not really, especially if no one makes the low version.

Oh, and someone mentioned that 25 bronze abrs for killing a bronze colossus are not really that much... well, you can get colossi of every metal, so killing a bloodsteel colossus will give you 25 bloodsteel bars...
Title: Re: ☼MASTERWORK-DF☼ V.2b - MANUAL Test Version. 99% done.
Post by: Zeebie on December 31, 2012, 06:16:54 pm
What are dynamite bolts counted as for the military ammunition screen? They don't seem to have their own entry in the "add item" list.
Title: Re: ☼MASTERWORK-DF☼ V.2b - MANUAL Test Version. 99% done.
Post by: Meph on December 31, 2012, 06:50:15 pm
They are normal bolts, arrows or javlines, same ones you make in the forge. Only the material is different, instead of "metal bolt" you have "dynamite bolt"
Title: Re: ☼MASTERWORK-DF☼ V.2b - MANUAL Test Version. 99% done.
Post by: Fairin on December 31, 2012, 07:55:31 pm
gotta say meph . some races use low boots instead of high, though i dont actively recall goblins wearin shoes.. but the less armored orcs are the better... =)

also whats the point of researching blueprints (at a redicliously low rate) if i can just order some from the main civs.

also make sure the glass forge can make buckets.. the furnace cannot. (unless its renamed something like doors - portals and i missed it)
Title: Re: ☼MASTERWORK-DF☼ V.2b - MANUAL Test Version. 99% done.
Post by: Meph on December 31, 2012, 08:24:45 pm
Rate of research is 15% now... better then the older versions. And it is necessary if you turtle, no caravans come because you suck at warfare and are constantly sieged, or if the civ died at worldgen.

Glassforge makes weapons and armor only atm. Why buckets?

Colosseum works btw, 21 creatures to fight. Some give rewards (the megabeasts, take them to the slaughterhouse) but most are just for fun and games. And training the military of course.

Oh, and I tested plant thread, works... animal hair, works... silk from collected webs, works... silk from custom workshop reaction, does not work. ???
Edit: Instant-solution: I used product dimension 150, instead of 10000 and 15000 on them. the silk does work, it is just not enough. Lol... you would need to pray 100 times successfully for silk, to produce enough silk for a mood/piece of clothing. Is fixed. :) Damn, this was driving me insane, because I thought same silk template nonsense was broken...
Title: Re: ☼MASTERWORK-DF☼ V.2b - MANUAL Test Version. 99% done.
Post by: Fairin on December 31, 2012, 08:33:06 pm
cause i had this awesome idea for a glass fortress.... glass pots instead of barrels .. buckets blocks walls windows instead of walls (inside) now complete with glass weapons and armor ... for everyone! =(^.-.^)= .. just no buckets - unless the furnace actually makes buckets

buckets for everyone!

wheres the new version at already i cant wait till next year ! ><

(really tho . no rush this fort is taking a beating and still kickin.. had two thunderbirds back to back meet up with my sword golems up front - only dropped platnium essence.. and here i had my slaughter house all primed and ready...)

found another - discription of Batpeople - " he isnt very muscular, his hair is black his Skin is  >> ercu <<  his eyes are black, never heard of ercu color ..
Title: Re: ☼MASTERWORK-DF☼ V.2b - MANUAL Test Version. 99% done.
Post by: Meph on December 31, 2012, 09:33:34 pm
http://en.wikipedia.org/wiki/Ecru (http://en.wikipedia.org/wiki/Ecru)

Beds, bins, barrels, buckets and cages are missing from the glass furnace. I will add those. Glass chains and other unrealistic stuff, no. Gem cage and bone cage will come as well.

Here a little teaser:
(https://lh6.googleusercontent.com/-ff3TARBo-V0/UOJK2kspy9I/AAAAAAAALjk/opz7jYc4bzE/s1720/apostle.png)
Title: Re: ☼MASTERWORK-DF☼ V.2b - MANUAL Test Version. 99% done.
Post by: Fairin on December 31, 2012, 10:04:06 pm
bloody hell, ecru -is- a word...

why does my milita commander have bleached skin... -.-

ok .. totally want to test this now... - totally missed the glass chains, still using the "wood" template like the gem armor? try trading them to elves and see how mad they get >:-)
Title: Re: ☼MASTERWORK-DF☼ V.2b - MANUAL Test Version. 99% done.
Post by: Meph on December 31, 2012, 10:14:45 pm
Quote
"wood" template like the gem armor? try trading them to elves and see how mad they get >:-)

Why does no one ever tell me that ? ^^
EDIT: Should be fixed, will do a testrun.
EDIT2: Yep, fixed and properly stockpiled.
Title: Re: ☼MASTERWORK-DF☼ V.2b - MANUAL Test Version. 99% done.
Post by: Rose on December 31, 2012, 11:07:45 pm
More on ecru. (http://dwarffortresswiki.org/index.php/Color#Color_tokens)
Title: Re: ☼MASTERWORK-DF☼ V.2b - MANUAL Test Version. 99% done.
Post by: Meph on January 01, 2013, 12:57:09 am
@japa: isoworld is added to the next mod version, to the manual and to the gui. all works. :)

@rest: Thoughts on poisons.

 - bitterroot poison => paralysis   => farm yourself, buy, underground
 - shadowleaf poison => slow down => farm yourself, buy, aboveground
 - voodoo poison => opposed to life => buy plants from drow
 - greenskin bane => slow down and injure goblins/orcs => make from 3-5 normal plants
 - everdream poison => fall asleep => buy plants from elves
 - nether creeper => transforms into horrible something. => gather in third cavern only

Runesmith would use the same coating idea.
 - Each metal would be possible.
 - Each metal gives different bonus.
 - This way you can make steel swords coated with adamantine runes, or mithril axes coated with wolfram runes...

Items that can be coated are ammo, weapons and trapcomps. Syndrome takes effect upon blood-drawing hit, from all that I can tell from testing.

A magic weapons named wand, using ammo called spells, that have very powerful effects could be used as well. I had this in the mod long, long ago, but scrapped it, because it wouldnt work as good as I wanted it to. Now it would work perfectly. You could should polymorph spells, fireballs that explode on contact, acid spells that leave a poisonous puddle. All those would require quite some work, but in theory everyting goes. :) I can also improve the dynamite ammo with this, although it works as it stands.

Still throwing around ideas for a Warpstone applications with all this. :)
Title: Re: ☼MASTERWORK-DF☼ V.2b - Polls... Polls everywhere
Post by: Deon on January 01, 2013, 02:23:33 am
That colosseum looks great, I will have to remap and tweak my Blood Arena to look better :P.
Also am I right that you use animals to spawn those enemies? I thought about making a big arena and hiding the arena summoner in a little room of it, while using creatures like dogs to transform them into enemies to fight.
Title: Re: ☼MASTERWORK-DF☼ V.2b - Polls... Polls everywhere
Post by: tahujdt on January 01, 2013, 03:31:45 am
Finally, a magic system that doesn't work like Macroscoff's Thirteenth Edition (http://comic.nodwick.com/?p=721)!
Title: Re: ☼MASTERWORK-DF☼ V.2b - Polls... Polls everywhere
Post by: Fairin on January 01, 2013, 04:30:36 am
my archelolgist picked up some holy / vampiric / foul / weapons, and a runic mithril scimitar >: )

one happy drakitty here.

had one of my milita smack a blind cave over in the torso - smited his whole body in half with that holy volcanic maul... yes .. i approve

really want to test that glass forge out.. been waiting the whole year for the release... =(^.-.^)=
Title: Re: ☼MASTERWORK-DF☼ V.2b - Polls... Polls everywhere
Post by: Godlysockpuppet on January 01, 2013, 05:51:31 am
Speaks for itself really. If you to know anything feel free to ask. I'll fill this up abit more when I find time
Spoiler (click to show/hide)

Title: Re: ☼MASTERWORK-DF☼ V.2b - Polls... Polls everywhere
Post by: Bloax on January 01, 2013, 05:59:28 am
Speaking of platinum skill aether: (https://dl.dropbox.com/u/63152810/Aether.png) (https://dl.dropbox.com/u/63152810/AetherFracture.png)
(In case I'm being cryptic here, the two are respectively sprites for the skill aether and the skill aether fracture.)
Title: Re: ☼MASTERWORK-DF☼ V.2b - Polls... Polls everywhere
Post by: kangzx on January 01, 2013, 06:58:51 am
Just had the previosly reported crash when creating wooden bins (tried to add another bin to already full queue).
Should have used manager :)
Also it happened again after reloading, I can provide save if needed.

update: happens with leather quiver too, actualy it seems to crash whenever I repeatedly pres a+n in a workshop
so far it crashes in mason,leather worker,carpenter,crafts dwarf,smelter

doesnt crash in magma forge/crucible/metalurgist

Weeeird :p

Title: Re: ☼MASTERWORK-DF☼ V.2b - MANUAL Test Version. 99% done.
Post by: Zeebie on January 01, 2013, 09:46:16 am
They are normal bolts, arrows or javlines, same ones you make in the forge. Only the material is different, instead of "metal bolt" you have "dynamite bolt"

Dynamite does not seem to appear in the materials list for bolts.  Also, what's up with the literally hundreds of different kinds of bone in that list?
Title: Re: ☼MASTERWORK-DF☼ V.2b - MANUAL Test Version. 99% done.
Post by: CheatingChicken on January 01, 2013, 10:17:25 am
Quote
"wood" template like the gem armor? try trading them to elves and see how mad they get >:-)

Why does no one ever tell me that ? ^^
EDIT: Should be fixed, will do a testrun.
EDIT2: Yep, fixed and properly stockpiled.
I am prety sure that stone weapons (made in the Rockforge) are also considered to be made of wood.
Title: Re: ☼MASTERWORK-DF☼ V.2b - Polls... Polls everywhere
Post by: Zeebie on January 01, 2013, 10:35:23 am
How many boulders of slade should be necessary to make a slade turret? I've had eight boulders marked as TSK in the machine factor before the dwarfs decide they don't have enough.
Title: Re: ☼MASTERWORK-DF☼ V.2b - Polls... Polls everywhere
Post by: CheatingChicken on January 01, 2013, 10:37:42 am
How many boulders of slade should be necessary to make a slade turret? I've had eight boulders marked as TSK in the machine factor before the dwarfs decide they don't have enough.
If i remember this correctly you need slade bars, from the arc furnace, not slade boulders
Title: Re: ☼MASTERWORK-DF☼ V.2b - Polls... Polls everywhere
Post by: Meph on January 01, 2013, 10:48:58 am
@ CheatingChicken: All rock and gem things that were not stockpiled when made of rock or gem, and have previously been made of a wood template, are not made with a metal template. All stockpiled, and more importantly trade correctly with elves. Slade metal has been removed. Because its useless since the weight slows down dwarves that much.

@ zeebie: Ok, I have a look at the dynamite. And there is a bone for each creature, so 1000 something entries for bone. About the slade boulders: 750. (was formerly slade metal, bars use 150 in quantity for one bar, should need 5 bars, so 750. When I removed slade metal, replaced it with boulders, accidently kept the 750 in. Is fixed now.)

@kangzx: Yes please. What exactly do you do, which version, which tileset, and so on. You have a carpenter, add 10 bins, full list, and then press n ? Or a+n ? Did you press ALT before that? Some dfhack plugins are toggled by alt.

@ bloax: Only creatures can use sprites. Items use tiles. Toys even have a fixed tile. I made skill aether a tool, but havent had the time to add fitting tile numbers to each. I can only take from the phoebus set for this. I think I rename it to Megabeast Soul now as well, after all Megabeasts have a butcher reaction in the Slaughterhouse.

@ godlysockpuppet: It is fixed. I think I wrote this 4 times by now in the thread ^^ But still, thanks ;) That is harmless broodmother secretion btw.

@ fairin: Hope the archeologist is not too overpowered. If people get too much free stuff, it will be nerfed. And glass weapons are apparently very bad, from what I can tell so far ^^

@ tahujdt: Ehm... What ? ^^

@ deon: Actually, I dont. No animals involved. I transform the dwarf into a immobile "dwarf releasing a foe", he drops a bodypart, bodypart is fit for animation, gets animated and opposed to life removed, then transformed into the fitting creature and crazed added. Dwarf releasing a foe goes back to dwarf, runs away. You now have any creature in the game, as a berserking opponent. Same system I use for setting up turrets, landmines, gargoyles, decoys, scarecrows, treants and orchids, and plan on basing my "internal invaders" on. Dwarves going rouge and spawning 10 skeletons and transform into a lich, or a shade army teleporting inside through a portal. (aka dwarf is possessed by shade, shade open portal, spawns 50 buddies) Now that I think of it, your fallen race would fit that theme as well ;) Evil things coming from the aether/nether.

I am curious about your arena as well. ;) And maybe I should add packs of weaker enemies to it. "spawn a group of xyz", that way its not as obvious if one more or less gets spawned or not. Last testrun I had 4 umber hulks made, from lobbed of bodyparts... ups. ^^
Title: Re: ☼MASTERWORK-DF☼ V.2b - Polls... Polls everywhere
Post by: Zeebie on January 01, 2013, 11:21:49 am
Meph, I've also noticed a strange thing where prototype golems (brought by migrants) will attack friendlies once they have attacked any enemies. I've seen it happen with three separate golems. 
Title: Re: ☼MASTERWORK-DF☼ V.2b - Polls... Polls everywhere
Post by: CheatingChicken on January 01, 2013, 11:38:24 am
I just had to learn that sowing treant seeds near a war-Animal-Pen and my butchers corpse stockpile is a very bad idea.

I now have a lot of combat reports from my 3 raptors and and my giant slug killing (friendly) naga bones, head and a whole lot of undead inspiration.

Also i now have 35 Treants in my yard. That is nice, but I am not sure if it was intended to make that many :D

Anyway it was a nice sight ;)
Title: Re: ☼MASTERWORK-DF☼ V.2b - Polls... Polls everywhere
Post by: Meph on January 01, 2013, 12:12:09 pm
Prototype golems are prone to rage... i did remove this tag, because simply war-training them should work as well. But I have never seen golems attack a dwarf.

When spawning creatures I need to animate bodyparts briefly, before transforming them into the friendly creature. animated stuff is always hostile... its just for a second or two, but you, if anything is really close nearby, you get this. And I think the interaction tokens are broken, at least in that regard. The interaction uses this:

[IT_AFFECTED_CREATURE:SPAWN] and [IT_REQUIRES:FIT_FOR_ANIMATION]

Only creature spawn parts that are fit for animation should be targeted, not any bodyparts that are fit for animation. but the it_affected_creature token doesnt seem to work on dead things. Really stupid. I really dont know how I should limit this.
Title: Re: ☼MASTERWORK-DF☼ V.2b - Polls... Polls everywhere
Post by: CheatingChicken on January 01, 2013, 12:15:08 pm
How many Treants is the reaction actually supposed to spawn?
Title: Re: ☼MASTERWORK-DF☼ V.2b - Polls... Polls everywhere
Post by: slay_mithos on January 01, 2013, 12:22:43 pm
Oh, first time I see a vote that doesn't show a big advantage for any answer^^
Title: Re: ☼MASTERWORK-DF☼ V.2b - Polls... Polls everywhere
Post by: Meph on January 01, 2013, 01:03:31 pm
5 treants.

And the vote is epic, was perfectly 50/50 for a while. Which means that I will most likely add both options to the settings. It cant be more clear: half of the people want standradized stuff, the other half flavor. This way I can do something for both ;)

Toxicist is done. 6 poisons, and can use bought creature venoms. Can poison weapons, traps and ammo.
- Bitterroot paralyzes shortly
- Shadowleaf slows down
- Greenskin bane hurts only goblins and orcs, adds several syndromes.
- Voodoo adds opposed to life, making creature hostile to everyone.
- Nether Horror turns creature into berserking spider-demon.
- Everdream lets things fall asleep after a while.

Hope nothing is too powerful. Yes, adding a couple of spider-demons into a goblin army, and watch them kill all goblins is fun, but then again you have spider demons on your doorstep. Or you hit a sheep with it, and supddenly: Spider demon. So each has a different application, some should be used in melee, other are better suited for ammo, and others make excellent trap coating. The everdream for example. No one wants to fall asleep on a trap field ;)

- Bitterroot traded from most civs, found on surface.
- Shadowleaf traded from most civs, found in cavern 1.
- Greenskin bane made from 4 normal dwarven plants mixed together.
- Voodoo made from zombie flower, traded/raided from drow.
- Nether Horror made from nether creeper, found in cavern 3.
- Everdream made from insomnium plant, traded/raided from elves.

Edit: Mh... my slag is not cluttering up smelters... weight was 10.000. Some research on the wiki let me to up the weight a bit... 250.000, 25% heavier then slade. Lets see how that goes.
Title: Re: ☼MASTERWORK-DF☼ V.2b - Polls... Polls everywhere
Post by: kangzx on January 01, 2013, 01:49:27 pm
Here is the fort, I uploaded the whole folder, not sure if needed or not.
Spoiler (click to show/hide)

its the current V.2b, phobeus tileset
I load the game, find the carpenter workshop, add 10 wooden bins then hit a+n again =>crash ,happens always

With other workshops it happens too, but only some and not always (just try spaming a+n and it happens even if theres no reaction under n hotkey, though again, not in every workshop)

Between starting the game and crashing I didnt touch the alt key at all.

Also it is clean install, downloaded from here, only thing I did was rewrite interface in data/init/ with my keybinds
Title: Re: ☼MASTERWORK-DF☼ V.2b - Polls... Polls everywhere
Post by: dead on January 01, 2013, 02:12:57 pm
i haven't played dwarf fortress in a while. great to see that there have been a lot of updates for this mod. i don't know if this has been asked before since i'm late to the party, but why did you use the wow icons for your manual? seems a bit silly considering none of that graphic is in the actual mod or game. you have a lot of custom sprite for the creatures in your mod, why not just use those. as for things that don't have graphic in game, you could just list them in table format. i just think that it's wasteful to go through all that trouble for the wow icon, when in the end, it won't help us recognize any of them in game.

as for suggestions. anyone up for making industry specific chart/guide for masterwork? like the metal industry, with all the new crazy things involved, it would be nice to see a chart of what is needed to make whatever. there are a couple for vanilla df. it would be nice to see something like that in the manual. some times i take break from df and when i come back i forget what i'm suppose to do with these damn dorfs...
Title: Re: ☼MASTERWORK-DF☼ V.2b - Polls... Polls everywhere
Post by: Meph on January 01, 2013, 02:24:59 pm
@ kangzx: Downloaded, tested, game crashes when I spam "n" button in carpenter. Checked dfhack init, there is only one entry for SHIFT+ALT+N... but thats obviously not whats happening. I tried again with the current mod version I have, cant reproduce it. Since I have no clue what it is, I do suspect dfhack, because nothing else can influence something like this, maybe a workflow plugin (?) but I can only hope that the next update wont have this.

If it does happen to you again with the next version, let me know.

@dead: Icon in manual: Because. People like long texts only, so I add pictures. I can take building designs and screenshots from the game, but weapons and plants would look silly, because they are all the same. I have never played WOW, but it was the only big iconpack I could find that fits the needs. So yeah, I made this just for fun. Adding icons is not a big amount of work, considering the entire manual as a whole.

If anyone wants to make an industry chart for the mod, be my guest. I only have material guides ^^

Edit: It appears bar weight is capped at 1200.
Title: Re: ☼MASTERWORK-DF☼ V.2b - Polls... Polls everywhere
Post by: Godlysockpuppet on January 01, 2013, 04:35:45 pm
Could you make it so when a creature first spawns in the arena its immobile/paralysed/momentarily disadvantaged so as not to kill the dwarf releasing it? I'm pretty sure any creature released from prolonged containment would be pretty shocked by its sudden release anyway.
Title: Re: ☼MASTERWORK-DF☼ V.2b - Polls... Polls everywhere
Post by: arclance on January 01, 2013, 04:45:59 pm
@ kangzx: Downloaded, tested, game crashes when I spam "n" button in carpenter. Checked dfhack init, there is only one entry for SHIFT+ALT+N... but thats obviously not whats happening. I tried again with the current mod version I have, cant reproduce it. Since I have no clue what it is, I do suspect dfhack, because nothing else can influence something like this, maybe a workflow plugin (?) but I can only hope that the next update wont have this.

If it does happen to you again with the next version, let me know.
This could also be a problem with truetype mode interacting with a dfhack plugin.
Could you try turning off truetype mode if you have not already and seeing if the crash goes away?
Title: Re: ☼MASTERWORK-DF☼ V.2b - Polls... Polls everywhere
Post by: Meph on January 01, 2013, 04:55:37 pm
@arclance: No, I tried with both, TTF on and off.. dfhack has a new message, "protecting 9 jobs" before it quits. Never seen that before. Like I said, it appears to be some sort of workflow related thing (?)

@godlysockpuppet: there is a delay. Dwarf can move away, but he cant run and leave the arena before the creature starts chasing him. If the creature is paralyzed, you would just get free hits...
Title: Re: ☼MASTERWORK-DF☼ V.2b - Polls... Polls everywhere
Post by: arclance on January 01, 2013, 05:07:23 pm
@arclance: No, I tried with both, TTF on and off.. dfhack has a new message, "protecting 9 jobs" before it quits. Never seen that before. Like I said, it appears to be some sort of workflow related thing (?)
Okay I asked because I had to disable TTF for the Linux version because I was getting 100% reproducible crashes with it on.
They happen more often with the new dfhack plugins that change menus like the search plugin.

I will download the save and see if it crashes on Linux as well.
I can run it through gdb to try and see if I can find out why it is crashing.
Title: Re: ☼MASTERWORK-DF☼ V.2b - Polls... Polls everywhere
Post by: Molay on January 01, 2013, 05:14:56 pm
Just out of curiosity, do you know when you're gonna release the next version? Can't wait to start playing with poisons!
Title: Re: ☼MASTERWORK-DF☼ V.2b - Polls... Polls everywhere
Post by: arclance on January 01, 2013, 05:23:28 pm
@arclance: No, I tried with both, TTF on and off.. dfhack has a new message, "protecting 9 jobs" before it quits. Never seen that before. Like I said, it appears to be some sort of workflow related thing (?)
Okay I asked because I had to disable TTF for the Linux version because I was getting 100% reproducible crashes with it on.
They happen more often with the new dfhack plugins that change menus like the search plugin.

I will download the save and see if it crashes on Linux as well.
I can run it through gdb to try and see if I can find out why it is crashing.
I get the "Protecting 9 jobs." message but it does not crash.
Title: Re: ☼MASTERWORK-DF☼ V.2b - Polls... Polls everywhere
Post by: Meph on January 01, 2013, 05:38:44 pm
>>>> NEW DOWNLOAD V.2c <<<< (http://dffd.wimbli.com/file.php?id=5315)

Materwork Dwarf Fortress V.2c

Notes: I turned Special Weather off by default. I turned Runesmith off by default, because the building has no reactions yet. I added transformation pause and recenter. This is optional, but will help in future once I introduce enemies that spawn inside your fortress. I also turned the Slagpit on by default. I want reports on this feature. If you dont like it, just turn it off for now. And please, please pretty please, if you change your tileset: First change the tileset, then your other settings. It will replace some parts, and might confuse the GUI. For example turning slagpit off, then switching to ironhand will remove the slagpit building, but copy the ironhand raws with the slag-producing ore back in. This is what broke the coarse-iron for ironhand/ascii players a while ago. Finally found out why. Just so you know. I also broke the 100 building mark, the 2000 reaction mark, and the 1000 creature mark. But most importantly: Masterwork Dwarf Fortress is one year old today. First playable version was done on the 01.01.12 and first release was two days later. Cant believe it has been one year.
- Applied binary patch. Following bugs should be fixed:

- New Utilities included:

- Html-Manual included.

- New GUI options:

- New reactions:

- Misc:

- All civs are reduced to one metal. Except dwarves and taiga-orcs of course.
This should make it a lot easier to guess the strength of an army. It also adds a definite refining step to goblinite and orcinite, as well as allow allied races to bring more useful tradegoods.
Full Changelog 2c:
Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK-DF☼ V.2c - Update is there. Happy new year :)
Post by: Fairin on January 01, 2013, 05:46:49 pm
squeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee

your link doesn't work

link on the first page does

initeditor reports a non registered problem. probably have to manually download / install for the button to work?

quickfort relies on autohotkey doesnt it?
Title: Re: ☼MASTERWORK-DF☼ V.2c - Update is there. Happy new year :)
Post by: Meph on January 01, 2013, 05:53:32 pm
Fixed link. Thanks. And check the included readme for everything Quickfort related. ;) Initeditor works here, and on my netbook, so dont know what you are missing. Probably some .NET framework stuff. The init editor is not important anyway, most settings can be done on the first page of the settings exe... or you just open the init yourself ;)
Title: Re: ☼MASTERWORK-DF☼ V.2c - Update is there. Happy new year :)
Post by: Rose on January 01, 2013, 06:01:55 pm
I think you might have listed the manual twice.
Title: Re: ☼MASTERWORK-DF☼ V.2c - Update is there. Happy new year :)
Post by: Meph on January 01, 2013, 06:11:00 pm
Yes I did. You see, the manual is very dear to me. The textbox in the forum gets small if you make such a long post as well ;)
Title: Re: ☼MASTERWORK-DF☼ V.2c - Update is there. Happy new year :)
Post by: DoX on January 01, 2013, 06:35:46 pm
Meph, sweet Meph, why do you do this to me? I spend two days making an incredible fortress on your last update, and you give me a new one today!

Think of my free time Meph! But seriously, amazing work.

P.S. What will the runesmith eventually do? Make wards? Weave runes like the Weaponsmith? Something new? You know we love enchanted weapons and armor.
Title: Re: ☼MASTERWORK-DF☼ V.2c - Update is there. Happy new year :)
Post by: Bloax on January 01, 2013, 06:37:11 pm
?You mean all of this was done in a year? :o
Title: Re: ☼MASTERWORK-DF☼ V.2c - Update is there. Happy new year :)
Post by: Riun on January 01, 2013, 06:51:26 pm
Thanks for the update and happy first birthday - just started my new fort, will have a look at stuff.

Things i noticed: Standard embark is with battle picks/battle axes - dunno if that is moddable. In addition, picks cost now 36 embark points and not 44 anymore.
Title: Re: ☼MASTERWORK-DF☼ V.2c - Update is there. Happy new year :)
Post by: Meph on January 01, 2013, 07:11:57 pm
@dox: Runesmith will coat weapons, ammo and traps in runes. Every metal will be possible, and every metal will have a different effect. Weaponry and Armory will be changed, although I dont know exactly how yet. Otherwise the Runesmith would have been in this version already.

@bloax: 9 months. I took a 3 month break from modding. ;) And the update was done in 5 days.

@riun: picks are cheaper, because picks are weaker. I cant mod the standard embark...
Title: Re: ☼MASTERWORK-DF☼ V.2c - Update is there. Happy new year :)
Post by: Molay on January 01, 2013, 07:22:36 pm
YES!

Thanks for the new version Meph :) Time to start the giant wicker doll and fill it with captives, then... :)
Title: Re: ☼MASTERWORK-DF☼ V.2c - Update is there. Happy new year :)
Post by: BigD145 on January 01, 2013, 08:32:31 pm
I can't seem to roll a Glacier world. It restarts right after placing the last initial civilization. I only changed embark points in the default Glacier profile.

Windows 7 netbook
Title: Re: ☼MASTERWORK-DF☼ V.2c - Update is there. Happy new year :)
Post by: dead on January 01, 2013, 08:49:44 pm
sweet! great time to come back to DF! now i need to generate a volcano on flat surface with sand to make my glass empire.... and gratz on the 1 year anniversary :D may yours be filled with beard, booze, and GRUESOME DEATH!!!!
Title: Re: ☼MASTERWORK-DF☼ V.2c - Update is there. Happy new year :)
Post by: Meph on January 01, 2013, 09:19:18 pm
 :D arclance just wrote me, that I forgot to delete the last save. I did do a last test embark, to see if anything way broken. So, yeah, there is a save included, that serves no purpose at all.

Currently uploading a version without the save... is 4,5mb less. Otherwise no changes. I am such a genius. :)
Title: Re: ☼MASTERWORK-DF☼ V.2b - MANUAL Test Version. 99% done.
Post by: ImmortalBrain on January 01, 2013, 09:25:29 pm
I checked the legendary reactions, they are not bugged. But a werescorpion doesnt give anything for it. So I have no idea whats going on in your fort. Could you send me a save ?

Couldn't post earlier, in case you still need my save:
Spoiler (click to show/hide)
I can make 1 legendary skill right now and i can give you a 100% warranty that i did NOT kill a single megabeast. What is more, i can confirm killing werebeasts before and also getting a platinum skill essense in previous versions. Btw, i have some weird stuff happening with workshops - instead of canceling jobs i get em suspended without being able to unsuspend them, but i guess that it is a DFhack/my personal bug.

Also, i'd like to ask some questions  :)
1. Were broodmothers removed? If no, where can i get one?
2. Can dwarves wield bows? I'm asking because DF wiki clearly says "no", but Dwarf Therapist shows them as "can be wielded with two hands"
3. The same question applies to all those "Paladin Armor" and "Zweihanders", can they be worn/wielded by dwarves?
4. With the introduction of poisons i think i'll start using sharp weapons in order to try poisons out. Can anyone please give me a list of most "sharp" materials? i am kinda lost with all those gem/glass weapons?
5. How long should sleep and paralysis syndromes from poisons last? Are weapons coated permanently?
Title: Re: ☼MASTERWORK-DF☼ V.2c - Update is there. Happy new year :)
Post by: Meph on January 01, 2013, 09:42:32 pm
1. Broodmothers still in the game. Depending on world, dwarves, drow, or none.
2. Yes, bows can be used.
3. All the other stuff can be used as well. Zweihanders are even a normal dwarven weapon from the forge.
4. Manual - General Changes - Material Guides. Best one is of course candy, rest you see in the chart.
5. Paralyzis 50 ticks, slow 150ticks, greenskin bane 400 ticks with 150 for slow, 2000 ticks for sleep. voodood/horror are permanent.

Well, if you can make 1 skill, then you have 1 skill aether. Thats normal, from the werescorpion. I didnt knew for sure if I updated the fear the night creatures towards that point, but apparently I did. All is good.

Edit: Oh yes, previous polls:

Big Project: Expedition system did win, so here you have it. Second place was Colosseum, again, is included. Third one was the chaos civ in hell (big surprise for me). After that the toxicist and kobold camp addition. Kobold camp will be my next focus. Then I have a look at the civs.

Boots/Shields: 2/3 only make Kiteshields, but 1/3 makes all the others, so I kept them as they are. Only 2 people said that they use low boot occasionally so I did remove them.

Toys/Meat: Amazing 50/50 for standardize them, and keep them. Since I can do both (optional setting) I will do so. Next version will have it.

Metal/Plants: Current poll. Want to see what I have to change on the metal and farming industry, because I catch myself going straight for steel all the time, not using any other metals, and planting only plump helmets, pigtails and quarry bushes. Thats it. No above ground stuff, no detailed farming-planting rotations, just all-in, all-year. Thats boring, bad and too easy. ;)
Title: Re: ☼MASTERWORK-DF☼ V.2c - Update is there. Happy new year :)
Post by: Ardantus on January 01, 2013, 10:07:11 pm
Are there any plans to add Automaton size armors for use in adventure mode? I particularly like using them, and being cut in half by the first enemy with a steel sword is quite the buzz kill. I've been messing around in the raws and I've gotten most of the pieces of armor working, but shoes, and layering armors is still confusing me, but I've only been playing DF for a month or so, so I've got a lot to learn. Thanks for the killer modpack though :D
Title: Re: ☼MASTERWORK-DF☼ V.2c - Update is there. Happy new year :)
Post by: Ardantus on January 01, 2013, 10:23:35 pm
Are there any plans to add Automaton size armors for use in adventure mode? I particularly like using them, and being cut in half by the first enemy with a steel sword is quite the buzz kill. I've been messing around in the raws and I've gotten most of the pieces of armor working, but shoes, and layering armors is still confusing me
Just ignore this, I had a moment
Title: Re: ☼MASTERWORK-DF☼ V.2c - Update is there. Happy new year :)
Post by: kamikazi1231 on January 01, 2013, 11:41:06 pm
This may be intentional or i just never noticed it before. The stonecutter workshop uses masonry for building and crafting some items, but uses stonecrafting skill for making things like beds and bins, pretty much anything from blocks. Its possible i never noticed this before because this fort i have a legendary mason and legendary glass maker so i never used stone carving for trading. If this is intentional i figured I'd make a post here since I couldnt find documentation about it. Maybe it'll show up in google search for someone else.

This was on version b of your latest release. Also im not sure what little changes you might have made but i have had no world gen crashes on version b.
 
Oh and on the newest poll. I use all metals slowly. But also leather for armor and gems rock glass for some weapons and trap components. Just noticed the last poll option is not using metals at all but there was no option for using every material in the book.
Title: Re: ☼MASTERWORK-DF☼ V.2c - Update is there. Linux as well :)
Post by: Meph on January 02, 2013, 12:54:01 am
Yep, you are right, the Stonecutter does use masonry for the magma-safe stuff. Never noticed that... I will set it all the stonecraft for the next version, so people dont get confused.

Linux update is online. Somehow dffd was making trouble, so I put it on mediafire for now. :)
Title: Re: ☼MASTERWORK-DF☼ V.2c - Update is there. Linux as well :)
Post by: Fairin on January 02, 2013, 01:24:51 am
clicking masterwork font off for default (really.. really tired of that dissappearing text) generates this

Spoiler (click to show/hide)

which causes it to crash even if i let it continue (the settings , while the game is running) . which it pritty clearly states " these settings can be changed without genning a new world" =)

yes im aware of f11 and f12 temp fixes =)
Title: Re: ☼MASTERWORK-DF☼ V.2c - Update is there. Linux/Mac as well.
Post by: Meph on January 02, 2013, 01:40:01 am
Masterwork font off wont fix the dissappearing text. TrueType Off, will fix this. Even the vanilla df font will cause text to dissappear. (I also tested the button of course, my machine can run it... looks like a .NET framework problem)

I update both the linux and Mac downloads. Linux has been done by the industries arclance, with a special linux-focused readme in it, and the Mac version was a very quick miracle done by kudakero. He also did the mac versions a long a time ago. Most utilities will not work on Mac, but quickfort and DwarfTherapist, soundsense and dfhack do.
Edit2: Kodakeru was nice enough to repack everything, with both soundsense and dfhack for mac  :) Currently uploading again... ^^
Edit3: DONE. Finally.

DFFD was resisting the upload, so I put both on mediafire for now. I also completely forgot one thing in the changelog: Shell can be tanned into shellplate now, same as scale into scaleplate and chitin into chitinplate. ^^ Reason: Your fishers, fishing crayfish and turtles, can now fuel your leather production, by making shellarmor for your archers. :)

>>> DOWNLOAD ::: LINUX (V.2c for DF 34.11) <<< (http://www.mediafire.com/download.php?y9gvwamsp29iht6)
>>> DOWNLOAD ::: MAC  (V.2c for DF 34.11) <<< (http://www.mediafire.com/download.php?g5156lz7vtz28e7)
(Mac Version includes soundsense, dfhack, quickfort and therapist.)
Title: Re: ☼MASTERWORK-DF☼ V.2c - Update is there. Linux/Mac.
Post by: Fairin on January 02, 2013, 02:42:49 am
test fort 1 . unable to make gauntlets? - glass / rock / gem.

can make bone / shell / metal gauntlets

not labeled as mittens either... just to be sure .. or gloves

also could we get get a green glass blockx4 in the forge from raw glass as well?

was peering over the raws to see the strengths of glass / rock / gem compared to various metals.. ended in failure as my eyes went crossed looking for the numbers in the haystack of raws... hints? =)
Title: Re: ☼MASTERWORK-DF☼ V.2c - Update is there. Linux as well :)
Post by: kamikazi1231 on January 02, 2013, 02:51:45 am
Yep, you are right, the Stonecutter does use masonry for the magma-safe stuff. Never noticed that... I will set it all the stonecraft for the next version, so people dont get confused.

Linux update is online. Somehow dffd was making trouble, so I put it on mediafire for now. :)

Thank you for doing that. I for one will be less confused. Almost lost a smith caste going legendary because i couldnt make a rock anvil in time. Had to panic trade for a fancy mithril anvil. I like that you will make it stone cutter skill. It will punish people like me that churn out glass. Now ill have to do some training if i want amazing stone beds in all my rooms.
Title: Re: ☼MASTERWORK-DF☼ V.2c - Update is there. Linux/Mac.
Post by: Meph on January 02, 2013, 02:59:00 am
Fairin, really ? Dont you know that custom gauntlets dont work in DF ? :P they miss the right/left tags, and dwarves wont use them. Only fix is to remove the left/right tags from the hands in the body file, but then they wont equip the normal gloves anymore. All custom gloves dont exist. Same for volcanic and bifrost, and plategauntlets... dont exist.

Glass blocks can be done.

Glass materials are hardcoded, and not in the raws. I cant even alter them. If they seriously suck in combat, I will make 3 fake_glass entires, that at least have a fighting value, and make the material from them. As it stands, you have the original glass. Should be horrible for weapons, but what do I know ;)

@kamikazi: stone beds, cloth beds, metal beds, bone beds, your pick. :D

EDIT: Standardized option for toys, for animal meat, both work. Optional regional interactions, work. Two new creature settings, toggling another 100 creatures on/off, works. KOBOLD CAMP, optional... WORKS. Doesnt even conflict with orcfort, both run parallel. I will sleep now.

(https://lh3.googleusercontent.com/-XcwmRub1j10/UOPpa08McSI/AAAAAAAALkc/OS7deaNTXEY/s830/teaser.png)
Title: Re: ☼MASTERWORK-DF☼ V.2c - Update is there. Linux/Mac.
Post by: cAPSLOCK on January 02, 2013, 03:25:35 am
Spoiler (click to show/hide)

Not sure I want my dwarves using raw mithril in the reaction to create concrete. Bug?

edit: and that image is unreasonably huge
Title: Re: ☼MASTERWORK-DF☼ V.2c - Update is there. Linux/Mac.
Post by: Bloax on January 02, 2013, 04:36:53 am
BUG: Replace all instances of 25000 in creature_orcfort_taigaorc with 2500. It seems kind of silly to have stuff like this happening:
[PHYS_ATT_RANGE:AGILITY:2000:25000:3000:3500:3750:4000]
Title: Re: ☼MASTERWORK-DF☼ V.2c - Update is there. Linux/Mac.
Post by: Firehawk45 on January 02, 2013, 06:43:55 am
For the plant poll: There is no need to use something else then plump helmets, aside from maybe quarry bushes and pig tails. I often refuse to use plants that can be eaten raw, just to make things more interesting. Maybe a option for masochistic challenge-seeking players like me that doesnt have raw-eat plants? :)
Title: Re: ☼MASTERWORK-DF☼ V.2c - Update is there. Linux/Mac.
Post by: Molay on January 02, 2013, 07:43:26 am
Note on the poll:
Plants: I use all kinds of plants, often around 20 types of plants, including the "more plant types" plants, just to give me a better variety of ale and more exquisite flours. I really like the diversity in plants!
Metals: I tend to use every metal I find. Copper always gets used for ammunition, unless I'm done with dozens of armor sets and can spare higher value materiels for ammo. If I find cassiterite, bronze will get used for ammo instead of copper.
Armor/Weapons uses the better materiels from the beginning. I don't bother with copper armor, but will start with steel right away. Or, in rare circumstances, I'll go for even better metals, if available and easy to mass produce. I don't consider iron to be a metal fit for warfare on itself, as it can so easily be made into steel. It's wasteful to use iron as iron!
I'm also fond of having brass (thanks for adding it to the blast furnace!), electrum and all kind of nice alloys for trade goods and furniture (although furniture oftentimes pure gold, just because. Gold. Dwarf. Good.).

Long story short: I love the diversity. It's nice to save some FPS by standardizing so much, like leather and bone and so forth, but oftentimes I just want the flavor when it comes to my industries. A dwarf needs to be well fed first and foremost, dwelling in luxury quarters next, and lastly defending himself with advanced weaponry, keeping the military small and elite, while having a glorious industry.

I'm fond of drink and industry. War only serves to protect the industry and has a secondary role (in most forts). Now having poisons and all other kinds of good stuff available, I feel I will need even less military, and can probable reduce it to legion dwarves for melee and fishers for ranged (expect that one legendary fish cleaner, who has his pond and nets!).

Sidenote: Trading food and ale is less rewarding in masterwork, but still works well early on. Once you start having a few encrusted gold crafts, you're set and fed. Still would wish my best brews and meals to be worth a bit more.

Edit:
A suggestion for the manual: In the Weapon & Armor page, add a link to a table with the poisons, what they're made from and what their effects are. Seems sensible to have that link here, and might also motivate people to actually use them :)
Title: Re: ☼MASTERWORK-DF☼ V.2c - Update is there. Linux/Mac.
Post by: Rose on January 02, 2013, 08:10:49 am
I grow more than plump helmets because plump helmets don't give me dyed thread.

Wait, why am I joining in on this? I play vanilla...
Title: Re: ☼MASTERWORK-DF☼ V.2c - Update is there. Linux/Mac.
Post by: arclance on January 02, 2013, 08:24:59 am
Glass materials are hardcoded, and not in the raws. I cant even alter them. If they seriously suck in combat, I will make 3 fake_glass entires, that at least have a fighting value, and make the material from them. As it stands, you have the original glass. Should be horrible for weapons, but what do I know ;)
If I remember correctly bladed glass weapons work fairly well against light armor because it does not shatter like real glass.
There was a thread where they compared the different types of glass trap components, you might look at that to get a better idea of what to expect.

You can make new types of glass that the game considers glass if you put the [IS_GLASS] tag in their material definition.
That tag was found by memory hacking when someone reconstructed what the glass raws would look like if they existed that way. (http://dwarffortresswiki.org/index.php/Glass)
There was a mod a while ago that made a more realistic glass industry that used it.
Title: Re: ☼MASTERWORK-DF☼ V.2c - Update is there. Linux/Mac.
Post by: Firehawk45 on January 02, 2013, 02:02:19 pm
The food system of the 40k Underhive mod is exactly what I want. No vanilla cooking, no vanilla brewing. Quite easy when you think about it.
Title: Re: ☼MASTERWORK-DF☼ V.2c - Update is there. Linux/Mac.
Post by: Labraid on January 02, 2013, 02:25:20 pm
I use 3-4 types of plants, reason is simple, it doesn't take much more work and helps avoid unhappy thoughts from drinking same booze all year round.
I always embark with some strawberry seeds and sow it right away so I don't need to rush with my underground farm construction, also if something bad happens and delay my digging, starvation is not that imminent. Once underground farms are done i go full scale plump helmet growing, adding rope reeds somewhere along the way for thread and spirits and assigning strawberry stockpile exclusively to still, along with 2 small 2x2 stockpiles for reeds and plump helmets so i can use standard brew drink job and still get diversity of booze. Rarely I throw in another overground plant into this mix.

As for "war" metals, anything below steel is either used for emergency weapons, ammo or to grind smiths skills by mass-producing armors and weapons just to melt them back or sell to whoever can carry this junk. Shiny and expensive stuff gets smelted into furniture.
Title: Re: ☼MASTERWORK-DF☼ V.2c - Update is there. Linux/Mac.
Post by: firons2 on January 02, 2013, 02:46:29 pm
One of my new migrants spied out my facilities what do i do with him?
Ill close him in and put on display for other spies if nobody has any other suggestions.
Title: Re: ☼MASTERWORK-DF☼ V.2c - Update is there. Linux/Mac.
Post by: mensrea on January 02, 2013, 02:47:38 pm
On the topic of diverse crops: I use all crops due to the fact that dwarves have different preferences and indulging in those preferences makes them happier. Though I have noticed that many of the drinks and food items that are listed as this or that dwarves favorite are unobtainable by any sustainable means. For instance, many dwarves have a preference for "royal X" but the only kind of royal drinks I can produce are ale. Also, I may have just been inebriated but I could have sworn I have seen dwarves with a preference for a specific animal meat as well. Either way, its virtually impossible to squeeze extra happiness out of the dwarf who prefers eternal life potions. Is there anyway that preferences could be relegated to food and drinks that are actually obtainable on some normal basis?

As far as metals go I will use whatever is available at the time but ideally go for only the best, which is steel/ welded mithril/iridium for military and welded titanium for civilian. The metals I have never used at all are wolfram, chrome, cobalt, bismuth and rosegold.

 Off topic: is there anyway to add more things that improve dwarves moods? Currently my fortress provides the following for about 200 dwarves;

-diverse masterwork booze
-diverse masterwork food
-masterfully engraved and decorated great halls, zoos and statue gardens
-all furniture is either gold or welded titanium which is bejeweled and adorned with snake people bones
-royal bedrooms
-hospital with well and extra soap
-nice spacious tombs for all dwarves
-masterwork dyed clothing

I have spared no expense keeping these divas happy yet they still find some petty reason to tantrum over. I just don't understand what more a creature could ask for from life. They drink and eat great food, have high quality and ample personal space, they are constantly protected by fortifications and a large standing army, they get free health care, everything they see or own is made out of platinum with diamonds in it, and to top it off very few even have to work at this point in time. Finally, aside from the occasional death due to stupidity, they suffer no losses of family/freinds at all. If I had such a life I would consider myself in heaven, and would certainly never risk losing it all because I punched a soldier during a tantrum over...who knows. Yet the dwarves increasingly get more discontent as time goes on.

Any suggestions for dealing with permenantly discontent dwarves? Is there anything else I can do to keep them happy? Any chance of a mist generator workshop in the future (mood boosting mist minus FPS killing lag) or perhaps a Soma like drug to keep them docile and appeased, or even a courthouse type workshop that lets you banish (kill) perpetually disturbed dwarves without angering the whole fortress? !!Fun!! aside, I had set out to build a fort that could keep dwarfs happy all the time, but it seems that is currently impossible. This makes me question how dwarven civilization can even exist when no one is ever happy for long and they are all willing to take out their frustrations by beating people or smashing things.
Title: Re: ☼MASTERWORK-DF☼ V.2c - Update is there. Linux/Mac.
Post by: Firehawk45 on January 02, 2013, 02:59:29 pm
Maybe you should take a look what makes your dwarves unhappy. v->z on a unhappy dwarf, and you know whats going wrong, but at the sounds of it, your dwarves have everything they could ever ask for, and definitly too much, work those su**ers!
Title: Re: ☼MASTERWORK-DF☼ V.2c - Update is there. Linux/Mac.
Post by: Molay on January 02, 2013, 03:22:40 pm
>> Make papyrus from plants << does actually make papyrus out of thin air. No plant required. My thatcher is churning out one papyrus after another without grabbing a single plant.
Title: Re: ☼MASTERWORK-DF☼ V.2c - Update is there. Linux/Mac.
Post by: Meph on January 02, 2013, 04:03:03 pm
@Molay: Noted. Will be fixed. And I wish I could reduce the amouont of food caravans bring... maybe take all food away from drow, give them no_eat/no_drink, because they dont have any special food/drinks anyway. I already took riverproducts away from humans now, so they bring no fish anymore.

@Firehawk: I have downloaded the underhive and will have a look.

@mensrea: I can delete all the royal drink plants, they are from an old, unused system. that helps a little. And you dwarves have no work, thats the problem. They socialise and make friends... thats very bad in dwarf fortress. ;) Your suggestions are good, but cant be done through modding. Thoughts cant be affected by me.  Actually, I might have an idea. I will get back to you later on this.

@firons: Wait for it... wait for it... a bit more.... now: READ THE MANUAL :) (I have waited so long to say this, to anyone, really) Anyway, ward of armok or temple. Just read the temple section in buildings. Or general changes:possessions.

@Japa: Come over to the dark side... we have mods ;)

@arclance: Good to know. I also searched dffd for "glass" and the forum here for "glass industry" but couldnt find any mod focused on it. Can you maybe remember the name/modder?

@cAPSLOCK: Yeah, it accepts any stone atm, that includes ores... will add the worthless_stone tag, then it will be like the mason, non-economic stones only.

@bloax: good find, is fixed.
Title: Re: ☼MASTERWORK-DF☼ V.2c - Update is there. Linux/Mac.
Post by: mensrea on January 02, 2013, 04:46:09 pm
If I am thinking what you are thinking, then you will incorporate dfhack into a workshop for changing thoughts, much as you did with the steam engine. After all, if "removebadthoughts" works for all bad thoughts, maybe a single bad thought can be targeted, like negative thoughts associated with some dwarfs dea... *cough* banishment.
Title: Re: ☼MASTERWORK-DF☼ V.2c - Update is there. Linux/Mac.
Post by: Molay on January 02, 2013, 04:48:21 pm
I'm having trouble making red ink out of blood. I have produced 2 blood barrels (I monitored production). Then they got carried away, now I can't seem to find them. I can't produce the red ink as well. Am I missing something? Making black ink out of ash works fine.
Title: Re: ☼MASTERWORK-DF☼ V.2c - Update is there. Linux/Mac.
Post by: Meph on January 02, 2013, 04:57:48 pm
I thought about something else that I can do myself, but dfhack would probably be able to do this. My solution would be "tranquil" dwarves. Check a DragonAge wiki, if you dont know what I mean.

I dont know what happened to your blood barrels ^^
Title: Re: ☼MASTERWORK-DF☼ V.2c - Update is there. Linux/Mac.
Post by: arclance on January 02, 2013, 05:09:30 pm
@arclance: Good to know. I also searched dffd for "glass" and the forum here for "glass industry" but couldnt find any mod focused on it. Can you maybe remember the name/modder?
It is a pretty old mod but I will look for it.
I don't know if I can find it anymore since I don't know the name or modder.
I might have a copy on one of my computers but I can't be sure.
Title: Re: ☼MASTERWORK-DF☼ V.2c - Update is there. Linux/Mac.
Post by: gwathlobal on January 02, 2013, 05:14:35 pm
A way to complicate farming is to remove all vanilla cooking and brewing reactions, replace them with custom reactions for each plant and in the reaction itself specify the yields in the foodstuffs and seeds. The way orc fortress does with burning small wood. You get like 30% chance to get your seeds back. That combined with long growth periods could make growing harder. Another idea is to let you plant above-ground crops during spring and autumn only, all of them taking two seasons to grow. Plants could further be subdivided into spring/autumn plants. This could be balanced by higher yields from above-ground crops and lower yields from cave crops.
Title: Re: ☼MASTERWORK-DF☼ V.2c - Update is there. Linux/Mac.
Post by: Molay on January 02, 2013, 05:23:50 pm
I thought about something else that I can do myself, but dfhack would probably be able to do this. My solution would be "tranquil" dwarves. Check a DragonAge wiki, if you dont know what I mean.

I dont know what happened to your blood barrels ^^

What you're suggesting is cruel. Then i'd rather have them all be shale golems.

Concerning the blood barrels: to vampires drink blood from barrels? Might be a reason for them to disappear...
Title: Re: ☼MASTERWORK-DF☼ V.2c - Update is there. Linux/Mac.
Post by: Meph on January 02, 2013, 05:39:11 pm
Life is cruel, what can I say :P

Blood might be used up in several ways... bloodwine for example, or sacrifices, or vermin eating/drinking it, or I dont know. Vampires, no. Like I said, I cant tell you what happened inside your fort ;)

@gwathlobal: Thinking about it. Would be fun, but would have to be optional, which makes it difficult. Most people would freak out if the normal still and kitchen does not work anymore.
Title: Re: ☼MASTERWORK-DF☼ V.2c - Update is there. Linux/Mac.
Post by: gwathlobal on January 02, 2013, 05:48:49 pm
Is it possible to disable the vanilla still and kitchen and create workshops with the same names, but for custom reactions only?
Title: Re: ☼MASTERWORK-DF☼ V.2c - Update is there. Linux/Mac.
Post by: Meph on January 02, 2013, 05:52:13 pm
No. Only vanilla workshops I can change are screw press and soapmaker. I thought about adding the soap-making to the chemist, but thats it. I can ADD reactions to still and kitchen, but I cant access their original reactions or building files. Same for smelter, tanner, quern, craftsman...

I can only remove all drink template from available plants, and remove all edible from food, and use them in custom reactions to make drinks and food. In itself thats not a big deal for me, and I would love to add it, but making this optional, with that many changes in that many files... thats an entirely different undertaking.
Title: Re: ☼MASTERWORK-DF☼ V.2c - Update is there. Linux/Mac.
Post by: Fairin on January 02, 2013, 05:56:33 pm
well, if you cant change the vanilla buildings. what would happen if you made a MW kitchen, or MW mason shop, with the basic and custom reactions?

you could still have the vanilla reactions in your modified shops right? so you could change/edit them?

along that same line. couldn't modders make 1 building that makes everything? (not suggestion. only question)
Title: Re: ☼MASTERWORK-DF☼ V.2c - Update is there. Linux/Mac.
Post by: Meph on January 02, 2013, 06:02:22 pm
If I make a MW Still, there would be a non-functional still left in the game, that does nothing. I also dont want to do a total conversion, but base the mod around the vanilla reactions. If you have a closer look, all vanilla stuff is still in the game, and is not altered. Yes, there are additions, but I did not rebalance anything of the original reactions. One exception is the tanner, it makes 2 pieces of leather. Thats only done because creature size is not respected when you create tan_mats.

And yes, I could pack all 2000 reactions I have into one building. ^^
Title: Re: ☼MASTERWORK-DF☼ V.2c - Update is there. Linux/Mac.
Post by: travellersside on January 02, 2013, 06:23:57 pm
Meph, the glass mod that was mentioned is probably this one:
http://dffd.wimbli.com/file.php?id=4071 (http://dffd.wimbli.com/file.php?id=4071)
Which is linked to in this thread:
http://www.bay12forums.com/smf/index.php?topic=79662.0 (http://www.bay12forums.com/smf/index.php?topic=79662.0)

It's very much a Chemistry or Alchemy type mod. Might well be of interest.
Title: Re: ☼MASTERWORK-DF☼ V.2c - Update is there. Linux/Mac.
Post by: mensrea on January 02, 2013, 06:51:45 pm
Looked up the tranquil, I like the idea of it, but feel for DF lobotomies would be more appropriate. Butchers the brain, causing the ability to learn to drop drastically, but makes the dwarf completely unable to spaz out when Terrance the kitten stumbles into some lava. Lobotomizing miscreants would also be much cheaper than giving them drugs or performing some magic ritual. Any surgeon could do this, no magic needed. Of course, a chance of failing and killing the dwarf, or making them a vegetable would add further risk. This would most likely be a cheap and relatively easy solution to the handful of dwarves in every fort that are never happy and always taking it out on everyone else.

What I was hoping for is some kind of end-game content, though. Something akin to a social version of adamantine. Basically, Soma from Brave New World. To qoute Huxley "All the advantages of Christianity and alcohol; none of their defects.". Some kind of potion, drink, or food that bestows calmness on the imbiber (probably by means of imparting a short lasting syndrome on them). Naturally, it would have to be consumed on a regular basis, and would probabaly be very difficult to manufacture on a large scale, and would have the effect of slowing the dwarves down, both mentally and physically. Withdrawl would be a total nightmare. However it works, it would probabaly be absolutely vital to maintaining a large, functional dwarven population center. As things are, the mountainhomes should be nothing more than a steaming magma soaked crater, the victim of one thousand temper tantrums, all because someones pet cat died and they lashed out at someones pet dog, and so forth.
Title: Re: ☼MASTERWORK-DF☼ V.2c - Update is there. Linux/Mac.
Post by: arclance on January 02, 2013, 07:22:52 pm
Meph, the glass mod that was mentioned is probably this one:
http://dffd.wimbli.com/file.php?id=4071 (http://dffd.wimbli.com/file.php?id=4071)
Which is linked to in this thread:
http://www.bay12forums.com/smf/index.php?topic=79662.0 (http://www.bay12forums.com/smf/index.php?topic=79662.0)

It's very much a Chemistry or Alchemy type mod. Might well be of interest.
I think that is the one I was thinking of.
Title: Re: ☼MASTERWORK-DF☼ V.2c - Update is there. Linux/Mac.
Post by: Godlysockpuppet on January 02, 2013, 08:23:06 pm
If you want a true end game how about making HFS literally unstoppable (only exception is walling off... although that's cheating) ;) make it consist of Slade golems with claws that secrete necrotizing goop and near impossible to hit shadow men with sword arms that cause nausea to all in its presence, perhaps some horrible creature that drives your dwarfs insane upon sight and the like.
Title: Re: ☼MASTERWORK-DF☼ V.2c - Update is there. Linux/Mac.
Post by: black47 on January 02, 2013, 08:29:20 pm
Damn you! I've just downloaded V.2b a week ago, and now I have to dump my fortress because I want V.2c  :'(

And bless you! New Masterwork version!  :D (I'm a slowpoke, I know)

Btw, a suggestion with the Extract Blood reaction: make it able to use both Pots and Barrels, instead of just Barrels. Even with treefarming,fungus-trees, etc is a pain to have to use the wood on this.

I believe that what needs to be changed under the reaction in reaction_masterwork.txt is:
Spoiler (click to show/hide)
Right? (I'm asking so that I can change it myself for this version :P)
Title: Re: ☼MASTERWORK-DF☼ V.2c - Update is there. Linux/Mac.
Post by: thistleknot on January 02, 2013, 08:30:51 pm
bout time I see quickfort added.

I think dwarf foreman should be added as well
http://www.bay12forums.com/smf/index.php?topic=62364.0

great tool

update (shish's v 0.7.7)
http://dffd.wimbli.com/file.php?id=6462
Title: Re: ☼MASTERWORK-DF☼ V.2c - Update is there. Linux/Mac.
Post by: Meph on January 02, 2013, 08:36:06 pm
I already have an endgame planned, for the HFS and beyond.

I downloaded the mod and will have a look. I am currently looking through a lot of mods, finding good ideas left and right... plus another nifty dfhack invention that allows more modding, plus kobold camp, plus working on the GUI, Runesmith... and balancing, metals, plants, farming... I cant decide what I gonna do next. :) I thought I take a break after the three quick updates I made, but I think I will continue for now. It's fun again, after being away for 3 months.  And with the manual done, I shouldnt get so many questions :P

Lobotomy actually makes more sense, now that you say it. But I cant do a drink version... even the lobotomy would work with transformation, which is something I dont like to use too often.

@black: totally wrong. barrel:1:NONE:NONE:NONE:NONE plus FOOD_STORAGE_CONTAINER behind it will work. But then you have to change all reactions that use blood, because they currently only accept blood in barrels... about 7-8 of them, temple, brewery, church of d.D.... I just did it here in my version...

Edit: For the next update, playable races in a nutshell.
(https://lh5.googleusercontent.com/-Pse7FTPUdo8/UOToSEOI1pI/AAAAAAAALks/xWB2YROFR5c/s958/all%2520logos.PNG)
Title: Re: ☼MASTERWORK-DF☼ V.2c - Update is there. Linux/Mac.
Post by: Qwo on January 02, 2013, 11:12:20 pm
I keep getting this graphical bug, I'm not sure why/what it is.

(http://i.imgur.com/TmOio.png)

(http://i.imgur.com/gu1OY.png)
Title: Re: ☼MASTERWORK-DF☼ V.2c - Update is there. Linux/Mac.
Post by: Meph on January 02, 2013, 11:52:00 pm
If you hover your mouse of the tileset button, you will see a tooltip. It will say: Note that Jolly Bastion needs TrueType to be OFF. So... please turn truetype off. Either with the button or by pressing F12.
Title: Re: ☼MASTERWORK-DF☼ V.2c - Update is there. Linux/Mac.
Post by: Qwo on January 03, 2013, 12:23:35 am
Silly me, thanks!
Title: Re: ☼MASTERWORK-DF☼ V.2c - Update is there. Linux/Mac.
Post by: Meph on January 03, 2013, 12:45:18 am
No problem. Probably should make a bigger section about tilesets in the manual.

And completely random: In a flash of insight, I know why Hellfire Imps & Ancient Vampires melt. They have standardized materials of course.
Title: Re: ☼MASTERWORK-DF☼ V.2c - Update is there. Linux/Mac.
Post by: Qwo on January 03, 2013, 01:31:39 am
I have another question that is hopefully not as braindead:

The Giant Rat has the tags [PET_EXOTIC][CREATURE_CLASS:PET_HEALING][TRAINABLE][MOUNT]

I'm curious, what does the PET_HEALING tag mean, and I gather than trainable means that they can be trained as war rats?
Title: Re: ☼MASTERWORK-DF☼ V.2c - Update is there. Linux/Mac.
Post by: Labraid on January 03, 2013, 01:42:33 am
About tranquil idea a page back.

Don't we have something similar for our disposal? It is good, old and reliable method that involves tall mist generator and kittens. Dwarves love to be sprayed in the face with kitten guts, or at least they are quite quick to get used to it, to the point where they couldn't care less about losing a spouse and a child or two. And guess what? Dropping kittens into over 10z drop straight into dining hall does the trick.

EDIT: On the side note: dropping unwanted immigrants works too, but it's more troublesome as you can't eat their meat, can't grind their bones to flux and have to carry each of their parts to coffin/refuse_dump and... I seem to be forgetting something... Ah right, it's highly unethical.
Title: Re: ☼MASTERWORK-DF☼ V.2c - Update is there. Linux/Mac.
Post by: Meph on January 03, 2013, 02:40:59 am
Your warbeast kennels have a reaction: heal nearby pets. It raises recuperation of everything with pet_healing that gets in contact with the boiling stone that is created. I added it because animal caretaking has no use in vanilla df. At least you can doctor a little bit on your animals ;)

Kitten waterfall is of course a way to prevent tantrums, but completely different from the posted idea. And a very bad idea if the fortress is close to a trantrum already. If I work a bit on the apothecarius, I might add lobotomizing, which, btw, is unethical as well. ;)
Title: Re: ☼MASTERWORK-DF☼ V.2c - Update is there. Linux/Mac.
Post by: Meph on January 03, 2013, 04:29:16 am
Changed the armory a little. No more armorplates. All platearmor is made directly. You need one armorpiece, steel bars and leather to upgrade it to platearmor. Works with helms, breastplate, greaves, boots and kiteshields. (custom gauntlets are, as always, bugged) The new platearmor will have the material of the base-armor. That means you can even upgrade bifrost/volcanic gear.

Changed the weaponry a little. No more runes. All runic weapons have been replaced by "superior" weapons. You need one weapons and two steel bars to improve a weapon. Works will all weapons you civ can produce, including chopping axes and picks. You have a 15% chance to create a "legendary" weapon in addition. This weapon has some special combatlogs, expect easter eggs. Can add daggers to crossbows and javelin throwers for melee. The new, improved weapon will have the materials of the base-weapon. That means you can even upgrade bifrost/volcanic gear.

That makes space for the new runesmith. :) In the end, you will have your dwarf, taking a volcanic breastplate, reinforce it with steelplates and leatherstraps to make a volcanic platemail, and wield a superior adamantine great axe, coated with mithril runes into battle. Best case scenario would be with a lamellar leather padded armor underneath. And brandishing his towershield. And then getting one-shotted in the throat by a goblin archer. It will be glorious.

Title: Re: ☼MASTERWORK-DF☼ V.2c - Update is there. Linux/Mac.
Post by: firons2 on January 03, 2013, 06:13:04 am
Oh wow. Scary!

A fox! Drive it away!

And i cant tame it too.

Edit: Nvm i can.
Title: Re: ☼MASTERWORK-DF☼ V.2c - Update is there. Linux/Mac.
Post by: slay_mithos on January 03, 2013, 08:13:36 am
I can't believe that I have been playing this mod for nearly one year now, dwarf fortress is scary as a time sink...
Title: Re: ☼MASTERWORK-DF☼ V.2c - Update is there. Linux/Mac.
Post by: ImmortalBrain on January 03, 2013, 09:38:44 am
I guess i can see a "slight" balancing problem here  :)
Spoiler (click to show/hide)

Also noticed a random bug:
Spoiler (click to show/hide)
My dwarves seem to be able to place stuff into barrels i used to build things.

Or am i just stupid and things are "working as intended"?
Title: Re: ☼MASTERWORK-DF☼ V.2c - Update is there. Linux/Mac.
Post by: Absolutis on January 03, 2013, 10:05:20 am
Hey, does this mod influence flux showing up on the embark map? I can't seem to find any.
Title: Re: ☼MASTERWORK-DF☼ V.2c - Update is there. Linux/Mac.
Post by: Riun on January 03, 2013, 10:30:42 am
Finally back to testing! First feedback i can give is on Archaeologist - I had a Gem Savant on Embark and stumbled upon two relicts pretty fast. One gave my two Minecarts, the other Volcanic Weapons. Decided to use reveal command and take 10 more relicts. So far got a shitload of pretty strong weapons.
Summary: Quality based on gem skill makes them normally low quali, mining without reveal shouldnt give too many, but with some luck you can have shitstrong weapons in the first season.

Btw, I also got enchanted knuckle duster and a cursed picks - are these the runified versions?
Title: Re: ☼MASTERWORK-DF☼ V.2c - Update is there. Linux/Mac.
Post by: kizucha on January 03, 2013, 10:34:05 am
Hi everyone i'm back. :D And have a question. ^.^

Are the disease "system" new or any change's in it? It's still the need to buy it from caravan's? In the setting menü it say's to build ward's in the apothecarius? I dont have found ward's reactions in it.

Thank's for answers.

Edit: Hm i have read the manual again and i think with the diseases have no changes yet but in a future update it comes? :)
Title: Re: ☼MASTERWORK-DF☼ V.2c - Update is there. Linux/Mac.
Post by: Meph on January 03, 2013, 12:34:38 pm
@firons2: You can see a list of creatures by using this tool http://www.bay12forums.com/smf/index.php?topic=103360.0 (http://www.bay12forums.com/smf/index.php?topic=103360.0) Its a bit of work still, but you'll figure it out.

@kizucha: Diseases have a tiny change, they are twice as rare, and dwarves eventually get immune to it. Should take about 1 month.

@riun: Might remove volcanic from archeologist, replace with steel, or wolfram or something... its just too good. Yes, these are the rare second upgrade types from the weaponry.

@absolutis: flux should always be on every map, the embark finder almost never shows it show. Thats a vanilla problem. You also have bonemeal flux, so no worries.

@immortalbrain: Damn it, I thought multiple coatings wouldnt work. I tested with weapons... will test again. Not all bad of course, but it will be difficult for people to avoid coating one set of bolts 5 times, instead of 5 stacks of bolts. Hope I can fix this with Not_improved. Fountain of Youth only accepts empty barrels now, was missing the empty tag.

@slay_mithos: Yes it is. ^^
Title: Re: ☼MASTERWORK-DF☼ V.2c - Update is there. Linux/Mac.
Post by: Bloax on January 03, 2013, 12:40:48 pm
I'd probably keep volcanic, but it shouldn't be frequent by any means.
Title: Re: ☼MASTERWORK-DF☼ V.2c - Update is there. Linux/Mac.
Post by: Meph on January 03, 2013, 01:06:15 pm
Nah... volcanic is the third best metal in the game. No reason anyone should have it in first season, even if he is just extremely lucky.

The coating system checks if it is coated with the same material only... so a weapon coated with biterrroot cant be coated with bitterroot, but all the other poisons still work. That does allow some inbalances.
Title: Re: ☼MASTERWORK-DF☼ V.2c - Update is there. Linux/Mac.
Post by: Firehawk45 on January 03, 2013, 01:49:05 pm
A weapon that poisons, burns, curses, pulls into other dimensions, spawns bunnys and can cook coffee doesnt sound imbalanced to me, just more dwarfish :D
Title: Re: ☼MASTERWORK-DF☼ V.2c - Update is there. Linux/Mac.
Post by: ImmortalBrain on January 03, 2013, 02:26:03 pm
Just found a bunch of weird stuff/bugs:

1. I dont think that this is supposed to happen:
Spoiler (click to show/hide)
2. Are treants and spitting orchids supposed to be free? coz they are.. i have an army of plants near my entrance now
3. Shell plate (and probably scale plate) counts as metal when i use armor plates for plate armor. So yeah, i have a shell plate plate helmet.
Spoiler (click to show/hide)
4. Bone studs can be "decorated with".
Spoiler (click to show/hide)
5. For some reason Drake Scale counts as shells. Whenever i order "Make shell crafts" i get a bunch of drake scale amulets/earrings/rings/whatever.

Where the hell from shell plate and scale plate come btw?

And a little suggestion: Is it possible to implement something like "Extract creature's poison"? I'd like to be able to extract poison from killed/tamed Giant Cave Spiders and Giant Desert Scorpions.  :). I know it is done with vermits already, but is it possible to do the same with others?
Title: Re: ☼MASTERWORK-DF☼ V.2c - Update is there. Linux/Mac.
Post by: firons2 on January 03, 2013, 02:34:44 pm
Why is half my population going to a restrained dog?
And how the hell do i retake a door thats being used by an intruder?
Title: Re: ☼MASTERWORK-DF☼ V.2c - Update is there. Linux/Mac.
Post by: kizucha on January 03, 2013, 03:12:39 pm
Thank you meph for answering aaaand i have a new question yet. :D I dont can find the wooden mechanism reaction in the craftsdwarf is it deletet? I only find the rock mechanism in the mechanics workshop. :)
Title: Re: ☼MASTERWORK-DF☼ V.2c - Update is there. Linux/Mac.
Post by: Nevets_ on January 03, 2013, 03:32:11 pm
Idea for a new Alchemist workshop reaction:

Cast obsidian:
Requires Tears of Armok, Blood of Armok, fire-safe bin.
Does not consume any reagents, produces 1 obsidian boulder.

And a question:
I'm not sure how much workshops tie in with DFHack, but I know DF Hack can spawn magma.  Would it be possible to make a workshop that was shaped like a pump (1 impassible tile and 1 passable tile, and have a reaction where it spawned 7/7 magma in the square past the impassible one?  So you could build it like you would a pump.  I'm assuming that impassable workshop squares also block liquid, but I may be wrong about that.

Code: [Select]
.#m#. - magma spawns here
.#W#. - Impassible workshop square
..w.. - passable workshop square (dwarf stands here)
.....
Title: Re: ☼MASTERWORK-DF☼ V.2c - Update is there. Linux/Mac.
Post by: Puddingkuchen on January 03, 2013, 04:00:10 pm
Tears of Armok are not always an Aquifer.
Spoiler (click to show/hide)
Settings: Aquifer off
Title: Re: ☼MASTERWORK-DF☼ V.2c - Update is there. Linux/Mac.
Post by: dukea42 on January 03, 2013, 04:33:11 pm
I had a dry tear too.  I wonder if it's changed for the new way of spawning water/magma via the spawn location and alchemist.

Really enjoying build V2c alot.  Things play smoothly, the workflow UI helps immensely, and I feel like I can work on fort design and observe dwarf-world interactions without having to worry about bugs, idle dwarves, or just mundane details so much.

In my savage land volcano embark I just had 2 named dragon raptors tear up 2 dwarves without blinking.  Wooden javelins used by the ranger just made things worse I think.  Poor loyal ironclad dog fought for 11 pages to bite every spot imaginable on one raptor before finally being bested.  Now my 12, er 10 dwarves have to fasion some quick rocktip spears for some prehistoric warfare as my metalworks isn't even dug out yet.
Title: Re: ☼MASTERWORK-DF☼ V.2c - Update is there. Linux/Mac.
Post by: Meph on January 03, 2013, 04:39:24 pm
@Puddingkuchen: Yeah, mostly if they have a corner that is revealed, like in the caverns... some dont get the aquifer, it is rare, but nothing I can do.

@nevets_: Obsidian can already be made, see crucible. Dfhack could probably do what you describe, but I cant program it. Lack of skill ;)

@kizucha: yes, they have been removed. craftsdwarf was a bit full, tried to empty it a bit. Will see if I can split some more, I plan a building for the shell/leather/scale/chitin stuff. Rangers Workshop or something like that. Suggestions welcome, I dont have a good name yet.

@firons: Bring a dwarf to the door... is a vanilla feature, and again, no idea what is going on in your fort ^^ no metting hall?

@immortalbrain: the ghosts I cant affect. would be interesting to see if he transforms into a ghostly bloodbeast. Could you test this, or did you already slab him?
treant and orchid seeds are free atm, because I want people to play around with the improved spawning system. I wanted more reports, like: Works better, works worse, everything is burning and I cant get the dog from the roof, stuff like that.

Platearmor accepts any helm/breastplate/greaves/boots. Too bad with the naming though... I wanted to do "carapace" instead of chitinplate, but I dont know what to do with shell and scale. Just keep them like that? "suit of scale armor", "scale helm" I just want to make sure people can distinguish between the raw material (scale) and the material used for items (tanned scale) If anyone has better names for shellplate and scaleplate, I am all ears.

I dont see a problem with decorating bone studs. Almost all the new items can be decorated.

Shell/Drakescale mixup.. I have a look. Should only be one tag somewhere. They all come from the tanner atm. Tan a hide also accepts scales, shells and chitin. I want to split that in future, to make it more obvious. And maybe add fur. But all that is difficult, because I might edit all creatures for it.

Extract creature poison would be awesome, but could only be done with a workaround. I could add extra_butchery items to all venom bearing animals, and have the butcher produce it. I cant do extracts, because I cant tell the butcher to take a barrel to fill it in, but I could make a custom item, use the custom item in another building (slaugherhouse, kitchen, brewery, still?) to extract the venom there. A creature could give a item called "creature-name venom gland" for example. Again, a lot of work, would have to add this to all venom breaing creatures.

@firehawk: havent found a solution yet... dfhack itself prevents the one I wanted to use, with NOT_IMPROVED. Lets see if I can come up with something. I also have to think of Borderlands2 when I see your name since I played it.

@dukea42: sounds like everything is working like intended :) Dragon Rapter = Cagetrap = tame = awesome warbeast btw.



Title: Re: ☼MASTERWORK-DF☼ V.2c - Update is there. Linux/Mac.
Post by: Firehawk45 on January 03, 2013, 05:20:07 pm
Now i googled that... damn, im apparently a female. When is the new DF version done, i wanna wipe elves from the furface of the world now :)
Title: Re: ☼MASTERWORK-DF☼ V.2c - Update is there. Linux/Mac.
Post by: ImmortalBrain on January 03, 2013, 05:35:29 pm
@immortalbrain: the ghosts I cant affect. would be interesting to see if he transforms into a ghostly bloodbeast. Could you test this, or did you already slab him?
I'll see what happens and report. I dumped his body in magma so there is no way i can get rid of him.
I dont see a problem with decorating bone studs. Almost all the new items can be decorated.
Aren't bone studs only used to improve leather? They simply clutter my workshop and dont go anywhere while i waste useful materials on upgrading them. What is more, afaik the quality (and price) of Studded Leather is not affected by the quality of bone studs? didn't check that  :)
treant and orchid seeds are free atm, because I want people to play around with the improved spawning system. I wanted more reports, like: Works better, works worse, everything is burning and I cant get the dog from the roof, stuff like that.
Ah, didn't know you need feedback about that.  :)
Well, right now when i spawn treants i get tons of body parts spawning, attacking my dwarves (but not dealing any damage, dont know if they get any bad thoughts like "was recently attacked by the living dead", will check that later) and then they transform into treants. It....works. The strange things is that i get things spawned on diffirent Z levels. For example, i have now a TON of treants and orchids on my workshop level ~10 z-levels below spawn point while there is no way for those body parts to get there. I've also got an "inspiration cloud" once, running aroud my fortress and spamming (and i mean it, like 20 each second) orchids everywhere. I had to make a rollback because my whole map was covered in orchids.

I'll try to spawn landmines and turrets soon and give some feedback about them.

P.S. I am pretty sure i made some really stupid mistakes in this post. Had no time to check my spelling/tenses =). English tenses are kinda hard when your native language is russian  :)
Title: Re: ☼MASTERWORK-DF☼ V.2c - Update is there. Linux/Mac.
Post by: Meph on January 03, 2013, 06:57:53 pm
Yes, only for studded leather, but if you put 40 gems on them, why not use them as tradegoods ;) The studded leather is not affected by the quality of the studs, nothing ever is. Mods cant do that.

You can get rid of the ghost by engraving a slab... but please wait a bit, I am really curious about that one. :) Oh, and make a save and try to bring a Ward of Armok near him. Thats even more interesting. Just "ask for armoks help" in the temple, you will get a ward then. Drag it near the ghost...

The "spawning through z-lvls" is because of line-of-sight and extravision. I know the problem, but havent fixed it yet. And I never had the constantly spawning something, that sounds impossible ^^ I know, it happened, but I wouldnt even know how to do a creature that spawns endlessly.
Title: Re: ☼MASTERWORK-DF☼ V.2c - Update is there. Linux/Mac.
Post by: Meph on January 03, 2013, 08:41:40 pm
New Linux update, arclance packed several utilities nicer, rewrote the linux manual section and managed to reduce the filesize by 8mb. :) Because there are no gameplay changes, I wont change the version number on it, least people get confused.


Runesmith is pretty much done. Here the effects for the coatings. You can coat any weapon, ammo or trapcomponent with each of those. That means if you pay one bar of each metal, you can add one weapon with all of those. This should finally give you a use for all these leftover metal bars.


Metals I havend done yet, and might not do, are : ALUMINUM, BILLON, BISMUTH, BRASS, ELECTRUM, LEAD, NICKEL, PLATINUM, TIN, ZINC. Why? Currently the Runesmith has 3 pages full of reactions... adding these 10 metals will mean another 30 reactions and another 2 full pages. People would have to scroll a lot, and of course it would mean 10 potential syndromes more for each item. (EDIT: Oh, and also those: SLADE, SLAG , ORICHALCUM_ORC, RUSTY_IRON, RUSTY_STEEL, PIG_IRON, because they are either unavailable for dwarves, or otherwise unwanted, like the rusty metals)
Title: Re: ☼MASTERWORK-DF☼ V.2c - Update is there. Linux/Mac.
Post by: CaptainArchmage on January 03, 2013, 09:15:51 pm
Will the mac version of Masterwork work properly on 10.6?

I've also noticed when running the game on WINE, it doesn't launch the custom startup screen.
Title: Re: ☼MASTERWORK-DF☼ V.2c - Update is there. Linux/Mac.
Post by: Riun on January 03, 2013, 09:21:50 pm
You could make two building, one for soft, one for hard metals. Just to reduce the reaction mass. On that note, they praying for metal reactions are great. Now that there is the skillcloud, praying dwarves actually gain experience. As far as i observed, multiple shrines next to each other give all dwarves skillgain. I will do a preaching only fort next time I play, lets see if i can preach enough food/metal out :D

Colosseum is... fun. System is working pretty nicely, but i need to find a better way to station my military, so they dont get transformed by the cloud and loose all their equip. Also, them killing the transforming dwarves leftovers is kinda annoying.

In addition, treefarming worked flawless for me - grew, harvested, finished.
Title: Re: ☼MASTERWORK-DF☼ V.2c - Update is there. Linux/Mac.
Post by: Meph on January 03, 2013, 09:39:46 pm
Sometimes the replies I get here are weird. ^^

@CaptainArchmage: What custom startup screen ? There is none.

@Riun: Only the working dwarf gets the skillgain, not everyone in the cloud. I couldnt even do this if I wanted to ;) And let me know how much materials you can churn out... if it is too easy to get everything, I will reduce the chance. The praying should mostly be for moods. Or for 100 dwarves praying their beards out, to run a fortress. But if you can do it with 20 legendary apostles... I dont know... seems quite powerful since it is for free. More or less. ;)

Make a room for colosseum, make a seconed room, same size next do it, no walls in between, station dwarves in free space. Once I get that plugin going I have, this wont be a problem, and the colosseum will only affect one dwarf at the time. Precision, for once. :)

Thanks for the treefarm report. Could it be that you are going through all the features of the mod, one by one? ^^

EDIT: DONE. Works flawlessly.

(https://lh6.googleusercontent.com/-l1UjOrLXLOA/UOZCKA-fpeI/AAAAAAAALk0/Rl4VSuCujDM/s940/steel%2520sword.png)
Title: Re: ☼MASTERWORK-DF☼ V.2c - Update is there. Linux/Mac.
Post by: Riun on January 03, 2013, 10:06:51 pm
I dont want to start a big, long lasting fort with the rate of updates incoming. So i rather test out specific things/crazy stuff. All prayer embarked worked in theory, but sadly, i need to make some adaptions. Need to embark with hide root+brewable plant to make fuel, otherwise i cant use the prayed metal. Bone blocks from the butchered cats give me all the build mats i need, so my Embark profile will look pretty spartanic :D

I will edit in how much skill/metal I get in the course of a year as soon as its done.
Title: Re: ☼MASTERWORK-DF☼ V.2c - Update is there. Linux/Mac.
Post by: Meph on January 03, 2013, 10:13:19 pm
I think its funny that people dont play long fortresses, or abandon their old ones, just because a new version came out. It makes no sense, it's like buying the ipad5 just because it came out, while having a perfectly good ipad4. The old version is only worse in relation to the new one, in it does not get worse in any way.
Title: Re: ☼MASTERWORK-DF☼ V.2c - Update is there. Linux/Mac.
Post by: Toasting on January 03, 2013, 10:19:56 pm
I just downloaded v2c and I can't make 2 handed weapons from steel, silver, iron, copper... normal metals.  Is this intended or am I missing something?  I can make 1 handed new weapons like the long sword but not 2 handed new weapons like the maul.
Title: Re: ☼MASTERWORK-DF☼ V.2c - Update is there. Linux/Mac.
Post by: Meph on January 03, 2013, 10:41:37 pm
I sorted the weapons for the forge screen... was unsure about sorting in the 2-handed stuff alphabetically, or sorted in itself, apart from the 1-handed weapons. Then I got distracted by something, really have no idea what, but I never sorted them back into the entity file. So, no it is not intended, and you are missing nothing, the other way around, I was. I have so many things on the todo list, I do 2 and forget about 2, before jumping to 5...

Edit: Ah.. you are the guy from reddit... I though: Man, if I get two reports about this I should better check... ^^
Title: Re: ☼MASTERWORK-DF☼ V.2c - Update is there. Linux/Mac.
Post by: ImmortalBrain on January 04, 2013, 12:17:54 am
Here i am with another bunch of tests.

1. Caravan-ordered turrets/mines work just like it was expected (and why wouldn't they?)
2. I can confirm that you can use multiple poisons on a single weapon (and not only ammo, you wanted to test that). For some reason, instead of picking a new weapon my dwarves pick a new poison and use it on already coated weapon.
Spoiler (click to show/hide)
3. Poisoning a weapon uses a full stack of venom (NOooooooooo :'( this is what i feared the most)
4. I can confirm that using a rune on a poisoned weapon removes poison.
5. I can confirm that you can not poison a runed weapon (i guess poisons will stack with runes in the next version?)
6. I didn't notice any bad thoughts (Attacked by the living dead) after spawning creatures.
7. With rose-gold only armor/weapons humans SUCK. Like ridiculously suck. Maybe make then steel-only or something? They get wiped out by anything and are VERY slow.
8. I dont really know how to express that, but my dwarves were able to "Kill some part of the spawning mechanic". Ehm, i'll just list a screenshot.
Spoiler (click to show/hide)
9. Most importantly, i've spent 2 hours waiting for my ghostly bloodbeasty friend to do anything interesting  :). Nothing has happened, he kept spamming that he is painting a pentagram though.
10. Spent another 2-3 hours trying to get this god damn ghost near my Temple of Armok. Sadly, the ward did nothing. I had 5 wards in proximity of 8 blocks from ghost and...nothing. :(

Some thoughts: Steel crates seem OP. Because of them i ignore everything but steel now. Dont even bother with producing it, ordering those crates is enough.
Possible fix: A - make steel crates more pricy. B - reduce mechanism's value (actually, i prefer this one. I always just dump a ton of mechanism on the TD and buy everything i need)

P.S. YES. FOUND YOU AT LAST
Spoiler (click to show/hide)
What do i need now to make an army of slaves (muhahhahaa) and what does Brood Lord do?
P.S.S. Do you want me to test/give feedback on something particular?
Title: Re: ☼MASTERWORK-DF☼ V.2c - Update is there. Linux/Mac.
Post by: BigD145 on January 04, 2013, 12:22:28 am
I think its funny that people dont play long fortresses, or abandon their old ones, just because a new version came out. It makes no sense, it's like buying the ipad5 just because it came out, while having a perfectly good ipad4. The old version is only worse in relation to the new one, in it does not get worse in any way.

No, it's like buying an iPad5 because your iPad4 has a broken screen. Older versions of Masterwork tend to have some things that don't work.
Title: Re: ☼MASTERWORK-DF☼ V.2c - Update is there. Linux/Mac.
Post by: Meph on January 04, 2013, 12:32:28 am
Brilliant post, thanks :)

1. Good.
2. I know.
3. I know.
4. Has changed in my version, different rune system. Improving weapons in the weaponry will still remove coatings. Both poison and runes.
5. Has changed in my version, both poison and rune work together. Again, improving them in the weaponry will remove coatings. Both poison and runes.
6. Good.
7. They do? I will give them something... steel sounds about right.
8. Happens I guess. There is so much on that system that can be interrupted...
9. That is good to know. I was afraid he would still target himself with the transformation, and a ghostly bloodbeast would be bad. To say the least.
10. Again, good to know, ghosts cant be targeted.

Mechanisms: Cant mod them.
Steel crates: More pricy ? Its not about the price, its the time. You get the first liaison after 6months, first steelcrate after 1,5 years if all is done right. And its only enough for 2 big weapons, or 3-4 armorpieces with each crate. I would have thought that they are balanced. They bring 4 max each caravan ?

Broodlord and Broodmother: Ehm... I hope you still have that safe, because you want to order at least one broodlord. Without a male counterpart, female broodmothers cant breed...  they give birth to your "slaves" that you want. ;)

Test/Feedback on the spawning system and/or mages is always welcome. Both are horrible to balance. I know the Fountain of Youth is way too easy to make atm, and seeds in there are free. Apart from that, the new buildings. Toxicist with the poisons, how they fare against invasions/ambushes/cavern creatures... and the expedition system, is it overpowered, it it too complicated... Glassforge, how good or bad are these glass weapons... take your pick ;)

@bigd145: New version tend to do that as well  8) And I am absolutely unreasonable proud of that.
Title: Re: ☼MASTERWORK-DF☼ V.2c - Update is there. Linux/Mac.
Post by: sayke on January 04, 2013, 01:23:09 am
meph - good call on giving humans steel. rose gold really did slow them down, and is kind of silly =D

- making the crates 3x more expensive would be reasonable as well, i'd think. otherwise you can pretty reliably trade for steel and not need to make it.

- in general, and with respect to the poll, i'd say steel is pretty easy to get to and there aren't many reasons to use iron/bronze/etc. for realism purposes i always remove the armor/weapon/etc tags from copper, because copper is just too soft... i leave the ammo tag in, though =P

- poisons... damn. they work great for hunting. i absolutely demolished a bear, which would otherwise have been really hard. i do seem to end up with a few very heavily poisoned things and a lot of unpoisoned things, though. am currently playing with invasions off so i can set this fort up right.

- i notice some of the creature sprites still have black backgrounds! do you want me to fix that?

- i'll see about mages and expeditions if everything else is squared away... which doesn't seem likely =P
Title: Re: ☼MASTERWORK-DF☼ V.2c - Update is there. Linux/Mac.
Post by: Wrex on January 04, 2013, 01:30:59 am
Actually, drakescale functioning as shell has spared me quite a few lives, and helped me with the lamination requirements in Orc Fortess quite a lot. I thought it was intended behaviour >.>
Title: Re: ☼MASTERWORK-DF☼ V.2c - Update is there. Linux/Mac.
Post by: Toasting on January 04, 2013, 01:31:53 am
I sorted the weapons for the forge screen... was unsure about sorting in the 2-handed stuff alphabetically, or sorted in itself, apart from the 1-handed weapons. Then I got distracted by something, really have no idea what, but I never sorted them back into the entity file. So, no it is not intended, and you are missing nothing, the other way around, I was. I have so many things on the todo list, I do 2 and forget about 2, before jumping to 5...

Edit: Ah.. you are the guy from reddit... I though: Man, if I get two reports about this I should better check... ^^

At least I got your attention :p
Title: Re: ☼MASTERWORK-DF☼ V.2c - Update is there. Linux/Mac.
Post by: Meph on January 04, 2013, 03:01:50 am
@Toasting: Yes, you did. And it is fixed, thanks to your report.

@Wrex: A year ago when I was bugfixing vanilla bugs I added the shell tag to scales, because people requested it as a way to deal with moods. I remember that. This is where this shell tag came from. Long outdated and forgotten. Butchering is a bit strange atm, for example you take a turtle: Of course it has skin, and scales, and a shell. So it will produce leather from the skin, AND a shellplate from the shell, AND scaleplate from the scale. Very efficient, farming turtles/tortoises.

@sayke: I took the price for steel bars, and went from that towards the crates, but I guess I can make them more expensive. Copper armor is not realistic? Really? I dont know, but arent there copper plates and such?

If you want to have a go at the graphics, sure why not. I am distracted with other things atm. ^^ check BradUffners raw explorer, you should see all creatures with sprites when you use it, should help a ton.
Title: Re: ☼MASTERWORK-DF☼ V.2c - Update is there. Linux/Mac.
Post by: Putnam on January 04, 2013, 03:14:37 am
Meph, I now see why people think you're magic. You can take the most obvious workarounds around and make them seem like they're just a natural part of the game from the start. Flavor text is so important, and you write it well. I mean, WOW. You turned poison spatters into enchantments just by changing their name. That's impressive.
Title: Re: ☼MASTERWORK-DF☼ V.2c - Update is there. Linux/Mac.
Post by: ImmortalBrain on January 04, 2013, 03:25:55 am
One more quick update before i finally go to sleep:

1.Had a quick look at the glassforge. Glass weapons are indeed really bad  :D They are really bad at penetrating even copper armor. Gem weapons are better, somewhere in between copper and iron. Forgot to check bolts though, but as far as i can remember gem bolts were great at penetrating stuff. Will dive more into it later.

2. I can report workflow plugin having a high chance to crash the game (not the dfhack workflow, but the one used ingame inside of workshops)
Btw - looking for a kind enough person to tell me how do i use "job" and "workflow" in order to make stuff from a particular material (i did google it, wasn't able to find a working example. Like "this will always make lamellar leather padded hood")

3.Tried out expedition system:
    Bug: Human box of stolen goods has a 100% chance to contain 10 cannonball crates + 10 handcannon crates
    Thoughts: The expedition system is nice actually, lol'ed at some "Send X to Y" reaction results, i'd like to see some things changed though:
    1) Reduce the chance to "succeed" in any of the activities, but increase the drop rate in case of success in return.
    2) Add a really low chance to get something VERY rare and powerful. I guess you can do the same with archaeologist: Remove volcanic gear but add some godlike gear with a small chance.
    3) Give back used kits in case of a successful mission (any mission).
    4) Add spy/bard reactions to drow  :) I mean ones that are actually profitable and serve any purpose :). The same with sending diplomats to hostile civs.
    5) Now some things that are probably really hard to implement (or even impossible), but still: If you fail a spy missinon make the civ you were trying to spy like you less. And if you fail a mission against a hostile civ let it kill the dwarf performing the reaction.

I'll make a new fort tomorrow and start checking other stuff.
Title: Re: ☼MASTERWORK-DF☼ V.2c - Update is there. Linux/Mac.
Post by: firons2 on January 04, 2013, 03:52:13 am
So i tamed a fox (semi-wild) and it gave birth to 3 pups (semi-wild). The fox keeps reverting to wild state will the pups revert or no? Nevermind.
And i think that Mutant fae dogs need nerfing. Way too OP.
Annnnnd can i tame a fish?
Title: Re: ☼MASTERWORK-DF☼ V.2c - Update is there. Linux/Mac.
Post by: gwathlobal on January 04, 2013, 07:59:59 am
As far as the expedition system goes, I liked the dwarven merchant halls from Orc Fortress (MW 1.9.5) more.
They could be used as a sink for excessive resources (like food, metal bars, cloth and such). In return you could get rare or otherwise unattainable items (like gypsum, wood, fuel, iridium). Besides, it used money and you could finally find a purpose for minting your own coins :) Right now the expedition system looks rather flavour-only and has little utility IMHO. You need lots of various things but the rewards are not so great, as by the time you acquire all those various things - you won't need them.
E.g. a caravan. Ok, you remove 20 useless stone crafts, but you only get *slightly less* useless crafts in return.
Bards are flavour-only. Silver and copper coins? But you don't need any coins other than for melting, do you?
Spies may get you something interesting from humans but you need a blackpowder pouch for them which consumes rare brimstone and saltpeter. Besides the blueprints from his loot may be more reliably researched.
Mercenaries are interesting as they accept rock armor and weapons but again you are unlikely to want to raid kobolds, goblins with rusty iron are good only in the beginning despite their high success rate, everything else will likely deforest your whole area due to low success rate and only frost giants are able to offer something interesting.
So far, only expeditions seems to be nice. They do require a number of resources, but the success rate is high and deep bronze is better than steel.
Title: Re: ☼MASTERWORK-DF☼ V.2c - Update is there. Linux/Mac.
Post by: Firehawk45 on January 04, 2013, 08:36:33 am
Playing a test fort right now, lets see how it works.

Man, i played too many fallout-mods, im already missing guns :( Humans, come here, i want your toys!
Title: Re: ☼MASTERWORK-DF☼ V.2c - Update is there. Linux/Mac.
Post by: Nevets_ on January 04, 2013, 11:00:55 am
I've played around with using magma bottles on spawn locations safely, for anyone who is interested.  Unfortunately the complex setup required to safely do it means it's not really practical to use it to fill a 1x1 hole so you can put a workshop over it (which is what I was hoping); but if you setup a repeatable system you can use it to fill a reservoir, which can then be emptied into the level below your forge.

Code: [Select]

Top Floor   2nd Floor   3rd Floor and further down

########    ########    ########     
####   #    ####   #    ####   #   
#### . #    ####   #    ####   #    # - Wall
#### . #    ####   #    ####   #    > - Stairs down
#### . #    ####   #    ####   #    D - Door
#### . #    ####   #    ####   #    X - Up/Down Stairs
.>D+.. #    #XDI   #    #X##   #   
#### . #    ####   #    ####   #    I - Support (build first)
#### . #    ####   #    ####   #    + - Retractable bridge (channel out tile, then build second)
#### . #    ####   #    ####   #    . - Constructed floor (build third)
#### . #    ####   #    ####   #    Then build the spawn locations and fill with magma bottles.
####   #    ####   #    ####   #   
########    ########    ########   

Make it as deep as you need, just remember that the first and second floors can't get any magma in them or it will no longer be repeatable.  Each spawn location gives you about 12 units of magma, so if you have about 1 spawn per 3 open tiles you'll get about 4 magma per tile.  You could build it in any shape you want, the important bit is that you leave a space all the way around the constructed floors, only have them touch the 1 tile bridge which is right about the support so you can actually get to them to build them.  Also note that if you make the reservoir much larger than the top floor, the magma will spread out and may evaporate before you can rebuild and dump a second load.

I also like to build my bridge out of magma safe rock just in case, and my support and floors out of cheap, renewable wooden planks.  They burn away rather than slowly melt like stone would, and you are already losing some stone to make the mechanism for the support and the flasks to hold the magma.
Title: Re: ☼MASTERWORK-DF☼ V.2c - Update is there. Linux/Mac.
Post by: Meph on January 04, 2013, 12:00:12 pm
@nevets: The magma spawned is actually in relation to the free space around the spawn location. The magma-bottles are more for traps, if you want to fill big moats or channels, use the magmatanker from magmaworkshops. Magmaworkshop only appear in the build menu after you found a volcano/magmalake, so the early bottles wont help with them anyway.
Code: [Select]
###
#SF
###

FFF
FSF
FFF
# are walls, F is floor and S is the spawn point. First one creates 1 tile of 7/7 magma, second one creates 8 tiles of 7/7 magma.

@Firehawk: Why not try the elven bows instead :P

@gwathlobal: I thought the merchant hall was too easy. The expedition system does have one very important mechanic: It allows access to all civ-related items, even if that civ is dead. You create a world without drow and automatons, but only notice 5 years into your fort? No problem, if they dont come to you, you can go to them. The 20 stone crafts give you some again, civ related crafts back, same idea. I really have to find a use for coins though...

@firons2: Mutant feadogs have been removed in the next update, even before your post :) And I think fishes would airdrown.

@ImmortalBrain:
Glass: Thought so. Had similar glancing away in my little test. Might introduce three fake glasses for this, same name though. players will never notice, unless they look into the raws.
Crashes from workflow: Falconne got the reports, fixed some bugs, updated. Next version will include the bugfix by him.
Human stolen goods: Ups... my bad, 10 crates is a bit much. Copy+Paste leftover. Is fixed.
Giving back used kits: I will do this for the raiding system. But the other stuff gets still used up, because the success-rate at the missions is usually 100%.
Add spy/bard reactions to drow: No. :P Bard reactions are eastereggs anyway.
Actually influencing the other civs is impossible. And volcanic is already godlike gear :P

@Putnam: Thank you :) Free to use for everyone, thats why I posted it in the dfhack thread as well. Just have to post the raws, once the next update is out. And now I have a look at the autosyndrome.
Title: Re: ☼MASTERWORK-DF☼ V.2c - Update is there. Linux/Mac.
Post by: firons2 on January 04, 2013, 12:45:18 pm
Thank you for the faedog removal because they were like griefing to me. They alredy got 2 forts.
Title: Re: ☼MASTERWORK-DF☼ V.2c - Update is there. Linux/Mac.
Post by: Firehawk45 on January 04, 2013, 12:51:49 pm
I have something better: My prototype hammergolem is beating the shit out of a goblin. Nothing unusual, right? Well, he is doing it with a wool bag. HE SHATTERS THE DAMN SKULL WITH IT. 5 pages of combat report, that thing is sadistic.
Title: Re: ☼MASTERWORK-DF☼ V.2c - Update is there. Linux/Mac.
Post by: CaptainArchmage on January 04, 2013, 01:20:15 pm
Sorry when I said startup screen I meant there's a screen where you can set the graphics pack or tileset, and change the raw options (i.e. more trees, fewer trees, simple items...). That isn't really working on WINE for me, so I would try the mac version were it not for DFhack...
Title: Re: ☼MASTERWORK-DF☼ V.2c - Update is there. Linux/Mac.
Post by: cAPSLOCK on January 04, 2013, 01:45:51 pm
Hmm... Well turns out I'm quite confused with the scriptorium, the manual helped a little, but here's what I make of it.

Essays = paper + ink
tome = 10 essays + Book?
Textbook = ???

Help?

(By the way, the new manual is REALLY good!)
Title: Re: ☼MASTERWORK-DF☼ V.2c - Update is there. Linux/Mac.
Post by: Meph on January 04, 2013, 01:54:18 pm
@capslock:
Essay = Paper + Ink
Textbook = Paper
Book = Paper + Ink + Essay

If you have suggestions for making it more clear, I am all ears. I know it looks complicated, but it NEED these textbooks-containers to make it work.

@CaptainArchmage: I dont have a Mac, cant tell you anything about it, sorry.
Title: Re: ☼MASTERWORK-DF☼ V.2c - Update is there. Linux/Mac.
Post by: arclance on January 04, 2013, 01:56:56 pm
Sorry when I said startup screen I meant there's a screen where you can set the graphics pack or tileset, and change the raw options (i.e. more trees, fewer trees, simple items...). That isn't really working on WINE for me, so I would try the mac version were it not for DFhack...
That sounds like the Settings.exe for changing Masterwork settings, it is not needed to play with default options.

You probably need to have Mono (http://www.go-mono.com/mono-downloads/download.html) installed in your WINE prefix for the Masterwork settings to work.
Download the Windows installer for mono and run that with WINE to install it in your WINE prefix.

If I remember correctly that is what I needed to do to use it in WINE on Linux.
Title: Re: ☼MASTERWORK-DF☼ V.2c - Update is there. Linux/Mac.
Post by: Thudde on January 04, 2013, 03:10:50 pm
Let me start by saying I'm a huge fan of Masterwork, for the simplified clothing even it did nothing else.  A question about slag.  Its created from smelting in version 2c, at the rate of 1 metal bearing stone = 4 bars of metal + 4 bars of slag.  Slag can be used to make Potash, Concrete, or destroyed in a Slag Pit.  I don't want/need Potash or concrete so I want to destroy it.  I figure to keep one smelter working full time, I'll need 4 Slag Pits, for a total of 5 smelter-dwarfs working.  Slag Pits are 5x5 structures, which is a ton of space.  I would store it, but I can't find any stockpile that holds it.  My smelters are cluttered! 
Title: Re: ☼MASTERWORK-DF☼ V.2c - Update is there. Linux/Mac.
Post by: Firehawk45 on January 04, 2013, 03:14:13 pm
maybe lower the amount of slag produced? The current amount seems a bit excessive, i have 100 bars of different metals, and 400 Bars of slag. 3 dorfs basically chained to the slag pits, doing nothing else, but the amount isnt reducing.
Title: Re: ☼MASTERWORK-DF☼ V.2c - Update is there. Linux/Mac.
Post by: Thudde on January 04, 2013, 03:20:42 pm
Maybe 1 bar of slag instead of 4?  Also oddly enough, each bar of slag seems to be heavier than the stone it came from.
Title: Re: ☼MASTERWORK-DF☼ V.2c - Update is there. Linux/Mac.
Post by: Meph on January 04, 2013, 03:24:29 pm
My smelters are cluttered!

3 dorfs basically chained to the slag pits, doing nothing else, but the amount isnt reducing.

Only thing I can say about this: It works like intended. Cluttered smelters and designated cleaner-dwarves.

I will myself play another fort with the feature in future as well, but so far it looks like it is what it should be. I would love to raise the rate at which the smelters clutter, and at the same time decrease the amount of slag bars. If I lower the amount now, the workshops wont get cluttered anymore. And they are not stockpiled on purpose. Either destroy them, use them up, or have cluttered workshops. Of course, balancing is always an option.
Title: Re: ☼MASTERWORK-DF☼ V.2c - Update is there. Linux/Mac.
Post by: Mictlantecuhtli on January 04, 2013, 03:26:36 pm
I'm busy playtesting the hell out of the new Cataclysm, but I'll be back to MW soon to try out the new slag. I always have 5+ furnaces running, so I thoroughly appreciate you making it more work [and less of a 'you win!' strategy] to do that.

Do other non-furnace smelters create slag?
Title: Re: ☼MASTERWORK-DF☼ V.2c - Update is there. Linux/Mac.
Post by: Godlysockpuppet on January 04, 2013, 03:29:56 pm
Not to be rude, and I know English isn't your first language but you misspelled Relics as relicts :D
Title: Re: ☼MASTERWORK-DF☼ V.2c - Update is there. Linux/Mac.
Post by: Meph on January 04, 2013, 03:33:12 pm
New Cataclysm?

Arc Furnace, Crucible, Blast Furnace (50% less slag then smelter), and Metallurgist, yes.  The only thing that slag does when left alone is to slow down the smelting of metals, that's it. I think I can improve it a ton by using custom slag thats heavier in the custom buildings. But I cant do that to the smelter... that is my big problem, hardcoded behavior. It would be best if the custom workshops would be cluttered with 5 or 10 slag already, this way I dont need to generate 100 of them, like I have to do in the smelter.

@godlysockpuppet: Why rude? All reported mistakes will be fixed, so thank ;) German word for relic is relikt btw, with the T at the end. Thats why I made that mistake.
Title: Re: ☼MASTERWORK-DF☼ V.2c - Update is there. Linux/Mac.
Post by: CaptainArchmage on January 04, 2013, 03:40:45 pm
Sorry when I said startup screen I meant there's a screen where you can set the graphics pack or tileset, and change the raw options (i.e. more trees, fewer trees, simple items...). That isn't really working on WINE for me, so I would try the mac version were it not for DFhack...
That sounds like the Settings.exe for changing Masterwork settings, it is not needed to play with default options.

You probably need to have Mono (http://www.go-mono.com/mono-downloads/download.html) installed in your WINE prefix for the Masterwork settings to work.
Download the Windows installer for mono and run that with WINE to install it in your WINE prefix.

If I remember correctly that is what I needed to do to use it in WINE on Linux.

Thanks. The reason I don't use the mac version is DFhack doesn't seem to launch on 10.6; I need to use WINE.

I've also noticed the default color settings seem a little different from the Mac version when using WINE. Anyone else notice this (especially arclance @Linux)? I know you can alter the settings somewhere.

I haven't played masterwork to any significant extent, but I'd recommend a "some waste" option to reduce the chance of getting it. There isn't a way to make the smelter produce only one bar of a specific metal with 100% chance at the moment unless someone can make a DFhack thing to do it.
Title: Re: ☼MASTERWORK-DF☼ V.2c - Update is there. Linux/Mac.
Post by: Mictlantecuhtli on January 04, 2013, 03:48:10 pm
New Cataclysm?

Arc Furnace, Crucible, Blast Furnace (50% less slag then smelter), and Metallurgist, yes.  The only thing that slag does when left alone is to slow down the smelting of metals, that's it. I think I can improve it a ton by using custom slag thats heavier in the custom buildings. But I cant do that to the smelter... that is my big problem, hardcoded behavior. It would be best if the custom workshops would be cluttered with 5 or 10 slag already, this way I dont need to generate 100 of them, like I have to do in the smelter.

You could make blast furnace slag toxic [create miasma and be heavier], but I think that'd be overkill to some people. It'd be a good way to balance the use of the BF, which I use almost exclusively once I do get it.
Title: Re: ☼MASTERWORK-DF☼ V.2c - Update is there. Linux/Mac.
Post by: Meph on January 04, 2013, 03:56:28 pm
The blast furnace is more expensive... it costs 10 steel bars to make, grates, leather for bellows... I will keep it more efficient at reducing slag.

Quote
There isn't a way to make the smelter produce only one bar of a specific metal with 100% chance at the moment unless someone can make a DFhack thing to do it.
Yes there is. I can simply use METAL_ORE:25 for one bar, 50 for two, 75 for three, and the normal 100 for 4. Or 200 to make 8 bars. How do you think I added the "for each 100 bars of metal you make, you get one iridium in the end" to the game? ;)

The limitation I was speaking of is the max weight of bars. For reasons unknown they cant exceed 1200. I would like them to be 12000. Doesnt work.
Title: Re: ☼MASTERWORK-DF☼ V.2c - Update is there. Linux/Mac.
Post by: arclance on January 04, 2013, 05:15:55 pm
I've also noticed the default color settings seem a little different from the Mac version when using WINE. Anyone else notice this (especially arclance @Linux)? I know you can alter the settings somewhere.
I have not noticed color differences in WINE but I don't run Dwarf Fortress there very often.
You can change the color settings in "data/init/colors.txt".
Title: Re: ☼MASTERWORK-DF☼ V.2c - Update is there. Linux/Mac.
Post by: Meph on January 04, 2013, 05:18:41 pm
Massive picture coming along, some random features I have been working on. An ingame help to see which workshop needs which skill (works), the runesmith building, a remodelling of the Creature Research Study and Scientists Research Study... they are now the Researcher's  Study and the Architects Study. Better seperation of "working with items" and "blueprints" And I can finally give the architect skill something to do. :) And a Tailor (not workin yet)

Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK-DF☼ V.2c - Update is there. Linux/Mac.
Post by: Firehawk45 on January 04, 2013, 06:16:26 pm
The tailor is a great idea, I like it.

Another... weird report: My dwarfes butcher orcs and warlocks. Working as intended?
Title: Re: ☼MASTERWORK-DF☼ V.2c - Update is there. Linux/Mac.
Post by: ScottS on January 04, 2013, 06:22:36 pm
Love the mod, it brought me back to DF with a vengeance.  :)

Not sure if this is a bug, or if I'm doing something wrong.  Windows version, MW 2c, phoebus tileset.  I'm trying to extract adamantine strands.  I have a bunch of raw adamantine, a craftdwarf workshop, and a dwarf assigned to extract strands.  For testing purposes, this is a newly constructed workshop, and I've demolished all other craftdwarf workshops.  I've also forbade all but one piece of raw adamantine, and I have exactly 1 dwarf with extrand strands labor enabled.

I assign the job of strand extraction, either through the workshop or a manager.  The strand extractor hauls the raw adamantine to the workshop, immediately cancels the job saying "cancels extract adamantine strands: needs 150 raw adamantine", hauls the raw adamantine back to the stockpile, repeat ad nauseum.

If I examine raw adamantine, it shows extract strands as a possible reaction twice, and one of the two reactions is "unclickable".  I've got a screenshot if that will help.
Title: Re: ☼MASTERWORK-DF☼ V.2c - Update is there. Linux/Mac.
Post by: A Dwarf on January 04, 2013, 08:11:04 pm
Ok this might be a dumb question but I just re-installed Masterwork after a 6month hiatus. I'm right next to like 4 bee colonies but see no option to produce a Hive at my craftsdwarf, masons or carpenter workshops.
Title: Re: ☼MASTERWORK-DF☼ V.2c - Update is there. Linux/Mac.
Post by: vdpk7 on January 04, 2013, 08:20:21 pm
Hi guys, just wondering if its intended that chalk and some other stones doesnt show up anymore on the stockpile and stone screens even with the less solid rock option enabled.

also found this on the ironhand creature standard text which is different from the ones in phoebus, might be related to why the elves are disappearing on world gen.

Thanks.
   
        [CASTE:FEMALE]
      [FEMALE][POP_RATIO:45]
      [MULTIPLE_LITTER_RARE]

   [CASTE:FEMALE_ESSENCE]
      [FEMALE][POP_RATIO:10]
      [MULTIPLE_LITTER_RARE]
Title: Re: ☼MASTERWORK-DF☼ V.2c - Update is there. Linux/Mac.
Post by: Meph on January 04, 2013, 08:25:32 pm
@ A Dwarf: Just checked, they are definetly there. Craftsdwarf => Rock => Hive. Same for forges. Masons and carpenters never made any hives, ever, neither in the mod nor in vanilla DF.

@scotts: Thanks for the report. The extract metal strands will do the adamantine, but I did mess up the extract adamantine strands reaction. Every other metal uses bars for this, they have size 150, adamantine of course needs raw adamantine boulders, which have a size of 1. Currently the reaction thinks that it needs 150 raw adamantine boulders. Is fixed. (sometimes I am a slow learner, making the same mistakes again and again ^^) The second reaction that you see is actually the vanilla one, that is called "extract metal strands"

@firehawk: That has been in the mod since its existance :)

@vdpk7:
Quote
Hi guys, just wondering if its intended that chalk and some other stones doesnt show up anymore on the stockpile and stone screens even with the less solid rock option enabled.
This sentence makes no sense.  If less solid rock is enabled, of course they dont show up in the stockpiles...

Thanks for the ironhand find. Will be removed. :) Shouldnt have anything to do with elves dissappearing however. I dont know whats up with that.

EDIT: Disregard what I said, IT DOES. I wanted to delete all caste:essence, but must have misclicked and deleted the caste:male instead. elves had female and female castes, leading to no children. You totally fixed elves in ironhand. THANK YOU :)
Title: Re: ☼MASTERWORK-DF☼ V.2c - Update is there. Linux/Mac.
Post by: Firehawk45 on January 04, 2013, 08:45:28 pm
Really? Man, Im clearly a veteran MW player, i know everything about the mod  :-\

Soo, what are your plans for the next DF release? Trees that grow horrible things? Skaven climbing over fortifications and murdering your Bowdwarfs, while the crossbowdwarves, the REAL Rangedwarves laugh about them?
Title: Re: ☼MASTERWORK-DF☼ V.2c - Update is there. Linux/Mac.
Post by: dead on January 04, 2013, 09:10:54 pm
i love that the reaction now show which skill is needed ingame. that is an amazing feature. i often which skill i need to enable for certain reaction. this is awesome.
Title: Re: ☼MASTERWORK-DF☼ V.2c - Update is there. Linux/Mac.
Post by: Meph on January 04, 2013, 09:49:02 pm
@firehawk: lol, if you ask me to name every feature of the mod, I couldnt do this either. ;)

Next release: No idea, I have a look when it comes out. Probably not too much, because Toady will follow up with 2-3 bug-fix and balancing versions shortly after that. I hope that trees can give items, because atm they only give logs. Even if I give them metal for example, it will be a wooden log, made of metal, which still counts as wood. Very strange behaviour. A lot of stuff I wanted to do and couldnt...

@dead: It was really easy to build in, I wonder why I havent done it sooner.
Title: Re: ☼MASTERWORK-DF☼ V.2c - Update is there. Linux/Mac.
Post by: dead on January 04, 2013, 09:56:51 pm
@dead: It was really easy to build in, I wonder why I havent done it sooner.

you were busy engraving imagines of yourself eating cheese in other people's room. it's okay. we've all been there.
Title: Re: ☼MASTERWORK-DF☼ V.2c - Update is there. Linux/Mac.
Post by: Tally on January 04, 2013, 11:23:38 pm
As of right now I'm not sure if this is intentional, but I cannot find any stockpile option that will allow me to stockpile slag. At the very least, it makes getting rid of slag (at least without the exploitative way of quantum dumping) a more pressing issue, although also a very annoying one.
Title: Re: ☼MASTERWORK-DF☼ V.2c - Update is there. Linux/Mac.
Post by: Meph on January 04, 2013, 11:27:19 pm
I already had feedback on slag and did this to change it:

Improved the slag system: Ores give 66% less slag now in the smelter. All custom furnaces produce "slag bar (massive)", which clutters the workshop faster, because it is heavier, but the total amount of bars is reduced. This means less hauling. Slagpits are reduced to 5x3 in size (from 5x5), to allow more to be build in a smaller area. Blast Furnace is efficient when it comes to slag, only 3 slag bars (massive) created for every 12 bars of metal.

Slag is not stockpiled by design. Otherwise people would just move it out of smelters into bins, and forget about it.
Title: Re: ☼MASTERWORK-DF☼ V.2c - Update is there. Linux/Mac.
Post by: Tally on January 04, 2013, 11:32:50 pm
Yeah, as it is in the currently released version, I don't like the slag mechanics because it gets really crowded really fast, without even having to mass produce metals to be overwhelmed.

On the upside, you can make tons of concrete without even trying, and it's faster than making other types of blocks. I should ask, though, is concrete magma-safe?



Also, with my current fort, I cannot seem to find any metal other than silver (even in the caverns), so maybe I'll see how far I can get with farming ironbark/steeloak, and fooling around with the transmutation chamber. Also, I'm doing something new and using the thatchery almost exclusively to make bins, for wicker's light weight.
Title: Re: ☼MASTERWORK-DF☼ V.2c - Update is there. Linux/Mac.
Post by: Meph on January 04, 2013, 11:42:16 pm
Silver makes mithril in the crucible, which is as good as steel. You could try that. Or check the liaisons "misc" section when they come for trading. Should have some interesting things ;)

Concrete are blocks... which can only be used for constructions, and all constructions are by definition magma-safe. Even those from thatch.. or ice.
Title: Re: ☼MASTERWORK-DF☼ V.2c - Update is there. Linux/Mac.
Post by: Tally on January 04, 2013, 11:50:40 pm
Silver makes mithril in the crucible, which is as good as steel. You could try that. Or check the liaisons "misc" section when they come for trading. Should have some interesting things ;)

Concrete are blocks... which can only be used for constructions, and all constructions are by definition magma-safe. Even those from thatch.. or ice.

I never knew that. On both parts. Sounds like I've got my game plan for what to armor up my military with, though! Also, I managed to get pretty lucky and smelt a couple bars of iridium very early. Still not sure what to do with such a precious metal though.
Title: Re: ☼MASTERWORK-DF☼ V.2c - Update is there. Linux/Mac.
Post by: Meph on January 04, 2013, 11:59:04 pm
Iridium => Temple, make golem hearts, build a golem forge. ;)

Or make one epic edged weapon for your commander.

Edit: Old Poll Results:
49,8% of the people only farm underground.   => I will see if I can make above-ground crops more attractive then.
51,6% of the people go straight for steel or better. => Wow. I will spend some thought about how to make steel harder, or at least slower to get. (optional)

My todo-list for tomorrow is fortress testruns and updating the manual to all the changes I have done in the meantime.


Feedback on these features is welcome.
Title: Re: ☼MASTERWORK-DF☼ V.2c - NEW POLL
Post by: sayke on January 05, 2013, 03:08:22 am
some quick responses:

- did you switch the humans to using steel instead of rose gold? if not i urge you to do so!

- what's up with these new creatures? are they novel or just sort of redundant? i already play with the new aboveground monsters, birds, and creatures off...

- i turn off the special rains, too... they break immersion for me =P

- the slag system improvements look good, but it's not going to be intuitive for new players at all =P a bunch of clutter with no stockpile that you have to build a special building to get rid of? nobody's going to know that unless they read about it first! you might want to include a more comprehensive metalworking process guide so people know what they're dealing with...

- i'm defending my current fort primarily with poison-bolt marksdwarves and warbeasts. considering the amount of work that goes into it, i think it's pretty well balanced =)

- i'm not sure how to make steelworking harder... maybe make the yields smaller, till blast furnace at least?
Title: Re: ☼MASTERWORK-DF☼ V.2c - NEW POLL
Post by: Flare on January 05, 2013, 03:15:33 am
Some methods of steel making takes a lot of refinement to get to the carbon density of steel. Maybe you can make somem reactions where there's a 20% of the refining metal coming out as 1 bar of steel, and 80% of it coming out still requiring refinement for 7 bars. The reaction would of course require 8 bars in total. The flux required then to make this stuff would be huge.
Title: Re: ☼MASTERWORK-DF☼ V.2c - NEW POLL
Post by: Fairin on January 05, 2013, 03:31:39 am
bugger the steel go straight for the adamantite >:)

flux is a pain to haul around anyway..

you said you didn't want to do a total conversion mod... but looks like only a few more buildings and it would be redundant if you didnt "remake" the vanilla buildings just so you could "fix" the reactions in them... just my opinion...

and totally voteing for my draconic feline race in the game already >:) see pic for reference =(^.-.^)=

did not get to do a good test run on the glass - as i could not get my milita to wear it (wasnt in the materials section for armor, and they would ignore "breastplate" and telling them each to put on a specific piece of gear was making my brain hurt. one armor piece at a time. like dressing the kids for playing with goblins.

made good hunting weapons tho as most animals dont wear armor =P i make glass swordwire for hunting purposes personally...

as for the poll i really suck at putting my ideas to paper much less through a program to make a world... -.- is it possible to get flatter areas with volcanoes? , sometimes the insane z-levels drive me crazy i spend whole days channeling them down one layer at a time...

i had one volcano on a beach.. at sea level. no elevation in tolaria =) it was an epic embark...

also a world gen (if possible) to limit the sheer ammount of Z levels to say.. 50 to hell, to cut down on nessary processor power so i could technically use a wider area than 5x5 (its my island!)  , complete with lair w/titan. and temple to hell  with 2600 undead raksashas and obsidian collssai ...comes complete on embark with 50 frames per second! =D
Title: Re: ☼MASTERWORK-DF☼ V.2c - NEW POLL
Post by: CaptApollo12 on January 05, 2013, 03:35:20 am
some quick responses:

- did you switch the humans to using steel instead of rose gold? if not i urge you to do so!

- what's up with these new creatures? are they novel or just sort of redundant? i already play with the new aboveground monsters, birds, and creatures off...

- i turn off the special rains, too... they break immersion for me =P

- the slag system improvements look good, but it's not going to be intuitive for new players at all =P a bunch of clutter with no stockpile that you have to build a special building to get rid of? nobody's going to know that unless they read about it first! you might want to include a more comprehensive metalworking process guide so people know what they're dealing with...

- i'm defending my current fort primarily with poison-bolt marksdwarves and warbeasts. considering the amount of work that goes into it, i think it's pretty well balanced =)

- i'm not sure how to make steelworking harder... maybe make the yields smaller, till blast furnace at least?

Just started playing Masterwork after only playing it when it first started. I grasped the slag system really quickly without reading but I can agree it was silly as it was. Hopefully it is nicer in the next version.
Title: Re: ☼MASTERWORK-DF☼ V.2c - NEW POLL
Post by: Tally on January 05, 2013, 04:11:49 am
I second the idea of a metalworking guide. Or an x industry guide in general.

As annoying as slag could be, I think it would be neat if it could be expanded into a mini-industry of its own. A quick look on wikipedia suggests it could be used for glassware in addition to what's already on the plate, although being able to make potash already, this can happen with some work to make clear glass anyway. I feel that the slag to potash reaction could probably use a higher quantity payoff, however. You still have to make lye for the reaction, which requires ash, so you're really just putting together a 1 + 0.5 (ash) + 0.5 (ash to lye) to make 2. It's very inefficient, but it'd be less tedious to just make a large batch of ash, and turn those straight into potash on a 1:1.

Alternatively, batch jobs at the ashery would be a great way to solve that issue.


As for the question of whether to make steel more or less difficult to obtain, I feel that making large enough batches of steel to outfit your military is tedious on its own, at least in the early game. I suppose the bigger problem, if you wanted to throw balance into the equation, is that flux is such a common resource that by the time most people find iron ore, they have a way to go straight for steel.

The question, I feel, would be not how to balance steel on its own merits, but instead on how to balance its competitors. There aren't terribly many equipment-grade metals at or below iron quality; copper and silver are the only non-alloys of those, and even then silver can't be used for armor, while (Bismuth) Bronze is usually quite inaccessible, as tin is an often unusually rare metal to find.


I feel that you have made some good efforts in providing military access to alternate industries, however. Rock equipment is a very cheap, albeit cumbersome, alternative for metal-starved forts, and gem equipment appear to be (if dwarven preference in equipment choice means anything) a good competitor with steel. Leather upgrades are a good idea, but require you to kill things first, which requires equipment in the first place! That or a working livestock industry, which usually isn't a good option in the first couple years of a fortress, exception of the beasts that drove your wagon.


To bullet point this idea:

-Weaker than steel or weaker than iron materials would be used more often in early fortress defense or less important squads if they were more accessible. Tin's too rare to make bronze, and most maps have either copper or iron, but not often both, in my experience.

-Alternate industries are a good lead! Consider expanding that approach, while having weaker-than-iron materials easily accessible.

-Strong-as-steel and stronger-than-steel materials, short of the really strong stuff such as volcanic, bifrost, etc. should be within the player's reach, but rare enough to warrant being a prized possession. Iridium and (welded) mithril seem to be decent models of this to me.
Title: Re: ☼MASTERWORK-DF☼ V.2c - NEW POLL
Post by: Fairin on January 05, 2013, 04:33:42 am
what i'll normally do is embark with enough copper ore to stamp out a set for at least 1 basic milita dwarf to keep those pesky animals in line while i outline the fort. the dwarf in question usually becomes my milita commander and trainer for the rest. i usually try to find a magmapipe. or low elevation volcano so i can start with magma, or dig right down to it and build the fort there and smelt ALL the metal i get. the copper and whatnot i get i make into armor for any new recruits for just some basic training stuff while the shock troops get the adamantite. i eventually want to go with the home guard wearing volcanic. but its just an incredible pain to create compared to mithril / adamantite.

in all i end up useing copper - mithril / weilded mithril / adamantite

some embarks i dont even bother with copper and just go straight mithril.

my only failing is marksdwarves (and magma pump stacks) =\ i should dedicate a fort to relying solely on those... maybe in kobold camp...
Title: Re: ☼MASTERWORK-DF☼ V.2c - NEW POLL
Post by: Tally on January 05, 2013, 05:35:45 am
Hey, you know how I bragged about getting early iridium? One of my dwarves got a fey mood and used it all on a goblet. It's description is decidedly unimpressive, but at least it's worth 120k.
Title: Re: ☼MASTERWORK-DF☼ V.2c - NEW POLL
Post by: Bloax on January 05, 2013, 06:48:20 am
but at least it's worth 120k at least everything nasty will come knocking on the door now.
FixedThatForYou
Title: Re: ☼MASTERWORK-DF☼ V.2c - NEW POLL
Post by: RickRollYou2 on January 05, 2013, 07:36:10 am
I swear the game did not give me an announcement when I ran "siren" on DFhack until just now...
Title: Re: ☼MASTERWORK-DF☼ V.2c - NEW POLL
Post by: sayke on January 05, 2013, 12:44:45 pm
@meph - i was thinking about this last night, and i think that the main reason i've gone straight for steel in my last few forts is because i've cheated by using reveal =P without reveal i wouldn't have been able to go straight for steel. it wouldn't have worked, because i would have had to do a ton of exploratory mining, which makes things take wayyyyy longer. i bet lots of people are in the same boat...

also, are you including the latest versions of falconne's construction helper and search plugins? they're absolutely fantastic =D
Title: Re: ☼MASTERWORK-DF☼ V.2c - NEW POLL
Post by: Godlysockpuppet on January 05, 2013, 01:03:28 pm
Spoiler (click to show/hide)
I use reveal (especially at the start, and it does help to get steel) :P I usually only use it though to design my fort so my more critical areas (I.e dining room) don't end up with soil in their boundaries.
Title: Re: ☼MASTERWORK-DF☼ V.2c - NEW POLL
Post by: Firehawk45 on January 05, 2013, 01:06:07 pm
Flooding the testfort with magma: CLASSY!
Having a werescorpion dance on the corpse of my expedition leader: Just normal.

And the reclaimparty stopped on a inassecisble spot, over the vulcano.... Welcome to dwarf fortress, enjoy your stay.
Title: Re: ☼MASTERWORK-DF☼ V.2c - NEW POLL
Post by: BigD145 on January 05, 2013, 01:21:20 pm
also, are you including the latest versions of falconne's construction helper and search plugins? they're absolutely fantastic =D

These plugins are now in one bundle, so updating is a bit easier if you're doing it yourself (for Windows at least), which you probably should since the update schedule between falconne and meph are different. http://dffd.wimbli.com/file.php?id=7248
Title: Re: ☼MASTERWORK-DF☼ V.2c - NEW POLL
Post by: arclance on January 05, 2013, 01:27:55 pm
also, are you including the latest versions of falconne's construction helper and search plugins? they're absolutely fantastic =D

These plugins are now in one bundle, so updating is a bit easier if you're doing it yourself, which you probably should since the update schedule between falconne and meph are different. http://dffd.wimbli.com/file.php?id=7248
I have to build the plugins myself for the Linux version, I will try to keep them as up to date as I have time for.
The version of the plugins is listed in the Linux instructions in the Manual.

The search plugin will be updated to the version released today when the next couple of bug fixes are released for Dwarf Therapist.
Title: Re: ☼MASTERWORK-DF☼ V.2c - NEW POLL
Post by: mensrea on January 05, 2013, 01:55:33 pm
Meph: could not think of anything new to put in, per pole. Everything seems complete in those regards.

Regarding races though, it would be nice if the clanky steam powered automatons didnt have the ability to ambush, and perhaps came with slightly bigger armies during siege. As it is, my rifledwarves mow these guys down as fast as they pop up. They never even get a chance to take a shot. Maybe even an extra tier or two of them would help, like a clockwork golems or juggarnauts.

On the topic of rifles, is there anyway to make them more difficult to build and give them the ability to shoot further? Can heat damage be added to bullets and cannonballs? Maybe via a syndrome that has the same effect as causing burns?
Title: Re: ☼MASTERWORK-DF☼ V.2c - NEW POLL
Post by: Torrasque666 on January 05, 2013, 02:34:33 pm
In response to the new poll I would prefer more graphic guides for the industry, such as what exactly goes in to making some of these new items and the skill necessary.
Title: Re: ☼MASTERWORK-DF☼ V.2c - NEW POLL
Post by: Meph on January 05, 2013, 02:55:26 pm
Damn it, I wrote a long answer for everyone, then the forum had some timeout problem-something and its all gone.

In short: All is noted, humans have steel, tin ore increase sounds reasonable, animal materials got a heavy buff with specific shell/chitin/scale upgrade, remember that drakes can be sheared for unlimited scales, you dont need to butcher them, metalworking-guide and/or industry-guide is noted, although it will be horrible to keep updated once I change something. Ambush removed from automatons, which will result in bigger sieges already, heat damage cant be added to bullets, not like this. Shooting further also wont work, is limited by the dwarven view-range. Natural snipers have a higher view range btw, falconnes plugins will be updated, so will the therapist. And the new creatures are absolutely beautiful, all fantastic monsters with very well done descriptions, 70 above ground, 130 in the caverns, 11 megabeasts, all with sprites.

@Godlysockpuppet: A dining room is not a critical area.
@Fairin: Not everyone likes flat volcano embarks and goes straight for adamantine. People actually do evil-glacier stuff and things like that. If you like easy, play the starters world. :P

And last point: I got an answer from Talvieno about his random creature script. I integrated it into the GUI, so you can make 10-1000 procedually generated cretures for each world you do. Ascii tiles, not sprites, but still... this is huge. They even form civs... so you might get invaded by "onendurine": A tiny, brown-eyed quadruped with large eyes to penetrate the darkness and two long eyestalks. It likes to gnaw on old bones and is very intelligent.. with a random assortement of armor and weapons. Or any other mix of creature parts you can think of.

AND THANKS @ SAYKE. Got the pngs. :)
Title: Re: ☼MASTERWORK-DF☼ V.2c - NEW POLL
Post by: Godlysockpuppet on January 05, 2013, 03:21:16 pm
@Godlysockpuppet: A dining room is not a critical area.
Hehe I often make my entire fort based around the dining area so to me it is ;) Especially when the most epic battles take place there. (It's usually right at my entrance) Beer and blood anyone?
Title: Re: ☼MASTERWORK-DF☼ V.2c - NEW POLL
Post by: sayke on January 05, 2013, 03:31:33 pm
@meph - am working on the rest of the sprites real quick here. do you want to email me the new ones so i can get crackin' on those?

also, with respect to worldgen settings - i would urge you to include a relatively standard medium-large one that's big enough for all the non-fortress-defense civs to coexist in simultaneously, along with a necrotower or two, without getting in gnarly fights or wiping each other out!

i've made one for myself but i'm still fine-tuning it... i like to have a warm woodland 5x4 embark with a stream, that's flat except for one corner, which should be on a higher z-level.  a few soil layers, marble about 15z down, and a magmapipe somewhere on the map if possible, are also nice =D with my worldgen settings i can pretty reliably find that!
Title: Re: ☼MASTERWORK-DF☼ V.2c - NEW POLL
Post by: kamikazi1231 on January 05, 2013, 04:02:17 pm
Thank you for removing automaton ambush. It never felt right that those clunkers could sneak up. I look forward to meeting them on the field and sending them to whatever hell Armok has ready for them. I think the idea of automaton juggernauts is a good idea as well. Possibly even flying mount "airships" to really make my walled fortress fear the clanking army over the horizon.
Title: Re: ☼MASTERWORK-DF☼ V.2c - NEW POLL
Post by: firons2 on January 05, 2013, 04:25:37 pm
You just hear faint clunking at night in the statue garden... Faint squeaking of a wheel... A strange noise... Bang bang bang!
Title: Re: ☼MASTERWORK-DF☼ V.2c - NEW POLL
Post by: Meph on January 05, 2013, 05:47:06 pm
People always had problems with it, so I fixed it:
(https://lh5.googleusercontent.com/-tSqH9Hi-ino/UOis2fnLo1I/AAAAAAAALlc/GrWTm82ymYM/s517/silk%2520farm.png)

One colony of silkmoths gives 3 coocoons, every 2 weeks. These can be boiled in the kitchen to extract the silk, gives 2 units of silk for each cocoon. That means 1 hive = 48 units of silk each year.
Title: Re: ☼MASTERWORK-DF☼ V.2c - NEW POLL
Post by: Puddingkuchen on January 05, 2013, 05:50:54 pm
Title: Re: ☼MASTERWORK-DF☼ V.2c - NEW POLL
Post by: Firehawk45 on January 05, 2013, 05:53:15 pm
Damnit, now i will have to learn how to properly use beekeepers.... worse, i will have to let those beekeeper-immigrants live "shivers"

What kind of stuff can you mod in this way? Everything or is it limited? As in, can i have a hive full of slaves producing ore? :)
Title: Re: ☼MASTERWORK-DF☼ V.2c - NEW POLL
Post by: slay_mithos on January 05, 2013, 05:57:52 pm
1 hive could fully cloth multiple dwarves, that's kind of good, but the number could be cut to 2 cocoons every other week, that would lower the number of stuff produced as a whole, while remaining a good source of silk.

I say that because silk remains a quality product, and you can already make cloth out of underground and aboveground plants, so having an easy way to mass produce it is a little destructive to the industry.

Well, that said, I do abuse the steel trees, so talking about balance might not be good coming from me.
Title: Re: ☼MASTERWORK-DF☼ V.2c - NEW POLL
Post by: A Dwarf on January 05, 2013, 06:03:49 pm
Is there a way to turn off the Carp god stuff? They keep immigrating to me in the first waves and poop all this brown stuff everywhere :(
Title: Re: ☼MASTERWORK-DF☼ V.2c - NEW POLL
Post by: Tally on January 05, 2013, 06:10:32 pm
but at least it's worth 120k at least everything nasty will come knocking on the door now.
FixedThatForYou

Hey, speaking of. GOBLIN AMBUSH! Managed to kill about 8 or 9 of my dwarves, partly because I was too lazy to burrow everyone. Sent my military, as poorly equipped as they were by lack of armor, to meet them at the gates and drove them off.

I'll have to wall off my treefarms, I think.

Edit: Also my dwarves have decided that butchering and eating the fallen goblins is okay. Guys, help me, I think I'm running an elven fortress.
Title: Re: ☼MASTERWORK-DF☼ V.2c - NEW POLL
Post by: Meph on January 05, 2013, 06:21:55 pm
Butchering goblins is absolutely ok, because it cleans up clutter.

Carp stuff: Yes. Read the manual. (I love the fact ath I can just say this now, instead of answering questions that have been asked a lot. Just have to stick to it)

Silk hives require you to find a live colony of silkmoths on the map. And then you have 1 colony. I might balance it more, but till you get full 20-40 hives it will take a while ^^ And yes, I can put anything in there, but it has to have a natural colony on the map. I dont know yet if underground colonies work, but will have a look. Currently there are 4 kinds of things: bumble and honeybees, which can both be used for honey/mead, silk moths for silk, and ants, which do nothing. I thought about harvesting chitin from them, but thats silly. Harvesting a fungus maybe, for another high-value drink.

@puddingkuchen: Ah.. halberdiers... thats a leftover, he still got the lasher skill, its just named differently. War elephants are from fortress defense, I think I just take weapons away from them... and thanks for the BOX report, I will fix this.

EDIT: The only other farmable insect I could find are carmine-dye producing insects, cochineal. That would be an option as well. Problem is, that you cant tell your beekeeper to gather bees, or moths, or cochineal hives... so it would get all mixed up. cochineal live on cactusses, so I might add them to desert biomes, to seperate them a bit.

EDIT2: Disregard this, it is a fantasy game. If I want to make hive-able mice that spawn elephants on you, or spiders that can be farmed for venom, so be it. With the second option actually making sense.

EDIT3: Or super-small gnomes that live in your hives and leave items, like in the fairytales. Gnomes coming by and helping farmers and such... http://discworld.wikia.com/wiki/Nac_Mac_Feegle (http://discworld.wikia.com/wiki/Nac_Mac_Feegle)
Title: Re: ☼MASTERWORK-DF☼ V.2c - NEW POLL
Post by: tahujdt on January 05, 2013, 06:56:06 pm
Seeing as this mod has dozens of castes, I will post my Dfusion problem here. I play the Fallout:Equestria mod, wherein the author used literally hundreds of castes to get the cutie mark skills right. I want to embark with a very specific set of ponies, but the Dfusion embark plugin won't recognize caste names or non-single digit caste numbers. How can I edit the plugin to recognize names or bigger numbers?
Title: Re: ☼MASTERWORK-DF☼ V.2c - NEW POLL
Post by: Tally on January 05, 2013, 07:01:53 pm
So I decided to crack open the caverns, since I had just barely breached it earlier, but saw tons of gypsum down there. It didn't take very long, though, for a troglodyte ambush to rampage through my fortress. I sent all my squads down and didn't realize until partway through the mess, watching my marksdwarves bash trogs, that I -still- forgot to set metal bolts for combat use, but still had the only bolt designation as bone bolts for training.


The ensuing mess probably would've been fitting to play Benny Hill to. Somehow I'm still alive, and one of my last ditch efforts was to sacrifice iridium to the Temple of Armok for the very, very slim chance that the dwarf would turn into a golem. I did get a golem heart on the first try, at least. Now I just need magma to make the forge! For now, I'm going to go build guns and hope that can get me back on my feet... assuming I can survive the impending tantrum spiral, that is.

Edit: Nevermind. Lost a dwarf to berserk/melancholy/insanity literally every minute. I was going to build an iridium statue to place in the meeting hall -just because-, but that needed 9 wafers. I decided to build an iridium coffin to put outside the fortress for symbolism, but that also required 9 wafers. I abandoned fort. It was going nowhere fast.
Title: Re: ☼MASTERWORK-DF☼ V.2c - NEW POLL
Post by: Carp McDwarfEater on January 05, 2013, 07:21:19 pm
With the maker of Orc Fortress gone for a while now and not many people voting for stuff to be added to it, is the plugin eventually going to just be removed? I only play Orc Fortress, so I hope you decide to at least maintain it.
Title: Re: ☼MASTERWORK-DF☼ V.2c - NEW POLL
Post by: Meph on January 05, 2013, 07:34:56 pm
Why should I remove Orc Fortress ? It is very good as it is. I even added Kobold Camp now as well, even if that one needs tons of improvement. But I like it, because it changes gameplay a lot.

The only thing I need is a manual for orc fortress, a readme I can include. Any volunteers ? :P

@tahujdt: Could you explain to me why you ask in the Masterwork Mod thread how to use a plugin (dfusion) which is included in dfhack, about changing castes in another mod (Equestria) ? ??? The dfusion thread, the dfhack thread or the Equestria thread are more fitting...
Title: Re: ☼MASTERWORK-DF☼ V.2c - NEW POLL
Post by: Carp McDwarfEater on January 05, 2013, 07:58:14 pm
Well, I don't know much about modding but I was under the impression that it's difficult to update a mod when a new version of vanilla DF is released, in which case you might not bother to make Orc Fortress compatible and just remove it. So you aren't going to remove the plugin, but will you still add a few things now and then or just let it stay as it is?
Title: Re: ☼MASTERWORK-DF☼ V.2c - NEW POLL
Post by: smakemupagus on January 05, 2013, 08:10:27 pm
Hi Meph & everyone,

just wanted to stop in and say Hi and Happy new year, I've been away from DF and forums for quite a long time, but I've been looking over my wife's shoulder the past couple weeks while she plays some MWD2 and it looks amazing.  Hoping to be around more now, once I get my bearings I will get back into documentation for Orcfort and whatever else I can do to help, still working on remembering how to play at the moment ;)  (Right now my first MWD2 fort is just barely surviving by selling pots of salmon, very non dwarfy!)

cheers
Smak
Title: Re: ☼MASTERWORK-DF☼ V.2c - NEW POLL
Post by: Meph on January 05, 2013, 08:28:54 pm
@McDwarfEater: If a new version comes out, updating OrcFortress will be a tiny amount of work in comparison of updating the entire mod. And behold, as you speak, the author appears... he posted just below you :)

@Smake: Well, if I can coax you back into the forums with it: Just say a word, and the next update will be released. Instantly. Just for you :P
Title: Re: ☼MASTERWORK-DF☼ V.2c - NEW POLL
Post by: smakemupagus on January 05, 2013, 08:35:45 pm
@Smake: Well, if I can coax you back into the forums with it: Just say a word, and the next update will be released. Instantly. Just for you :P

Ha, okay, it's a deal!  :)
Title: Re: ☼MASTERWORK-DF☼ V.2c - NEW POLL
Post by: Molay on January 05, 2013, 08:48:21 pm
I'm just trying to ease my pain by writing it down. So, here I go.

I've been looking for a nice, flat embark. Next to a river. And really hoping to embark with some useful castes for once.

I was lucky. Amazing castes. 1x craft, 1x smith, 1x armorer (YES! metal industry covered!!),  1x royal (because, why not, he can dig anyways.) and some regular dwarfs. I was so happy I got my smith at embark. And then even an armorer, too! Sure thing I could churn out some nice armor sets and decent weapons before winter, right? Carefully planing my embark, watching for all the traits of my dwarfs when assigning the labors... Miners were of high agility, too! My rockcrafter of high agility and strenght, able to carry his own rocks in no-time! An indefatiguable planter for endless supply of plants... I don't know how I managed to do it, but I spent about 30 minutes min-maxing my embark, so all would be perfect.

I was so happy. I never had such a good starting group.

So I embarked, once all was set.

Like always, I press "u" and take a look at units.
21 results! Holy carp. Quickly looking for anything threatening. No carp. Good. A giant sponge. Not so good. Platypus, caiman and otter, nothing really menacing, so far. And then... 3 more, last units.
3 Bronze Statues! What the hell? Oh right, I'm in a "good" area, so I get "good" bronze statues. Can't be a bad thing, heh? I read the description:
"An enchanted bronze statue, smaller than a dwarf, hostile and dangerous. It makes a ticking noise."
Crap. Let's hope they are not close, then, shall we? I look up where they are:
One about 20 tiles north of my embark, one about 10 tiles to the east and another one about 20 tiles to the south. URRRGGGG
Okay I thought, maybe it's a lie and they aren't hostile. Let's just play and see...

They all rush towards my encampment and start strangling my geese. I had 9 of them. My dogs didn't do anything (I mean, they didn't even try.). So, I called my peasants to arms. I made a squad with a combined force of a battle axe and 3 picks. They started hitting the statues. Doing exactly no damage. The statues started fighting my dwarves now, breaking hands, arms and legs of my poor dwarves, repeatedly punching them while defenseless on the MOST EVIL GOOD BIOME I EVER EMBARKED ON!

I could not fight back. At all. And so my last dwarf died on the 23th of granite, after three weeks of punching from bronze statues right after embark.

I guess I won't pray for smith caste any more. Who needs smiths? Who needs crafters? Next time I embark here, and I will, I will lead the legion into battle. And hope they can somehow kill bronze statues...

Any ideas on what weaponry would kill those bronze statues? What do I need to bring with me to pick them apart? I thought about a single broadaxe, maybe? Not sure I can afford anything fancy though. DF is a cruel beast at times.
Title: Re: ☼MASTERWORK-DF☼ V.2c - NEW POLL
Post by: Meph on January 05, 2013, 10:02:07 pm
>>>> NEW DOWNLOAD V.2d <<<< (http://dffd.wimbli.com/file.php?id=5315)

Materwork Dwarf Fortress V.2d

Notes: There is a button for "Grazing" in the GUI. It has no function yet. There is also a button called "Warpstone Lab", it toggles the building on and off. The building itself has no function yet. Special thanks to Talvieno for his creature script, and to everyone who worked on the old DwarvenRealms mod, from which I took the 200 new creatures. I couldnt reach anyone, and the mod uploader hasnt been here in almost a year... if I should remove them, please leave me a message.
- New Utilities included:

- New GUI options:

-New Features:


(https://lh5.googleusercontent.com/-tSqH9Hi-ino/UOis2fnLo1I/AAAAAAAALlc/GrWTm82ymYM/s517/silk%2520farm.png)
SILK FARM
- Your beekeeper will collect silk moth colonies in addition to bee colonies.
 - Silk moths give 2 cocoons every 2 weeks, that makes 24 in a year.
 - Cook the cocoons in the kitchen to extract silk thread.
 - Splitting hives and gathering ressources works just like beekeeping.

(https://lh5.googleusercontent.com/-OGJkJPJI4v0/UOjkzLlspvI/AAAAAAAALlk/9sp2WbMJTWU/s82/runesmith.png)
RUNESMITH
- Use any weapon, trap or ammo and coat it with runes.
 - Runes need one bar of metal
 - Metals are grouped. For example silver and nickelsilver count as silver.
 - Each metal group has a different effect.
 - Add as many different runes to an item as you like.
 - You can even combine them with poisons.
 - If you improve the weapon in the weaponry, all coatings will be lost.
 - Killing enemies with the instant-kill effect will destroy their corpses.
(https://lh5.googleusercontent.com/-jHhhefneVYA/UOjkzAdwZyI/AAAAAAAALls/BwmBpQlnNA4/s492/runecover.png)


(https://lh6.googleusercontent.com/-8Zk_qapv2es/UOjk0Orl0tI/AAAAAAAALlw/bGoyiv1Cn44/s80/tailor.png)
TAILOR
- Unravel wool, silk or cotton cloth back to thread.
 - Make wool, silk, rare silk or cotton clothing sets.
 - Make leather, scale, chitin or shell armor sets.
 - These sets respect the upgrade system, so you can choose between normal, though, rigid, studded, lamellar...

(https://lh5.googleusercontent.com/-k3MxyoCVozk/UOjkzBvUy4I/AAAAAAAALlo/218b-Q2SMo8/s80/architect.png)
ARCHITECTS STUDY
- Old Creature Research and Scientists Research have been removed.
 - You now have the Research and the Architect.
 - Researcher makes all experiments, and works with rare items, like megabeast drops or clockwork parts.
 - Architect writes all the blueprints.

3 PLAYABLE RACES
(https://lh5.googleusercontent.com/-Pse7FTPUdo8/UOToSEOI1pI/AAAAAAAALks/xWB2YROFR5c/s958/all%2520logos.PNG)

FULL CHANGELOG:
Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK-DF☼ V.2d - Instant Update for smake :P
Post by: Tally on January 05, 2013, 10:34:08 pm
Time to go download a new version, I see. I'll let you know what I think.
Title: Re: ☼MASTERWORK-DF☼ V.2d - Instant Update for smake :P
Post by: Mictlantecuhtli on January 05, 2013, 10:38:32 pm
I'm seeing The Hobbit in a few hours, so I may as well get my hands on some MWDF beforehand.

Quote
Renamed seeds. All aboveground plants use seeds, all belowground plants use spawns.

Sweet lord I love you.

Edit: Downloading this at 90 kb/s is awfully painful. Interested in a mirror perhaps?
Title: Re: ☼MASTERWORK-DF☼ V.2d - Instant Update for smake :P
Post by: fasquardon on January 05, 2013, 10:38:40 pm
I always abandon my fortresses when the new masterwork comes out.  I've never lost a fortress to any invasions or nasty creatures, all my fortresses have fallen due to beerless dwarfs murdering each-other in a tantrum spiral, or simple frustration as my fortress got so complicated that I found managing it a fun-strangling chore.  Since you usually find a few frustration-reducing things to include in each release, I pounce on 'em. 

This version the big draws are the procedurally generated creatures, the updated workflow tools (I could update those myself, but it is easier to have you do the work) and the new buildings, all of which look to be sound ideas for making dwarf fortress easier to manage (I will be sure to set up a silk farm in my next fort to test the silk moths).

fasquardon
Title: Re: ☼MASTERWORK-DF☼ V.2d - Instant Update for smake :P
Post by: fasquardon on January 05, 2013, 10:41:48 pm
And are gem weapons and armour any good?

All the manual says is that they are "sharp", but it doesn't really give any comparisons to other materials...

EDIT: And for that matter, how about rock weapons and armour.  I would expect around about copper level, but maybe I am wrong.

fasquardon
Title: Re: ☼MASTERWORK-DF☼ V.2d - Instant Update for smake :P
Post by: Mictlantecuhtli on January 05, 2013, 10:43:44 pm
Gem spears, scimitars, and sharpened weapons in general are good. [Basically gem is able to hold a steel-like (iron?) edge] Armor, not so much. I don't know exactly what the density/tensile strengths of it are relative to metals, but I doubt it'd be good for armor. Akin to using straight rock.

Note: Rock/gem shields may be an outlier in this. I've never bothered making gem/rock armor, though.
Title: Re: ☼MASTERWORK-DF☼ V.2d - Instant Update for smake :P
Post by: Meph on January 05, 2013, 10:46:30 pm
@Mictlantecuhtli: I love me too. :) To stay on topic: Next version will have plants (and by extention farmplots as well, and trading of plants, and plant stockpiles, and kitchen screen) alphabetically sorted.

@fasquardon: So... the game is too easy then? I think I can do something about that.  And please, edit, no double posts. Gems have low shear yield, but almost steel-like impact yield, so... they should be bad for armor, but almost as good as steel for edged weapons.

@Molay: They should be underground. Seems any_land overrides the underground_depth tags, so I removed it from... 47 creatures in total, that apparently roam the surface, even if they shouldnt.

@smakes wife: Enjoy :P
Title: Re: ☼MASTERWORK-DF☼ V.2d - Instant Update for smake :P
Post by: ImmortalBrain on January 05, 2013, 10:54:59 pm
Damn, i was going to write a big post abount tests i've done in the last 2 days and you release a new version :D
Oh well, i'll get into testing the new version and will include parts of my previous tests.
Title: Re: ☼MASTERWORK-DF☼ V.2d - Instant Update for smake :P
Post by: Mictlantecuhtli on January 05, 2013, 10:55:54 pm
Meph, what exactly does the 'Grazing' option do?
Spoiler (click to show/hide)

More specifically, it seems like the button doesn't do anything. An On/Off indicator would be handy ;p
Title: Re: ☼MASTERWORK-DF☼ V.2d - Instant Update for smake :P
Post by: Meph on January 05, 2013, 10:58:03 pm
Test results are always welcome :)

@Mictlantecuhtli: To quote myself from the very first sentence of the "new version is here"-post:
Quote
Notes: There is a button for "Grazing" in the GUI. It has no function yet.

EDIT: I noticed that I yet again included one region in the save.. this last test-booting I do, to check for errorlogs. I deleted it and reuploaded. I am a slow learner in some things it seems. If you downloaded after you see this comment, the save is deleted, everything is fine. If you have a generated region, just delete it please.
Title: Re: ☼MASTERWORK-DF☼ V.2d - Instant Update for smake :P
Post by: Mictlantecuhtli on January 05, 2013, 11:02:38 pm
Didn't see the second part in my hurry apparently!
Title: Re: ☼MASTERWORK-DF☼ V.2d - Instant Update for smake :P
Post by: Tally on January 05, 2013, 11:05:43 pm
@fasquardon: So... the game is too easy then? I think I can do something about that.

Not quite the choice of words I'd use, but rather, reducing the amount of micromanagement makes the game far less cumbersome. Of course, what would help even further would be a good way to sort out migrants. I always have difficulty with that.
Title: Re: ☼MASTERWORK-DF☼ V.2d - Instant Update for smake :P
Post by: BigD145 on January 05, 2013, 11:10:08 pm
New version with fixes and stuff? *abandons fortress*
Title: Re: ☼MASTERWORK-DF☼ V.2d - Instant Update for smake :P
Post by: fasquardon on January 06, 2013, 12:09:55 am
Hmm.  So rock is the same, only able to hold a poorer egde, so on par with iron?  Or worse than iron?

And I'm not sure it is too easy.  More that my play style is too paranoid.  I burrow deep into the earth as the first thing I do.  Expose myself to the surface for only the briefest moments, before walling myself up again (and only when anything dangerous is safely distant), apply copious amounts of magma to anything that comes into my gatehouse (or if magma isn't enough, I make an obsidian caster to kill anything that the magma can't handle).

So most of the threats that are left are those I make for myself, or that the nature of the game makes for me, i.e. clutter and chaos.

Hm, it would be cool if invaders could disguise themselves as diplomats and caravans...  Perhaps using the caste system on some merchants, guards and diplomats to transform them into "evil versions" once they had enough time to get inside the average fortress.  That could cause alot of trouble to the hyper cautions-but-still-trading players.

(My latest fortresses have had the "secret fun stuff" on.  But none of those have lasted very long, and I've not had to deal with any carp gods or the like.  With the new version, I'll try it with diseases on, since the disease system is no longer a hopeless fortress killer.)

EDIT: Also, an idea for the expedition system: instead of having only success & failure as options, perhaps the expedition system could spawn enemies at the starting point after an expedition returned (which would also give reasons beyond roleplay to place the starting point outside the fortress defenses).  The idea being that raiding other civs might cause them to send punitive expeditions after you.  So sending a raid against the drow might result in a drow army appearing at your gates demanding vengeance.

fasquardon
Title: Re: ☼MASTERWORK-DF☼ V.2d - Instant Update for smake :P
Post by: Tally on January 06, 2013, 02:01:48 am
Perhaps there could be a way to only have it usable when the tile is marked as outside? Windmills are only active when they're outside, so maybe you could draw some ideas from that.
Title: Re: ☼MASTERWORK-DF☼ V.2d - Instant Update for smake :P
Post by: Wrex on January 06, 2013, 02:54:27 am
Suddestion: A laptop keybinding system. Just swipe LNP's laptop keybindings. It gets a bit annoying for me to change the keybindings to something reasonable every time a new version comes out.


EDIT: Also, Ant's produce Honeydew, because of their own aphid farming. So, you could produce another cookable food product. Or maybe just have it produce "Mashed Ants", an edible raw meat product.
Title: Re: ☼MASTERWORK-DF☼ V.2d - Instant Update for smake :P
Post by: CaptApollo12 on January 06, 2013, 03:19:28 am
I like your choice of picture for the kobold. I am using an edited version of that for a my DND games. Will play this tommorow.
Title: Re: ☼MASTERWORK-DF☼ V.2d - Instant Update for smake :P
Post by: Meph on January 06, 2013, 05:30:36 am
@fasquardon: Rock uses the stone template, should be relatively good for blunt and armor, but heavy/slow and bad for edged. Weapon and armor testing in the game is inconclusive at best.

Your playstyle sounds a bit... boring. I just started in a good/evil biome mix, with doors. No wall-in, no moat, no traps. I have one legionnaire... I plan on adding Saboteurs btw, that cause trouble with trading. No fighting planned for them, just sabotage. Raiding system backfiring sounds like a good idea, but I have to wrap the lore around it. If someone builds the starting point in the dining room without knowing that an army can spawn from it...

@Tally: Maybe dfhack can do this. I have to ask there. I know hives have that tag as well, and furniture.

@wrex: The LNP keybind file? I can easily add that as an option. I wanted to, but completely forgot about it. Meat from hives sounds too low as a product. Hiving is a lot of work, so I thought about the cornichea insect, that gives carmine dye. New dye source. And completely realistic. Second option are spiders for poisons, both I think would make people use hives more.
Title: Re: ☼MASTERWORK-DF☼ V.2d - Instant Update for smake :P
Post by: ImmortalBrain on January 06, 2013, 06:31:05 am
Right now i have chosen a VERY menacing embark in order to test glass weapons/armor. And guess what? IT HAS NO SAND. Dammit, it took me a long time to get a 3x3 flat+sinister+volcano+river+metals+soil+flux and such embark! Apart from that i am having a very slow start thanks to xen infectors (who killed half my dwarves and started a tantrum spiral) Well, i will test glass a bit later it seems  :)

Anyway, some info/thoughts i wanted to share (hopefully it will have some purpose):

1.Decieded to try concubines out  :)
    1)They have tons of social skills --> they are always getting the mayor/expedition leader position.
    2)They can be drafted into the military. I actually take 5 of them in the beginning in order to have some militia.
    3)They can be transformed into anything (golems, shadowmancers, etc).
    4)They can do basic labor (like mining).
All in all - everything is ok apart from social skills. I think they need to be removed.

2.Automatons.
   1)Apparently, they can die of old age. :)
   2)They tend to get wiped out during world gen (at least for me, in 90% of maps there are none automatons present)

3.Glass and Gem items ideas:
!!!Bear in mind that this part was typed before 2d patch!!!

I wasn't able to test glass and gem weapon/armor properly (reason stated above), but i'll try to express my opinion on "what they should be"
   1)Split glass in tiers. Green glass weapon - between bone and copper, but sharper. Clear glass - almost copper, but sharper. Crystal glass - 20% worse than iron, but sharper. The big jump between clear glass and crystal glass is because crystal glass requires rock crystal instead of sand.
   2)Green glass armor - 20% worse than copper against slashing damage, bone grade against blund damage. Clear glass - copper grade defene against slashing, between bone and copper against blunt. Crystal glass - iron grade for slashing, copper grade for blund.
   3)Gem weapons - i've thought about something like "between iron and steel, but with a twist". Maybe make them very sharp or give them special abilities? (like old runic weapons had)

Concerning changes: Green glass => iron -20%, clear glass => iron, crystal glass => steel -20%
I think that you made glass too much OP now  :). Glass is very easy to get and it is actually free. I'd like to see glass as makeshift weapons that are only good for slashing (but wont suck horribly compared to rock).
 
4. New rune system:
Great  :) Had no chance to test it but i will try it asap. The only concern i am having is about golden rune. Wont removing tags like [NOPAIN] make killing megabeasts and creatures like GCSs very easy? And gold is pretty common for the enchantment it provides. What about making gold remove other immunities (like poison immunity)? To make other runes/poisons more valuable.

5. About the "what metal do you go for" poll:
Actually, steel is indeed easy to go for IF you have an easy embark. Well, easy embarks should be easy. If you choose a place without tons of metals/flux/fuel you are going to have problems with mass producing steel. Thats why i said that steel crates are OP for their cost - 40 steel bars for "free" without all the hassle with slag/flux/pig iron. So i tend to go with the first metal i find (copper/iron) and then upgrade to steel when i have enough resources for that.

Now about some things i've noticed while playing:

1. Double "helms" reference in armor stockpike.
Spoiler (click to show/hide)
2. You can order armoks ward/mines/turrets when you embark. Didn't try it with armoks ward, but turrets and mines simply get placed near your wagon without a chance for them to be moved.
3. I had 4 different map and i had no option to order a dog while embarking. Had an option for ironclad dog though. Either am i extremelly unlucky (had a map without plump helmets..huh) or you've messed something up :).
4. Drake scales now go to the refuse stockpile and have a bone sprite (phoebus tileset).
Spoiler (click to show/hide)
5. Standart "easy build" embark profile contains animals of the same sex. I guess thay cant breed this way :).
6. Turned regional weather ON:
     1) Evil region: got a constant dwarf blood rain that makes my dwarves go crazy with cleaning themselves.
     2) Good region: got a cloud of boiling gold that ripped all my dwarves to pieces.
I guess i can live without regional weather  :)
7. In case anyone is wondering about new "random" creatures, here are some examples:
Spoiler (click to show/hide)

Gonna test new features now.
Title: Re: ☼MASTERWORK-DF☼ V.2d - Instant Update for smake :P
Post by: firons2 on January 06, 2013, 07:30:31 am
The mod really needs more preset worlds.
Title: Re: ☼MASTERWORK-DF☼ V.2d - Instant Update for smake :P
Post by: Firehawk45 on January 06, 2013, 09:01:13 am
You can justify expedition start in dining room really easy, along with armys showing up on it: Its not a start point, its a dwarfen rune teleporter. The bard/caravan/whatever teleports to the location given to them, and then they re-enter your fort trough the same rune location. And if they screw up, a army/warrior group follows them through the "portal" into your fort. Voila, we have a story-based legislation, im awesome :D
Title: Re: ☼MASTERWORK-DF☼ V.2d - Instant Update for smake :P
Post by: fasquardon on January 06, 2013, 11:20:24 am
@Firehawk45: That sounds very WoW...  Not to my taste, but it does at least explain the strange properties of the spawning point...

@Meph: I find it quite relaxing.  Making a well-planned fortress with a diversified economy and a minimum of chaos and clutter is challenging and rewarding.  Eventually, when I get good enough at fortress running, I'll move on to things like invading hell, building mega-projects, taming strange animals and starting civil wars in order to make my fortress the capital of a new Dwarf empire...

But baby steps first.

And Automatons also always die in my worldgens at around the year 250 or so.

fasquardon
Title: Re: ☼MASTERWORK-DF☼ V.2d - Instant Update for smake :P
Post by: Molay on January 06, 2013, 12:31:05 pm
Thanks for moving the bronze statues under ground, they we're really hard (impossible?) to deal with a starting party of 7 flesh stat... dwarves.

As the new version is out, I'll not reembark there anyways. The curse of the new version... makes the old one look unattractive all the sudden. Psychology is weird.

I'm wondering on the "Regional Effects" stuff. As stated in the tooltip, it does stuff like:
- Reanimate in evil biome
- Heal in good biome
I was wondering if there are other effects, and if so, what they are, where to find them?
Will my dwarves be prone to go berserk in savage areas? Will my dwarves be lazy bastards in calm areas?
What about the colder climate? The scorching one?

Really wondering about this. I hate the evil biome endless-resurrection stuff, but healing dwarves in good biomes? Nice. Will they regrow limbs, too? :D
Just very curious :)

Molay

PS: Moth-keeping! Fantastic idea! Now I want spider-keeping, too. And I want to keep some zerg-like creatures that are made of very adaptive tissue, which can be collected and used in the health industry, to restore lost limbs! Or that can be cooked to give me synthiflesh or something like that, to regrow parts.

Would be nice to be able to mess around with health industry - lost an arm? No problem! Here is synthiflesh and bone - we'll regrow it!
Title: Re: ☼MASTERWORK-DF☼ V.2d - Instant Update for smake :P
Post by: CheatingChicken on January 06, 2013, 12:56:29 pm
Just preparing a new Embark for the new V.2d release when I found this.
Are those supposed to be there?
Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK-DF☼ V.2d - Instant Update for smake :P
Post by: Firehawk45 on January 06, 2013, 01:00:28 pm
Well, portals are in most fantasy worlds, but WoW has too much of them, thats right. Always wondered if they would make portals into the next unoccupied toilet, that would be nice. :)

And yes, its the best explanation i can come up with, aside from the strange not-working explanation now. Its a simple trade off. You want access to all this stuff? Well, that thing is a security danger, inside your fort!
Title: Re: ☼MASTERWORK-DF☼ V.2d - Instant Update for smake :P
Post by: Bloax on January 06, 2013, 01:33:02 pm
Because downloading from DFFD takes its good time, have a MediaFire mirror (http://www.mediafire.com/?5zn55numlfk6mb3) (V.2d, Windows)
Title: Re: ☼MASTERWORK-DF☼ V.2d - Instant Update for smake :P
Post by: Putnam on January 06, 2013, 01:39:49 pm
@wrex: The LNP keybind file? I can easily add that as an option. I wanted to, but completely forgot about it. Meat from hives sounds too low as a product. Hiving is a lot of work, so I thought about the cornichea insect, that gives carmine dye. New dye source. And completely realistic. Second option are spiders for poisons, both I think would make people use hives more.

I would disagree, since you can edit the rate at which you get items out of hiving.
Title: Re: ☼MASTERWORK-DF☼ V.2d - Instant Update for smake :P
Post by: firons2 on January 06, 2013, 03:14:01 pm
 
@fasquardon

I think the automatons die out because they dont heal (?) or arent fixed (?). Atleast i dont think they heal. That has to be changed.
There should be like Automaton engineers or somestuff. They would fix them up with their welder or some juju magic.
Title: Re: ☼MASTERWORK-DF☼ V.2d - Instant Update for smake :P
Post by: Meph on January 06, 2013, 04:02:55 pm
@ImmortalBrain: Volcanoes are usually sand-less if I am not wrong. Concubine social skills will be nerfed. Didnt know they do labor... I raised the maxage of Automatons, but I have no idea why they die in worldgen, I have the same problem in the test forts. Glass: For now I used bronze iron and steel. crystal glass is difficult enough to make, if it is iron, people would just use iron instead.

Golden rune removes it for 100 ticks... but I have no idea how it plays out ingame, the entires system might be overpowered for all I know. But balancing it will be easy, once I get reports. Double helm stockpile entries are fixed, and the "unmoveable" turrets and landmines... ehm... just pasture them, dwarves will move them. Drakescales: Will see whats wrong, no idea why they should be refuse now. But I did do many changes in the material templates, so no surprise here...  good region weather: I really dont know where that gold comes from... it is not in the raws. I checked all the interaction files for weather materials, there is no gold.


@Molay: If there were other effects I would have named them. So far it is only what has been in the mod all along. only the good biomes changed. deserts have blinding sand clouds, and glaciers should have blizzards that dont harm anyone... and isnt synthiflesh from star wars? A bit... non-medieval-fantasy ? ;)

But yeah, more medical stuff for the Apothecarius is planned as soon as I get to it.

@Putnam: True. It can be done with modding, but it makes no sense. RL people farm cows for meat, not ants. DF people do the same, a lot less work then settings up hives, collecting colonies, splitting them and harvesting hive products. If people want to farm food they have many options already. Thats why so few people use beekeepers ingame, because the honey for food and mead is not worth the effort. If I add silk, more people will use it. The main problem is that you cant tell you beekeeper to collect only bees, or only silk moths, or only something else. So the hives will get mixed up. But if I take silk, which makes cloth... and add dye, to dye cloth... then that mix-up is not bad, but serves a purpose, because people will use/need both products at the same time.

@bloax: Bad bloax. No uploading of stuff without asking the author first. :P

@CheatingChicken: Where in embark? Extracts, tanned hides, pets ? wait, it looks like pets...  do you have a save of the world? I really want to have a look at that.

@Portaltechnology: I always think of the Diablo townportal when I hear this... its very high-fantasy with magic. I'd rather use an "escape tunnel" or "entry to the deep roads"... something dwarven, magic is so elvish. kind of.

If anyone can find out why Automatons die in world-gen, that would help a great deal. Thanks.
Title: Re: ☼MASTERWORK-DF☼ V.2d - Instant Update for smake :P
Post by: Bloax on January 06, 2013, 04:11:35 pm
You know I'm bad - I'm bad, you know I mirror things when I feel like that.

Though to expand on the automatons, do castes appear in hostile attacks? Because they could definitely use some castes where they're quite simply made of different materials. (As a start, anyways.)
Title: Re: ☼MASTERWORK-DF☼ V.2d - Instant Update for smake :P
Post by: firons2 on January 06, 2013, 04:28:21 pm
Hey meph can automatons heal? or recover? Cause i dont think so. They should have Automaton engineers which are reaaaaly fragile but shoot like regenerative steam at friends or something along the lines of that.
Title: Re: ☼MASTERWORK-DF☼ V.2d - Instant Update for smake :P
Post by: Tally on January 06, 2013, 04:33:51 pm
I'm not sure why, but at least in ASCII+ (which I tend to play in, I dislike most tilesets, but ASCII+ is pretty and still ASCII), many of the graphics changed in this update. Trees got an appealing change, which I don't mind, but most shrubs and ores got changed to something ugly now.
Title: Re: ☼MASTERWORK-DF☼ V.2d - Instant Update for smake :P
Post by: rrroach on January 06, 2013, 04:38:03 pm
Is stripping weapons from caged prisoners not a thing anymore? All of my caged goblins won't let go of their bows or arrows.
Title: Re: ☼MASTERWORK-DF☼ V.2d - Instant Update for smake :P
Post by: smakemupagus on January 06, 2013, 04:39:37 pm
Automatons, How do they die out?  I think they don't die in the first couple years (i.e. they don't starve).

Is it possible they found civs but just don't spread out much?  One thing that is a little odd about their and Frost Giants entity file  is that they all biomes are BIOME_SUPPORT frequency of only 1.  If you make some biomes a higher number (say, 4) I think they will be more likely to spread new settlements.  Of course if you make *all* biomes a high number they should spread like the plague.



Title: Re: ☼MASTERWORK-DF☼ V.2c - NEW POLL
Post by: tahujdt on January 06, 2013, 05:08:43 pm
why you ask in the Masterwork Mod thread how to use a plugin (dfusion) which is included in dfhack, about changing castes in another mod (Equestria) ? ??? The dfusion thread, the dfhack thread or the Equestria thread are more fitting...
Because this mod has a bunch of castes, so I figured that someone would have tried Dfusion embark and failed.
Title: Re: ☼MASTERWORK-DF☼ V.2d - Instant Update for smake :P
Post by: CaptApollo12 on January 06, 2013, 05:10:38 pm
Not sure if nerfing social skills will affect the rate of concubine marraige? How about making them learn 1/10 the speed of regular dwarves?
Title: Re: ☼MASTERWORK-DF☼ V.2d - Instant Update for smake :P
Post by: Tally on January 06, 2013, 05:29:57 pm
I think having concubines learn skills at a much slower rate than other dwarves, would be a good way to prevent ways of cheesing them.

On the other hand, children having a much faster learn rate sounds like a good idea to me.. although children with castes can kinda take care of that as well. I once had a legion child.
Title: Re: ☼MASTERWORK-DF☼ V.2d - Instant Update for smake :P
Post by: CheatingChicken on January 06, 2013, 05:31:12 pm
@meph That was indeed in the pet section of the embark menu. Ill try backing up the save and embark with some of those. Will upload the save after that
Title: Re: ☼MASTERWORK-DF☼ V.2d - Instant Update for smake :P
Post by: Firehawk45 on January 06, 2013, 05:34:04 pm
please let that happen, let us have forgotten beasts as pets :)
Title: Re: ☼MASTERWORK-DF☼ V.2d - Instant Update for smake :P
Post by: arclance on January 06, 2013, 05:35:43 pm
Automatons, How do they die out?  I think they don't die in the first couple years (i.e. they don't starve).

Is it possible they found civs but just don't spread out much?  One thing that is a little odd about their and Frost Giants entity file  is that they all biomes are BIOME_SUPPORT frequency of only 1.  If you make some biomes a higher number (say, 4) I think they will be more likely to spread new settlements.  Of course if you make *all* biomes a high number they should spread like the plague.
That might be it they don't seem to do much in the legends for me but kill anyone who attacks them.
I still have some living automaton civs after 100 years but some of them only have ~10 legends entries.
Title: Re: ☼MASTERWORK-DF☼ V.2d - Instant Update for smake :P
Post by: Firehawk45 on January 06, 2013, 05:42:14 pm
Now, im a bit of a noob when it comes to world generation, but a relevant question could be (if it matters): Do they have means of reproducing? Because if they dont, their numbers will decrease over the course of the years, so they would die out eventually.
Title: Re: ☼MASTERWORK-DF☼ V.2d - Instant Update for smake :P
Post by: Molay on January 06, 2013, 05:51:11 pm
@Molay: If there were other effects I would have named them. So far it is only what has been in the mod all along. only the good biomes changed. deserts have blinding sand clouds, and glaciers should have blizzards that dont harm anyone... and isnt synthiflesh from star wars? A bit... non-medieval-fantasy ? ;)

But yeah, more medical stuff for the Apothecarius is planned as soon as I get to it.

Well, could be it gets used in star wars. My synthiflesh is from WH40K however - and there's no wrong place for WH40K as far as I know. Prehistory? Use WH40K! Medieval age? Use WH40K! Fantasy worlds? Use WH40K! :D

Well yeah, it might go a bit over the top actually to have synthiflesh, I admit. But we could have other, more story related means of regrowing limbs: The God of Blood. A limb-missing person could decide to pray for a renewal of his limbs, with a chance for it to regrow. The reaction would use flesh (meat), bone and blood I'd suggest. And also have a fairly decent chance to turn into something unpleasant, maybe killing the unworthy dwarf that requests such a thing from Armok. Or taking another limb instead of replacing the missing one. Or infecting the offender with a curse, renewing his limb and making him go stark raving mad, starting to attack other dwarves with his new limb. Or transform him into a new creature with more limbs - a dwarf with many spider legs, for example, Armok's Chosen or something like that.

In short:
Pray for limb (meat, blood, bone):
50% -> limb regrows
10% -> limb does not regrow
10% -> other limb gets cut
10% -> limb regrows, dwarf goes on a rampage
10% -> kill
10% -> be transformed into something fairly "special"
Title: Re: ☼MASTERWORK-DF☼ V.2d - Instant Update for smake :P
Post by: CheatingChicken on January 06, 2013, 05:54:22 pm
Interesting.
Sometnig must have really messed up something else. When trying to embark with one of the forgotten beasts, nothing else, the game instantly crashes every time.

You might need the entire DF-Folder to try and track down that bug...

The saves are all of the same world.
I embarked on the far north west corner, so try going there to reliably get the same dwarven civ... The FBs are at the bottom of the pet list.

DFFD did not want to cooperate, so i just put it in my dropbox
https://www.dropbox.com/s/pt21y28xi8x4ms8/Dwarf%20Fortress.rar (https://www.dropbox.com/s/pt21y28xi8x4ms8/Dwarf%20Fortress.rar)
Title: Re: ☼MASTERWORK-DF☼ V.2d - Instant Update for smake :P
Post by: kamikazi1231 on January 06, 2013, 06:02:54 pm
Not sure if its related. When i have automatons die out they are usually gone before year 50. When this happens my frost giant numbers are super high. I only seem to get automatons when frost giant numbers are very low after generation. Could it be they settle similar biomes and early on they war to near extinction?  Im just saying i never see frost giants die out but the only time i see automatons is if frost giants lose a few wars early on and so their numbers get lowered early on.  Maybe someone with a faster cpu can test to see if they see automatons die out with frost giants disables?
Title: Re: ☼MASTERWORK-DF☼ V.2d - Instant Update for smake :P
Post by: slay_mithos on January 06, 2013, 06:35:39 pm
ok, so my soldiers will get Iron runes, the extra pain is so worth it when fighting with spears, as it's already the pain that makes my soldiers wipe out the enemies.

Like "Urist McSpearUser stabs gobo into the right foot", and other kind of injuries that won't kill, but will render the target inapt to fully use its strength.
Title: Re: ☼MASTERWORK-DF☼ V.2d - Instant Update for smake :P
Post by: cAPSLOCK on January 06, 2013, 07:31:15 pm
Well, it seems that the fort defense part of the mod is semi-broken, in that Dark Stranglers show up with iron-grade weapons within the first year. That's just silly IMO. Is this a Masterwork mod bug or is it Fort Defense itself?

EDIT: THANK YOU
Title: Re: ☼MASTERWORK-DF☼ V.2d - Instant Update for smake :P
Post by: Meph on January 06, 2013, 07:34:53 pm
I will see that I seperate supported biomes between automatons and frost giants, make their ethics agree more, and give automatons more supported biomes.

@cheatingchicken: Nah, it was really easy to find. Could I make an assumption ? You copied the new version into the old version. Because you do have a creature_subterranean_ff.txt, which does not exist in V2d. The creatuers have been moved to other files, for better selection in the GUI. You now have duplicate creatures, and DF moves all creature entries then, thats why you ended up with FBs.

@molay: I will reintroduce the elixier of life, which regrowths limbs for the Alchemist or Aphothecarius. But not quite as fancy as the stuff you describe. It wont work on already transformed creatures... and here is an insider tip: If you set up any creature... landmine, turrets, something in the colosseum... you dwarf is fully healed and gets new limbs. I cant removed that ^^

@CaptApollo12: Such a thing as concubine marriage does not exist. For all ingame purposes they are pets. You cant marry your pet turtle either.

@rrroach: Of course you can still take those. Nothing I can affect with modding, it will still work.

@tally: Nothing changed graphic wise. I just went through all the raws with beyond compare and counter-checked the old ascii and new ascii versions, and they have no changes in colors or tiles.

EDIT:@capslock: Had a quick look. The stranglers would accept all the tags from the civ below them in the entity file, if stranglers are ON, but the others are OFF. I fixed it, both for stranglers and elephants. If you want to do this yourself now, just open the entity file and move both their entries to the bottom.
Title: Re: ☼MASTERWORK-DF☼ V.2d - Instant Update for smake :P
Post by: CaptainArchmage on January 06, 2013, 07:42:24 pm
A long time ago, I think in Civilization Forge, there was something about a limit to the number of reactions an entity could be assigned. Does this exist or has it been disproven or fixed? If it does exist, how much more do you think you can expand Masterwork before you run into that limit?

Also interested because if I make a mod with many reactions, I may have the same problem.
Title: Re: ☼MASTERWORK-DF☼ V.2d - Instant Update for smake :P
Post by: Meph on January 06, 2013, 07:46:11 pm
There is no max as far as anyone can tell. I have 2000 in the dwarven entity alone. If you make a mod with more, let me know :P
Title: Re: ☼MASTERWORK-DF☼ V.2d - Instant Update for smake :P
Post by: CaptainArchmage on January 06, 2013, 07:54:10 pm
There is no max as far as anyone can tell. I have 2000 in the dwarven entity alone. If you make a mod with more, let me know :P

That's way more than the number in Civilization forge or so I think. I believe the trouble started with around 200 reactions or so.
Title: Re: ☼MASTERWORK-DF☼ V.2d - Instant Update for smake :P
Post by: kamikazi1231 on January 06, 2013, 08:18:08 pm
In the masterwork settings there is an option for grazing.  However when I click it nothing changes from Yes to No or back to Yes.  Its just a button that I have no idea what I'm clicking.  In fact I've clicked it a few times now.  Is there a manual way I can look at the DF settings to see if grazing is active?
Title: Re: ☼MASTERWORK-DF☼ V.2d - Instant Update for smake :P
Post by: Ardantus on January 06, 2013, 08:37:58 pm
In the masterwork settings there is an option for grazing.  However when I click it nothing changes from Yes to No or back to Yes.  Its just a button that I have no idea what I'm clicking.  In fact I've clicked it a few times now.  Is there a manual way I can look at the DF settings to see if grazing is active?

Yes, use a text editor (notepad++ is my personal choice) and open the creature_domestic file in your raws, and look for the line YES[GRAZER:number] if it says this, grazing is enabled, however I think the grazing button might be broken in the settings. Meph would have to confirm this
Title: Re: ☼MASTERWORK-DF☼ V.2d - Instant Update for smake :P
Post by: sayke on January 06, 2013, 08:40:57 pm
meph already said the button is just a placeholder =D

@meph - you really should have added a tooltip or something saying that it doesn't do anything right now though =P
Title: Re: ☼MASTERWORK-DF☼ V.2d - Instant Update for smake :P
Post by: Molay on January 06, 2013, 08:43:46 pm
Oh meph, I was wondering what the "grazer" button in the settings does? :D :D
Title: Re: ☼MASTERWORK-DF☼ V.2d - Instant Update for smake :P
Post by: Meph on January 06, 2013, 08:47:01 pm
I forgot about it, because I released insantly after smake posted here. I mentioned in a PM to him, that I will get soooooo much spam about this. But really, the very first sentence in the release post says: There is a button. It does nothing atm. ^^ Grazing is only enabled for a few domestic animals, with a very low amount of grazing. I planned on improving on this, but was cut short :P Well, cut myself short.

@dogs: When I deleted Pet Turtles, dogs bit the dust as well. I put them back in.

@Automatons: Yep, it was the Giants. Both entities had perfectly opposing ethics, the Giants just wiped the Automatons out every time.

@molay: It does install BnkBstr.exe on your machine and steals you credit card information. But only on yours... for all others: The button doesnt do anything.
Title: Re: ☼MASTERWORK-DF☼ V.2d - Instant Update for smake :P
Post by: Molay on January 06, 2013, 08:52:28 pm
@molay: It does install BnkBstr.exe on your machine and steals you credit card information. But only on yours... for all others: The button doesnt do anything.

Oh. Well that's a relief. I feared it was some sort of psychological experiment. Or you wanted to know the exact number of people who don't read the release notes. Glad it's nothing of the sort then! Also, careful when using the credit card information you find, those aren't mine. Found them on some weird modders hard drive when having a looksy around the place ;)
Title: Re: ☼MASTERWORK-DF☼ V.2d - Instant Update for smake :P
Post by: Meph on January 06, 2013, 08:58:15 pm
So I should cancel the boat I ordered ?  :o
Title: Re: ☼MASTERWORK-DF☼ V.2d - Instant Update for smake :P
Post by: sayke on January 06, 2013, 09:00:46 pm
do you think you'll release those fixes etc anytime soon? i want to start a new fortress but i also want to have surviving automatons and dogs and i'm skeptical about my ability to fix that stuff myself =P
Title: Re: ☼MASTERWORK-DF☼ V.2d - Instant Update for smake :P
Post by: Molay on January 06, 2013, 09:18:58 pm
So I should cancel the boat I ordered ?  :o

Nah go ahead, I'm just a collector, not a criminal :p
Title: Re: ☼MASTERWORK-DF☼ V.2d - Instant Update for smake :P
Post by: Thudde on January 06, 2013, 09:46:31 pm
Now that I know that slag was intended to slow down smelting, I'm happy with the way it was.  But I do prefer the smaller slag pits in "D". 

Funny thing though, I forgot to embark with an anvil so made one in the smelter.  They made it out of slag!  Unfortunately, it can't actually be used as an anvil because it isn't fire safe.  lol
Title: Re: ☼MASTERWORK-DF☼ V.2d - Instant Update for smake :P
Post by: Urist McUristson on January 06, 2013, 09:48:26 pm
Hullo.   It seems to me that war unicorns are not able to be healed in the war-beast kennels.  The elephants and other various creatures I had pastured there were though.  I've had it going on repeating heal for five min or so and no dice.  Was steel clad Mastiffs also but after ten min or so one of them healed. Perhaps just bad luck with them breathing the mist.
Title: Re: ☼MASTERWORK-DF☼ V.2d - Instant Update for smake :P
Post by: Meph on January 06, 2013, 09:56:43 pm
@Urist McUristson: They should... but I think broken bones wont heal, because they need to be set... I cant simulate this with modding.

@Thudde: I thought that that might happen. Will be fixed.

@sayke: I wont do an update for such minor things. Just do a short history and take mastiffs.
Title: Re: ☼MASTERWORK-DF☼ V.2d - Instant Update for smake :P
Post by: moisesjns on January 06, 2013, 10:05:42 pm
I cant seem to download the new DF. anybody else getting this? i tried it on chrome and on explorer.

Edit: i seem to be able to download other files from the site. just not the new masterwork. anybody else?
Title: Re: ☼MASTERWORK-DF☼ V.2d - Instant Update for smake :P
Post by: Zhukov5 on January 06, 2013, 10:15:56 pm
Sometimes I get just slag, and other times I get slag with a quality modifier.  I have gotten one worth 4560 Dwarfbucks which I traded to a caravan.

This seems not to be as planned.  Slag was meant to be an annoyance, not free money.

Also if you give your Militia Commander an axe and turn on tree cutting labor, he can't wait to get out of his armor when not on station.  Are these jobs not compatible?
Title: Re: ☼MASTERWORK-DF☼ V.2d - Instant Update for smake :P
Post by: ImmortalBrain on January 06, 2013, 10:17:52 pm
the "unmoveable" turrets and landmines... ehm... just pasture them, dwarves will move them.
Woops, totally forgot about that :). Thank you for reminding me.

I am starting right now a new fort in order to test new glass+runes.

P.S. I am actually glad that my reports serve a purpose :D. I feel myself useful now.
Title: Re: ☼MASTERWORK-DF☼ V.2d - Instant Update for smake :P
Post by: kamikazi1231 on January 06, 2013, 10:32:38 pm
I went ahead an manually took off grazing on a few.  Sorry I missed the note in the update.  It makes me happy I helped figure out that automatons and giants are murdering eachother early on in world gen.  One thing interesting is I enabled frog men also and now I have a very balanced world of all races except a low number of goblins, which always happens, weak little creatures.  I haven't looked into legends yet but perhaps one or two easy fortress defense races gives the automatons and ice giants something else to war against?  It was a fully generated Scorching Shiv and from fortress position automatons and ice giants shared quite a bit of territory.  So they must have found something else to do with their time.  Either that or removing sneaking from automatons made them use larger forces against the ice giants? I'll go look up legends in a bit and report back.

While I do miss the dogs, mostly for thief detection, I almost always exclusively used golems and steel war mastiffs to guard key areas.  So I shouldn't miss them too much in this fortress, besides the lack of their delicious meat.
Title: Re: ☼MASTERWORK-DF☼ V.2d - Instant Update for smake :P
Post by: Wrex on January 06, 2013, 10:52:23 pm
So, how does the "double damage" on the adamantine rune work?
Title: Re: ☼MASTERWORK-DF☼ V.2d - Instant Update for smake :P
Post by: Meph on January 07, 2013, 12:10:31 am
@moisesjns: Download works for me...

@Wrex: material weakness. [CE_MATERIAL_FORCE_MULTIPLIER:MAT_MULT:NONE:NONE:2:1] All materials to double damage. Used the same for the triple damage against megabeast or werebeasts. First hit affects the creature with the force_multiplier, all consecutive hits do double damage.

@kamikazi1231: You, thanks for the reports ;)

@ImmortalBrain: Same to you, feedback is always welcome and helps me balance the mod.

I just spend some time filling my to-do list with stuff for the next version. Dont know if I immediatly start working on it, I think I make a break for now. Wait for what kind of bugs/inbalances show up, and then have a go again in a few days.
Title: Re: ☼MASTERWORK-DF☼ V.2d - Instant Update for smake :P
Post by: moisesjns on January 07, 2013, 12:50:23 am
I even restarted my PC and its not downloading. What the hell! i want to play the new version! lol this sucks it was working earlier on all the other dwarf fortress i just get the forever loading.  hmm  ill download firefox and try that than.

HA it finally worked. i had to wait for the download to start which took like 30 minutes and it downloaded in one second....
Title: Re: ☼MASTERWORK-DF☼ V.2d - Instant Update for smake :P
Post by: Bloax on January 07, 2013, 01:08:40 am
Looking for the Windows version? (http://www.mediafire.com/?5zn55numlfk6mb3)
Title: Re: ☼MASTERWORK-DF☼ V.2d - Instant Update for smake :P
Post by: JodGap on January 07, 2013, 01:39:29 am
Meph, i like your work...
...so I made a gift for you...

http://i.imgur.com/mL7Nf.png
Interested?
Title: Re: ☼MASTERWORK-DF☼ V.2d - Instant Update for smake :P
Post by: Meph on January 07, 2013, 01:45:05 am
I do like gifts, yes. But what exactly is it? It seems to be a merge of the GUI and the manual. Tell me more :)
Title: Re: ☼MASTERWORK-DF☼ V.2d - Instant Update for smake :P
Post by: JodGap on January 07, 2013, 01:51:01 am
Its a fully-working offline webpage for the manual, i found the actual one really helpful. I did this one so it can be more detailed and easy to explore-navigate with.

It just needs some crazy dwarfs to add more information, the back-end is done.
Title: Re: ☼MASTERWORK-DF☼ V.2d - Instant Update for smake :P
Post by: Wrex on January 07, 2013, 01:53:11 am
Back in 1.9.4, digging into living rock only yielded the dust you get from ordinary rocks (For me, anyways). Will you check and make sure living rock and cave fungus aren't included in the reduced rock clutter thing?
Title: Re: ☼MASTERWORK-DF☼ V.2d - Instant Update for smake :P
Post by: Meph on January 07, 2013, 02:04:28 am
I dont have to check, they are not, and never were connected to this. The ones that leave dust were clusters, containing small clusters of the solid versions.

@JodGap: Well, you could send me the backend and I have a look. I just did the manual, so I probably wont add all the info, but porting from the old manual wouldnt be too difficult I guess.
Title: Re: ☼MASTERWORK-DF☼ V.2d - Instant Update for smake :P
Post by: JodGap on January 07, 2013, 02:21:30 am
I will do it.
If you have more guides-information about your mod / creatures send me it.

I can upload the website to my koding.com account if you want to see it "up and running" and share the link with you...
Title: Re: ☼MASTERWORK-DF☼ V.2d - Instant Update for smake :P
Post by: Meph on January 07, 2013, 02:23:44 am
I thought it is offline ?

Well, I dont know how you want to go about it. Do you want to finish it ? Or post it as an open-source project, so that other people here in the forum can contribute to it ?
Title: Re: ☼MASTERWORK-DF☼ V.2d - Instant Update for smake :P
Post by: JodGap on January 07, 2013, 02:57:05 am
Koding is like google docs but for coders. Is not a "real" hosting atm
This is a gift for you, for use and edit as you please. We already have a wiki

I will send you a working version of the "Workshops" ready to be filled, ETA 10 min.
Title: Re: ☼MASTERWORK-DF☼ V.2d - Instant Update for smake :P
Post by: Fairin on January 07, 2013, 04:03:35 am
kobold camp works beautifully. although was getting goblin/kobold thieves interestingly enough

could take concubines on embark. although they did absolutely nothing. and without a male dwarf to reproduce.... - they also died of thirst sometime in winter when the ponds froze over. but the whole . we stole your kids we're kobolds *highpaw* rp feeling was gone

kobolds showed up with near dwarflike traders, offering stones and iron and whatnot you cannot mine.

i think some masterwork buildings could stand to be leaked in, but thats not the original intent of the mod =) - also drake scales were not -auto tan-

no way to deal with slag in kobold camps besides haul it off to make walls 1 square at a time.

had an interesting thing happened while making ice floors. i -think- one of my kobolds mined out the floor underneath the other. who proceeded to fall face first head skidding on the ground. and immidately died from the fall...while frail thats a bit much..

and why isnt slag firesafe lol had to make my magma furnaces out of ash.

i know probably isn't your mod to tinker with. just the basic fun report and random collection of thoughts for yeh meph

oh the kobolds have a training building for various skills... wouldnt mind a port for masterwork =) - deon has a few buildings in his as well for stats >:) , my random thought for those. is theres no way to cap a skillgain? like say a "Training dummy" trains swords, but only up to level 3 or something, be kind of silly to go to grandmaster training on a dummy. but then they are dwarves.... that could be one epic dummy...
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: Meph on January 07, 2013, 04:11:43 am
I would love to hear more about kobold camp, I want to mod heavily on it. Have yet to play a fort with them though, but I can believe that they are weird atm, because they are smacked into masterwork, without any balancing. Any reports you have, anything that looks odd or could be improved on it.. leave me a note. I know Orc Fortress is really big and balanced and custom made for Masterwork, but Kobold Camp will need my closer attention.
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: Bloax on January 07, 2013, 04:39:39 am
I'd personally like it if they could still raid the circus, for one. :P
How long it would take to dig down that far matters exactly none.
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: Dwarf_Eater on January 07, 2013, 04:49:16 am
Yeah, I don't know if that was intentionall, but getting slag bars from copper ammocasting seems OP
Especially, when a good smith make this slag 'tool' better quality, so it has value over 1500

Just bought whole caravan with slag <3
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: somebears on January 07, 2013, 06:26:03 am
this comes a bit late, but:
Linux version update!!!!

THANK YOU!!!

Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: firons2 on January 07, 2013, 10:06:46 am
Are the cocoons auto harvest or do i need jugs for the silk?

And are the workflow settings like general for all workshops or a single one?
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: JodGap on January 07, 2013, 12:24:33 pm
Meph, would you like if i share the new "not finished yet" manual so people can give me some feedback?
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: Labraid on January 07, 2013, 01:29:27 pm
I also seem to be having problems with silk moths keeping.

Built two hives outside, my beekeeper took two wild hives and moved them, moths are now flying around my hives but I'm getting no produce and it's like that for almost a year now.
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: firons2 on January 07, 2013, 01:32:59 pm
I also seem to be having problems with silk moths keeping.

Built two hives outside, my beekeeper took two wild hives and moved them, moths are now flying around my hives but I'm getting no produce and it's like that for almost a year now.

Did you harvest it? You need jugs.
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: Labraid on January 07, 2013, 01:49:49 pm
I also seem to be having problems with silk moths keeping.

Built two hives outside, my beekeeper took two wild hives and moved them, moths are now flying around my hives but I'm getting no produce and it's like that for almost a year now.

Did you harvest it? You need jugs.

I do have stone jugs and my beekeeper is idle quite often. I might be missing something trivial, will look at it again later when I have more free time.
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: firons2 on January 07, 2013, 01:54:38 pm
I also seem to be having problems with silk moths keeping.

Built two hives outside, my beekeeper took two wild hives and moved them, moths are now flying around my hives but I'm getting no produce and it's like that for almost a year now.

Did you harvest it? You need jugs.


I do have stone jugs and my beekeeper is idle quite often. I might be missing something trivial, will look at it again later when I have more free time.

Set it to harvest?
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: Miko19 on January 07, 2013, 02:16:40 pm
Heh, you used my friend's RPG character's avatar for the kobold in that picture.
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: BigD145 on January 07, 2013, 03:48:32 pm
Heh, you used my friend's RPG character's avatar for the kobold in that picture.

It's a fairly common cutebold image.
Title: Re: ☼MASTERWORK-DF☼ V.2d - Instant Update for smake :P
Post by: smakemupagus on January 07, 2013, 03:50:34 pm
no way to deal with slag in kobold camps besides haul it off to make walls 1 square at a time.
has a few buildings in his as well for stats >:)

Uh-oh.  I bet the poor orcs are choking on slag too at the moment. 

oh the kobolds have a training building for various skills... wouldnt mind a port for masterwork =) - deon has a few buildings in his as well for stats >:)

Orcs have a version too quite inspired by Deons (although my version consumes materials such as wooden training swords and etc., I think Deon's original reactions were "free").  Meph already decides against this, since it's redundant with his library system.  Point is .. since the reactions are in the code base You could add the Kobolds or Orcs version to your local Dwarves Masterwork just by copying a few lines from one entity file to the other.  Search "TRAINING" in the entity_orcfort_taigaorc.txt
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: D1g1talDragon on January 07, 2013, 04:11:40 pm
Looking forward to the Linux update!

And while I'm posting and on the topic, I noticed the macros included in the Linux version aren't properly formatted and will not load/crash the game when run. Fixed with:

sed -i -e 's/\r$//' ./[insert macro file here]

...and now they run fine for me. The only one I really needed was the uniform setup, but I thought I'd share anyway. Same issue with the shell script to launch SoundSense.
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: arclance on January 07, 2013, 04:47:40 pm
Looking forward to the Linux update!

And while I'm posting and on the topic, I noticed the macros included in the Linux version aren't properly formatted and will not load/crash the game when run. Fixed with:

sed -i -e 's/\r$//' ./[insert macro file here]

...and now they run fine for me. The only one I really needed was the uniform setup, but I thought I'd share anyway. Same issue with the shell script to launch SoundSense.
It is coming soon, by the end of today I just uploaded it to Meph.
I had to wait for a dfhack plugin to compile on Linux again to make the update.

Unless you mention a specific script by path and name no changes can be made since I don't know what is giving you problems.
I don't really know what you mean by "macro" either, I will guess by your mention of soundsense that you mean scripts to start Dwarf Fortress or other utilities.
You also need to explain what the problem was and what your fix does before I will consider making any changes.

The soundsense script is terrible to begin with since it has DOS line endings.
The soundsense setup page linked in the manual details how to fix that.
Direct any complaints about that script to the soundsense thread as instructed in the manual.
Quote
Please go to the soundsense thread (http://www.bay12forums.com/smf/index.php?topic=60287.0) for help if you have problems with soundsense.
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: slay_mithos on January 07, 2013, 04:50:59 pm
while trying out the launcher, I came upon some strange things:

* "Workshops": Research study doesn't have "yes" but have a "no" in the display.

* "Misc Features": Grazing, no idea when it is YES or NO, a little misleading. Also clicking the button doesn't seem to change anything to the Donkey that I took as an example to check.

That's not much, but it never hurt to try to achieve perfection, right?
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: JodGap on January 07, 2013, 05:09:01 pm
I need a volunteer to review the "new" Mastwerwork manual, PM me
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: D1g1talDragon on January 07, 2013, 05:26:36 pm
It is coming soon, by the end of today I just uploaded it to Meph.
I had to wait for a dfhack plugin to compile on Linux again to make the update.

Unless you mention a specific script by path and name no changes can be made since I don't know what is giving you problems.
I don't really know what you mean by "macro" either, I will guess by your mention of soundsense that you mean scripts to start Dwarf Fortress or other utilities.
You also need to explain what the problem was and what your fix does before I will consider making any changes.

The soundsense script is terrible to begin with since it has DOS line endings.
The soundsense setup page linked in the manual details how to fix that.
Direct any complaints about that script to the soundsense thread as instructed in the manual.

Please go to the soundsense thread (http://www.bay12forums.com/smf/index.php?topic=60287.0) for help if you have problems with soundsense.

The macros are vanilla functionality, but Masterwork adds a few custom ones to speed up certain functions. They are stored in Masterwork/Dwarf Fortress/data/init/macros, and also contain the DOS line endings, which was the issue I was pointing out. Soundsense can be fixed by stripping them out of the shell script with the command I posted above. At least that worked for me.

http://dwarffortresswiki.org/index.php/Macro

Just to be clear, I totally appreciate the work you do, and wasn't complaining about anything on your end or blaming you for any of these issues. Just thought it would be nice to have these files fixed in the actual package so folks don't have to figure out the issue again.
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: arclance on January 07, 2013, 05:54:38 pm
It is coming soon, by the end of today I just uploaded it to Meph.
I had to wait for a dfhack plugin to compile on Linux again to make the update.

Unless you mention a specific script by path and name no changes can be made since I don't know what is giving you problems.
I don't really know what you mean by "macro" either, I will guess by your mention of soundsense that you mean scripts to start Dwarf Fortress or other utilities.
You also need to explain what the problem was and what your fix does before I will consider making any changes.

The soundsense script is terrible to begin with since it has DOS line endings.
The soundsense setup page linked in the manual details how to fix that.
Direct any complaints about that script to the soundsense thread as instructed in the manual.

Please go to the soundsense thread (http://www.bay12forums.com/smf/index.php?topic=60287.0) for help if you have problems with soundsense.

The macros are vanilla functionality, but Masterwork adds a few custom ones to speed up certain functions. They are stored in Masterwork/Dwarf Fortress/data/init/macros, and also contain the DOS line endings, which was the issue I was pointing out. Soundsense can be fixed by stripping them out of the shell script with the command I posted above. At least that worked for me.

http://dwarffortresswiki.org/index.php/Macro

Just to be clear, I totally appreciate the work you do, and wasn't complaining about anything on your end or blaming you for any of these issues. Just thought it would be nice to have these files fixed in the actual package so folks don't have to figure out the issue again.
Okay so the sed command you posted just removes the DOS line endings and does not replace them with UNIX line endings if I understand you correctly?
I doubt that is what you mean since that would put everything on the same line.
I never use sed (or awk and others) so I can't interpret the command myself.
I go straight to a programing language like Python and skip shell scripts for things like that since I find those command line regex like programs to be to be too imprecise in their function (to many edge cases).

It's strange that the Macros don't work with DOS line endings since Dwarf Fortress handles them just fine in the raw files and settings files.
I will look into a scripted way to convert the DOS line endings of all text files in the "data" folder for future releases.
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: D1g1talDragon on January 07, 2013, 06:02:20 pm
Okay so the sed command you posted just removes the DOS line endings and does not replace them with UNIX line endings if I understand you correctly?
I doubt that is what you mean since that would put everything on the same line.
I never use sed (or awk and others) so I can't interpret the command myself.
I go straight to a programing language like Python and skip shell scripts for things like that since I find those command line regex like programs to be to be too imprecise in their function (to many edge cases).

It's strange that the Macros don't work with DOS line endings since Dwarf Fortress handles them just fine in the raw files and settings files.
I will look into a scripted way to convert the DOS line endings of all text files in the "data" folder for future releases.

It simply replaces DOS line endings with UNIX style endings. It actually looks like it's the exact fix recommended in the SoundSense wiki you linked, and without converting the macro files as well they won't load properly.

If you have a python script to take care of it for you, awesome. This was the only real bug I've seen so far in your release. Thanks again!
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: arclance on January 07, 2013, 06:08:41 pm
Okay so the sed command you posted just removes the DOS line endings and does not replace them with UNIX line endings if I understand you correctly?
I doubt that is what you mean since that would put everything on the same line.
I never use sed (or awk and others) so I can't interpret the command myself.
I go straight to a programing language like Python and skip shell scripts for things like that since I find those command line regex like programs to be to be too imprecise in their function (to many edge cases).

It's strange that the Macros don't work with DOS line endings since Dwarf Fortress handles them just fine in the raw files and settings files.
I will look into a scripted way to convert the DOS line endings of all text files in the "data" folder for future releases.

It simply replaces DOS line endings with UNIX style endings. It actually looks like it's the exact fix recommended in the SoundSense wiki you linked, and without converting the macro files as well they won't load properly.

If you have a python script to take care of it for you, awesome. This was the only real bug I've seen so far in your release. Thanks again!
The python script should be simple to write.
All I have to do is combine my "walk through directories recursively" code with.
Code: [Select]
file_with_unix = file_with_dos.replace("\r\n","\n")
I just needed to lookup that "\r\n" is what DOS line endings look like to python.
I will include the python script with the Linux version in case someone needs to run it again.
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: cAPSLOCK on January 07, 2013, 06:23:53 pm
Also just found out that turning off werebeasts and not messing with caves makes worldgen crash when it starts placing caves. I wouldn't worry about that right now tough  :D
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: kamikazi1231 on January 07, 2013, 06:42:49 pm
Just trained a few gorillas to war gorillas.  War gorillas uses the sprite for cows/bulls.  I'm not 100% sure which sprite it uses, since I don't often uses cows or bulls, but war gorilla is definitely using the sprite of one of them.
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: sayke on January 07, 2013, 06:55:44 pm
@meph - i totally put dogs back in, fixed the automatons, copied my sprite fixes over, and did a few other things... it's not that hard! i just generated an awesome world and am looking forward to exploring it =D thanks for everything man -
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: arclance on January 07, 2013, 07:17:09 pm
I will include the python script with the Linux version in case someone needs to run it again.
I uploaded a new version to Meph that fixed the DOS line endings for files that are know to have them and cause problems.
This is the script I wrote to automate the process of doing that if anyone needs it before the new version gets uploaded to dffd.
Code: [Select]
#!/usr/bin/env python2.7
# -*- coding: utf-8 -*-
"""
dos_to_unix by arclance

convert dos line endings to unix line endings.
Accepts the full path to a directory or single file as a commandline argument.
Directories are processed recursively.
The script makes no backups, you have been warned.
"""

import os
from sys import argv
########################
fileTypes = ["txt","ini","mak","sh"]
########################
def main(target):
if os.path.isdir(target) == True:
recursive(target)
elif os.path.isfile(target) == True:
fTypeMatch = False
fType = target.split(".")[-1]
for i in xrange(len(fileTypes)):
if fType == fileTypes[i]:
print(target)
inFile = open(target, "rb")
inData = inFile.read()
inFile.close()
if "\r\n" in inData:
print("DOS Detected")
outFile = open(target, "wb")
outFile.write(inData.replace("\r\n","\n"))
outFile.close()
#endif
fTypeMatch = True
break
#endif
#endfor
if fTypeMatch == False:
# only run on allowed file extentsions listed in filetypes to prevent use on non-text files
# show error if type is not in know list when specifying as single file.
print("Unknown File Extentsion")
#endif
else:
print("Invalid Input: Not A File or Directory")
#endif
#enddef

def recursive(inDir):
for dirpath, dirnames, filenames in os.walk(inDir):
for f in filenames:
#print(dirpath + "/" + f)
fType = f.split(".")[-1]
for i in xrange(len(fileTypes)):
if fType == fileTypes[i]:
print(dirpath + "/" + f)
inFile = open(os.path.join(dirpath, f), "rb")
inData = inFile.read()
inFile.close()
if "\r\n" in inData:
print("DOS Detected")
outFile = open(os.path.join(dirpath, f), "wb")
outFile.write(inData.replace("\r\n","\n"))
outFile.close()
#endif
break
#endif
#endfor
#endfor
#endfor
#enddef

if __name__ == '__main__':
if argv[1] == "cleanup":
# standard cleanup of new Windows to Linux conversion of Masterwork Mod
# give location of the root of the mod directory (contains "Dwarf Fortress" and "MasterworkDwarfFortress")
main(argv[2] + "/Dwarf Fortress/data")
main(argv[2] + "/MasterworkDwarfFortress/Utilities/soundSense/soundSense.sh")
else:
main(argv[1])
#endif
#endif
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: Rossol on January 07, 2013, 07:58:53 pm
ram still take armorplate to upgrade
sorry if already reported
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: D1g1talDragon on January 07, 2013, 08:32:12 pm
I uploaded a new version to Meph that fixed the DOS line endings for files that are know to have them and cause problems.

Thanks Arclance! Looking forward to testing slag changes once Meph links the upload.
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: Meph on January 07, 2013, 08:44:29 pm
@Bloax: Kobolds will never dig stone, this is the one redeeming quality they have, that makes their playstyle unique.

@Dwarf_Eater: My bad, I didnt set the value down to 0... should of course be worth nothing. Is fixed.

@somebears: 2d is online now as well, thanks to Arclance.

@JodGap: Sure, you can post it, but I would open another thread, so it doesnt get lost in here...

@firons2: Dont ask me about dfhack things, ask in the dfhack thread, or falconnes thread about the workflow plugin.

@Labraid: I will have a look, but everything seemed fine when I tested it.

@slay_mithos: The Yes missing is just the text lengths, Researchers Study:Yes is one character too long for the button. About the grazing: Search function, has been asked 5 times by now.

@miko19: Its from a wiki page, where your friend got his picture too.

@smakemupagus: Posted in your orc fortress thread about everything important. :)

@Rossol: Thanks, that will be fixed.

@arclance: Thanks as well, the new linux version is online, although I would have hoped to do some bugfixing first. But its ok. :)

@capslock: thats weird... ^^ No idea what could cause it.

@kamikazi1231: Ehm... I didnt change anything in the graphics files, so either its a phoebus issue, OR I did add the trainable tag, and the trained version defaults to the first entry it can find. Funny bug, I have a look.

About the Training System: I personally thought that there were too many buildings in Genesis. A training for medical stuff, one for swimming, 2 entire buildings (gateball rockball) that dont do anything, and training dummy, and weight bench, philisophers garden, a library, a theater stage... All of them only related to training skills. I thought people couldnt keep an overview about what does what, so I centralised it into Libraries. All in one place. I am surprised that people want different training builings...

Is it because practical skills shouldnt be learned from books (like suturing, or swordfight) or is it because the library system is too complicated ?
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: Tally on January 07, 2013, 09:01:26 pm
About the Training System: I personally thought that there were too many buildings in Genesis. A training for medical stuff, one for swimming, 2 entire buildings (gateball rockball) that dont do anything, and training dummy, and weight bench, philisophers garden, a library, a theater stage... All of them only related to training skills. I thought people couldnt keep an overview about what does what, so I centralised it into Libraries. All in one place. I am surprised that people want different training builings...

Is it because practical skills shouldnt be learned from books (like suturing, or swordfight) or is it because the library system is too complicated ?

Library system takes a lot of work and micromanagement, and also diverts resources away from the metal industry (ash is the easiest way to make ink). Also, the additional step of making textbooks to read a book (which is already bound) makes no sense. Granted, it can still be a much faster way to train dodge and other such harder to train military skills, and especially medical skills. It is still, however, a lot of investment into pumping up one dwarf's skills with no other benefit.
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: sayke on January 07, 2013, 09:06:40 pm
@meph - fewer training buildings is better. i like your occam's-razor approach =)
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: Masceus on January 07, 2013, 09:13:58 pm
Hm, I've noticed when trying to make bins, I hit n 10 times (for 10 bins), and the 11th time I hit it it crashed the game. Its done this every time I've tried. Huh?
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: Meph on January 07, 2013, 09:23:18 pm
@masceus: Well. Fuck. I got this report before, and linked it to the workflow plugin of falconne, who fixed a lot of bugs. Are you using any workflow dfhack stuff? If not there must be another source. Could you do me the favor of starting Dwarf Fortress without DFhack and see if it happens ?

To start without dfhack just remove the sdl.dll in the dwarf fortress directory, and rename the SDLreal.dll to sdl.dll. Just for one startup, you can put the old sdl.dll back afterwards.
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: Masceus on January 07, 2013, 09:35:13 pm
@meph: Yup, that definitely fixed it, must've been the workflow plugin I guess.
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: Meph on January 07, 2013, 09:36:31 pm
In that case thanks for the report, and it would be great if you could send me your save. I will give it to falconne, the author of the plugin, and send hima  report. Hopefully it will help him narrow down on the issue and fix it.
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: falconne on January 07, 2013, 11:37:19 pm
Hm, I've noticed when trying to make bins, I hit n 10 times (for 10 bins), and the 11th time I hit it it crashed the game. Its done this every time I've tried. Huh?

Are you using the very latest MasterWork release? This should not be happening any more unless your installation is older than the latest (or the installation of the latest wasn't complete).

Try pressing any of the other workflow hotkeys (such as 'g') while tracking is turned off. Does that cause a crash too? If so, either you're on the previous version, or this is a different cause. In which case I could use your save to debug it.
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: Meph on January 08, 2013, 02:42:00 am
@falconne: Disregard this, it is an old version of the mod, 2c. Not the new one.
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: JodGap on January 08, 2013, 02:54:33 am
Masterwork's Manual - help required

Related new thread:
http://www.bay12forums.com/smf/index.php?topic=121453.0
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: aenri on January 08, 2013, 03:11:13 am
I believe I found a bug in v2.d - in reaction_masterwork.txt all reactions for Magma Crucible are for [BUILDING:MAGMA_CRUCIBLE:CUSTOM_H]
but in building_furnaces_masterwork.txt the name is [BUILDING_FURNACE:CRUCIBLE_MAGMA], so I didn't have any reactions in my Magma Crucible. When I changed it to CRUCIBLE_MAGMA, it has been fixed.

Sorry, if it has been already reported.
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: Meph on January 08, 2013, 03:37:25 am
@aenri: Ehm.. no ? The building is MAGMA_CRUCIBLE and the reactions go to the same one. Really, I just unpacked the rar and checked. This was a bug in v2, and was fixed then. I dont mean to sound mean, I do like to get reports about things that are broken, but something must have been done wrong on your end. Like I said, this is not an issue in V.2d, V.2c or V.2b
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: CheatingChicken on January 08, 2013, 04:19:37 am
There is a small problem with embark equipment. My dwarves dont seem to take cloth items at all in their default embark list, i have to add all of them manually
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: Meph on January 08, 2013, 06:29:26 am
How is that different from vanilla, and/or a problem? I dont know any reason why anyone would want cloth items OR take use the default embark. ^^

I also have no clue how to do the slag clutter. The entire system of cluttering workshops is different from how it is described in the wiki. I gave slag ridiculus numbers, each item is 5 MILLION weight. First 50 of them wont clutter the workshop. One mithril bar weights 6. 250 million weight in slag would mean 41,6 million mithril bars. So its not the weight, as the wiki states. Its also not the volume, because I tried with custom tools with an enormous size, same thing. The calculation must include item amount in some way. This means I cant clutter workshops with just 10 bars or so, like I planned.
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: Meph on January 08, 2013, 08:00:42 am
I also would like to make a report. I got two bugreports about silk cocoons from moths not being harvested, as well as scales from drakes going to the refuse pile and not being used in the tanner.

I tested both things. Both reports were wrong. And both features work like intended.

The silk moths give cocoons, if the hives are set to gather produce and you have jugs, and are automatically made into silk thread in the kitchen.
The drake scales go to the refuse pile, yes. Skin in vanilla does that as well. That is normal. The scales are accepted in the tanner, and tanned into rigid scaleplate.
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: Fairin on January 08, 2013, 08:05:25 am
Quote
scales from drakes going to the refuse pile and not being used in the tanner.

Was kobold camp, meph. it wasnt "auto tanning" could tell them to tan a skin and they'd get on it.
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: Meph on January 08, 2013, 08:41:02 am
Because its not a skin, but a scale... ^^so its just the problem that kobols miss the specific tanning reactions... not that I broke the drakes. Good to know :P

Edit: What is also good to know is the fact that plants are read out from the raws from bottom to top. Just sorted them alphabetically, so find out that they are now sorted alphabetically backwards ingame. -.-²
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: arclance on January 08, 2013, 09:29:29 am
Edit: What is also good to know is the fact that plants are read out from the raws from bottom to top. Just sorted them alphabetically, so find out that they are now sorted alphabetically backwards ingame. -.-²
Sounds like it's cut and paste time.
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: Meph on January 08, 2013, 09:34:03 am
Yeah, with 42 plants x3 (phoebus, ascii, ironhand)... but no, now is sleep time. :P But at least I did a little bit today:
Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: Bloax on January 08, 2013, 09:51:21 am
Oh, and is there any reason that kobolds can't have whips?
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: smakemupagus on January 08, 2013, 10:56:55 am
Some minor errors that pop up if using modes !NOWARP! and !NOMONSTER!
V.2c

Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: Nevets_ on January 08, 2013, 11:04:57 am
Meph,

Could you make slag into a stackable item like bones or food?  If each smelting reaction produced Steel Bar x 4 and Slag [4], you could clutter up the workshops without generating a million hauling jobs.  No idea on how this would work with the concrete reaction, though.  And I'm still playing v2.c, so this might have already been changed, but the slag pit requires furnace operating labor?  Shouldn't it use something universal like stone hauling?
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: firons2 on January 08, 2013, 02:39:58 pm
Whoa one of my guyses has 1041 happiness. W.H.O.A.

And those 1000 buggers add a new level of hate everything and rangers attack!
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: Fairin on January 08, 2013, 03:18:14 pm
having a weird ammount of fun in my continued kobold camp, dug down into some rubble (feature? =D ) to set up some smoothed / engraved rooms for my warchief / tribe leader and suddenly got a few "starved to death" notices

of course i immidately checked "where" - in my dining room, next step. check stocks 400+ prepared meals

i dont use burrows.

checked whats in each meal.. tallow , plump helmets. berries that sort of thing.. my whole fortress is starving to death. and theres plenty of food right there... im even "making" more food none of it is being eaten..  (did not spy any "meat" in my foods, kobolds can eat like dwarves right?)

/clueless

on a fun note. one of my kobolds came with a concubine who started with the fisher skill. i cannot change her labor. and she wont haul anything. but man she sits at my well and fishes like its going out of style... (which accounts for the 250+ raw fish im about to cook to try to save my poor little kobolds...)

i ran with dark dwarves and elves. they trade with me - tons of mithril for my meleebolds. and freaking yay plump helmets ftw
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: smakemupagus on January 08, 2013, 03:30:32 pm
Looks like they're strict carnivores, implied by the [BONECARN] token.

* disclaimer: never played Kobold camp
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: Bloax on January 08, 2013, 03:43:00 pm
I tried eating a strawberry as an adventurer and all it did was making me lick it.

So yeah, kobolds are carnivores. Which is kind of HardMode.
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: JodGap on January 08, 2013, 04:10:02 pm
Meph can we get a flowchart about how "Enabled / Disabled" mod options interact with eachother?

Example:

"Temple of Armok" needs "Spawn Location" to span a "Colossus"

It would be really silly if i, as an ignorant user enable the Temple of Armok and disable the Spawn Location for error...

They may / should be linked and be Enabled / Disabled together?

What do you think?

---

Mis Features > Grazing
- Does not show ON / OFF

Workshops > Researchers Study
- Does not show ON (Not enought space, needs shorter name?)
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: smakemupagus on January 08, 2013, 04:21:59 pm
I don't think there are *too* many dependencies like that that the user can break.  Pretty sure you cannot disable the spawn location, for example.

p.s.
looks like a typo, no M in "CUSTOM" on reaction_masterwork.txt(7973)
v.2d

reaction_masterwork.txt(7973): [BUILDING:DEPLOY:CUSTO_SHIFT_W]
reaction_masterwork.txt(7988): [BUILDING:DEPLOY:CUSTOM_SHIFT_M]
reaction_masterwork.txt(8006): [BUILDING:DEPLOY:CUSTOM_C]
reaction_masterwork.txt(8012): [BUILDING:DEPLOY:CUSTOM_B]
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: JodGap on January 08, 2013, 04:26:31 pm
I don't think there are *too* many dependencies like that that the user can break.  Pretty sure you cannot disable the spawn location, for example.

I can enable the Scriptorium but disable the Training System, resulting the first in being half useless.
They should be enabled / disabled together.

The spawn locator was a cheap example, i hope you understand my point now
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: smakemupagus on January 08, 2013, 04:28:31 pm
Yes I understood your point, and my point was that there are not too many :)
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: A Dwarf on January 08, 2013, 04:29:12 pm
Had about 3 silk moth colonies at game start, built hives on all of them and additional 4 hives. Now ALL of my hives are filled with honeybees... not sure what happened.
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: JodGap on January 08, 2013, 04:38:18 pm
Yes I understood your point, and my point was that there are not too many :)

You're probably right, sometimes I'm a perfectionist absurd
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: CaptainArchmage on January 08, 2013, 05:10:11 pm
With regards to chemistry and alchemy, I think there should be both realistic reactions and magical ones.

The poll didn't allow for that specific answer.
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: Meph on January 08, 2013, 05:31:42 pm
@fairin: Kobolds are bonecarn and need at least one meat-item in each prepared meal. Read the readme ^^

@A Dwarf: You probably harvested all silk moth hives, destroying them in the process, killing off all silk moths on the map, then the beekeeper had empty hives and started looking for replacement, found bees.

@JodGap: Check the manual, in Settings:Buildings is a list of all interconnections.

@smakemupagus: Yeah, Maybe one day I get to fixing all the errorlogs from disabled features... who knows ^^

@nevets: I will try with stacks. Not sure what I could use except ammo though.
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: smakemupagus on January 08, 2013, 07:09:56 pm
What are you thinking of even doing with Chemistry?  I have had trouble brainstorming enough ideas.  From the era represented in game, I think mostly of improved smelting (which dwarves already do very efficiently), or stained glass (redundant with gem windows).  ... Medicine, I suppose, but don't know an elegant way to implement it.  Extracting reagents from plants?... but we already do poisons and potash and dye without a dedicated chemist.

I was thinking of crafting these
http://en.wikipedia.org/wiki/Baghdad_Battery
(reagents something like: clay, copper flask, iron bar, booze, fuel)

and using them to power ... well... I don't know!  special workshops? reagent for heavy weapons? electroplating to turn terracotta statues into gold statues?

If you're thinking about a plastics industry there is synthetic chemistry mod called "DF Synthetics.0.31" which is pretty cool :)  I talked to author a while ago about whether it was OK to incorporate into other mods, but it turned out to be a little more realistic/modern/complex than i wanted, and not totally finished I think.  On the other hand, she has a recipe for Kevlar :)
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: Putnam on January 08, 2013, 07:27:39 pm
I also have a much more feature-rich mod that does many of the same things in my sig, the science mod. As with all of my mods, it's free to copy from with credit.
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: Meph on January 08, 2013, 07:43:29 pm
I thought of going the mystical, unrealistic route for Alchemy. Philosophers Stone, transmutations, elixier of life, orichalcum... all the stuff that does not work in RL. For chemistry I was thinking of making existing indurstries harder, for example the advanced metals or rust removal. Will still keep it for explosives of course. Adding acids for the toxicist, and an ingredient for acid landmines and turrets...  I know the synthetics mod, I like the idea, but its way, way too high-tech. Making PVC and kevlar is more deons post-apocalypse...
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: smakemupagus on January 08, 2013, 07:47:18 pm
@Putnam, the nanomachine swarm weather is pretty brilliant :D

@Meph, good, so when the Orcs have galvanic battery powered grenade throwers it won't be redundant with your workshop :)
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: Meph on January 08, 2013, 07:59:27 pm
Quote
galvanic battery powered grenade throwers

What the... I dont even...  :D
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: smakemupagus on January 08, 2013, 08:01:41 pm
Quote
galvanic battery powered grenade throwers

What the... I dont even...  :D

... says the guy implementing the Philosopher's Stone  8)
... Hey, if you have an accurate reagents list for orcish grenade throwers I'm happy to have a look

Oh, serious question real quick -- There's no coarse iron anymore, right, the ore goes straight to iron?
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: Meph on January 08, 2013, 08:22:12 pm
Yes. It has to do with difficult GUI stuff, so I took it out. People turned it off, then switched tilesets, and part of it turned back on, because changing the tileset replaces the inorganic files, but not the entity file. People could end up with coarse iron, and no reaction to refine it. (the same happens atm with the slag. you turn slag off, change tileset, and you have slag without being able to get rid of it)
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: Shardey on January 08, 2013, 11:52:56 pm
I'm sure I'm just being stupid, but I can't find a way to use papyrus. I can create it just fine ( I have tons ), but my scriptoriums are just plain ignoring it, demanding vellums or paper instead ( both of those seem to work okay ).

How do you use it, do I have to create something else first?
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: smakemupagus on January 09, 2013, 12:53:46 am
It might be a typo, looks like papyrus produce an [INORGANIC:BLANK] instead of an [INORGANIC:BLANK_LIBRARY]
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: Fairin on January 09, 2013, 01:24:34 am
@fairin: Kobolds are bonecarn and need at least one meat-item in each prepared meal. Read the readme ^^

i cant read!

update. no sand layer on my volcano but theres clay.. kobolds cant glaze pots to make them hold beer..>> Reading the readme first on this <<

dwarves and elves remark about my remarkable craftsdwarfship. (clicked on evil humans / elves / drow, no good drow) dwarves still traded with me. humans elves dwarves all came knockin on my door... w/wagons full of large clothing and bought all my slag for their mithril/meteroite/actual weapons.... stupid pointy sticks....

and i want to kick some goblin ambushes in the face for killn my kobold traders for 2 years... (i don't think they bring guards and spawned and died right on the map edge with the ambush.. there was no savin that)
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: Shardey on January 09, 2013, 01:59:12 am
The armory reactions also have a little typo. There are two reactions with the shortcut 's': Make plateboots and make steel armor set. Using the shortcut activates the first one, plateboots.
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: Meph on January 09, 2013, 03:02:12 am
The papyrus is indeed using the wrong material.

@shardey: if you look closely, many many hotkeys in buildings are off. They are a pain to do. Sometimes I think I should just name them ab, then b, then c and to on... instead of trying to find a fitting letter.
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: Shardey on January 09, 2013, 07:18:03 am
Glad to hear I'm not crazy about the papyrus. That way I feel like I contributed!

And yeah I imagine they are a pain. Many of the hotkeys are strenuously 'fitting' anyway so it might be reasonable to implement a 'a-z, A-Z' approach anyway. At least for the buildings with more than one page of reactions.

Thank you for the great mod, by the way. I really enjoy it.
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: CheatingChicken on January 09, 2013, 07:27:45 am
Should the mining picks have an edge?
Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: kääpiö on January 09, 2013, 08:05:17 am
My Masterwork doesn't want to generate me Icy Myr. So far it has rejected about 150 regions, and after about every 40 it pops a message saying something about being unable to place farming civilizations. When I press "Allow this", it goes on for another 40 and pops the message again. Why is this, and how can I fix it?
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: somebears on January 09, 2013, 08:13:33 am
in .2d (the linux version) "Not Striker" appears twice in the embark screen. Putting points into it increases both to "Novice Striker" and so on.
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: richieelias on January 09, 2013, 08:16:13 am
Should the mining picks have an edge?
Spoiler (click to show/hide)

Yup. Most Pickaxes have two edges. A pointed edge and a flattened reverse edge usually for prying.
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: firons2 on January 09, 2013, 10:03:23 am
Hey meph thought about adding a blunderbuss?
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: arclance on January 09, 2013, 10:30:09 am
in .2d (the linux version) "Not Striker" appears twice in the embark screen. Putting points into it increases both to "Novice Striker" and so on.
I can reproduce that.
Unless Meph can find some error in the Dwarf Raws this is probably a Vanilla bug.
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: Putnam on January 09, 2013, 10:51:08 am
It happens when you have a weapon that uses the striker skill, I think. It's entirely harmless.
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: Firehawk45 on January 09, 2013, 11:46:39 am
It's entirely harmless.

Thats what i thought opening the SCP-Site.... Then i saw 103, and i was terrified.

Anyway, last fort went to hell... Quite literally, a demon spawned in it and the militia was not up to par.

Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: BigD145 on January 09, 2013, 12:12:35 pm
My Masterwork doesn't want to generate me Icy Myr. So far it has rejected about 150 regions, and after about every 40 it pops a message saying something about being unable to place farming civilizations. When I press "Allow this", it goes on for another 40 and pops the message again. Why is this, and how can I fix it?

Glacial world? I got to 7 rejects before giving up because that alone took almost 5 minutes per reject. I never got a message.
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: vdpk7 on January 09, 2013, 01:29:58 pm
Hi guys, just wondering if its possible to change a misc. setting like harder mining on a save game with the launcher?

Also does know if the cure for rotting lungs from mining coal?

Thanks
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: smakemupagus on January 09, 2013, 01:46:47 pm
Yeah, personally i don't usually use Harder Mining, warpstone is OK because you can avoid it but I don't care for the part where your coal miners get so debilitated.  It would be very cool if your doctors could medicine them back to health (and maybe this is so).  But  I don't *think* there is a medical solution. 

There is a possible homeopathic remedy though (spoilered for cheating)
Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: Urist McUristson on January 09, 2013, 03:44:50 pm
Have you changed anything with the way channeling works this release?  Miners are getting hurt when channeling, either from falling down the slope or the rocks created falling on them I would imagine.  Also damage happening when deconstructing a wall or floor sometimes. Would guess from falling wall/floor component.
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: arclance on January 09, 2013, 03:54:24 pm
Have you changed anything with the way channeling works this release?  Miners are getting hurt when channeling, either from falling down the slope or the rocks created falling on them I would imagine.  Also damage happening when deconstructing a wall or floor sometimes. Would guess from falling wall/floor component.
That is a Vanilla bug introduced by some change made by Toady to the game.
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: Zeebie on January 09, 2013, 06:51:45 pm
Meph, I just got an ambush of prototype war golems!  Are they part of the automaton civilization?
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: Thudde on January 09, 2013, 06:52:26 pm
I don't use harder mining either, but I use all the other options.  I don't mind my miners getting ill or hurt, but when one hit can kill all my miners (since they are often near each other),  I get annoyed.
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: Urist McUristson on January 09, 2013, 08:14:17 pm
That is a Vanilla bug introduced by some change made by Toady to the game.

I am aware that was the case at one time, but I've played several forts the past few releases and it hadn't been an issue.  It only just popped up again after 2d release.  Perhaps just a fluke.
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: jellyman on January 09, 2013, 08:37:01 pm
Using the 2d version, clean install, ascii tileset, and whenever I set any workshop to repeat order that order seems to be there forever and cannot be removed by cancelling, at least in the display, although when I run out of raw materials the order seems to be cancelled as far as DF game logic is concerned (no further attempts to follow the order, no announcement spam, just the first 'job cancelled due to no material').  Setting the workshop to be removed temporarily clears the order list, but when I leave the workshop and come back the old orders are there again.  Seems like an engine not mod issue, but I didn't notice this fairly obvious problem when running 1.95.
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: Varyag on January 09, 2013, 08:41:39 pm
@jellyman, try removing the repeat instruction before cancelling it, if you try cancelling with repeat on it just suspend it. I think this has something to do with the workflow plugin and in my mind works as intended.
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: smakemupagus on January 09, 2013, 09:35:09 pm
That repeat behavior is related to the DFHack-workflow, it confused me too.  You can Suspend like Varyag suggested or you can tab over to the DFHack terminal and disable workflow.  I forget the exact command but try "workflow disable" or "workflow ?"
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: Omeganaut on January 09, 2013, 10:37:42 pm
I was looking through the raws at the creatures and noticed this one small thing

Were-panthers identify ingame as werewolves because of
Spoiler (click to show/hide)

Now, this wasn't big enough to post on its own, but then I genned a world, and found there to be no dogs available, but there were ironclad dogs available.  I looked through the thread and notice a similar complaint before, so its obviously happened before...  and yes, I just downloaded this version today and I promise I did not touch dogs nor armored animals at all when giving a few more animals [COMMON_DOMESTIC]



Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: falconne on January 09, 2013, 11:12:42 pm
Using the 2d version, clean install, ascii tileset, and whenever I set any workshop to repeat order that order seems to be there forever and cannot be removed by cancelling, at least in the display, although when I run out of raw materials the order seems to be cancelled as far as DF game logic is concerned (no further attempts to follow the order, no announcement spam, just the first 'job cancelled due to no material').  Setting the workshop to be removed temporarily clears the order list, but when I leave the workshop and come back the old orders are there again.  Seems like an engine not mod issue, but I didn't notice this fairly obvious problem when running 1.95.

This is existing functionality in the DFHack workflow plugin, to prevent the game from cancelling repeat jobs for various reasons. It doesn't know if the job was cancelled by the game or the player. I intend to change it in my version, so that if the player cancels the the job it does get cancelled. Should be available in the next update of my plugin.
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: Varyag on January 10, 2013, 12:36:47 am
"You can Suspend like Varyag suggested"

I think i was a bit unclear, if you press r and then c it should go away. As the task is no longer a repeat task you should be able to cancel it just fine.
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: jellyman on January 10, 2013, 02:37:43 am
Pretty much figured out the cancel/repeat behavior.  What makes things more difficult is display glitches where the R and S for repeat and S are missing for some tasks - those with long names as far as I can tell.
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: cAPSLOCK on January 10, 2013, 02:52:36 am
The colosseum transformations are a bit wonky, as I never was able to summon anything except toads, which was a bit odd. After about 10-15 failed attempts I abandoned the effort. Does anyone else have a problem summoning toads?
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: Meph on January 10, 2013, 03:07:59 am
@cAPSLOCK: you tried summoning non-existing creatures, so DF takes from the first file it can finds, which is creature_amphibians, because its alphabetically at the top. You turned of several creature options in the GUI, and then tried summoning those creatures. Your error-log will show this. At least thats my prediction of what happened. If I am worng, please tell me, and have a look at your errorlog...

@Omeganaut: that is intended, as weird as it sounds.

@Zeebie: Impossibru, you can only get ambushes by entities. Golems are pets, yes, some entities might have access to them, but golems alone cant ambush you.

@vdpk7: 'You cant change settings in already generated worlds... The black lung cant be healed. Which is realistic. Mining is a high-risk job, people die. Just appoint more miners. ^^

@kääpiö: Thanks, I will check worldgen, and see if I can make the world a bit warmer... or try less civs.
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: Qwo on January 10, 2013, 04:42:11 am
I glanced at the last few pages but didn't see - are there any compatibility issues with using a save from the last version with the current one? I'm guessing not, since the save would have its own raws, but I just wanna doubly make sure
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: Meph on January 10, 2013, 04:50:53 am
You can play, but you wont have any of the new changes... so there is no reason to play an old save with the new version, except for the updated utilities.
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: Qwo on January 10, 2013, 04:52:52 am
Okay, phew! I started a Let's Play on the previous version and I was worried I'd messed something up by moving the save over. :)
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: Umbra on January 10, 2013, 06:47:10 am
So yea, a drow caravan got ambushed and but they defeated the ambushers. However a merchant and a drow spearguard seem to be bugged and they arent leaving.

About a year passes when a siege of around 30 various kinds of frost giants riding war unicorns and giant bobcats come. This lone drow spearguard not only makes a stand but he massacres half of the unicorn riding giants and the other half proceed to flee for their lives. I had a laugh when he cut a unicorns tail off and the poor thing fled leaving a trail of blood.

Are drow spearguards OP or is this guy just a total badass?

Edit:typos
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: Bloax on January 10, 2013, 06:50:52 am
Well there is a tale of a cavern bird-ish man (can't recall at all) who singlehandedly defeated multiple forgotten beasts.
..With just a wooden staff.

So it may very well be that just exactly this one guy is a legend.
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: Meph on January 10, 2013, 07:01:12 am
It is also because I made drow quite epic. On purpose, you should never raid their caravans, because they will ambush/siege you, and you really dont want this to happen. But one drow against a frost giant siege sounds quite epic. You should name him Drizzt. :)
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: Zeebie on January 10, 2013, 08:24:01 am
@Zeebie: Impossibru, you can only get ambushes by entities. Golems are pets, yes, some entities might have access to them, but golems alone cant ambush you.

There were goblins that appeared on the map shortly thereafter, so the golems belong to them? That's quite an upgrade for the little greenskins!
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: Umbra on January 10, 2013, 11:15:21 am
It is also because I made drow quite epic. On purpose, you should never raid their caravans, because they will ambush/siege you, and you really dont want this to happen. But one drow against a frost giant siege sounds quite epic. You should name him Drizzt. :)

He was basically untouchable, he dodged 30+ giants/unicorns while killing them off one by one, there are countless pages like this one http://i.imgur.com/lvfhw.png
Drizzt would be a fitting name indeed
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: OverlordTNT on January 10, 2013, 03:30:08 pm
just a question(as a major drow fan)- will drow ever be playable?
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: JodGap on January 10, 2013, 04:16:55 pm
Community help wanted to fill new "click & edit" html5+js Masterwork manual. Now you have no excuse!

http://www.bay12forums.com/smf/index.php?topic=121453.0

Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: BigD145 on January 10, 2013, 04:52:21 pm
@kääpiö: Thanks, I will check worldgen, and see if I can make the world a bit warmer... or try less civs.

Glacial was working in 2c, so not sure what you changed.
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: smakemupagus on January 10, 2013, 04:53:07 pm
your manual is graphically laid out analogously to the game GUI, but on the other hand a lot of the info I would want to convey is about creature castes, the relative strength of different metals, or the size and attack parameters of different weapons.  (Or simply random walls of semi-informative text that may or may not fall in an obvious category.)  Things that don't naturally organize around buttons in the GUI.

I really like how clean and professional your manual looks and in principle I would consider using your format for my Orc Fortress manual, but it seems like the clickable html business only allows us to fill in the blanks that you left on the furnaces page.  I don't see how to add stuff that doesn't already have a placeholder, nor (what I would actually want) to add and delete tabs and make whole new groups, put in tables for data, add images and stuff. 

I'm not familiar with Wysiwyg editors in general, nor really know HTML by any stretch.  I just open it up in a text editor, pop in a couple Table and List tags as if it was LaTeX and then hope for the best.  Unfortunately your doc is super complicated and professional-like and goes over my head.

What would really be useful would be parsers that could go through parts of Reactions, Entity, Creature, Interactions, or Materials file and extract the data most useful to players.
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: JodGap on January 10, 2013, 05:07:34 pm
@smakemupagus

There are only 2 sections "Editable", that is on purpose, i had no time to add editable placeholders for the rest of the website yet.

GUI alike, easier to enable ON / OFF features and check them on the manual.

BUT

You are right, and i will add more non-GUI related sections for people to fill. Meph said the same, but we also have to finish this sections first, step by step.

I do not have the skill to do a CMS like Wordpress or a Wiki, but i can add a new Editable section everytime you ask me. Just tell me where and about what :)
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: arclance on January 10, 2013, 05:09:16 pm
What would really be useful would be parsers that could go through parts of Reactions, Entity, Creature, Interactions, or Materials file and extract the data most useful to players.
The backend I wrote for the Python GUI has the ability to parse that data from the raws (it can read every tag for each entry in each raw file).
That is turned off for now though because it makes the GUI use wayyyyy to much ram, ~550 MiB total ~180 MiB just to hold the parsed raws in memory, and take too long to startup.

I think the idea to use that to generate some part of a manual came up before.
Someone would have to write the code to translate the parsed raw data into some kind of structured html file for the manual to do that though.
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: Meph on January 10, 2013, 06:17:51 pm
@Umbra: These are not frost giants btw, but the fortress defense jotuns. The masterworkdf frost giants would have been a lot stronger.

@arclance: I wouldnt know what exactly we need for the manual besides the reactions/creatures. These are in the 4-digits and it would take too long to write them out by hand. The rest is ok, I only have a small todo list for the manual here, and nothing would come 1-for-1 from the raws.

@JodGap & Smake: I did say the same about it being set up like the GUI. Lets see how it turns out.

@Overlord TNT: Not in near future, at least not done by me. If anyone else writes a mod about drow that he wants to have here, I might add it, same as orc fortress or kobold camp.

@BigD145: I changed frostgiant & automaton ethics and increased their biome-support. Nothing else on the races. But if people add 15 Fortress Defense races and try to gen the world, maybe some of the whitetigermen/something cant spawn because the map is too cold. 
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: smakemupagus on January 10, 2013, 06:23:47 pm
I bet you were just being rhetorical picking a FD race at random, but White-tigermen actually might be a really good opponent for a cold map (support 5 even on glacier and their civ can start in Tundra) 
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: Gavakis on January 10, 2013, 06:25:43 pm
I need some help, I killed a few Griffons, and they dropped "Platinum Skill Aether", what do I do with them?
Also a Deity just turned me into a blind creature, and died. But still, what do they do?
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: Meph on January 10, 2013, 06:31:55 pm
I thought of tigers... sundarbans, in india, with some of the last wild tigers, a tropical mangrove forest. ^^

@gavakis: Sound like an older mod version. Also sounds like adv. mode, and there is nothing you can do with these in adv mode.
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: arclance on January 10, 2013, 06:40:23 pm
@arclance: I wouldnt know what exactly we need for the manual besides the reactions/creatures. These are in the 4-digits and it would take too long to write them out by hand. The rest is ok, I only have a small todo list for the manual here, and nothing would come 1-for-1 from the raws.
Something like making a list of all war-trainable animals would be very simple.
Adding tables of values for weapons and armor grade metals would be fairly straight forward, making the html work for that would be harder.
Making a list of all reactions available to Dwarves with their reactants and products would not be too complicated.
Making a reaction "flowchart" automatically would technically be possible using the data from the backend but it would be quite complicated.
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: Meph on January 10, 2013, 06:45:18 pm
For creatures having the fitting sprite, the name, the description, biome (above or underground) and the bodysize would be nice.

Cave Ogre (awesomely drawn 16pixel image of a cave ogre here)
Underground
Size: a lot
Description: Cave Ogres do things. Take care.

This would be more then enough for creatures. The few with special somethings about them I could add by hand, like firebreath, interactions or itemcorpse.

A table for metals is already included in the manual. 4 actually.
Making a list of reagents would be easy? Even stuff like "has glob producing mat" or whener the reaction draws from reaction_class or hast material reagent ?
Flowchart would even be a lot of work doing it by hand, so dont worry about that one...
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: BigD145 on January 10, 2013, 06:50:14 pm
@BigD145: I changed frostgiant & automaton ethics and increased their biome-support. Nothing else on the races. But if people add 15 Fortress Defense races and try to gen the world, maybe some of the whitetigermen/something cant spawn because the map is too cold.

I tend to leave races alone when it comes to defaults in the settings.exe. No Fortress Defense. Simple wood and soil gets turned on. I don't go with barebones low FPS, but close to it.
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: Panopticon on January 10, 2013, 07:34:09 pm
On year four of my new fort, no major problems that I can detect, though my dwarfs keep finding weapons and armor that I swear I didn't order made, plus a ruby table or something showed up recently, pretty sure I didn't get that many buried things.

One issue with the randomly generated creatures: If creature that can learn skills are generated with the ability to be trained for war it appears to confuse the game and you get "Creature not found" messages when the trainer heads for them.
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: arclance on January 10, 2013, 07:37:08 pm
For creatures having the fitting sprite, the name, the description, biome (above or underground) and the bodysize would be nice.

Cave Ogre (awesomely drawn 16pixel image of a cave ogre here)
Underground
Size: a lot
Description: Cave Ogres do things. Take care.

This would be more then enough for creatures. The few with special somethings about them I could add by hand, like firebreath, interactions or itemcorpse.
That is not quite possible at the moment.
I don't parse "raw/graphics" since changes there are comprehensive enough that deleting/overwriting the file is simpler and the changes are meaningless to non-modders anyway.
I think the parser can handle them but I would have to test it.

The rest of that is all possible since the "full" parse of the raws lets me read all the tags for every creature.
I think itemcorpse would be easy to automate by checking what it is in the raw files to get its "in game" name.
Firebreath can be detected automatically by checking for "DRAGONFIRE", "FIREBALL", and "FIREJET" to see if a creature has it.
Depending on what you want say about it it could be full automated or just mark the creature as "breaths fire" or something.
I don't know about getting a "human readable" anything out of interactions automatically, I could just tag them as "has interaction" to make them easy for you to find.

I don't know if I would have time to do this but I will let you know if I do.

A table for metals is already included in the manual. 4 actually.
It is a image right now, that makes it a little hard to read.
Quote
  (The more weight the better for blunt weapons. The higher the shear yield, the better for edged weapons)
You might want to say what values make good armor here as well.

Making a list of reagents would be easy? Even stuff like "has glob producing mat" or whener the reaction draws from reaction_class or hast material reagent ?
You can just make a list of every material that has one of those grouping tags like "reaction_class" and put them on a page that is liked to whenever one of them shows up in a reaction.
For "from reagent" I would just make it say "material depends on reagent used" or something similar.

It is not extremely simple but it is also not horribly complicated like making a flowchart since that would required code that can follow product chains through various workshops.
Getting that to work while also respecting the way reactions work is very complicated but not impossible.
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: smakemupagus on January 10, 2013, 07:48:11 pm
Meph's existing low-tech and not perfectly formatted manual is already as good as any that came with a retail game I can think of in the last 10 years  ::)

... (btw i didn't really mean "eye roll" emoticon there, i meant, "you guys are crazy but in an awesome way" ;) )
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: sayke on January 10, 2013, 07:54:53 pm
smake - i second that. it could use some more detailed industry guides and how-tos, but other then that... pretty much everything's already there. a giant list of creatures would be possible, of course, but i don't know how often i'd refer to it!
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: arclance on January 10, 2013, 08:04:50 pm
smake - i second that. it could use some more detailed industry guides and how-tos, but other then that... pretty much everything's already there. a giant list of creatures would be possible, of course, but i don't know how often i'd refer to it!
I agree with that.
If you have to read the raws to figure out what a building really does the guide is not clear enough.
I had to do that to see what the "Excavate stones" reaction in the "Archeologist" does as well as what reactants it uses.
It is not in line with the description of the archeologist since it does not use the other "archeology gems" or run automatically.
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: cAPSLOCK on January 10, 2013, 10:25:31 pm
Hm... Well I did turn surface monsters off, mostly because I was tired of burning skulls obliterating my entire embark site. I'll test it out. Thanks!
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: smakemupagus on January 10, 2013, 11:00:37 pm
@Meph, do you purposely change the metal content of Tetrahedrite and Galena  (in yours, Tetra lacks the normal [METAL_ORE:SILVER:20] and Galena lacks the [METAL_ORE:LEAD:100]) or is it a minor typo? .

if it's a design decision to simplify then that is cool, but in that case I will give the Orcs a "traditional galena process" reaction ... I miss having that abundant beautiful teal green lay pewter :) 
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: Meph on January 10, 2013, 11:27:55 pm
Yes, I did take lead completely out... I think I was asked about lead reactions, so I put them back in, not realizing, that the ore was missing, since galena is right there, you know, ore of lead and such...

So, tetrahide is by design, because of balancing. All custom workshops that ask for silver ore would take 1 tetrahide and make silver from it.

Lead removal was by design, but I guess I should have added that one line back as well ^^
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: smakemupagus on January 10, 2013, 11:40:20 pm
Yeah, we had a situation here once where the Mrs. Smakemupagus nearly lost a fort to a lead or lay-pewter demanding Baron tantrum (she never loses forts typically), so ever since then we have locally played with the lead ore turned back on :)  and so I forgot whether it was a bug or feature ..

I agree on the tetrahedrite it makes sense, in vanilla it feels kind of cheaty to be able to smelt it all into Billon and instantly double the total value.  But then there are plenty of other ores of silver so you don't miss out on any metals.
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: JodGap on January 11, 2013, 12:16:52 am
Deleted - Dropbox error
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: Gamerlord on January 11, 2013, 07:49:21 am
I need some help. The Temple of Armok is not giving me the option to ask for help to deal with the carpcult. What do I do?
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: Meph on January 11, 2013, 07:58:39 am
"Ask armok for help by possessions" should be in the temple. The only way that this is not true, is if "secrets" are disabled. If you disable this option, the possessed dwarves and the cult of the carp will also be disabled. The only way for the reaction to be missing, but the creatures to be there is this:

You disabled the "secrets" and then switched tilesets, which as stated, might reset some options. Your entity file with the reactions is the same, but the creature_standard got overwritten with the version from the other tileset. Which is a design flaw of the GUI. I should probably mention this in the manual somewhere. A few of the options (3, or 4 of them) can get broken this way. Just turning the options on-off once will fix it. Unfortunately not in your already running game.

My prediction is that you turned it off, then switched to ascii or ironhand... (?) I will change it so that the reaction will always be available. Then this situation can be avoided in future.

EDIT: Ups, completely forgot to answer your question: You can still buy a ward of armok from any dwarven caravan. Which takes a while, ordering from the next liaison, then waiting one year...
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: Gamerlord on January 11, 2013, 08:04:13 am
how long would it take the cult to kill my fort?
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: Meph on January 11, 2013, 08:37:08 am
Depends on the size of it, and how quick you react. You might loose 1-4 dwarves in the first year, if you do well. 2-8 second year, and so on...
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: JodGap on January 11, 2013, 08:48:04 am
Masterwork's Offline Editable Manual (http://dl.dropbox.com/u/61917600/masterwork-manual-v3.zip) <- Click it you fool!
Changelog:
- All sections, links and frames are now Editable (11/01/2013)
- This means it is fully editable now! All the whole site!
- I just copied the home DF Wiki page, pasted it into an editable article, and everything got pasted correctly:
photos, tables, colors, formatting...

Next update: Creatures, Castes, Materials, and a lot of new content sections. (No more GUI)
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: Deon on January 11, 2013, 09:24:38 am
Thats a great changelog, did you make all the forms yourself? I would love to have HTML manual for my mod too, tired of Excel apps :).
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: JodGap on January 11, 2013, 10:10:46 am
Thats a great changelog, did you make all the forms yourself? I would love to have HTML manual for my mod too, tired of Excel apps :).

I start by coding a basic HTML structure with tables, the "How it will look".
Then i copy & paste blank "editable" samples inside every table.
JS just hides / shows the tables and manages the navigation tabs
You can also delete a tablet and its contents then fill its parent div, this will however remove the "Last Update xx" msg and the sample "?" Pic.

I have done over... 300 copy & pastes, and filled 250 links to achieve this...
1 hour aprox

HTML5 takes care of the "editable" function and your browser of the "save" part

After this GUI Manual i will create a Normal Manual, i think people will like it more. After that one you can have a blank sample version of it and i will modify it for your Mod. But you will have to wait, stay around
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: Deon on January 11, 2013, 11:41:21 am
I can fill and modify it for myself, I just asked if you could share something or is it copyrighted for Masterwork only? I guess I should ask Meph too to be nice :P.
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: JodGap on January 11, 2013, 01:11:23 pm
I can fill and modify it for myself, I just asked if you could share something or is it copyrighted for Masterwork only? I guess I should ask Meph too to be nice :P.

If you are not afraid of its 13051 lines of code... welcome aboard!

New version, with logos: http://i.imgur.com/ZGp7N.png

http://www.bay12forums.com/smf/index.php?topic=121453.msg3935900#msg3935900
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: Deon on January 11, 2013, 01:43:02 pm
Oh, I see you used my drawing as a background, awesome :). I'm glad you like it.
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: Meph on January 11, 2013, 01:45:20 pm
[sarcasm on] Yeah, Deon, of course we have to ask each other to use our stuff, especially, if that stuff has been made by someone totally different.[sarcasm off]

From my perspective everything in the mod is open-source. :) If Jodgap is ok with it, sure you can use the template.

@JodGap: Making good progress there :)

EDIT: Your drawing ?  I did include 3 wallpapers in the mod since... ever. One is by scribblebit, and the other two I found with google, but never knew the author. There are titled: wallpaper-by-unknown. You are telling me that this was yours all that time? ^^

EDIT2: http://kyon.pl/img/14517.html  (http://kyon.pl/img/14517.html) Thats were I found it, linked from the dwarf fortress facebook page. ^^
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: JodGap on January 11, 2013, 01:50:43 pm
Oh, I see you used my drawing as a background, awesome :). I'm glad you like it.
I dont just like it, i love it! It fits perfectly!
Do you really draw that good? I had no idea it was yours, i just used google and "stole" it like a ninja

So... no problem if i use it right? Now i must let you use my template yes or yes as compensation hahaha

<edit> Do you have more of those?

@Meph do you want the "blue" navigation bar in a different color?
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: Meph on January 11, 2013, 02:05:28 pm
@JodGap: Lol, even you got it from google... It's included in the manual you are working on, you already had it one your harddrive ^^ If you are looking for more check http://www.bay12forums.com/smf/index.php?topic=1604.0 (http://www.bay12forums.com/smf/index.php?topic=1604.0).. the last pages have some seriously good stuff made by Borkur and Tofu.

About the navigation bar: I am no designer. I used white on black in the manual, because the game is white on black. Choose your own color. A pink manual would be nice :P No, seriously, do as you please, this is your work. If there are small things I would like to have changed, I will say something. Otherwise go ahead and do your thing.
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: Deon on January 11, 2013, 02:31:14 pm
Use this picture if you like it, I want to support Masterwork with everything I have :P.
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: Meph on January 11, 2013, 02:46:08 pm
In that case please sign here ___________ and hand over your soul. We can then split my to-do list in half :P

Anyway, I havent done anything since the last update, might start on the next one today, might start tomorrow...
Title: CREATURE:DOG missing?
Post by: gn0rt0n on January 11, 2013, 03:39:41 pm
I'm still pretty new to all this, but after upgrading, I couldn't find any dogs available at embark. I could see the armored dogs, but not the normal dogs. I figured it was all part of the map/embark. However, it's been several games without them, so I decided to look at the RAWS.

CREATURE:DOG is missing from the RAWS in the download and I'm wondering if this is by design to push us towards Mastifs? The armored dogs can't bread, so I'm not sure if the intent is just to only buy them from caravans etc.

Perhaps I've overlooked something and it really is there/working, but I wanted to see if anyone else is seeing this.

-G
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: A Dwarf on January 11, 2013, 05:13:16 pm
Was looking through the gigantic ammunition list and I didn't see any option for glass or stone bolts. How do I equip those specifically?
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: Meph on January 11, 2013, 05:26:12 pm
@gn0rt0n: Has been posted before, and is fixed. I removed the pet turtle and sorted some things in the file, accidently deleted dogs while doing so.

@a dwarf: glass or stone bolts are just bolts made of those materials. Like steel bolts, or iron bolts. They should be in the same list. I previously used another template, but to make it easier on people I deleted glass/gem/rock-tip ammo, and used normal one. Dwarves should just accept them as bolts.
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: moisesjns on January 11, 2013, 06:22:50 pm
So how do you guys inscribe or poison specific weapons? like the exact one you want. because i have a lot of weapons. do you make a stockpile? and somehow set it to a custom item? how would i go about doing this as well?
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: Nevets_ on January 11, 2013, 06:32:08 pm
I wonder if it would be a possible to make armor/weapon upgrade reactions each be their own micro workshop, sort of like a combination of a spawn location and a display case.  You would be able to pick an existing specific weapon and an existing specific rune when constructing the workshop, but the reaction would need to destroy the workshop (or at least the components used to build it), which I don't know if that can be done.
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: cAPSLOCK on January 11, 2013, 06:44:46 pm
Just wanted to report that slag has quality levels, which is surely a bug.
Right now my master furnace operators are churning out slag worth 4000+ each. It's actually pretty funny to see the intended waste products actually be my main money maker.
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: Meph on January 11, 2013, 09:00:09 pm
Yes, I forgot to set slags material value to zero. I feel stupid enough for doing this, stop hitting me when I'm down :P

Quote
I wonder if it would be a possible to make armor/weapon upgrade reactions each be their own micro workshop, sort of like a combination of a spawn location and a display case.  You would be able to pick an existing specific weapon and an existing specific rune when constructing the workshop, but the reaction would need to destroy the workshop (or at least the components used to build it), which I don't know if that can be done.
Why? That would be horrible. 15 workshops, plus 6 workshops for the poisons, and then you can only coat one item at a time... that does not sound like an improvement to me.

What I do for specific weapons: Send the military guy to the workshop, forbid his weapon, he drops it, unforbid it, run the reaction. Since this weapon is the nearest, he will take it, coat it, and then I tell him to re-equip it. You can also use linked stockpiles to your advantage.
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: Gamerlord on January 11, 2013, 09:44:44 pm
Depends on the size of it, and how quick you react. You might loose 1-4 dwarves in the first year, if you do well. 2-8 second year, and so on...

Thank god for my speargolem. Who is the pet of my main soldier. :)

I so don't want to lose this fort.
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: Tally on January 11, 2013, 10:18:23 pm
I doubt this is intended, but I tested and found that concrete blocks can be ground down to concrete boulders at a stonecutter's workshop. Doing so gives you a net gain of 1 stone if you commit the whole 8 concrete blocks to the stonecutter.
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: bezment78 on January 11, 2013, 11:01:10 pm
how to install tthis
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: smakemupagus on January 11, 2013, 11:20:36 pm
Nothing special to install, it is already a full thing separate from any other versions of Dwarf fortress you might already have.  Just download, unzip, and Click on the "Settings" application to begin playing.
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: Wrex on January 11, 2013, 11:23:39 pm
Artifact slag bludgeon is surely not intended behaviour? For what it's worth, ludicrously effective.


Also, when I can upload the trestfort, Warlocks appear to be vulnerable to their own acid spell, as the package will show when DFFD stops being stupid and uploads the damn file -_-
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: Meph on January 11, 2013, 11:26:30 pm
@Tally: I doubt that people will abuse this one free stone all that much. After all you could just make some from clay/sand in the glassforge/kiln.

@bezmet78:
Step1: Read the included readme.
Step2: ...
Step3: Profit.

@wrex: What? Someone used a slab as a weapon? Thats normal df behavoir, more or less... and Warlocks are very random, but I think I keep them that way for at least a while. Its more fun that way. :)
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: Wrex on January 11, 2013, 11:28:56 pm
No, I mean, they crafted a bar of slag into a mace. I'm not even sure if this is possible, even according to strange moods ._.
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: Meph on January 11, 2013, 11:30:12 pm
Ah, sorry. I misread slag as slab. Yes, it is possible, since it is officially a metal. Ores have metal_ore:slag, otherwise I couldnt add it to the smelter reactions. They are hardcoded, I cant just add ingredients.
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: Wrex on January 11, 2013, 11:45:16 pm
You will be happy to know, then, that is is ludicrously effective.
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: Panopticon on January 11, 2013, 11:46:20 pm
That sounds excellent, I want my guys to make one now, though knowing my luck it'll be a dagger or something.
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: smakemupagus on January 11, 2013, 11:51:53 pm
You got an artifact that wasn't iridium?!
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: Wrex on January 11, 2013, 11:54:00 pm
Well, I also got an Iridium dagger in the test fort. Combined with an adamantine rune, it will be, simply, the weapon to end all weapons.
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: Putnam on January 11, 2013, 11:57:29 pm
Now, Meph, are you sure that the adamantine rune's effect doesn't stack on itself? I just realized that there's a distinct possibility that it could cause double, quadruple, octuple--though it'd probably get stuck there.
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: Meph on January 12, 2013, 12:01:16 am
This, I dont know. The wiki doesnt say if it stacks or not. If it indeed does, I can prevent that by using interactions and cannot_have_syndrome_class.
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: Putnam on January 12, 2013, 12:02:58 am
But how exactly are you going to use interactions for spatter adding?
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: Meph on January 12, 2013, 12:05:40 am
Add syndrome that has ce_can_do_interaction that affects the target, the target gets an interaction that only targets himself, adds syndrome_class:x, adds material_force_mult:2:1 and has cannot_has_syndrome_class:x or it_cannot_target_if_already_affected, and thats it. The creature that gets hit affects itself with the weakness one time.
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: Putnam on January 12, 2013, 12:08:48 am
Oh, hehe, right. Almost forgot about SELF_ONLY interactions.
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: Tally on January 12, 2013, 01:14:26 am
Also just found out: A side-effect of that weird tileset change bug is that oak trees are almost invisible. It just shows up as a black space which is pretty easy to look over.
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: Putnam on January 12, 2013, 01:27:21 am
Pillars are also tile 255 instead of 'O' in ASCII, causing them to be solid black.
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: Meph on January 12, 2013, 01:32:29 am
Arent pillars "I" in ascii ? The steeloak I can fix, but d_init says pillars use [PILLAR_TILE:199] atm. not 255.
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: Putnam on January 12, 2013, 01:39:01 am
It should just be 'O', literally 'O'. They appear black to me.
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: cAPSLOCK on January 12, 2013, 03:03:44 am
Also, I've started using 2 man squads to train now, and holy MOLY, these guys train faaast! Does the mod change something with the sparring rates or have I just been doing training wrong this entire time?
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: Meph on January 12, 2013, 03:16:30 am
Depends on your settings and the dwarves in training, but using 1 teacher 1 student in sparring is a lot faster, yes.
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: Umbra on January 12, 2013, 08:48:12 am
Got an articaft drum installed into a music stage, does that do anything to boost/prolong the effects of songs?
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: JodGap on January 12, 2013, 11:20:45 am
Can any1 please confirm me if this link works:
http://docs.revaxarts.com/doc_934cff52f469659991d41dc718a59d63/
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: firons2 on January 12, 2013, 11:21:57 am
It does and its great
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: JodGap on January 12, 2013, 11:41:17 am
It does and its great

thanks, somehow i am not able to show the tables's borders...

I think ill finish this "doc" so i force myself to read every bit of Meph's Manual wich is huge!...

@Meph
1) Pre-gen embark profiles: (question) Do dwarfs have custom made stats? (Strentgh, agility...)
2) Why now my Dwarf Therapist can not read, pre-gen embark dwarfs's profiles before embark?
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: Meph on January 12, 2013, 11:58:27 am
>>>> NEW DOWNLOAD V.2e <<<< (http://dffd.wimbli.com/file.php?id=5315)

Masterwork Dwarf Fortress V.2e

NOTES: HARDER MINING IS REALLY HARD NOW. Yes, I am yelling this in the hope that people take heed. Your miners can essentially be ambushed now, by weak elemtental-wraiths living in the rock, by balrogs (rare) and soggoths (rare). This means you should bring warbeasts and military while mining. I know that many people will turn this off, because it does make the game harder and is unusual. Feedback about this feature is most welcome. Since undigable rock and the coal-dust and warpstone were not quite successful in making harder mining interesting, I hope this try does better. ;)

Utilities:

GUI:

Manual:

Misc Features, Fixes and Balancing:


Three harder mining creatures:

Orc Fortress: (http://www.bay12forums.com/smf/index.php?topic=113621.0)

Kobold Camp: (http://www.bay12forums.com/smf/index.php?topic=70558.0)




Full Changelog V.2e
Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: Meph on January 12, 2013, 12:01:29 pm
@Umbra: Nope, artifact instruments are just as useless as they always are. ^^

@JodGap:
Quote
1) Pre-gen embark profiles: (question) Do dwarfs have custom made stats? (Strentgh, agility...)
2) Why now my Dwarf Therapist can not read, pre-gen embark dwarfs's profiles before embark?
1. Different dwarven castes have different stats, but nothing is custom made for the profiles. Castes are assigned at random.
2. I dont know? Can it usually read dwarves pre-embark? Asking in the Therapist thread would be beast.
Title: Re: ☼MASTERWORK-DF☼ V.2e - Update: Increasing difficulty. And Orcs.
Post by: Riun on January 12, 2013, 12:16:17 pm
The harder mining sounds AWESOME. Hope i can chime in a test fort tonight!
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: arclance on January 12, 2013, 12:54:48 pm
Harder farming is now harder - 2 seasons grow time for aboveground, 4 seasons for underground plants.
Any chance we could get a option for the old Harder Farming as well as this new !!Harder Farming!!?
I like the old one, it did not require excessive micromanagement and did not create a extreme surplus of food for me unlike vanilla farming.
This seems like it might require too much !!micromanagement!! and cause starvation issues when you first embark.

Also I did not see this in the changelog
Found a bug in the Creature Research Lab. Even though I have 7 gold bags of loot, the lab won't let me open them. This seems to be the cause in reaction_Masterwork.txt:

[REAGENT:A:1:TOOL:ITEM_TOOL_LOOT:INORGANIC:GOLD]

should be

[REAGENT:A:1:TOY:ITEM_TOY_LOOT:INORGANIC:GOLD]

according to item_toy_masterwork.txt:

[ITEM_TOY:ITEM_TOY_LOOT]
[NAME:bag of loot:bags of loot]
[HARD_MAT]

Edit: After a second look it appears you have entries for the bag of loot as both a Tool and a Toy. but only the Toy version seems to drop. Is this intentional?
did you fix it?

The new Linux version will come after I build the new Therapist for it.

Now I have to decide if I play my old fort or make a new one.
The Orcs are being lazy with their siege in my v2d fort, they have moved about 20 squares from the edge and stopped to stare at the lungfish for three seasons.
They even let me build a second much larger retaining wall around my first retaining wall without bothering my dwarves.
I would have attacked them but they are ~90% ranged units and this map only has copper and yet to be discovered wolfram.

############################################################################################################
@JodGap:
Quote
1) Pre-gen embark profiles: (question) Do dwarfs have custom made stats? (Strentgh, agility...)
2) Why now my Dwarf Therapist can not read, pre-gen embark dwarfs's profiles before embark?
2. I dont know? Can it usually read dwarves pre-embark? Asking in the Therapist thread would be beast.
Therapist has been able to do this for a while but I do think it was not able to do that originally.
Title: Re: ☼MASTERWORK-DF☼ V.2e - Update: Increasing difficulty. And Orcs.
Post by: firons2 on January 12, 2013, 01:09:54 pm
Even more difficulity! Heck yeah!  :)
Title: Re: ☼MASTERWORK-DF☼ V.2e - Update: Increasing difficulty. And Orcs.
Post by: Meph on January 12, 2013, 01:12:34 pm
The farming is less micromanagement then the normal vanilla df farming. Because its standardized, all seasons below ground (no micromangement at all) 2 seasons to plant above ground (spring, summer). It does produce way less, but then again no one uses fertilizer, and this might chance. But between farming fields, breeding animals, eggs, butchering invaders, getting food from inorganics (cave fungus and living rock), fishing, hunting, fish-pond, praying for food, caravans and the Nofood/nodrink effects from good biomes or special songs from the music stage... I would say you dont have to starve, if you dont want to.

Kobold loot has been fixed in V.2d. Thats why its not in the Changelog for V.2e. It already works.

Orcs have the sieger tag, they will wait 1-3 months before they might attack. Thats by design, same AI as humans have. Blocks trading and surface access.
Title: Re: ☼MASTERWORK-DF☼ V.2e - Update: Increasing difficulty. And Orcs.
Post by: arclance on January 12, 2013, 01:14:06 pm
The farming is less micromanagement then the normal vanilla df farming. Because its standardized, all seasons below ground (no micromangement at all) 2 seasons to plant above ground (spring, summer). It does produce way less, but then again no one uses fertilizer, and this might chance. But between farming fields, breeding animals, eggs, butchering invaders, getting food from inorganics (cave fungus and living rock), fishing, hunting, fish-pond, praying for food, caravans and the Nofood/nodrink effects from good biomes or special songs from the music stage... I would say you dont have to starve, if you dont want to.
I can't say I really agree with that, some of those are too much micromanagement (breeding for food, eggs) or are situational (above ground farming, invaders, fishing, good biome effects, hunting in evil biomes).
Your description in the update post also make is sound like it took 4 seasons for underground corps to grow not that they are plantable year round.
I still expect there to be problems at embark, there is no reason for a established fort to starve to death though.

Kobold loot has been fixed in V.2d. Thats why its not in the Changelog for V.2e. It already works.
It is still broken for me in v2d.

Orcs have the sieger tag, they will wait 1-3 months before they might attack. Thats by design, same AI as humans have. Blocks trading and surface access.
They have been there for about 9 months.
Title: Re: ☼MASTERWORK-DF☼ V.2e - Update: Increasing difficulty. And Orcs.
Post by: Puddingkuchen on January 12, 2013, 01:26:12 pm
some stuff from V.2d
- Magma Gunsmith produces Steel Mechanisms without needing anything
- Drow Caravan had multiple Bloodsteel Golemhearts for 240 (could be fixed)
- Fortress Defense Minotaur Thiefs can destroy buildings during their stealth and if spotted just run into your base

also the brackets around exceptional and masterful items are the same
Title: Re: ☼MASTERWORK-DF☼ V.2e - Update: Increasing difficulty. And Orcs.
Post by: Mictlantecuhtli on January 12, 2013, 01:39:54 pm
2d had an issue where I could "Copy Magma Armory Blueprints" without any original Blueprint. [Therefore, free magma armory blueprints] Didn't see that in the changelog for 2e, and there's some other fudged reactions that I can't really find out what is wrong, such as making Bronze.

Copper, tin bars sitting next to my smelters and I haven't been able to even choose making bronze. On any furnace/smelter. I havent been able to make bronze in a long time thanks to the reaction simply not working. Wish I could. Iron blows. I'd rather not be forced to Manager-poof the jobs into existence.

And I swear I never had these issues in previous versions of DF. The whole reactions not working randomly is a newer kind of bug. One that especially tends to come out in MWDF for me. Any kind of mod-reaction workarounds? I could just make a new bronze reaction, but that seem a bit.. Gamey.
Title: Re: ☼MASTERWORK-DF☼ V.2e - Update: Increasing difficulty. And Orcs.
Post by: BigD145 on January 12, 2013, 01:52:36 pm
Glacial has gone 300 years successfully. Automatons did not survive, but others did.
Title: Re: ☼MASTERWORK-DF☼ V.2e - Update: Increasing difficulty. And Orcs.
Post by: Meph on January 12, 2013, 02:14:29 pm
@bigD145: Good to know, thanks for the heads up.

@Mictlantecuhtli: Dont know about the bronze... cold hammering and the blast furnaces take ore, while the metallurgist and crucible take bars, the reactions look good, so I dont know why you havent been able to select bronze.

Magma Armory Blueprint is fixed now (right now, not in the release) there was a simply "B" missing from Lueprint. ^^

Did you check this ?
Code: [Select]
Workshop reactions are red, even with all the materials available.
Bug:
If a workshop is in a burrow, even if the burrow is inactive, then it accepts only materials within the same burrow.
Solution:
Make a bigger burrow including the materials, or keep the material stockpiles within the same burrow. Or delete the burrow.

@Puddingkuchen: Wow, that steel mechanism thing must have been there for... about 9months maybe? The reagent name was missing, simply adding :A to it, and all is good. Thanks for that report. :) Golem hearts are more expensive now, as I posted. Fortress Defense races do stuff by design, I dont think that building-destroying minotaurs are a flaw.  If I could edit the font, I would change it. It uses the same thing for forbidden items, which is troublesome to me. I have to look into this.
Title: Re: ☼MASTERWORK-DF☼ V.2e - Update: Increasing difficulty. And Orcs.
Post by: Mictlantecuhtli on January 12, 2013, 02:19:15 pm
Naw, I don't even use burrows [except in some emergencies, then I erase them after]. It's just weird, I've been able to cold hammer tin, copper-bearing stones, never been able to make bronze. Nor with smelted bars. It's not worked for a long time for me, actually. It kind of bothers me now since I want Deepbronze. I'll see what I can do to try and make it work, you do have plenty of reactions to mess with anyways.
Title: Re: ☼MASTERWORK-DF☼ V.2e - Update: Increasing difficulty. And Orcs.
Post by: smakemupagus on January 12, 2013, 02:26:49 pm
@Mictlantechuhtli --

Another work around is to try having the manager run the reaction.  The bug that Meph refers to has something to do with pathfinding and so it correlated to burrows, but sometimes it happens without burrows too.

Of course it's possible there's a bug in the reaction, but this one is pretty simple and I don't see anything wrong with it

Title: Re: ☼MASTERWORK-DF☼ V.2e - Update: Increasing difficulty. And Orcs.
Post by: Meph on January 12, 2013, 02:34:49 pm
I checked all four bronze reactions, they are correct. But if you want Deepbronze, the only way to get it is by sending expeditions... you cant manufacture it. I added it, because suddenly there it was in the forge screen, Deepbronze... It is an addition from Orc Fortress, I didnt really know what to do with it for the dwarves, so I made it a little easter-egg-like material that they can find on expeditions.

@smake: I assume its the Elder Scrolls dwemer material? (since your custom deepbronze items have that theme...)
Title: Re: ☼MASTERWORK-DF☼ V.2e - Update: Increasing difficulty. And Orcs.
Post by: Mictlantecuhtli on January 12, 2013, 02:40:27 pm
I'd rather not be forced to Manager-poof the jobs into existence.

The bars and applicable ores are always within sight. I just have not been able to make Bronze in latest versions of MWDF, and the newest versions of DF have the same issue occasionally as well. It's rather pervasive. It's why I'm thinking of adding a new Bronze reaction that will actually work instead of cheesing the jobs into existence via Manager.

On Deepbronze: Damnit. I could've sworn I saw a reaction to do it. Suggestion: Make a reaction to smelt it together, similar to Volcanic, except bars.

I can order Deepbronze from caravans, by the way. Only reason I figured Dwarves could make it. Not sure if you can limit that.
Title: Re: ☼MASTERWORK-DF☼ V.2e - Update: Increasing difficulty. And Orcs.
Post by: smakemupagus on January 12, 2013, 02:44:18 pm
@smake: I assume its the Elder Scrolls dwemer material? (since your custom deepbronze items have that theme...)

Indeed.  It is a weapons and armor material superior to steel, but very heavy.


Quote from: Mictlantecuhtli
I'd rather not be forced to Manager-poof the jobs into existence.

Yep, me too, if you solve it you'll be very popular on this whole Modding board ;)
Title: Re: ☼MASTERWORK-DF☼ V.2e - Update: Increasing difficulty. And Orcs.
Post by: Meph on January 12, 2013, 02:46:55 pm
Crap. You are right. Since the Expedition reaction gives out bars in the end, and not items, your civs has per definition unlimited bars. that means caravans and sieges bring this beautiful, better then steel metal. That shouldnt be. I have to use the same workaround I used for bifrost and volcanic then, only ever allowing deepbronze items to be made, but never bars... you could till melt them down if you want to do your own stuff... like gauntlets ^^
Title: Re: ☼MASTERWORK-DF☼ V.2e - Update: Increasing difficulty. And Orcs.
Post by: cAPSLOCK on January 12, 2013, 02:50:42 pm
Just had blendecs show up with steel equipment now. I think this might be the case for most of these easy races.
Title: Re: ☼MASTERWORK-DF☼ V.2e - Update: Increasing difficulty. And Orcs.
Post by: Mictlantecuhtli on January 12, 2013, 02:52:49 pm
Changing Grazing from YES to NO causes the following:
Spoiler (click to show/hide)

Suggestion: Add 'a' to 'tropical' ;p
Title: Re: ☼MASTERWORK-DF☼ V.2e - Update: Increasing difficulty. And Orcs.
Post by: Meph on January 12, 2013, 02:56:49 pm
:D

Your tapirs and impalas will go hungry then... I tested the new grazing thing on the domestic creatures, then added all the filenames. Yeah for stupid typos. But it doesnt break anything its just these 2 creatures that keep grazing.

@capslock: Is that... good? or bad? Should blendecs have steel?
Title: Re: ☼MASTERWORK-DF☼ V.2e - Update: Increasing difficulty. And Orcs.
Post by: smakemupagus on January 12, 2013, 03:04:25 pm
@capslock: Is that... good? or bad? Should blendecs have steel?

Did you change something in Fort defense?  (If you're supporting FD now, then let's also fix the badgermen size bug ^^ )

It would be sort of bad if too many of the Fortdefense Easy races had steel, because then your fort would have too easy access steel by killing weak enemies.  To the extent that FD is balanced, Blendecs are designed to drop cassiterite so that you can upgrade your copper trash from Frogmen etc. to bronze, so steel would break that progression.
Title: Re: ☼MASTERWORK-DF☼ V.2e - Update: Increasing difficulty. And Orcs.
Post by: Meph on January 12, 2013, 03:11:01 pm
I know of the problem, I know the cause. I only comment out the entity id in the fortress defense files, and each entity above the commented-out entity uses all the tags/reactions/items...

So strangler have no weapons, are above the blendecs in the file, stranglers are ON, blendecs are OFF, all blendec-items are now part of the strangler civ. I just have to either add a metatag for each [, OR sort them all into one entity file each. First one will be easier and is quickly done.

Anyway I am offline now. Enough for today. ^^

And for those that want to have a look at a possible futures, here the big to do list:
Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK-DF☼ V.2e - Update: Increasing difficulty. And Orcs.
Post by: arclance on January 12, 2013, 03:18:42 pm
Orcs have the sieger tag, they will wait 1-3 months before they might attack. Thats by design, same AI as humans have. Blocks trading and surface access.
They have been there for about 9 months.
Meph any idea why the Orcs stick around for nearly a year and not "1-3 months" and still have not done anything but sit there?
They don't seem to be working as intended if they are supposed to attack or leave after "1-3 months".
If they were a little farther from the edge of the map I might be able to build a wall around them.
Title: Re: ☼MASTERWORK-DF☼ V.2e - Update: Increasing difficulty. And Orcs.
Post by: Meph on January 12, 2013, 03:51:12 pm
I searched a bit through the forum, apparently all civs with sieger tag stay literally forever... once post was saying 9 months... the wiki just states: Waits for a month or so. Thats all the info I got... and this sentence:
Quote
Humans would sometimes set up a camp near the map edge they arrived on, harassing wandering dwarves and waiting for you to come to them instead of blindly charging toward your fortress.
(humans are the only vanilla race with sieger tag)

So I guess you rather have me remove it ?
Title: Re: ☼MASTERWORK-DF☼ V.2e - Update: Increasing difficulty. And Orcs.
Post by: arclance on January 12, 2013, 04:09:41 pm
I searched a bit through the forum, apparently all civs with sieger tag stay literally forever... once post was saying 9 months... the wiki just states: Waits for a month or so. Thats all the info I got... and this sentence:
Quote
Humans would sometimes set up a camp near the map edge they arrived on, harassing wandering dwarves and waiting for you to come to them instead of blindly charging toward your fortress.
(humans are the only vanilla race with sieger tag)

So I guess you rather have me remove it ?
It would probably be best to remove it from a race that is always hostile though since they will do this repeatedly.
Having a race you have to provoke into war do this (like humans) would be okay because you started the war.
You could also make the manual says something like "they may stay until you kill them" so people know why they just sit there picking their noses if you want to keep it in.
It just feels like a bug otherwise.
(http://t.imgbox.com/abynI1CG.jpg) (http://imgbox.com/abynI1CG)
They let me finish building that wall without harassing my dwarves you would think that would be close enough for them to attack.
That is what made it feel so much like a bug.

I never noticed humans doing this before but the last time they sieged me they showed up right next to my archery towers and got shot at.
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: Umbra on January 12, 2013, 05:09:48 pm
@Umbra: Nope, artifact instruments are just as useless as they always are. ^^

Could they be able to do something in the music stage, like prolong or boost the effects? Is that possible to code in?
Title: Re: ☼MASTERWORK-DF☼ V.2e - Update: Increasing difficulty. And Orcs.
Post by: smakemupagus on January 12, 2013, 05:22:55 pm
Actually they're quite useful, can't you build the music stage in the dining room out of an Artifact instrument? 
Title: Re: ☼MASTERWORK-DF☼ V.2e - Update: Increasing difficulty. And Orcs.
Post by: Firehawk45 on January 12, 2013, 06:03:06 pm
The soggoths seem a bit overkill to me. Can i have a dwarfen mage who can just banish them, without getting a reward from it? Just as the nooby way out of it? :)
Title: Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
Post by: Tally on January 12, 2013, 09:23:15 pm
The steeloak I can fix

The issue was with normal oak, not steeloak. But let's see if the issue is resolved with this newest update. Maybe it was just a weird mixup by chance.
Title: Re: ☼MASTERWORK-DF☼ V.2e - Update: Increasing difficulty. And Orcs.
Post by: nekronuke on January 12, 2013, 09:39:40 pm
Just had an idea- Demonic castes? Orc fortress, kobold camp, why not demonic fortress? That'd be interesting. Of course, getting anything done would probably be impossible, if say your miner demons were steel blobs with magma eyes, but its a thought.
Title: Re: ☼MASTERWORK-DF☼ V.2e - Update: Increasing difficulty. And Orcs.
Post by: Tally on January 12, 2013, 10:11:31 pm
Just had an idea- Demonic castes? Orc fortress, kobold camp, why not demonic fortress? That'd be interesting. Of course, getting anything done would probably be impossible, if say your miner demons were steel blobs with magma eyes, but its a thought.

It could be interesting to experiment with random castes, particularly those which may offer some odd effects for a playable race; a demonic fortress mod could work well for that. Arguably, however, that could get REALLY confusing, or make immigration really tedious when you have to sort out which demonic citizens may be made of fragile or highly flammable materials, or may have syndrome attacks, or such.
Title: Re: ☼MASTERWORK-DF☼ V.2e - Update: Increasing difficulty. And Orcs.
Post by: nekronuke on January 12, 2013, 10:38:43 pm
Well, i guess that could be part of the fun.
Title: Re: ☼MASTERWORK-DF☼ V.2e - Update: Increasing difficulty. And Orcs.
Post by: Tally on January 12, 2013, 10:42:42 pm
Good news: That weird graphics change bug is fixed with the new version.

Bad news: My dwarves don't know how to stockpile wood anymore. Cut wood is now changed to logs (for some reason this isn't in the changelog). They don't count as wood for the purposes of stockpiling as far as I can tell, but they can still be used for reactions requiring wood.
Title: Re: ☼MASTERWORK-DF☼ V.2e - Update: Increasing difficulty. And Orcs.
Post by: Meph on January 13, 2013, 12:19:04 am
@Tally: I did not change any graphics, neither in this, not the last 5 versions. Cut wood logs are called logs since 5 version, I didnt change anything on that either. If they are not stockpiled, I will test. But you have to tell me which tileset you are using.

@nekronuke: If you want to write a demonic race, feel free.

@Firehawk45: They are overkill, which is the point of having a more difficult game. They are also rare, I had none, I had 1 tile in a testfort, highest I saw was 87 on a map. And that is not a lot, 87 tiles from ~2million. But soggoths and balrogs will be super rare.

@Umbra: No, quality modifiers or artefacts have no tags, so I cant use them for anything.

@arclance: I dont know... I always rush out and melee everything that enters the map. If you let the orcs sit there for a year, you get no migrants/caravans, thats your fault and your problem. The manual even states:
Quote
A special tactic of the orcs is besieging your fort. The orc army will start campfires and wait you out for a few months, hoping to catch a caravan of guard, and starve you of outside resources.
Its better then just making them stronger goblins, which is boring. ^^ At least orcs wont run into your goblin grinders.

Title: Re: ☼MASTERWORK-DF☼ V.2e - Update: Increasing difficulty. And Orcs.
Post by: Varyag on January 13, 2013, 12:34:16 am
Meph regarding potential steampunk items, couldn't you make a new item called "Mechanized Arm/Leg" for example and then have it work the same way dwarf transformations work currently to turn a regular dwarf into another superrare caste of dwarf with one or more Mechanized appendages.

Its one of the things that always bothered me, having a good soldier dwarf lose an arm or a leg, which would pretty much cripple him for future battles. However if i could spend some resources to give him a second chance without using the other transformation reactions to do it, i would.

example 2 steel bars and 4 steel mechanisms and maybe some other fairly rare/expensive component like stable warpstone as the interface between dwarf and machine.

From what i can remember from earlier in this mods life there are limits to what and how many transformations a dwarf can undergo but as you wrote brainstorming ideas i thought i might as well float the idea and have you figure out if it is possible or even a good idea to implement in the mod.
Title: Re: ☼MASTERWORK-DF☼ V.2e - Update: Increasing difficulty. And Orcs.
Post by: Meph on January 13, 2013, 12:39:20 am
No. To make it really short. But you can heal all your "lost a limb" dudes already, with any transformation, ever.
Title: Re: ☼MASTERWORK-DF☼ V.2e - Update: Increasing difficulty. And Orcs.
Post by: Mictlantecuhtli on January 13, 2013, 12:47:17 am
I'd actually like that alot. There'd need to be separate reactions for left/right arms/legs, though [Install Left Arm, Install Right Arm, Install Left Leg, Install Right Leg]. The game wouldn't really know what limb is what post-transform with just an Arm/Leg reaction. Makes it so you can't just make a Dwarf have all clockwork limbs, too.

Of course the reactions all boil down to the same thing: making another creature magically appear, which is a bit gamey since it insta-heals them. That is why the reactions should take [clockwork?] mechanisms and even warpstone to make. You also can't transform them after they've been changed, so it'd be limited for one-time [Per Dwarf] uses.

Not easy to just make all your Dwarves killing machines, then. Might even give the Automatons an actually useful drop. It's not too far of a stretch from the systems we've already got, which transform your Dwarves into nigh Super-Saiyans.

If you're against it I'd like to know why, because I could probably do some rough reactions. You'd just need to make 4 new Dwarves [castes with 0% spawn rate] with slightly stronger limbs [that 'bleed' the same way Automatons do].

And, hey, more Sciencedwarf stuff wouldn't be a thing I'd complain about.

Of course, this is all assuming you can make a limb bleed differently than the creature itself. I'm not sure, as I've never tried something like that. I know you can make the tissue/bones different, though.
Title: Re: ☼MASTERWORK-DF☼ V.2e - Update: Increasing difficulty. And Orcs.
Post by: Varyag on January 13, 2013, 01:01:56 am
No. To make it really short. But you can heal all your "lost a limb" dudes already, with any transformation, ever.

Does feel kinda cheaty to heal a dwarf with something that is basically free though, which is why i suggested this.
Title: Re: ☼MASTERWORK-DF☼ V.2e - Update: Increasing difficulty. And Orcs.
Post by: Meph on January 13, 2013, 01:06:51 am
Guys, stop. It will never work. The reason is that you would have an already transformed dwarf in the fort. And this means he cant run the colosseum, spawning point, (future) music stage, any magical building, the mining-ambush-tricks I added, and all other transformation based stuff. So no. I will add something to heal a dwarf and replace limbs to the Apothecarius, but I cant and wont make artifiial steampunk arms or legs.

It would also require to make them a caste in worldgen, and the might arrive with migrants, which is not all bad... but all very un-fantatsy-medieval like. There is a big gap between a steam engine and fake limbs that work on steam. (said the guy who added automatons as enemies, I know)
Title: Re: ☼MASTERWORK-DF☼ V.2e - Update: Increasing difficulty. And Orcs.
Post by: Varyag on January 13, 2013, 01:12:28 am
Fair enough. Didn't realize just how bad having already transformed dwarves would fudge things but then, that is why you're the modder and i am not.
Title: Re: ☼MASTERWORK-DF☼ V.2e - Update: Increasing difficulty. And Orcs.
Post by: Mictlantecuhtli on January 13, 2013, 01:19:03 am
Might I suggest a Clockwork Golem? Basically the same thing as current ones, but Steampunk-y. I love steam effects on creatures in this game, heh.
Title: Re: ☼MASTERWORK-DF☼ V.2e - Update: Increasing difficulty. And Orcs.
Post by: Meph on January 13, 2013, 01:21:13 am
If I do the gnomes I will add some steampunky stuff, no worries. But it will be lategame. They get max triggers for trading, and show up with caravans at the same time frost giants show up. Then you can order stuff and have to wait another year to get the goods. Then you can start building steampunky things. Probably 5 ingame years min.
Title: Re: ☼MASTERWORK-DF☼ V.2e - Update: Increasing difficulty. And Orcs.
Post by: Tally on January 13, 2013, 01:52:14 am
Meph, I am using ASCII+ if that helps. No creature tiles. Also, for the last few versions aside from this one, all the logs I would cut directly from trees would just be called rough wood rather than logs, so I'm even more confused now.

Edit: On the subject of prosthesis, I could probably see simple prosthesis being one thing included in vanilla DF, but that's on Toady to make and decide for himself whether or not it works, unless there's a partial transformation or an 'add-on to creature' function added later. There are some pretty impressive prosthetics dating back to those days though, such as the one this guy wore. http://en.wikipedia.org/wiki/G%C3%B6tz_von_Berlichingen
Title: Armor Set Macro
Post by: gn0rt0n on January 13, 2013, 01:56:36 am
I just noticed that the macro to create armor sets is missing. Is this intentional? I couldn't see anything in the release notes.
Title: New Manual
Post by: gn0rt0n on January 13, 2013, 01:59:30 am
The new manual is looking good, but one thing I liked about the old manual was that I could use the search function quickly. Right now, I don't have any options other than clicking through each link to lookup information, unless I am missing something. What are the plans for searchability now for the manual since it's moving to HTML?
Title: Re: ☼MASTERWORK-DF☼ V.2e - Update: Increasing difficulty. And Orcs.
Post by: Meph on January 13, 2013, 02:17:32 am
I know of Götz, hes awesome :)

About the plants: I failed to copy the plant_standard.txt for all the ascii sets. Completely forgot, that each one has its own. Just go to masterworkdwarffortress/matrix/raw/objects/plant_standard.txt and copy it into your raws. That will fix everything regarding plants.

Seems I will do a little bugfix update later today, I have a look at what else I can find. Will play a little testfort I guess. Currently I have this:

 - Fixed steel mechanism in Gunsmith
 - Fixed magma armory blueprint copying
 - Fixed melting hellfire imps (fortress defense)
 - Fixed badgerman bodysize (fortress defense)
 - Fixed all possible error combinations from adding one FD race, but not another (entities were sharing items they shouldnt have)
 - Fixed Ascii and Ascii+ plant_standard.txt (was not updated)

@gnorton: Yes, I removed it, because I changed some items, and most of all: sorted them differently. All armor macros are broken, so I have to redo them, at some time, far far in the future. ^^

See JodGaps posts about an every better manual. I am sure he can magic some search functions in there. But ctrl+f works atm.
Title: Re: ☼MASTERWORK-DF☼ V.2e - Update: Increasing difficulty. And Orcs.
Post by: cAPSLOCK on January 13, 2013, 03:24:05 am
Excellent!

Tomorrow I'll try the new version out! For now I'll get some sleep.
Title: Re: ☼MASTERWORK-DF☼ V.2e - Update: Increasing difficulty. And Orcs.
Post by: sayke on January 13, 2013, 04:19:34 am
are pig tails supposed to produce cotton thread now? i'm still on 2d, but from looking at raws it seems like they all produce cotton thread/cloth/rope/etc now...
Title: Re: ☼MASTERWORK-DF☼ V.2e - Update: Increasing difficulty. And Orcs.
Post by: ShadowLop on January 13, 2013, 05:08:01 am
Dunno if you're doing anything with adventure mode, but there is no reaction to make leather from animal skins.
So, you're screwed for any leather goods, which effectively makes outsider chars (or any char that does not start with a bag) totally boned unless they stumble upon a bag.
Also, no leather, so there's that.
Title: Re: ☼MASTERWORK-DF☼ V.2e - Update: Increasing difficulty. And Orcs.
Post by: Meph on January 13, 2013, 05:09:46 am
@sayke: Yes. It says so in the changelog. All plant thread had been standardized to cotton. I didnt want to make it "plant fiber shirt", so I took the most well known plant fiber for clothing. Could have done hemp or flax as well.. its the same with the creatures and silk of course. Silks = Silk, animal mats = wool, plant mats = cotton. Is that good, bad, what do you think ?

In the meantime I did fix the grazer button thingy, and added a tiny little something to the GUI:
JollyBastion Tileset Update
JollyBastion Tileset with different font type (not ttf, but in the tileset)
CLA's tileset
Taffer's tileset
Ascii+ renamed to Vherid, and updated.
Soviet tileset, also by Vherid

And instead of default color and masterwork color, you now have... 18 different color schemes. :) Picture in the spoiler shows 15 of them.

Spoiler (click to show/hide)

@ShadowLop: What do you need bags for? You have to speak very slowly to me, as soon as its about adventure mode. I never played it. So... I should give you a reaction to make leather ?
Title: Re: ☼MASTERWORK-DF☼ V.2e - Update: Increasing difficulty. And Orcs.
Post by: Tally on January 13, 2013, 05:51:58 am
About the plants: I failed to copy the plant_standard.txt for all the ascii sets. Completely forgot, that each one has its own. Just go to masterworkdwarffortress/matrix/raw/objects/plant_standard.txt and copy it into your raws. That will fix everything regarding plants.

Thanks for that Meph. I'll go check out that fix later, and let you know how it went.
Title: Re: ☼MASTERWORK-DF☼ V.2e - Update: Increasing difficulty. And Orcs.
Post by: fred1248 on January 13, 2013, 05:52:37 am
Even with the orc fort activated, there seems to be absolutely no use for slags in game.
There was a building called, 'slag pit', and it did not accept slags.

So I couldn't help but look it up, and taiga orc civ did not have access to DESTROY_SLAG, CONCRETE_SLAG and POTASH_SLAG reaction.
Guess someone did not have high enough blood-caffeine level when merging two mods . ;)
Title: Re: ☼MASTERWORK-DF☼ V.2e - Update: Increasing difficulty. And Orcs.
Post by: Meph on January 13, 2013, 06:03:32 am
Taiga orcs do have this in the entity file:
Code: [Select]
#################### DWARVISH SLAG PIT ###############
YESSLAGPIT[PERMITTED_BUILDING:SLAG_PIT]
[PERMITTED_REACTION:DESTROY_SLAG]
[PERMITTED_REACTION:CONCRETE_SLAG]
[PERMITTED_REACTION:POTASH_SLAG]

I will test of course, but I everything looks right.

PS: My coffein level is always 0. ;)
Title: Re: ☼MASTERWORK-DF☼ V.2e - Update: Increasing difficulty. And Orcs.
Post by: Firehawk45 on January 13, 2013, 06:18:20 am
Steampunky ideas? Hell yes! :D

Ever played Guild wars 2? You could pretty much add the whole charr race into the mod, they are the pinnacle of steamtechnology.

Can a weapon give a creature a bonus? Like improved vision for sniper rifles? I dont think so, but it would be fitting. If not, just an eagle-eyed caste of dwarfes would work too.

Upgrades for turrets and golems (see fallout equestria with the robotupgrades), like a steamdriven punch, improved firerate, faster movement and so on. Maybe even upgrades for steelclad animals, which turns them into steampowered beasts of destruction (have they already been transformed? Damn, well, the idea keeps being here :D )

Steamweapons, which have more force behind them then the material would normally allow. Also, steampowered guns and x-bows, improved firerate as an upgrade for the mechanized crossbows and the guns.

And as a last point, the ability to transform (yes, you dont like that, but i do) a dwarf into a steammancer, a mage who also wields a enchanted steamgun by default and can magically repair damaged mechanical devices (turrets, golems) and can temporarly disable enemy machines (automatons, and things i MIGHT be working on :)). He would basically be the top of magical and technological combinations.
Title: Re: ☼MASTERWORK-DF☼ V.2e - Update: Increasing difficulty. And Orcs.
Post by: Meph on January 13, 2013, 06:26:30 am
@fred1248: Hate to say it, but it must be you with the caffeine problem ^^ Tested and works, orcs using the slagpit, current version.
(https://lh6.googleusercontent.com/-FZYqPfL1K64/UPKY4N4_SSI/AAAAAAAALmo/3yEs9PSY_Yg/s1112/orc%2520slag.png)

@Firehawk45: Never played Guild Wars, but I will read up on them. I do have upgrades for golems. Steampowered animals... no, wouldnt be a new game-mechanic, we already have armored animals. Mechanized ranged weapons with higher firerate yes, is on the list already. :) Steamgun that shoots steam: planned as well, more or less. Using TEMPORARY transformations which it totally ok. But steammancer that can (what, emp? lol) automatons... probably not. ;) But again, gathering ideas. I was actually mostly refenring to steampower... as in: correct, historical uses for steam engines. And not super-scifi steampunk doom robots from the future :P

Edit: Sayke will get a heart attack when he sees the drowspiders with the black background ^^
Edit2: Is fixed, they now have the normal brownish background
Edit3: While I am usually not into cat-people, the charr seem to be alright. Someone who looks like this cant be all bad:
Spoiler: big picture (click to show/hide)
Title: Re: ☼MASTERWORK-DF☼ V.2e - Update: Increasing difficulty. And Orcs.
Post by: fred1248 on January 13, 2013, 06:27:09 am
Huh, I'm always rigged up on coffee. I once had 6 consecutive cups of coffee.. had to stop there as my hands were shaking xD
Hm, did you modify orc fortress in 2e? I couldn't get rid of slags in 2d, and my workshop area was absolutely cluttered with slags.
Maybe there's a chance that some masterwork settings can turn the permitted reactions off for some reason?
Title: Re: ☼MASTERWORK-DF☼ V.2e - Update: Increasing difficulty. And Orcs.
Post by: Meph on January 13, 2013, 06:45:47 am
Fred, I updated orc fortress for 2e. Your report is about 2d. You could have mentioned that, because that would have saved me 30mins of time, testing it in the current version. I thought your report was about the current mod version.

To be clear: It does work in 2e, it does not work in 2d. (which I already knew)
Title: Re: ☼MASTERWORK-DF☼ V.2e - Update: Increasing difficulty. And Orcs.
Post by: fred1248 on January 13, 2013, 06:50:09 am
Fred, I updated orc fortress for 2e. Your report is about 2d. You could have mentioned that, because that would have saved me 30mins of time, testing it in the current version. I thought your report was about the current mod version.

To be clear: It does work in 2e, it does not work in 2d. (which I already knew)

...Sorry, I did find a bug for 2e, when I click grazing button, it says, creature_tropicl_new.txt is missing. I assume it's a typo.

Edit: Why the heck wasn't it mentioned on the front page, or the df file depot, or the orc fortress main thread anyway? It's not like the reactions didn't exist, they were there, it just wasn't added to the entity file. I mean, sheesh. I wasted 4 hours trying to deal with the slag problem.
Title: Re: ☼MASTERWORK-DF☼ V.2e - Update: Increasing difficulty. And Orcs.
Post by: Firehawk45 on January 13, 2013, 07:32:41 am
The charr are legitemitly awesome, they killed their GODS with huge guns, reduced a whole human kingdom to rubble and train their cubs to be warriors the moment they start to walk. Oh, and they have the charrzooka, probably the funniest weapon in Guild wars, although a little impractical :D
Title: Re: ☼MASTERWORK-DF☼ V.2e - Update: Increasing difficulty. And Orcs.
Post by: olopi on January 13, 2013, 07:38:54 am
Whoa...this mopd changed a lot since I last checked oO
Title: Re: ☼MASTERWORK-DF☼ V.2e - Update: Increasing difficulty. And Orcs.
Post by: smakemupagus on January 13, 2013, 07:56:25 am
Quote
Edit: Why the heck wasn't it mentioned on the front page, or the df file depot, or the orc fortress main thread anyway? It's not like the reactions didn't exist, they were there, it just wasn't added to the entity file. I mean, sheesh. I wasted 4 hours trying to deal with the slag problem.

(1) it's been discussed in the Orc Fort thread in quite some detail [1 (http://www.bay12forums.com/smf/index.php?topic=113621.msg3934998#msg3934998)] [2 (http://www.bay12forums.com/smf/index.php?topic=113621.msg3945039#msg3945039)] [3 (http://www.bay12forums.com/smf/index.php?topic=113621.msg3945476#msg3945476)]
(2) Meph and I do this as a hobby, don't work in the same office, live 9 time zones apart, and make mistakes some times.
(3) You're right, the fix was easy.  But then I don't understand how you say that and then also complain it took you 4 hours.
Title: Re: ☼MASTERWORK-DF☼ V.2e - Update: Increasing difficulty. And Orcs.
Post by: Meph on January 13, 2013, 07:57:52 am
Quote
(2) Meph and I do this as a hobby, don't work in the same office, live 9 time zones apart, and make mistakes some times.

What do you mean hobby? We are not getting paid for this? Quick, shut everything down...
Title: Re: ☼MASTERWORK-DF☼ V.2e - Update: Increasing difficulty. And Orcs.
Post by: Deon on January 13, 2013, 08:13:42 am
Everyone give all your money to Meph at once!
Title: Re: ☼MASTERWORK-DF☼ V.2e - Update: Increasing difficulty. And Orcs.
Post by: fred1248 on January 13, 2013, 08:20:19 am
Amazing, I wasn't particularly insulting anyone, yet I am getting a whole bucket-lot of attention all of a sudden.
I thought I was simply doing something wrong, it was my first play-through with orc fortress. I thought I was supposed to do it with magma slag pit, or something like that. Trying to properly find magma source and pump it up is quite of a labor. Yes?

I was being sarcastic, in my defense. Yes, you are right. This is your hobby. It is your project, and you put in great deal of time into this for your own enjoyment, therefore, it automatically grants you the rights to ignore and/or blame the ones who criticize your works and/or your methods of doing it. I appologize.
Title: Re: ☼MASTERWORK-DF☼ V.2e - Update: Increasing difficulty. And Orcs.
Post by: Deon on January 13, 2013, 09:06:42 am
And we are being sarcastic too! Take it easy.
Title: Re: ☼MASTERWORK-DF☼ V.2e - Update: Increasing difficulty. And Orcs.
Post by: Meph on January 13, 2013, 09:14:08 am
Wait. That would still mean I'm not getting any money.  ???

But yeah, dont worry. I was just a bit cross about the reported bug that was already fixed, because I did of course test it, for no real reason. But I get a lot of those reports. Rest is all fun and games, and will soon be buried in this 500+ page thread ;)

To clear the confusion: Orcs had a slag pit building before MasterworkDF had a slag pit. All fault, if there are fingers to point at anyone, goes to me. I added slag and slagpits to dwarves, without thinking about orcs and kobolds having slag, but no access to the reactions. Smakemupagus, who writes the orc mod, fixed that in the very first update he made.

On the other hand, I absoluetly disagree with this point:
Quote
It is your project, and you put in great deal of time into this for your own enjoyment, therefore, it automatically grants you the rights to ignore and/or blame the ones who criticize your works and/or your methods of doing it.

Mostly, because I dont even play DF, besides test-forts. Never find the time, and all I do on this mod is not for my personal game experience, but for the users. I constantly ask for feedback and do polls, to do what the community thinks is best.
Title: Re: ☼MASTERWORK-DF☼ V.2e - Update: Increasing difficulty. And Orcs.
Post by: smakemupagus on January 13, 2013, 09:17:05 am
Yes, no hard feelings here either.  Sorry if I escalated the sarcasm by too much, I am coffee drinker too and it is early here.
Title: Re: ☼MASTERWORK-DF☼ V.2e - Update: Increasing difficulty. And Orcs.
Post by: Firehawk45 on January 13, 2013, 10:23:32 am
Can we go from pseudo-arguments back to steampunk? I found that to be more interesting :D
Title: Re: ☼MASTERWORK-DF☼ V.2e - Update: Increasing difficulty. And Orcs.
Post by: Meph on January 13, 2013, 10:29:18 am
No. There will be a fight to the death, after that we can continue with steampunk.

But I actually have something mod-related to post. Here the comparisons of all the included tilesets. CLA and Jolly Bastion look way different because I also changed the color-scheme to CLA and Jolly. Matrix also has its own color. The others use the default color scheme.

(https://lh6.googleusercontent.com/-muhx7mPqmnw/UPLSPdOCdqI/AAAAAAAALmw/VSrgS6rbVjQ/s2720/epic.png)
Title: Re: ☼MASTERWORK-DF☼ V.2e - Update: Increasing difficulty. And Orcs.
Post by: firons2 on January 13, 2013, 10:37:53 am
Hey Meph what timezone are you in?
Title: Re: ☼MASTERWORK-DF☼ V.2e - Update: Increasing difficulty. And Orcs.
Post by: Meph on January 13, 2013, 10:40:39 am
 UTC+1h
Title: Re: ☼MASTERWORK-DF☼ V.2e Bug report.
Post by: Asva on January 13, 2013, 10:51:06 am
Minor bug, it seems:
1) I embarked, while digging cobaltite miner spawned 2 metalspirits. Dwarven henocide.
2) Reclaimed embark. Thought outnumbering with copper pickaxes and mastiffs was a good idea. Dwarven henocide.
3) Got several iron swords on yet another reclaim, 4 mastiffs. Metalspirit henocide.
4) And here's the issue, dwarfs are trying to put the part of metalspirit in the coffin of spawner-miner.

All settings - default. Latest version. Placing here savefile just in case.
http://dl.dropbox.com/u/99687500/Shiveria%20118.zip
Title: Re: ☼MASTERWORK-DF☼ V.2e - Update: Increasing difficulty. And Orcs.
Post by: firons2 on January 13, 2013, 10:52:36 am
Hmm i cant seem to communicate in adventurer mode. Embarked as a dwarf. The key is "k" right?
Title: Re: ☼MASTERWORK-DF☼ V.2e Bug report.
Post by: Meph on January 13, 2013, 11:02:59 am
Minor bug, it seems:
1) I embarked, while digging cobaltite miner spawned 2 metalspirits. Dwarven henocide.
2) Reclaimed embark. Thought outnumbering with copper pickaxes and mastiffs was a good idea. Dwarven henocide.
3) Got several iron swords on yet another reclaim, 4 mastiffs. Metalspirit henocide.
4) And here's the issue, dwarfs are trying to put the part of metalspirit in the coffin of spawner-miner.
Thanks for the report.
1) Works as intended
2) Works as intended. I specifically said copper ok vs. rockwraith, bronze/iron should be min. against metalwraiths.
3) That shouldnt happen. Mastiffs cant help you, but the iron swords should have been enough.
4) That shouldnt happen of course, but I dont think that there is a way to fix this. Its just how the creature spawning works.

I will wait for more reports on overpowered metalwraiths and have a look at them in the arena. If they are indeed to strong, I will nerf them.

@firons: I dont know. But "c"ommunicate maybe ?
Title: Re: ☼MASTERWORK-DF☼ V.2e - Update: Increasing difficulty. And Orcs.
Post by: firons2 on January 13, 2013, 11:05:16 am
"c" is companions. What the heeeck.
Title: Re: ☼MASTERWORK-DF☼ V.2e - Update: Increasing difficulty. And Orcs.
Post by: Firehawk45 on January 13, 2013, 11:25:36 am
No, iron works fine, so unless you got unlucky, the metalwraith henocide refers to dead metalwraiths, misunderstanding on Mephs side? :)

Is the burial of the metalwraiths working though? Because if the dwarves just put it to the miner, i think its ok, unless you can butcher them for something.
Title: Re: ☼MASTERWORK-DF☼ V.2e - Update: Increasing difficulty. And Orcs.
Post by: firons2 on January 13, 2013, 11:36:38 am
Maybe i couldnt talk to those foul blendecs...
Title: Re: ☼MASTERWORK-DF☼ V.2e Bug report.
Post by: Asva on January 13, 2013, 11:37:29 am
3) That shouldnt happen. Mastiffs cant help you, but the iron swords should have been enough.
I assume you misread "metalspirit henocide" for "dwarwen henocide". IMHO it provides exactly right amount of fun challenge  :P.

In 1.9.5 I tried creating boulders from different materials. The reaction actually allows massproduction of any metal (including bifrost and adamantine) from blocks. Works as follows:
1) Make boulder from 4 blocks (1st of valuable metal, 2-4 of junkstone).
2) Make 4 blocks of valuable metal from boulder.
It's extremely exploitable, hence my dwarfy greedy nature can't overlook it, hence amassing adamantine  8).
I think it's quite easy to fix. You may add several reactions to brick oven that make colored boulder from custom boulder. You may as well totally get rid of that reaction. It's not of any big use.
If I'm not mistaken since 1.9.5 there was no change in "make boulder from blocks" reaction.
Title: Re: ☼MASTERWORK-DF☼ V.2e - Update: Increasing difficulty. And Orcs.
Post by: Meph on January 13, 2013, 11:48:03 am
Ah... I thought the genocide was on your end. But yeah, they should be easy to kill if you have weapons. But if you ignore them, they will kill civilians. I might give them curious_beast, to make them run into your fortress. Dont know yet.

"make boulder from blocks" exploit. Unfortunately I cant say "take 4 boulders, but all 4 must be the same material", so... I guess I just remove the reaction. Its a very good example of "I added it only, because I can write that reaction".

@firons: Most likely not. Asking me about a Fortress Defense creature in Adv.Mode has a very low chance of me actually knowing anything. ;)
Title: Re: ☼MASTERWORK-DF☼ V.2e - Update: Increasing difficulty. And Orcs.
Post by: smakemupagus on January 13, 2013, 11:52:49 am
Dunno how it affect Adventure mode, but it is true that Fort Defense races lack [CAN_SPEAK].  (Which is mostly good, it is what makes them assault forts populated by all races/alignments)

p.s.  I have a fort where it is snowing Rock.  Can't wait for summer to see if, as I suspect,  it's actually going to rain some good old INORGANIC:NONE ...
Title: Re: ☼MASTERWORK-DF☼ V.2e - Update: Increasing difficulty. And Orcs.
Post by: Bloax on January 13, 2013, 12:11:52 pm
Night Mares (big bad flying, fire-breathing horses) melt in normal temperatures.

The lack of [CAN_SPEAK] makes the races pretty annoying in 'Venturin mode, because you can easily stumble upon civilized quest targets you can't accuse for anything, and villages of useless meatbags.
Title: Re: ☼MASTERWORK-DF☼ V.2e - Update: Increasing difficulty. And Orcs.
Post by: firons2 on January 13, 2013, 12:16:18 pm
Yeah its like Get you tripe here! Annnd you cant buy anything
Title: Re: ☼MASTERWORK-DF☼ V.2e - Update: Increasing difficulty. And Orcs.
Post by: Vherid on January 13, 2013, 12:20:53 pm
The one you have called soviet in that pic is the plague set I'm pretty sure, I don't have a square soviet set.
Title: Re: ☼MASTERWORK-DF☼ V.2e - Update: Increasing difficulty. And Orcs.
Post by: Bloax on January 13, 2013, 12:21:40 pm
The only worthy races to turn on really are Jotunar and Nightwings, because they at least add a bit of +FUN+ to the game.

Though the former are reduced to harmless statues of death if they have a shield and/or armor on. Because pack-rat strength doesn't scale as much as weight does with size.
Which is a huge problem when every single of the aforementioned defensive items have a weight of >500 Units, best-case scenario. (Usually it's around 2000-4000)
Title: Re: ☼MASTERWORK-DF☼ V.2e - Update: Increasing difficulty. And Orcs.
Post by: thistleknot on January 13, 2013, 12:25:12 pm
im surprised the castes dont have modded traits like they do attributes. splinterz n i were working on formulas to get dt to read any distribution of modded attributes on a normal curve of 0 to 100 and i erroneously assumed castes had traits modified as well. to my surprise they dont.  the work still needs to b done so percents can b read properly for kobolds and orcs. but i thought the talented dr would b more helpful and the legions more angry
Title: Re: ☼MASTERWORK-DF☼ V.2e - Update: Increasing difficulty. And Orcs.
Post by: Meph on January 13, 2013, 12:33:43 pm
@thistleknot: I had to read it a few times, but I do understand now. Well... maybe I should add this to castes ? Making legionnaires angrier would be horrible though, if one of them tantrums... more helpful doctors are of course always welcome. But why would that be any difference for orcs or kobolds? Therapist reads them out just like dwarves, I couldnt find any problems.

@Bloax: If they are useless/hindersome in adv. mode, why would people turn them on ? Nightmares... I think they have the standardized, non-fireproof materials as well.

@Vherid: Send you a PM, but you are probably right.

@smakemupagus: Damn you !!! I wanted to try this, although my prediction is pools of magma with no negative effect. Same thing happens when you try INORGANIC:NONE as on itemcorpse, its just not enough for proper liquids. But then again rain does fill ponds, so maybe, just maybe you will be successful. Would be awesome, though impractical for outside dwarves.
Title: Re: ☼MASTERWORK-DF☼ V.2e - Update: Increasing difficulty. And Orcs.
Post by: thistleknot on January 13, 2013, 12:42:15 pm
@thistleknot: I had to read it a few times, but I do understand now. Well... maybe I should add this to castes ? Making legionnaires angrier would be horrible though, if one of them tantrums... more helpful doctors are of course always welcome. But why would that be any difference for orcs or kobolds? Therapist reads them out just like dwarves, I couldnt find any problems.
rage for combat

the traits are calculated based on the vanilla distribution.  see the wiki on traits
http://www.bay12forums.com/smf/index.php?topic=66525.msg3945716#msg3945716
which also means they r assumed to be immoderation w a mean of 45 (or 55) whatever it is.  the orcs and kobolds are being calculated as if there vanilla dwarfs. its kind of hard to explain and im typing this on my phone. but i copied the relevant code onto the dt thread for traits. it should b on the last page thats up today.
Title: Re: ☼MASTERWORK-DF☼ V.2e - Update: Increasing difficulty. And Orcs.
Post by: Bates on January 13, 2013, 12:59:48 pm
Meph, does your resurrection-in-good-biomes work for dwarves who have died from old age?

I'm having trouble keeping my duchess alive, as outlined here:
http://www.bay12forums.com/smf/index.php?topic=119761.msg3945920#msg3945920
Title: Re: ☼MASTERWORK-DF☼ V.2e - Update: Increasing difficulty. And Orcs.
Post by: Meph on January 13, 2013, 01:04:13 pm
@Bates: [CE_ADD_TAG:NO_AGING:START:0] is what you are looking for.

@thistleknot:
Quote
im typing this on my phone.
This is saving you. :P Otherwise I would rant about grammar. ;) Since I dont mod traits, and the df does not read out traits for modding things, everything is fine. If splinterz does add a better capability to read out traits, I might change them for my castes. But till then I dont see a problem.
Title: Re: ☼MASTERWORK-DF☼ V.2e - Update: Increasing difficulty. And Orcs.
Post by: Naryar on January 13, 2013, 01:05:04 pm
Nightmares shouldn't melt in normal temperatures. However, what they should do is instantly get set on fire and then burn to death.

Maybe I should have made their flesh more resistant to fire other than FIREIMMUNE...

Edit: Well, nightmares are immune to magma, and are homeotherm to normal temperatures, so I don't know what is wrong.
Title: Re: ☼MASTERWORK-DF☼ V.2e - Update: Increasing difficulty. And Orcs.
Post by: Bloax on January 13, 2013, 01:08:37 pm
Might be a V.2d issue then, let me check in 2e.
Title: Re: ☼MASTERWORK-DF☼ V.2e - Update: Increasing difficulty. And Orcs.
Post by: Meph on January 13, 2013, 01:11:14 pm
@Bloax and Naryar:
Quote
Nightmares... I think they have the standardized, non-fireproof materials as well.
It uses standard_materials and standard_tissues. Both redirect to my fake creature for standardized materials. These are NOT fireproof. Thats the cause. Nothing is wrong with your nightmare naryar, its just that they dont work in this mod. At least not without me modding them slightly.
Title: Re: ☼MASTERWORK-DF☼ V.2e - Update: Increasing difficulty. And Orcs.
Post by: Bloax on January 13, 2013, 01:16:50 pm
Well they don't die per-say, but they only stop bleeding after getting down to the lowest blood level, which makes them really suspensible to bleeding out from the smallest of scratches.
Title: Re: ☼MASTERWORK-DF☼ V.2e - Update: Increasing difficulty. And Orcs.
Post by: arclance on January 13, 2013, 01:39:34 pm
@arclance: I dont know... I always rush out and melee everything that enters the map. If you let the orcs sit there for a year, you get no migrants/caravans, thats your fault and your problem. The manual even states:
Quote
A special tactic of the orcs is besieging your fort. The orc army will start campfires and wait you out for a few months, hoping to catch a caravan of guard, and starve you of outside resources.
Its better then just making them stronger goblins, which is boring. ^^ At least orcs wont run into your goblin grinders.
My problem is with the "wait you out for a few months" which is inaccurate, they really stay there for more like a year.
I did keep playing that game and they did eventually leave after a year.

I usually melee everything as well but not with a small, barely trained, partially armored military against a mostly ranged offensive force.
I don't like replacing most of my military due to using suicide tactics like that, they take to long to train.
Title: Re: ☼MASTERWORK-DF☼ V.2e - Update: Increasing difficulty. And Orcs.
Post by: Naryar on January 13, 2013, 01:42:16 pm
@arclance: I dont know... I always rush out and melee everything that enters the map. If you let the orcs sit there for a year, you get no migrants/caravans, thats your fault and your problem. The manual even states:
Quote
A special tactic of the orcs is besieging your fort. The orc army will start campfires and wait you out for a few months, hoping to catch a caravan of guard, and starve you of outside resources.
Its better then just making them stronger goblins, which is boring. ^^ At least orcs wont run into your goblin grinders.
My problem is with the "wait you out for a few months" which is inaccurate, they really stay there for more like a year.
I did keep playing that game and they did eventually leave after a year.

I usually melee everything as well but not with a small, barely trained, partially armored military against a mostly ranged offensive force.
I don't like replacing most of my military due to using suicide tactics like that, they take to long to train.

Cunning trap system ?
Title: Re: ☼MASTERWORK-DF☼ V.2e - Update: Increasing difficulty. And Orcs.
Post by: Meph on January 13, 2013, 01:46:01 pm
Ok arclance, point taken. And I am surprised no one ever seems to use the bonfire. If the orcs just sit there, make a bonfire and light the grass. Sooner or later the orcs will move. ;)
Title: Re: ☼MASTERWORK-DF☼ V.2e - Update: Increasing difficulty. And Orcs.
Post by: BigD145 on January 13, 2013, 01:55:55 pm
Ok arclance, point taken. And I am surprised no one ever seems to use the bonfire. If the orcs just sit there, make a bonfire and light the grass. Sooner or later the orcs will move. ;)

My fps dies in a fire.
Title: Re: ☼MASTERWORK-DF☼ V.2e - Update: Increasing difficulty. And Orcs.
Post by: Mictlantecuhtli on January 13, 2013, 01:59:42 pm
Hint: Random patches of spike traps in the wilderness hooked up to levers sends a very, very good "Get the hell off my territory" message.
Title: Re: ☼MASTERWORK-DF☼ V.2e - Update: Increasing difficulty. And Orcs.
Post by: smakemupagus on January 13, 2013, 02:06:21 pm
Please do leave SIEGE tag on Dwarves and Humans though, I like that Tiaga Orcs have to fight their way out (or ballistae, tramcart weapons, archer towers, whatever).

The INORGANIC:NONE weather wasn't my invention, that's coming from your side somewhere.  It never did rain magma though, just rock snow all year round.
Title: Re: ☼MASTERWORK-DF☼ V.2e - Update: Increasing difficulty. And Orcs.
Post by: sayke on January 13, 2013, 02:07:48 pm
i figured the SIEGE tag was what siege engines were for =)

@meph - i'm still trying to figure out the best way to get standard backgrounds onto the variegated-black-background ones! i'm honestly not that good with photoshop, although i can usually figure things out...
Title: Re: ☼MASTERWORK-DF☼ V.2e - Update: Increasing difficulty. And Orcs.
Post by: arclance on January 13, 2013, 02:08:49 pm
Cunning trap system ?
That would require prior setup.
The local mostly giant wildlife makes that hard with the current size of my military because civilians are cowards.
I could have caved-in the area underneath them but they were standing on my brook.

Hint: Random patches of spike traps in the wilderness hooked up to levers sends a very, very good "Get the hell off my territory" message.
That would work but also blocks wagon passage at the spacing the would be necessary for good Orc coverage.

Ok arclance, point taken. And I am surprised no one ever seems to use the bonfire. If the orcs just sit there, make a bonfire and light the grass. Sooner or later the orcs will move. ;)
I guess I could have done that but I did not want to totally abandon the surface and it kills your FPS.
I still need to "Giant Bat Riding Bow-Goblin" proof my greenhouse so I need surface access.

Title: Re: ☼MASTERWORK-DF☼ V.2e - Update: Increasing difficulty. And Orcs.
Post by: Meph on January 13, 2013, 02:11:14 pm
>>>> NEW DOWNLOAD V.2f <<<< (http://dffd.wimbli.com/file.php?id=5315)

Masterwork Dwarf Fortress V.2f

NOTES: HARDER MINING IS REALLY HARD NOW. Yes, I am yelling this in the hope that people take heed. Your miners can essentially be ambushed now, by weak elemtental-wraiths living in the rock, by balrogs (rare) and soggoths (rare). This means you should bring warbeasts and military while mining. I know that many people will turn this off, because it does make the game harder and is unusual. Feedback about this feature is most welcome. Since undigable rock and the coal-dust and warpstone were not quite successful in making harder mining interesting, I hope this try does better. ;)

This update is small, mostly concerned with bugfixes, graphics and kobolds.

Graphics:
Spoiler: Tilesets (click to show/hide)
Spoiler: Color Schemes (click to show/hide)

Bugfixes:

Orc Fortress: (http://www.bay12forums.com/smf/index.php?topic=113621.0)

Kobold Camp: (http://www.bay12forums.com/smf/index.php?topic=70558.0)
Title: Re: ☼MASTERWORK-DF☼ V.2e - Update: Increasing difficulty. And Orcs.
Post by: Mictlantecuhtli on January 13, 2013, 02:15:14 pm
Hint: Random patches of spike traps in the wilderness hooked up to levers sends a very, very good "Get the hell off my territory" message.
That would work but also blocks wagon passage at the spacing the would be necessary for good Orc coverage.

Wagons only need one 3-tile path. Anywhere else is fair game.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds
Post by: Godlysockpuppet on January 13, 2013, 02:20:36 pm
Damn those metal wraiths :( 2 managed to kill my legendary axe dorf legionnaire who was clad in all masterwork patternwelded wolfram armour with an iridium axe :/ Not fair!!!
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds
Post by: Aemon on January 13, 2013, 02:23:33 pm
Quick Question: Is there a way to turn off bloodbeasts or do anything about them before they turn?  I am trying to learn the game and one of my important dwarves just turned into a bloodbeast and created some havoc.  Fun, and quite funny actually, but I would rather load and old save and continue with this fortress than start a new one.  He was one of my miners and hunters and I am not sure how to relocate his equipment to other dwarves even if I manage to wall him off from the world before he turns crazy.  Sorry if this question is something easily answered.  I'm kinda new to this and did search this topic for a while, but couldn't come up with any good ideas.

Thanks in advance!
Title: Re: ☼MASTERWORK-DF☼ V.2e - Update: Increasing difficulty. And Orcs.
Post by: Bates on January 13, 2013, 02:31:50 pm
@Bates: [CE_ADD_TAG:NO_AGING:START:0] is what you are looking for.

Umm, that's like a syndrome interaction right?
How do I use it with script like the rejuvenation?
http://dwarffortresswiki.org/index.php/User:Vjek#rejuvenate

I'm a newb in modding... ???
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux)
Post by: Meph on January 13, 2013, 02:34:25 pm
@Godlysockpuppet: What ? I just got a report that iron swords are more then enough to kill them... ^^

@Aemon: Yes and Yes. The SecretFun button in the GUI, creature section turns them off, among other things. Obviously does not work on an already generated world. What you can do: Buy a ward of armok, or build a temple and run the reaction: "ask for armoks help against possessions" Then bring the possessed dwarf near the ward of armok that has been created. Has to be in line of sight, and he will be cured. It should also say all of this in the manual.

@Bates: You are completely wrong here. Please go to the dfhack thread, and read their readme. You can't mod much in an already generated world, and scripts are all for dfhack. Not for mods.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux)
Post by: Firehawk45 on January 13, 2013, 02:49:45 pm
Iron swords are ok against them, but your dwarf still needs to have some skills. The wraith pack a punch, and they can get lucky. Was the legionaire wounded or otherwise hindered? Because if not, it was just bad luck :D
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux)
Post by: sayke on January 13, 2013, 02:54:38 pm
i think godlysockpuppet is kidding =P
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Meph on January 13, 2013, 03:25:25 pm
Mac and Linx are both up and running. :)
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Aemon on January 13, 2013, 03:37:09 pm
Just wanted to say thanks for the quick reply Meph!  I should have noticed that option in the GUI.  It is appreciated, great work you do here!
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: CheatingChicken on January 13, 2013, 05:00:21 pm
Kobolds might need some ethics adjustment. I dont think they should have these:
Code: [Select]
[ETHIC:EAT_SAPIENT_OTHER:UNTHINKABLE]
[ETHIC:EAT_SAPIENT_KILL:UNTHINKABLE]
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Firehawk45 on January 13, 2013, 05:13:37 pm
scales are bronze-level armour, right? Because drakes are being sheared, the first time i ever used shearing :D

Minor error: "Unicorn horn horn". just fyi ;)
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Vherid on January 13, 2013, 05:59:33 pm
Kobolds might need some ethics adjustment. I dont think they should have these:
Code: [Select]
[ETHIC:EAT_SAPIENT_OTHER:UNTHINKABLE]
[ETHIC:EAT_SAPIENT_KILL:UNTHINKABLE]

That is Vanilla
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Wrex on January 13, 2013, 06:09:42 pm
Kobolds might need some ethics adjustment. I dont think they should have these:
Code: [Select]
[ETHIC:EAT_SAPIENT_OTHER:UNTHINKABLE]
[ETHIC:EAT_SAPIENT_KILL:UNTHINKABLE]

That is Vanilla

It is indeed vanilla. However, dwarves and orcs do not folow said vanilla ethics. It would be up to Meph.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: CheatingChicken on January 13, 2013, 07:25:16 pm
Kobolds might need some ethics adjustment. I dont think they should have these:
Code: [Select]
[ETHIC:EAT_SAPIENT_OTHER:UNTHINKABLE]
[ETHIC:EAT_SAPIENT_KILL:UNTHINKABLE]

That is Vanilla

It is indeed vanilla. However, dwarves and orcs do not folow said vanilla ethics. It would be up to Meph.
Thaht is exactly the reason why i think it deserves to be changed. When even Dwarves eat sapient creatures, why would purely carnivorous kobolds think that is unthinkable?
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Lt_Alfred on January 13, 2013, 07:30:52 pm
I just wanted to say that I really like your mod and that I really appreciate your constant work to make it better even through it already is.
You're awesome Meph.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Teach on January 13, 2013, 07:57:44 pm
It's very convenient now that you have 3 (fleshed out) playable races.  It adds a lot of longevity to each fort now that you can just use a different race every update and keep your old fort running.  I don't usually switch for a small bugfix update, but the ones that come out with a bunch of new features make my find faults in my fort.  Now you don't have to have 2 redundant dwarf fortresses.  You can have one or two more forts running, differing in terms of ambiance and playstyle.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Tally on January 13, 2013, 08:28:36 pm
Another version out already? I guess I don't have to try the fix myself now. I blame Awesome Games Done Quick for sucking all my attention into it.

Edit: You took away ASCII+. I am sad now D:
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: nekronuke on January 13, 2013, 09:10:41 pm
For some reason, when i embark with Orcs or Kobolds, i'm missing craptons of things (embark preparations could not be blahblahblah....)
If i try to gen a world with kobolds on, it crashes. Unsure about orcs though

EDIT: Crash on Orc worldgen too.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Vherid on January 13, 2013, 09:30:44 pm
Another version out already? I guess I don't have to try the fix myself now. I blame Awesome Games Done Quick for sucking all my attention into it.

Edit: You took away ASCII+. I am sad now D:

It's the vherid set.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: BigD145 on January 13, 2013, 09:32:23 pm
Another version out already? I guess I don't have to try the fix myself now. I blame Awesome Games Done Quick for sucking all my attention into it.

Edit: You took away ASCII+. I am sad now D:

Meph put Ironhand way down in the list. :(
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: smakemupagus on January 13, 2013, 09:36:48 pm
EDIT: Crash on Orc worldgen too.

Post your error log please?

Missing a few embark items (animals, or weapons in particular) is normal if you use a Dwarfy embark set; orcs have different civilization and different items. 
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: nekronuke on January 13, 2013, 09:42:56 pm
EDIT: Crash on Orc worldgen too.

Post your error log please?

Missing a few embark items (animals, or weapons in particular) is normal if you use a Dwarfy embark set; orcs have different civilization and different items. 

EDIT: Is that Kaptin Badrukk smake?!

I was using the orc embark set, i couldn't bring wolves, axes or spears, or spiders
error below
Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: smakemupagus on January 13, 2013, 10:56:00 pm
I'm like 95% sure it's Bluddflag, not Badrukk, but not sure I could actually tell them apart ^^ 
Stole the picture from Meph's post, maybe he knows.

Orcs use a different type of spear and axe than the dwarves, so that's not too surprising.  Look under Weapons and you should see them.  ITEM_WEAPON_AXE_TOOTHED and ITEM_WEAPON_SPEAR_TOOTHED are both forced, so you should have them; on the embark screen I think the text will say "Jagged Axe".

And Animals, it all depends what they manage to tame during world gen, they do not get the guaranteed same pets every time.  Some are very common like tigers, boars, hawks, drowspiders (catch vermin).  Wolves live in the same biomes as orcs so they're very common, but not guaranteed.  I'm not sure I knew there was an Orc embark set so I'm not sure about what that is, sorry! 

Those specific errors come from having Harder Mining turned off, so it can't figure out what to do with a couple reactions that require Warpstone.  That's Meph's department :)  It should be harmless, I get those all the time.

So, unfortunately, I don't have any leads into what's causing your world gen crash :(
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: arclance on January 13, 2013, 11:00:34 pm
Those specific errors come from having Harder Mining turned off, so it can't figure out what to do with a couple reactions that require Warpstone.  That's Meph's department :)  It should be harmless, I get those all the time.
I think the best thing to do when turning harder mining off is to remove the tags that make warpstone show up in game so they still exist for reactions but don't show up naturally in the world.
Then they would be like the boiling reaction stones if you do that.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: nekronuke on January 13, 2013, 11:19:07 pm
I'm like 95% sure it's Bluddflag, not Badrukk, but not sure I could actually tell them apart ^^ 
Stole the picture from Meph's post, maybe he knows.

Orcs use a different type of spear and axe than the dwarves, so that's not too surprising.  Look under Weapons and you should see them.  ITEM_WEAPON_AXE_TOOTHED and ITEM_WEAPON_SPEAR_TOOTHED are both forced, so you should have them; on the embark screen I think the text will say "Jagged Axe".

And Animals, it all depends what they manage to tame during world gen, they do not get the guaranteed same pets every time.  Some are very common like tigers, boars, hawks, drowspiders (catch vermin).  Wolves live in the same biomes as orcs so they're very common, but not guaranteed.  I'm not sure I knew there was an Orc embark set so I'm not sure about what that is, sorry! 

Those specific errors come from having Harder Mining turned off, so it can't figure out what to do with a couple reactions that require Warpstone.  That's Meph's department :)  It should be harmless, I get those all the time.

So, unfortunately, I don't have any leads into what's causing your world gen crash :(

I mis-wrote. I'm using the pre-made embark, they were the jagged or toothed items, wolves and drowspiders.

Also, yeah thats bluddflag not badrukk. Badrukk has a hunch.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: smakemupagus on January 13, 2013, 11:37:57 pm
Hmm, Meph must have made that embark, but it looks good. 

Sorry if this is a silly suggestion.  Is it possible you did not press the button in the GUI that toggles the game to Orc mode, therefore you were trying to run with the Orc embark from a Dwarven civ?  This button is over on the very right side just above the "Play Dwarf Fortress!" button.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Hiiri on January 14, 2013, 12:14:53 am
Speaking of embarks... why is the sandbox embark called "easy mode"?

"Strike the earth!" Spirit raven glides in. Landmines explode. Cart engulfed in blazing inferno. Yay... :P
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Labraid on January 14, 2013, 01:37:42 am
Speaking of embarks... why is the sandbox embark called "easy mode"?

"Strike the earth!" Spirit raven glides in. Landmines explode. Cart engulfed in blazing inferno. Yay... :P

It's called like that because it's more uncommon to get !FUN in your face right away. While chances are slimmer they are never 0%, it's a DF feature we all learn to love.

EDIT: I remembered a silly/troll thread of a guy who was asking if it's possible to mod all violence out of DF so that his small kid can play it. After many speculations everyone came to the same conclusion - NOPE, this game itself is violence.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: nekronuke on January 14, 2013, 01:42:55 am
Hmm, Meph must have made that embark, but it looks good. 

Sorry if this is a silly suggestion.  Is it possible you did not press the button in the GUI that toggles the game to Orc mode, therefore you were trying to run with the Orc embark from a Dwarven civ?  This button is over on the very right side just above the "Play Dwarf Fortress!" button.

I have, sorry, thought i made it clear when i mentioned world genning as orcs or kobolds
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: smakemupagus on January 14, 2013, 02:06:39 am
OK, sorry then, I can't reproduce the errors you're having on my end.  just gen'd up a new world and embarked with that default loadout, no problem :(
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Tally on January 14, 2013, 02:13:22 am
Well, one lesson learned: New hard farming is HARD. Or to put it in a more accurate way: Where's all our booze gone?!


Also, I just got ambushed by a few nightmares. I didn't notice until I looked above ground and suddenly EVERYTHING'S ON FIRE. Now, the real unfortunate thing is that this happened at exactly the point in time when I ran out of booze. That's annoying.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: nekronuke on January 14, 2013, 03:01:56 am
i'm gonna re-download, re-disable all the 'balance' things (save for bodyguards) and try again
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Milkbot on January 14, 2013, 03:29:59 am
Meph, I was wondering if it'd be possible to turn fat stacks into oil in one of the workshops? The new harder farming leaves me with very little pig tails to turn into oil for leather boiling, soap and the oil intensive wood polishing industry.

Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: ShadowLop on January 14, 2013, 03:37:17 am
RE: Adventure mode leather.
In Adventure mode, under the "x" crafting menu, there is no option to convert skins into leather, making any reaction that requires leather (about a quarter to half) impossible unless you buy leather. As to the bags, without bags, it's really difficult to hold more than 2 items without tricksy tricks.

Second issue: Harder farming turned on, been running for about a year now. Still haven't recieved a single harvest of plump helmets. How long does it take to actually grow anything, anyway? Because I'm scrimping and scraping for anything right now and I'm pretty sure my dwarves are sobering up...
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Labraid on January 14, 2013, 03:55:21 am
If I recall correctly harder farming makes surface plants take 2 seasons to grow while underground ones need 4 seasons. Long story short - with harder farming on it's better to embark with at least 40 or so strawberry or pickleberry seeds to plant right away.

EDIT: On the side note hunting seems rather attractive option, not the safest, but I'm sure your dwarves would pick some risk over drinking water.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Meph on January 14, 2013, 04:48:36 am
Milkbot: Sounds like a good idea. I also plan to do mineral oils, once the chemistry is fleshed out a bit more.

Shadowlop: Takes 1 year for underground plants. Use fertilizer... adv mode thing is noted, I will add something.

nekronuke: What exactly is the problem? The included orc embark cant find orc related items?

Hiiri: Because you have 10000 embark points, no demons, no nightcreatures, no werebeasts or vampires and no interactions/rains in evil regions.

arclance: Good idea, I will do that.

bigD145: Wasnt me. Its the alphabets fault :P

Tally: As Vherid stated, the tileset has simply be renamed, to Vherid. Mostly to give better credit to the author. ;)

Lt_Alfred: Well thank you good sir. :)

I am playing a fort atm... and just so you guys know, this is my farming area, for 35 dwarves. AND REMEMBER BOOZEBELLY GOATS. They are cheap and make booze. And even food in an emergency.
(https://lh4.googleusercontent.com/-ttu38bmOIUE/UPPTUwph_-I/AAAAAAAALm8/5K4_ht8nSyM/s640/farms.png)

I also got a migrant with only ONE name. Not "Urist McUrist", but only "Urist". I have never seen that before... anyone knows whats up with that ? And that the name is coincidenceshady doesnt help him avoiding my attention. ^^
(https://lh6.googleusercontent.com/-eGLk0Z0G6qA/UPPTUBoisoI/AAAAAAAALm4/WFAWUQ3v1lk/s446/suspicious.png)
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Labraid on January 14, 2013, 05:41:21 am
I also had a guy like that recently, a gem savant. So far he behaved nicely, so its nothing bad probably.

I wanted to look him up in a cheated (secrets on) therapist but that would probably spoil some !fun for me as my fort tends to attract a lot of unwanted attention and discovering it by such means is not my style.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Meph on January 14, 2013, 05:56:52 am
Therapist cant show those, not even with the "highlight cursed dwarves"  8)
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: OverlordTNT on January 14, 2013, 07:04:10 am
meph, i hate to criticise you, but your good region revivals suck. dwarves(and hostiles) keep rezzing and dying, causing unhappy thoughts for each death. use LFR's revival mechanic.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: jellsprout on January 14, 2013, 08:48:55 am
Has the Linux version been updated? The download says this is the .2f version, but when I try to turn off grazing I still get the "tropicl.txt missing" pop-up.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: fungee on January 14, 2013, 09:29:02 am
I wonder how good is volcanic equipment when compared to steel or adamantine. Anyway it's the stuff you craft in the Great Magma Forge so I'm having high expectations ;)

Also another question: what steel mechanisms I need to build for the steel golem casts? Since the steel mechanisms from gunsmith don't work.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: arclance on January 14, 2013, 09:40:43 am
Has the Linux version been updated? The download says this is the .2f version, but when I try to turn off grazing I still get the "tropicl.txt missing" pop-up.
There is a mediafire link in the first post but Meph did not update his sig to match.
I would guess that dffd is not taking his upload since it got larger than 50MiB with the additional tilesets.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: CheatingChicken on January 14, 2013, 09:46:06 am
For some reason, the Kobolds Shalswars (The Pets) don't show up under z -> Animals

Edit: Also, the hotkeys for the Wood Processor and the Sawmill conflict in Kobold Camps (both W)

Edit2: About the Shalswars: They seem to be missing the [PET] token. Maybe that causes weirdness when the creatures have a Pet-Creature-class and are trainable?

Edit3: Yes, that fixed it. Reminder for next update: Add [PET] to [CREATURE:SHALSWAR] in creature_monster_masterwork ;)
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Firehawk45 on January 14, 2013, 10:43:40 am
Is anthracite supposed to be in veins? I mean, im not complaining, but so much coke! :D

Cant use the antracite.... I can queue the "make coke(12)" reaction, a dwarf will cancel the job and say he doesnt have antracite. Bad thing the antracite lies right behind the smelter -.-
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Varyag on January 14, 2013, 10:57:05 am
I also got a migrant with only ONE name.

Nothing to worry about, i've gotten dozens of those and none of them have caused any trouble. If i remember correctly a single name used to be a good indicator of a vampiric dwarf in vanilla df but have had none of those in my fort while playing masterwork.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Meph on January 14, 2013, 11:17:05 am
Firehawk45; Yes and no. It usually is in small cluster, with a 100% drop-rate, The veins should only have a 25% droprate, so the endresult should not be much more anthracite, but it should be easier to find. I hope it doesnt drop a boulder 100% of the time, that would be overkill.

CheatingChicken: Thanks. Will be fixed, both the wood processor and the pet tag. I am surprised that you can buy them, if they lack the tag... Most buildings will be "koboldy-fied" meaning I want to change some designs, names and such. Dont want them to have dwarven stuff.

arclance: I checked, the linux version you packed is updated. And the dffd linux file still says V2d, and the link in my sig has no version number...

jellsprout: Same thing,  I checked, the linux version is updated. And the dffd linux file still says V2d, and the link in my sig has no version number... so I dont whats wrong. You didnt download 2f thats all.

fungee: Steel mechanisms from the gunsmith should work. Otherwise just make them in the forge, under trapcomps. Casts need 10 bars btw, maybe you need more of those. Volcanic you can see in the manual, in the inorganic section. It is the third strongest, after bifrost and adamantine. It should be enough to kill every type of invader I modded in. It also does extra damage against frost giants.

OverlordTNT: I have no problem with criticism. Are you sure this is a problem in 2f ? I did get a report about resurrection spam, and the instant death of resurrected dwarves, but I made major changes to the interaction. It shouldnt happen anymore. So please report back to me with the version number. And narhiril does not use resurrection in regional interactions.



I also noticed some fancy stuff with the profession name for craftsmen. If changed, it will take the profession name even for all references. The building "Craftsdwarf's Workshop" will be renamed and artefacts will say "all craftsmanship is of the highest quality", with the profession name in it. So the kobolds have a Craftbolds Workshops, and all craftsboldship is of highest quality. ^^

Spoiler (click to show/hide)

And found a vanilla bug which is new to me... I build a giant bridge to the map-edge and my depot was only accessable from that bridge. I did it to spawn caravans with their wagons on there. Doesnt work. The game will state that the traders bring no wagons, even if the green W (from the "D" screen) will claim that the depot can be accessed. I guess its because the bridge ends in mid-air, if seen from outside of my embark tiles. Anyone knows if this is a known bug (and/or wanted feature?)

Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: jellsprout on January 14, 2013, 11:31:18 am
I clicked the link in the original post and downloaded the file from mediafire. The rar file contains v2f in its name, so I assume I downloaded the correct file. I'll try to download it again to see if it makes a difference.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Meph on January 14, 2013, 11:45:46 am
You are right. I do have a MasterworkDF_v2f_Linux_Patched_2013-01-13.rar and a MasterworkDF_v2f_Linux_Patched_2013-01-12.rar on the desktop, and the one on mediafire does have the old GUI in it. Must have been a misclick, thanks for the report. I send you a PM once the upload is done.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Firehawk45 on January 14, 2013, 12:16:28 pm
Still, Antracite not accepted by dwarves. Did everything i could with it, tinkered with stockpiles, reassigned dwarves, dropped the anthracite INTO the smelter... Still cancellation.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Meph on January 14, 2013, 12:22:40 pm
What about manager and/or burrows ? I know anthracite works, I have it in my current testfort.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Firehawk45 on January 14, 2013, 12:45:59 pm
no burrows, no manager... I will upload the fort, maybe you can pinpoint the whole thing.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: nekronuke on January 14, 2013, 12:53:58 pm
It can't find items on embark, the 'Embark Preparations could not be completed' Schpiel. I used to have it every time with mastiffs, but a reinstall+update fixed it.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Firehawk45 on January 14, 2013, 01:02:47 pm
http://dffd.wimbli.com/file.php?id=7305

Thats the fort, the metalworking area is a few z-level down, one piece of charcoal lies there, the anthracite is one z-level under it. Furnace operator enabled on 5 dwarves, that should be enough.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: OverlordTNT on January 14, 2013, 01:53:49 pm
the version was the latest one. and by "the LFR mechanic," i meant by transforming it through another creature.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Omeganaut on January 14, 2013, 02:10:48 pm
It is currently snowing rock.  I am using Kobolds on the version I downloaded earlier today, and I am perplexed at how it keeps snowing rock, creating piles of rock all over the land.  My embark is half wilderness half mirthful, so i am wondering if the good biome has anything to do with it, but it is rather odd.  Wherever the rock lands I can't farm for a bit, and then suddenly I can farm it.  The rain appear to be dropping courage vapor as well, if that helps.  While this isn't game-breaking, its rather irritating.  And I promise I didn't alter anything in the raws.  Also, my embark is warm and the water isn't freezing, so I don't understand the snow.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Meph on January 14, 2013, 02:16:00 pm
@OverlordTNT: I do that already, they are transformed. Using exactly the same mechanic as lfr :
      [CE_BODY_TRANSFORMATION:START:0:END:10]
         [CE:CREATURE:WILL_O_WISP_LFR:FEMALE]

@Firehawk45: I hate to say this, but: You cant smelt the anthracite (or any other ore in your mining shafts) because you have no stairs. No one can reach it. Your miner is starving and dying of thirst btw, and the entire fortress looks like a giant clusterfuck. And everyone is idle. Thats enough criticism for now ^^ Wait, and 30secs in there is a snatcher in your main hall, who killed a child instantly when I started the save. Ok, now I'm good. ^^

@Omeganaut: Thats a leftover in the interaction_weather, that only triggers in good regions. I will remove it.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: jellsprout on January 14, 2013, 02:54:50 pm
You are right. I do have a MasterworkDF_v2f_Linux_Patched_2013-01-13.rar and a MasterworkDF_v2f_Linux_Patched_2013-01-12.rar on the desktop, and the one on mediafire does have the old GUI in it. Must have been a misclick, thanks for the report. I send you a PM once the upload is done.

It works now. Thanks.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: ScottS on January 14, 2013, 03:11:46 pm
@Firehawk45: I hate to say this, but: You cant smelt the anthracite (or any other ore in your mining shafts) because you have no stairs. No one can reach it. Your miner is starving and dying of thirst btw, and the entire fortress looks like a giant clusterfuck. And everyone is idle. Thats enough criticism for now ^^ Wait, and 30secs in there is a snatcher in your main hall, who killed a child instantly when I started the save. Ok, now I'm good. ^^
I shouldn't laugh, because this was me at one time (might still be!), but..... LOL  :D
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Kon on January 14, 2013, 03:21:57 pm
...
And found a vanilla bug which is new to me... I build a giant bridge to the map-edge and my depot was only accessable from that bridge. I did it to spawn caravans with their wagons on there. Doesnt work. The game will state that the traders bring no wagons, even if the green W (from the "D" screen) will claim that the depot can be accessed. I guess its because the bridge ends in mid-air, if seen from outside of my embark tiles. Anyone knows if this is a known bug (and/or wanted feature?)
...

As you probably know, the Depot Accessible Green Ws start from the depot. So there is a path from the depot, all along the bridge, right up to the end of the bridge. The bridge ending in mid-air is apparently the problem. I wouldn't call it a bug since the caravans can't reasonably get up to the bridge when they arrive.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Firehawk45 on January 14, 2013, 04:34:04 pm
no, the whole thing is perfectly accessible, or how did the  mason build his little wall holding the nastys off and got back without a problem, there are ramps to every level, because the whole thing was a cave (sadly without monster), going down to the first cavern.

Idlers are just the result of my "Only one labour for workers, hauling goes to useless people" policy, dont you dare to attack that! :D

And the snatchers, well, losses happen.

Edit: Scrap that, there was a ramp, totally accesible, but the dwarves refused to use it. Damn them :D Thanks for the look anyway
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Meph on January 14, 2013, 04:42:27 pm
I usually have 90% of the fortress population do all the labor. Because only weapon and armor quality is imporant, all the rest doenst matter. And 100 dwarves doing something is a lot faster then 1 dwarf with a high skill doing it.

Anyway, seriously, check again. The poor miner is starved and dehydrated and cant go up. As soon as I dug some stairs everyone rushed downstairs to start stockpiling.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: SabbyKat on January 14, 2013, 04:44:49 pm
Hey Meph, is there any possible way to control what EVIL weathers can be chosen for a world? I know using Regional_Interaction and 'Evil Rain Types' in advanced gen do it, but they aren't reliable. Why? Let's give an example.

I set evil rain/interaction to 20-20 for sake of clarity. The game doesn't call '20 random evil rain types' - but the first 1-20 rain types, almost all of which are sentient race 'blood' from dwarf blood, to 'Ice Giant frozen Water' and similar. All blood has absolutely no chance of syndromes, which is what I'm after - a challenge. :P

meaning i have to set it to about 50 to get ANY chance of getting dangerous rains, while still likely only getting bloody. So basically, I can't control GENERALLY what type of 'syndromes' I could encounter. if it chose syndrome weather randomly, I could set 'evil rain: 3' and check a world until I encounter all 3 types of rain, and their syndromes if any. If I found a world that has some that are 'FUN!', I would then be able to find suitable places to inhabit in other biomes. Aka, I find yes, this world has THRALLING rain, but I find it in a desert, when I want a forest - I can now go hunt down all the evil forests for a spot, as i Know that rain exists in the world. Where if i have 50-100 types, it's a crap shoot trying to find a rain type i want!

So summarized, is there any way to alter what rain/cloud syndromes occur? Whether on a world for world basis, or just in general? If not, would you/could you make functions to do this?

To my understanding, you view evil biomes as the 'hard mode' of the game, and good biomes, the 'easy mode'. But trying to get an actual HARDMODE start, has taken me so far, 32 hours across 5 days, and I STILL can't find a area with a strong syndrome from rain (like boiling, rotting, unconcious, etc etc) along side undead. >.>!


Now, for some random off topic questions/notes/feedback.

#1 Having good/evil caverns as your list suggested... DO IT! Do it do it do ittt! :P These done right, could add so much more depth to the biomes. If the above ground is bad? meh! I just go into the caverns, wall it up, and I'm safe and happy. Try that with an evil cavern... and you don't need to make 'good' caverns safe, just... 'twisted good'. Demented good... if you get what I mean. :p

#2 The rune that lets you 'destroy undead' - does it affect thralls/husks? If not, could you make it do so at a lesser chance (to keep their danger), or make an alternative rune to kill husks/thralls, at say a 5% chance to still keep them dangerous, but give us some sane method to deal with a rampaging army of thralled kittens of doom? :P I'd prefer to have a chance to get a obsidian sword or something slapped onto a dwarf, with this rune on it and pray for a lucky strike, then just turn over dead when my unprepared fort gets rampaged, or better yet, when an ENTIRE DAMN SIEGE OF MINOTAUR turns into thralls....... yes. I had this happen. Full volcanic gear, I just couldn't kill anything before my 40+ man army was obliterated and eaten alive ._.

#3 evil 'rains' are supposed to be a hazard to the player, but I find them a handicap, and make the game even easier. Why? if you use a bit of save-hopping to avoid getting rained on at the start, and cover your wagon with a roof before rain hits, you're generally safe. that's fine... but when siegers come, most don't have boots/shoes, and they touch the rain on the ground. I watch sieges of 120-200 walk in, touch the rain, and the entire siege just die from internal blister/bruising rain, without me lifting a finger. It kind of makes that super deadly rain, an unfair advantage and takes AWAY a lot of danger.

#4 in embark screen, butimous(?) coal costs only 3 points per. That's what? 9-14 fuel, for 3 points, the cost of ordinary stone? While anthracite, which is what? 12-16 fuel? costs 15 I believe, 5x the cost for 25% the difference. Seems like a balance issue. (shooting myself in the foot pointing this out :P)

#5 A thought for making 'evil' biomes more... FUN!, you could add random pockets of material that spawn only in evil biomes that could perhaps spawn clouds of dangerous syndromes when mined/walked near, or even spawn smaller undead creatures that are kind of 'invasions' from the inside of the fort... ;) Really make you feel that fear, when hunkered down...

And I'll stop here, before you cry in frustration at me and my annoying ideas/suggestions. Hopefully, you (or someone!) can help with the weather issue, as I'm LOSING MY DAMN MIND! 30+ hours generating worlds, embarking, watching for weather, and cursing as I find it just makes me DIZZY! >.> *shakes fist*
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Deon on January 14, 2013, 05:07:21 pm
An idea for more evil version of reanimation effect in evil biomes. "Maggot infection", every corpsepart instead of coming alive explodes in gore and creates a creature which breaks down into parts and summons maggots from them before dying. Voila, one bodypart, tons of small creatures with very sharp pincers and some evil syndrome. Ofc make maggot remains not affected by this, or you will die of FPS death.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Meph on January 14, 2013, 05:24:25 pm
@sabbykat: Love the long report.
Quote
So summarized, is there any way to alter what rain/cloud syndromes occur?
Yes, simply set rain to 0, and then add your own custom rains. This is how Naryars Demon mod works, or Xangis Fear the night. You remove all the demon types, add only your custom demons. (demon mod) They dont care for the number in worldgen. You remove all werebeasts and vampires, add your own ones.(fear the night) Same thing you can do with the weather. Remove all rains, add your own 3, deadly, almost deadly and little bit less deadly. You now only have these three.  Its a lot less work then 30+h of embarking.

1. I first have to check if the evil plants and mosses work underground. I know I cant make specific interactions for caverns, that does not work.
2. It affects everything that hsa opposed to life. Husks and thralls included.
3. They also kill traders and diplomats. And migrants. Its only fair that they kill invaders as well. Your custom rains could only affect dwarves however, if you want this.
4. Ok, will be balanced.
5. Cant make inorganics with good/evil tag. Would be awesome, but doesnt work. I actually never tried, and will give it a go, but 99% sure that its not a supported tag. Trees I can do. Trees that if felled spawn an undead/evil treant creature, or release poisonous gas... thats possible. The gas only in cavern 2 or 3, because otherwise traders arrive with barrels/bins made of the poisonos-gas-wood, which is a stupid AI quirk. Otherwise the mod would have those.

@deon: FPS was the first thing that came to mind ^^ But sounds like an awesome idea, depending on how good or bad I can implement it. I could also make corpses turn into groups of vermin that eat your food and bite people with special syndromes.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Mictlantecuhtli on January 14, 2013, 05:29:55 pm
Quick question: Does anyone use White Copper? It seems to be the only thing I can make with the resources I have in my new fort, and it seems to be pretty impressive according to the charts in the help guide, but I've never used it. I don't want to outfit my military then find it works as well as copper for armor!
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Meph on January 14, 2013, 05:33:53 pm
White copper is equal to bronze.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Firehawk45 on January 14, 2013, 05:34:27 pm
As i said, it was just one ramp that the dwarves refused to use, one stiarcase solved it. Kind of weird though.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: smakemupagus on January 14, 2013, 05:37:18 pm
it also has a huge jump in value compared to its components, even a little more than brass.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Meph on January 14, 2013, 05:41:54 pm
Tested biome inorganics, "GOOD_HEMATITE:Unrecognized Inorganic Material Definition Token: GOOD". Cant work, because the inorganics are created long before the worldgen declares a biome to be neutral, good or evil. But good though. good/evil tags only work on interactions, creatures and plants. So, in theory I could make good and evil inorganics, by creating them in a reaction that only accepts some kind of reagent that you can only get in good or evil biomes. (and trading with a civ that has access to one)
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: arclance on January 14, 2013, 06:00:48 pm
arclance: I checked, the linux version you packed is updated. And the dffd linux file still says V2d, and the link in my sig has no version number...
The link in your sig pointed to dffd which is v2d for Linux therefore it led to a v2d download giving it a inherent version number.
I pointed jellsprout to the link in the first post in case he had the dffd page bookmarked or was using the link in your sig for convenience.

I usually have 90% of the fortress population do all the labor. Because only weapon and armor quality is imporant, all the rest doenst matter. And 100 dwarves doing something is a lot faster then 1 dwarf with a high skill doing it.
That's not true if you use high quality furniture to brainwash your dwarves into happiness and higher levels of grower increase the crop yield per square for farming.
It is also important when making glass megaprojects because legendary glassmakers make blocks much faster.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Meph on January 14, 2013, 06:09:31 pm
I updated the link in the sig, but jellsprout  was right. Even the mediafire version from the frontpage was slightly outdated. I had two almost identical versions on the desktop, your new update and my update, and I accidentaly uploaded mine. Which of course didnt completely worked, I didnt update the .exe, because I only replaced stuff in the subfolders. All the right content was in there, just the updated GUI was missing.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: nekronuke on January 14, 2013, 06:11:21 pm
I got kobolds to work, but orcs still can't finish embark preparations and crash on worldgen.

Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Meph on January 14, 2013, 06:15:18 pm
How do you get to the embark screen, if they crash at worldgen? What tileset are you using? A save would be very helpful for me, or at least a screen of the "problems" pop-up at the embark screen, showing which items are missing. (your posted errorlog has nothing to do with it, but good thinking)

Like mentioned, neither smakemupagus nor me could replicate this. But both of us only test phoebus.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Qwo on January 14, 2013, 06:18:02 pm
Is there any way to restore the default Kobold language, as seen in vanilla Dwarf Fortress? I always liked how silly it is, plus the fact that it was untranslateable.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Meph on January 14, 2013, 06:21:41 pm
Yes, add the UTTERANCES TAG to the creature kobold_camp.

I removed it, because they have no translations. As much as I like "Shuntrablede", having a kobold called "Shuntrablede:Shuntrablede" is not as awesome as a kobold named "Shuntrablede:Bladedescent" or whatever anything means. I could try to mimick the vanilla kobold words though, thats possible. Atm I tried to create a language that sounds... cute. With a lot of a/i, high vocals for tiny voices...
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: SabbyKat on January 14, 2013, 06:51:17 pm
@sabbykat: Love the long report.
Quote
So summarized, is there any way to alter what rain/cloud syndromes occur?
Yes, simply set rain to 0, and then add your own custom rains. This is how Naryars Demon mod works, or Xangis Fear the night. You remove all the demon types, add only your custom demons. (demon mod) They dont care for the number in worldgen. You remove all werebeasts and vampires, add your own ones.(fear the night) Same thing you can do with the weather. Remove all rains, add your own 3, deadly, almost deadly and little bit less deadly. You now only have these three.  Its a lot less work then 30+h of embarking.

1. I first have to check if the evil plants and mosses work underground. I know I cant make specific interactions for caverns, that does not work.
2. It affects everything that hsa opposed to life. Husks and thralls included.
3. They also kill traders and diplomats. And migrants. Its only fair that they kill invaders as well. Your custom rains could only affect dwarves however, if you want this.
4. Ok, will be balanced.
5. Cant make inorganics with good/evil tag. Would be awesome, but doesnt work. I actually never tried, and will give it a go, but 99% sure that its not a supported tag. Trees I can do. Trees that if felled spawn an undead/evil treant creature, or release poisonous gas... thats possible. The gas only in cavern 2 or 3, because otherwise traders arrive with barrels/bins made of the poisonos-gas-wood, which is a stupid AI quirk. Otherwise the mod would have those.

@deon: FPS was the first thing that came to mind ^^ But sounds like an awesome idea, depending on how good or bad I can implement it. I could also make corpses turn into groups of vermin that eat your food and bite people with special syndromes.

Note: Sorry, you want feedback - you got feedback, Sabby-rambling-style! :P

Ahhh, that's awesome to hear it's possible. Now, if I had the slightest damn clue how to do this... :P (no, not expecting you to tell me specifics!). Thanks for confirming it.

Do you think you could add in a few options to the mod sometime in the future, that would give 'pre-defined' weathers, like have say three options as you said 'nuisance, dangerous, and horrifying'? If it's simple to do, I don't think (from what I know of the gui/modding in DF) it would be that hard, and I know at least two others who have similar plights to myself with this, and I'm sure others could get use from it, too. though, perhaps it might be best to suggest this when you're tackling 'revamping' evil/good biomes...

Though, adding such an option is probably a good move eventually. Just like 'harder mining or smithing', and how you've now made the surface more... 'required' - letting us control the risk of weather and related matters is probably wise. So if we want hard farming AND extremely dangerous weather/clouds for even more sucidal challenge, it's a simple button flick, instead of trying to mod things and not break the mod in the process. :) (this is all my opinion, of course).


Edit: I saw you 'inorganic evil/good' issue, and hopefully it's stimulated some thoughts for you! Be neat to see the two types even more defined instead of just 'colorful grass and fun rain' for both. :)

1. Ugh. Gotta hate the limitations. I hope you can, it would be quite amazingly fun (even if just for theme!) to see. :) I love the new caverns and their appearances as is, but I would love to see what a darker variation could look like...

2. Woot! That was a big discussion between me and other players, how we wanted to play with the challenge of the undead, but they weren't really... 'hard' more so than just bloody annoying. try to haul that hand off to burn it? Nope, animates, your idiot dwarves freak out. Kill it, try to drag it another 10 blocks to the furnace, repeat endlessly in an annoying spiral. I had ideas to make it so special metals would 'kill-kill' the undead (per classical RPG feel), or giving them a set 'revive timer' - so a corpse/piece can only revive so many times, before it stays dead, keeping the challenge, but stopping the infinite annoyance, etc etc. But this rune concept works quite well too.

I'm actually going to do a large test fort using ONLY traps, in a normal rain, undead biome, and see how easily I can thwart undead by a few simple trap designs (since you can rune traps according to your post earlier). I think this may be a balance issue, as spear traps, weapon traps, etc, are infinite in use, and slapping together 10 copper spears/discs with runes on them all over the fort (to help in case of a break out inside) may negate the threat a touch too much... though, you could just do the same with a few military dwarves I suppose...

3. Actually, Caravan's are fine. Why? Even if they die - I still get the goods I ordered, and I've had this go on for 15 years in a fort, and never had other races 'get angry and siege me'. So really, I just gain a ton of free material (as they generally will reach my depot before having issues and start dying), and I just waltz out, and get a butt-load of free loot. ;)

Migrants arrive wearing shoes, so unless it's raining immediately (depends on the biome), a good 50-80% of migrant waves will make it in quite safely and unharmed discounting possible undead/siegers in hiding.

Sieges arrive WITHOUT shoes or helms (most races, goblins have helms, which negate rain but not what's on the ground). So my dwarves are safe if it's not raining, while the moment siegers step foot on the map, they are doomed due to no shoes even if not raining. :P I don't see why making the more 'civilized' siegers have shoes is too much issue, unless it's a modding problem. Not a major issue, but it does kind of trivialize this rain and the danger it gives.

4. I abuse this myself, but I felt it should be noted as it's too good. >.> <.< I hope others who use it don't try to lynch me now, like talking about fight club...

5. That'd be quite an awesome step :) And be a good step to 'improve' the danger of the caverns for evil biomes. And aww, no Wagons with genocide gas?! Come on, it's so FUN! Just like Magma, when it burns down your entire map and roasts 90 of your dwarves as you didn't notice the flames all over the map... which so didn't happen to me, nope. >.> Like my first day play masterwork, when 'fire skulls' still spawned everywhere, and they rushed inside my cavern-moss covered fort, and my entire surface/inside of fort turned into an inferno... *cough*



More balancing matters!

1. 'Gem' furniture and matters, are too... 'nice'. Discounting trading, Gems have little use bar fluff - so I use them for BEDS, Dressers, Tables, chairs, Doors, you name it, and I don't need to lift a finger for wood, stone, etc, which is all inferior to gems by a large margin. Only pure gold objects can best it, and I'd rather just trade that pure gold to traders myself, which further dampens the need for gems.

Further, a little... 'trick' to the above. Make/acquire a ton of crystal Glass, transmute it into 'clear diamondsx3', use clear diamonds for furniture, trading, and related materials, and watch your dwarves be 1000+ happiness. Admiring their rooms, doors, tables, legendary dinning halls, royal palace bedrooms, etc etc, and generally speaking, it's quite easy to do this. And it has 2x the value of gold, so even more bonus to the happiness feel of it all. Just embark with a bunch of cheap ash or potash or similar for the glass (or wood for a cheap-cheap alternative), use those useless cheesemakers to process the glass and work all of this on the side while you focus on main industries, and you'll have not only a beautifully uniform hall of tables/bedrooms of crystal white diamond, you'll never have happiness issues or damn near. :P

Not sure if this is 'ok' with you, or not, but thought I'd point it out. it's not per say 'easy easy' to do, but the real cost of it is just a bit of time since wood is infinite, and rock crystal is VERY common in a lot of biomes/generally useless due to its low value, so using it for crystal glass is the best move.


2. Turrets, seem to be GENERALLY quite useless. Now, let me clarify this a bit.


Bullet Turrets - The back bone of turrets, they cost (last I recall) Two? Mechanism, which is reasonable. The issue being... they're quite useless. Yes, bombarding and 'injuring' attackers IS valuable, definitely! But against pretty much all siege races (and a lot of dangerous animals) their damage is quite minimal just causing bruising, and that's about it. it does chip bones at times, but against anything with even basic leather armor on - it can't even tickle them.

My solution for Bullet turrets to make them a bit more viable, would be (if possible?) to make them fire 'bullet material' based on the case material. So if the base is copper, if I make a steel case - let it fire steel bullets which still would not per say be 'fatal', but would make it able to at least harm armored foes of lesser materials, and maybe do more damage to larger critters. I DON'T expect/want it to be a literal 'gun turret' that can shoot through things and kill them. Merely allow it so they can be upgraded (with hefty costs to create advanced types?) and upgrade as your fort evolves. When I'm sitting on 30 million value, and have minotaurs and such major races swarming me with 150-200+ siegers, these seem like a complete waste of time even with 30+ of them firing at a single target (which I've done to test out viability of swarm tactics :P).




Slade Turrets - Slade turrets confuse me. They seem to inflict shallower damage (flesh depth), but have a stronger knockback, and also seem to be less accurate by a good 30% then bullet turrets (in identical situations with an immobile target). they cost THREE clockwork pieces, and slade bars to create, yet... they seem to be worse? Against armor, they seem to penetrate a tiny bit, but the blows almost always are bruising and never 'break bones' or anything that could account for their heavier cost.

My thoughts would be (unless I'm not seeing some hidden effect, after AMAZING amounts of use - I always set my embark points to 10,000, to acquire 2-3 turrets, merely to help deter pesky animals :P), that you make Bullet Turrets more designed to... 'deal with' fleshy, poorly armored foes, delivering precise strikes but lower damage. Where Slade Towers, as it seems you want, would be more the 'anti armor' tower, designed to harm those steel-cladded goblins who just love to ambush you every 10 minutes, inflicting more seriously 'internal' damage from the blunt impacts.

The knockback of Slade, seems to be inferior. Against anything that isn't a small bird/animal, it doesn't seem to knock back anything from say, a goblin or up from my experience. Instead, I found it more valuable to use this and bullet towers in a 'death hall' with a 3 wide path with traps, and the edges with 'pitfalls' down 20 floors onto spikes, so when goblins and such 'dodge' these projectiles, they leap off to their doom. But I feel that's a bit opposite of the purpose of this turret! :P




Web turrets - Now these, THESE are amazing. Setup right, you can ensnare trap immunes, flying pests, and various uses. The costs to make it are fair (I'd argue even too little for how damn amazing they are!).

The only 'issue' I have with it, is dwarves are idiots and will run into them even when they are ON FIRE and promptly get melted. But alas, that's a hazard, and micromanaging solves it. Not a big flaw for the power it gives. :)




Acid Turrets - I've found these completely, and absolutely bloody useless. I've tried them on nearly everything, and I cannot see its effect. It's range is terribly small too, and it seems if the target has armor or a shield (no battle reports, just what i see) it gets negated entirely or just has a horrendous application rate. I can't comment too much on it, as I've TRIED to get it to do an effect - but I just can't get it to work in real-game applications. Haven't tried the arena, but i prefer in-game applications where a more realistic situation would play out. :P




Warpstone turrets - This... causes dizziness and fever, I think? Again, it seems to be blocked by armor or shields (and some siege races, quite a few, are immune entirely). For the cost of it (since you can't get warpstone, without harder mining last I checked), it really just seems inferior in every way for cost vs use.

I'll try to do a more extensive testing of of Acid/warpstone turrets in game soon, and really test them hard then drop some feedback here (if you wish it!) to help and try to see if we can find a place where they're useful, but not OP. (which is what you're trying to avoid, I'm sure :P).



Fire Turrets - These are nifty, but their range is far too short for practical implications. They quite expensive to create for amount of material, and generally seem to be 'meh' at best.

My suggestion? Either increase their range a good bit further (not sure what their max is now, I use them ONLY in tight halls, but their range seem to be 8-9 blocks). Or revamp them, and make them 'lob' projectiles that explode into flames and burn foes at impact (I think you have some things like that in game now?).




Hellfire Turrets - These things cost an arm and a damn leg to make, but are SO DAMN AWESOME!... if they actually reliably did damage. #1 ANY unit with a shield, will basically take this from a rape machine, to a total joke. A copper shield will negate it 100%, and I've not seen (hard to see though!) it hit a target with a shield, ever. Which is basically every single siege race that isn't beakwolves, or simpler siegers.

Further, the damage from it seems quite sporadic, though I assume that's a DF quirk - nothing that can be done.

Now, a really nasty trick for these to deal with shields? Mix it up with a web turret. Web 'em, the fire will then ignite the web and engulf the attackers in an inferno indirectly, shield or not ;) This is extremely effective vs 'living' races, but TOTALLY useless against automatons, undead, Demons (generally, some variations it works), etc etc.

Because of this little work around with web turrets, I think Hellfire turrets (besides the horrifying effect of friendly fire, flaming webs and dumb dwarves, etc), are just perfect the way they are. It takes a lot of coordination to build these into a setup that won't get instantly destroyed by archers, while also being effective against sieges/intruders, and they are quite fragile, so when destroyed, are a very hard hitting lose to you, especially due to the mechanism rarity.


3. Slade. If you embark with a volcano, Slade becomes the most op thing ever seen for trap-kind. Slade not only is heavy (good for blunt blows), but damn sharp too, and infinite in supply thanks to the great magma forges. Setup slade production, melt into bars, smith into spears/serrated discs, and now, you got a nearly untouchable, undefeated trap setup with a material that costs you a single block of stone to produce!

You may say 'trap immunes solve that' - not at all. Web turrets resolve the trap immune (as do dust mines, and others), as well, with intelligent setup, you can mix spears into the 'hall' of traps, which are manually controlled and WILL strike trap-immunes.

I don't know what to suggest for this, but slade seems to be too easy to abuse for traps generally speaking. It's effective, and nearly costless in value. Slap in runes now being added, and I'm terrified to even try this again, as I was wiping automaton/Minotaur/Demon sieges of 120+ out with a few lever pushes... :P

You could simply remove 'slade metal' being creatable, as if I recall, it's quite useless now. Volcanic gear needs slade BOULDERS not bars, so no danger to it, unless I'm missing something here x.x


4. Maces, hammers, etc, over-all seem to be quite useless in the Mod. In vanilla, they were quite OP, but in the mod, I've had artifact-wolfram/iridium/etc type maces, hammers, meteorhammers, and various types, and have a legendary 15+5 max possibility Legion with over 4800 strength using it on a naked foe, and basically all it did was bruise the living hell out of him. Rarely, I got a head shout that caved their head in - but half the time, it was 'outer brain' only damage and they just kept puking, and puking, and puking... and I kept bludgeoning him in the head again and again and again, and the damn thing will not die. tried this multiple times.

note: I haven't tried the above in the new versions, so it may be moot. But I haven't heard any talk about it, so I'll try to outfit some guys later and give it some testing! (Yes, I know maces are for armored foes, but the issue is finishing off ANY foe was impossible, naked or armored :P).


5. This may have been asked/played on, but I can't find anything about it. but what's the difference between say, guns and crossbows? They fire the same rate according to the guide, but is there any difference between theme? I would assume by logic, crossbows are inferior, yet I doubt that's the case. What are the differences, generally?

6. Oh, and the 'flashing shadow grass' in evil biomes? I'd advise turning that off. I tested it earlier, and vs a similar size biome/setup WITHOUT the grass flashing vs with it flashing, I saw a good 25-70 FPS drop just from that (fresh maps, 7 dwarves, no rivers, normal embarks, etc). The grass was the only variable. While neat, it seems to have a hand in nerfing FPS a good bit.


And that's enough blabbering for now, you're going to grow to hate/ignore me. :)

Since I have no idea how to create 'new weather' for the mod and google/search for the forums is proving pointless, I'm instead just going to settle somewhere randomly, and try to create a fort to show off various points of my issues, and then hand it to you to witness it first hand so we can both see on equal footing. This is gonna take a while, though...


Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: nekronuke on January 14, 2013, 07:08:33 pm
How do you get to the embark screen, if they crash at worldgen? What tileset are you using? A save would be very helpful for me, or at least a screen of the "problems" pop-up at the embark screen, showing which items are missing. (your posted errorlog has nothing to do with it, but good thinking)

Like mentioned, neither smakemupagus nor me could replicate this. But both of us only test phoebus.

I use a pre-genned world for the embark, and that doesn't work, and attempted to gen a world.
https://dl.dropbox.com/u/29408524/region1.rar

^this is the world i generated while playing as kobolds. dropbox is being finnicky today
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: smakemupagus on January 14, 2013, 07:24:05 pm
@Sabbykat

When you mention blunt weapons being underpowered, do you mean now?  or is it possible you are talking about versions months and ago, like, 1.9.4 (http://www.bay12forums.com/smf/index.php?topic=98196.msg3525252#msg3525252)?  Meph has done at least one major round of re balancing the weapons.

Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: SabbyKat on January 14, 2013, 07:42:21 pm
@Sabbykat

When you mention blunt weapons being underpowered, do you mean now?  or is it possible you are talking about versions months and ago, like, 1.9.4 (http://www.bay12forums.com/smf/index.php?topic=98196.msg3525252#msg3525252)?  Meph has done at least one major round of re balancing the weapons.

As I stated, this was talking BEFORE his new spree of updates. The one we've been using for months prior, I think 1.9.5? *rubs head* I'm too tired to recall all these darn versions q.q

I was weary of adding that note, as I hadn't tested it properly yet. can you confirm if they're 'up to snuff' now?

I would just go test it myself, but alas, I'm neck-deep in trying to figure out how the heck to modify weathers, more specifically, where the file for it is even contained in Masterwork >.<
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: ScottS on January 14, 2013, 07:45:38 pm
"4. Maces, hammers, etc, over-all seem to be quite useless in the Mod."

I noticed this too, but I don't remember what version it was.  Could easily have been <2.  I outfitted a whole squad with wolfram mauls, expecting them to bash some faces in.  No bashed faces, lots of bruises.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: SabbyKat on January 14, 2013, 08:01:05 pm
"4. Maces, hammers, etc, over-all seem to be quite useless in the Mod."

I noticed this too, but I don't remember what version it was.  Could easily have been <2.  I outfitted a whole squad with wolfram mauls, expecting them to bash some faces in.  No bashed faces, lots of bruises.

Yep. I didn't see note of this being fixed exclusively, and I've been busy trying to get a 'dangerous' evil biome going since I started playing again, so haven't tested in 2.0 -.-;
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: smakemupagus on January 14, 2013, 08:08:57 pm
Hmm, let's see....
I bet it was *mauls* or meteorhammers that you had bad experience with.  If not lets follow up and do some testing.  Here's what I found in a quick compare:

---

Maces only have attacks that are same or almost certainly a little better  than vanilla (increased velocity multiplier, same contact area).  i think no change since 195.

Warhammers have a variety of attacks, some better some worse, overall not too different from vanilla.  no change since 195.

Meteor hammers used to be really bad, but greatly improved since 195. 

Maul used to be really bad, but now is ... still bad ;)  no change since 195.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: SabbyKat on January 14, 2013, 08:23:26 pm
Hmm, let's see....
I bet it was *mauls* or meteorhammers that you had bad experience with.  If not lets follow up and do some testing.  Here's what I found in a quick compare:

---

Maces only have attacks that are same or almost certainly a little better  than vanilla (increased velocity multiplier, same contact area).  i think no change since 195.

Warhammers have a variety of attacks, some better some worse, overall not too different from vanilla.  no change since 195.

Meteor hammers used to be really bad, but greatly improved since 195. 

Maul used to be really bad, but now is ... still bad ;)  no change since 195.

Odds are, I did this before 1.9.5. I've been playing masterwork since damn near its inception, so quite hard to recall it all :p

As for current mace abilities, I'll give it a whirl in game. I think a better comparison would be to setup maces (1 handers) and shields vs Hammers (two handers) and no shield, then compare similar with axes - the 'bread and butter' of dwarves.

To my grasping, maces SHOULD be better at taking care of foes in good armor, and axes, better vs flesh generally, with swords being a middle ground. From my experience, armored or fleshed would not die to either variance of 'blunt' weapons, axes/swords worked brilliant, and hence, I hadn't touched a mace (after trying all the types and mix-and-matching hoping it was just being odd) in ages, hence my pointing the issue out - as I heard others mention it a while (at current rates, like 100 bloody pages back! :P) ago.

Either way, doesn't truly matter. Generally speaking, axes do everything you need barring Forgotten Beasts, or similar, so it's not a big issue.

of course, I don't even train a single military dwarf, and use engineering and brains to trump everything that comes at me, so that may be a bit of a problem... :P


Edit: Rather than make a new post, asking in this one.

Is the correct file to alter weathers (custom weathers), in raw --> Objects ---> Interaction_weather ? I notice some stuff is 'Masterwork' and some seems vanilla. As well, in this file, it's a total mess and I see rains that don't exist in game, so I assume they were just 'experiments' by Meph.

if this is the right folder, yay! Step one down, now to make head and bloody tales of it. Can someone point me to something that has mod info on weather? Wiki has everything BUT weather, the boards here I can't find anything related to it, google shows nothing for mod guidelines... -.-; I just want to have a controlled embark, so I can play! Q.Q What's wrong with horrible rain that melts dwarves into puddles of goo, and zombie-kittens?! It's fun! ;)
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Omeganaut on January 14, 2013, 08:24:27 pm
So, when I was playing as the kobolds (different embark because I couldn't farm well enough with my plots continuously destroyed by rock snow), I discovered I could take concubines along (yes, concubines were enabled for lols, and experimenting with exploit potential).  To my disappointment, they were dwarfen concubines.  I checked when I switched to orcs and they were there too (along with a ridiculous amount of tamed animals considering I set the history to 19 years.)  So, what I'm saying is that concubines should be switched off (easy way).  Possibly then you might put them into the orc and kobold raws, but that's an open suggestion and not in any way me saying I need them for my game experience.

Stupid story time:  So, I tried to switch straight from kobolds to orcs, and the orcs turned into dwarfs, so I had to restart the game.  Alas, it was my own stupidity for failing to heed the warning of don't turn both on at once, so i will remember to do it the other way in the future.  Maybe just a stronger warning?  Maybe another warning that one screen you have empty space?  Or maybe just let the stupids figure themselves out.

EDIT: orcs had blobs available on embark.  along with beissworms, tame spider vermin, tame coati, tame Gray Langurs, tame blight bats, tame weasals, wombats, and wolverines.  My parent civ started in mountains closer to the warm pole, but still there are some issues there.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: smakemupagus on January 14, 2013, 08:44:20 pm

I use a pre-genned world for the embark, and that doesn't work, and attempted to gen a world.
https://dl.dropbox.com/u/29408524/region1.rar

^this is the world i generated while playing as kobolds. dropbox is being finnicky today

Sorry, i still can't replicate your problem.   :-\ 
I did several orc worldgens with no problems (1 out of 5 times there were no wolves, but that's just luck of the draw), and here's my kobold embark from your save,
Spoiler (click to show/hide)

Oh, What do you mean you "use a pre-genned world"? 

Did you start the game as Race #1, generate a world, close the game, toggle the GUI over to Race #2, open the same world, and try to embark as Race #2?   That wouldn't work. Or do you just mean you used one of Meph's world generation templates?

Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Omeganaut on January 14, 2013, 09:02:52 pm
Then this happened.  I use phoebus, with the natural colors, and I don't think vermin should look like gems, especially when they are flashing in the middle of a room I thought my miner had already dug out. Spoilered for size, I'm not great at screenshots.

Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: nekronuke on January 14, 2013, 09:22:42 pm

I use a pre-genned world for the embark, and that doesn't work, and attempted to gen a world.
https://dl.dropbox.com/u/29408524/region1.rar

^this is the world i generated while playing as kobolds. dropbox is being finnicky today

Sorry, i still can't replicate your problem.   :-\ 
I did several orc worldgens with no problems (1 out of 5 times there were no wolves, but that's just luck of the draw), and here's my kobold embark from your save,
Spoiler (click to show/hide)

Oh, What do you mean you "use a pre-genned world"? 

Did you start the game as Race #1, generate a world, close the game, toggle the GUI over to Race #2, open the same world, and try to embark as Race #2?   That wouldn't work. Or do you just mean you used one of Meph's world generation templates?

Oh, that makes sense. That explains why kobolds rock on that. I still get crashes from genning as orcs though. Oh well, kobolds are fun, and dwarves are still awesome
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: SabbyKat on January 14, 2013, 11:04:44 pm
Also, quick question.

Can someone please embark as dwarves, and take Marble (stone, not block), and try to build with it? I have 50+ marble stone here, but can't use it to build a wall. But I can use granite, wood, etc. I didn't see anything about flux not being buildable with anymore, so if not an oversight on my part, may be a bug.

Edit:

To confirm, marble BLOCKS work just fine, as does Chert-Stone, another flux... *rubs head*
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Tally on January 14, 2013, 11:41:49 pm
Also, quick question.

Can someone please embark as dwarves, and take Marble (stone, not block), and try to build with it? I have 50+ marble stone here, but can't use it to build a wall. But I can use granite, wood, etc. I didn't see anything about flux not being buildable with anymore, so if not an oversight on my part, may be a bug.

Edit:

To confirm, marble BLOCKS work just fine, as does Chert-Stone, another flux... *rubs head*

Try enabling marble to be used in the stone submenu of the 'z' menu?
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: quiqafooqey on January 15, 2013, 12:35:11 am
Maybe I'm an idiot, but I can't for the life of me find how to pull up the options GUI for the OSX version of 2f. I can run the df unix exec but that just boots me straight into the game. What am I doing wrong here?
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: SabbyKat on January 15, 2013, 01:02:53 am
Also, quick question.

Can someone please embark as dwarves, and take Marble (stone, not block), and try to build with it? I have 50+ marble stone here, but can't use it to build a wall. But I can use granite, wood, etc. I didn't see anything about flux not being buildable with anymore, so if not an oversight on my part, may be a bug.

Edit:

To confirm, marble BLOCKS work just fine, as does Chert-Stone, another flux... *rubs head*

Try enabling marble to be used in the stone submenu of the 'z' menu?

It is. I checked that instantly. Not barrow either, as I literally just embarked, and first buttons were, b, C, w to try and get a wall up and noticed I couldn't select it >.> <.< I'll try a new world and see if it still does this.

Edit:

Some bugs/possible bugs for Meph (as well as the previous big post last page :P).

1. Marble SEEMS to not be usable as a building material for construction (floor, walls, ramps, etc) - still examining if it could be my game or not.

2. 'Vomit' appears to be dark BLUE with color: Default+ (default setting)... I wonder if I have smurfs nearby?
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Meph on January 15, 2013, 02:37:25 am
@nekronuke: I cant reproduce the error, same as smake. It must be something on your end...

@quiqafooqey: Kudakeru made the Mac OS pack, I cant help you with that, I dont have a Mac. You could leave him a PM, see if he can reproduce the error.

@Omeganaut: Your screenshot doesnt show the vermin/gem, because your mousepointer is above it. Concubines are OFF by default, and dont work with Orcs or Kobolds, the same goes for many other features. The GUI is designed to be used with dwarves. Some options, those that alter the world/plants/inorganics of course affect orc/kobolds as well. That orcs have many animals is normal, and intended.

On embark your orcs didnt turn into dwarves. You embarked as dwarf civ. If you play raound too much with the orc and kobold buttons, you might end up with 2 civs (orc and dwarf or kobold and dwarf) at embark. You have to pick one at the embark screen. You picked dwarves.

@SabbyKat: Dont worry, I love long feedback like that. Unfortunately I have to trash talk you a bit, because your reports are for... maybe 5 versions ago? And you dont say which part is about which version... which in turn makes it really hard for me to test anything on it. "Oh Meteor hammers dont work? I thought I fixed that" Then I go to the Arena, do 1h of Meteorhammer-testing, come back, say "No, friend, meteor hammers are fine" and you say "Oh, yeah, I meant Meteorhammers from 5 versions ago." My answer: "well I love wasting hours and hours upon testing wrong reports, thank you too." And then I am off to Fortress mode to test Marble, just to see that it works perfectly fine for constructions. Which I actually did, and it does work.

So what I am saying is: Long post are awesome. Suggestions are awesome. But what I always, under all circumstances need is this: (and I quote the manual here)
Quote
Please report at the forum thread, or write me a PM. Please mention the mod version, tileset used, if settings have been changed, and what exactly is it that is wrong.
Please keep in mind that some issues are Vanilla DF or dfhack related. If you think this is the case, give me a quick heads up, but post the report in the fitting thread.

That said, lets see what you posted:
Vomit is blue, I noticed that as well. Surprised me a bit, because vomit is hardcoded, so it must be the color scheme, but wtf...
Marble works, is an error on your end.
Interaction_weather is the correct file, but you also need to edit the worldgen. Otherwise its of no use.
Wiki: weather information is under "interactions", because its just ONE TAG in an interaction that makes it weather.

(these 1-5 is about your answers that were numerated)
1. Cavern grass and trees work, but only show up now and then, because all the normal stuff still grows in evil/good biomes as well, same as on the surface.
2. Yep, husks die from mithril runes. At least they should. Testfort on this would be AMAZING, since I havent gotten any reports on runes yet. :(
3. Point taken. Invaders bring no shoes/boots, because thats 4 items per creature, 100 invaders means 400 items more.
4. No one will lynch you. And I like reducing exploits.
5. Yep, will work.

(these 1-5 is about your balancing feedback)
1. Gem furniture should be nice. Especially the diamond "exploit" you posted. Just compare:
Fell tree, make bed. Done.
Mine stone till you find rock crystal, mine rock crystals, fell tree, make ash, make pearlash, make fuel, make crystal glass, make fuel, mine gold ore, smelt gold bar, make fuel, make artificial diamonds, make bed. Done.

2. Turrets. You dont know how modding works in that case, so bear with me:
Bullets shooting steel are as strong as bullets shooting silver, copper, gold, iron, whatever. ONLY THE SOLID DENSITY MATTERS. Thats why slade turrets are per definition better. I CANNOT alter how effective the material emission is. I CANNOT alter how accurate a turret is. What you describe as "30%" less accurate is sadly complete bollocks, both are absolutely equal. It might be that the stronger knockback of targets hit by slade turrets dont get hit, because they were just knocked back out of the line of fire.

Making a turret from each material would require a seperate reaction and creature for each. Too much work, for no change in effeciency. Not like golems, who literally wear their materials as weapon and armor. I honestly dont know how to make bullet/slade turrets better, because I can only alter the rate of fire and range. Thats pretty much it.

Web turrets seem to work as intended. Good.

Acid turrets were changed heavily.  They cause this on the target:
Code: [Select]
[CE_BLEEDING:SEV:250:PROB:50:BP:BY_CATEGORY:ALL:SKIN:START:1:PEAK:1000:END:3000]
[CE_BLISTERS:SEV:250:PROB:100:BP:BY_CATEGORY:ALL:SKIN:START:1:PEAK:1000:END:3000]
[CE_NAUSEA:SEV:250:PROB:100:START:1:PEAK:1000:END:3000]
[CE_DIZZINESS:SEV:150:PROB:10:START:1:PEAK:1000:END:3000]

Warpstone turrets should kill. They cause this on the target:
Code: [Select]
[CE_NECROSIS:SEV:2200:PROB:100:BP:BY_CATEGORY:ALL:SKIN:START:1:PEAK:2000:END:3000] [CE_PAIN:SEV:2200:PROB:100:BP:BY_CATEGORY:ALL:SKIN:START:1:PEAK:2000:END:3000]
Fire turrets: Cant mod firebreath, its entirely hardcoded. Cant affect the temperature, range, anything...

Hellfireturrets: Cant mod dragonfirebreath, is entirely hardcoded.

Slade Metal: This doesnt even exist (for 5 versions now) If you somehow managed to make slade bars, which is impossible, please let me know.

4: Maces, Hammers and such. Wrex and Smake balanced a ton of them. Apparently not the mace, but blunt weapons should be a lot better. (also for 5 versions now)

5. What Guide? Have you had a look at the current manual? They have a 25 times higher ammo velocity and force. And bullet-ammo has 2,5 deeper cutting values.

6. Flashing grass in evil biomes: Wanted to post "doesnt exist anymore since 5 versions", which is true for Phoebus, but apparently it still does in Ironhand/Ascii. Will be removed as well.

A NOTE: Turrets are ridiculously cheap atm, because I have no alchemy/chemistry system. The old one was scrapped, so all "mercury, acid, warpstone, magnesium" and so forth is gone, and most turrets are essentially for free atm.

Now that I wrote all this: I hate to say it, but besides balancing the mace and removing a line of Alt-tile grass, your post was mostly addressing things that are outdated and have changed. Now dont take me wrong, I still love big feedback posts and balancing reports about testforts, but they are only helpful if they are about the current mod version.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Tally on January 15, 2013, 04:29:20 am
Oh, by the way. Just thought I'd share, but beekeeping can unintentionally boost tanning levels to a ridiculous level and help out the leather upgrading biz.

If you pasture animals right next to or around your hives, then they'll get stung by honey bees really often. In the process, bees die and leave behind corpses, which you can then turn into bone studs. Just set that on repeat and you'll have a legendary tanner in no time (and a ridiculous amount of bone studs that you won't know what to do with).
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Liuface on January 15, 2013, 04:36:28 am
Hi, I'm a new poster on this forum and been trying out this mod recently. I've noticed that since v. 2d, smoothed wood and scrap wood logs haven't been recognized by wood stockpiles. Also in v. 2e, the timberyard seems to recognize other non-sapling plants for its wood reactions, e.g. cutting prickle berries into the aforementioned unrecognized logs. I encountered both these issues in ASCII+. Any idea what might be causing them?
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: SabbyKat on January 15, 2013, 04:38:33 am
@nekronuke: I cant reproduce the error, same as smake. It must be something on your end...

@quiqafooqey: Kudakeru made the Mac OS pack, I cant help you with that, I dont have a Mac. You could leave him a PM, see if he can reproduce the error.

@Omeganaut: Your screenshot doesnt show the vermin/gem, because your mousepointer is above it. Concubines are OFF by default, and dont work with Orcs or Kobolds, the same goes for many other features. The GUI is designed to be used with dwarves. Some options, those that alter the world/plants/inorganics of course affect orc/kobolds as well. That orcs have many animals is normal, and intended.

On embark your orcs didnt turn into dwarves. You embarked as dwarf civ. If you play raound too much with the orc and kobold buttons, you might end up with 2 civs (orc and dwarf or kobold and dwarf) at embark. You have to pick one at the embark screen. You picked dwarves.

@SabbyKat: Dont worry, I love long feedback like that. Unfortunately I have to trash talk you a bit, because your reports are for... maybe 5 versions ago? And you dont say which part is about which version... which in turn makes it really hard for me to test anything on it. "Oh Meteor hammers dont work? I thought I fixed that" Then I go to the Arena, do 1h of Meteorhammer-testing, come back, say "No, friend, meteor hammers are fine" and you say "Oh, yeah, I meant Meteorhammers from 5 versions ago." My answer: "well I love wasting hours and hours upon testing wrong reports, thank you too." And then I am off to Fortress mode to test Marble, just to see that it works perfectly fine for constructions. Which I actually did, and it does work.

So what I am saying is: Long post are awesome. Suggestions are awesome. But what I always, under all circumstances need is this: (and I quote the manual here)
Quote
Please report at the forum thread, or write me a PM. Please mention the mod version, tileset used, if settings have been changed, and what exactly is it that is wrong.
Please keep in mind that some issues are Vanilla DF or dfhack related. If you think this is the case, give me a quick heads up, but post the report in the fitting thread.

That said, lets see what you posted:
Vomit is blue, I noticed that as well. Surprised me a bit, because vomit is hardcoded, so it must be the color scheme, but wtf...
Marble works, is an error on your end.
Interaction_weather is the correct file, but you also need to edit the worldgen. Otherwise its of no use.
Wiki: weather information is under "interactions", because its just ONE TAG in an interaction that makes it weather.

(these 1-5 is about your answers that were numerated)
1. Cavern grass and trees work, but only show up now and then, because all the normal stuff still grows in evil/good biomes as well, same as on the surface.
2. Yep, husks die from mithril runes. At least they should. Testfort on this would be AMAZING, since I havent gotten any reports on runes yet. :(
3. Point taken. Invaders bring no shoes/boots, because thats 4 items per creature, 100 invaders means 400 items more.
4. No one will lynch you. And I like reducing exploits.
5. Yep, will work.

(these 1-5 is about your balancing feedback)
1. Gem furniture should be nice. Especially the diamond "exploit" you posted. Just compare:
Fell tree, make bed. Done.
Mine stone till you find rock crystal, mine rock crystals, fell tree, make ash, make pearlash, make fuel, make crystal glass, make fuel, mine gold ore, smelt gold bar, make fuel, make artificial diamonds, make bed. Done.

2. Turrets. You dont know how modding works in that case, so bear with me:
Bullets shooting steel are as strong as bullets shooting silver, copper, gold, iron, whatever. ONLY THE SOLID DENSITY MATTERS. Thats why slade turrets are per definition better. I CANNOT alter how effective the material emission is. I CANNOT alter how accurate a turret is. What you describe as "30%" less accurate is sadly complete bollocks, both are absolutely equal. It might be that the stronger knockback of targets hit by slade turrets dont get hit, because they were just knocked back out of the line of fire.

Making a turret from each material would require a seperate reaction and creature for each. Too much work, for no change in effeciency. Not like golems, who literally wear their materials as weapon and armor. I honestly dont know how to make bullet/slade turrets better, because I can only alter the rate of fire and range. Thats pretty much it.

Web turrets seem to work as intended. Good.

Acid turrets were changed heavily.  They cause this on the target:
Code: [Select]
[CE_BLEEDING:SEV:250:PROB:50:BP:BY_CATEGORY:ALL:SKIN:START:1:PEAK:1000:END:3000]
[CE_BLISTERS:SEV:250:PROB:100:BP:BY_CATEGORY:ALL:SKIN:START:1:PEAK:1000:END:3000]
[CE_NAUSEA:SEV:250:PROB:100:START:1:PEAK:1000:END:3000]
[CE_DIZZINESS:SEV:150:PROB:10:START:1:PEAK:1000:END:3000]

Warpstone turrets should kill. They cause this on the target:
Code: [Select]
[CE_NECROSIS:SEV:2200:PROB:100:BP:BY_CATEGORY:ALL:SKIN:START:1:PEAK:2000:END:3000] [CE_PAIN:SEV:2200:PROB:100:BP:BY_CATEGORY:ALL:SKIN:START:1:PEAK:2000:END:3000]
Fire turrets: Cant mod firebreath, its entirely hardcoded. Cant affect the temperature, range, anything...

Hellfireturrets: Cant mod dragonfirebreath, is entirely hardcoded.

Slade Metal: This doesnt even exist (for 5 versions now) If you somehow managed to make slade bars, which is impossible, please let me know.

4: Maces, Hammers and such. Wrex and Smake balanced a ton of them. Apparently not the mace, but blunt weapons should be a lot better. (also for 5 versions now)

5. What Guide? Have you had a look at the current manual? They have a 25 times higher ammo velocity and force. And bullet-ammo has 2,5 deeper cutting values.

6. Flashing grass in evil biomes: Wanted to post "doesnt exist anymore since 5 versions", which is true for Phoebus, but apparently it still does in Ironhand/Ascii. Will be removed as well.

A NOTE: Turrets are ridiculously cheap atm, because I have no alchemy/chemistry system. The old one was scrapped, so all "mercury, acid, warpstone, magnesium" and so forth is gone, and most turrets are essentially for free atm.

Now that I wrote all this: I hate to say it, but besides balancing the mace and removing a line of Alt-tile grass, your post was mostly addressing things that are outdated and have changed. Now dont take me wrong, I still love big feedback posts and balancing reports about testforts, but they are only helpful if they are about the current mod version.

it's 2:30 am, so gonna be brief and note I didn't read most of the post yet. :P

But it seems I was falsely assuming something, that basically I heard you 'abandoned' (gave up? Same concept) 2.0 and were just going to continue improving the 1.0 line. this to me, meant you were going to keep systems and such how they were, but simply go along and revamp them. I saw talks of new alchemy, but I assumed the old one was still in, thinking there was no reason to toss it aside, but it seems I was wrong!

I've not had a chance to properly play, as I've spent my entire day aimlessly trying to figure out how to edit bloody weather, to no avail. Either I'm blind, or finding mod resources for this little thing is non-existent... :/

Also, as a brief reply - on your #6 response, you're incorrect, unless I'm hallucinating, as I see the 'flashing grass' on v.2f, seen it multiple times now, and that's on phoebus. I'll even get you a world/embark with it (when I see one again) if you wish to see proof (and yes, the worlds are made in .2f). I'll do what I can to help pin that down tomorrow, as well as properly respond.

Sorry for wasting your time as it feels, I made to many assumptions in how dramatic you altered the mod since i played in 1.9.5. Now, if I could get a good bloody embark that doesn't suddenly begin to thrall stuff on the map with no clouds, and the rain was non-thralling for two seasons... *grumble mutter* :P
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Tally on January 15, 2013, 05:05:56 am
Also, melting ice at the apothecary appears to be bugged. The reaction won't be usable even if you have all the ingredients needed. I just had a mason die because of it.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Meph on January 15, 2013, 05:28:55 am
@Tally: Since tanning has no quality level, the exploit doesnt help you much. ^^ But its a nice way to get remains, because you can also make food out of them in Kobold Camp, or make ash in the crematory.

@Liuface: This is probably the tenth time I say it this week alone, so here we go again: What could possible compel you to give me a report about outdated versions. I just, literally the last post I made, was all about "please dont post stuff about outdated versions." I am seriously loosing my patience sooner or later. I fixed that, and I mentioned that in the changelog. The bug has been reported before, I acknowledged the fact, fixed it, released a new version with the fix, and mentioned it in the changelog.

@sabbykat: Why not read the changelog then ? I post a full one, with all changes, everytime I release a new version, at the bottom of the release post. The only exception to that rule is the very last one, because it was a very small update and every single thing was mentioned in the post.

Quote
Either I'm blind, or finding mod resources for this little thing is non-existent... :/
  You set rains to 0 in the adv. worldgen, then add your own reiongal weather types. These go into an interaction file, and all needed tags are located in the wiki under interaction token and syndrome token, and you can just copy my good weather types, replace good with evil, and you are done.

Tags:
Quote
WEATHER_CREEPING_GAS    Creates a cloud of gas that appears at the edge of the map and slowly creeps across the map. Not usable by creatures.
WEATHER_CREEPING_VAPOR    Creates a cloud of creeping vapor. Not usable by creatures.
WEATHER_CREEPING_DUST    Creates a cloud of creeping dust. Not usable by creatures.
WEATHER_FALLING_MATERIAL    Causes it to start raining a particular material. If the material is solid at the outdoor temperatures, it will snow the material instead. Regardless of the nature of the material, being caught in it will give dwarves the bad thought of being 'caught in freakish weather lately'. Not usable by creatures.

Related to my declining patience, I will take a few days off. While its nice to get feedback, having 50% of it about outdated/fixed/vanilla/dfhack/user-errors/not-reading-the-manual really gets to me. And since I am a nice guy, I rather get some distance instead of yelling at no one in particular.

EDIT: And to prove my point: Here is your bucket of ice, tested ingame, works.
(https://lh4.googleusercontent.com/-GVCae4zJ1Q8/UPUxIva44uI/AAAAAAAALnY/MgqI1H4VJOA/s200/ice.png)
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Tally on January 15, 2013, 07:34:20 am
EDIT: And to prove my point: Here is your bucket of ice, tested ingame, works.
(https://lh4.googleusercontent.com/-GVCae4zJ1Q8/UPUxIva44uI/AAAAAAAALnY/MgqI1H4VJOA/s200/ice.png)

Must've been some weird other issue with dwarven accessibility on my end, then. Oh well! Embarking on cold climates sucks, especially when you have necromancer warlocks visiting your fortress right after goblin ambushes.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Firehawk45 on January 15, 2013, 07:53:39 am
Well, high level workers do give you something, it improves the speed of them doing stuff. For butchers and tanners its semi-useful i think, because after sieges struck down with the power of my two legion dwarves of the whole army my fort could bear, they are busy to preserve everything and not let it rot away ;)

Also nice for every other time-sensitive work, it just makes things happening faster
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Varyag on January 15, 2013, 07:54:23 am
Just had my first encounter with metalwraiths and have to say i love them at the moment. Had a lucky embark and got two legion dwarves in my starting 7. They levelled all the way up to legendary on shields, fighter and axes just bashing on metalwraiths with cheap copper gear until there was nothing more than bloody paste left. All this in spring of first year. :)

I think they're balanced but a good tip to other players is to bring a few extra copper weapons and make wooden kite shields immediately on embark. The shields in particular is what saved both my miners from being stomped by wraiths. Draft all your dwarves or at least your miners into military and give them cheap/outdated stuff just so they have something to defend themselves with even if you never use the squad for any fighting.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Firehawk45 on January 15, 2013, 08:13:01 am
I had 8k embark points, went "fuck it", bought my two military dwarves iron armour and steel longsswords, worked well, one of them got stomped by a sauropod.

Meph, dwarves can still prefer coarse iron, is that intented?
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Omeganaut on January 15, 2013, 10:10:40 am
Dear Meph,

I apologize for posting so many complaints so badly.  I was trying to help, but I am not the most informed computer person and it showed.  I appreciate all that you do for us by making and improving this mod and I realize that most of our responses are criticism (if some of it actually constructive).  You are doing a great job, and I appreciate you.  This is not a bribe to get you back to the mod without taking a break, this is me realizing you should get more compliments.  I hope you can also see the large number of posts as people enjoying your mod, not just as critics.  They are still playing your mod after all!

Best wishes,

Omeganaut
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: sayke on January 15, 2013, 11:26:34 am
@meph - afaict 2f is really quite stable and good. my only problem is that i don't have enough time to put much time into a new fort! masterwork df is really my only vice right now - and it's a damn good one. thinks for everything and absolutely all the best =D
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Chaikhou-L-Jabal on January 15, 2013, 02:54:53 pm
I have tried many embarks and worlds, and i never seem to ecounter special rain and weather for good biomes. also, i never found the caraterstic plants, trees, or the blue grass in good biomes.
Ps : Sorry for my english.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Mictlantecuhtli on January 15, 2013, 03:42:33 pm
Meph, dwarves can still prefer coarse iron, is that intented?

Coarse Iron isn't even in the new versions.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: smakemupagus on January 15, 2013, 03:57:52 pm
Coarse Iron is still in raws in 2f, you just don't have any way to make it.
inorganic_zmasterwork.txt(71): [INORGANIC:PURE_IRON]

So they can prefer it, make engravings of it, etc.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Mictlantecuhtli on January 15, 2013, 04:03:23 pm
I figured he meant equipment-wise. I've got Dwarves that prefer Xnaglazom's Demon Back Tooth sometimes, too bad the preference system is so wonky. Damn Dwarves knowing the unknowable.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: SabbyKat on January 15, 2013, 04:33:26 pm
@Tally: Since tanning has no quality level, the exploit doesnt help you much. ^^ But its a nice way to get remains, because you can also make food out of them in Kobold Camp, or make ash in the crematory.

@Liuface: This is probably the tenth time I say it this week alone, so here we go again: What could possible compel you to give me a report about outdated versions. I just, literally the last post I made, was all about "please dont post stuff about outdated versions." I am seriously loosing my patience sooner or later. I fixed that, and I mentioned that in the changelog. The bug has been reported before, I acknowledged the fact, fixed it, released a new version with the fix, and mentioned it in the changelog.

@sabbykat: Why not read the changelog then ? I post a full one, with all changes, everytime I release a new version, at the bottom of the release post. The only exception to that rule is the very last one, because it was a very small update and every single thing was mentioned in the post.

Quote
Either I'm blind, or finding mod resources for this little thing is non-existent... :/
  You set rains to 0 in the adv. worldgen, then add your own reiongal weather types. These go into an interaction file, and all needed tags are located in the wiki under interaction token and syndrome token, and you can just copy my good weather types, replace good with evil, and you are done.

Tags:
Quote
WEATHER_CREEPING_GAS    Creates a cloud of gas that appears at the edge of the map and slowly creeps across the map. Not usable by creatures.
WEATHER_CREEPING_VAPOR    Creates a cloud of creeping vapor. Not usable by creatures.
WEATHER_CREEPING_DUST    Creates a cloud of creeping dust. Not usable by creatures.
WEATHER_FALLING_MATERIAL    Causes it to start raining a particular material. If the material is solid at the outdoor temperatures, it will snow the material instead. Regardless of the nature of the material, being caught in it will give dwarves the bad thought of being 'caught in freakish weather lately'. Not usable by creatures.

Related to my declining patience, I will take a few days off. While its nice to get feedback, having 50% of it about outdated/fixed/vanilla/dfhack/user-errors/not-reading-the-manual really gets to me. And since I am a nice guy, I rather get some distance instead of yelling at no one in particular.

EDIT: And to prove my point: Here is your bucket of ice, tested ingame, works.
(https://lh4.googleusercontent.com/-GVCae4zJ1Q8/UPUxIva44uI/AAAAAAAALnY/MgqI1H4VJOA/s200/ice.png)

...Right, well, I'm sorry I can't keep up with all the info that's scattered across the last 100 pages, I should have checked. But you could have simply ignored me and said I was giving the wrong info and I would have been quite fine (I know you're not raging specifically at me, nor am I trying to sound dramatic!).

Might I suggest you try to... 'hire' for lack of a term, some people to read/respond on your behalf for the thread? Since it seems to aggrevate you to no end, and you seem to need to reply (I know the feeling, I can't find the right word for why, but I'm the same way :P), and that's not gonna be good if you lose your drive to mod just due to forum posts.

I appreciate the weather matter, I'll try checking it out in a bit!

Again, sorry for my misinformation. >.<
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: sayke on January 15, 2013, 09:12:36 pm
so is the conclusion that 2f is basically bug-free, or what? =D
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Panopticon on January 15, 2013, 09:17:03 pm
I don't think anything DF related can be described as bug free.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Gamerlord on January 15, 2013, 09:33:38 pm
Where can I find an up-to-date changelog?
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: sayke on January 15, 2013, 11:21:04 pm
check out meph's release posts!
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: BigD145 on January 15, 2013, 11:27:09 pm
The first page links to the release post. It's in small font.

I wish I had time to mess with DF and Masterwork and bug test but school keeps me busy.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Fairin on January 16, 2013, 12:47:41 am
Might I suggest you try to... 'hire' for lack of a term, some people to read/respond on your behalf for the thread?

oh we try . but meph responds so fast you'd think he didn't have a life outside of this

out of curiosity was that bucket of ice you were trying to melt exposed to the freezing climate? im pritty sure it takes a while to refreeze but does happen iirc.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: sayke on January 16, 2013, 12:49:17 am
i have honestly not encountered a genuine bug with 2f yet.

that's really saying something. and this workflow plugin...? my god. it's a whole different game - so much less micromanagement!!
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Varyag on January 16, 2013, 03:00:04 am
this workflow plugin...? my god. it's a whole different game - so much less micromanagement!!

Yeah i know, if i could wish for a single thing to be in 0.34.12 i would have to say integrated workflow in the game.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Qwo on January 16, 2013, 03:03:23 am
Is there a list of descriptions of all the Kobold-specific buildings/etc. out there? Wondering what the Scrimshawer/Wood Processor/Furrier/etc. all is. I'm presuming Scrimshaw = bones and Furrier = cloth?

Kobold Camp is fantastic, I'm having a ton of fun with it so far.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Noin on January 16, 2013, 03:06:11 am
Hello everyone!
Fist of all, I want to say that I really enjoed this mod so far. But a couple of simple things might make it even better, I believe.
Thing number 1:
Bones
Bonecarving right now is pretty useless, since all bones have a value of 0, no matter what creature's it was. I think that making, for example, unicorn horns very expensive and magical beasts' bones have different value would improve this labor A LOT.

Second thing:
Leather (and this one is REALLY weird)
No matter that creature you slaughter, you always get only 1 piece of leather. Mamonth, who can feed my whole fortress for months, have, however, only just enough skin to make one pair of gloves. Where is logic in that?
In the end I have to buy leather with every caravan just to have this industry going.

Third thing:
Redicilous values of some things. For example, making some trap components from gems instantly boost your fort's value by few hundred thousands. There are things that are just way too expensive, while some industries wield basically no profit at all.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Fairin on January 16, 2013, 03:42:23 am
@noin, im pritty sure meph added in a bonus for the leatherworking industry that you get exactly what you asked for already. besides who uses anything but sheared drakescales anyway =P
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Tally on January 16, 2013, 08:24:20 am
What Fairin said. Drakes are expensive to embark with, but they will solve most leather issues, since you don't have to butcher drakes to get it, and the leather they produce is comparable to iron for armor.

If you want to upgrade leather through the ordinary route, you can also pair beekeeping with a livestock industry to supply an endless amount of bone studs. Pasture animals on top of honey bee hives and they will get stung. A lot. Honey bees die when they sting something, so they leave remains to be processed into bone studs.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Urist McUristson on January 16, 2013, 08:26:15 am
besides who uses anything but sheared drakescales anyway =P

Am I wrong in thinking Lamellar is the best form of leather for armor?  Thought it was above Drakescale.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Riun on January 16, 2013, 09:02:18 am
Where can I find an up-to-date changelog?

I hope you already found it, but here is the link: http://dl.dropbox.com/u/60111839/Changelog.txt

its pretty small, so yeah. For everyone who uses this and doesnt already know: strg+f and search for keywords, usually nets me all the info I need.

Leatherworking is going to be changed to make every creature give 2 leather. As far as I know, without modding knowledge, giving different creatures different amount of leather is either impossible or at least really complex.
Similiar for value, its pretty hard to balance out and a lot of meticilous work. After all, the original Df is only alpha and far from balanced. If I notice something exploit-like, I dont use it.

 
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Gamerlord on January 16, 2013, 09:04:47 am
Argh! Just started an orcish fortress and there are more buildings than in the manual!  :o

Also, how can I change the colour and texture of sand on a save to something less visually annoying?
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: vdpk7 on January 16, 2013, 10:08:53 am
Hi guys, just wondering if its intended that crossbow bolts would use different graphics? If you could look at the pic its seems like some bolts would use a mine track graphic beside a warwolf and something that looks like normal bolt beside the cursor. This is on v.2d and ironhand tileset.

The tileset im using is from http://dffd.wimbli.com/file.php?id=6320 (http://dffd.wimbli.com/file.php?id=6320) which is ironhand but changes all of the mine track graphics.

I looked it up abit on the MW and the upgraded version of ironhand tileset and it seems like the tiles between, {  } and the one above and between the up and down staircases, for horizontal and vertical bolts goes along with the bolt graphics that is being used when moving diagonally.

Thanks

Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Noin on January 16, 2013, 10:55:45 am
Quote
Leatherworking is going to be changed to make every creature give 2 leather. As far as I know, without modding knowledge, giving different creatures different amount of leather is either impossible or at least really complex.
Similiar for value, its pretty hard to balance out and a lot of meticilous work. After all, the original Df is only alpha and far from balanced. If I notice something exploit-like, I dont use it.
I find it strange, considering all creatures having different amount of bones and meat...
And about bones: it shouldn't be a specific value for EVERY creature's bones, just a few generic types, like "bone" (value of 1) "rare bone" (value of 5) "beast bone" (value of 10) "dragonbone" (value of 25) etc
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Varyag on January 16, 2013, 11:03:46 am
Think i saw this reported earlier in thread but saying it anyway in case i'm wrong.

V.2f
Internal invaders or to be more specific, wraiths leave bodies of the miner who spawned them that need to be buried, if the miner dies this causes an endless failed loop of burials to his coffin. Also had the buried miner turn into a ghost and the only thing that seemed to work was slabbing him, i suspect this is because the miners actual body was never buried, can see it in my corpse stockpile right now.

I think both these problems are resolved if wraiths leave no corpse but can't say for sure.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: smakemupagus on January 16, 2013, 11:38:29 am
Argh! Just started an orcish fortress and there are more buildings than in the manual!  :o

The manual is new and work in progress.

Orc Fortress 0.3 added a ton of stuff (http://www.bay12forums.com/smf/index.php?topic=113621.msg3943167#msg3943167).  If you have a question i would try to answer.

As Meph said, the Orc Fortress thread is the best place for Orcfort specific questions/bug reports/feedback, both to try to keep low the clutter here, and also because that's the one that i actually subscribe to :)
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Meph on January 16, 2013, 12:29:44 pm
Varyag: Thanks for the report. Might I ask why you report it, if you know that it already has been reported? Or, since you say that you arent sure, why didnt you use the search function to see that it indeed has been reported, and been answered by me. Your suggestions about removing wraith-corpses to fix the problem is wrong btw, for two reasons: 1. Wraiths have no corpses, they leave a harmless boiling rock upon death and 2. you are talking about bodyparts... and to further answer your next question: No, I cant remove bodyparts from them, and neither can I fix the behaviour of the dwarves.

@Noin: If I make several bone-groups, I would still have to assign one to each creature. Same amount of work.
Thing number 1: Bones having 0 value is not true.
Thing number 2: Leather give 2, not 1 piece as you stated. Other creatures give up to 4 pieces, or scale, or shell or chitin, or tough leather.
Thing number 3: Gems are valuable, how is that weird? If you engrave items in vanilla df, your forts value skyrockets as well. I actually did not change the value of gems at all in this mod.

@vdpk7: Why do you ask here about an ironhand issue? Ammo tiles are hardcoded, and I neither can nor did affect them with this mod.

@Gamerlord: Why do you ask here about an Orc Fortress issue, and not in the orc fortress thread? And why do you ask a general modding question here (how can you change colors/texure of sand) and not in the fitting thread ?

@Riun: Thanks for answering questions, but your answer is wrong. Leatherworking wont be changed to give 2 leather, it already gives 2 leather, since 5 versions. It even says so in the very changelog you posted ("Tanning a hide will now always give 2 pieces of leather") You also called the changelog the latest/up to date, which is false. I havent updated it for all new versions, which is my fault, but posted a changelog at every releasepost.

@Urist McUristson: Again, the changelog and/or manual answers all the questions. Why make a statement about llameral leather being better or worse then scale, if you could just look it up? This way people reading the thread dont get wrong infos.

@Qwo: Why do you ask here about the native Kobold Camp buildings, and not in the Kobold Camp thread ?

@SabbyKat: Again, no worries. It was not your long report, I repeatetly said that I like getting those. It was all of the above.

NOW; @ALL: I know that I sound like a total dick in this post, but I wanted to show you something. ALL of the above posts, and I literally mean EVERY SINGLE REPORT was either wrong, at the wrong place, or already reported. A simple solution for me would be to stop doing this forum support. Other players of the mod will come here and answer for me, sooner or later. Maybe giving right answers, maybe giving wrong answers, but still, they would like to help. A better solution would be this:
1. Make people read the manual
2. Make people use the search function
3. Make people double-check, before they post something.

The thing is that I have no idea how to do that. And I see thing from a different perspective. If someone comes by and reports about "werescorpions" I say thanks, but thats the wrong place, thats xangis fear the night. Obviously, because thats were werescorpions come from. But no one knows this. And no one uses the search function, because then they would see that they are from another mod. Same with the Ironhand report above. Yes, I include Ironhand. Yes, I might get things wrong with the tilesets, giving things wrong tile numbers, happened quite often. The report about the bolts using wrong tiles... that makes no sense. Its hardcoded.. come one guys... thats super clear, everyone knows intantly which items use custom tiles and which are hardcoded, no? Obviously every single DF player knows such things. Oh, wait, thats wrong. Only modders and gfx dudes know this. So this report was well meant, written, stated the version number, included a screenshot, all good. I cant even say anything against it, because the author did everything alright... and still, the MasterworkDF thread was in fact wrong to post it in. But he had no chance of knowing this.

I actually dont know where I am heading with this ^^

Anyway, what fairin said about me being here a lot is true. The last three weeks I did DF-Modding as a full-time job, so to speak. That is nothing unusual for me, since all my pasttimes are done in similar fashion. Lets say I want to read a series of books, then I get all of them, and read 10h a day, till I know them all. Or if I say: I feel like mountaineering this month, then I go to the alps and spend a month in the mountains, doing nothing else. Same with the biketour, having done ~70.000km on my bicycles. Point is that I like modding and I love this project here, and I have somewhere between 2 and 3,5 months before I start travelling again. My girlfriend is currently in NewZealand (and later Australia) before we meet up again, and Europe is a bit too cold for me to do tours atm. Thats why I spend the december in Northafrica. I will probably do 1 or 2 more updates, but after that I'll be distracted by other things. So... please excuse my harsh tone in this post, it should show very clearly how bad some of the reports are I get. Or, to be more precise, on how distracting they are. AND that I answered them kindly and to my best knowledge previously, and never like I did above.


Oh, and what I wanted to ask: Anyone interested in taking over the Kobold Camp plugin for Masterwork DF? Similar to how smakemupagus does OrcFortress. I can do it myself, but the author of KoboldCamp will of course stay on his own version, without the MasterworkDF compability.

Last thing: Sayke, if you think the mod is bug-free you are mad :P Just try to find the "efficiently make steel bars(3)" reaction in the crucible. Because I broke it ^^
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Mictlantecuhtli on January 16, 2013, 03:06:17 pm
I try to keep up with this topic but the posts come too fast sometimes. [And, as opposed to you, not all of us respond to the reports of things that aren't mod-specific problems ;p]

And what do you mean by KC? The developer doesn't work with you already? [Derp I'm high and forgot it was you] So you need a dev for KCMWDF [or MWDFKC..?]?
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: black47 on January 16, 2013, 03:47:26 pm
I just want to say that only just now I've realized that the Glacier world generates with mountains in the form of your avatar. Are you trying to mind-control us or something?

Anyway, enjoy your time off the mod, and don't feel the need to reply if it's something people can easily figure out on their own (if they don't it's their choice).
And thanks for all these awesome updates :)
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Tally on January 16, 2013, 05:58:42 pm
I didn't quite think before posting half those times. Should be me apologizing. Hope we didn't burn you out, Meph.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Putnam on January 16, 2013, 07:35:49 pm
Might I suggest you try to... 'hire' for lack of a term, some people to read/respond on your behalf for the thread? Since it seems to aggrevate you to no end, and you seem to need to reply (I know the feeling, I can't find the right word for why, but I'm the same way :P), and that's not gonna be good if you lose your drive to mod just due to forum posts.

dammit i try
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: CaptApollo12 on January 16, 2013, 08:28:28 pm
Maybe I may offer a suggestion. This is the most popular mod with LNP close behind it (at least that is what it seems like.)
So:

1) This place needs more than one person who loves masterwork and can answer questions from their experience with both modding and Masterwork itself.
2) Near the top of the first post offer suggestions for people asking questions (search, manual, other forums.) This will not dissuade half of the people asking questions you don't feel are good questions, but it is a start.
3) Most people who post here have less than an 1/8 of the knowleadge that you have, but that does not mean that the manual does not need some love. You may want to ask for volenteers who would be interested in making tutorials for all new processes added to gameplay.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: BigD145 on January 16, 2013, 09:00:36 pm
Maybe I may offer a suggestion. This is the most popular mod with LNP close behind it (at least that is what it seems like.)

LNP is a mod?
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Deon on January 16, 2013, 09:50:54 pm
Maybe I may offer a suggestion. This is the most popular mod with LNP close behind it (at least that is what it seems like.)
So:

1) This place needs more than one person who loves masterwork and can answer questions from their experience with both modding and Masterwork itself.
2) Near the top of the first post offer suggestions for people asking questions (search, manual, other forums.) This will not dissuade half of the people asking questions you don't feel are good questions, but it is a start.
3) Most people who post here have less than an 1/8 of the knowleadge that you have, but that does not mean that the manual does not need some love. You may want to ask for volenteers who would be interested in making tutorials for all new processes added to gameplay.
1) Yeah, that's what long-term players are for :). Go ahead and become one.
2) Are there other forums? I missed Meph creating special forums for his mod, sorry.
3) There's a manual in the works.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: sayke on January 16, 2013, 10:19:46 pm
@deon - there are other forums... reddit is pretty active, in particular =)
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Putnam on January 16, 2013, 11:58:11 pm
I don't really play Masterwork, but I do have good enough knowledge of modding that I could figure out pretty much any feature in any mod and make something very similar to it by just hearing about it.

Deon's probably the same.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Meph on January 17, 2013, 04:05:23 am
With other forums I didnt mean to spread out MasterworkDF related questions somewhere else, but to keep dfhack/therapist/graphic-pack/included-mods/ related questions in their own threads. For example Orc Fortress gets quite a few posts here, even if I include a link to its thread in the frontpage and each releasepost about it. That way smake has to read this thread as well, and I have to redirect people to his mod. Reddit I noticed because someone told me about it and I was shocked at the amount of threads about the mod, so I started doing releaseposts there as well. Small ones ^^

It's all just about sorting the useful feedback from the not-so-useful feedback.

@CaptApollo12: While LNP is no mod, it does have about 3-4 times as many daily downloads as this mod. No chance for me to beat that ;)

@Mictlantecuhtli: Yes, I meant a masterwork-df plugin for Kobolds. The original is in developement, but slowly and the masterwork-df version can of course access a lot of special items, materials and already written reactions, like the OrcFortress plugin. Like I said, its most likely something for me to do myself.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Firehawk45 on January 17, 2013, 08:25:45 am
LNP gets that many because it is suggested (at least from me) to every beginner who just wants to start DF. He gets LNP, i gen a world, give them a started embark, tell them about the wiki (and hammer it into their heads: If you dont understand it, or if you dont know it, LOOK AT THE WIKI! Except for spoilers, of course).
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Urist McEngraver on January 17, 2013, 01:05:36 pm
Dear Meph, I tried to play as kobolds, and upon generating the worlds, it had no kobolds. When I looked at the entity_kobold_camp,

I had to change !NOKOBOLDCAMP!OBJECT:ENTITY] to:

YESKOBOLDCAMP[OBJECT:ENTITY]


[ENTITY:KOBOLD_CAMP]. Upon generating a new world, it generated kobolds normally- was this a typo? Please look into it!
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Meph on January 17, 2013, 02:02:40 pm
Did you press the button in the GUI for Kobolds before you genned a world ?
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: smakemupagus on January 17, 2013, 03:08:57 pm
There are people having 2 different kind of problems,

(#1) You must generate the world with the same Entity (Dwarf, Orc, or Kobold) chosen that you intend to play with.

(#2) The tool tip which says "Activate only one," (of Orcs or Kobold), meaning not only what state it is in when you finally press Play, but also if you ever go through the state "YES YES" while playing around with the GUI it will stay screwed up even if you turn one back off*.  -- If you go all the way back to the state "NO NO" it will reset and work as intended. 

*(well, 50% chance depending what order you did it in)

Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Urist McEngraver on January 17, 2013, 05:14:05 pm
First, I had just gotten it with all vanilla settings, and I only pressed kobold to YES, and genned a world, so I'm not sure.

Second, in Orc fortress- how do you get Rusty Iron to forge stuff at the factory? I'm clueless.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: smakemupagus on January 17, 2013, 05:26:31 pm
Rusty iron is more of a by-product than anything else, although Orc Freelancers do use it for currency (think "teef", or "bottle caps")

You normally get it as a side product of smelting batches or destroying scrap armor at the Orcish Molten Pit.  You can also buy bars cheap from goblin traders, or (probably not recommended) sell stuff to the Freelancers Guild and melt down the coins.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Gamerlord on January 17, 2013, 06:17:42 pm
I'm surprised how easy it is for me to outfit a bunch of orcs or dwarves in full iron gear.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Tark on January 17, 2013, 06:57:32 pm
Hey dudes, I made a little mini-mod to change the Kobold Camp graphics back to what they were in the original non-MW version. Not only that, I've also added in quite a few more sprites. Practically all credit goes to Lairian who originally made these, I only tweaked and extrapolated from his sheet to make this.

boldsboldsboldsboldsbolds (http://filesmelt.com/dl/KC_Alternative_Graphics.7z)
Simply plop both files into the Masterwork>Dwarf Fortress>Raw>Graphics folder, overwriting the ones already in there. Do this before making a new region, as regions make their own copy of the raws. If you want them in an old region then put them in the region's respective rawset.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: smakemupagus on January 17, 2013, 07:19:16 pm
@Gamerlord, do you think it was a balance issue in the mod that makes it too easy to gear (like embark with cheap bituminous coal)?  or, vanilla.  Do you play with Harder Smithing?
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Gamerlord on January 17, 2013, 07:26:29 pm
I play with harder smithing and it isn't really a balance issue; it's just that I got an embark with a metric f*ck-ton of limonite, lignite, bituminous coal and limestone.  :D
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: smakemupagus on January 17, 2013, 07:56:42 pm
awesome, gotta love those :D
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Gamerlord on January 17, 2013, 08:11:45 pm
Hell yeah. Add the fact that I'm playing that embark with Orcs and I'm less than an in-game year away from killing anything and everything that so much as looks at my fort funny.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: CaptainArchmage on January 17, 2013, 09:57:38 pm
There are people having 2 different kind of problems,

(#1) You must generate the world with the same Entity (Dwarf, Orc, or Kobold) chosen that you intend to play with.

(#2) The tool tip which says "Activate only one," (of Orcs or Kobold), meaning not only what state it is in when you finally press Play, but also if you ever go through the state "YES YES" while playing around with the GUI it will stay screwed up even if you turn one back off*.  -- If you go all the way back to the state "NO NO" it will reset and work as intended. 

*(well, 50% chance depending what order you did it in)

Spoiler (click to show/hide)

My suggestion would be to make all civilisations playable for a single game. This will be especially important come DF2013, because then players can retire a fortress from one civilisation and start a new settlement with a completely different game running. Hopefully this won't screw anything up too badly.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Deon on January 17, 2013, 10:36:38 pm
Do you mean DF2014?
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Vherid on January 18, 2013, 01:27:03 am
My tileset has been updated, I think you'll be happier with the selection and all the 2x upscaled variants.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Meph on January 18, 2013, 02:51:50 am
@vherid: thanks for the heads up.

@CaptainArchmage: If you want to balance them, sure. Because the orc invaders are not smakes tribal orcs, and you'd attacked by mithril tribal wargear and dreamwalkers, instead of orcs with rusty steel. I'm no Dustin Browder, to balance 3 races perfectly against each other ^^

@Tark: These look good, but they arent the original bolds (?) At least to my eyes. Look at the picture, the "normal" phoebus bolts are to the right.
(http://i.imgur.com/du9XI.png)
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: ElenaRoan on January 18, 2013, 03:38:43 am
*chuckle* I'd come to the thread to ask where the creature research workshop had gone to and found the game had been updated twice *lol* now that I have the new version lets see what trouble I can get into
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Deon on January 18, 2013, 04:22:24 am
Actually cutebolds (on the left) are closer to the original kobolds, the ones on the right are DnD kobolds.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: gwathlobal on January 18, 2013, 05:33:01 am
How do original kobolds look like, then?
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Isa on January 18, 2013, 08:27:15 am
I think there is a bug in this mod, all the npcs in the adventure mode are naked including the player character. The only armor type is steel paladin armor and nothing else. Also the bandits also lack armor.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: slay_mithos on January 18, 2013, 08:42:35 am
Well, this mod is intended for fortress mode.

You will find tons of things that are not quite good for adventure mode, sadly.

But it adds so much to fortresses that we usually just play in vanilla for the adventures, and fortress in this mod.

(and I have used "mod" and "mode" quite a lot...)
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Isa on January 18, 2013, 08:50:22 am
If I recall correctly, this nudist bug was not present in the earlier versions.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Firehawk45 on January 18, 2013, 08:59:40 am
Of course they are naked. Enemys in fort mode dont arrive with clothes as well, for balancing reasons. And that translates to adv. mode apparently, which you shouldnt play with masterwork, its buggy out the arse, mainly because Meph doesnt focus on it, and i dont blame him.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: timsay on January 18, 2013, 09:44:48 am
Pls tell me how to disable metalwraith?
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: fasquardon on January 18, 2013, 10:10:33 am
Pls tell me how to disable metalwraith?

Turn off harder mining. 

Or find the metalwraith creature in the raws and remove it, then find the interaction that produces the metalwraith, and remove that too, if you want to keep the rest of the harder mining, just not have metalwraiths.

fasquardon
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Deon on January 18, 2013, 11:51:22 am
How do original kobolds look like, then?

(http://i1-games.softpedia-static.com/screenshots/Kobold-Quest_1.jpg)
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Meph on January 18, 2013, 01:00:47 pm
Kobold Quest ? Never heard of it ^^
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Bloax on January 18, 2013, 01:27:02 pm
I personally like the DCSS (Dungeon Crawl Stone Soup) tiles' (and whoever did this one/what they were based on) pick on the kobolds:
(https://dl.dropbox.com/u/63152810/DCSSKobold.png)
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Vherid on January 18, 2013, 01:31:56 pm
I personally like the DCSS (Dungeon Crawl Stone Soup) tiles' (and whoever did this one/what they were based on) pick on the kobolds:
(https://dl.dropbox.com/u/63152810/DCSSKobold.png)

That would be "Poor Yurik", John Attea.

Personally I prefer the reptid versions.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Bloax on January 18, 2013, 01:33:45 pm
I prefer whatever is the cutest, really. :P
In which case these win:
(http://i.imgur.com/du9XI.png)
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: smakemupagus on January 18, 2013, 01:36:00 pm
Because the orc invaders are not smakes tribal orcs, and you'd attacked by mithril tribal wargear and dreamwalkers, instead of orcs with rusty steel. I'm no Dustin Browder

Hey, we get to fight the real Dwarves no matter what kind of crazy good stuff you give them, no hill-dwarves or hobbits invading our forts ;)

I still play Dwarf and Orc forts in the same world sometimes, and absolutely will be checking it out again once the world is persistent.
Spoiler (click to show/hide)
Right now the balance is actually pretty fine, mostly whoever is inside the fort wins :)  Because of all the different stuff the playable-civs have there is a lot of randomness, sometimes the siege is no problem at all, just regular no-caste scrubs with rusty-iron clubs or bronze shortswords.  Other times it throws at you fun surprises like a welded-mithril javelin squad, or a bunch of Uruk axe-orcs on giant bats. 

I don't know about how a Kobold Camp holds out though, but that is supposed to be a challenge mode right?

Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Vherid on January 18, 2013, 01:38:37 pm
I prefer whatever is the cutest, really. :P
In which case these win:
(http://i.imgur.com/du9XI.png)

cutebolds are nice too, but for stories of badassery the reptid ones are cooler.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: CaptainArchmage on January 18, 2013, 01:45:59 pm
I meant the upcoming release; Toady said we can retire and restart forts now. The idea is that if you have more than one playable entity (i.e. dwarves, orcs, kobolds, humans...) you could retire your kobold camp and start a dwarf fortress. That would require having all those entities [CIV_PLAYABLE] or whatever the tag is.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Meph on January 18, 2013, 02:59:50 pm
 I didnt add all civs at the same time for several reason. At first it was only dwarves and orcs, so it was a simple on/off thing. Now with the kobolds it got more complicated, but the main reason is simply that I wanted to avoid confusion. People embarking and suddenly they have orcs, because the orc civ was listed first on embark. Everyone would have to check all the time what kind of civ he embarks with.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: CheatingChicken on January 18, 2013, 04:00:16 pm
Heres the raws for both:
Spoiler (click to show/hide)

I think the platemail covers more bodyparts, but a mithril artifact should be a lot harder to penetrate on the parts that are covered by it. Not sure about anything of what i said though
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Mictlantecuhtli on January 18, 2013, 04:24:16 pm
Quote from: Wiki
a torso armor with [UBSTEP:4] or higher will also cover lower arms, fingers, facial features, and toes.

The living armor is good at one thing the platemail isnt: Coverage of extremities other 'armor' level torso items wouldn't. Such as arms and neck. With UPSTEP:5 i honestly don't know what else it could cover past fingers and toes, heh. But yes, your artifact [factors above a masterwork!] Mithril living armor is leaps and bounds ahead of any type of armor you'll make, honestly. Whoever has that will be very tough to kill without lucky shots to the legs/neck.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: CaptainArchmage on January 18, 2013, 07:30:05 pm
I didnt add all civs at the same time for several reason. At first it was only dwarves and orcs, so it was a simple on/off thing. Now with the kobolds it got more complicated, but the main reason is simply that I wanted to avoid confusion. People embarking and suddenly they have orcs, because the orc civ was listed first on embark. Everyone would have to check all the time what kind of civ he embarks with.

Actually, if you have dwarves, orcs, and kobolds using different kinds of settlements, you can tell which civilisation you're using. However, you could also have something to change the playable civilisation after worldgen; I think that works.

Edit:

From the testing succession game, we can have sieges come through the caverns now, without interrupting migration or trade from the surface and so on. This comes from species having the [LAYER_LINKED] tag. Adding this tag to the dwarven entity might allow people to get migrants through the underground at least... has this been tried before?
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: CheatingChicken on January 18, 2013, 08:15:21 pm
Quote from: Wiki
a torso armor with [UBSTEP:4] or higher will also cover lower arms, fingers, facial features, and toes.

The living armor is good at one thing the platemail isnt: Coverage of extremities other 'armor' level torso items wouldn't. Such as arms and neck. With UPSTEP:5 i honestly don't know what else it could cover past fingers and toes, heh. But yes, your artifact [factors above a masterwork!] Mithril living armor is leaps and bounds ahead of any type of armor you'll make, honestly. Whoever has that will be very tough to kill without lucky shots to the legs/neck.

What level of UBSTEP does MAX translate to?
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: smakemupagus on January 18, 2013, 08:22:41 pm
On a humanoid, 4 if I remember correctly.  But it's kind of strange, Torso armor fails to cover anything with a GRASP STANCE or HEAD token even if it has enough Ubsteps.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Tark on January 18, 2013, 09:28:00 pm
@Tark: These look good, but they arent the original bolds (?) At least to my eyes. Look at the picture, the "normal" phoebus bolts are to the right.
I'm speaking of the standalone kobold-camp cutebolds. The ones it comes packaged with. It's meant to be nothing more than an addon for anyone who wants it.

Also new version for it even, made the background more MW-friendly and fixed a few inconsistencies.
http://filesmelt.com/dl/KC_Alternative_Graphics1.7z
(http://i.imgur.com/pTdAZR5.png)

Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: leafar on January 19, 2013, 10:49:36 am
in Kobold Camp:
the description of the food-caste (skills butcher, brewer, cook) it says: "... delicious dwarven food"
i suppose this is a copy and paste error

(i'm posting here, because i think it was you, meph, who added the caste-system)
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: zach123b on January 19, 2013, 02:24:14 pm
mm is the boozebelly cheese to alcohol reaction suppose to consume stacks? any size stack comes out to 10 rum :s
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Meph on January 19, 2013, 02:37:08 pm
@zach123b: I didnt knew that. It should never give more then 20 though, because otherwise barrels would spill it. I can increase it to 20, but not more.

@leafar: You are correct, these are indeed mine and the mistake is noted. Will be fixed in the next release.

@Tark: I think I just make a poll about the bold, to see which version people prefer :) Thanks for the work though, one way or another.

@CaptainArchmage: You cant change playable civs after worldgen, but you can add several playable civs, play one fort with civ A and play another fort with civ B in the same world, that would work. And yes, I know people can see who they embark with, thats what I meant in the post about it. Its just that people with no interested in orcs and kobolds will have to select dwarves every time, and most people will likely forget this step. And cavern invaders have been in the mod since the very start, thats nothing new. Cavern migrants wont work though, same for cavern megabeasts and similar things.

AT ALL: I made this survey, a sort of bigger poll version. It does have 10 questions instead of just one and allows more infos for me... sooooo please offer 5mins of your time?
Big poll - 10 questions - please help to improve the mod (http://www.surveymonkey.com/s/J3923BG)
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: arclance on January 19, 2013, 02:48:31 pm
@zach123b: I didnt knew that. It should never give more then 20 though, because otherwise barrels would spill it. I can increase it to 20, but not more.
Isn't that because stacks are affected by vanilla bugs (http://www.bay12games.com/dwarves/mantisbt/view.php?id=808)

AT ALL: I made this survey, a sort of bigger poll version. It does have 10 questions instead of just one and allows more infos for me... sooooo please offer 5mins of your time?
Big poll - 10 questions - please help to improve the mod (http://www.surveymonkey.com/s/J3923BG)
You might want to add "Randomly Generated Creatures: No, because it only works on Windows" to your survey.
You also might want to specify aquifers and grazing as on or off so people don't need to correctly remember the default setting.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: zach123b on January 19, 2013, 02:57:56 pm
just makes the goats less desirable imo
maybe use a work around such as an extra step which can be worked as such, maybe ferment it in a jug such as milk -> cheese[5] -> jug [5] -> c&p a reaction from brewery

btw i mined a square of the soggoth stone (euclidean), the miner transformed but no monster just bones and he was stripped naked : /
and digv helps fight against the metal wraiths :p i find about 2 per vein on levels that have them
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Meph on January 19, 2013, 03:01:21 pm
@arclance: Yep, probably. And about the poll: Its done, I cant change anything on it anymore.

@zach123b: I increased it to 20, which is the max capacity for barrels. (yes, I know toady can fit more in them, but modders cant) I could also split it, but dwarves dont drink from jugs. Are cheeses always made in batches of 5 ? If yes, I can balance it on this...

dfhack helps with all kinds of stuff :P That the soggoths didnt spawn was just luck/bad luck, you know how these summoning reactions are ^^
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: zach123b on January 19, 2013, 03:10:58 pm
not from what i can tell, dwarves seem to make the stacks at the milk to cheese. i believe they take a barrel full of milk[1] to stacks of cheese[5] with the remaining in a stack of it's own
but i meant using the jug as an in between item, like milk->cheese->ink/oil/honey in a jug->booze, not sure what the stuff in between would be called though
like making honey from cheese then cheese mead lol

i'm not good at raising an army so something inside would've made things fun xD
Title: Re: ☼MASTERWORK-DF☼ V.2f - Big poll, 10 questions this time.
Post by: arclance on January 19, 2013, 03:20:07 pm
I took the survey but I will clarify one thing.

I don't use the brewery because it does not recover a small number of seeds like the Vanilla still. (http://dwarffortresswiki.org/index.php/DF2012:Still)
I get too many "Urist McFarmer cancels plant 'booze reactant' no 'booze reactant' seeds" as it is without destroying them.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Big poll, 10 questions this time.
Post by: Meph on January 19, 2013, 03:33:41 pm
Only Prickle berries, muck root and bloated tuber dont produce seeds, but so do the new still reactions for them. Thats simply because these 3 had no seeds. I only added the seeds in the last update, didnt add the seed-product to the brewing yet. I have fixed that now.

But other then that: It should produce a seed for each plant you use, 1 for 1. There might be a little problem with the surface plants though (unrelated to brewing)... I took the times form the "seasonal plant mod" but I think the author made a mistake. If the plants dont grow in winter, and they need exactly 2 seasons to grow, then plants sowed in the first day of summer will grow at the first day of winter. But since they dont grow in winter, they will get destroyed. That would mean all surface plants can only be sown in spring atm, because all summer/autumn sown-plants will die in winter. This is of course not as intended. I will change the time to 1 season for surface plants, that way people can use both spring and summer to plant, and get quicker results. I personally like this as well, because plants do grow faster with water/sunshine, while the mushrooms in the caves take forever to grow. :)

@zach123b: Why make stuff inbetween? If I can make them with the correct number into several drink-containers, why not directly make booze into barrels ?

PS: More inside invaders are planned. ;)
Title: Re: ☼MASTERWORK-DF☼ V.2f - Big poll, 10 questions this time.
Post by: arclance on January 19, 2013, 03:56:56 pm
Yes I see the seeds in the 2f raws now.
I don't know why but the seed problem is worse when I use the brewery than when I use the still.

I also found that the description of the "Smoke Effects" Misc option is inaccurate.
Quote
Smoke Effects adds harmless clouds generated in workshops. Dust when you work with stone, sawmill with wood, sparks from metal, smoke from coke... has no further effect but to add some activity to the workshop areas. You need temperature on to use this.
But I found a syndrome on the boiling stone in the brewery controlled by that option.
Code: [Select]
YESDUST[PRODUCT:20:1:BOULDER:NONE:INORGANIC:ALCOHOL_VAPOR][PRODUCT_DIMENSION:150]
Code: [Select]
[INORGANIC:ALCOHOL_VAPOR]
   [USE_MATERIAL_TEMPLATE:SLIME_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:alcohol vapors]
   [STATE_NAME:GAS:alcohol vapors]
   [STATE_ADJ:GAS:alcohol vapors]
[DISPLAY_COLOR:7:1:1]
[STATE_COLOR:GAS:WHITE]
   [IGNITE_POINT:NONE]
   [MELTING_POINT:NONE]
   [BOILING_POINT:10000]
   [HEATDAM_POINT:NONE]
   [COLDDAM_POINT:NONE]
   [MAT_FIXED_TEMP:10001]
   [SYNDROME]
      [SYN_NAME:alcohol vapor]
      [SYN_AFFECTED_CLASS:GENERAL_POISON]
      [SYN_CONTACT]
      [SYN_INHALED]
      [CE_NAUSEA:SEV:300:PROB:25:RESISTABLE:START:1:PEAK:1000:END:2000]
      [CE_DROWSINESS:SEV:70:PROB:100:RESISTABLE:START:10:PEAK:1000:END:2000]
That is more than "no further effect but to add some activity to the workshop areas".
Title: Re: ☼MASTERWORK-DF☼ V.2f - Big poll, 10 questions this time.
Post by: zach123b on January 19, 2013, 04:21:58 pm
yeah, simpler is better. i just like 1 cheese=5/10 booze and was trying to think of a way to go around the stack bugs apparently forced by vanilla df

the copy blueprint reactions in architect's study only takes a copy to make, essentially making copies out of air :s

you're going to make us deathly paranoid, aren't you meph xD
Title: Re: ☼MASTERWORK-DF☼ V.2f - Big poll, 10 questions this time.
Post by: Firehawk45 on January 19, 2013, 04:23:17 pm
"The spinning poll strikes the Firehawk in the head, tearing apart the brain"

"The Firehawk was struck down"

so many questions... For the buildings, maybe a "all of them" option would have been nice, clicking them all isnt as fun as capture them all...
Title: Re: ☼MASTERWORK-DF☼ V.2f - Big poll, 10 questions this time.
Post by: Meph on January 19, 2013, 04:36:11 pm
Imagine designed, naming, writing reactions and a manual section for all. Beats clicking one checkbox :P

25% of the people that start the poll dont finish it btw ^^
Title: Re: ☼MASTERWORK-DF☼ V.2f - Big poll, 10 questions this time.
Post by: smakemupagus on January 19, 2013, 04:51:20 pm
If the plants dont grow in winter, and they need exactly 2 seasons to grow, then plants sowed in the first day of summer will grow at the first day of winter. But since they dont grow in winter, they will get destroyed. That would mean all surface plants can only be sown in spring atm, because all summer/autumn sown-plants will die in winter. This is of course not as intended.

Oh good, I'm glad to hear that was not quite Working as Intended :D
Title: Re: ☼MASTERWORK-DF☼ V.2f - Big poll, 10 questions this time.
Post by: Typhuss on January 19, 2013, 05:49:02 pm
So I installed the accelerated DF version of the mod, and it works fantastically. I have gone from 60FPS is one of my more long-standing fortresses to ~100. Great mod and thanks for putting it out there. However, I am noticing some strange behavior regarding keyboard input. It often registers keystrokes twice, even when only quickly tapped. (i.e. typing "Leather Quiver" in the manager screen will result in something like "Lleather quivverr." Is this a known issue or something that I was just unlucky enough to discover myself? I did a cursory search on google and here on the forums for any others having the problem but came up empty. If there are others experiencing the same issue, are there any known fixes?
Title: Re: ☼MASTERWORK-DF☼ V.2f - Big poll, 10 questions this time.
Post by: Meph on January 19, 2013, 06:01:38 pm
It is a known issue and has been reported several times in the accelerated df thread. I overdid it with the milliseconds of pause between keystrokes, will be changed. I think I skipped a line and changed one too many. Should have only been for the playing of macros.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Big poll, 10 questions this time.
Post by: Typhuss on January 19, 2013, 06:05:51 pm
Ok great, thanks for the quick reply. My apologies for posting this in this thread as opposed to the accelerated DF one. I'm kinda new around here. :)
Title: Re: ☼MASTERWORK-DF☼ V.2f - Big poll, 10 questions this time.
Post by: MiamiBryce on January 19, 2013, 08:55:49 pm
25% of the people that start the poll dont finish it btw ^^

Right now, I'm one of them.  I stopped because the pole asks about randomly generated creatures.  I read all the change logs, i've not seen anything having to do with randomly generated creatures.  What am I missing.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Big poll, 10 questions this time.
Post by: Tally on January 19, 2013, 09:10:10 pm
So I tried out kobold camp for the first time. The plan was, with two carpenters/woodcutters, build a large wooden wall to surround my kobolds. Before I could finish it, somehow a pack of raptors got into my fort without me noticing and tore everyone to bits. As always, the drakes I had pastured outside put up a really good fight. Also, a migrant wave came after 5 or 6 of my original kobolds were dead... and I wasn't informed of them? I'll have to see what's up with that on my next playthrough.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Big poll, 10 questions this time.
Post by: Bloax on January 19, 2013, 09:19:50 pm
Right now, I'm one of them.  I stopped because the pole asks about randomly generated creatures.  I read all the change logs, i've not seen anything having to do with randomly generated creatures.  What am I missing.
Settings.exe > Creatures > Generate creatures
Meph added Talvieno's creature/civ generator (http://www.bay12forums.com/smf/index.php?topic=119625). Might've forgotten to mention it beyond some separate update post though.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Big poll, 10 questions this time.
Post by: SabbyKat on January 19, 2013, 09:43:43 pm
have a few minutes free, so going to drop some quick feedback/bugs/etc below.

Version: v.2f (nothing modified outside of gui interface options)

tileset: Phoebus

- My armorer just made an 'iridium INDESTRUCTIBLE armor' Artifact. I don't think this is right... is it? Sounds like a missed tag in the code or similar, as I don't think 'indestructible' is an actual type of armor design.

- I noticed a HUGE, HUGEEEEEEEEEEEEE drop in fps (went from over 400, to under 30!) in 2 seconds. I could not find the cause. No siege/ambush. When one arrived, I slaughtered it, it fled, but still, I lagged so harshly, I could barely move. Nothing abnormal happened, no burrows issues, etc. Rebooted the game, my computer, etc, same result. In rage, I abandoned and noticed it said my 'strength was broken', Yet there were no sieges/ambushes were on my map above...?

Further watching, it said 'offloading 782 units' - WHAT?! I had 48 dwarves, and few animals (butchered them to keep numbers down as I hate the clutter :P). I did NOT have any caverns open yet, but my only assumption is basically, cavern ambushes were 'stacking up' in some form. That's the only way to account for the well over 500-600+ extra units I couldn't find...

on reclaim, with just my 7 dwarves, I got '675' units offloading. All the animals are dead, and I didn't even unpause the game, so 'ambushes/sieges that just appeared on the map!' are impossible.

Third reclaim, using DFhack to reveal the map, going to go look what the heck it is... visibly, with reveal, there's nothing abnormal. About 14 animals I can see on the surface/caverns. Hell isn't revealed/breached. The only viable option, is the underground ambush races are down below (which I can't see even with reveal) and are stacking up and bugged. No other real solution to the lag and unit count.


Note for Dragons: I just had a second one appear, and oddly, with even fewer golems (using these as examples for fights, as dwarves vary depending on armor, caste, etc), and this time I was hitting (and missing) a lot more often. A lucky shot from a spear golem in the back of the buggers head fixed him nicely. It was a lucky kill, but it seemed a bit more balanced this time... hrmph. I'll do more testing!

- Red Dragons (the most common 'titan/mega beast' on the surface, from my experience) seem to have in the 2.f version, gotten INSANELY strong. Either I'm absolutely terribly lucky, or something has changed dramatically vs the v1.0 of the mod.

#1 it SEEMS their breath can melt golems, having difficulty confirming due to the crazy speed of battles and lack of 'fire damage' in combat logs.

#2 they seem to be EXTREMELY fast in attacking. I had a group of (for example) 12 golems vs just it - and across my 12 golems, I think during the fight each got 2 shots off (almost every single shot missed entirely), while it hit them at least 6-12 times between their strikes.

#3 Their 'dragon fire' seems a tad op. They can literally spam it non-stop, and basically makes any viable tactic aside from Volcanic (last I recall, that is) non-existent. Send 50 steel-cladded dwarves? you're wiped out before you even take a swing. Archers are viable, yes, but it spits fire at above ground areas (not sure if it still fires at fortifications). I don't think it's intended for them to have god-mode fire breath spam like they do, at least not when they're insanely fast, building destroyers, and very resilient.

I remember before in 1.0 version, they were laughably weak. A siege of 10 copper-bronze armored units would destroy them. But I just watched one take on a full 80+ ferric elf siege (who were riding GIANT bark scorpions and other fun stuff) wipe them out entirely. Then an automaton siege, only deliver 'light scratches' to it! x.x




- harder Farming. Over-all, it's a very solid system, which really forces you to extend out and control your food. No more having a stockpile of food ranging over 15,000+ from just 4 fields of farming! It's damn hard to use ONLY farming to survive now, and fishing and other avenues, are vital to be 'comfortable' even with a ton of farms running.

There is a flaw I noticed. Above ground crops take two months to 'grow' - you claimed (pages back :P) to plant only in spring/summer, and not autumn, as they won't grow in time for winter. But unless you plant seeds within the first 5 seconds or so of it turning to summer, ANYTHING planted in summer, will generally be lost. 2 full seasons=Summer+autmn, meaning they begin to 'ripen' in winter, which can't be. So only Spring is viable. Not sure if this is intended, but thought I'd point it out.



- Certain plants (still trying to compile a list) do not show up in your stockpile summary (z, bottom left corner - Plants: (4241). Example, I have 490 cave wheat, 183 strawberries, 80 quarrybushes, 500 plump helms, etc. It shows I have 237 plants. Yet stockpile menu, shows I have the listed amounts. If not reported by others (rushing due to being busy in real life), I'll go do a test and try to find which count, which don't, and such to help pin down the issue if not resolved.

- Fish Ponds are a very nifty addition, especially as you can't really optimize where your river/brook/etc will be outside.

My issue is (personal feedback - not direct problems), is it's quite silly in how difficult it for effort vs gain. Speak of Nets/rods, which cost thread (cloth), wood, and various pieces, all of which are renewable of course. Normal fishers, don't need any of this so comparing the cost vs normal fishing, normal fishing wins.

BUT! Ponds let you be safe from mobs from rivers, and the outside! Very true. However, the actual 'danger' of fishing naturally, with some ingenuity can almost be entirely negated. Build a 5 to 9x5 to 9 wide box, put a roof over it, a floor, designate a single wide hole in the water for fishing. Add in a tunnel from inside the base to the hut with no way in from the outside, making fishing from any above-ground source of water, nigh safe from anything, even building destroyers.

This would be fine if the 'catch rates' were equal, but generally, the speed of fishing from 'ponds' seems to be a good bit slower vs normal fishing of equal skill. Now, add in the pretty damn high 'lose' rate of equipment, and the effort to make said tools to fish from ponds... I simply setup 'safe huts' on a murky pool/brook/etc, rather than use them. Less materials wasted, faster catch rate, more food, less hassle over all.

 It's also most efficient to just spam buckets from a stonecutter (using blocks from a brick furnace), due to the 'lose chance' of rods/nets, even if lower, will still inevitably happen. I'd much prefer to lose a single block, then valuable thread/wood (wood taking a good bit of time to grow, especially with harder farming!).

My suggestion (unless I'm overlooking something/overstepping my 'rights' to talk about it), would be to either reduce the fail chance of rods/nets to make them much more viable, or increase catch rates/speed, or a mixture of both. Even if rod's are say, 5% fail - after 20 fish average, I'd lose it. 20 fish in a 100 man fort isn't a lot! :P


Quick positive notes:

- I love the new 'schematic' system to copy schematics, and create most of them with a higher chance of success that's fair, but risky. I also love the ability to create mechanisms, and other 'acquirable' bits.

- I LOVE the new menu's, they help a lot! And are much easier to look at. :P

- The Apocatherius (damn word!) building, I believe you mentioned is a work in progress. It seems really baron, especially compared to the old one.

- Over-all, I like the rebalance feel from 1.9.5 compared to 2.f - I can see you got good ideas going on here, even if not 'complete' yet, and will be posting more feedback as I find it (within reason).



Also, I completed the voting poll.


Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: gn0rt0n on January 19, 2013, 10:06:22 pm
@zach123b: I increased it to 20, which is the max capacity for barrels. (yes, I know toady can fit more in them, but modders cant) I could also split it, but dwarves dont drink from jugs. Are cheeses always made in batches of 5 ? If yes, I can balance it on this...

I've been thinking the opposite actually. I think they are overpowered right now. It seems that farming has been nerfed so much for booze production by lengthening the growing cycle and increasing the need for fertilizer that I can't support an early game fortress anymore through it and I don't want to micro fertilizer production and use my trees, and I need production before my slag pits are even built/in use. I saw one of your posts several pages back about using the goats on embark and decided to try it as  I had previously skipped over them.

Taking a few (ie 5) goats or so at embark and giving a dwarf increases in milk/cheese/food and then sticking him a a 11x11 room with those 3 buildings working full time as a booze guy has completely replaced my farming dependence. I am swimming in booze more than I ever have and there is always extra cheese to trade/eat even after the booze. The goats seem like they have kids a couple of times a year so the industry ballons quickly while still giving a deliverable product in both food/booze year around. It also ultimately provides extra meat/bones/leather once I start slaughtering.

Basically goats have become my #1 early-game fortress sustain tool. Cost is a non-issue as well since I no longer take any seeds/spawn with me. I don't spend any points on farm/brew either as I can wait for migrants. I don't need geese/turkeys anymore either so although the goats are more points (37) at the start, there are plenty of points to jump start my industries and it takes absolutely no micro-management (ie, hens/hatching/forbidding etc) and starts producing actual booze within the first month rather than multiple-growing seasons.

YMMV, but this is what I have felt as of 2f with harder farming enabled. I have not tired the grazing option, so perhaps this will add more balance to the issue right now.

-G
Title: Re: ☼MASTERWORK-DF☼ V.2f - Big poll, 10 questions this time.
Post by: Putnam on January 19, 2013, 10:09:43 pm
mm is the boozebelly cheese to alcohol reaction suppose to consume stacks? any size stack comes out to 10 rum :s

That's a bug that can't be worked around, so yes.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Big poll, 10 questions this time.
Post by: Legless on January 20, 2013, 12:07:14 am
Hey guys. I'm rather new in masterwork mod. It's awesome, but I had to edit raw myself as soon as some GUI-options (i.e disabling slag pit doesn't disable slag) don't work properly.
I had been confused by balance of the blunt weapons.
Here is a screenshot from arena testing. Hammerdwarves with wolfram and silver hammers vs Giant Tiger. Tiger is unconscious for a few minutes and all strikes hit the head. Is far as I remember - if hammer hits head, that hit is deadly. What the hack with it?


(http://s019.radikal.ru/i639/1301/4e/54e24e6ef9a3t.jpg) (http://radikal.ru/F/s019.radikal.ru/i639/1301/4e/54e24e6ef9a3.jpg.html)
(clickable, I hope)
Title: Re: ☼MASTERWORK-DF☼ V.2f - Big poll, 10 questions this time.
Post by: Tark on January 20, 2013, 01:24:44 am
Hey guys. I'm rather new in masterwork mod. It's awesome, but I had to edit raw myself as soon as some GUI-options (i.e disabling slag pit doesn't disable slag) don't work properly.
I had been confused by balance of the blunt weapons.
Here is a screenshot from arena testing. Hammerdwarves with wolfram and silver hammers vs Giant Tiger. Tiger is unconscious for a few minutes and all strikes hit the head. Is far as I remember - if hammer hits head, that hit is deadly. What the hack with it?


(http://s019.radikal.ru/i639/1301/4e/54e24e6ef9a3t.jpg) (http://radikal.ru/F/s019.radikal.ru/i639/1301/4e/54e24e6ef9a3.jpg.html)
(clickable, I hope)


I had a caravan get ambushed by some frog macemen, the horses survived for 6 months unconscious and constantly getting hit.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Big poll, 10 questions this time.
Post by: SabbyKat on January 20, 2013, 01:27:27 am
Hey guys. I'm rather new in masterwork mod. It's awesome, but I had to edit raw myself as soon as some GUI-options (i.e disabling slag pit doesn't disable slag) don't work properly.
I had been confused by balance of the blunt weapons.
Here is a screenshot from arena testing. Hammerdwarves with wolfram and silver hammers vs Giant Tiger. Tiger is unconscious for a few minutes and all strikes hit the head. Is far as I remember - if hammer hits head, that hit is deadly. What the hack with it?


(http://s019.radikal.ru/i639/1301/4e/54e24e6ef9a3t.jpg) (http://radikal.ru/F/s019.radikal.ru/i639/1301/4e/54e24e6ef9a3.jpg.html)
(clickable, I hope)

It's not fatal unless it does brain damage, but your weapon isn't penetrating deep enough. There could be a dozen reasons why (I swears I heard silver is bad for maces in the mod...), super weak dwarf who hits like a noodle, the tigers general 'size' (larger their head, I THINK the less damage you'll do). I'd say try to make something like a wolframite (if you have it) mace, and see if it does the same. I'll try to give a few silver maces a go in my game, too.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Big poll, 10 questions this time.
Post by: smakemupagus on January 20, 2013, 01:44:39 am
If you look at the weapon raws, maces and warhammers should not be much worse than vanilla versions.  Mace in particular has only attacks that are strictly same or better than vanilla.    (not to say you guys aren't noticing a real difference - just that if so, it's likely something other than the weapon design.)

@SabbyKat:  i don't think the properties of silver have changed.

edit:  I think the factor is that in Masterwork (some? all?) creatures have not just a single "brain", but a layered structure Outerbrain:Brain.  Blows to the Outerbrain aren't fatal.  According to your data Blunt strikes perhaps don't penetrate enough to damage the sensitive inner part, at least not to a huge creature like a Giant tiger.  And then, since Dwarves will aim all strikes at an unconscious enemy to the head, they'll keep using ineffective attack over and again.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Big poll, 10 questions this time.
Post by: Legless on January 20, 2013, 02:10:19 am
Quote
It's not fatal unless it does brain damage, but your weapon isn't penetrating deep enough. There could be a dozen reasons why (I swears I heard silver is bad for maces in the mod...), super weak dwarf who hits like a noodle, the tigers general 'size' (larger their head, I THINK the less damage you'll do). I'd say try to make something like a wolframite (if you have it) mace, and see if it does the same. I'll try to give a few silver maces a go in my game, too.

Okay, I've made another experiment. 10 dwarves (adamantine hammers, adepts) vs Giant Tiger 1. In another cell I've placed 10 dwarves (wolfram hammers, adepts) vs Giant Tiger 2. Tigers had been knocked uncoscious roughly at the same time. One minute passed, no tigers were killed (I think there was enough time). Then I created two dwarves (21&22) with Novice Knife User and gave them crappy silver daggers. They did 3-4 strikes and made a lasthit.
Primary deduction: Blunt weapons (at least warhamers) are bad for lasthits of big creatures, only for supporting fractures. It's possible that density of material is not very significant as shear yeild of edged weapons. In such a case, I need to do more science.
(http://s006.radikal.ru/i213/1301/9d/10754a6949cct.jpg) (http://radikal.ru/F/s006.radikal.ru/i213/1301/9d/10754a6949cc.jpg.html)
(http://s017.radikal.ru/i440/1301/49/443d24f39755t.jpg) (http://radikal.ru/F/s017.radikal.ru/i440/1301/49/443d24f39755.jpg.html)

Offtop: Is there an imagehost, which is supported by this forum? I mean "click&zoom", but not opening image in a new window.

===
Quote
I think the factor is that in Masterwork (some? all?) creatures have not just a single "brain", but a layered structure Outerbrain:Brain.  Blows to the Outerbrain aren't fatal.  According to your data Blunt strikes perhaps don't penetrate enough to damage the sensitive inner part, at least not to a huge creature like a Giant tiger.  And then, since Dwarves will aim all strikes at an unconscious enemy to the head, they'll keep using ineffective attack over and again.
Yeah, seems legit.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Big poll, 10 questions this time.
Post by: ElenaRoan on January 20, 2013, 03:12:45 am
answered the big poll.  Would like to point out that the only reason I don't use some buildings is because I haven't had a chance to yet.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Big poll, 10 questions this time.
Post by: TwilightWalker on January 20, 2013, 03:13:07 am
Huge wall of text.

Re:FPS :: Did you use the 'reveal hell' function of Dfhack? Or you could do a 'prospect all' command. What you're looking for is an Underworld Fortress or something of the like at the bottom of the list, or visible with reveal hell. I've found that hundreds of undead and demons spawn within even without you revealing it, leading it to utterly shutting down FPS.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Big poll, 10 questions this time.
Post by: Gamerlord on January 20, 2013, 03:18:00 am
Hey, don't know if this should go in the Kobold camp thread or not, but the scrimshaw shop is making spear throwers, slings and throwing gloves instead of the kobold daggers and bone shortspears.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Meph on January 20, 2013, 04:43:02 am
@Gamerlord: I got several of those, seems the Kobold Camp author forgot items in his mod. I'll fix it for my version and told him. Thats a kobold camp bug, nothing to do with Masterwork.

@Legless: Blunt weapons are good to break bones through armor. So iron swords vs. steel armor should be bad, but iron hammers vs. steel armor should have a chance. I dont know how good/bad they are in other combat situations, but I did not chance the values from vanilla df too much.

@gn0rt0n: Goats need to graze (usually, if you have the setting on) so you need a aboveground pasture for them. You cant have them in the fort, you cant use them on maps without grass, like deserts or glaciers... and I guess I should raise the pet value a little bit on them. ;) But overall I dont think they are overrated. If you stuff 100 of them into a little room underground, yes. But grazing is the "harder farming" for animals, so to speak ;)

@SabbyKat: Indestrictuble armor can be made at the Researcher (random experiment), the Temple(sacrifice armor) and by moods. There are about 200 or so of these items... probably more. Mood only stuff that is unique.

FPS-drop: Do you have a safe from the first fort? I would like to see it, use some dfhack magic to see whats wrong.

Dragons: They have no changes since ever. Why is the text like this ? And use shields or fireproof stuff, like netherbark against them. Or archers... all the same as vanilla df.

Harder farming problem with aboveground plants: I noticed that as well, posted that yesterday. I will chance it. I took the numbers from the "seasonal crops" mod, but just like the kobold camp author, the author of this mod made mistakes. Will be fixed.

Fishpond: They are mostly for maps without water, to give fishers at least something to do. I know that normal fishing is a lot better, but that doesnt help you in a desert. And yes, I know that most people dont embark on treeless evil glacier deserts, without a volcano and no items and no water... but if they do, their fishers would be useless... so I gave them something to do ;) I wish I could simulate the fishpond filling up with time to be "harvested" but thats something I cant do.

@MiamiBryce: Its in the releasepost, the GUI, and in several places in the manual, under Settings and Utilities.

Title: Re: ☼MASTERWORK-DF☼ V.2f - Big poll, 10 questions this time.
Post by: ScottS on January 20, 2013, 07:55:32 am
answered the big poll.  Would like to point out that the only reason I don't use some buildings is because I haven't had a chance to yet.
Same here.  On the poll, I said I don't use many of the new buildings.  That is because I haven't yet had the opportunity.  I'm looking forward to trying them out when I get the chance.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Gamerlord on January 20, 2013, 07:57:34 am
Erm, just a suggestion: Seperate the Harder Mining thing into the original one and the metalwraith. Those metalwraiths are bloody annoying.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: rohit507 on January 20, 2013, 08:39:18 am
Actually, i'm a fan of the wraiths, they're pretty easy to defeat and make mining more fun.

That said, I would really like wizard blood and unstable warpstone, and other deadly sprays to take two seasons or so to kill (with instant incapacitation). At the moment they're basically instakills, and some (late game) way to protect against them would be nice, or at least enough time for my small fleet of doctors to get to them.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: OverlordTNT on January 20, 2013, 10:17:30 am
does slademantine still exist?
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Chiasm on January 20, 2013, 11:09:29 am
Hey guys. I'm trying to make bloodwine, but the blood pots (do I have to use barrels?) are just getting stuck in the kitchen. What's the proper stockpile setting to store them? I couldn't find any.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: AssassinT90 on January 20, 2013, 12:11:37 pm
I'm having a lot of trouble with unknown frozen plant substance logs. They are the only logs available for me, and since I enjoy embarking in evil glaciers, I need to bring logs with me. Problem is, even though carpenters use unknown frozen plant substance logs, they aren't allowed in the wood stockpile, so they stay outside. Having a carpenter going out for wood in a glacier crawling with corpses isn't good for neither the fortress' or the carpenter's health.

I'm using Masterwork Dwarf Fortress Settings Utility V1.3 (which is odd, I thought this was V.2f) on Windows XP.

Is there a fix for that?
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Frenchchef on January 20, 2013, 12:15:06 pm
Man, kobold camp is great fun but I do have a question. How does one farm silkmoth colonies? I notice silk webs around so I assume they do it but I don't know and can't find knowledge on how to use/capture/etc silk moths.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Tally on January 20, 2013, 12:28:24 pm
Man, kobold camp is great fun but I do have a question. How does one farm silkmoth colonies? I notice silk webs around so I assume they do it but I don't know and can't find knowledge on how to use/capture/etc silk moths.

Craft hives in a a craftsbold workshop, kiln, or glass furnace. Build hive in an OUTDOOR area, and your kobolds will gather insects from relevant colonies and migrate them to your artificial hives. You unfortunately cannot choose which bugs you get in your hive, so it's best to make several hives if you want silkmoths specifically. After a while, your silkmoth hives will produce a silkmoth cocoon. There will be a task automatically queued up in the kitchen when this happens to boil the cocoon. You will get silk thread when that finishes!
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: fasquardon on January 20, 2013, 12:48:42 pm
Answered all the poll questions, a few things to note:

All of my fortresses have been abandoned before I've had a need for the really high-tech buildings, so none of those got ticked - but this shouldn't reflect any dislike of the buildings, just that my fortresses are too short lived.  The same goes for any of the metal industry buildings.  My fortresses tend to stay in the stone age, since I kill things with dwarfy inginuity, and I've never run one long enough to have a need to set up my own metal industry.  If I've needed something, I've ordered mithril from the elves.

And I ticked the brick oven, but I should note, I mod my brick oven.  It just seems wrong to me that it makes bricks out of stone, and not out of clay.  As I do more research, and learn how to mod df more, I hope to add realistic glazes to the brick oven reactions too.

Also, I've been thinking about what chemistry could be used for in the mod.  I was thinking:

*Glazes
*Dyes - where the modern chemical industry got started - though is it dwarfy for dwarfs to be able to make azo dyes?
*Medicines - I'm not thinking modern antibiotics, more thinks like iodine and dilute sulphuric acid, which were revolutionary bacteria killers when they were introduced - I don't know if Dwarf Fortress has fuctions that could be modded to reflect this sort of thing though.
*Explosives
*Resource conversion, like turning anhydrite into gypsum (via hydration), making mineral oil from coal, making graphite from coal, turning bauxite into aluminium (possible with pre-modern methods, but very expensive), turning ilmenite and rutile into titanium (again, an expensive process with pre-modern methods, needing lots of expensive highly reactive chemicals).
*Chemically produced ethanol (via the acid-catalyzed conversion of ethylene).
*Production of magical gubbings for high-end buildings - philosopher's stone production, in other words.
*Vulcanization of rubber - this is late 19th Century tech, so maybe not very dwarfy, but I do like the idea of being able to produce a leather replacement for animal-free fortresses.

fasquardon
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Maximiliator on January 20, 2013, 03:34:42 pm
okay i grabbed Masterwork mod now. There seem to be many additions, including weapons, metals, civs and monster. I think it is pretty awesome ! The only trouble i am having right now:

I cannot seem to find any quests. I checked 3 hamlets already, and nobody is in need of service. I created a standard world with everything on medium, and standard Masterwork settings. With my first adventurer i immediately got the quest to kill a water dragon. Needless to say: He had a very short adventure.

Anyone got any suggestions? I am on my way to a town now. But if they got no quests in a TOWN, i think its a bug

Edit: I went to the town and they had ONE single quest in a dungeon i cannot find. What happened to all the outlaws/vamps/beasts????

Best regards,


Max
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Panopticon on January 20, 2013, 03:52:34 pm
Adventure mode is not really supported by this mod, it is focused on fortress mode and that is probably the only portion you will be able to get help on here.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Pikkaro on January 20, 2013, 04:36:03 pm
Hi! I just downloaded the latest version for Debian Unstable, and whenever I try to build something ("b"), the game just crashes. (I haven't encountered any other problems yet, as it's quite impossible to play this way.) I start it through dfhack, and all it displays is "aborted". No modifications were made, and this happens regardless of other running utilities. What can I do to get it to work? Thanks for any support :)

Full dfhack output:

Sound devices available:
OpenAL Soft
Picking OpenAL Soft. If your desired device was missing, make sure you have the appropriate 32-bit libraries installed. If you wanted a different device, configure ~/.openalrc appropriately.
Perfect OpenAL context attributes GET
Loading bindings from data/init/interface.txt
data/sound/song_title.ogg not found, sound not loaded
data/sound/song_game.ogg not found, sound not loaded
New window size: 1920x1080
Font size: 16x16
Resizing grid to 120x67
Resizing font to 16x16

Resetting textures
Enabled tweak stable-cursor
Enabled tweak patrol-duty
Enabled tweak readable-build-plate
Enabled tweak stable-temp
Enabled tweak stable-temp
Enabled tweak fast-heat
Enabled tweak fast-heat
Enabled tweak fast-heat
Enabled tweak fix-dimensions
Enabled tweak fix-dimensions
Enabled tweak fix-dimensions
Enabled tweak fix-dimensions
Enabled tweak fix-dimensions
Enabled tweak advmode-contained
Enabled tweak fast-trade
Enabled tweak fast-trade
Enabled tweak military-stable-assign
Enabled tweak military-color-assigned
Could not save the status.
DFHack is ready. Have a nice day!
Type in '?' or 'help' for general help, 'ls' to see all commands.
Detected spatter add reactions - enabling plugin.
[DFHack]# Aborted
                 -e

Edit: Oh, one more thing. During my very first embark in Masterwork, one of my miners immediately (after mining like three stone blocks) turned into something "staring at the shifting ore" and went hostile. (Actually, the others were scared away by "<name>'s bone".) What happened there? And do random things like this one happen very often? Because then there might just be a little too much !FUN! for a newbie like me...
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Firehawk45 on January 20, 2013, 04:45:11 pm
What happened was, you have harder mining active, and your dwarf digged into a stone "infested" with rock wraith. Prepare for fun, hope you brought a weapon.... Or just draft you woodcutter or miner, they should die quite fast to a skilled miner with a pick.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Pikkaro on January 20, 2013, 04:48:47 pm
Thanks for explaining :) However, the game was soon ended due to said bug - no save available. But I guess I will run into those again, then...
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: arclance on January 20, 2013, 06:54:34 pm
Hi! I just downloaded the latest version for Debian Unstable, and whenever I try to build something ("b"), the game just crashes. (I haven't encountered any other problems yet, as it's quite impossible to play this way.) I start it through dfhack, and all it displays is "aborted". No modifications were made, and this happens regardless of other running utilities. What can I do to get it to work? Thanks for any support :)
It sounds like you have true type turned on, the same thing happens to me on Linux with true type on.
Try turning it off by setting
Code: [Select]
[TRUETYPE:NO]
in the "data/init/init.txt" file.

That should be set already if you are using the Linux version of Masterwork (unless Meph changed it by accident).
Are you using the Linux version or did you copy things from the Windows version to a Vanilla df_linux download?
You have to use the Linux version of Masterwork (http://www.mediafire.com/?gkdqemchacpnli9) if you want everything to work right since I had to include a beta version of dfhack for one of the binary patches to work.
A basic dfhack download also will not recognize the patched binary and will abort on startup.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Pikkaro on January 20, 2013, 07:02:33 pm
Oh. Oooh. Yes, that fixed it perfectly. Thanks a lot! I did turn that on through the Settings dialogue, yes... I meant "no modifications" as in "did only things that Masterwork intended me to be able to do". Alright, let's see how this plays out :) I will miss the Wiki, though, I'm noticing that already...
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Meph on January 21, 2013, 10:30:25 am
@fasquardon: Good ideas for the chemistry, I noted them all down. :)

@Maximiliator: This mod ist mostly for fortress mode, I cant do any adv. mode support, because I dont play it.

@AssassinT90: That sounds like duplicate raws. Have a look at your errorlog and/or try a fresh download. Did you edit anything in the raws ? And which tileset do you use? (the v1.3 is about the GUI itself^^)
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Kraggh on January 21, 2013, 01:41:52 pm
Hi guys! I have problems creating bloodsteel. I have ash, ironbone, and barrels and pots of blood, but in the boneyard, bloodsteel still appearing in red.

I need to know how to collect blood for myself, how to store the blood of my enemies, and in what part of the stockpile settings the barrels of blood are.

Thanks!
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: zach123b on January 21, 2013, 01:46:10 pm
i tried out the coliseum some, about 30 dwarves died because they took the body parts to the refuse pile xD
it does feel a little cheap as it takes nothing to create the beasts once it up but i've only summoned a few giant lions
maybe they could use a philosopher's stone or something from a megabeast or seeds from plants, something that can be reusable or easily attained over time imo

going to try out the expedition, more coliseum and runes next game
(just need to find a world where there's a dead dwarf civ, as i enjoy the "this is the last of the dwarves, good luck" kind of game :p)

to kraggh: try queue'ing bloodsteel in the job manager interface, it should tell u what's missing. at least that's what i do until i check the raws :x

edit: i just found 4 dead grave cats at the edge of the map with a blood trail to the edge, no reports sadly
..i found 2 copies of grave cats in the arena, the second one falls apart in as little as 1 tick due to 'melting' :x
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Kraggh on January 21, 2013, 05:10:36 pm
Thanks Zach, when I order bloodsteel from the Manager, the dwarves produce it! But if I try to order in the Boneyard, still appearing in red!
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: smakemupagus on January 21, 2013, 05:16:53 pm
> from the Manager, the dwarves produce it! But if I try to order in the Boneyard, still appearing in red!

Many times, not always, this is caused by custom reactions the stockpile and workshop being in different burrows (even if the burrows are not active).  Just something you have to work around in pretty much all mods.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: CheatingChicken on January 21, 2013, 06:21:04 pm
To fix that burrows bug, one of the first things i do in any new fort is create a burrow all the way from the nort-west corner on the highest level all the way down to the south-east corner on the lowest. That effectively fixes it
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: kamikazi1231 on January 21, 2013, 07:45:07 pm
Just encountered something !Fun!.  I am playing the pregenned tundra world at a volcano embark in the jungle area near the bottom of the map. Version .2f.  Had just bought a ton of fish and meat from the mountain home caravan.  While "processing a raw fish" the fishery burst into flames and burned down the inside of my walled fort.  At first I thought it might have been lightning(if there is lighting?  I don't play jungles much) but it wasn't raining at the time.  All I know is I got a message "Urist McDwarf has cancelled clean raw fish DANGEROUS TERRAIN" and then everything was burning down.  I'm going to load up the last save and see if I can replicate it or find out if it's a certain type of fish that might be bursting into flames.   Oh it also happened at exactly when the season changed from Winter to Spring of my second year.  I can load up the spring save and there are only a few tiles of fire on the fishery along with my grand master cook.  So I don't know if it was possible that a season change could cause something like this.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Meph on January 21, 2013, 07:53:29 pm
@kamikazi1231: Volcano embark sounds like fireimp/magmaman throwing something at your fishery ^^ But if there are any fish that burst into fire, please tell me about it. I highly doubt it though...

Anyway, look at your gamelog, see what happened before the fire... everything should be in there.

@zach123b: thanks for the testing, I know the colosseum is somewhat buggy. thats the reason the reactions are free atm, so that people can use it, and report what kind of nonsense might happen. there are some tags not being respected, because only special bodyparts should be resurrected into fightable monsters, not any part in the area...
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: zach123b on January 21, 2013, 08:27:12 pm
i locked up a room with the coliseum in it and set my team of 5 under armed dwarves with a random peasant for the summoning.  the peasant took a few times to summon a giant lion but once he did there were only a few bones laying on the ground and i thought "gee must've been like the soggoth and be a dud." so i unlocked the door and watched a few guys run out with the bones and the peasant run out.  i started the summoning of a giant lion again with the door locked when all of a sudden i get a few reports of dwarves dieing.  i ignored the red text thinking it was nothing then purple text. i quickly send my small militia to work on the lions, found out there were 3 i think up on the top level near my refuse piles inside the walls.  i thought "i must've done something wrong," so back to the coliseum to try again. took me til the third time to realize  ::)

only the bones dropped from the peasant would transform, it just took a moment to work.  by which time they were topside alongside a quarter of my fort lol

edit: btw i was using the version 2e and it seems it only summons 1 at a time but they drop 2 body parts.  either can be used, or a part from last time they did the reaction
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: kamikazi1231 on January 21, 2013, 09:00:58 pm
@kamikazi1231: Volcano embark sounds like fireimp/magmaman throwing something at your fishery ^^ But if there are any fish that burst into fire, please tell me about it. I highly doubt it though...

Anyway, look at your gamelog, see what happened before the fire... everything should be in there.

Yea I couldn't replicate it this time.  Fort was all closed up so no fireimps/magmen getting in.  The only thing I did different was clear the clutter of shells and bones in the fishery because I built it outside.  Last time it was extremely cluttered.  So far spring is over and no fire.  All I can think of was either random untraceable bug when the season changed or maybe a buzzard flew too close to the lava then went right into my fishery.  Gamelog didn't show anything.  Everything was normal, season changed, then my cook cancelled hauling item from dangerous terrain.

I'll let you know if I run into anything else fun in .2f.  Thanks for all the good work you do!
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: chaosgear on January 21, 2013, 09:30:56 pm
I can't even start playing.

When I first start it up, DFHack says "Could not activate tweak-fix dimensions" and when I try to play, it crashes. Fatal error.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: smakemupagus on January 22, 2013, 12:21:13 am
Hi Chaosgear, this might only be slightly useful info to diagnosing your problem, but I get that error on start up every time *without* a fatal crash.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: arclance on January 22, 2013, 12:50:09 am
I can't even start playing.

When I first start it up, DFHack says "Could not activate tweak-fix dimensions" and when I try to play, it crashes. Fatal error.
Try starting it without dfhack and see if you still get the crash.
If it's not a dfhack problem it will be easier to see any errors from Dwarf Fortress that way.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: chaosgear on January 22, 2013, 01:36:13 pm
I can't even start playing.

When I first start it up, DFHack says "Could not activate tweak-fix dimensions" and when I try to play, it crashes. Fatal error.
Try starting it without dfhack and see if you still get the crash.
If it's not a dfhack problem it will be easier to see any errors from Dwarf Fortress that way.
That fixed it. Without DFHack, it works fine.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: arclance on January 22, 2013, 04:10:47 pm
I can't even start playing.

When I first start it up, DFHack says "Could not activate tweak-fix dimensions" and when I try to play, it crashes. Fatal error.
Try starting it without dfhack and see if you still get the crash.
If it's not a dfhack problem it will be easier to see any errors from Dwarf Fortress that way.
That fixed it. Without DFHack, it works fine.
That tells me it is a problem with dfhack but I can't say what since that does not happen to anyone else.
What OS are you using?
What do you get in your "errorlog.txt", "stderr.log", and "stdout.log" when you run it with dfhack?

The steam engine, poisoned weapons, and rune weapons won't work without dfhack in case you wanted to use those.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: kamikazi1231 on January 22, 2013, 06:39:24 pm
So my fort burned down again.  I figured out it wasn't exploding fish it was some sort of flying undead bird that breaths fire if provoked.  I forgot to write down the name.  Next order of business.. putting a damn ceiling on my fort and surrounding it with turrets.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: EliProphet on January 22, 2013, 06:39:37 pm
Quick question guys. I'm not 100% sure this is a masterworks problem i'm having but it's so hard to find info and i never had this problem in another fort so here goes. Horse wool keeps resurecting and my dwarves are trapped in their own fort. At first it was funny because i imagined a ball of hair rolling around but after a few months of it its getting really old really fast. About 7 at a time horse wools are terrorizing the entrance to my fort. Right now my military is chopping them up but as soon as one dies, another two takes its place. They are completely harmless and have actually been giving my soldiers pretty good training so i guess theres a bright side to this. I heard the problem may be a necromancer hiding somewhere and that i should set up random cage traps until i catch him. I would do this but no dwarves can get out of the fort because they keep getting scared of the wool right away and the constant announcements about it is getting on my nerves. I also randomly looked at reports once and one of them said a dwarven baby was looking at the refuse stockpile twice... If this little baby is the necromancer, what's the best way to have an unfortunate accident happen? Thanks!
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Gamerlord on January 22, 2013, 07:34:53 pm
Hey, can I get a list of the amounts of things reactions need? Right now I'm sort of flying by the seat of my pants in regards on how much mythril is needed for a sword for example.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: smakemupagus on January 22, 2013, 07:50:58 pm
http://dwarffortresswiki.org/index.php/DF2012:Metalsmith%27s_forge

"The cost of a weapon or piece of armor in metal bars can be calculated by dividing its material size by three and rounding down, with no item costing less than one metal bar. The exception to this is some types of finished goods, which are created in different multiples from a single metal bar, depending on the skill of the Metal crafter."

Find the materials size by looking in the raws using Find in File, or grep, or whatever the command is called in your text editor.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: roughedge on January 22, 2013, 08:20:01 pm
I just downloaded the new masterwork and it look great. Although there is somewhat of a problem is that I can't seem to get my farms to produce anything at all. Is that normal? I used to have no problems of such in previous versions. Maybe they take more time as I've read in the forum but whats the point my fort is just starving no

crops too long = starving at embark WTF
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: BigD145 on January 22, 2013, 08:25:25 pm
I just downloaded the new masterwork and it look great. Although there is somewhat of a problem is that I can't seem to get my farms to produce anything at all. Is that normal? I used to have no problems of such in previous versions. Maybe they take more time as I've read in the forum but whats the point my fort is just starving no

crops too long = starving at embark WTF

If you have hard farming on you will have difficulties. Don't just jump into hard mode and expect easy street.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: smakemupagus on January 22, 2013, 08:31:26 pm
Right now, if you don't get the crops in before summer they'll not produce before winter, and they'll die.  Meph said that's not working as intended, and he's going to change it.  You can (1) not play with Harder Farming (2) edit the GROWDURs in the plants raws (3) use cave plants, which grow year round in this mod.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Meph on January 22, 2013, 08:38:11 pm
@roughhedge: underground crops need 1 year, aboveground 2 seasons, you can only plant them in spring atm.

@gamerlord: Read the manual. every item you can make in the forge has the number of bars stated in the manual.

@EliProphet: that is normal vanilla df behavior. Even in unmodded games "animal hair" will be animated and fights. Fights miserably, but still fights... that is normal. Do you play in an evil region?
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: EliProphet on January 22, 2013, 08:44:58 pm
@Meph Don't worry i figured it out. I wasn't in an evil region but i managed to get out by digging an escape tunnel to other side of the map and set up a few dozen cage traps, and a few months later i got the necromancer! Now i just have to figure out what to do with him.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: nekronuke on January 23, 2013, 02:02:21 am
While this sounds a bit outlandish, will spider breeding ever be added? Spider babies and whatnot. Also, maybe some sort of crossbreeding workshop for creatures, so you can cross a different creatures to get others. Maybe some form of alchemo-geneticism?
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Fairin on January 23, 2013, 02:38:46 am
@ Eliprophet: the best way to have .. an unfortunate accident . would probably be  flowing water + fortification. use your imagination..

however society would prolly just station the mother on a bridge and release..

over the dining room.. 50 zlevels below...


on a more interesting note you could prolly put him in his own little room or make a tower somewhere out of the way with glass windows and no way out but down a large z-level drop if it / something else breaks the glass >:) put a bed cabniets and whatnot like your own personal wizard noble who doesnt like being disturbed .. ever!
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Labraid on January 23, 2013, 03:42:17 am
As for rampaging animated hair and similar deadly enemies... well I really hope that I will live to see the day when Toady implements courage and threat rating system for df mode (where courage would be strictly character based + bonus for number of nearby allies, while threat level would account for size, body characteristics, value of combat-grade equipment and combat skills) so that animated foot would no longer make a grand hall full of drunken legendary cheese makers run for their lives, unless it would happen to be a foot of gigantic size adamantine titan.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Fairin on January 23, 2013, 05:27:22 am
Quote
animated foot would no longer make a grand hall full of drunken legendary cheese makers run for their lives,

from now on till this is implimented all of my fortresses will be Sissy babies...


then theres no dwarven word for sissy... maybe cheesemaker...

BEHOLD NISTAM ! (Fearfull Babies)
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: jellyman on January 23, 2013, 05:38:34 am
Is there anyway to make rough gems if my miners can't find them?  I seem unable to trade for them, Making diamonds in screw press or artificial rubies etc in alchemist makes cut gems.  Every so often I get a strange mood for rough gems and it seems that as long as my miners continue to not turn up any gems that these moods will fail....

How about adding a miscellaneous item for a crate of rough gems or something, similar to crate of steel bars so that we can trade for them.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Deon on January 23, 2013, 05:54:05 am
Just roughen them via a reaction. Isn't it in masterwork already?
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Godlysockpuppet on January 23, 2013, 06:34:05 am
Just roughen them via a reaction. Isn't it in masterwork already?
If it is I've just found an exploit; buy large cut relics, divide them into 2 with the cut large gem reaction, then roughen up the 2 new relics. Then uncover them at the archaeologist for really good weapons! #note, a large relic only costs 150 dorf bucks
 Free volcanic weapons anyone?
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Fairin on January 23, 2013, 08:09:31 am
So my fort burned down again.  I figured out it wasn't exploding fish it was some sort of flying undead bird that breaths fire if provoked.  I forgot to write down the name.  Next order of business.. putting a damn ceiling on my fort and surrounding it with turrets.

Firebird - had a nice swarm of them swoop over my freshly embarked crew .. not gonna bother with a reclaim not very "fun"
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Meph on January 23, 2013, 08:15:34 am
@godlysockpuppet: You can neither buy gems, nor get volcanic from the archeologist.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Wafflelordling on January 23, 2013, 09:45:43 am
cant build slag pit any help?
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Michaelsoftman on January 23, 2013, 10:52:56 am
I'm having an odd issue.

I have 2 bullet turrets chained outside of my fort entrance for defense, but they seem to be ignoring monsters now and not shooting.  They're both undamaged and in perfect health, and haven't been attacked at all recently.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Meph on January 23, 2013, 10:59:50 am
@wafflelordling: I need way more infos then that.

@michaelsoftman: Wildlife, or hostile units? They should shoot at megabeats, titans, invaders, ambushes, thieves... but leave animals alone.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Michaelsoftman on January 23, 2013, 11:16:23 am
@wafflelordling: I need way more infos then that.

@michaelsoftman: Wildlife, or hostile units? They should shoot at megabeats, titans, invaders, ambushes, thieves... but leave animals alone.

Oh OK, that explains it.  There was a Gnoll on the bridge they were ignoring.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Undeadlord on January 23, 2013, 12:09:20 pm
Anyone having trouble with the Hall of the Mountain Kings? It tells me I need 8 Iron Armor .. I assumed that was Iron Armor Stands, and a quick look at the raws looks like it confirms that, but I look at my stocks and I have 8 sitting in here, freshly made. Not forbidden, made of Iron, not rusty or ironbone.

Just can't figure out what I am missing.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Meph on January 23, 2013, 12:32:45 pm
No, you need 8 iron armor. which are breastplates, chainmals, platearmor... anything upper-body protection made of iron.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Undeadlord on January 23, 2013, 12:42:09 pm
No, you need 8 iron armor. which are breastplates, chainmals, platearmor... anything upper-body protection made of iron.

I thought I had tried that first, grrrr. OK, I will give it a shot now. Thanks.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Chiasm on January 23, 2013, 01:05:46 pm
My crucible only has the efficient smelting option for bronze, not steel. As in the reaction isn't listed. I can still order it through the manager - is steel only on the magma version?
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Tally on January 23, 2013, 02:06:00 pm
So my current fortress attracted frost giant thieves, just as a drow caravan was rolling in. I had one pinned down inside a pond with 4 of my marksdwarves and a drow shadowsniper shooting at it. That thing took AGES to kill! I'm going to be frightened if I have to deal with a frost giant siege before I've even dug down to the caverns or gotten down to magma.


Also, I'm really liking the blast furnace at the moment. The startup is really steep if you don't have iron ore on your map, but that's the price to pay for how little micromanagement it takes and how ore-efficient its reactions are.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: SabbyKat on January 23, 2013, 03:05:13 pm
So my current fortress attracted frost giant thieves, just as a drow caravan was rolling in. I had one pinned down inside a pond with 4 of my marksdwarves and a drow shadowsniper shooting at it. That thing took AGES to kill! I'm going to be frightened if I have to deal with a frost giant siege before I've even dug down to the caverns or gotten down to magma.


Also, I'm really liking the blast furnace at the moment. The startup is really steep if you don't have iron ore on your map, but that's the price to pay for how little micromanagement it takes and how ore-efficient its reactions are.

Really? They don't seem too hard to me. I have 6 prototype golems outside my entrance for the last 8 years, and they've held off 15+ sieges, including a frost giant (fuzzy blue yeti things ;P) ambush. Only about 20, but they fell as easily as stranglers.

Though, I've noticed the Jotun (another giant type - might be what you encountered) and 'Worldenders' (frost giants) are pretty resilient to range, from my experience. As well, range in general seems to suck due to the horrible hit chance, and if I recall, only 2(?) of 27 spots they can hit, is fatal, discounting bleeding which I don't think they do.


Yep. Blast Furnaces are great conveniences. Not unbalanced, or overpowered, simply convenient. they do what would take at least 5 smelters and I like to keep my areas tightknit and easy to navigate, so they're a god send.

Speaking of Golems, does anyone else think they're a tad op? Not the 'crafted' ones, as you need all the materials, lava, golem hearts, etc to even try to make some. I speak of the prototype golems from wagons. My wagon with a bunch (about 9 - I ordered them :P) had a accident (gotta love when they walk into a 40+ archer ambush...), so I stuck them in my gateway as I always do, and well. I still have my original 9 all alive. The only time in my last fort I saw one die, was when one of them rushed out vs 20-30 guys solo. Other wise, they've massacred everything from Jotun's, to Minotaur (not a siege/ambush - not yet), Deep Drows, Goblins of all kinds, Ferric Elves, you name it, and are still going fine... just seems a tad offbalance.

I think the main issue with them is they don't 'bleed out' (machine, so yeah :P) and basically any internal damage means squat. No organs, etc. Generally, I've NEVER seen one 'cut up' and lose an arm, or such. The only time they become 'useless' is when they are basically broken in every part, and can just push things to death, and even then, can often kill or maim :P

You can say 'well, don't use them then!' but why shouldn't I use something that is in game? if it's too strong for a normal fort, is that not an issue?

Or maybe I'm just to 'good' at DF... I know how to deal with everything too well. I mean, I'm in an undead, knockout-fever-dizzy weather biome that's a desert (no water/trees), not sure what else I can do to make it challenging without handicapping myself, or doing something nuts like opening all the caverns and the 'fun land!', then leave it unsealed into my base with an army trying to hold out... which I've done. And I held off all 4 areas and their 'fun' with just 5 web turrets, and some traps! :P

...but yes. I just think golems are a tad out of place for cost-to-power, especially as wagons often meet an unfortunate end outside of your control.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: smakemupagus on January 23, 2013, 03:56:46 pm
I think the main issue with them is they don't 'bleed out' (machine, so yeah :P) and basically any internal damage means squat. No organs, etc. Generally, I've NEVER seen one 'cut up' and lose an arm, or such. The only time they become 'useless' is when they are basically broken in every part, and can just push things to death, and even then, can often kill or maim :P

I love this about them as opponents in Orc mode :)  Changes the complexion of a Dwarf siege entirely if they happen to have a squad of golems, arrows are limited use and for melee you need weapons tougher than their body.

You can say 'well, don't use them then!' but why shouldn't I use something that is in game? if it's too strong for a normal fort, is that not an issue?

I dunno, I guess I've never deployed them in a squad quite that big, but I thought if you buy golems for the advertised price they're pretty fair.  ofc there's a balance issue related to dead caravans that is bigger than just golems: Lots of other stuff too is really powerful & cheap if you order tons of it and then loot it.  Steel crates, war sauropods, war dragons, drakes, platemail, enchanted arrows, blueprints, mithril, anthricite, etc.

Or maybe I'm just to 'good' at DF... I know how to deal with everything too well.

Indeed, until the AI gets better or enemies can knock down walls, I guess all veteran players create their own 'challenge mode' one way or another.

Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Michaelsoftman on January 23, 2013, 04:38:40 pm
I find that Prototype Golems are a good defense against Frost Giants.

The first time I ran into a FG, I considered abandoning cause I didn't really have a military, so I gave one guy a bloodsteel scythe, and he ran around hitting the thing for about 20 minutes without killing it, and it kept causing everyone else to cancel jobs.

Now I just build tons and tons of crafts until I was able to purchase 6 prototype golems, and they murder everything that even looks at my fort.

EDIT:

Also, I seem to have another bug?  I have 5 Bifrost Bars (and 4 steel anvils) but I cannot build the Bifrost Forge.  The bars are not forbidden or anything either.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Bloax on January 23, 2013, 05:22:39 pm
Or maybe I'm just to 'good' at DF... I know how to deal with everything too well.
"Horrifying screams come from the darkness below!" (http://www.bay12forums.com/smf/index.php?topic=116045.0) :P
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Tally on January 23, 2013, 05:57:15 pm
Really? They don't seem too hard to me. I have 6 prototype golems outside my entrance for the last 8 years, and they've held off 15+ sieges, including a frost giant (fuzzy blue yeti things ;P) ambush. Only about 20, but they fell as easily as stranglers.

Though, I've noticed the Jotun (another giant type - might be what you encountered) and 'Worldenders' (frost giants) are pretty resilient to range, from my experience. As well, range in general seems to suck due to the horrible hit chance, and if I recall, only 2(?) of 27 spots they can hit, is fatal, discounting bleeding which I don't think they do.


Speaking of Golems, does anyone else think they're a tad op? Not the 'crafted' ones, as you need all the materials, lava, golem hearts, etc to even try to make some. I speak of the prototype golems from wagons. My wagon with a bunch (about 9 - I ordered them :P) had a accident (gotta love when they walk into a 40+ archer ambush...), so I stuck them in my gateway as I always do, and well. I still have my original 9 all alive. The only time in my last fort I saw one die, was when one of them rushed out vs 20-30 guys solo. Other wise, they've massacred everything from Jotun's, to Minotaur (not a siege/ambush - not yet), Deep Drows, Goblins of all kinds, Ferric Elves, you name it, and are still going fine... just seems a tad offbalance.

I think the main issue with them is they don't 'bleed out' (machine, so yeah :P) and basically any internal damage means squat. No organs, etc. Generally, I've NEVER seen one 'cut up' and lose an arm, or such. The only time they become 'useless' is when they are basically broken in every part, and can just push things to death, and even then, can often kill or maim :P


In my case, I believe it was indeed just an ordinary frost giant thief. Although there was a worldender somewhere among that wave of thieves. Either way, just that one frost giant required me to destroy every single body part before it decided to die. On the other hand I got... one bifrost bar! Woohoo?

Maybe I should stop using copper bolts. I've been trying to save my iron/steel for armor and weapons that aren't ammunition (except bullets).



As for golems... yeah, they seem pretty OP. In a previous fort I had one come in with a migrant. I pastured it at the gate, and it held off a goblin ambush single-handedly, while my military was still severely underdeveloped. It was red in everything and still kept going.




Also, BUG REPORT TIME: Blood that you buy off of caravans don't appear to be usable for custom reactions, but will show as available. I'd have to test this more extensively for other reactions, but at the very least, they didn't qualify for a grand offering to Armok at the temple.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Gotdamnmiracle on January 23, 2013, 10:45:11 pm
Could someone please walk me through the steps of how to get this mod to work on a modern mac. Showing me to a video or site would be great too. Thanks.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Asva on January 24, 2013, 05:11:07 am
In fact automations and frost giants are not arrow immune.
They're perfectly killable by means of:
- broadhead arrow/javelin (maybe hammerhead as well)
- ballista
- catapult
Mixing brodhead, hammerhead, piercing ammunition provides universal offensive ability.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Tally on January 24, 2013, 06:44:17 am
In fact automations and frost giants are not arrow immune.
They're perfectly killable by means of:
- broadhead arrow/javelin (maybe hammerhead as well)
- ballista
- catapult
Mixing brodhead, hammerhead, piercing ammunition provides universal offensive ability.

I was beginning to think that resilience was a feature, but I only had the representation of one of the three offense types in this situation anyway. I should probably invest in the ammocaster, since my current military only has spear and hammer for melee yet.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Maklak on January 24, 2013, 07:55:16 am
I used the Masterwork Linux version as a basis to make the linux version of FoE mod. http://www.bay12forums.com/smf/index.php?topic=118893.msg3976877#msg3976877

1) What modifications does your executable include? It differs from the standard DF executable, so I assume it has some binary patches by Quietust.

2) Your version of DT is pretty old. You should include Splinterz version instead.
$ hg clone https://splintermind@code.google.com/r/splintermind-attributes/ dwarftherapist

2.5) I had to cheat DT to work with patched executables, but that only meant copying the v034.11.ini to v034.11m.ini in "etc/memory_layouts/linux" and changing the checksums and version numbers. Is this correct? Nothing seems broken.

3) Good work on compiling the search plugins yourself. http://www.bay12forums.com/smf/index.php?topic=118001

4) Stonesense plugin refuses to load.

I use Mint 13 LTS x86_64 Cinnamon.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: arclance on January 24, 2013, 09:28:03 am
I used the Masterwork Linux version as a basis to make the linux version of FoE mod. http://www.bay12forums.com/smf/index.php?topic=118893.msg3976877#msg3976877

1) What modifications does your executable include? It differs from the standard DF executable, so I assume it has some binary patches by Quietust.
It is in the manual as well but this is the list.
Code: [Select]
- Destroying a wall empties the wood stockpile.
- Marksdwarves won't use training bolts unless combat bolts all used up.
- Weapon Racks do nothing - The fix-armory plugin and assign-rack script that go with this patch are in the included dfhack.
- "Long patrol duty" thoughts accumulate from all squad orders, including training.
- Hospital zone does not respect cloth maximums.

2) Your version of DT is pretty old. You should include Splinterz version instead.
It should be splinterz version, I must have cloned the wrong repository when I built it the last time.
I will fix that today.

2.5) I had to cheat DT to work with patched executables, but that only meant copying the v034.11.ini to v034.11m.ini in "etc/memory_layouts/linux" and changing the checksums and version numbers. Is this correct? Nothing seems broken.
That is correct, I must have forgot to do that last time.

3) Good work on compiling the search plugins yourself. http://www.bay12forums.com/smf/index.php?topic=118001

4) Stonesense plugin refuses to load.

I use Mint 13 LTS x86_64 Cinnamon.
Stonesense is touchy on Linux it won't work on all systems.
The most likely cause of it not loading would be if you don't have 32bit OpenGL installed for your graphics card.
It could be some other 32bit library though.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: arclance on January 24, 2013, 10:18:15 am
2) Your version of DT is pretty old. You should include Splinterz version instead.
It should be splinterz version, I must have cloned the wrong repository when I built it the last time.
I will fix that today.
I uploaded a new Linux version to Meph with the correct Dwarf Therapist in it.
You can download just the new Therapist here (https://dl.dropbox.com/u/69178231/Dwarf_Therapist/DwarfTherapist_splinterz_19.3_2013-01-24.tar.gz) if you want it before Meph updates the download for the Linux version.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Maklak on January 24, 2013, 10:46:07 am
Thank you for quick answer.

> > 2.5) I had to cheat DT to work with patched executables, but that only meant copying the v034.11.ini to v034.11m.ini in "etc/memory_layouts/linux" and changing the checksums and version numbers. Is this correct? Nothing seems broken.
> That is correct, I must have forgot to do that last time.
No, you already had a patched file. I just didn't copy it to the directory with FoE mod and had to find a workaround. I was merely asking if changing the checksum was enough or if you had to change some other stuff in there too, which you answered.

I haven't found the list of patches in the manual, but I wasn't looking thoroughly. Than you. I applied two of those patches myself, but your version looks better, so I'll just ditch my executable as well as the unpatched version and stick with yours, which should reduce the mod size considerably.

My system is touchy when it comes to DF. I don't even have OpenAL in my repositories and didn't bother compiling it from sources, so my DF under LLinux has no sound.

> I uploaded a new Linux version to Meph with the correct Dwarf Therapist in it.
Thank you. Even though I compiled DT 19.3 myself, your version is a lot better for portable mods because it has all the libraries bundled with it. Which is something of a testimony to failure of shared libraries when you think about it.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: arclance on January 24, 2013, 10:53:08 am
I haven't found the list of patches in the manual, but I wasn't looking thoroughly. Than you. I applied two of those patches myself, but your version looks better, so I'll just ditch my executable as well as the unpatched version and stick with yours, which should reduce the mod size considerably.
It is in the "::: Install & Quickstart :::" section of the html manual under "Included Utilities > Binary patch".
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: thistleknot on January 24, 2013, 02:32:03 pm
modest mod has an alternative configuration for easier combat skill gain via training. any chance to see that implemented as an option for mwmod?
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Gotdamnmiracle on January 24, 2013, 02:47:14 pm
Hey so can someone please help me. For Mac OSX, I don't know what to copy and where. I wish this was documented somewhere obvious.

I am having trouble. PLEASE HELP
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Meph on January 24, 2013, 03:02:23 pm
@thistleknot: No. A HARDER option, yes. An EASIER one? No.

@gotdamnmiracle: download, unpack, play. No changes to normal DF. If you want to run the Settings, you need mono+wine, but I dont know how exactly a Mac works, since I never used one. So... wait for someone that plays Masterwork on Mac to help you.

@Chiasm: Its a bug, I accidently removed the building-id from the efficient steel making in the crucible

@rest: Maybe golems are overpowered? They actually should be able to bleed to death... using hydraulical fluid as blood. Seemingly that doesnt happen, I think I have to nerf them a bit more. Maybe adding a "brain" that instakills when destryoed.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Gotdamnmiracle on January 24, 2013, 03:30:52 pm
@gotdamnmiracle: download, unpack, play. No changes to normal DF. If you want to run the Settings, you need mono+wine, but I dont know how exactly a Mac works, since I never used one. So... wait for someone that plays Masterwork on Mac to help you.

Thank you. I suppose I will need to download mono+wine. My problem starts just as I am beginning fortress mode, I press b to get to the building screen, and suddenly the whole program closes and says "Masterwork DF has suddenly closed" leaving the terminal running.

I will wait, thank you for the help in the meantime. When I do get the answer, would you mind making that a section or spoiler on the front page or creating a link to it in there. I can't imagine I am the only one who has had this problem.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Meph on January 24, 2013, 03:32:02 pm
Turn off truetype I guess, by pressing F12, or turning it off in the init. I know linux cant handle it.

Oh, and the mac version  has 80 downloads... the windows version 2200 in the same time. I guess not many people have mac/linux problems, because not many people use them ^^ (now that I checked, wow, linux has more downloads then mac... I am surprised, 133 for linux ^^)
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Gotdamnmiracle on January 24, 2013, 03:35:45 pm
Turn off truetype I guess, by pressing F12, or turning it off in the init. I know linux cant handle it.

Oh, and the mac version  has 80 downloads... the windows version 2200 in the same time. I guess not many people have mac/linux problems, because not many people use them ^^ (now that I checked, wow, linux has more downloads then mac... I am surprised, 133 for linux ^^)

Wierd. Small crowd I guess. I'll do just that and let you know how it goes.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: arclance on January 24, 2013, 03:36:35 pm
Thank you. I suppose I will need to download mono+wine. My problem starts just as I am beginning fortress mode, I press b to get to the building screen, and suddenly the whole program closes and says "Masterwork DF has suddenly closed" leaving the terminal running.
Someone had the some problem on Linux a few days ago.
Hi! I just downloaded the latest version for Debian Unstable, and whenever I try to build something ("b"), the game just crashes. (I haven't encountered any other problems yet, as it's quite impossible to play this way.) I start it through dfhack, and all it displays is "aborted". No modifications were made, and this happens regardless of other running utilities. What can I do to get it to work? Thanks for any support :)
It sounds like you have true type turned on, the same thing happens to me on Linux with true type on.
Try turning it off by setting
Code: [Select]
[TRUETYPE:NO]
in the "data/init/init.txt" file.
I have true type turned off by default in the Linux version for that reason.
It probably should be turned off by default in the Mac version as well.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Wafflelordling on January 24, 2013, 05:24:07 pm
@wafflelordling: I need way more infos then that.
sorry was away for a bit the screen when I try to build it says that I need 4 non economic stones which I have, 27 jet and 57 slate available for use. But it wont build any help?
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Meph on January 24, 2013, 05:33:01 pm
@Wafflelordling: I was more thinking along the lines of mod version, tileset used and so forth...  It does sound that you either dont have the stones set to economic in the stone stocks menu, or that its the burrow bug, with materials outside of the burrow. See the manual under "Known bugs" please.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Wafflelordling on January 24, 2013, 07:11:36 pm
using the v.2f with phoebus, the stones are set to economic and there are no burrows in use at the time, just got my fort set up and my smelters are making a ton of slag and wanted to get rid of it.
On a side note my armour smith just made a iridium demonic armor piece how good would that be?

edit: Ok Im a total idiot forgot that it said blocks not stones duh...proceeds to use a save where there is a convineint lava pump to flood fortress to relieve strees.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Putnam on January 24, 2013, 07:21:24 pm
Iridium's heavy as hell IRL, but also strong as hell. If the wearer is sufficiently strong, they should be able to use it.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Meph on January 24, 2013, 07:43:45 pm
Iridium is quite good, yes... the manual has a big list with all the metals next to each other, with all values to check.

And slag pit uses [BUILD_ITEM:4:BLOCKS:NONE:NONE:NONE][BUILDMAT][WORTHLESS_STONE_ONLY]... that works perfectly fine for me and I guess all the other players making slagpits, so it must be a user error on your end.

Edit: Ok, you found it yourself.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Wafflelordling on January 24, 2013, 08:05:10 pm
what about demonic armor? cause thats not in the manual
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: smakemupagus on January 24, 2013, 08:10:17 pm
[ITEM_ARMOR:ITEM_ARMOR_DEMONICAQ]
[NAME:demonic armor:demonic armors]
[ARMORLEVEL:3]
[UBSTEP:5]
[SHAPED]
[LAYER:ARMOR]
[COVERAGE:100]
[LAYER_SIZE:20]
[LAYER_PERMIT:49]
[MATERIAL_SIZE:1]
[HARD]
[METAL]

what smake means is that its not too shabby.

:D
it covers everything that an upper body armor could possibly cover; you can wear 1 coat of mail with it but not 2.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Meph on January 24, 2013, 08:11:08 pm
what smake means is that its not too shabby. Because we are talking about an iridium artefact armor. Which is still better then anything else you could manufacture yourself.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Wafflelordling on January 24, 2013, 08:53:20 pm
sweet now then i want an ambush to test my dorf squad on and maybe kill all those nobles
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Gotdamnmiracle on January 24, 2013, 09:24:26 pm
It worked. Truetype was the problem. Thanks, Meph.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Fairin on January 24, 2013, 11:27:12 pm
what i'd personally like in the manual. is the raw data thats relvant to the armors / weapons in question, and weapon grade materials strengths =), in numbers... well i guess equlivancys would be fine..or a list.. use these for blunt. use htese for sharp. use these to train up weaponsmithing...
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: smakemupagus on January 24, 2013, 11:38:14 pm
what i'd personally like in the manual. is the raw data thats relvant to the armors / weapons in question, and weapon grade materials strengths =), in numbers... well i guess equlivancys would be fine..or a list.. use these for blunt. use htese for sharp. use these to train up weaponsmithing...

There is just such an excel table in there, on the Inorganic materials page, click one of the links under "metals data" or somethnig like that.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: kamikazi1231 on January 25, 2013, 12:25:42 am
May be intentional or not.  I've found that even with harder farming off before generating a world my egg production and plant farming is far slower than in vanilla DF.  Looks like chicken egg clutches are at 1:3 when the vanilla wiki has them at a clutch size of 4:15.  Like I said I'm not sure if the 1:3 was built into masterwork and harder faming makes it even more difficult or not.  But with 20 chickens and farms of every type of crop I'm still having trouble feeding my fortress of 150.  The only way to survive is to buy tons of meat and fish off caravans or slaughter all my horses during sieges.  Not to say this doesn't make it more interesting than vanilla of course.  I'll have to expand my farming and maybe breed up 50 chickens or so.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: zach123b on January 25, 2013, 01:00:40 am
yeah, harder farming makes things much harder. i've started using herbalism as a main profession for some of my dwarves
but i believe the eggs have been like that since the start in masterwork :-\
and the plants take much longer to grow; plump helmets go from about 1.5 harvests each season to taking a year to grow with harder farming. hoping meph or someone adds a graph as to which plants do what with the growing duration of each

btw, harder farming doesn't change the grow duration of any plants from the 'more plant types' option.  although most there don't have a tag for growing duration to begin with
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Hefateus on January 25, 2013, 03:13:07 am
Hi,
I've been lurking for a while(since 1.95/2a) and I'd like to say great work Meph! Im currently playing 2f. I really enjoy the mod and I'm not sure I could go back to vanilla. I really like harder farming. I find that I can pretty much just "set it and forget it" with the older farming. Now I use potash(which I have never had to do) and I have to use herbalism and hunting and fishing to get my fort going. I actually ran out of booze for a while!
I have a partly prayer based economy. My fort has a sweat shop of 25 or so of the small altars which is where I get most of my gems/silk/gold/platinum/steel/bronze/silver bars. All the beds, chairs, tables and misc furniture are made from gems. 
One bug that I'm not sure if its been mentioned is that ridged scale doesn't show up in stockpiles. Also that you can trade for nith which I know you made it so gremlins can't be traded for so this may be something you don't intend also.
I really like the random creatures. It brings some freshness to the war animals and to the cave and surface creatures that you encounter/kill and trade for.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: leafar on January 25, 2013, 06:32:28 am
on stonesense with 64bit linux:
i use ubuntu and it didnt load at first, but putting a copy of a 32bit libjpeg into stonesense/deplibs and naming it libjpeg.so.62 fixes it

and some feedback on kobold-camp(2f):
i think castes like masons, smith, jewelers and the like should be less common
in my camp(~70 bolds total) i have several mastersmith and masons and if you cant mine you dont have much use for them - and to me leather fits better with kobolds
maybe replace them with a fighters-caste(havent come across one yet)

and you might want to give them the Crematorium as they cant butcher sentients(or change that) - atomsmashing is such a waste of resources

in the training grounds Train sword (like spear and hammer) seems to accept any weapon type, not just the specific training weapons(this might be a problem from the original camp though)

thats it for now
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Gamerlord on January 25, 2013, 06:58:31 am
Non-butchering sentients for kobolds has really been annoying me. I was really looking forward to elf stew the first time I managed to get my little squad to kill one.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: kizucha on January 25, 2013, 07:26:05 am
Hm is it just me? I create most alway's vanilla world's (favor large region) and it generate's it somewhat fast but after the latest patch it feel's that the generation need so many time. I think it's on the generation of "forming lakes and minerals", playing with mineral setting of 1000. ???

Is it because it's the large region? I only change the number of layer's and the end year to 100.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Gamerlord on January 25, 2013, 08:10:48 am
Yeah I get that too. Just wait it out or switch to medium region size.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Absolutis on January 25, 2013, 09:12:13 am
You made quickfort start up on program start. I am sad  :'( I do not want things next to my cursor to have a tooltip.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: smakemupagus on January 25, 2013, 12:46:44 pm
It never quick started for me. ???
Is it possible something like you turned it on once and it persisted through next time you turned on DF?
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: rohit507 on January 25, 2013, 01:42:33 pm
@meph: hmm, i've got a chunk of my fortress that's infested with silk moths, how do I exploit them for silk?
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: DoX on January 25, 2013, 02:39:22 pm
Just a reminder Meph. You're doing an amazing job. We're all proud of your work.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Poch on January 25, 2013, 03:58:58 pm
Quote
what i'd personally like in the manual. is the raw data thats relvant to the armors / weapons in question, and weapon grade materials strengths =), in numbers... well i guess equlivancys would be fine..or a list.. use these for blunt. use htese for sharp. use these to train up weaponsmithing...

Same for me, i will probably restart playing Masterwork DF really soon, and i just LOVE the metal management part of the game. But i need to know precisely what to aim for when i create masterwork armors and weapons. Which is best for ammos, piercing, etc...

I think you changed the balance of that very recently Meph, according to the last changelogs ? Is there any up-to-date and comprehensive data we could use ?

Oh, and i stopped playing when you decided to go on for a long trip, i'm very glad to see you are back and developing Masterwork again :) It keeps me playing DF despite its lack of UI, the confusion about updates or current developement status/priorities, optimisations, all the horrible bugs and things Toady seem to don't care about that made me left in the first time after many years on the game. (sorry i'm trolling a little bit, i know a lot of players are very satisfied with Toady's management).

Now, 6 years after i discovered DF for the first time, i have the feeling Toady should just focus on technical basis, and modders on gameplay, because any update of masterwork made me want to play much more than any update Toady made those last few years. It's my way of thinking, not the general way, but anyway, i wanted to say thank you for giving us more reasons to play this fantastic game, and keep up the good work :)
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Hefateus on January 25, 2013, 05:00:15 pm
@Absolutis that is something that you did and mine doesnt start with dwarf fortress, Meph only made it a part of the Masterwork package when you download it.

@rohit507 you need to make hives and make it so they are open for a new colony. Eventually one of your bee keepers will install the silk moths in an empty hive. When they are ready to be harvested a job will queue up in the kitchen so that they can be processed. Make sure you keep a few of your hives set to "do not gather products" or you might cause them to go extinct.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: zach123b on January 25, 2013, 05:36:57 pm
oddest thing happened to me
started a new fortress in a terrifying biome with a terrifying ocean. so i dig down 2 or so levels and start clearing an area for protection while my guys up top start setting up a basic wall around the hole. a few ticks later the walls are up and the area down a bit is more than halfway done. to my surprise moss had started growing inside. i have not breached a cavern yet and have no idea how it start to grow. so uh here's a pic

Spoiler (click to show/hide)
if you want i can upload the save as well
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: SabbyKat on January 25, 2013, 05:46:35 pm
oddest thing happened to me
started a new fortress in a terrifying biome with a terrifying ocean. so i dig down 2 or so levels and start clearing an area for protection while my guys up top start setting up a basic wall around the hole. a few ticks later the walls are up and the area down a bit is more than halfway done. to my surprise moss had started growing inside. i have not breached a cavern yet and have no idea how it start to grow. so uh here's a pic

Spoiler (click to show/hide)
if you want i can upload the save as well

It's a Vanilla 'bug'. I've had this happen multiple times before, with no real connection. Sand, dirt, clay floors, evil, good, neutral biomes, etc. Not sure what triggers it... make sure you don't start any fire, though. ;)
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: arclance on January 25, 2013, 05:50:44 pm
on stonesense with 64bit linux:
i use ubuntu and it didnt load at first, but putting a copy of a 32bit libjpeg into stonesense/deplibs and naming it libjpeg.so.62 fixes it
That is normal on 64bit Linux.
Stonesense requires some 32bit libs to run, only the allegro libs are included because a lot of distros don't have them available.
Some like 32bit OpenGL support for graphics cards can't be included at all because it is different for every system.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Genesis92x on January 25, 2013, 05:51:44 pm
Hey guys!

I love this mod(s), they have all rekindled my love for Dwarf Fortress ^_^

I feel silly however, I can't seem to find the "Building Guide" that tells me what each building requires to be constructed? Could anyone point it out for me? I looked at the help guide to no avail :(

Thank you!
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Putnam on January 25, 2013, 05:55:45 pm
The game tells you if you try to make the building without the prerequisites.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: SabbyKat on January 25, 2013, 06:03:14 pm
@thistleknot: No. A HARDER option, yes. An EASIER one? No.

@gotdamnmiracle: download, unpack, play. No changes to normal DF. If you want to run the Settings, you need mono+wine, but I dont know how exactly a Mac works, since I never used one. So... wait for someone that plays Masterwork on Mac to help you.

@Chiasm: Its a bug, I accidently removed the building-id from the efficient steel making in the crucible

@rest: Maybe golems are overpowered? They actually should be able to bleed to death... using hydraulical fluid as blood. Seemingly that doesnt happen, I think I have to nerf them a bit more. Maybe adding a "brain" that instakills when destryoed.

Bit late to reply, but about golems - I've seen golems die only when their head is taken off generally. Only thing I've seen do that, is a Red Dragon or such 'mega beast'.

I've NEVER seen one die from hydraulic issues. Brain might fix it, if it's not too easily hit (dunno how their 'armor' works for deflects like a dwarf wearing a helm would :P).
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Nice Save on January 25, 2013, 06:54:08 pm
Does the 50% learning speed penalty from "Harder Learning" stack with the Savant "Slow Learning" to make them even slower, or does "Harder Learning" just bring normal dorfs down to Savant learning?

I know I could test this quite easily, but I keep forgetting.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: fantafuzz on January 25, 2013, 08:29:59 pm
Hello, I have a question about world generation in this mod. I got the impression from the readme, that I would have to use one of the pre-defined generations in advanced world generator. Is this true? Or can I use the normal world generation menu to make a random world?
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: smakemupagus on January 25, 2013, 08:36:33 pm
You can use normal world gen no problem.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Brenticus on January 25, 2013, 09:54:59 pm
@genesis92x it's in the main mw folder - an HTML file.   I too love this mod. 
Tonight I'm going to mod in a flying caste to my kobolds and call them Tungu.   And haulers.  Maybe I'll be able to keep a kobold camp alive for more than 2 years :)
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Lightning4 on January 25, 2013, 10:59:27 pm
I live in a fun spot. Half of the biome rains vile filth.

The other half snows stone. I have no idea why it snows stone. Only a tiny part of the map isn't covered with various strange materials.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: sayke on January 25, 2013, 11:08:28 pm
@meph - maybe consider turning the special rains off by default? it does seem to throw some folks off!
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Tally on January 25, 2013, 11:32:20 pm
I wonder if it'd be possible to mod in rain collectors. Evil weather could be further processed at a toxicist, and maybe some good weathers like sheep's milk or honey could be processed at their appropriate places (or farmer's workshop). That seems like a thing that would be very difficult to pull off, though, if at all possible.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Putnam on January 26, 2013, 02:34:53 am
I wonder if it'd be possible to mod in rain collectors. Evil weather could be further processed at a toxicist, and maybe some good weathers like sheep's milk or honey could be processed at their appropriate places (or farmer's workshop). That seems like a thing that would be very difficult to pull off, though, if at all possible.

Minecarts, I think, may be used to collect unusual rain, but I don't know--that would need to be tested. Even if it does, I'm not sure how that could be transferred to more suitable containers for reactions.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: smakemupagus on January 26, 2013, 02:42:10 am
There's no problem with using a minecart itself as the container in a reaction, is there?  Although, I don't think rain can be a true fluid.  If you try to make magma rain you just get "rock snow," for example -- i.e. a contaminant not a fluid.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Putnam on January 26, 2013, 02:46:39 am
There's no problem with using a minecart itself as the container in a reaction, is there?  Although, I don't think rain can be a true fluid.  If you try to make magma rain you just get "rock snow," for example -- i.e. a contaminant not a fluid.

"Rock snow" is mostly an issue with the melting point of rocks. Water should be fine, as should most liquid-at-room-temperature poisons. Also, every LIQUID_MISC is not a "true fluid" in the first place--that would only be water and magma.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Tally on January 26, 2013, 07:33:03 am
I figure the issue is more to do with how to detect weather on your biome for use in a reaction. To my knowledge, this function for the game does not exist yet, and neither does filling a dwarven-haulable container. You can fill a minecart with it, though, I think, and that was discussed a couple posts ago.

If it's possible, maybe temperature effects could help that function? Seems to be a wildly versatile thing (look how much it can do in this mod), but I don't really understand how it works yet.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Hefateus on January 26, 2013, 11:08:17 am
BUG REPORT Phobeus tile set MWDF 2.f
I have in my finished goods stockpile items with the name "stack" and they have a quality descriptor attached to them. As in +STACK+ and *STACK* I dont know where they came from.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Tally on January 26, 2013, 11:43:34 am
BUG REPORT Phobeus tile set MWDF 2.f
I have in my finished goods stockpile items with the name "stack" and they have a quality descriptor attached to them. As in +STACK+ and *STACK* I dont know where they came from.
Not a bug. Those are writable materials used in the architect's study and the scriptorium. Paper/papyrus/vellum, etc.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: SabbyKat on January 26, 2013, 05:13:18 pm
Ok! I want to point a major issue I've encountered, and may have finally solved after literally months of confusion over it, but need confirmation from you guys who know a lot more about the inner workings then i do! :P

Fortress Defense races. Do they have a preset 'population' requirement to come? Aka, I've never, EVER seen a good 10 of the races (yes, they survived world gen, etc). I always play with usually 60 dwarves due to lag, and general 'use' of said dwarves is limited... and I think the population cap criteria, might be that issue.

Further, do HUMANS have a population cap criteria to appear? I've NEVER seen them appear, not a single time in all my time playing MW from before the 1.5 version up to 2f. I've have forts that have been sitting there alive for 30-40 years in game, and see elves, Dwarves, and drow yearly, but not once, humans. (yes, they are set ON, exist, and are well off).

If so, this may uncover the major issues I've had in encountering most of those races, and why humans don't show up! >.<

If this is true, could someone knowledgeable point out where to look to find the numbers to modify for this? I wonder if Meph should add some option to control these variables (for tougher games, like having the 'hard' races appear earlier for population, if chosen).

Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Mictlantecuhtli on January 26, 2013, 05:17:16 pm
I get Human, Drow, and Elf caravans tripping over themselves to trade with me every year starting after the first.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Urist McEngraver on January 26, 2013, 05:30:41 pm
A small issue I've encountered (maybe an issue?) is that I cannot cancel a (R)epeat order in workshops. If I press c, it suspends it- to cancel the order
I have to mark the workshop for removal and then stop the removal. If I assign another order, say 'make steel anvil,' after that job is finished it puts in the supposedly gone repeat orders, but suspended. Is there a way to fix this?
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Putnam on January 26, 2013, 05:37:42 pm
A small issue I've encountered (maybe an issue?) is that I cannot cancel a (R)epeat order in workshops. If I press c, it suspends it- to cancel the order
I have to mark the workshop for removal and then stop the removal. If I assign another order, say 'make steel anvil,' after that job is finished it puts in the supposedly gone repeat orders, but suspended. Is there a way to fix this?

Workflow in DFHack does that--type "workflow disable" in the dfhack console to stop that. You could also just remove the repeat, then remove the order.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: smakemupagus on January 26, 2013, 05:38:07 pm
Fortress Defense races. Do they have a preset 'population' requirement to come?

Yes.  Level 3 is 80 dwarves, so you're only triggering the 1 and 2s. 

More info here
http://dwarffortresswiki.org/index.php/DF2012:Entity_token#Behavior

entity_fortdefense_easy.txt(77): !NOFROG!PROGRESS_TRIGGER_POP_SIEGE:1]
entity_fortdefense_easy.txt(261): !NOIMP!PROGRESS_TRIGGER_POP_SIEGE:5]
entity_fortdefense_easy.txt(451): !NOBLENDEC!PROGRESS_TRIGGER_POP_SIEGE:3]
entity_fortdefense_easy.txt(642): !NOWEREWOLF!PROGRESS_TRIGGER_POP_SIEGE:5]
entity_fortdefense_easy.txt(830): !NOSERPENT!PROGRESS_TRIGGER_POP_SIEGE:4]
entity_fortdefense_easy.txt(1029): YESTIGER[PROGRESS_TRIGGER_POP_SIEGE:2]
entity_fortdefense_easy.txt(1640): !NOBEAKWOLF!PROGRESS_TRIGGER_POP_SIEGE:1]
entity_fortdefense_easy.txt(1747): !NOFERRICELF!PROGRESS_TRIGGER_POP_SIEGE:4]
entity_fortdefense_easy.txt(1978): !NOELEPHANT!PROGRESS_TRIGGER_POP_SIEGE:5]
entity_fortdefense_easy.txt(2126): !NOSTRANGLER!PROGRESS_TRIGGER_POP_SIEGE:1]
entity_fortdefense_hard.txt(89): !NOJOTUN!PROGRESS_TRIGGER_POP_SIEGE:5]
entity_fortdefense_hard.txt(749): !NOMINOTAUR!PROGRESS_TRIGGER_POP_SIEGE:5]
entity_fortdefense_hard.txt(926): !NOSPIDER!PROGRESS_TRIGGER_POP_SIEGE:5]
entity_fortdefense_hard.txt(1064): !NONIGHTWING!PROGRESS_TRIGGER_POP_SIEGE:5]
entity_fortdefense_medium.txt(85): YESBADGER[PROGRESS_TRIGGER_POP_SIEGE:5]
entity_fortdefense_medium.txt(733): YESPANDASHI[PROGRESS_TRIGGER_POP_SIEGE:5]
entity_fortdefense_medium.txt(1386): YESRAPTOR[PROGRESS_TRIGGER_POP_SIEGE:5]
entity_fortdefense_medium.txt(2028): !NOHARPY!PROGRESS_TRIGGER_POP_SIEGE:4]

However, you should still be able to trigger them through exports, according to wiki "If multiple progress triggers exist for a civ, it will come when any one of them is fulfilled instead of waiting for all of them to be reached."

Humans do not have a pop trigger, only a (very low) trade trigger.
   [PROGRESS_TRIGGER_TRADE:2]

Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: SabbyKat on January 26, 2013, 07:03:30 pm
Fortress Defense races. Do they have a preset 'population' requirement to come?

Yes.  Level 3 is 80 dwarves, so you're only triggering the 1 and 2s. 

More info here
http://dwarffortresswiki.org/index.php/DF2012:Entity_token#Behavior

entity_fortdefense_easy.txt(77): !NOFROG!PROGRESS_TRIGGER_POP_SIEGE:1]
entity_fortdefense_easy.txt(261): !NOIMP!PROGRESS_TRIGGER_POP_SIEGE:5]
entity_fortdefense_easy.txt(451): !NOBLENDEC!PROGRESS_TRIGGER_POP_SIEGE:3]
entity_fortdefense_easy.txt(642): !NOWEREWOLF!PROGRESS_TRIGGER_POP_SIEGE:5]
entity_fortdefense_easy.txt(830): !NOSERPENT!PROGRESS_TRIGGER_POP_SIEGE:4]
entity_fortdefense_easy.txt(1029): YESTIGER[PROGRESS_TRIGGER_POP_SIEGE:2]
entity_fortdefense_easy.txt(1640): !NOBEAKWOLF!PROGRESS_TRIGGER_POP_SIEGE:1]
entity_fortdefense_easy.txt(1747): !NOFERRICELF!PROGRESS_TRIGGER_POP_SIEGE:4]
entity_fortdefense_easy.txt(1978): !NOELEPHANT!PROGRESS_TRIGGER_POP_SIEGE:5]
entity_fortdefense_easy.txt(2126): !NOSTRANGLER!PROGRESS_TRIGGER_POP_SIEGE:1]
entity_fortdefense_hard.txt(89): !NOJOTUN!PROGRESS_TRIGGER_POP_SIEGE:5]
entity_fortdefense_hard.txt(749): !NOMINOTAUR!PROGRESS_TRIGGER_POP_SIEGE:5]
entity_fortdefense_hard.txt(926): !NOSPIDER!PROGRESS_TRIGGER_POP_SIEGE:5]
entity_fortdefense_hard.txt(1064): !NONIGHTWING!PROGRESS_TRIGGER_POP_SIEGE:5]
entity_fortdefense_medium.txt(85): YESBADGER[PROGRESS_TRIGGER_POP_SIEGE:5]
entity_fortdefense_medium.txt(733): YESPANDASHI[PROGRESS_TRIGGER_POP_SIEGE:5]
entity_fortdefense_medium.txt(1386): YESRAPTOR[PROGRESS_TRIGGER_POP_SIEGE:5]
entity_fortdefense_medium.txt(2028): !NOHARPY!PROGRESS_TRIGGER_POP_SIEGE:4]

However, you should still be able to trigger them through exports, according to wiki "If multiple progress triggers exist for a civ, it will come when any one of them is fulfilled instead of waiting for all of them to be reached."

Humans do not have a pop trigger, only a (very low) trade trigger.
   [PROGRESS_TRIGGER_TRADE:2]

Ahhh, so I was right. Appreciate for that clarification, I saw these 'trigger_trade:2' but couldn't find what 2 equated to in raw, in game numbers (not that I gave it hours of work). :)

So the issue is two fold for me.

#1 that I have cap pop of 60 always. (I use golems, turrets, intelligent engineering, and traps to kill off invaders, so I don't need a military :P)

#2 I don't actually TRADE anything. I found the whole trade system a giant pain in the ass, and I'm usually patient. If it's not the broker deciding to go eat, drink, sleep, take a break, eat, drink sleep... and never show up, it's the atrocious organization of menu's, and general hassle of it all. though, I only did this in vanilla...

and if I feel like I want an item from a trade wagon? d-b-f (forbid) the depot, they leave with all the items on it, deconstruct it, I got everything they owned with no retaliation (done this 50+ times to test if they would get angry and siege, but the elves/drow never acted differently). Feels really cheap though...

as I mean, I can just order all prototype golems/turrets from dwarves, do this, and I got what? probably 500,000+ value of items for no lose. :P

So I should try to suck it up, and do trading then! That's a thought I had, but didn't test yet.

Thanks again for the clarification! Mucho appreciated.



Off topic:

Did Meph remove berserkers? I swore they were still in, but I've had (est.) 450-500 dwarves in in 2.f, and not a single one was berserker. Seen at least 20-30 legions, craft dwarves, etc etc etc. But 0 berserkers. Am i just in bad luck, or is it bugged? (They show in the guide, so I assume they are meant to be in).

Edit: Actually, the image has berserkers, but the info below the guide, doesn't... which is it? :o
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: smakemupagus on January 26, 2013, 07:34:11 pm
LOL, it hadn't even occured to me that someone who has played multiple, 40-plus year forts could possibly have not surpassed the trade 2 threshold.  goes to show everyone plays differently I guess!  i don't know the exact number, but trade level 2 is just a couple thousand bucks, somewhere in the range of "might get there first trade season, definitely get there second year."  Well, if you trade, rather than steal the whole caravan every time! :)  No wonder the humans don't come running to trade with you  ::)

Making a macro that hits "down, enter" 10 or 20 times makes the trade interface a lot less tedious. 

Quote
which is it?

castes
Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: schrocko88 on January 26, 2013, 09:11:03 pm
Hey all, I've recently began a Masterwork LP on youtube, and would love for you to come check it out and see if you like it.

Here's a link to a thread I just started about it.
Spoiler (click to show/hide)

And here's a link to my youtube.
Spoiler (click to show/hide)

Thanks for checking it out, and if you don't sorry to waste your time, and I do still love you.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Wafflelordling on January 27, 2013, 12:33:41 am
woot a dwarf wnet mad from me getting rid of slag. Maybe you can make it so they dont make masterwork slag?
here is a pic
Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Absolutis on January 27, 2013, 01:26:58 am
Hey. I've been having this strange problem with embarking... "No plump helmet spawn available"
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Putnam on January 27, 2013, 01:28:58 am
Hey. I've been having this strange problem with embarking... "No plump helmet spawn available"

Gen a new world. If your world has no caverns, this happens. Alternatively, try to embark as a new civilization (not kobolds or orcs, but a different dwarf civ). If that doesn't work, gen a new world.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Mechanist on January 27, 2013, 09:05:21 am
quick question:
if i remove this
Spoiler (click to show/hide)
(in a new world) the wraiths will stop generating or i will fuck my game?
also: i really like the features of this mod and i played it a lot, but this wraith monsters totally fuck up my way of start embarks, and i would really like to find a way to nerf them a little at least (or disable them without disabling warpstone and fancies of armok)
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Sirmaril on January 27, 2013, 09:06:50 am
Hello there everyone!

Long time since I last played MDF, I'm very happy with the progress made with this mode, keep them coming. My new fort is doing great. But now I came across this THING, I'm not sure what it is. My bowyer withdraw from the society and made this:

Spoiler (click to show/hide)

Can anybody tell me what it is, maybe it's some kind of a bug? I'm using the newest version per se. I didn't altered any of the settings, exept for using my own graphic pack, but I only changed one picture in data/art folder so it don't make any difference.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: zach123b on January 27, 2013, 11:43:01 am

quick question:
if i remove this
Spoiler (click to show/hide)
(in a new world) the wraiths will stop generating or i will fuck my game?
also: i really like the features of this mod and i played it a lot, but this wraith monsters totally fuck up my way of start embarks, and i would really like to find a way to nerf them a little at least (or disable them without disabling warpstone and fancies of armok)
turning off the wraiths through modding would require deleting the [SYNDROME] and tags going with it (stone just evaporates) or delete the boiling point tag of the stone [BOILING_POINT:7000] (stone still drops but probably won't stockpile)
could delete who it infects as well.. rationally thinking atleast

Hello there everyone!

Long time since I last played MDF, I'm very happy with the progress made with this mode, keep them coming. My new fort is doing great. But now I came across this THING, I'm not sure what it is. My bowyer withdraw from the society and made this:

Spoiler (click to show/hide)

Can anybody tell me what it is, maybe it's some kind of a bug? I'm using the newest version per se. I didn't altered any of the settings, exept for using my own graphic pack, but I only changed one picture in data/art folder so it don't make any difference.
i believe that's a throwing weapon using the axe skill, so your dwarves start swinging an axe instead of bludgeoning an enemy with a crossbow
takes axe to throw still or attack from a range, just takes different or special ammo to use at range
but there's a good chance i'm wrong as i haven't used much off brand ranged weapons :P
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Godlysockpuppet on January 27, 2013, 02:16:05 pm
Hehe I just found the most dorfy dwarf ever. She likes elf skulls and sudden explosions!
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: smakemupagus on January 27, 2013, 02:32:58 pm
That particular weapon is a Kobold Camp weapon, which your dwarf was able to access due to the strange mood.

more info
Spoiler (click to show/hide)

>> Hehe I just found the most dorfy dwarf ever. She likes elf skulls and sudden explosions!

 LOL awesome, I bet you can arrange for her to be very happy in your fortress :D

>> turning off the wraiths through modding would require deleting the [SYNDROME]

Wouldn't deleting the stones work just as well?
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: thistleknot on January 27, 2013, 04:46:55 pm
I did a quick check to see if it was already modded in, but it hasn't.

Have you considered arclance's wood recycling mod?
http://www.bay12forums.com/smf/index.php?topic=86918.msg2358709#msg2358709

I borrowed his ideas (and yours) and put it into accelerated mod.

whoops, posted a bunch on here that I meant to post on the accelerated mod.

http://www.bay12forums.com/smf/index.php?topic=117954.msg3983972#msg3983972
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: SabbyKat on January 28, 2013, 05:24:16 pm
Alrighty! Can anyone else confirm the below:

Anytype of 'hive' creature, seems to have a bunch of issues.

- I see beekeepers sitting on a hive box, trying to 'install a colony' - and they stay there till they almost die of thirst/sleep/etc, then run back, and do the same. I've had a guy do this for a good 2 YEARS in game now (there's no barrows active, to alleviate that possibility). And he always goes to the same hive, and never installs a colony, ever. I remove the hive? he moves to another, and does the same weird thing.

- Secondly, when you move over a cage, you have the option to cage bee's, etc. And they show in the thousands in size (not sure if that matters). Example; 'Honey bees - (11832)' and I can cage them.

- I notice a sharp lag spike increase when I began to colonize about 20 hives, my fps dropped well over 100 fps when I began to fill up my colonies with various critters. Same effect when ONLY colonizing with honey bees (aka, the vanilla critters). When I removed the hives and wiped out the creatures around the hives via cats and such, the lag dramatically reduced.

I've confirmed the above bugs on 3 embarks trying this now, but the more hives you add, the more the issues expand. Doesn't seem to be an issue for any particular species of 'creature' - I've successfully installed the spiders, silk worms, bees, everything, and from my limited testing, all seem to cause the issues above.

Not major issues since hives are a minor feature, but it's something newly added and I thought it would be nice if I could get others to confirm the above issues.

~*~


Further on the golem front - to clarify, archers (Ferric elves, goblins, etc) absolutely obliterate golems. They're crippled before even getting 10 blocks away from these guys and die easily. So if you nerf them, I'd advise trying to make them be nerfed against melee foes, as if ranged get more advantages they'll be absolutely garbage against them (the prototype variations at least, getting the advanced ones is usually more end-game stuff :P).

Version: 2.f

Clean Install.

No Modifications.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: alonard on January 28, 2013, 11:35:29 pm
haven't done much research with hives so cant answer all of them but the one about the number of creatures is well known, supposedly toady wants to show it as a living colony with thousands of living creatures in it

also i agree about golems being useless against archers, had a ferric elf siege the other day and my 5 prototype golems were destroyed with hardly any casualties by two archer squads from about 5 squares away
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Putnam on January 29, 2013, 12:02:56 am
Almost all hive stuff isn't moddable. The only thing that can be modded, really, is the products gained from hives.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Ulfsark on January 29, 2013, 12:55:39 pm
Hello, I recently installed Masterwork mod after several years on and off of dwarf fortress.

I like it a lot so far. However I feel that harder is farming is almost too hard, or I am doing something terribly wrong. Would there be a way to implement a middle option that makes it harder than vanilla (which is way too easy) but easier than the current hard farming setting?

Also this is probably impossible but would there be a way to change back to vanilla farming from an existing fortress?

Thank you very much for your hard work on this mod, it is a lot of fun.

-Ulfsark
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: smakemupagus on January 29, 2013, 01:18:06 pm
I make my own middle option by replace all

[GROWDUR:2016] (exactly two seasons)
with
[GROWDUR:900] (just less than one season)

With 2016 for above ground plants it's just too punishing, you have only 3 months total over the course of the year for all planting and harvesting activities, probably that is not enough in those critical first years and you lose lots of crops.
 
With 900 you will probably get in 2 rounds of crops per 3 season growing time, 3 crops is technically possible but you have to have a busy farm crew to make it happen.  My orcs have winter plants so I like to have the duration be a bit less than a season so you still have the possibility of doing crop rotation.

Vanilla is 300, for like, a harvest every month I guess ???

I don't mess with the underground plants because I don't want to worry about making exceptions for the trees and stuff, but
you can replace all
[GROWDUR:4032]
with
[whatever]
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Ulfsark on January 29, 2013, 02:31:22 pm
I make my own middle option by replace all

[GROWDUR:2016] (exactly two seasons)
with
[GROWDUR:900] (just less than one season)

With 2016 for above ground plants it's just too punishing, you have only 3 months total over the course of the year for all planting and harvesting activities, probably that is not enough in those critical first years and you lose lots of crops.
 
With 900 you will probably get in 2 rounds of crops per 3 season growing time, 3 crops is technically possible but you have to have a busy farm crew to make it happen.  My orcs have winter plants so I like to have the duration be a bit less than a season so you still have the possibility of doing crop rotation.

Vanilla is 300, for like, a harvest every month I guess ???

I don't mess with the underground plants because I don't want to worry about making exceptions for the trees and stuff, but
you can replace all
[GROWDUR:4032]
with
[whatever]

Perfect. Thank you very much!
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Caz on January 29, 2013, 04:27:43 pm
It's currently snowing rock in my fortress, though it doesn't seem to have any effect except leaving piles of 'rock' everywhere. I'm in Joyous Wilds/Neutral Savage area. o_o
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: smakemupagus on January 29, 2013, 04:40:02 pm
I think Meph knows of this although I don't know what his plans for it are. 

In the meantime delete/disable [INTERACTION:MAGMA_WEATHER] in interaction_weather.txt, or just turn all the "regional weather" effects off in the GUI.  I am pretty sure you still would get normal weather like rain, and dwarf blood rain.  You will just miss the additional stuff like rock snow and beer rain.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Ulfsark on January 29, 2013, 08:18:56 pm
smakemupagus to the rescue once more!
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: smakemupagus on January 29, 2013, 08:44:15 pm
haha, well, thanks.  This is one of the most friendly/helpful board communities I've been around, so I try to help out in return when I can too :)

 
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Poch on January 30, 2013, 12:07:35 am
Hey

For anyone interested in this (i know YOU ARE), and thanks to someone else who posted a generic script called "FlatVolcanicStreamWorld" (i'm too lazy to check who) i finally managed to recreate a nice world for masterwork with a nice embark.

Features are :

The world gen parameters (don't forget to tweak the things that don't mess with world output, like embark points and so).
Spoiler (click to show/hide)

Full world generation take quite a long time (like 20min) because there is 15 rejections before the final world is made. It has a very cool name, too : Kuuulottuvuus, aka "The Lunar Dimension".
I also had to use "Large adress aware patch" to make the world gen work without crashing, so i guess you will have to do it too.

Here is the embark location spot :
Spoiler (click to show/hide)

The game says max cliff elevation on the volcano spot, bus it is barely a hill, and the rest of the map is ultra-flat :
Spoiler (click to show/hide)

Just for fun, the huge demonic fortress :
Spoiler (click to show/hide)

Maybe i could post a ZIP on DFFD, but with custom Masterwork parameters i don't know if it is worth it. I changed just a few params (disabled "secret", activated hostile carbon copy races, and removed toilets i think that's all). I don't want to post it if no one can use it ^^

Have fun with it :)

If you are using it, please post report, feedback and show us your progression :D
I'll start a game on it as soon as i will have created a cool embark profile, and a cool objective will be to clean the map of its critters ^^ (FYI, when you reveal all the map, the units screen says 3015 "others". If you shift the 3*3 embark of one tile to the left, so you don't have the fortress on your map, the number drops to 26 units only !)
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Asva on January 30, 2013, 03:21:38 am
Thinking of the way to balance harder farming. It's possible to add fast growing brewable and eatable plant with some kind of noisome debuff (slowing down or make dwarf barf), which'll provide the motivation to get normal plants as fast as possible.

Mostly related to DFhack, so I'll hide it under spoiler:
Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Caz on January 30, 2013, 07:34:02 am
I think Meph knows of this although I don't know what his plans for it are. 

In the meantime delete/disable [INTERACTION:MAGMA_WEATHER] in interaction_weather.txt, or just turn all the "regional weather" effects off in the GUI.  I am pretty sure you still would get normal weather like rain, and dwarf blood rain.  You will just miss the additional stuff like rock snow and beer rain.

Thanks, seems to be back to normal rain now. :)


...Though the tantrum spiral has begun.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: sharix on January 30, 2013, 08:19:05 am
so how do I access these options in OS X?
(https://lh5.googleusercontent.com/-36WKTlc7RLU/T3s7LedArzI/AAAAAAAAKUI/FTde6OaF1xk/s740/clones.PNG)
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: arclance on January 30, 2013, 09:11:45 am
so how do I access these options in OS X?
You do it the same way you do on Linux.

1. Install Wine. (http://www.winehq.org/)
2. Install the windows version of Mono in Wine. (http://www.go-mono.com/mono-downloads/download.html)
3. Run Settings.exe with Wine.

If you want the exact commands on how to do that you will have to wait for someone with a Mac to tell you what the are.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Tally on January 30, 2013, 10:17:10 am
I like the harder farming myself. I am by no means a seasoned DF player, but I appreciate both the challenge that this represents with keeping your dwarves stocked up with food and -especially- booze, and the minimization in micromanaging food processing by there being less food to process.

I also tended to have hunting and fishing be categorically refused because of their dangers, but that forbidding those are no longer as much of an option anymore. Prepare to have more !!FUN!!.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Hefateus on January 30, 2013, 11:28:25 am
Im with Tally. I just put on my big Dorf undies and strike the earth :) I have noticed that there is quite a bit of orc and ant-men in the stew pot lately though....
Seriously though, I dont use plants for anything but brewing because it can be difficult to keep that 200 drink buffer between you and water drinking dorfs. Which I think is fun because I was having enough excess food that I could buy all the dragons a caravan could bring just to get rid of it. I would like to say that I am not a seasoned DF player either.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: smakemupagus on January 30, 2013, 12:00:16 pm
It's fine about the food shortage and that you need lots of land for crops, but for me the fun extra challenge is not enough to make up for the micromanagement hassle that the planting season (above ground) is basically only Granite and Slate.  Anything you plant in the later weeks of Felsite is very likely to die on the vine.  So unless you have seeds to burn you go around every Felsite and toggle the farm back to fallow. 

I think, making GROWDUR anything over 1.5 seasons (somewhere in the 1500-1700 range) would preserve the challenge of only one crop per year but you can leave the plot on "Plant <x>" for the whole spring.

Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Ulfsark on January 30, 2013, 03:13:14 pm
I was managing food alright with some fishing, but I did not have anywhere near enough alchohol and then most of my dwarfs ended up killing each other. It felt like Vault-Tec experiment. Lock a bunch of dwarfs in a cave with no booze!
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Chiasm on January 30, 2013, 03:58:41 pm
Hey guys. I just had the monarch arrived event, except she didn't. Instead of the queen I got her entourage consisting of 5 lords and a few high skill warriors. The lords have no room requirements, but seem to have at least 3 demands each.

I haven't played this far on vanilla, so I'm not sure if this is normal. Couldn't find anything about lord nobles on the wiki. Not sure it it matters or is related, but my mayor hasn't been promoted yet either.

Is this working as intended? It's getting quite annoying having 5 guys constantly throwing mandates at me. I'm afraid I'll have to arrange a "cave exploration" mission really soon.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: sharix on January 30, 2013, 06:13:39 pm
so how do I access these options in OS X?
You do it the same way you do on Linux.

1. Install Wine. (http://www.winehq.org/)
2. Install the windows version of Mono in Wine. (http://www.go-mono.com/mono-downloads/download.html)
3. Run Settings.exe with Wine.

If you want the exact commands on how to do that you will have to wait for someone with a Mac to tell you what the are.
There isn't a Settings.exe file in the OS X release (also there is no manual)
If I try the windows release I get this:
(http://i.imgur.com/nCI8Rfa.png)

I wonder what happened to that universal python project.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: arclance on January 30, 2013, 07:54:11 pm
There isn't a Settings.exe file in the OS X release (also there is no manual)
Really?  I thought there was.

If I try the windows release I get this:
(http://i.imgur.com/nCI8Rfa.png)
That sometimes happens on Linux it depends how you start it with Wine.
I think you can work around that by having the current working directory be the folder containing "Settings.exe" when you run it with Wine.
I don't know how to do that on OS X.

I wonder what happened to that universal python project.
It got slowed down by several things, mostly we have less free time than we would like to work on it.
zenerbufen is the only one who knows how to use qt-designer in a way that will make code that uses the backend we wrote and we have not heard from him in a while.
The plan was to make the post alpha GUI interface with qt-designer since it would be easier for other people to edit the interface that way.
I can do it without that but it would be difficult for other people to edit the interface if I do it that way.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: sharix on January 31, 2013, 05:59:59 am
Thanks for the explanation, will try to fix it.
I think these instructions should be on the first page so there's no confusion.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Gamerlord on January 31, 2013, 07:48:42 am
Hey, how do you make golems parts of squads like it says in the manual?
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: darthbob88 on January 31, 2013, 01:17:24 pm
I'm having problems with the steam engine. I've got dfhack running, but it doesn't seem to produce any power. I'm using the magma steam engine, with one corner over a magma pipe and nothing over water. The manual says it needs water connected with downstairs and not a channel, so would something like this work?
Code: [Select]
Level N
[. . .]
[_ . .]
[. . >]
Level N-1
[W W W]
[M W W]
[W W <= to Water
A tunnel on the mid-left leading to magma, and one on the low right leading to water, with an upstair to the engine? The building says it has water in it, and people doing the "Run engine" job, so it should be working.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Ozfer on January 31, 2013, 06:30:13 pm
Um... I'm  a noob, so I don't know if this is a vanilla feature or not, but I recently found a crop of living stone in the caverns.  Is this a Masterwork addition?  And what does it do?
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: SabbyKat on January 31, 2013, 06:38:27 pm
Um... I'm  a noob, so I don't know if this is a vanilla feature or not, but I recently found a crop of living stone in the caverns.  Is this a Masterwork addition?  And what does it do?

Living Stone is a new 'stone' added in Masterwork. You can 'butcher' it for meat (or grind it up for blood, which is used for bloodsteel and other things - nothing vital). Butchering it takes place at a Slaughterhouse. Not sure how much meat it gives per - but it's quite abundant and useful.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: hops on February 01, 2013, 06:13:14 am
This may sound stupid, but how do I access the pre-generated worlds?

Never mind.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: b22 on February 01, 2013, 03:18:10 pm
What is weretapir ?
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Chaz8591 on February 01, 2013, 04:00:56 pm
Kind of like a werewolf... but it transforms into a tapir (http://en.wikipedia.org/wiki/Tapir) instead of wolf.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Gotdamnmiracle on February 01, 2013, 04:31:40 pm
What is weretapir ?

Vanilla.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: sayke on February 01, 2013, 04:47:46 pm
hmmmm... now that we don't have autohotkey, how are we supposed to jump up and down 10 z-levels at once? i really do like having the LNP keybindings included by default, but this one i'm not so sure about! any advice appreciated -
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Gotdamnmiracle on February 01, 2013, 04:52:40 pm
Kind of like a werewolf... but it transforms into a tapir (http://en.wikipedia.org/wiki/Tapir) instead of wolf.

It's pretty much a wolf. Like the same thing, really.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: b22 on February 01, 2013, 05:08:54 pm
my dwarf transformed into one, do I need to put him down or is it a good thing?
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Deimos56 on February 01, 2013, 05:30:04 pm
my dwarf transformed into one, do I need to put him down or is it a good thing?

Well, on the one hand, he's got a thing going where he'll wreak havok on full moons if you don't seperate him from other dwarves (and he'll probably gleefully spread the disease). On the other, if you get besieged during said moons and he happens to be locked outside, you have a giant angry tapir eating goblins, and that's always fun.

It depends on your willingness to put up with dwarves that become incredibly dangerous to every nearby living thing once a month.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Dark Archon on February 01, 2013, 05:44:41 pm
Report-in - training system is very difficult to handle and uttery unrealistic in relation to military training (kinda stupid to say in the DF, but anyway). Production ladder is too long and sometimes bugs (for example, right now scriptorium don't want to write any tomes - he says I don't have military essay, but I have around 50 or so in stockpile).
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: b22 on February 01, 2013, 06:14:22 pm
my dwarf transformed into one, do I need to put him down or is it a good thing?

Well, on the one hand, he's got a thing going where he'll wreak havok on full moons if you don't seperate him from other dwarves (and he'll probably gleefully spread the disease). On the other, if you get besieged during said moons and he happens to be locked outside, you have a giant angry tapir eating goblins, and that's always fun.

It depends on your willingness to put up with dwarves that become incredibly dangerous to every nearby living thing once a month.
I can't take the chance of loosing any more. I wish I could sacrifice him amork(or whatever), but I am still far from getting there, so he is going to charge out and die in glory.

This is my first playthough with this mod, so I want to try everything in it(+minecarts) so I had to adapt my standard layout + the terrain was crap and so far it seem to turn into the worst designed castle I have ever built. Plus my corps didn't yield as much as I thought they will, I am getting harassed all the time (usually saved by traps/caravn guards) and in the last 6 migration waves I got only 2 immigrants!  For the first time in some time it is actual challenge and I am loving it :)
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Engineerj on February 01, 2013, 11:06:17 pm
ok, I have a problem with the settings.exe on masterwork v 2f.  I reinstalled with a vanilla copy of windows XP, installed java, microsoft C++ redist 2012, .net 1.1 and .net 4.0. But the settings.exe pops up with "Unable to find a version of the runtime to run this application"  it has .net framework initization error in the title bar of the pop up.  Am I missing something? Thanks for the help!
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Engineerj on February 02, 2013, 12:23:29 am
Nvm,I needed .net 3.5, now it works
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: b22 on February 02, 2013, 01:00:22 am
In the process of moving my temporary setup deeper underground, I deconstructed a trade depot, in favor of my new one(already complete). The problem was that my old one was occupied by merchant at that time, since I finished my business with him, I thought he'll get the hint, when I put the closed sign. However, I just noticed that he left ALL of his stuff behind, I mean really quality stuff, at least 50k worth! 

So... did I just encountered a bug or made a huge mistake, which would count as robing him blind and will put his civ on my bad side?

EDIT: I am being attacked by a vile force of evil, I highly doubt this a coincidence...  My contraptions never meant to replace a military and considering that at this point I still have 19 dwarfs, I am going to wall myself in.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Rose on February 02, 2013, 01:04:57 am
That's not a masterwork thing, it's vanilla. And it doesn't instantly make them at war with you, but it does make them like you less.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: b22 on February 02, 2013, 02:28:14 am
In away it is.  I get so many caravans, that my depot is rarely is out of use, also luckily for me the two sieges since, were underground ones... so no raping and pillaging of my fortress :)

Now I only need several more rattle snakes for one of my exotic traps and I would really like to get that dragon pet from the drow :)
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Gamerlord on February 02, 2013, 03:53:49 am
Hey, how do you make golems parts of squads like it says in the manual?

Asking again.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: b22 on February 02, 2013, 04:22:18 am
2. In what category in the trading menu concubines are located?
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Torgan on February 02, 2013, 04:53:06 am
Haven't been keeping up with the thread so not sure if Meph is around but is it possible to update the changelog on the dffd/dropbox page? At the moment it just goes up to v2b so it would be nice to see the changes up to 2f without raking through this thread. Thanks.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: smakemupagus on February 02, 2013, 10:41:08 am
Hey, how do you make golems parts of squads like it says in the manual?

According to Meph, use the Nobles screen first to make a commander, rather than the military screen.  This is a fairly old post though so I'm not 100% sure.  Hope it helps.
http://www.bay12forums.com/smf/index.php?topic=98196.msg3301640;topicseen#msg3301640

2. In what category in the trading menu concubines are located?

Must be pets, right?
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: smakemupagus on February 02, 2013, 01:57:51 pm
small bug or a design feature? ... that the Golem upgrade reactions can only be done with researched (copper) automaton parts and not with looted/expedition (brass) parts

objects\reaction_masterwork.txt(5513): [REAGENT:A:1:TOOL:ITEM_TOOL_AUTOMATON:INORGANIC:COPPER]
objects\reaction_masterwork.txt(5520): [REAGENT:A:1:TOOL:ITEM_TOOL_AUTOMATON:INORGANIC:COPPER]
objects\reaction_masterwork.txt(5527): [REAGENT:A:1:TOOL:ITEM_TOOL_AUTOMATON:INORGANIC:COPPER]
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: MAurelius on February 02, 2013, 02:45:56 pm
Hello!

I'm playing this mod for the first time and really enjoying it. I have read the manual but have some additional questions not answered it it.

1. Did you program caravans to not arrive in the event there is a siege going on? I'm at year three and it seems that way. I think that's a great idea because I hate losing caravans to sieges (especially now that you've brought diplomats back). Do Drow only come from underground? There is a tower nearby my embark but I haven't seen 'em yet (haven't gone to the caves yet because I'm sitting on piles of bituminous coal so magma isn't really necessary).

2. The (old) Genesis mod had "workshops" that benefited military training, like a weight rack or training dummy, to kind of balance out the two polarized options the vanilla game gives you (barracks training, which is so slow as to be ineffective, and danger rooms, which are the only real option but many consider an exploit). I didn't see anything from reading the manual, but I know it isn't comprehensive, so does this mod have any shops or reactions or strategies added to help with training?

3. Actually, any military tricks and tips that are new to this mod I would love to hear. I'm having fun, but my military is getting worked, which leads me to...

4. Now granted, this is one of the Fortress Defense races, but they are included in this mod, and I assume many players use them, so I feel it's relevant to ask. White Tigermen are described as an "easy" siege race, compared to goblins, but I don't even have 80 dwarves and they sieged me with war dragons which destroyed my raised stone drawbridge protecting my fort. Now, in vanilla, nothing could do that, it basically counted as a constructed wall. How can someone defend against that, especially in the early game? They appear to be trap avoid as well, or at least they sauntered above my cage and weapon traps - maybe they flew, but if then I'd think they would fly over my walls too. I conscripted my whole fort to take them down and I'm not even sure how I won. Some must have run away because it took like a month in game to take down the one that got the furthest.

5. I've had four moods so far, and they all have made bone items. Is this mod more morbid than vanilla, or is this just some funny coincidence? I did like some of the (what I assume is) new imagery, the clawed runed hand and what appears to be more focus on what goes on in my fort than ancient history about some elf killing some semi-mega in the same biome.

Thanks for a great mod!
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: sayke on February 02, 2013, 03:05:44 pm
@gamerlord - i'm pretty sure you have to put the dwarves in their squad before you transform them to golems... that's what i always did and it totally works.

@maurelius - 1) i'm pretty sure caravans don't arrive during sieges in vanilla. they know better. 2) you can train combat skills in the relevant library. 3) that you're getting worked is good. you don't want it to be too easy, right? =D 4) i don't know how they destroyed your raised stone drawbridge - was there a gap in front so they couldn't walk right up to the raised bridge? i make sure there's nothing they can stand on to hit it from. 5) i think that's just you - i've had plenty of stone, metal, wood, leather, etc mood items.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: smakemupagus on February 02, 2013, 03:09:53 pm
1.  Drow traders come from aboveground.  Caravans will avoid sieges but sometimes arrive sort of simultaneous to a siege and get massacred, I *think* this is all vanilla behavior (but it has been a long time since I play vanilla ^^)

2.  In dwarf mode try the library system or organize small squads which promotes sparing.  Orc mode has military training buildings, the Weight Set and Bloodbowl pitch which use training swords and etc.

3.  Don't know where to start :D   First few years aren't so different from vanilla other than use turrets, golems, armored warbeasts as first line of defense.  Mechanized crossbows are a huge upgrade if you see any for trade.  Later of course you get the special workshops up and running and have elite gear, or mages, or all sorts of stuff.

4.  It is a random element, but when FD races happen to get a hold of any of Meph's elite warbeasts, they get much, much, much harder.  I don't have advice to give other than, be glad they weren't magmahounds or plaguebearers :)  I don't know how they destroy your bridge though.  Did you use a (flammable) wood or bone mechanism in the bridge?

5.  Dunno.  Mine are always iridium.

Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: arclance on February 02, 2013, 03:35:32 pm
4.  It is a random element, but when FD races happen to get a hold of any of Meph's elite warbeasts, they get much, much, much harder.  I don't have advice to give other than, be glad they weren't magmahounds or plaguebearers :) 
Yes that is what it is, if they happen to have have trained something more dangerous than themselves their sieges are more difficult.
My goblins ride war giant blight bats and fly right over my walls, my automatons ride dragon raptors and unicorns.

I don't know how they destroy your bridge though.  Did you use a (flammable) wood or bone mechanism in the bridge?
From the wiki. (http://dwarffortresswiki.org/index.php/Bridge)
Code: [Select]
Dragonfire is so hot that it can destroy bridges made of almost any material, but a bridge made of adamantine can sustain dragonfire for extended periods of time before it melts.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: MAurelius on February 02, 2013, 03:56:26 pm
Wow, thanks! So it sounds like I just got a poor dice roll in worldgen. Dragonfire, man. I made the bridge out of siltstone. Aside from Adamantine, I wonder if different stones would resist it for longer periods, or say copper. I have tons of bit.coal and tetra so that's what I will try.

Does this mean every tigerman siege will come riding dragons, or is it random within each siege?

I'll check out the library...guess I need some vellums or papyrus. I haven't used any of the new workshops yet so that's pretty exciting. Hopefully if the current siege goes away I'll get the dwafr caravan and can buy some turrets or a golem, though I don't think I have 17,000 dwarfbucks worth of chalk crafts.

Thanks for your help!
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: arclance on February 02, 2013, 04:06:20 pm
Wow, thanks! So it sounds like I just got a poor dice roll in worldgen. Dragonfire, man. I made the bridge out of siltstone. Aside from Adamantine, I wonder if different stones would resist it for longer periods, or say copper. I have tons of bit.coal and tetra so that's what I will try.
If you have anything magma safe it will be better than copper.
If you don't have any magma safe stones green glass blocks would be easy to make if you have some sand.
You probably want to replace it with steel, mithril, or slade since they have high melting points.

Does this mean every tigerman siege will come riding dragons, or is it random within each siege?
Not necessarily, they may not bring them every time, but there is a good chance they will.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: MAurelius on February 02, 2013, 04:09:43 pm
Actually, sorry I have one more question. I miss the Lazy Newb Pack Phoebus where marble is green with the little white cheese-ish icon and siltstone and microcline don't look like a bunch of dots. I know the mod comes with a Phoebus graphic arranger-er, anyone know the settings to get the LNP look?

Thanks again!
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Nice Save on February 02, 2013, 05:45:54 pm
Wow, thanks! So it sounds like I just got a poor dice roll in worldgen. Dragonfire, man. I made the bridge out of siltstone. Aside from Adamantine, I wonder if different stones would resist it for longer periods, or say copper. I have tons of bit.coal and tetra so that's what I will try.
If you have anything magma safe it will be better than copper.
If you don't have any magma safe stones green glass blocks would be easy to make if you have some sand.
You probably want to replace it with steel, mithril, or slade since they have high melting points.

Netherwood Logs have a fixed temperature, so they should be immune to heat damage I think. And a quick raw check shows that Iridium is as good as Adamantine
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: arclance on February 02, 2013, 06:17:42 pm
Wow, thanks! So it sounds like I just got a poor dice roll in worldgen. Dragonfire, man. I made the bridge out of siltstone. Aside from Adamantine, I wonder if different stones would resist it for longer periods, or say copper. I have tons of bit.coal and tetra so that's what I will try.
If you have anything magma safe it will be better than copper.
If you don't have any magma safe stones green glass blocks would be easy to make if you have some sand.
You probably want to replace it with steel, mithril, or slade since they have high melting points.

Netherwood Logs have a fixed temperature, so they should be immune to heat damage I think. And a quick raw check shows that Iridium is as good as Adamantine
Netherwood might work though I don't know how the dragonfire damage works so it may still get destroyed eventually.
Iridium is rare enough he might not have enough to build a bridge but it would be good if you have it.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: b22 on February 02, 2013, 08:27:57 pm
Any chance this mod changed anything related to migration waves? I am used to get 20-60 migration waves in late game and here I got 6 in 4 years... its as if I have population cap of 20 and atm 4 of them are children... I am considering concubines as last resort, but it will take a lot of time.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Putnam on February 02, 2013, 08:34:20 pm
Any chance this mod changed anything related to migration waves? I am used to get 20-60 migration waves in late game and here I got 6 in 4 years... its as if I have population cap of 20 and atm 4 of them are children... I am considering concubines as last resort, but it will take a lot of time.

Zero chance. Mods can't change anything related to migration waves.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: MAurelius on February 02, 2013, 08:38:33 pm
Well it all came crashing down. The white tigermen came back with more dragons and plaguebearers this time. My entire army was outside fighting mantis men (figured it would skill them up faster than training in a barracks) when they arrived, and bravely/foolishly charged into battle. The gates were left open as the futility of further struggle was evident.

In other !!Fun!! news, I had a five tile wide entrance for merchants (using raised bridges up to the edges of the map) and a siege of beak dogs materialized in that exact spot. Not one of the 20 or so of them was outside it. I was able to fight them off but that's about when I realized Masterwork was just toying with me. Only once in vanilla did goblins ever spawn inside that gap and it was like two of them our of of siege of like 60.

I'm sure I'll eventually get better at this. :D
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: b22 on February 02, 2013, 09:01:48 pm
Zero chance. Mods can't change anything related to migration waves.
I know that migration waves has a link to caravan head count, maybe I fucked up something here?

Any suggestions? maybe if gift/export only to the dwarfs it will help?
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: smakemupagus on February 02, 2013, 09:04:47 pm
Sometimes your civilization is dead.  Do you see anything unusual if you check them out on the 'c' menu ("this land has no important leaders," for example)?  If you didn't steal the caravan blind or get all your migrants killed, it's possibly that.  You can tough it out, or abandon and see if you can re-claim as a more thriving civilization.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Mictlantecuhtli on February 02, 2013, 09:15:31 pm
Any chance this mod changed anything related to migration waves? I am used to get 20-60 migration waves in late game and here I got 6 in 4 years... its as if I have population cap of 20 and atm 4 of them are children... I am considering concubines as last resort, but it will take a lot of time.

Zero chance. Mods can't change anything related to migration waves.

It's actually happened to me a few times recently. I can't pinpoint the cause of it. I've deleted the (3 in .2f) worlds with the issue so far, but I'll keep the saves around in the future to show. I've capped out at around 20 as well multiple times [with mullti-millions of Dwarfbucks produced], it's very random. Only in Dwarf Fortresses too, never happens in Orc/Kobold. It might have something to do with settings?

Note: Smake, with the worlds I've encountered the issue, changing my Dwarf Civ resulted in the same cap being reached in about two migrations [about 6-7 a piece]. Trade comes bursting down my door like clockwork, just no migrants arrive.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: b22 on February 02, 2013, 09:27:21 pm
Is there anything I can do like changing some setting? dfhack script? abandon/reclaim?

Sometimes your civilization is dead.  Do you see anything unusual if you check them out on the 'c' menu ("this land has no important leaders," for example)?  If you didn't steal the caravan blind or get all your migrants killed, it's possibly that.  You can tough it out, or abandon and see if you can re-claim as a more thriving civilization.
only the Antmen. My civilization has a queen, a general and 10 lords/ladies.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Putnam on February 02, 2013, 09:29:17 pm
Is there anything I can do like changing some setting? dfhack script? abandon/reclaim?

Yeppers, DFHack script

Code: [Select]
-- Forces an event.
--Function codes all based on Quietust's code.


local EventType = ...


if EventType == "caravan" or EventType == "diplomat" or EventType == "siege" or EventType == "migrants" then
if dfhack.gui.getSelectedUnit().civ_id==nil then
qerror('Caravan, diplomat, migrants and siege require a civ unit to be highlighted.')
end
end

--code may be kind of bad below :V Putnam ain't experienced in lua...
if EventType ~= "caravan" and EventType ~= "migrants" and EventType ~= "diplomat" and EventType ~= "megabeast" and EventType ~= "curiousbeast" and EventType ~= "mischievousbeast" and EventType ~= "mischeviousbeast" and EventType ~= "flier" and EventType ~= "siege" and EventType ~= "nightcreature" then
qerror('Invalid argument. Valid arguments are caravan, migrants, diplomat, megabeast, curiousbeast, mischievousbeast, flier, siege and nightcreature.')
end

function force_megabeast()
df.global.timed_events:insert('#', { new = df.timed_event, type = df.timed_event_type.Megabeast, season = df.global.cur_season, season_ticks = df.global.cur_season_tick } )
end

function force_migrants()
df.global.timed_events:insert('#', { new = df.timed_event, type = df.timed_event_type.Migrants, season = df.global.cur_season, season_ticks = df.global.cur_season_tick, entity = df.historical_entity.find(dfhack.gui.getSelectedUnit().civ_id) } )
end

function force_caravan()
df.global.timed_events:insert('#', { new = df.timed_event, type = df.timed_event_type.Caravan, season = df.global.cur_season, season_ticks = df.global.cur_season_tick, entity = df.historical_entity.find(dfhack.gui.getSelectedUnit().civ_id) } )
end

function force_diplomat()
df.global.timed_events:insert('#', { new = df.timed_event, type = df.timed_event_type.Diplomat, season = df.global.cur_season, season_ticks = df.global.cur_season_tick, entity = df.historical_entity.find(dfhack.gui.getSelectedUnit().civ_id) } )
end

function force_curious()
df.global.timed_events:insert('#', { new = df.timed_event, type = df.timed_event_type.WildlifeCurious, season = df.global.cur_season, season_ticks = df.global.cur_season_tick } )
end

function force_mischievous()
df.global.timed_events:insert('#', { new = df.timed_event, type = df.timed_event_type.WildlifeMichievous, season = df.global.cur_season, season_ticks = df.global.cur_season_tick } )
end

function force_flier()
df.global.timed_events:insert('#', { new = df.timed_event, type = df.timed_event_type.WildlifeFlier, season = df.global.cur_season, season_ticks = df.global.cur_season_tick } )
end

function force_siege()
df.global.timed_events:insert('#', { new = df.timed_event, type = df.timed_event_type.CivAttack, season = df.global.cur_season, season_ticks = df.global.cur_season_tick, entity = df.historical_entity.find(dfhack.gui.getSelectedUnit().civ_id) } )
end

function force_nightcreature()
df.global.timed_events:insert('#', { new = df.timed_event, type = df.timed_event_type.NightCreature, season = df.global.cur_season, season_ticks = df.global.cur_season_tick } )
end

--this code may be bad too :V

if EventType=="caravan" then force_caravan()
elseif EventType=="migrants" then force_migrants()
elseif EventType=="diplomat" then force_diplomat()
elseif EventType=="megabeast" then force_megabeast()
elseif EventType=="curiousbeast" then force_curious()
elseif EventType=="mischievousbeast" or EventType=="mischeviousbeast" then force_mischievous()
elseif EventType=="flier" then force_flier()
elseif EventType=="siege" then force_siege()
elseif EventType=="nightcreature" then force_nightcreature()
end
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Puddingkuchen on February 02, 2013, 10:08:46 pm
creature_masterwork.txt
Code: [Select]
[creature:Drow]
...
[PROFESSION_NAME:LASHER:claivemaster:claivemasters]
Does sound wrong when they use Blade-Whips

and

creature_standard.txt
Code: [Select]
YESCASTE[SELECT_CASTE:LEGION_MALE]
...
YESCASTE[CASTE_PROFESSION_NAME:LASHER:halberdier(*):halberdiers(*)]
Legion dwarfs still use the wrong title.
Phoebus graphics

also Metal-/Rockwraiths sometimes spawn in my refuse pile when a new one gets created somewhere else.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: b22 on February 02, 2013, 10:24:20 pm
Yeppers, DFHack script
I copy/pasted the code into the script folder, but when I run it I by its file name, I keep getting syntax error unexpected tIdentifer. I have never added the df scripts before, so what did I do wrong? meanwhile I tried running the 'fix/population-cap' maybe it will work.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Meph on February 02, 2013, 10:25:03 pm
Still reading and noting everything down, waiting for dfhack r3 and more time in RL. Currently doing my motorbike license.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Dark Archon on February 03, 2013, 12:10:08 am
I don't mean to criticise, but...
[ENTITY:FROST_GIANT]
...
[BIOME_SUPPORT:ALL_MAIN:1]

 :o

Maybe I don't understand something, but isn't the frost giants supposed to live in tundra?
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: FengYun on February 03, 2013, 04:30:36 am
Could somebody please tell me, how to fix batch steel reaction in the Crucible myself?
It's in raw/objects/reaction_masterwork.txt, reaction [NAME:efficiently make steel bars(3)]:

Spoiler (click to show/hide)

Apparently, we need to add line like [BUILDING:CRUCIBLE:CUSTOM_S][BUILDING:MAGMA_CRUCIBLE:CUSTOM_S].
I'm just not sure, whether CUSTOM_S will work in this case or shall it be CUSTOM_X or something. And if something else in this reaction is broken or not.
I am going to do some testing now, because just adding CUSTOM_S line seems way too simple.

Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Putnam on February 03, 2013, 04:34:33 am
It's not the CUSTOM_S that does it (that just sets the hotkey), but you have the right idea.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Nice Save on February 03, 2013, 06:28:27 am
Well it all came crashing down. The white tigermen came back with more dragons and plaguebearers this time. My entire army was outside fighting mantis men (figured it would skill them up faster than training in a barracks) when they arrived, and bravely/foolishly charged into battle. The gates were left open as the futility of further struggle was evident.

In other !!Fun!! news, I had a five tile wide entrance for merchants (using raised bridges up to the edges of the map) and a siege of beak dogs materialized in that exact spot. Not one of the 20 or so of them was outside it. I was able to fight them off but that's about when I realized Masterwork was just toying with me. Only once in vanilla did goblins ever spawn inside that gap and it was like two of them our of of siege of like 60.

I'm sure I'll eventually get better at this. :D

Sieges will only appear in a place where there is an unobstructed path to a dwarf, if there is such a place along the map edge. So if your fort was blocked off from the map except for that one spot, then that one spot is where all sieges will arrive.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Mikesullivan on February 03, 2013, 08:11:33 am
Hi, this is my first post on this forum. Im just a neeewbie player of dwarf fortress (barely 3-4 months playing) and im having huge problems with this mod.

After 5-6 years im getting a huge reduction on my fps , even cleaning everything, dumping everything etc. And i just want to ask:

Whats the better configuration on Masterwork ui for graphic caps? And for processor speed? (Counting that when im playing DF im only using DF, therapist , soundsense and the wiki).

Getting of the weather and the temperature will spoil my game on normal and wild byomes, or it will only really changes on haunted, evil and terryfing?

Thank you very much for the answer.

pd: If you want to know, im playing on a i7-2630qm and on the other one a intel core 2 duo t7500 2.20ghz. On this second one after 4-5 years im with about 20-30 fps only :S.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: psychomantits on February 03, 2013, 08:23:04 am
Even without temperature and weather your dwarves will find more than enough ways to kill themselves and the fps boost after turning those off is pretty noticeable.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Mictlantecuhtli on February 03, 2013, 08:30:09 am
Temperature is required in MW for most things to work properly. Lots of 'boiling' reactants that require temperature on to work. Such as healing, transformations [magic], 'smoke' effects from furnaces, etc. It's pretty necessary, unfortunately. Weather, not so much.

But, Mike, the main root of your problem could be a group of underground inhabitants. Sometimes
Spoiler (click to show/hide)
Especially noticable once your fort starts going, with lots animals, units, visitors, ambushers always pathing around outside your fort.

Setting GFPS to 15 and FPS cap to 200 is usually what I do. I find the game runs usually at 200 for me, then stabilizes around 80-100 after getting the fort running in reality. I use 4x4 embarks, too. That can have a huge, huge impact on your FPS.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Mikesullivan on February 03, 2013, 08:53:34 am
Thank you very much.

And any ideas about processor priority?
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: westamastaflash on February 03, 2013, 09:01:26 am
I tend to always mod my raws to make all the male and female animals have their own distinct names. "Male Cave Tortise" and "Female Cave Tortise" for example. This makes it much easier to assign the males to cages and the females to pastures on top of nest boxes for breeding purposes. Would it be possible to have an option for this in the mod?
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Bloax on February 03, 2013, 11:22:11 am
You should keep it at Normal or below, unless you want to spend three minutes painstakingly killing it if it decides to freeze in a 100% CPU utilization way.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Nice Save on February 03, 2013, 11:31:05 am
Thank you very much.

And any ideas about processor priority?

On a multicore CPU DF will just take one core for itself and no more, so processor priority won't help.

Also, do underground Antmen sieges arrive in unbreached caverns? You might have loads of nasties just milling around down there.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Mikesullivan on February 03, 2013, 11:45:08 am
Thank you very much another time :).

Why all my talented fighters and dwarf of the legions are women, whyyy xD.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Putnam on February 03, 2013, 12:59:05 pm
Thank you very much another time :).

Why all my talented fighters and dwarf of the legions are women, whyyy xD.

Because all of the talented fighters you've come up with are women :P

Hope none of them get married, lest they go all Nac Mac Feegle and start using their babies as weapons.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: MAurelius on February 03, 2013, 01:01:35 pm
Sieges will only appear in a place where there is an unobstructed path to a dwarf, if there is such a place along the map edge. So if your fort was blocked off from the map except for that one spot, then that one spot is where all sieges will arrive.

Wow, all this time and I never knew this. But you're absolutely right. Normally I keep main gates open all the time until siege or ambush but with this mod it's so dang dangerous outside the walls that I leave them closed by default. That's why they did that. Not to mention you only get one siege at a time in vanilla. In soviet dwarf fortress, game plays you!

Why all my talented fighters and dwarf of the legions are women, whyyy xD.

I notice in general more than half of my really militarily talented dwarves are women. I generally make them marksdwarves and keep them really safe. I wish there was a mechanic that when a female becomes legendary in a fighting skill that they lose the desire to have children.

Moving on, I want to play with the new weapons but I'm just wondering if it's worth it. The manual is very vague. It tells what skill a weapon uses, and the amount of bars it takes to make it, but not its effectiveness. For example, would there be a reason to have my marksdwarves be javelin throwers or bola throwers instead of xbows? Is a pike or longsword worth the added metal bar cost in terms of odds to hit, damage done, etc? I have a dwarf who is a talented knife user who I don't know what to do with. In any rpg, you would never be caught dead fighting with a knife, but maybe here they are really uber, I dunno.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: alonard on February 03, 2013, 01:04:01 pm
Thank you very much another time :).

Why all my talented fighters and dwarf of the legions are women, whyyy xD.

Because all of the talented fighters you've come up with are women :P

Hope none of them get married, lest they go all Nac Mac Feegle and start using their babies as weapons.

but that's the best outcome, think about it regenerating shield. lost one? no problem, just wait a few months and you'll get another one XD
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Bloax on February 03, 2013, 01:19:32 pm
The problem is just that normal shields are indestructible to the point of blocking dragonfire.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: smakemupagus on February 03, 2013, 01:26:44 pm
Moving on, I want to play with the new weapons but I'm just wondering if it's worth it. The manual is very vague. It tells what skill a weapon uses, and the amount of bars it takes to make it, but not its effectiveness. For example, would there be a reason to have my marksdwarves be javelin throwers or bola throwers instead of xbows? Is a pike or longsword worth the added metal bar cost in terms of odds to hit, damage done, etc? I have a dwarf who is a talented knife user who I don't know what to do with. In any rpg, you would never be caught dead fighting with a knife, but maybe here they are really uber, I dunno.

If you ask specific questions about weapons, I'll do my best to answer.  But since you seem to want to know everything about everything, (and I mean this totally without intending to be snarky / etc.) read the weapon raws yourself.  The raws are just a giant table of data and in a format that is pretty well suitable for fast searching.  If Meph somehow spent the time to put every single thing in the manual, then the manual would become exactly the same document as the raws. 

Javelin throwers generate 15 times the force of a crossbow, with the tradeoff being that it is so large to be a 2 handed weapon for dwarves.  Javelins themselves are large enough that they do edge rather than piercing damage, so they are more likely to lop off body parts.  With the ammo caster you can make piercing, broadhead (large edge), or hammerhead (blunt) javelins to optimize the type of damage against different opponents.

Bolas use the throw skill at range and the whip skill in melee, they're an interesting weapon, but don't switch your *marksdwarves* to them, it's a totally different skill set.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: MAurelius on February 03, 2013, 02:49:49 pm
If you ask specific questions about weapons, I'll do my best to answer.  But since you seem to want to know everything about everything, (and I mean this totally without intending to be snarky / etc.) read the weapon raws yourself.  The raws are just a giant table of data and in a format that is pretty well suitable for fast searching.  If Meph somehow spent the time to put every single thing in the manual, then the manual would become exactly the same document as the raws. 

Haha, no worries. I know what you mean. I'll check out these raws. There's just so much to know!
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: sayke on February 03, 2013, 04:09:08 pm
@meph - glad to see you lurkin! =D one thing quick - for next version, what would you think about making gneiss and dolomite not use the same tile? and some of the wraith tiles differ from the normal ones - olivine, for example, seems to have blue wraith tiles. maybe i shouldn't complain ;-)
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Meph on February 03, 2013, 04:18:22 pm
Of course I am lurking... you never know :P I simply dont have the time to go through all of this, but other people (mostly smake and putnam) are doing their best. :)
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: b22 on February 04, 2013, 06:04:40 am
How do you fight the infernomancers?

p.s. I "solved" my migration problem from before, by starting a new game.



Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: smakemupagus on February 04, 2013, 11:28:09 am
Are those the guys from towers who raise Flaming zombie minions?

- lock gates wait for the fires in country size to die out
- killed Flaming zombies mostly from range, or I'm sure a trap corridor works too
- tbh i didn't even see how the mages themselves died, think they just wandered near the walls and got shot
- the zombie body parts seem to do some re-set fires periodically, but are safe to handle, so try to collect them using designate/dump and collect them somewhere safe or destroy them.  i just dumped in a murky pool.  If there's too many to collect build sections of constructed floor too wide for fire to cross at all your gates
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: b22 on February 04, 2013, 12:19:57 pm
Run away and rain death from above, that pretty much the only thing that keeps me alive, but I hoped for some trick to take deal with those guys, to avoid them turning my lovely green countryside into a depressing ashen grey..

Btw, how wide is "too wide for fire to cross"? I wasn't paying attention to how the fire spread, but my map is divided by a river and both sides gone up in flames, so at least 4wide?

Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: MAurelius on February 04, 2013, 12:25:33 pm
I had a gentleman (gentledwarf?) migrate to my fort who on the unit list ("u") shows up as a "Geomancer". This comes after the profession name, so it's not his profession. Kind of like when you get a dwarf king vampire or something like that. I viewed his thoughts and description and nothing unusual was in it. He has been running around doing whatever I need and hasn't caused any trouble, but Therapist (I'm using the one that comes with the latest Masterwork download - the enlarged version) doesn't show him in the unit list. I restarted it a couple times but he just won't go on there. I can assign him jobs in game, just not in Therapist. From what I can tell he has just been puttering around minding his own business hauling things, and I'm loathe to involve him in an unfortunate accident because he is currently my only smith caste dwarf, and he doesn't seem harmful like a were-creature or vampire.

PS I love mastiffs. Like dogs, but they actually WORK at guarding things. Took down a beak dog siege by themselves (granted, 3/4 of the beak dogs ran away, but still it was pretty impressive). Now I have a prototype hammer golem pet. I know they are formidable, but I'm worried if he dies it will lead to tantrums. Right now he's my last line of defense, so only to be used if all else fails.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: alonard on February 04, 2013, 02:11:16 pm
actually the golems that you get from trade or migration are considered pets so they have no family and cant be adopted as far as i know so don't be afraid to throw him into the fray with the mastiffs as you wont have tantrums from him dieing (tho it might lead to normal dorfs dieing if he is your last line of defense).

but of course i might be wrong in all of this (which would totally suck as they are usually my first line of defense :D) so don't listen to my advise alone.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: leafar on February 04, 2013, 02:13:59 pm
Btw, how wide is "too wide for fire to cross"? I wasn't paying attention to how the fire spread, but my map is divided by a river and both sides gone up in flames, so at least 4wide?
AFAIK a one tile wide floor should be enough to stop fire on the ground, as burning grass/moss would only spread to the eight adjacent tiles
fire attacks however can have quite a range, up to ten tiles maybe?
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: MAurelius on February 04, 2013, 02:38:29 pm
actually the golems that you get from trade or migration are considered pets so they have no family and cant be adopted as far as i know so don't be afraid to throw him into the fray with the mastiffs as you wont have tantrums from him dieing (tho it might lead to normal dorfs dieing if he is your last line of defense).

but of course i might be wrong in all of this (which would totally suck as they are usually my first line of defense :D) so don't listen to my advise alone.

Ah, he had a name so I just assumed he was "adopted" by someone. I didn't think to actually check who in the animals screen. Thanks. I guess it wouldn't make sense to say "A stray prototype hammer golem".
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: tj333 on February 04, 2013, 02:40:39 pm
I have never seen a fire cross a channeled line or a paved road. I use those to break my maps up for fire safety.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Nice Save on February 04, 2013, 03:05:09 pm
A exploit-y way to stop fire is to set farm plots to be built in the way. Even if your dwarves do not build them, after a short time all the grass will disappear from under the in-progress farm plots. Then you can cancel them.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Spectrelight on February 04, 2013, 05:21:27 pm
I'm very impressed by this mod, but I have a question: how do stone, glass and gem weapons and armor compare to those made of metal? Are they worth using, or are they just for fun?
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: arclance on February 04, 2013, 08:09:44 pm
Gem edged weapons perform well if you don't have steel or better yet, they are good for setting up a military.
From the raws they appear to be about equal to Meteoric and Rusty Steel for edged weapons.
I have not tried any of the others.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: smakemupagus on February 04, 2013, 08:15:20 pm
According to Meph's notes in the raws, the special glass items from the Glassforge are like this

// -20% as good as iron.
[INORGANIC:GLASS_GREEN_WAR]

// iron grade
[INORGANIC:GLASS_CLEAR_WAR]

// -20% as good as steel.
[INORGANIC:GLASS_CRYSTAL_WAR]

Note this is different from Glass trap components made at the vanilla glass furnace.  Those just have stats of regular glass.

At a quick look it seems Gem weapons are about the same as crystal war-glass EXCEPT for the important difference that [INORGANIC:GEMTIP] has a "max edge" less than the magic number of 10,000.  So it wouldn't be ideal for axe or sword.  Should be good for breastplates.

Stone weapons are pretty bad.

I've used both gem and stonetip bolts and they work well enough.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Meph on February 04, 2013, 08:55:45 pm
I just wanted to post this. I saw that Deon added a poison-gland extra-butchery-item to his creatures and then extracts poison from them. So this way you can farm poison, but only if you kill the creature.

If you add [MILKABLE:LOCAL_CREATURE_MAT:POISON:20000] to all creatures with [USE_MATERIAL_TEMPLATE:POISON:CREATURE_EXTRACT_TEMPLATE] then you can just milk it from them. The dwarf will just take the animal and a bucket, produces a bucket full of poison. No worries, dwarves wont drink it... it can be used like any other poison in reactions to cover weapons, ammo or traps.

I tested this and it works with the toxicist, so I guess the next version of the mod will allow you to farm snakes, giant spiders, giant scorpions and so forth for their venoms/poisons.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: smakemupagus on February 04, 2013, 09:02:21 pm
That's pretty awesome.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: tahujdt on February 04, 2013, 10:12:50 pm
#golfclap
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Meph on February 04, 2013, 10:19:12 pm
Quote
The gesture known as a "golf clap" fits in with a number of other rude or sarcastic expressions, such as the slow clap, Bronx cheer, raspberry or cat call. It is performed by lightly tapping the fingertips of one hand against the palm of the other hand, thereby creating the effect of spectators clapping silently during a golf game. This gesture is usually considered a form of sarcasm, delivered after a disastrous moment or embarrassing incident has just occurred.
(i never heard the word before, so I googled it.. and why a hashtag?)

 :o
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: sayke on February 05, 2013, 02:48:28 am
@tahujdt - yea, why the sarcasm?? farming poisons is badass! =D

@meph - so what's your target changelog for the next version? are we going to see an improved/reliable spawning/transformation mechanic?
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Meph on February 05, 2013, 03:28:50 am
I need dfhack r3 for that... no idea when they finally release... 2-3 weeks ago I was told in 2-3 weeks ^^ But other then that, I havent startet modding on the next version, no idea what I will add... but just as a teaser: It will involve soundsense ;)
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: krko on February 05, 2013, 04:40:51 am
@tahujdt - yea, why the sarcasm?? farming poisons is badass! =D

See the second definition: (http://www.urbandictionary.com/define.php?term=golf%20clap)
Originally, "golf clap" was used to mean a sarcastic applause, for example the kind of applause that is given when someone drops their food tray in a cafeteria. However, it is increasingly being used to mean a sincere show of appreciation, especially on FARK.COM.
(I have never heard of FARK but I've always thought of golf clap as sincere)
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Meph on February 05, 2013, 05:08:36 am
Well, I am german and colloquial american english can be weird sometimes... but I know tahujdt usually approves of the mod changes, thats why I asked ;)
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: tahujdt on February 05, 2013, 12:48:58 pm
@tahujdt - yea, why the sarcasm?? farming poisons is badass! =D

See the second definition: (http://www.urbandictionary.com/define.php?term=golf%20clap)
Originally, "golf clap" was used to mean a sarcastic applause, for example the kind of applause that is given when someone drops their food tray in a cafeteria. However, it is increasingly being used to mean a sincere show of appreciation, especially on FARK.COM.
(I have never heard of FARK but I've always thought of golf clap as sincere)

Such Googling skills, and from an Escaped Lunatic, no less!
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Mikesullivan on February 05, 2013, 01:20:04 pm
Theres any way to use the blood of armor on a bottle to make magma lakes?

How do i make a blacksmith or a Smelter that only uses magma from the bottles as fuel?

Im on a layer that have 0 coal, anthracite, not even enought minerals... (only gold : /) but im lucky to have a lot of relics and fosiles that get me a lots of rusty steel/ mithril armor and weapons (but no gauntles, dunno why).
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: MAurelius on February 05, 2013, 01:35:03 pm
Im on a layer that have 0 coal, anthracite, not even enought minerals... (only gold : /) but im lucky to have a lot of relics and fosiles that get me a lots of rusty steel/ mithril armor and weapons (but no gauntles, dunno why).

I've explored all three caverns and have dug out a sizable fortress and haven't seen one fossil or relic. 4x5 embark. Or any of the new stone (living stone?) for that matter. Is it really rare or did I accidentally turn something off? I kept most everything default but the special !!FUN!! button and the "harder" stuff (farming, mining, smelting, etc.) I turned off as I wanted to learn new workshops and metals and stuff before adding more difficulty.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: smakemupagus on February 05, 2013, 01:35:36 pm
> How do i make a blacksmith or a Smelter that only uses magma from the bottles as fuel?

In Orc mode, you would use the bottles to fill a couple "magma cistern" workshops, and deconstruct the Cistern in a way that it fills a reservoir (suggested to rig up a way to do this remotely such as a cave in from a support).  Then build a magma smelter over your reservoir as normal. 
I *think* that Meph kept the same system in Dwarf mode except he uses the "Spawn location" workshop.

A 1x1 workshop full of magma should fill about a 3x3 space with magma when deconstructed, if it is surrounded by an empty room (i.e. floors).  If walls or empty space is surrounding the workshop that fluid might not all appear.

You need to have discovered natural magma to unlock the magma version of the smelter, you can always just delve deep and then seal up the shaft.

>  Is it really rare or did I accidentally turn something off?

Fossils can occur rarely in any stone or commonly in veins or clusters of "ruins".  So it's highly likely you have some fossils somewhere on your map, but they might be very sparse.  Whether or not you get "ruins" is random like any other mineral, just like you don't get gold in every embark.

I don't think there is any setting that turns the edible Living stone off.  It is a cluster in something ... bauxite?  If you have Less Solid Rock turned on, it replaces normal bauxite with a different rock also called "living stone" which melts to blood directly.  Anyway, whether or not you have layers of bauxite is random too. 

The odds of seeing that kind of weird special stuff is probably higher if you turn on simple stones and simple minerals, because then you don't have periclase, limonite, and garnierite competeing for places in the world.  Personally I prefer having the garnierite :)
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Mikesullivan on February 05, 2013, 01:43:42 pm
Its the same for Dwarf mode?
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: DtheMac on February 05, 2013, 01:47:12 pm
So I'm not sure what's up with this, but my animal stockpiles aren't working. I recently went through a siege by White Tigermen, and my cage traps are reset, but my dwarves just let the cages sit where they were caught. Right now I have a 3-cage stack with Tigermen, Sparrow, and Leprechaun. I've created new animal stockpiles, near and far from the cages, but nothing works. I notice that I also have cages from a caravan from two years prior, that are just sitting.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: smakemupagus on February 05, 2013, 02:18:27 pm
check your "standing orders: gather animals" setting?
probably (o)rders, (a)nimals
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: DtheMac on February 05, 2013, 02:19:59 pm
That did it! I'm not sure how that was changed, I rarely mess with the orders. Thanks!
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: smakemupagus on February 05, 2013, 02:38:11 pm
np, glad it helped.
That is often the answer to "Help!  my dwarves aren't gathering 'x' ", happens to everyone :)
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: MAurelius on February 05, 2013, 02:55:06 pm
The odds of seeing that kind of weird special stuff is probably higher if you turn on simple stones and simple minerals, because then you don't have periclase, limonite, and garnierite competeing for places in the world.  Personally I prefer having the garnierite :)

I agree with you Smake. I turned on simple wood and soil, but kept the rocks and minerals as I like the variety, and oddly, unlike many I tend to run out of stone.

I love the new prepared foods, engravings, and races, and caverns. It breathes so much more life into the game.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Fobeeyo on February 05, 2013, 05:08:56 pm
So, for some reason, when I am playing fortress mode, I cant dig some materials or make stairs on them, the stones like Obsidian, hematite, and saltpeter are some of the stuff it wont let me do anything with, I cant figure out why, and didnt see anything on the guide. Anyone know how to fix that?
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Fobeeyo on February 05, 2013, 05:14:39 pm
So, for some reason, when I am playing fortress mode, I cant dig some materials or make stairs on them, the stones like Obsidian, hematite, and saltpeter are some of the stuff it wont let me do anything with, I cant figure out why, and didnt see anything on the guide. Anyone know how to fix that?

Im also playing as dwarves, so I know I am supposed to be able to dig stone...
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Meph on February 05, 2013, 05:16:02 pm
Did you play Kobolds lately?

Please go to your raw/objects folder, open material_template_default.txt and search for Undiggable. If it says: !NOKOBOLDCAMP!UNDIGGABLE] then everything is ok. If it says YESKOBOLDCAMP[UNDIGGABLE] then the GUI must have messed something up, even if I dont know why or how. Other then that I cant think of any reason this could happen. Or user error on your end ^^
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Fobeeyo on February 05, 2013, 05:21:20 pm
Did you play Kobolds lately?

Please go to your raw/objects folder, open material_template_default.txt and search for Undiggable. If it says: !NOKOBOLDCAMP!UNDIGGABLE] then everything is ok. If it says YESKOBOLDCAMP[UNDIGGABLE] then the GUI must have messed something up, even if I dont know why or how. Other then that I cant think of any reason this could happen. Or user error on your end ^^
I did have a previous kobold fort but I abandoned it, I didnt think that that would have any effect on furure dwarf fortresses, thanks
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Meph on February 05, 2013, 05:32:22 pm
Well, it shouldnt. You turn the kobold button OFF, gen a new world, and stone should be normal again. Was I right, was the line in material_template_default.txt  wrong?
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Fobeeyo on February 05, 2013, 05:34:26 pm
The kobold button is off but I never made a new world, I will go do that and see if it fixes the problem
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Meph on February 05, 2013, 05:37:50 pm
It will fix the problem.  8)
You can only play one race per world. Maybe I should mention this somewhere ^^
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Fobeeyo on February 05, 2013, 05:53:23 pm
I was not aware of the one race per world, I decided that kobolds were not industrious enough for me, and decided to go back to my safe feeling steel-entombed dwarves.  I strongly prefur being able to make stuff, like the golems. Thanks for the help
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Haspen on February 05, 2013, 06:16:39 pm
Two questions:

A) Where do I input my preferred color scheme? Can I just grab one of the already existing files and just set my preferred values innit?

B) For some reason, MasterworkDF is very stretched horizontaly - how can I fix that? I would greatly prefer playing in the 640x480, as always...

C) What does 'Simple xxx' mean? I don't understand the concept, especialy for less important things like 'simple toys'.

Speaking of toys - you have a small typo, the button says 'simply toys' ;)
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Thundercraft on February 05, 2013, 06:23:07 pm
A GUI to enable/disable 90% of the mod

I'll admit that there is some stuff in Masterwork that make it tempting for me. But there's a lot of stuff I don't care for. It is nice to see you have a GUI to enable/disable. But... The OP does not make it clear which parts of the mod are optional and which parts are installed, regardless of user preference.

So, could you please give a list of what is installed without user choice (or point to where I can find it)?
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Meph on February 05, 2013, 06:32:55 pm
@Thundercraft: The mod is... maybe 4 times as big as the normal game. Writing the manual took 70h or so, download and have a look at it, to see which parts can be toggled. It would be way, way too long for the frontpage.

@haspen: Yep, just copy/replace the color.txt in the data/init folder. The GUI wont override it, if you dont press the button to choose a new one. You can just copy your new color scheme... the GUI wont recognize it of course, but that wont matter.

The simple works in two ways:
1. removal of items. For example I deleted 70% of the gems, because its always the very same thing, just with a different name.
2. Standardizing. For example instead of "oak wood" and "willow wood" and "pine wood" you only get "wood". This results in way shorter buildmaterial lists. Same for the toys: Instead of several toy types/names, you only have one toy, called toy. So your nobles will demand a "iron toy" instead of "iron mini.forge" or whatever. Hope that clears it up a bit.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Haspen on February 05, 2013, 06:38:57 pm
Thanks, now it's more clear. So if I want vanilla items I just turn the 'simple' buttons to NO, right?

Also, with some plain ol' init.txt digging, I made the window more bearable.

Thanks for help with other stuff :)
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Meph on February 05, 2013, 06:41:29 pm
Quote
the window more bearable.

What do you mean by this ? If there is something unbearable about the mod, please tell. If I dont know about it I cant improve it ^^
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Meph on February 05, 2013, 06:42:05 pm
Also: It's over 9000.

(sorry, had to be done)
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Haspen on February 05, 2013, 06:45:57 pm
Quote
the window more bearable.

What do you mean by this ? If there is something unbearable about the mod, please tell. If I dont know about it I cant improve it ^^

I believe Masterwork is optimized for widescreen, thus it puts DF window at 1200x600.

For comparison, my monitor is using 1024x768. But no worries; I've just set the font-thing to curses_640x300, and the window is back to my fave dimensions.

However I thought I would be able to affect screen size from, well, Masterwork settings window, instead of delving into the files :P

I've also noticed that Masterwork DF loads at least five times slower than vanilla DF. Necessary evil, I guess?
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Meph on February 05, 2013, 06:52:35 pm
You mean at startup ? Thats dfhack, not the mod. :P

But yeah, I dont know anything about window size, its set to fullscreen by default. Never thought about it.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Haspen on February 05, 2013, 06:54:11 pm
You mean at startup ? Thats dfhack, not the mod. :P

Oooh, only now noticed that there's some utilities in there xD

Never played with any utilities, though. Are they required? o:
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Meph on February 05, 2013, 07:12:37 pm
Well, not really. Therapist is useful, and dfhack is needed for steam engine and toxicist and runesmith. But you dont have to do anything, all automatically and in the background. You just have to keep dfhack open. Apart from that nothing.

embark everywhere and the plugins by falconne are awesome though, they make fortress management easier. See the manual for infos an what they do. You wont be disappointed. :)
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Puddingkuchen on February 05, 2013, 07:26:44 pm
Soap Maker's Workshop
Make a stack of 10 Soap(Tallow): Dwarf gathers the materials and works sometime and no soap is beeing produced.

Drow Toys still have bloodsteel golem hearts (can't use them for the forge).

The room-list hotkey is still in and spams dfhack full with "not a recognized command".

Transformation Messages off still gives Wraith transformation boxes.

and Olivine Wraith Stone has the wrong tile. (http://i.imgur.com/43eDV4t.png)
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Meph on February 05, 2013, 07:38:55 pm
That was very helpful, thanks :)

I am confused about the message box, I got this report before, I thought I fixed this.... mh...
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Legorobo4 on February 05, 2013, 08:05:36 pm
Does anyone know where in the raws you can find the Water Dragon?

Im asking because I got one sitting on the side of my mountain and I want to know if I can tame it and such...


P.S. Great mod Meph, breathed new life into my passion for DF, so I Thank You.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: smakemupagus on February 05, 2013, 08:07:48 pm
Searching for: water dragon
creature_beasts_masterwork.txt(2759): [NAME:water dragon:water dragons:water draconic]
creature_beasts_masterwork.txt(2760): [CASTE_NAME:water dragon:water dragons:water draconic]
Found 2 occurrence(s) in 1 file(s)

Should be good to go; It's Pet_exotic.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Legorobo4 on February 05, 2013, 08:45:29 pm
Thanks smake either overlooked it or somehow messed up my search... ???

now to wait and see if I get another 20 or so Animal Savants like my last fort...  ;)
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: smakemupagus on February 05, 2013, 08:49:55 pm
np, I just had one tear apart half my militia yesterday, so i was interested to look it up anyway :)
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: zach123b on February 05, 2013, 08:56:47 pm
anyone able to find a stockpile option for stable warpstone?
i have a stockpile for my masons and i don't want warpstone being mixed in but can't find it through the search function in the stockpile screen :x

so..possible bug being unable to stockpile warpstone properly. only allowing 'other stone' in with 2 'warpstone' entries turned off
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Meph on February 05, 2013, 09:00:49 pm
I am not sure the search function in the stockpile screen, which is written by falconne for vanilla Df can read the custom materials of the mod... I checked, warpstone uses the stone template, there shouldnt be any issues with stockpiling it. Should be at the very bottom of the list.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Broken on February 06, 2013, 12:33:41 am
Start new fort.
Choose equipment.
Embark.
Begin to dig.





Metalwraith appear, everybody dead. :P
I think i finally understand that old Losing is fun motto.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Broken on February 06, 2013, 09:16:03 am
I think that the fountain of eternal youth is overpowered.
Is very easy to build (doesn't require anything special, you can bring all you need in embark). And you can transform all the
useless caste-less dwarfs you want into lifemancers for free.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Thundercraft on February 06, 2013, 09:39:13 am
Q: Does Masterwork incorporate Modest Mod changes? (Your Accelerated Mod is mentioned in the OP and that does incorporate Modest Mod, so...)

If it does, do these changes include the Eternal Fashion module which transforms many clothing types into armor with a value of 1 (as a clothing bug workaround)?

@Thundercraft: The mod is... maybe 4 times as big as the normal game. Writing the manual took 70h or so, download and have a look at it, to see which parts can be toggled. It would be way, way too long for the frontpage.

I can understand and appreciate that. However, I have a slow connection and it's a bit impractical for me to download the entire Masterwork file (nearly 50 MB) and install just to peak at the manual to decide whether I want to use this or not.

Could you provide the manual as a separate download on DFFD? (Perhaps in a simple RTF, Wordpad or Word format?)
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Meph on February 06, 2013, 11:04:13 am
@Thundercraft:
Quote
Q: Does Masterwork incorporate Modest Mod changes? (Your Accelerated Mod is mentioned in the OP and that does incorporate Modest Mod, so...)
Does it say anywhere that I do? In frontpage, thread or manual ? So NO, its not in the mod, would make no sense either, because igfig (the author of modest mod) took many of his fixes from Masterwork.

And what clothing bug are you talking about? I dont know of any.

Manual as wordpad doc ? You clearly havent seen the manual. It alone is 12-15mb (?)... Just download it, seriously. Sorry if I sound a bit blunt, but your questions are weird ^^

@broken: Yep, the philosophers stone is missing, since I revamped the alchemy, to fix a bug.. havent made a new one yet.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Moridin920 on February 06, 2013, 11:22:15 am
I've been playing Masterwork, I love it so far.

I'm having an issue with resurrection in the good biomes, though. Is it supposed to be kind of rare or is it supposed to happen frequently? Every single dwarf of mine that dies gets resurrected (if the corpse is still there). That wouldn't be a big issue, but the problem is when they get resurrected they seem... braindead for lack of a better term. The military dwarves will still do drills and other dwarves seem to do work as far as I can tell, but they won't clothe themselves, eat or drink requiring other dwarves to bring them food/water, and because of that eventually just have a tantrum over and over again until they die. They don't seem to respond to burrow orders either. They are also listed as former members of my group and civilization in their description (because they died maybe?).

For example one of my soldiers just got resurrected, and I drafted him again and he picked up a kite shield and weapon and nothing else. No clothes, no other equipment (even though the stuff he had equipped before his death was on the ground and available where he died). Civilians don't pick up tools or anything though.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: cerevox on February 06, 2013, 04:05:43 pm
Thunder, the manual is this awesome html thing with pictures and text and a huge amount of info. You could almost think of it as a mini-wiki. There is no reasonable way to shove it into all text and have it be anything useful.

Assuming you have dialup, it is 3 hours to download, which is bad but not terrible. Just pick a night to let it download over. this mod is really worth it.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Spray on February 06, 2013, 04:17:17 pm
Question to Sieges.

Right now, i have all Siege Races ON. but it somehow feels i dont get attacked often, now matter how high my wealth is (up to 10 million, king etc) i only get boring goblins and one time in 10 years automatrons.

no i am not playing on an lonely island, mostly playing in evil biomes.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: tj333 on February 06, 2013, 05:09:13 pm
Spray, when you embarked were there a lot of races with red lines beside their names?In long world gens a lot races can be killed off. Overall though I have found Masterwork to be more hit and miss with enemy races then Fortress Defence.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Grax on February 07, 2013, 09:24:14 am
I wonder why it's faster than vanilla?
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Putnam on February 07, 2013, 10:22:14 am
I wonder why it's faster than vanilla?

it kind of says why...

mostly generic leather, dfhack stuff, etc.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: alonard on February 07, 2013, 10:25:39 am
I wonder why it's faster than vanilla?

not sure if troll or just Dabbling reader :-\
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Gamerlord on February 07, 2013, 11:15:07 am
Argh! Just looked at orc fortress thread. Any timeframe for updating MW's Orc Fortress mode Meph?
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: smakemupagus on February 07, 2013, 01:37:04 pm
@Gamerlord:  In the meantime, if you choose to update it the latest Orc Fortress is only a ~2Mb download and it should update seamlessly if you unpack it at the root level of an MDF2 install.

http://dffd.wimbli.com/file.php?id=6697
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Carp McDwarfEater on February 07, 2013, 07:50:02 pm
I think I've encountered a bug with the Masterwork Settings panel. Whenever I try to set grazing to "no" and save my settings, grazing remains off. But when I open the masterwork settings next time, grazing is always on. I've tried reinstalling all of Masterwork, and I was still able to replicate the issue. This doesn't happen for any of the other misc options for me.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Mikesullivan on February 07, 2013, 08:10:49 pm
With masterwork i cant make a squad of range crossbowmans. They didnt train at all, its bugged?
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: smakemupagus on February 07, 2013, 08:56:47 pm
Always works fine for me.

I don't know how much experience you have working through the odd nature of ranged squads in regular DF, one relevant item is that they only go to the Archery range when they are *off* duty.  When set to train they will bash each other with crossbows or give dodging demonstrations.

The only item which is slightly particular to MDF is that there are more types of ammo, so you have to make doubly sure they don't have the wrong ammo types enabled.  Suggested that you make a uniform with weapon set specifically to "crossbow" as opposed to "use any ranged", and/or check the ammuntion settings for the squad
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Meph on February 07, 2013, 09:39:09 pm
New Succession Fort, started by Melzer: http://www.bay12forums.com/smf/index.php?topic=122590.msg4008959#msg4008959 (http://www.bay12forums.com/smf/index.php?topic=122590.msg4008959#msg4008959) Its my turn now, second year, lets see how it goes.

@Mikesullivan: Crossbow dwarves work fine, I use them all the time when I play.

@DwarfEater: Ah.. thanks for that. Its actually only the button that displays it wrong, the setting itself is changed. So even if it says YES after you restart, the setting is still OFF. Will be fixed next version. Like I said, its only graphical.

@Gamerlord: Will take some time ;)

@Moridin: I got some strange reports about the reusrrection... I guess I just remove it for now, since I dont know whats wrong with it... or how to fix it.

@Spray: Cant help you with that, check the legends of your world, to see what happened with the civs.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Gamerlord on February 07, 2013, 09:47:37 pm
@Gamerlord:  In the meantime, if you choose to update it the latest Orc Fortress is only a ~2Mb download and it should update seamlessly if you unpack it at the root level of an MDF2 install.

http://dffd.wimbli.com/file.php?id=6697

What would need to be replaced?

EDIT: I dragged the stuff om the Orc Fort thingy to the masterwork folder and made it merge and overwrite. Will there be any problems?
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: smakemupagus on February 08, 2013, 12:32:29 am
Yes, if it asked to merge and overwrite, then you probably did it right.  It is just the new Orcfort files overwriteing the old ones.  New features don't appear until you gen a new world (but it won't screw up your old worlds)
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Gamerlord on February 08, 2013, 12:57:24 am
Just started playing. It's tons better.  :D
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: smakemupagus on February 08, 2013, 01:43:37 am
haha, cool thanks, have fun!   8)
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Mikesullivan on February 08, 2013, 06:32:32 am
Always works fine for me.

I don't know how much experience you have working through the odd nature of ranged squads in regular DF, one relevant item is that they only go to the Archery range when they are *off* duty.  When set to train they will bash each other with crossbows or give dodging demonstrations.

The only item which is slightly particular to MDF is that there are more types of ammo, so you have to make doubly sure they don't have the wrong ammo types enabled.  Suggested that you make a uniform with weapon set specifically to "crossbow" as opposed to "use any ranged", and/or check the ammuntion settings for the squad

They just dont go to the archery range, doesnt matter if i set they on duty, not active, sleeping there etc. They simply dont care :P
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Meph on February 08, 2013, 06:34:18 am
Probably quivers full of combat ammo, without space for training ammo... dwarves are stupid like that. ^^
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Gamerlord on February 08, 2013, 06:58:46 am
Hey, what's with missile fighters not picking up ammo?
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Meph on February 08, 2013, 07:06:55 am
If missile fighters are orcs, please, do ask in the orc fortress thread. I know smake also checks here, but it makes so much more sense to ask in his thread, since he is the author and having all feedback in one place really helps.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: zach123b on February 08, 2013, 09:32:56 am
evil dwarves throw a small message in the errorlog
Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: MAurelius on February 08, 2013, 12:38:27 pm
Just to comment on something I saw above I routinely set my marksdwarf squads to train all the time (minimum 10, every month) and I still see them shooting in the practice range a bunch. And they are never "off duty" except for food, drink, and sleep I thought.

On another topic, Drow are very sensitive. Their hoardmaster was killed in an ambush less than a second after he entered the map. Even if I had an elite army (which I do not) they would never have got there in time. Now they are ambushing me themselves (they are referred to as drow but the sprites look less like the merchants and more like evil dwarves) and in what is probably not technical irony but I don't know the word *they* announced themselves to me by ambushing and killing the human ambassador, so I can only expect the humans will now begin attacking me as well. Good think I'm self-sufficient, because it's siege-a-palooza over here. Not one forgotten beast in four years though, which is odd. I have broken into all three caverns, and have even seen one underground siege (though I didn't see who because I just cracked open the caves, built my downstair, and then sealed everything up).

Also, I love everything about the lamellar. Not only because I think it looks cool IRL, but also the process to create it seems so legit. However, I assume since it is technically "leather" that if you set you army to wear metal armor they will choose a worse metal (such as copper) over lamellar, even though it's equivalent to iron, right? Is there a setting to have them just wear the best protecting armor, regardless of what it's made out of? Also, is there any bonus to leather armor over metal armor in regards to weight? Like do your dwarves have a higher to-hit ratio or faster attacks? I have an abundance of iron and flux on my map so while I love the lamellar it just doesn't seem tactically sound to employ it instead of steel.

Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: smakemupagus on February 08, 2013, 12:58:50 pm
Yes I agree the "minimum 10" setting seems to work fine for archers too, as does "inactive duty" for that matter.  If you set archers on "minimum 4" though, it seems 4 guys will go to whatever active duty you select and it's the other 6 off duty guys who go to the range.  TBH i get that the interface is not great, but i have trouble finding settings that don't work OK ^^

Weight slows down your dwarves movement and actions, ranks in the Armor user skill mitigates it.  If you only wear one item in every slot it might as well be the heaviest metal you've got.  But assuming you build a custom kit with layers e.g. undershirt+mail+plate+cloak+runerobe then you might want some of it to be leather (or something else light like mithril).  Again, until they're legendary armor user, at that point pile on the steel and wolfram, because they only feel 5% (iirc) of the weight. ... all that being said, lamellar is a lot more useful *before* you pierce the aquifer than after ;)

Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: MAurelius on February 08, 2013, 04:19:13 pm
Besides the best practice for ranged is just to have them shoot at things. Give them a safe-(ish) bridge or bunker from which to plink incoming enemies or in an arena type structure for captured enemies and they will get a lot of practice and be nearly impervious unless the enemy has an elite ranged unit.

I've noticed Kea's are especially fun. Your guys get better with each shot - not hit, and it seems that a flying critter in an open space generates what I call the "machine gun" effect where they fire like crazy and as an added bonus you get all the bolts back since they were shot at a z-level that wasn't the ground.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: John Dwarf Bane Adam on February 08, 2013, 06:22:23 pm
Is there anyway to change the tiles in the game cause the grass tiles are annoying, I want to change it.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Meph on February 08, 2013, 07:37:33 pm
You should be able to combine leather and metal armor... wear lamellar padded armor under your metal platearmor. Other then that it is a bit lighter... I think individual choice armor without defining a material will allow them to take the currently best one, but dwarves can be stupid... I usually give each person specificially picked items.

@bane adam: Yes, you can open the plant_grass.txt in the raw/objects doler and change the tilenumbers back to either vanilla or something you like better... just read a bit on the wiki, its not that difficult to do... but there isnt a settings for it in my GUI, if you meant that.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: MAurelius on February 08, 2013, 10:03:24 pm
Yeah I've never been good at maximizing armor. I go with one of every armor piece steel, and then add a leather robe, cloak, and hood to that in vanilla.

I know some folks are able to get 3 chain shirts or whatever on a dwarf or 8 cloaks. I wish there was a way to save armor configuration between forts the way you can save worldgen info or embark profiles. Then people could share armor files.

I read the complex mathematical formula of how armor works and I couldn't follow it. It was how you were allowed a certain number of "points" per body part and like a robe would count for some points and a chain shirt would then count for more, and you could layer until all the points were gone but some thing gave you more points. I'm confused just repeating the gist of what I read. :)

Hey Meph, I'm reading your succession fort - you should do a Let's Play video, you seem like a very skilled player. Anyway, I noted you were talking about how it was a generated world and sucked due to not having the Masterwork stuff, and I was just wondering if you could clarify. I also generated my own world because no offense to the pre genned ones, they look fine, but I want my own world with it's own history and I don't want to play on the same two-three maps every time. I figured the worst that would happen would be that a race or two would die out, like stranglers did in my world. Are you saying that generating a regular world also gets rid of all the added metals and stuff as well? I must admit, I haven't seen one unique metal in my current fort, it's all magnetite and cobaltite up to this point. Are they gone from the world in entirety or just the occasional embark? It would be neat if some experienced Masterwork players contributed worldgen settings that could be randomized but have a higher % of yielding all the Masterwork goodies. There may be a lot of folks who prefer to gen their own world.

Also, did you edit your IsoWorld visuals, because the one I have which I thought was the updated one only has the little fort icons for Human forts, but you seem to have yours show for Mountainhomes and your own embark as well. How did you do that?

Thanks!
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: smakemupagus on February 08, 2013, 10:46:47 pm
I roll random worlds with Simpler-Ore and Simpler-Stone OFF most of the time and still get a fair amount of mithril, armok gems, warpstone when i have it on, fossils, etc.  I'm sure that Meph is right that it is diluted with the "regular" stuff but, it's not like I never see the new stuff.

You should do a Let's Play video, you seem like a very skilled player.

... You did see the part where he flooded his whole base and then had the dwarves brave the rapidly rising waters to *haul the rocks outside* right??
Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: ScottS on February 08, 2013, 10:55:27 pm
... You did see the part where he flooded his whole base and then had the dwarves brave the rapidly rising waters to *haul the rocks outside* right??
Pfffft, that could have happened to anyone.  :P
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Gamerlord on February 08, 2013, 11:04:42 pm
I think platinum souls need to be removed from treasure drops at the archaeologist. Focus entirely on collapsed brick veins and you can have a super warrior dwarf by the end of summer in the first year.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Fobeeyo on February 08, 2013, 11:12:01 pm
Is anyone else having trouble building an expedition outfitter? It says I need 3 empty barels, when I have somewhere around 17 empty barrels in my furniture stockpile, anyone got a solution?
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Meph on February 08, 2013, 11:20:01 pm
@MAurelius: Very skilled... yeah. What ? I actually am, but not in that particular game. ^^ Its the first time I see a collapse break through a z-lvl btw, and I would never have connected a river to anything without a floodgate in between, so this situation was new to me. I honestly have no idea what Melzer was doing, I usually have steel in the first year and 1-2 well trained soldiers. Or at least some sort of defense. Its strange to enable stranglers, which siege in the first year, but then have no weapons, traps or even a door. Without the caravan guard the game would have been over.

About the missing stuff: Its mostly missing inorganics. The adv. worldgen has scarcity set to 100, which results in way more minerals then the highest setting "very high minerals" in the standard worldgen. And if the raw materials are missing, features are missing as well.

@Gamerlord: If your world has that many, and you are that lucky with the archeologist, and you mine that much... yes, maybe.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Haigen on February 08, 2013, 11:36:27 pm
Cant get soundsense to work and I added that 30min worth of music and did everything it said but still no sound
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Meph on February 08, 2013, 11:41:56 pm
Did you turn sound on in the options, and downloaded the 200mb soundpack needed for soundsense ?
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: shovelmonkey on February 09, 2013, 12:11:51 am
I've been noticing something strange with brewing, or maybe I'm just doing it wrong. I use the vanilla brew drink reaction which brews just fine, however, vanilla beverages do not list in my kitchen inventory screen. ie, Strawberry Wine, Dwarven Ale, Prickleberry Wine will not list. Your new beverages do show up in the kitchen inventory, ie Nectarine Brandy, Persimmon Wine, White Wine, etc...

The vanilla beverages are being brewed, I can find them in their barrels, they just do not list in the kitchen inventory screen.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: zach123b on February 09, 2013, 12:21:07 am
i believe meph made it so you have to use large pots to brew in the still and barrels for the brewery
you can't mod a reaction to put 25drinks in a single barrel but i guess you can with large pots
but go for the brewery for it uses 2 barrels but gives you 6 drinks per plant, 30 drinks per stack (ie: 15 drinks in two barrels from one reaction of 5 plants)

or have a stockpile of only one type of plant to give to the still :p
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: shovelmonkey on February 09, 2013, 12:29:24 am
The issue isn't with them being brewed or stored, they do both just fine. Vanilla beverages just won't show up in the kitchen inventory, ie the screen where you can toggle brew / cook (in case I'm calling it the wrong thing).

I just did a test embark where I only brought plump helmets, brewed them into dwarven wine, they brewed and stored just fine. But they simply don't show up in the inventory screen. If I "k" over the barrels I can find the dwarven wine barrel, with 25 units in it, but no luck on the inventory screen. A I mentioned before this is only with vanilla beverags, none of them seem to appear in the inventory. All of the new beverages appear just fine.

EDIT -- This situation is the same whether using the still or the brewery.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: MAurelius on February 09, 2013, 12:34:38 am
Sorry Meph, I know my last post was long, but I also asked about your Isoworld shots that had icons for your fort and the mountainhomes, but mine only shows human towns. I was wondering if you edited that or if you just have a different version of Isoworld?
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: smakemupagus on February 09, 2013, 12:45:55 am
The issue isn't with them being brewed or stored, they do both just fine. Vanilla beverages just won't show up in the kitchen inventory, ie the screen where you can toggle brew / cook (in case I'm calling it the wrong thing).

You can't use normal Dwarven Wine as a cooking ingredient, so it doesn't appear there.  Whereas you can cook with (for example) Orcish Tuber Vodka. 
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: shovelmonkey on February 09, 2013, 12:48:40 am
The issue isn't with them being brewed or stored, they do both just fine. Vanilla beverages just won't show up in the kitchen inventory, ie the screen where you can toggle brew / cook (in case I'm calling it the wrong thing).

You can't use normal Dwarven Wine as a cooking ingredient, so it doesn't appear there.  Whereas you can cook with (for example) Orcish Tuber Vodka.

That makes sense, I guess. So then I'm assuming you can't cook anymore with any of the vanilla beverages?
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: smakemupagus on February 09, 2013, 01:00:50 am
I assume so since you didn't see them all? but I only checked plump helmets :D
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Meph on February 09, 2013, 01:06:00 am
Boozecooking has been removed before I even released the mod for download ^^ It is a feature.

@MAurelius: sry, forgot about that one: Its simple Paint. I opened LegendsViewer and checked where the mountainhomes are, and where the fortress is, and simply copied the fortress icon into it. I wish isoworld would show more...
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Torgan on February 09, 2013, 05:23:32 am
I have a library question. I have found several books from fossils/chests I have mined out, I've built one of each type of library but all options are red. I have a tome of cooking and farming, and three masterpiece named books (War & Peace, Trebuchet I and The Last Stand).

They are stockpiled in a bin now but even before they were stockpiled they were sitting in the workshop as I hadn't built a finished good stockpile at that point and they still weren't available to use. So I don't think it's an issue with them being tasked to be moved. They are all listed under tools in the stockpile screen so that looks correct.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Urist McLaptop on February 09, 2013, 06:54:09 am
I tried to download it to my windows laptop but it is a .rar file I cant open ....wadda I do?
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Meph on February 09, 2013, 07:30:53 am
You still next textbooks to study. :)

@mclaptop: download winrar or 7zip and unpack them. rar is similar to zip, just with better compression.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Torgan on February 09, 2013, 08:40:44 am
Cheers for the library help, I did have a look at the manual but it doesn't mention them. Also massive thumbs up for doing the new manual, I did use the old one but this one is even better and I <3 the Warcraft icons used for everything.

Found a tiny wee bug that baby drakes in Phoebus tileset are just a black square.

Warlocks still make me cry. My legion dwarf milita commander, (legendary shield from a relic platinum essence, and legendary armour and axe from two years training), just got killed by a couple of warlock thieves, there wasn't even a combat report to explain what happened but I assume he got hit from behind if he didn't block. Lost another legion dwarf to paralysis suffocation from a Myconid in cavern 2 last season. Not complaining, just moaning. I need to be more careful!
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: BigD145 on February 09, 2013, 11:54:57 am
I tried to download it to my windows laptop but it is a .rar file I cant open ....wadda I do?
For the future you should know that every file type ever is explained somewhere online. Most are on wikipedia. Look things up for yourself before you ask.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: shovelmonkey on February 09, 2013, 12:33:23 pm
Boozecooking has been removed before I even released the mod for download ^^ It is a feature.

@MAurelius: sry, forgot about that one: Its simple Paint. I opened LegendsViewer and checked where the mountainhomes are, and where the fortress is, and simply copied the fortress icon into it. I wish isoworld would show more...

Been over a year since I played so I guess I didn't know about that one, or I was imagining things! Thanks for the quick answer and great mod, I'm enjoying it immensely!
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Panopticon on February 09, 2013, 02:42:17 pm
Had my first encounter with Metalwraiths, they killed my entire starting seven without breaking a sweat, are multiple wraiths supposed to spawn at once? I got three and that was way too many.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Torgan on February 09, 2013, 06:08:58 pm
I've nearly always had two at once, they were quite tough initially. Even though I embarked with a legion dwarf with copper battle axe and buckler nearly all the blows glanced off the wraith, but with 15 pages of combat it was useful for skilling up.

I've built the Brewery but sometimes it just makes barrels/pots of 'Drinks' which don't seem to respect the food stockpile options and just get dumped in all food stockpiles. Just noticed as there was a drinking session around my seed stockpile and another around my dye stockpile. Also I guess that the dwarf won't get a happy thought from having their favourite drink even though it would have been made with correct ingredients. I don't think it's doing it every time as I just tried with several different plants and they all made the correct drink type.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: smakemupagus on February 10, 2013, 12:34:39 am
There are a bit of funny things about Shadowleaf; it has both above and below ground biomes and it looks like I can plant it in either place, and its seed is a "spawn", but it also has an extracted glob whose name in stockpiles is "shadowleaf seed".
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Urist McLaptop on February 10, 2013, 08:12:51 am
Question -I noticed some similarities between genesis reborn and this.does this have the same stuff as well as your own?because I recall somewhere thecreator of genesis giving u permission to butcheer his mod
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Meph on February 10, 2013, 08:27:44 am
@Panopticon: Usually its 2 wraiths, but can be 1 or 3 or 4 as well. I dont get that much feedback about them, I guess because most people simply turn it off.

@Torgan: The generic drinks shouldnt happen anymore... do you know which plants produce it?

@Smake: Thanks, should be only underground.

@McLaptop: The only thing I got from Genesis Reborn is the Shadowleaf/Bitteroot, for testing the coating system. But deon allowed me to use Genesis from the very start of this mod. Its the reason I started modding :)
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Gotdamnmiracle on February 10, 2013, 08:30:07 am
@Panopticon: Usually its 2 wraiths, but can be 1 or 3 or 4 as well. I dont get that much feedback about them, I guess because most people simply turn it off.

How does one turn it off (manual doesn't work on OSX.)?
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Meph on February 10, 2013, 09:40:41 am
Harder mining. But what do you mean it doesnt work? Its an htm file, its impossible that it doesnt work on mac.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Nice Save on February 10, 2013, 10:02:46 am
When you strike a metalwraith rock, sometimes bodyparts elsewhere in the fortress turn into metalwraiths too. The same thing happens with Treants and Spitting Orchids. On my current reclaim I have around 120 treants and spitting orchids, most of them in places where they are of limited use. Is there any way to move them somewhere else or failing that get rid of them?
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Gotdamnmiracle on February 10, 2013, 10:04:09 am
Harder mining. But what do you mean it doesnt work? Its an htm file, its impossible that it doesnt work on mac.

Maybe I just can't find it. It's labeled Manual.html, right? I can't open it. Sorry. Computeriliterate I guess.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Meph on February 10, 2013, 10:32:55 am
@Nice Save: Yeah, thats a problem that shouldnt happen. I think the extravision allows them to see through walls an transform all bodyparts in the vicinity, not just the ones in line of sight. I have to find a way to fix that ^^

@Gotdamnmiracle: Use your browser, every internetbrowser can open it.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Firehawk45 on February 10, 2013, 10:41:34 am
Again, and i will keep hammering this into peoples heads: If you have harder mining on, one military dwarf with iron armour and at least iron weapon got to be in your starting party. The risk of hitting rock/metalwraiths is otherwise too high and deadly. And now, lets get back to testing.... I have another fort now, testing some concepts and crazy shit, lets see what i can break in the mod ;)
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Gotdamnmiracle on February 10, 2013, 11:00:04 am
@Nice Save: Yeah, thats a problem that shouldnt happen. I think the extravision allows them to see through walls an transform all bodyparts in the vicinity, not just the ones in line of sight. I have to find a way to fix that ^^

@Gotdamnmiracle: Use your browser, every internetbrowser can open it.

Safari just opens a blank page.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Meph on February 10, 2013, 11:09:37 am
Try MasterworkDwarfFortress\repository\index.htm or home.htm... maybe those work for you, when opened directly. Otherwise each page is in this folder... the titles are quite selfexplanatory.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Gotdamnmiracle on February 10, 2013, 11:15:56 am
Try MasterworkDwarfFortress\repository\index.htm or home.htm... maybe those work for you, when opened directly. Otherwise each page is in this folder... the titles are quite selfexplanatory.

Where are those located?
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Meph on February 10, 2013, 11:27:47 am
I hope you are joking, because I just posted where they are.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Gotdamnmiracle on February 10, 2013, 11:30:14 am
I hope you are joking, because I just posted where they are.

I am embarrassed. I'm in the actual Masterwork DF file. I don't see Repository or home.htm...
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Michaelsoftman on February 10, 2013, 12:09:48 pm
I hope you are joking, because I just posted where they are.

I am embarrassed. I'm in the actual Masterwork DF file. I don't see Repository or home.htm...
(http://i215.photobucket.com/albums/cc203/michaelsoftman2/dfhelp.png)
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Meph on February 10, 2013, 12:10:43 pm
mh... Kudakeru packed the mac version. I dont know if anything happened with the manual, since I cant check it on my windows machine... Could somebody with a mac please check the manual? 

I mean you should have a subfolder called repository, in it is all the manual info... just search for it like for any other file. Like I said, I cant test it myself, since I dont own a Mac.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Gotdamnmiracle on February 10, 2013, 12:24:37 pm
The above pic is not how a mac works. I can't seem to locate any of those files. Kind of a pickle. Sorry for the inconvenience.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Parhelion on February 10, 2013, 12:45:07 pm
Don't Macs have a search function?

I would assume they would, being so classy and all.  :D

Do a search for 'Manual.html' and let it run, then go through and find out what folder it's sitting in.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Gotdamnmiracle on February 10, 2013, 12:52:27 pm
Don't Macs have a search function?

I would assume they would, being so classy and all.  :D

Do a search for 'Manual.html' and let it run, then go through and find out what folder it's sitting in.

Yes and I can find the manual. It just doesn't open into a real page. It is blank when opened with safari. We were trying to find the other ones he suggested. I searched them. No dice. They don't exist as far as my mac is concerned.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: arclance on February 10, 2013, 01:08:12 pm
mh... Kudakeru packed the mac version. I dont know if anything happened with the manual, since I cant check it on my windows machine... Could somebody with a mac please check the manual? 

I mean you should have a subfolder called repository, in it is all the manual info... just search for it like for any other file. Like I said, I cant test it myself, since I dont own a Mac.
The paths in "Manual.html" are still broken on Linux in the Windows version ("masterworkdwarffortress/" should be "MasterworkDwarfFortress/").
That change won't affect use on Windows so I don't know why it has not been made yet.

If macs use case sensitive file systems and Kudakeru just copied the manual from the Windows version that could be the problem.
I would think safari would give a error message if that was the case but I don't know for sure.

EDIT:
I downloaded the Mac version and Kudakeru just packed the "Dwarf Fortress" folder and nothing else.
This means that the manual and settings changer are not included.
He put the "Manual.html" file in there but it won't work like that because it is just a launcher, the rest of the manual is in the "MasterworkDwarfFortress" folder.
I could repack Kudakerus version to fix that if you want.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Broken on February 10, 2013, 01:20:20 pm
The philosopher garden can be used by children or not?
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: arclance on February 10, 2013, 01:59:36 pm
I downloaded the Mac version and Kudakeru just packed the "Dwarf Fortress" folder and nothing else.
This means that the manual and settings changer are not included.
He put the "Manual.html" file in there but it won't work like that because it is just a launcher, the rest of the manual is in the "MasterworkDwarfFortress" folder.
I could repack Kudakerus version to fix that if you want.
I went ahead and repacked Kadakerus Mac version to include the manual and "Settings.exe". (http://www.mediafire.com/file/a963m0utpkug1ot/MasterworkDF-2f_mac_fixed.rar)
I think this will work but I don't have a mac so someone should test it to be sure.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Meph on February 10, 2013, 02:09:19 pm
Children cant run reaction, because the have no labors assigned. You can cheat by using therapist if you want.

@arclance: Thanks. A lot.

@Gotdamnmiracle: Seems you are the first person to report that the mac download is missing essential parts. Thank you... I am just wondering how 200 people can  download it and no one tells me that the manual and settings are missing ^^
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: John Dwarf Bane Adam on February 10, 2013, 02:14:39 pm
I want to change it so it looks like the example you have for Pheobus, where there is no grass at all, only the trees and the herbs and plants you can farm.

Edit. Nvm I found it.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: arclance on February 10, 2013, 02:16:26 pm
@Gotdamnmiracle: Seems you are the first person to report that the mac download is missing essential parts. Thank you... I am just wondering how 200 people can  download it and no one tells me that the manual and settings are missing ^^
I wondered that as well.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Gotdamnmiracle on February 10, 2013, 02:32:36 pm
@Gotdamnmiracle: Seems you are the first person to report that the mac download is missing essential parts. Thank you... I am just wondering how 200 people can  download it and no one tells me that the manual and settings are missing ^^
I wondered that as well.

Lol. Guess I am just whiney. I look forward to playing explorer to this version, even if I am doing it alone. Will report further bugs and such.

Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Firehawk45 on February 10, 2013, 04:11:25 pm
Well, Meph, prepare for 200 Macusers asking questions already answered in the manual :D Have fun
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Gotdamnmiracle on February 10, 2013, 04:23:33 pm
Yeah. That fix... won't run. I don't have the option to extract or anything. Doesn't work for me. What do I open it with?
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: smakemupagus on February 10, 2013, 04:31:51 pm
Unarchiver (i.e. "unar") is what comes to mind for me on OSX.
Otherwise -- I dunno, it's your computer :) 
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: arclance on February 10, 2013, 04:34:26 pm
Yeah. That fix... won't run. I don't have the option to extract or anything. Doesn't work for me. What do I open it with?
I packed it in a .rar file to keep the size under 50 MiB so Meph can put it on DFFD if there are no problems with it.
A quick google search turned up this (http://www.unrarx.com/) which should be able to extract .rar archives on a mac.

I can switch it to .tar.gz or .tar.bz2 which have good compression and should open without extra software if wikipedia is correct. (https://en.wikipedia.org/wiki/Archive_Utility)
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: arclance on February 10, 2013, 04:46:01 pm
I can switch it to .tar.gz or .tar.bz2 which have good compression and should open without extra software if wikipedia is correct. (https://en.wikipedia.org/wiki/Archive_Utility)
Here is one packed with tar.bz2. (http://www.mediafire.com/file/y6y20botv5beb7c/MasterworkDF-2f_mac_fixed.tar.bz2)
Hopefully that works so we don't get "How do I open this?" questions for the mac version.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Gotdamnmiracle on February 10, 2013, 04:55:11 pm
Here goes nothin'.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: BigD145 on February 10, 2013, 04:59:25 pm
7zip has some unofficial Mac versions.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Gotdamnmiracle on February 10, 2013, 05:05:26 pm
Manual is up and running. Let me check hack and others.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: arclance on February 10, 2013, 05:08:31 pm
7zip has some unofficial Mac versions.
tar.bz2 has compression close to .7z and .rar and does not need anything extra installed to open it on a Mac so I would go with that.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: BioDisaster on February 10, 2013, 05:48:42 pm
Is there some way that I could make it so the materials aren't so generic :/?I was hoping I wasn't the only one that cared,but it seems I am,and there is no way I can see to fix generic materials,and I kinda want to know if its barn owl leather or giant olm leather!I'm not asking you to add in an option to the settings .exe just because one person is a bit pestered by this,but I am asking if you could tell me how exactly to get rid of the darn thing.
Edit:If someone has asked this already,I apologize,but I'm not going through six hundred pages of posts just to check.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: smakemupagus on February 10, 2013, 05:57:29 pm
Generic materials are pretty much intertwined throughout the entire working of the mod.  You'd almost have an easier time starting with a fresh vanilla DF and modding *in* all the MDF features that you like.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Parhelion on February 10, 2013, 06:19:00 pm
I am trying to run the copy of Dwarf Therapist that is bundled with Masterwork.  (Thus, why I didn't run to the DF Therapist thread instead first.)

When I attempt to run it, Windows says the program has stopped working.  I checked the log for clues and couldn't find any.  I have run this program on this PC many, many times before without issue, with previous versions of Masterwork.  I also managed to run a copy downloaded yesterday evening on another computer.

The only thing I can come up with that I've done differently is I ran the Lrg. Address Aware program on the DF .exe. 

I'm wondering if anyone else is having these issues, and if it IS the Lrg. Address Aware causing the problem, a little direction towards which team would rather have that report (Therapist or Masterwork).
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Torgan on February 10, 2013, 06:21:49 pm
@Torgan: The generic drinks shouldnt happen anymore... do you know which plants produce it?
I don't think it's any of the underground plants as far as I can tell, I usually buy out all the food from caravans so I suspect it's one of the aboveground plants but I've been sieged every season since I noticed it so haven't had any trade.

Couple of other food issues I think I've found

I'm also able to cook with Shadowleaf leaves once they are bagged like quarry leaves, according to the wiki they are meant to be inedible.

I picked some Nether Vines and there's no reaction in the still or brewery to turn them in to booze, however just using the normal Brew Drink task at the still does use them to make booze.

Nightwing sieges have been bring their dreaded War Camels but I think they got the hump when they were sliced apart, took seven war dragons last season. The Champion of MirroredFord, Nalthish Chainfurnaces the Wrathful Flukes of Shielding (fitting name?), charged out of the darkness at them in the entrance tunnels, blocking and dodging the fiery breaths. His superior welded mithril battle axe took down five while his squad mate Vucar NettedGifted the Mechanical Holiness of Distances claimed two. I have now got loads of dragon scales so awesome cloaks for everyone \o/ Or possibly they came from treasure finding, I didn't really notice.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Torgan on February 10, 2013, 06:23:52 pm
@Torgan: The generic drinks shouldnt happen anymore... do you know which plants produce it?
I don't think it's any of the underground plants as far as I can tell, I usually buy out all the food from caravans so I suspect it's one of the aboveground plants as I don't farm them. I've been sieged every season since I noticed it so haven't had any trade. But I will let you know if I can work it out.

Couple of other food issues I think I've found

I'm also able to cook with Shadowleaf leaves once they are bagged like quarry leaves, according to the wiki they are meant to be inedible.

I picked some Nether Vines and there's no reaction in the still or brewery to turn them in to booze, however just using the normal Brew Drink task at the still does use them to make booze.

Nightwing sieges have been bring their dreaded War Camels but I think they got the hump when they were sliced apart, took seven war dragons last season. The Champion of MirroredFord, Nalthish Chainfurnaces the Wrathful Flukes of Shielding (fitting name?), charged out of the darkness at them in the entrance tunnels, blocking and dodging the fiery breaths. His superior welded mithril battle axe took down five while his squad mate Vucar NettedGifted the Mechanical Holiness of Distances claimed two. I have now got loads of dragon scales so awesome cloaks for everyone \o/ Or possibly they came from treasure finding, I didn't really notice.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: arclance on February 10, 2013, 06:24:11 pm
I accidentally removed a file from the last Mac download I posted that is needed to use "Settings.exe" when I removed the windows utilities.
You can get a fixed download here. (http://www.mediafire.com/file/lvvc5ocl2ks6dx6/MasterworkDF-2f_mac_fixed2.tar.bz2)
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Gotdamnmiracle on February 10, 2013, 06:25:54 pm
I accidentally removed a file the last Mac download I posted that is need to use "Settings.exe" when I removed the widows utilities.
You can a fixed download here. (http://www.mediafire.com/file/lvvc5ocl2ks6dx6/MasterworkDF-2f_mac_fixed2.tar.bz2)

I see that. I am also having trouble running DFhack.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: smakemupagus on February 10, 2013, 06:30:07 pm
I'm wondering if anyone else is having these issues, and if it IS the Lrg. Address Aware causing the problem, a little direction towards which team would rather have that report (Therapist or Masterwork).

You do actually have ~4 or more Gb of RAM, right?  If it really is LAA causing the problem, then, neither Therapist devs nor Meph have anything to do with it. 

ed. For what it's worth I use LAA and the most recent Therapist without trouble, once in a blue moon I get a Dwarf fortress crash usually during large/long world gens, but never a Therapist crash.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: arclance on February 10, 2013, 06:34:49 pm
I accidentally removed a file the last Mac download I posted that is need to use "Settings.exe" when I removed the widows utilities.
You can a fixed download here. (http://www.mediafire.com/file/lvvc5ocl2ks6dx6/MasterworkDF-2f_mac_fixed2.tar.bz2)

I see that. I am also having trouble running DFhack.
I don't know why dfhack would not work, I changed nothing to do with that part.
You should be starting it with the "dfhack" script in the "Dwarf Fortress" directory, is that what you are doing?
If you are do you have anything in your "stderr.log", "stdout.log", or "errorlog.txt" files?

What version of OS X are you using?
It matters from what I have seen in the dfhack thread.
First: what version of OS X are you running? Some changes need to be made to the dfhack script before it is possible to run it on versions prior to 10.7 (and even then I don't guarantee that they'll work).

Second: If you're running 10.7 or newer, please open up the Terminal, type "cd " (that's a space after cd), then drag the folder containing the dfhack script into the Terminal window and press Enter. Then type "./dfhack" and press Enter. What, exactly, does it say?
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Gotdamnmiracle on February 10, 2013, 06:36:26 pm
I accidentally removed a file the last Mac download I posted that is need to use "Settings.exe" when I removed the widows utilities.
You can a fixed download here. (http://www.mediafire.com/file/lvvc5ocl2ks6dx6/MasterworkDF-2f_mac_fixed2.tar.bz2)

I see that. I am also having trouble running DFhack.
I don't know why dfhack would not work, I changed nothing to do with that part.
You should be starting it with the "dfhack" script in the "Dwarf Fortress" directory, is that what you are doing?
If you are do you have anything in your "stderr.log", "stdout.log", or "errorlog.txt" files?

What version of OSX are you using?
It matters from what I have seen in the dfhack thread.
First: what version of OS X are you running? Some changes need to be made to the dfhack script before it is possible to run it on versions prior to 10.7 (and even then I don't guarantee that they'll work).

Second: If you're running 10.7 or newer, please open up the Terminal, type "cd " (that's a space after cd), then drag the folder containing the dfhack script into the Terminal window and press Enter. Then type "./dfhack" and press Enter. What, exactly, does it say?

Newest. Woah. Didn't know about all that. Will comply.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Parhelion on February 10, 2013, 06:45:24 pm
I'm wondering if anyone else is having these issues, and if it IS the Lrg. Address Aware causing the problem, a little direction towards which team would rather have that report (Therapist or Masterwork).

You do actually have ~4 or more Gb of RAM, right?  If it really is LAA causing the problem, then, neither Therapist devs nor Meph have anything to do with it. 

ed. For what it's worth I use LAA and the most recent Therapist without trouble, once in a blue moon I get a Dwarf fortress crash usually during large/long world gens, but never a Therapist crash.

Yep -- I have way more than what is necessary.

I noticed the error occurs even after a computer restart and when the program is started regardless of whether DF is actually running.  (It gives the stopped responding error instead of the 'DF is not connected' error.)

On a hunch, I grabbed an older copy that was bundled with a previous release of Masterwork, and that one worked just fine.

So whatever the issue is, it occurs between the last release and the new one.

Copy of log, in case I missed something --

Code: [Select]
2013-Feb-10 17:36:12.741 INFO core Dwarf Therapist "0.6.12" starting normally. [src\dwarftherapist.cpp:123] (setup_logging)
2013-Feb-10 17:36:12.899 INFO core Loaded 8 views from disk [src\viewmanager.cpp:139] (reload_views)
2013-Feb-10 17:36:12.901 DEBUG core group_by now set to 0 [src\models\dwarfmodel.cpp:766] (set_group_by)
2013-Feb-10 17:36:12.905 DEBUG core group_by now set to 0 [src\models\dwarfmodel.cpp:766] (set_group_by)
2013-Feb-10 17:36:12.905 DEBUG core "redrew views in 6ms" [src\viewmanager.cpp:259] (draw_views)
2013-Feb-10 17:36:12.914 DEBUG core setting up connections for MainWindow [src\mainwindow.cpp:141] (MainWindow)
2013-Feb-10 17:36:12.917 DEBUG core group_by now set to 1 [src\models\dwarfmodel.cpp:766] (set_group_by)
2013-Feb-10 17:36:12.917 DEBUG core group_by now set to 1 [src\models\dwarfmodel.cpp:766] (set_group_by)
2013-Feb-10 17:36:12.917 DEBUG core beginning to read settings [src\dwarftherapist.cpp:145] (read_settings)
2013-Feb-10 17:36:12.953 DEBUG core finished reading settings [src\dwarftherapist.cpp:201] (read_settings)
2013-Feb-10 17:36:12.996 DEBUG core attempting connection to running DF game [src\mainwindow.cpp:263] (connect_to_df)
2013-Feb-10 17:36:13.000 DEBUG core adding valid layout "v0.34.11 (graphics)" "0x4fcc9488" [src\dfinstance.cpp:111] (DFInstance)
2013-Feb-10 17:36:13.001 DEBUG core adding valid layout "v0.34.10 (graphics)" "0x4fba073a" [src\dfinstance.cpp:111] (DFInstance)
2013-Feb-10 17:36:13.002 DEBUG core adding valid layout "v0.34.09 (graphics)" "0x4fb4c506" [src\dfinstance.cpp:111] (DFInstance)
2013-Feb-10 17:36:13.003 DEBUG core adding valid layout "v0.34.08 (graphics)" "0x4fb0ccba" [src\dfinstance.cpp:111] (DFInstance)
2013-Feb-10 17:36:13.003 DEBUG core adding valid layout "v0.34.07 (legacy)" "0x4f7592fe" [src\dfinstance.cpp:111] (DFInstance)
2013-Feb-10 17:36:13.004 DEBUG core adding valid layout "v0.34.07 (graphics)" "0x4f7592fe" [src\dfinstance.cpp:111] (DFInstance)
2013-Feb-10 17:36:13.005 DEBUG core adding valid layout "v0.34.06 (legacy)" "0x4f6c279c" [src\dfinstance.cpp:111] (DFInstance)
2013-Feb-10 17:36:13.005 DEBUG core adding valid layout "v0.34.06 (graphics)" "0x4f6c34ca" [src\dfinstance.cpp:111] (DFInstance)
2013-Feb-10 17:36:13.006 DEBUG core adding valid layout "v0.34.05 (legacy)" "0x4f55e19c" [src\dfinstance.cpp:111] (DFInstance)
2013-Feb-10 17:36:13.007 DEBUG core adding valid layout "v0.34.05 (graphics)" "0x4f55f23e" [src\dfinstance.cpp:111] (DFInstance)
2013-Feb-10 17:36:13.007 DEBUG core adding valid layout "v0.34.04 (legacy)" "0x4f4d8635" [src\dfinstance.cpp:111] (DFInstance)
2013-Feb-10 17:36:13.008 DEBUG core adding valid layout "v0.34.04 (graphics)" "0x4f4d9726" [src\dfinstance.cpp:111] (DFInstance)
2013-Feb-10 17:36:13.008 DEBUG core adding valid layout "v0.34.03 (legacy)" "0x4f4cd85b" [src\dfinstance.cpp:111] (DFInstance)
2013-Feb-10 17:36:13.009 DEBUG core adding valid layout "v0.34.03 (legacy)" "0x4f4cd85b" [src\dfinstance.cpp:111] (DFInstance)
2013-Feb-10 17:36:13.009 DEBUG core adding valid layout "v0.34.02 (legacy)" "0x4f3f76bf" [src\dfinstance.cpp:111] (DFInstance)
2013-Feb-10 17:36:13.010 DEBUG core adding valid layout "v0.34.02 (graphics)" "0x4f3f88bc" [src\dfinstance.cpp:111] (DFInstance)
2013-Feb-10 17:36:13.010 DEBUG core adding valid layout "v0.34.01 (legacy)" "0x4f390718" [src\dfinstance.cpp:111] (DFInstance)
2013-Feb-10 17:36:13.011 DEBUG core adding valid layout "v0.34.01 (graphics)" "0x4f391a33" [src\dfinstance.cpp:111] (DFInstance)
2013-Feb-10 17:36:13.011 DEBUG core adding valid layout "v0.31.25 (legacy)" "0x4d9068da" [src\dfinstance.cpp:111] (DFInstance)
2013-Feb-10 17:36:13.012 DEBUG core adding valid layout "v0.31.25 (graphics)" "0x4d90764f" [src\dfinstance.cpp:111] (DFInstance)
2013-Feb-10 17:36:13.012 DEBUG core adding valid layout "v0.31.24 (legacy)" "0x4d8f2994" [src\dfinstance.cpp:111] (DFInstance)
2013-Feb-10 17:36:13.013 DEBUG core adding valid layout "v0.31.24 (graphics)" "0x4d8f39f9" [src\dfinstance.cpp:111] (DFInstance)
2013-Feb-10 17:36:13.013 DEBUG core adding valid layout "v0.31.23 (legacy)" "0x4d8dd5a2" [src\dfinstance.cpp:111] (DFInstance)
2013-Feb-10 17:36:13.014 DEBUG core adding valid layout "v0.31.23 (graphics)" "0x4d8de854" [src\dfinstance.cpp:111] (DFInstance)
2013-Feb-10 17:36:13.014 DEBUG core adding valid layout "v0.31.22 (legacy)" "0x4d8b1dce" [src\dfinstance.cpp:111] (DFInstance)
2013-Feb-10 17:36:13.015 DEBUG core adding valid layout "v0.31.22 (graphics)" "0x4d8b30fc" [src\dfinstance.cpp:111] (DFInstance)
2013-Feb-10 17:36:13.015 DEBUG core adding valid layout "v0.31.21 (legacy)" "0x4d743206" [src\dfinstance.cpp:111] (DFInstance)
2013-Feb-10 17:36:13.016 DEBUG core adding valid layout "v0.31.21 (graphics)" "0x4d743da7" [src\dfinstance.cpp:111] (DFInstance)
2013-Feb-10 17:36:13.017 DEBUG core adding valid layout "v0.31.20 (legacy)" "0x4d72f10d" [src\dfinstance.cpp:111] (DFInstance)
2013-Feb-10 17:36:13.017 DEBUG core adding valid layout "v0.31.20 (graphics)" "0x4d734fb5" [src\dfinstance.cpp:111] (DFInstance)
2013-Feb-10 17:36:13.018 DEBUG core adding valid layout "v0.31.19 (legacy)" "0x4d5b9f3c" [src\dfinstance.cpp:111] (DFInstance)
2013-Feb-10 17:36:13.018 DEBUG core adding valid layout "v0.31.19 (graphics)" "0x4d5bc345" [src\dfinstance.cpp:111] (DFInstance)
2013-Feb-10 17:36:13.019 DEBUG core adding valid layout "v0.31.18 (legacy)" "0x4ce278c2" [src\dfinstance.cpp:111] (DFInstance)
2013-Feb-10 17:36:13.019 DEBUG core adding valid layout "v0.31.18 (graphics)" "0x4ce2841d" [src\dfinstance.cpp:111] (DFInstance)
2013-Feb-10 17:36:13.020 DEBUG core adding valid layout "v0.31.17 (legacy)" "0x4cdc0c76" [src\dfinstance.cpp:111] (DFInstance)
2013-Feb-10 17:36:13.020 DEBUG core adding valid layout "v0.31.17 (graphics)" "0x4cdc27a0" [src\dfinstance.cpp:111] (DFInstance)
2013-Feb-10 17:36:13.021 DEBUG core adding valid layout "v0.31.16 (legacy)" "0x4ca9c859" [src\dfinstance.cpp:111] (DFInstance)
2013-Feb-10 17:36:13.021 DEBUG core adding valid layout "v0.31.16 (graphics)" "0x4ca9d544" [src\dfinstance.cpp:111] (DFInstance)
2013-Feb-10 17:36:13.022 DEBUG core adding valid layout "v0.31.15 (legacy)" "0x4ca859cd" [src\dfinstance.cpp:111] (DFInstance)
2013-Feb-10 17:36:13.022 DEBUG core adding valid layout "v0.31.15 (graphics)" "0x4ca869ea" [src\dfinstance.cpp:111] (DFInstance)
2013-Feb-10 17:36:13.022 DEBUG core adding valid layout "v0.31.14 (legacy)" "0x4c9b4c27" [src\dfinstance.cpp:111] (DFInstance)
2013-Feb-10 17:36:13.023 DEBUG core adding valid layout "v0.31.14 (graphics)" "0x4c9b6efb" [src\dfinstance.cpp:111] (DFInstance)
2013-Feb-10 17:36:13.023 DEBUG core adding valid layout "v0.31.13 (legacy)" "0x4c908b66" [src\dfinstance.cpp:111] (DFInstance)
2013-Feb-10 17:36:13.024 DEBUG core adding valid layout "v0.31.13 (graphics)" "0x4c90ada8" [src\dfinstance.cpp:111] (DFInstance)
2013-Feb-10 17:36:13.024 DEBUG core adding valid layout "v0.31.12 (legacy)" "0x4c4c1527" [src\dfinstance.cpp:111] (DFInstance)
2013-Feb-10 17:36:13.025 DEBUG core adding valid layout "v0.31.12 (graphics)" "0x4c4c32e7" [src\dfinstance.cpp:111] (DFInstance)
2013-Feb-10 17:36:13.025 DEBUG core adding valid layout "v0.31.11 (legacy)" "0x4c495d9f" [src\dfinstance.cpp:111] (DFInstance)
2013-Feb-10 17:36:13.025 DEBUG core adding valid layout "v0.31.11 (graphics)" "0x4c496d93" [src\dfinstance.cpp:111] (DFInstance)
2013-Feb-10 17:36:13.026 DEBUG core adding valid layout "v0.31.10 (legacy)" "0x4c397516" [src\dfinstance.cpp:111] (DFInstance)
2013-Feb-10 17:36:13.026 DEBUG core adding valid layout "v0.31.10 (graphics)" "0x4c398089" [src\dfinstance.cpp:111] (DFInstance)
2013-Feb-10 17:36:13.027 DEBUG core adding valid layout "v0.31.08 (legacy)" "0x4c1d60a0" [src\dfinstance.cpp:111] (DFInstance)
2013-Feb-10 17:36:13.027 DEBUG core adding valid layout "v0.31.08 (graphics)" "0x4c1d69fe" [src\dfinstance.cpp:111] (DFInstance)
2013-Feb-10 17:36:13.028 DEBUG core adding valid layout "v0.31.06 (legacy)" "0x4c0f6a01" [src\dfinstance.cpp:111] (DFInstance)
2013-Feb-10 17:36:13.028 DEBUG core adding valid layout "v0.31.06 (graphics)" "0x4c0f83d5" [src\dfinstance.cpp:111] (DFInstance)
2013-Feb-10 17:36:13.028 DEBUG core adding valid layout "v0.31.05 (legacy)" "0x4c090730" [src\dfinstance.cpp:111] (DFInstance)
2013-Feb-10 17:36:13.029 DEBUG core adding valid layout "v0.31.05 (graphics)" "0x4c091569" [src\dfinstance.cpp:111] (DFInstance)
2013-Feb-10 17:36:13.029 DEBUG core adding valid layout "v0.31.04 (legacy)" "0x4befdde5" [src\dfinstance.cpp:111] (DFInstance)
2013-Feb-10 17:36:13.030 DEBUG core adding valid layout "v0.31.04 (graphics)" "0x4bf014fa" [src\dfinstance.cpp:111] (DFInstance)
2013-Feb-10 17:36:13.030 DEBUG core adding valid layout "v0.31.03" "0x4bc3c470" [src\dfinstance.cpp:111] (DFInstance)
2013-Feb-10 17:36:13.030 DEBUG core adding valid layout "v0.31.02" "0x4bbdf378" [src\dfinstance.cpp:111] (DFInstance)
2013-Feb-10 17:36:13.031 DEBUG core adding valid layout "v0.31.01" "0x4bb45f99" [src\dfinstance.cpp:111] (DFInstance)
2013-Feb-10 17:36:13.031 DEBUG core attempting to find running copy of DF by window handle [src\dfinstancewindows.cpp:191] (find_running_copy)
2013-Feb-10 17:36:13.031 DEBUG core found copy with HWND:  0x3033a [src\dfinstancewindows.cpp:207] (find_running_copy)
2013-Feb-10 17:36:13.031 DEBUG core PID of process is:  2052 [src\dfinstancewindows.cpp:214] (find_running_copy)
2013-Feb-10 17:36:13.031 DEBUG core PROC HANDLE: 0x560 [src\dfinstancewindows.cpp:222] (find_running_copy)
2013-Feb-10 17:36:13.031 DEBUG core PEB is at:  0xfffde000 [src\dfinstancewindows.cpp:228] (find_running_copy)
2013-Feb-10 17:36:13.031 DEBUG core read 12 bytes BASE ADDR is at:  0xdc0000 [src\dfinstancewindows.cpp:241] (find_running_copy)
2013-Feb-10 17:36:13.031 DEBUG core Target EXE was compiled at  "2012-06-04T05:57:12" [src\dfinstancewindows.cpp:70] (calculate_checksum)
2013-Feb-10 17:36:13.031 DEBUG core DF's checksum is: "0x4fcc9488" [src\dfinstance.cpp:1254] (get_memory_layout)
2013-Feb-10 17:36:13.031 INFO core Detected Dwarf Fortress version "v0.34.11 (graphics)" using MemoryLayout from "C:/Users/Sarah/Desktop/MasterworkDF 2f/MasterworkDwarfFortress/Utilities/DwarfTherapist/etc/memory_layouts/windows/v0.34.11_graphics.ini" [src\dfinstance.cpp:1266] (get_memory_layout)
2013-Feb-10 17:36:13.031 DEBUG core base address: "0x00dc0000" [src\dfinstancewindows.cpp:263] (find_running_copy)
2013-Feb-10 17:36:13.032 DEBUG core memory correction: "0x009c0000" [src\dfinstancewindows.cpp:264] (find_running_copy)
2013-Feb-10 17:36:13.037 DEBUG core MEMORY SEGMENT SUMMARY: accepted 848 rejected 302 total 1150 [src\dfinstancewindows.cpp:370] (map_virtual_memory)
2013-Feb-10 17:36:13.037 DEBUG core GetModuleFileNameEx returned:  "C:\Users\Sarah\Desktop\MasterworkDF 2f\Dwarf Fortress\Dwarf Fortress.exe" [src\dfinstancewindows.cpp:277] (find_running_copy)
2013-Feb-10 17:36:13.037 INFO core Dwarf fortress path: "C:/Users/Sarah/Desktop/MasterworkDF 2f/Dwarf Fortress" [src\dfinstancewindows.cpp:280] (find_running_copy)
2013-Feb-10 17:36:13.042 DEBUG core Connection to DF version "v0.34.11 (graphics)" established. [src\mainwindow.cpp:322] (connect_to_df)
2013-Feb-10 17:36:13.054 DEBUG core MEMORY SEGMENT SUMMARY: accepted 848 rejected 302 total 1150 [src\dfinstancewindows.cpp:370] (map_virtual_memory)
2013-Feb-10 17:36:13.054 DEBUG core Loading language translation tables [src\languages.cpp:53] (load_data)
2013-Feb-10 17:36:13.054 DEBUG core Loading generic strings from 222e8e0 [src\languages.cpp:67] (load_data)
2013-Feb-10 17:36:13.054 DEBUG core generic words 0 [src\languages.cpp:69] (load_data)
2013-Feb-10 17:36:13.089 INFO core Loaded 8 views from disk [src\viewmanager.cpp:139] (reload_views)
2013-Feb-10 17:36:13.095 DEBUG core MEMORY SEGMENT SUMMARY: accepted 848 rejected 302 total 1150 [src\dfinstancewindows.cpp:370] (map_virtual_memory)
2013-Feb-10 17:36:13.095 DEBUG core loading creatures from  "0x021ea988" "0x0182a988" (UNCORRECTED) [src\dfinstance.cpp:372] (load_dwarves)
2013-Feb-10 17:36:13.095 DEBUG core dwarf race index "0x02016ffc" "0x01656ffc" (UNCORRECTED) [src\dfinstance.cpp:374] (load_dwarves)
2013-Feb-10 17:36:13.095 DEBUG core current year "0x01a1d32c" "0x0105d32c" (UNCORRECTED) [src\dfinstance.cpp:376] (load_dwarves)
2013-Feb-10 17:36:13.096 DEBUG core civilization id: "0x00000000" [src\dfinstance.cpp:382] (load_dwarves)
2013-Feb-10 17:36:13.096 DEBUG core dwarf race: "0x00000000" [src\dfinstance.cpp:386] (load_dwarves)
2013-Feb-10 17:36:13.096 DEBUG core current year: 0 [src\dfinstance.cpp:389] (load_dwarves)
2013-Feb-10 17:36:13.096 DEBUG core no active units (embark) using full unit list [src\dfinstance.cpp:788] (get_creatures)


If this has become inappropriate for the MW thread, please let me know.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: arclance on February 10, 2013, 06:55:32 pm
If this has become inappropriate for the MW thread, please let me know.
I think it is fine to report it (if no one has reported it before) so we can look into it if necessary but you are also much more likely to get help by asking in the Therapist thread since they know more about what it could be doing to cause this.
It is possible this is a bug in the version of Therapist included with 2f so you should definitely report it in the Therapist thread so the Therapist developers can look at your report.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Parhelion on February 10, 2013, 07:17:02 pm
Issue resolved (sort of).

I created a new user account on my PC and dumped DF there.  That worked.

I don't know why.  Magical registry-smiting faeries were involved, I'm certain.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: MAurelius on February 10, 2013, 10:36:31 pm
I've finally figured out the scriptorium so I feel pretty good about that. I can only make essays, blank books, and textbooks...not sure I'm doing the right things to get actual manuals and such, the ones that give the big exp, but I'm working on it. My guys are at least reading the essays. I restrict the workshop to the specific dwarves I want to read the stuff...is there a more elegant solution than that?

One thing I am absolutely not getting though is how to set up turrets. I can make them, and I created a spawn location, but something goes wrong when trying to set them up. I wasted a bunch of treant seeds and spitting orchids and of course like 30 minutes worth of turret producing at the machine shop. Most times I see that the job is activated and a dwarf approaches the spawn point and it smokes a bit and then...nothing. One time the game paused and said my dwarf transformed into a busy worker or something like that. He piddles around for a bit, scared everyone around him, made smoke a number of times, got elbow grease on the next tile over, then paused and transformed back into a dwarf, and then...nothing.

I read in the manual where you said it was iffy but it doesn't seem to be working for me at all. Which is fine, except for the ton of resources and labor that go into it. I made two spawn location. Can you only have one at a time? Does it matter if they are adjacent to a wall or something? I tried disassembling them after the reaction and that didn't do anything either. I just have this feeling I'm missing something simple and fundamental.

I'm having a ton of fun though. Just built an armory and am exited to try the plate armors, and hopefully a "plate" version of lamellar for my ranged. Already produced all the special bolts.

Oh, during a mood I got an irridium death knight armor. I wanted my militia commander to wear it and I assigned it to him. In the military/equipment screen it has the green symbol saying he has it, but when I "v" on him he's not wearing it. I even stripped him naked and told him to wear only it (thinking the problem was his other armor) but he still didn't get it. Any ideas? It sounds too cool to pass up.

Thanks!
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: smakemupagus on February 11, 2013, 02:54:02 am
I don't know if this info is still current, but there was a time when the little spawning bits involved in transformation were hostile, and they would be killed in the middle of the transformation by hunters or dogs.  If this was happening to you you would see it in the combat log.  ("Fido McWardog bits the spawning toolkit in the gears and the severed part flys off in the arc!")  If so, try a lower traffic area.  Otherwise, there's not too much that I ever figured out to do to improve the odds. 

Transformation or interaction effects that involve summoning have particularly longer odds., because you have two things that have to get a little lucky in a row.  First the initial transformation is at best ~50/50, and the actual summoning is also a bit wonky, and the odds of both happening in a row... I dunno, it is what ever it is.  Having more than one spawn point or dissassembling them doesn't seem like it would have much effect.

*  edit

If you don't have another [SHAPED] piece (like a breastplate or platemail), or like, 4 mail shirts, he probably just needs some time to figure out to put on his new armor, as they often do.  It has to be in the stockpile, while he feels like changing his equipment, while he's not drinking, while noone else picks up the box to run outside and put a new XXmittensXX in it, etc etc.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Purgatory on February 11, 2013, 06:29:41 am
'Ello. I was wondering, how does one cast a spell (like a Pyromancer spell) as one of the mages(I do not know what to call them) in adventure/arena test mode? I couldn't find how anywhere (maybe I am just blind lol)
EDIT: Wow, I found out straight after I posted this -.- For those who don't know, you have to press X and go to acquired power :D

Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Torgan on February 11, 2013, 07:37:53 am
I've finally figured out the scriptorium so I feel pretty good about that. I can only make essays, blank books, and textbooks...not sure I'm doing the right things to get actual manuals and such, the ones that give the big exp, but I'm working on it. My guys are at least reading the essays. I restrict the workshop to the specific dwarves I want to read the stuff...is there a more elegant solution than that?
The masterwork named books have a chance to be created when making other books, so just keep cranking them out and you should get some, worked for me. I've also restricted the libraries to one dwarf I want to train, can't really think of a better way to do it. It's a vanilla problem but it's annoying you can't search the list of dwarves to find the one you want.
Quote
Oh, during a mood I got an irridium death knight armor. I wanted my militia commander to wear it and I assigned it to him. In the military/equipment screen it has the green symbol saying he has it, but when I "v" on him he's not wearing it. I even stripped him naked and told him to wear only it (thinking the problem was his other armor) but he still didn't get it. Any ideas? It sounds too cool to pass up.
It could be that it's too big for a dwarf to wear, or possibly it is being hauled to an armour stockpile? I think the green symbol on the military->equipment screen just means the soldier has claimed it, not that he is wearing it. For example I can't seem to get them to wear padded gloves and gauntlets, or padded boots and boots but they are all green on that screen.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Firehawk45 on February 11, 2013, 08:31:27 am
What was the command that i can look how many old chests i have? Getting 20 of the things just by mining out my dining room and sleeping area seems a bit.... unbalanced. I would upload the thing, but its a megaproject site on  the ocean, so... quite laggy for slower PCs.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Gamerlord on February 11, 2013, 08:34:18 am
Yeah that happens to me too. I have SO many useless metal or gem objects. Can't even melt the gem ones.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Firehawk45 on February 11, 2013, 10:06:54 am
Give them to the elves, they like them :D The fort got corrupted, but before that i had a whole z-level with at least 30 tears of armok....
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Broken on February 11, 2013, 04:32:49 pm
I am thinking to add [CAN_USE_ARTIFACT] to the toxicist and runesmith reactions, but i wanted to ask here before if this can
cause some kind of side effect.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: BioDisaster on February 11, 2013, 08:43:47 pm
Has anyone else here had a problem with adventure mode where EVERY SINGLE PERSON IS NAKED? Honestly,I've been having this glitch in Masterwork adventure mode where every single townsperson and adventurer is naked.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Putnam on February 11, 2013, 08:46:01 pm
Has anyone else here had a problem with adventure mode where EVERY SINGLE PERSON IS NAKED? Honestly,I've been having this glitch in Masterwork adventure mode where every single townsperson and adventurer is naked.

it's an issue with generic clothes, I'm guessing
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Huivn on February 11, 2013, 10:46:23 pm
Does anyone know what is the heaviest material usable in weapons? I want my millita commander's meteor hammer to make orc heads pop like watermelons when it comes crashing down on them!
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Putnam on February 11, 2013, 11:01:58 pm
Does anyone know what is the heaviest material usable in weapons? I want my millita commander's meteor hammer to make orc heads pop like watermelons when it comes crashing down on them!

Iridium, unless Slade is useable as a metal in this mod
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: smakemupagus on February 11, 2013, 11:08:18 pm
Putnam, you are understandable for thinking so because of Earth iridium, but Masterwork iridium is actually far down the list, less dense than iron but more than tin.

In MDF it is Pattern Wolfram @ 59k, followed by platinum @ 21k, and then rose gold, gold, wolfram, and deep-bronze all @ 19k
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Putnam on February 11, 2013, 11:10:00 pm
Putnam, you are understandable for thinking so because of Earth iridium, but Masterwork iridium is actually far down the list, less dense than iron but more than tin.


huh.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Huivn on February 11, 2013, 11:20:44 pm
Thanks guys. And I tried slade, it's economic in masterwork, so the rockforge can't use it.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Meph on February 12, 2013, 01:34:16 am
They have no clothing because no clothing is enabled in the entity file. This way sieges dont arrive with extra clothing that they dont need, and it reduces clutter by min. 4 items per creature. 100 elves siege you, 400 items. It adds up.

Iridium is light because it should be a very good metal, and heavy metals slow down your dwarves too much. Putnam, remember, this is a strategy game, not a simulation.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Dynastia on February 12, 2013, 07:50:06 am
Minor bug, I think ; milling carmine dye from cochineals shows up in the reaction raws but isn't assigned as a permitted reaction in entity_default. Intentional?
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Mictlantecuhtli on February 12, 2013, 02:05:12 pm
Iridium is light because it should be a very good metal, and heavy metals slow down your dwarves too much. Putnam, remember, this is a strategy game, not a simulation.

I've always assumed, in the case of hard outer-armor [Helms, Breastplates/Greaves], that more mass on the metal is better. Not so much for chain mail and such, of course. I've never gone wrong with Deep Bronze helms so far, for instance. Never seen a shattered skull since implementing those [One head injury has occured, that being a Jaw injury]. While on the other hand I've seen bashed in skulls in Welded Mithril helms.

Then again there's no real metal comparison for Adamantine. I could just make a superheavy version and then see if there's any difference defence-wise [as offensive bonuses are obvious for a superheavy supersharp metal, see below].

The weight is always something to take into account but the slowing down of the wearer has no bearing on the armor itself being good or not in my opinion. I just haven't seen !Science! comparing the same metal with different weights, defence-wise.

Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: smakemupagus on February 12, 2013, 02:20:29 pm
I just haven't seen !Science! comparing the same metal with different weights, defence-wise.

Based on my XXunderstandingXX of Toady's material system, it shouldn't matter :)  Yield determines the breaking point, and the Strain-at-yield which determines how much the material stretches or deforms even under blows that don't break the armor.  But a science of it would still be interesting.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Meph on February 12, 2013, 03:00:34 pm
True, weight shouldnt have a positive effect on armor rating, it is only used for mass*velocity^2=force for blunt weapon force and the actual weight, e.g. how slow a dwarf would be wearing/carriyng it.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Umbra on February 12, 2013, 05:33:25 pm
Hello, quick question, how does one put items in the display stand?
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Stuebi on February 12, 2013, 05:49:57 pm
Hey!

Fantastic Mod, actually made me come back to df again, wanted to try out Orc Fortress. A few questions tough:

Since i'm playing as Orcs, i didn't want to go with the usual digging, wasn't sure how Orc's tend to live normally tough. Do the build Villages? Out of wood or stone? I went with building a Wooden Palisade and Houses (with Cellars) which creates a lot of Workload but is also fun. Any Experiences and hints?

Does anybody have a hint on how to survive some of the wildlife? I had problems with the first ambushes too, but that's probably just me not doing the military early enough. The Wildlife however tends to be just as dangerous, and hits me very early. Oddly enough, i had Centaurs on EVERY Fort i started the past days. Orc's seem to be strong enough to deal with a bunch of them, but either they come with a lot of Guys, or got Support from other Beasts. Embarking with Soldiers cripples my Economy a bit to hard, or at least i think so.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Putnam on February 12, 2013, 05:58:13 pm
Putnam, remember, this is a strategy game, not a simulation.

he he he.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: smakemupagus on February 12, 2013, 06:26:51 pm
Since i'm playing as Orcs, i didn't want to go with the usual digging, wasn't sure how Orc's tend to live normally tough. Do the build Villages? Out of wood or stone? I went with building a Wooden Palisade and Houses (with Cellars) which creates a lot of Workload but is also fun. Any Experiences and hints?

Hi Stuebi!  If you haven't already, you might want to head over to the Orc Fortress thread and get the latest version.  (also if you have more involved questions later, that is the thread that I check almost every day)

The Orc Fortress manual has some tips, here are the ones that most go to your questions I think

Quote
::: Above Ground Forts and Aquifer Forts :::

Don't be afraid of aquifer embarks!  Orcs have lots of tools available to make strong mostly- and even entirely-above ground forts, starting with the arms and armor from the Tribal Warcrafter and Fletcher, and Boneyard for mechanisms.  Trade for cheap raw materials from the Goblins civilization if they are active.  Once you get your drydock and Raiding crews on line, you can raid the Elves for wood, the Dwarves for metal, or the Merchant's Guild to begin founding a caravanserai and expand your purchasing options.  In the meantime, if you can get the Orcish Factory or Goblin Sawmill up and running, you can stretch your supplies of clay and wood farther.

::: Ranchers and Hunters :::

Orcs can do a lot with leather, bone, and blood at the Tribal Craftsorc and Fletcher, so you might want to get Ranchers or Hunters industry going early.  Embarking with some birds or ranching animals is usually more efficient use of points than paying for leather or quivers directly.

::: Early Dangers & Ambushes :::

ELF rangers begin Ambushes as soon as the first half of Year Two, and there's no way to know whether the first group will be spear- or bow-elves. Either way these elves are armed to the teeth, quite unlike their wooden-sword toting cousins. No anvil? Try the tribal warcrafter, or perhaps buy a couple weapons from the freelancer's guild. Wrestlers with simple shields can provide cover and subdue elves while your armed warlord provides the killing blow. Of course you could just shut the gate, but you'll be missing out on the bounty: Once you round up the elves weapons, and perhaps refit their scavenged small armor scraps into makeshift mithril mail at the Molten Pit, you'll be in business.

Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Illiniath on February 13, 2013, 12:05:12 am
I've got a weird bug, I'm not sure if it's DF related or if it's Masterwork,
http://imgur.com/6nw9asJ,PPWvQG1

one of my engineers triggered his own cave trap and (presumably) has starved to death inside the cage.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: mavj96 on February 13, 2013, 12:06:20 am
I've got a weird bug, I'm not sure if it's DF related or if it's Masterwork,
http://imgur.com/6nw9asJ,PPWvQG1

one of my engineers triggered his own cave trap and (presumably) has starved to death inside the cage.

Not really a bug, maybe an oversight.

As is I think if any unit dodges (including your own units) it has the potential to activate a trap on the tile it lands on.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Illiniath on February 13, 2013, 12:11:42 am
Well, I want to either try to release him or perhaps use him for my own legen of grimrock-esc prisoner disposal.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: BigD145 on February 13, 2013, 01:38:18 am
Vanilla. Falling asleep on a trap will trigger it.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Purgatory on February 13, 2013, 02:37:20 am
Hello, quick question, how does one put items in the display stand?
I wish to know too.
And in Adventurer Mode, I always encounter beak-dogs (the only enemy I've been ambushed by so far) , which are somewhat hard to kill as a single person. Also Fortresses are almost always abandoned and filled with deadly animals (walked in on a few Xen Infectors once and died almost instantly) so much harder to get companions :(.
Title: Really love this mod!
Post by: Timeless Bob on February 13, 2013, 04:56:54 am
I just want to say thank you for doing so much work on this, it's my favorite DF mod so far.  I did happen to change the race files a bit, so that everyone built actual towns, cities, fortresses and tombs. (Those frog-men reproduce like CRAZY.) I often gen longer histories and there'll be frogmen hamlets and towns just COVERING some oceans, which is pretty cool. I also increased orcish banditry to 90% because I see orcs as basically nomadic with hamlets used as the locations of the spawning pits, but other than that, no changes. With dwarves actually building stuff during world-gen, dwarf-sized armor and weapons are easier to acquire too, which is a big bonus during adventure mode.

I'm currently starting an experiment using this mod (plus my small changes) as a succession adventurer/fort community game. 

So to sum up: Meph, you totally rock, dude!
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Torgan on February 13, 2013, 08:09:54 am
Hello, quick question, how does one put items in the display stand?
I wish to know too.
I haven't made one in a while but you just place one as you would place any workshop, then choose the items that it is constructed out of. One will be the glass box, one will be a block (can't remember the materials needed off the top of my head), and one will be from a list of every single item in your fortress! You will need to find the item you want to place in that list, remember you can press x to expand the list and find a specific item. Ie if you want to place your artifact marble mug, but have a bunch of other marble mugs, that's how you choose the artifact from the list.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: smakemupagus on February 13, 2013, 09:55:37 am
>> one will be from a list of every single item in your fortress! You will need to find the item you want to place in that list,

Another small tip, that list is sorted by distance.  If you can put a stockpile nearby that contains the item you want to display ,  it will be much easier to find.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Tenth Speed Writer on February 13, 2013, 11:55:37 am
As a civil engineer let me say that it is FREAKIN' SWEET that you can make concrete from slag (although producing a quality product from such is kind of an art.)

IRL, it is entirely possible to use different grades of ground slag in concrete. It can be ground into various grades of aggregate, and certain forms of blast furnace slag can be powered and used as a pozzolan cement. (Concrete is the finished material; cement is the substance which bonds it together.) Certain grades of ash (especially coal fly ash) can be used in the same way as powdered slag, as well as a few natural materials. The trick is, pozzolans are a special case of cement: they require some measure of hydroxide (OH-) in the same solution to react. (Ordinary Portland Cement, which we most commonly use in the real world, produces a certain amount of OH- when it reacts; mixing coal fly ash with concrete is a common practice in the US)

If I were to contribute (which I'm not really, but it's a thought) I would modify the process just a bit:

*Require a quern (or millstone) and a few buckets in the construction of the Slag Pit
*Split the reaction into three recipes: slag alone (low yield), slag and ash (moderate yield), or slag and lye (multiple slag used, very high yield per slag.



At any rate, this mod is pretty effing sweet, and I'm enjoying the hell out of it so far. Good work, y'all.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Firehawk45 on February 13, 2013, 12:05:16 pm
Cant we just use slag like boulders in terms of catapult usage? Slag-minigun, Slag-shotguns, all totally doable! :D
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Meph on February 13, 2013, 12:27:56 pm
@Firehawk45: This is not Borderlands 2

@Tenth Speed Writer: Thanks :) I actually like that idea a lot... while I cant simulate flyash, I think the reaction examples you mention should be include in the next update. :)


Putnam, remember, this is a strategy game, not a simulation.

he he he.
;)
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Gamerlord on February 13, 2013, 01:21:07 pm
Cant we just use slag like boulders in terms of catapult usage? Slag-minigun, Slag-shotguns, all totally doable! :D

...
Where'd I put those minecarts...
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Firehawk45 on February 13, 2013, 01:25:16 pm
Cant we just use slag like boulders in terms of catapult usage? Slag-minigun, Slag-shotguns, all totally doable! :D

...
Where'd I put those minecarts...

Dropping boulders on a operated catapult fires them all, minigun ad shotgun, depending on what you want. But slag.... sadly, slag can only be used as a shotgun, and even then, because you cant stockpile it, i dont know if you can get it into the minecart. Damn Meph, why do you have to be like that?
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Gamerlord on February 13, 2013, 01:31:51 pm
Cant we just use slag like boulders in terms of catapult usage? Slag-minigun, Slag-shotguns, all totally doable! :D

...
Where'd I put those minecarts...

Dropping boulders on a operated catapult fires them all, minigun ad shotgun, depending on what you want. But slag.... sadly, slag can only be used as a shotgun, and even then, because you cant stockpile it, i dont know if you can get it into the minecart. Damn Meph, why do you have to be like that?

There, there Firehawk. We'll find a way.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Firehawk45 on February 13, 2013, 01:48:12 pm
Minecarts can take items when things are dropped into them from 1 z-level higher, right? Because when they can, just shackle some migrants to the filling place, let them fill the minecart and lets go.

You could also use DFhack to dump them all on a raise-brigde in the middle of the enemy invasion, raise the bridge and look how effective it is.

Is slag heavier then concrete?
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Torgan on February 13, 2013, 05:26:26 pm
Found a couple more food bugs. I am able to cook with blood wine, tears of armok, nether wine, nether grour, corrupted blood (I have four after butchering the remains of a child that turned in to a blood beast), shadowleaf bushes.  I can't seem to get rid of the corrupted blood either, it's just sitting in the butchers' workshops but I am not able to dump it.

Also not sure what I have done but my dwarves have stopped training animals, I have trained loads of dogs and mastiffs already. I've pastured some more dogs (no armour etc), set them to W train in the animal's z-screen as before but my multiple trainers are idling and ignoring them. They are pastured right beside the dining room so don't think it's a pathing issue. :/

Oh found the brewery making Drinks bug - Pig Tails are the culprit.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: zach123b on February 13, 2013, 07:28:13 pm
i think you need a animal training zone to train animals for war/hunt
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Tenth Speed Writer on February 13, 2013, 07:47:55 pm
@Firehawk45: This is not Borderlands 2

@Tenth Speed Writer: Thanks :) I actually like that idea a lot... while I cant simulate flyash, I think the reaction examples you mention should be include in the next update. :)


Putnam, remember, this is a strategy game, not a simulation.

he he he.
;)

(http://i.qkme.me/3omzen.jpg)


Feel free to shoot me any questions you might have about materials and construction methods. I'm full of this crap.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Huivn on February 13, 2013, 07:52:37 pm
I can't get orcs to activate. I hit the orcs button and run the game, but nothing seems to change.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Orb on February 13, 2013, 10:01:08 pm
If you haven't already, I'm pretty sure you have to generate a new world. Then start a game/choose your embark. Once you are selecting items you should know if it's working or not.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: BigD145 on February 13, 2013, 10:16:08 pm
You must start a new world with advanced parameters. That's just a general requirement of Masterwork.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Talanic on February 13, 2013, 10:24:58 pm
Meph - I'm working on a grand, foolish project that may result in an extra-!!Fun!! community fortress in the coming weeks.  Would it be okay with you if I used Masterwork as the starting point before putting in a bit of modding of my own?
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Tenth Speed Writer on February 13, 2013, 10:46:05 pm
Quick debug check:

Can't use architect's study or scriptorium (both fully redded out). I have flasks, ink, and several stacks of vellum and papyrus. What could be up?
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Huivn on February 14, 2013, 01:03:13 am
If you haven't already, I'm pretty sure you have to generate a new world. Then start a game/choose your embark. Once you are selecting items you should know if it's working or not.

Thanks, worked like a charm. A CHARM I SAY!
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Meph on February 14, 2013, 03:31:46 am
Tenth Speed Writer: Read the known bugs section. It feels like half of the bugreports I get are because of ONE well known, well documented bug, poeole just dont know :P The solution is in the known bugs section, trust me.

Talanic: Sure, go ahead, everything is open source.

Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Tenth Speed Writer on February 14, 2013, 06:38:45 am
Ooh. That was a sticky one. Thanks!
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Spray on February 14, 2013, 01:40:56 pm
Important Question


How do i remove Vermin? The fucking Bog Crawler are spamming my event log with Biting, i have about 30 Cats and i cant get them under control, also they eat ALL my food in about 20 seconds away.

I cant find them in the raws...
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Tenth Speed Writer on February 14, 2013, 02:03:26 pm
Important Question


How do i remove Vermin? The fucking Bog Crawler are spamming my event log with Biting, i have about 30 Cats and i cant get them under control, also they eat ALL my food in about 20 seconds away.

I cant find them in the raws...

Turn them into !!Bog Crawlers!!
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: smakemupagus on February 14, 2013, 02:25:34 pm
How do i remove Vermin? The fucking Bog Crawler are spamming my event log with Biting, i have about 30 Cats and i cant get them under control, also they eat ALL my food in about 20 seconds away.

I have about the same experience with the Extra Vermin.

Set "Vermin" to NO on the Creatures tab

Searching for: bog crawler

N:\Games\DF\MasterworkDF 2f with Orcfort 1.00\Dwarf Fortress\raw\objects\creature_vermin_masterwork.txt(123): [NAME:bog crawler:bog crawlers:bog crawler]
N:\Games\DF\MasterworkDF 2f with Orcfort 1.00\Dwarf Fortress\raw\objects\creature_vermin_masterwork.txt(124): [CASTE_NAME:bog crawler:bog crawlers:bog crawler]
Found 2 occurrence(s) in 1 file(s)


Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Spray on February 14, 2013, 03:38:48 pm
Well, right now i cant play anymore because of the vermins.

Deleted the masterwork vermin file, and now rats are flooding my fort, no matter how much cats i have, the rats needs 1-2 seconds to eat 600-700 food away. Also all drink AND seeds.



Where exactly can i find the vanilla vermins to temporarily remove them?
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: smakemupagus on February 14, 2013, 03:56:26 pm
Well, I guess they're not all in the same place, since they're organized roughly by taxonomy rather than vermin-ness.  Here are the food eaters, maybe this helps.

I'll have to defer to Meph on whether there are any changes to rats, but they are probably the one at
/creature_small_mammals.txt(11)

Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Meph on February 14, 2013, 07:59:33 pm
All the ones with modded PENETRATEPOWER to eat away more food are toggleable by the GUI. Creatures - Vermin. Thats it. I did not alter the vanilla vermin, and if you have a rat problem, than that problem is not bigger then any rat problem you could have with an unmodded game...
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Arumba on February 14, 2013, 08:14:30 pm
I had a strange thing happen that I can't seem to find any resources on, my latest embark on a new world, built on the advanced world gen template 'Plains', all of my migrants arrived with 1000 of each stat.  They were mostly the same, and this continued for EVERY migrant, making it very difficult to have specialists.  I turned OFF the caste system, and turned OFF harder learning.  Any idea why this happened?
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: zach123b on February 14, 2013, 09:53:29 pm
what i read, spray deleted his masterwork vermin text file which means all the vermin gets transformed into the first vermin entry in the raws iirc

i say bring the text file back and mod the vermin to drown without water or to spontaneously combust ^^
although it might be to late if u saved

could always build a separate fort and flood the first one washing the vermin out
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Purgatory on February 15, 2013, 03:06:04 am
Possible bug: Furniture Workshop doesn't work (it doesn't output anything).
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Baijiu on February 15, 2013, 05:58:25 am
I've embarked on two locations, the first being a volcano. It was raining rock and I just thought it was a side effect of the volcano but it's raining rock now on my new non-volcanic embark. Is this a feature or something?
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: smakemupagus on February 15, 2013, 02:27:55 pm
I've embarked on two locations, the first being a volcano. It was raining rock and I just thought it was a side effect of the volcano but it's raining rock now on my new non-volcanic embark. Is this a feature or something?

rock snow (http://www.bay12forums.com/smf/index.php?topic=98196.msg3989510;topicseen#msg3989510)

Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Freshmaniscoolman on February 15, 2013, 02:42:46 pm
Does anyone actually play this mod for Adv Mode?
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Torgan on February 15, 2013, 03:44:52 pm
Not me.

Is there a way to stockpile superior or legendary (type not quality) weapons? I can't see an option in the weapon stockpile but a lot of names are repeated which I assume are the different versions? Just trying to stockpile my awesome gear at the top of the fortress near my barracks while all the stuff I want to improve is stockpile besides my magma forges in the depths.

Also just noticed my furnace operators are starting to churn out masterwork slag bars, will this cause unhappy thoughts when destroyed? I had a look through all their thoughts and didn't see any yet but maybe I'm only just starting to make them of that quality and I have around 400 to get rid of.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: smakemupagus on February 15, 2013, 04:08:03 pm
Yep Superior and legendary are "adjectives" rather than names in the game, so they don't appear on all the stock pile list.  When it appears multi times in the list, one group all together is the Superior (_UPGRADE_ONE) , and another group - probably following immediately after - is all the Legendary (_UPGRADE_TWO).

It looks like a few of the _UPGRADE_TWO types still use the adjective "Superior" (halberds, zwiehanders, mauls, greataxe, meteorhammer) which is probably a little bug, i dunno for sure though!
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Genesis92x on February 15, 2013, 05:04:19 pm
I just wanted to say this mod has brought DF back to life for me :)

Very good job!!  :D
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Arumba on February 15, 2013, 09:32:27 pm
For the life of me... where do bone studs fall in the stockpile categories?  I cannot find it anywhere, I'm tired of the monkeys stealing them all.  They just sit in the tanner's shop!
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: thistleknot on February 15, 2013, 09:40:39 pm
just an fyi for you guys, splinterz latest version of dt is out.  Mass support for mods!
http://www.bay12forums.com/smf/index.php?topic=122968.msg4034523#msg4034523
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: halox on February 16, 2013, 01:39:02 am
i'm making stone javelins [15] for javelin thrower however my hunters are not picking up ammo? .. i checked in the M-F screen and the stone javelins are showing up under allocated ammo however they're not being picked up and hunters are idling.. any advice?
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Purgatory on February 16, 2013, 07:25:56 am
i'm making stone javelins [15] for javelin thrower however my hunters are not picking up ammo? .. i checked in the M-F screen and the stone javelins are showing up under allocated ammo however they're not being picked up and hunters are idling.. any advice?
I'm having the same/similar problem wood wooden tomahawks. They try to pick it up but run away and go back again to no avail (they keep doing it non-stop). Weird.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Torgan on February 16, 2013, 07:47:42 am
I think that's a vanilla bug. Try disabling hunting on them so they drop their gear then enable it again.

I sent an expedition out and they returned with a deep bronze shield of Armok. Is that better than a tower shield? I think I found the entries in the raws but I'm not sure what the armour level actually means and the wiki doesn't explain.

Spoiler (click to show/hide)
Oh nevermind, opened hell on the second level of adamantine. :<
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Putnam on February 16, 2013, 02:50:38 pm
Armorlevel means pretty much nothing, except that an armorlevel of 0 will make items degrade.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: halox on February 16, 2013, 05:08:21 pm
i may have ran across a bug - i've searched the forums and havn't' found anything on it so here it goes.. with harder mining on if i play for awhile the miners get sick/etc but end up being healed or whatnot.. however when i load my save within 1-2 minutes i get msgs telling me my miners have died looking at them before the death shows lung problems.. they are suffocating when i load my save, anyone else experience this?
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Ishar on February 16, 2013, 05:18:37 pm
I've just come back to DF (and masterwork in particular) after several months of hiatus, and... holy shit. I was under the impression that 'harder mining' still meant warpstone and coal difficulties. The first couple of metalwraiths really surprised me, but I was always a 'quick military' guy, so those were doable.

But damn! Are shoggoths even beatable by conventional means? All my dwarfs are mithril-clad, they are armed with steel-mithril-welded mithril weapons, and sure enough they slaughtered the shoggoths, but they just multiply faster this way. After killing close to 100 of the things, my soldiers started dropping to the floor from exhaustion. Is this a cave-in/magma type of situation, or is it possible to kill these things head on?

Also, in my opinion, these monsters are extremely frequent. I can't carve out a basic fortress without running into several wraiths, exploratory mining is impossible without military support. Don't get me wrong, harder mining was (still is) a great idea, but maybe this went overboard a little.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: smakemupagus on February 16, 2013, 05:25:01 pm
welcome back!  :D
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Panopticon on February 16, 2013, 06:16:04 pm
Welcome back indeed, as someone who isn't quick with the military myself I find metalwraiths to be terrifying. Spawning one at a time might work ok but multiples just wipe me out. Yes I could embark with military dwarfs, but that isn't really my style. The solution of course is for me to change my style when playing with harder mining on, but I think a level of balancing is needed.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Meph on February 16, 2013, 06:42:40 pm
Well, I asked about feedback about them, but I guess most people just turn them off, and I do not get much... but yes, essentially you should give miners an escort, thats the idea behind it.

Soggoths (and Balrogs) are very rare, or at least should be. And you are right, Soggoths are designed to be killed only by obsidian/ice/dragonfire/cavein/magma/atomsmah .. or just wall them in. Thats by design. :)

So, what would you change on the wraiths? I unfortunately cant make them appear at a certain depth... only in specific inorganics.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Panopticon on February 16, 2013, 07:08:47 pm
Well there's a thought, make them appear in specific valuable stuff, like Silver, Gold, and Mithril veins or something. That way if you want your easy wealth or cool gear you need to be ready to fight for it.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Thormgrim on February 16, 2013, 09:16:49 pm
OK, sorry if this has been fixed or mentioned already.

I trained up one of the healing guys at the "Fountain of Eternal Youth".  He is now a Lifemancer.
He spends his days going around Healing folks and giving them speed buffs.  Sometimes, I think the buffee doesn't know how to handle the extra speed and hurts himself, but that's just the way it goes.

One thing though, my 'r'eport log is now spammed with his activities.  Anything we can do about that?
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Putnam on February 16, 2013, 09:29:30 pm
Define "hurts himself".
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: halox on February 16, 2013, 10:00:36 pm
anyone have a fix for the repeated going back and forth between ammo bins and picking the wrong ammo for hunters? ie jav thrower picks up 25 bolts then immedietely drops them and runs away only to come back moments later and do it again... over and over... disabling hunting labor and having hm drop weapons/quiver doesn't help keeps re-occuring only sometimes it seems to break free and work.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Thormgrim on February 17, 2013, 12:36:34 am
"hurts himself"
I'm not really sure what is going on.  I noticed that sometimes when the healer guy gives a burst of speed to somebody, they suddenly have to stop what they're doing and go to the hospital.

I saw the same sort of thing when I was messing around with Fastdwarf 1 1 in DFHack.  Teleporting dwarves seem to go so fast they smash themselves into the walls or something.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Putnam on February 17, 2013, 01:27:51 am
Yeah, that's not it at all.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: shovelmonkey on February 17, 2013, 01:57:49 am
anyone have a fix for the repeated going back and forth between ammo bins and picking the wrong ammo for hunters? ie jav thrower picks up 25 bolts then immedietely drops them and runs away only to come back moments later and do it again... over and over... disabling hunting labor and having hm drop weapons/quiver doesn't help keeps re-occuring only sometimes it seems to break free and work.

This seems to be a vanilla bug as well with ranged weapons related to multiple ammo types. I'm going to attempt to craft one type of ammo for my soldiers and hunters to use for combat and training and use that exclusively to solve my own problem with this. I to have witness confused dwarves spamming back and forth picking up ammo and dropping it over and over again.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Purgatory on February 17, 2013, 04:06:16 am
Is it just me or do plants not grow? I've turned off Harder Farming and it still takes forever for cave wheat to grow. I've grown it on sand, soil and clay but they still don't grow :(. I'm playing Orc Fortress mode and I can't get past winter (where the water freezes) I also keep forgetting to make cisterns lol.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Ishar on February 17, 2013, 04:50:48 am
My suggestion about the mining dangers: make them rare. That way, the threat is still present, so you might want to be prepared. The problem with wraiths isn't that they are particularly dangerous, it's that they are annoying. I for one, don't want to deal with them every ten minutes or so - I've killed around a dozen of the things during initial fort setup, I think that's way too much.
Balrogs are fine: rare and powerful, but beatable, somewhat like the way that clowns are beatable. The soggoth however was kind of a unfair, I always hated creatures that were only possible to kill with cave-ins and the like. Sure it takes a lot to deal with a frost giant siege head-on, but it's possible. Even forgotten beasts made of steel are possible to kill with military might... Judging from their description alone, at first I thought soggoths could be killed if all of them are dead at the same time, and if I kill the source before the offspring springs to life, they stay dead. So I threw everybody who could hold a weapon against them.

Granted, it was a bloodbath. If I could somehow get the soldiers out of there and keep the soggoths in, it would be a new variation of the danger room: every soldier received a massive stat increase by the time they collapsed, and even after that, the soggoths couldn't penetrate their armor. Sadly, it's just 20  unconscious dwarfs in a walled-off room, with something like 150 soggoths hacking at them constantly. I think they'll starve to death before they die of injuries.
I think this is mostly due to their mithril armor however. Anything weaker, and they would be dead already.

Another idea, if possible: make the soggoths dependable on food. If there are no dwarfs or any other food available, make them die after a couple of months. If this is possible at all, of course.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Meph on February 17, 2013, 05:04:55 am
@Purgatory: Dont know why your plants dont grow... did you gen a new world after you turned harder farming off ?

@Ishar: In theory its possible to kill them all at the same time, but I only ever managed it with hellfire-turrets. I could give them an interaction that triggers 1-2 months after they spawn, that instakills them, no problem. That would help avoid FPS death through 10000 soggoths as well. Good idea. :)

So yeah, I will reconsider the wraiths. They are only in since one update, so no major balancing done on them.

@Thormgrim: The healing spam shouldnt be too much, how often does it occur? And like putnam said, dwarves cant speed into walls...
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Gamerlord on February 17, 2013, 06:15:51 am
Is it just me or do plants not grow? I've turned off Harder Farming and it still takes forever for cave wheat to grow. I've grown it on sand, soil and clay but they still don't grow :(. I'm playing Orc Fortress mode and I can't get past winter (where the water freezes) I also keep forgetting to make cisterns lol.

Are you using the up to date version of Orc Fortress?
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Torgan on February 17, 2013, 06:28:35 am
"hurts himself"
I'm not really sure what is going on.  I noticed that sometimes when the healer guy gives a burst of speed to somebody, they suddenly have to stop what they're doing and go to the hospital.

I saw the same sort of thing when I was messing around with Fastdwarf 1 1 in DFHack.  Teleporting dwarves seem to go so fast they smash themselves into the walls or something.
Sounds more like they are affected by a syndrome from something like FB blood that is being spread about.

Also I did something dumb after not reading the manual properly. I grew Nether Creepers and turned them in to wine, thinking the description said no-sickness when in fact it said sickness. So I was getting spammed with cancel jobs:going to hospital, where they would just get up and leave after a few minutes as they were just drowsy, a bit like the weak warpstone, or tanning, cooking etc bad reactions. At least that's what I think was the cause, I dumped out all the booze and the messages have now stopped. DF Hack clean map commands didn't stop it so I don't think it was blood being spread around. So if you have Nether Grour booze get rid of it and see if that fixes the problem.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Gotdamnmiracle on February 17, 2013, 09:14:34 am
I accidentally removed a file the last Mac download I posted that is need to use "Settings.exe" when I removed the widows utilities.
You can a fixed download here. (http://www.mediafire.com/file/lvvc5ocl2ks6dx6/MasterworkDF-2f_mac_fixed2.tar.bz2)

I see that. I am also having trouble running DFhack.
I don't know why dfhack would not work, I changed nothing to do with that part.
You should be starting it with the "dfhack" script in the "Dwarf Fortress" directory, is that what you are doing?
If you are do you have anything in your "stderr.log", "stdout.log", or "errorlog.txt" files?

What version of OS X are you using?
It matters from what I have seen in the dfhack thread.
First: what version of OS X are you running? Some changes need to be made to the dfhack script before it is possible to run it on versions prior to 10.7 (and even then I don't guarantee that they'll work).

Second: If you're running 10.7 or newer, please open up the Terminal, type "cd " (that's a space after cd), then drag the folder containing the dfhack script into the Terminal window and press Enter. Then type "./dfhack" and press Enter. What, exactly, does it say?

Arclance, managed to get hack up and running and all. Wasn't that hard, just used the terminal, settings.exe is not working for me though.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: arclance on February 17, 2013, 11:05:28 am
Arclance, managed to get hack up and running and all. Wasn't that hard, just used the terminal, settings.exe is not working for me though.
To use settings.exe you need to install WINE (http://wiki.winehq.org/MacOSX) and then install the windows verison of Mono (http://www.go-mono.com/mono-downloads/download.html) in WINE.
Then run settings.exe with WINE and it may work, I can't be sure since I don't have a Mac to try it on.
You may need to open a terminal to the folder containing "settings.exe" and start it from that terminal to make the current working directory correct so it can find the "Dwarf Fortress" directory.
If you have to do this depends on how your file manager runs things with WINE.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: smakemupagus on February 17, 2013, 11:16:35 am
Is it just me or do plants not grow? I've turned off Harder Farming and it still takes forever for cave wheat to grow. I've grown it on sand, soil and clay but they still don't grow :(. I'm playing Orc Fortress mode and I can't get past winter (where the water freezes) I also keep forgetting to make cisterns lol.

My best guess is that you didn't generate a new world after turning off Harder Farming.  With Harder Farming on, underground crops take a full year to grow.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Ishar on February 17, 2013, 04:05:58 pm
So I found a new way to use the soggoth thing to my advantage. This was already an option to certain degree with zombies in undead biomes, but this way it's taken to absurd lengths: put them in a moat or pit. Since they are practically immortal, they take out ANYTHING, given enough time. They hurt FPS badly though.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: mavj96 on February 17, 2013, 10:00:54 pm
Searched for an answer but it seems no one has asked this specific queston.

I have my dwarf squad set to use 400 javs, they have quivers, they have jav throwers, what is the problem?

They aren't equipping them.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: smakemupagus on February 17, 2013, 11:39:24 pm
are they actually assigned on the squad ammo screen and just not picking up?  do you have *only* javelins equiped?  do you have any ammo assigned for training only, which tends to screw up?

there are actually at least 5 different types of ammo with "javelin" in the name, did you allow one but craft another?

Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: mavj96 on February 17, 2013, 11:41:40 pm
So I have to assign all of those?
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Arumba on February 17, 2013, 11:44:30 pm
Where I've had issues is when you leave any other types of ammo assigned, like bolts or something.  They pick up the wrong ammo and can't drop it or use it.  They are a bit stupid.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: mavj96 on February 17, 2013, 11:53:52 pm
Ty pagus
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: ShadowLop on February 18, 2013, 01:13:57 am
For the life of me... where do bone studs fall in the stockpile categories?  I cannot find it anywhere, I'm tired of the monkeys stealing them all.  They just sit in the tanner's shop!

I figured out that they are tools, but there is no way to stockpile ONLY bone studs and not any other tools. There is only a generic "tools" option in the finished goods stockpile.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: halox on February 18, 2013, 01:25:22 am
speaking of bone studs..

do you guys find yourselves using the upgraded leather process to outfit your archers in lamellar? at least until mithril/adamantium come into play? does the decreased weight compared to steel actually make a difference?

also as far as the scriptorium is concerned - when training your soldiers what're the best methods? IE> train one soldier to max his weapon/shield/dodge then max out his teaching so he can train other soldiers and keep him as a fully trained maxed teaching instructor etc? what're your guys' processess?
Title: Worldgen CTD bug report
Post by: Yisin on February 18, 2013, 01:52:24 am
I am getting the worldgen CTD on one of my computers. The bug seems to happen for me when placed civ sites get over 1600. If the placed civ sites gets over 1600 DF will CTD without fail. My comp specs are,
 16Gigs Quad channel ddr3 ram,
 a i7-3930K running at 4.2 ghz overclock,
 2x evga GTX 680 FTW+ 4Gig(factory overclock),
 256 gig Corsair GTX sata3 (system drive),
2TB WesternDigital Caviar black 7200rpm HD(storage drive),
ASUS X79 Sabertooth TUF edition Motherboard.
This error does not however occur on my old comp which i have tested at double the civ site rate and not had any problems. The specs for this comp are:
6 gigs tri-channel ddr3 ram,
a I7 920 processor (running stock clock),
1Tb WesternDigital Caviar black 7200 rpm HD,
Evga GTX 285 SSC 1GB.
I am testing a 6000 civ max  world on the old comp now to see if i can break it. I hope this helps to track down the bug since its annoying to only be able to gen world with 225 yrs or less of history.   
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Purgatory on February 18, 2013, 02:33:07 am
@Purgatory: Dont know why your plants dont grow... did you gen a new world after you turned harder farming off ?
Ah thanks, didn't know I had to gen a new world.

Also, Night Stallions and Night Mares always completely burn down the forest, my animals, dwarves and my aboveground buildings/structures made of fire unsafe materials. Do you think you could nerf this a bit? Its literally happened every fortress I've had (except 1, where I died of an early undead invasion) (Note that I suck so much that I never get past the 3rd year lol).
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Ishar on February 18, 2013, 03:01:50 am
also as far as the scriptorium is concerned - when training your soldiers what're the best methods? IE> train one soldier to max his weapon/shield/dodge then max out his teaching so he can train other soldiers and keep him as a fully trained maxed teaching instructor etc? what're your guys' processess?
I always train them one by one to a 'safe' combat level (expert or something around that), mostly for the weapon skill, fighter, and dodge/armor/shield. I don't bother leveling up further, or leveling all skills. An expert axedwarf with expert armor user, using decent (at least steel) equipment can take care of himself, and gain the rest of the levels with live combat.
I never bothered with teacher and student skills, I don't think they help that much.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Torgan on February 18, 2013, 03:14:47 am
For the life of me... where do bone studs fall in the stockpile categories?  I cannot find it anywhere, I'm tired of the monkeys stealing them all.  They just sit in the tanner's shop!

I figured out that they are tools, but there is no way to stockpile ONLY bone studs and not any other tools. There is only a generic "tools" option in the finished goods stockpile.
You could just make a finished goods stockpile that only accepts bone tools.

Which reminds me, I don't think there's an option for Netherwood bark in the leather stockpile. It is stored there but I can't find it in the list of leathers, I used the DFhack search option and it didn't turn anything up. There are also still loads of individual leather types on the stockpile option even though I only produce the 6 or so Masterwork types.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Arumba on February 18, 2013, 09:45:39 am
speaking of bone studs..

do you guys find yourselves using the upgraded leather process to outfit your archers in lamellar? at least until mithril/adamantium come into play? does the decreased weight compared to steel actually make a difference?

also as far as the scriptorium is concerned - when training your soldiers what're the best methods? IE> train one soldier to max his weapon/shield/dodge then max out his teaching so he can train other soldiers and keep him as a fully trained maxed teaching instructor etc? what're your guys' processess?

I find it very easy to use the leather system to quickly get some decent 'iron quality' leather armor for early game archers.

Step 1:  Bring some turkeys or goats.
Step 2:  Build nest boxes, have them lay some eggs, then execute them.  (Or milk them once if goats)
Step 3:  Obtain a small amount of oil, very easy to get from the 4 plant options at screw press.  Make sure to turn off cooking of oils in kitchen. 
Step 4:  Bring a small amount of cloth, or make it yourself, or steal clothing from a dwarf and disassemble it at the tailors shop. 
Step 5:  Make lamellar armor very quickly.  Usually within first season.

You might need to use some stockpile/workshop give/take in order to prevent the dwarves from making other things out of the lamellar, no sense in making lamellar quivers or bags for example.   
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Arumba on February 18, 2013, 10:53:25 am
For the life of me... where do bone studs fall in the stockpile categories?  I cannot find it anywhere, I'm tired of the monkeys stealing them all.  They just sit in the tanner's shop!

I figured out that they are tools, but there is no way to stockpile ONLY bone studs and not any other tools. There is only a generic "tools" option in the finished goods stockpile.
You could just make a finished goods stockpile that only accepts bone tools.

Which reminds me, I don't think there's an option for Netherwood bark in the leather stockpile. It is stored there but I can't find it in the list of leathers, I used the DFhack search option and it didn't turn anything up. There are also still loads of individual leather types on the stockpile option even though I only produce the 6 or so Masterwork types.
I've just tried a bone only tools finished goods stockpile, the dwarves do not move bone studs.  I know that bone studs show up under the "Tools" section of the stocks screen, but they are still not being moved with those settings..  Any other ideas?
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: BigD145 on February 18, 2013, 11:09:22 am
@Purgatory: Dont know why your plants dont grow... did you gen a new world after you turned harder farming off ?
Ah thanks, didn't know I had to gen a new world.

Also, Night Stallions and Night Mares always completely burn down the forest, my animals, dwarves and my aboveground buildings/structures made of fire unsafe materials. Do you think you could nerf this a bit? Its literally happened every fortress I've had (except 1, where I died of an early undead invasion) (Note that I suck so much that I never get past the 3rd year lol).

That is how fire works in vanilla DF. I would reccomend making roads as fire breaks and roofing over a central keep made of nonflammable material. Nerfing nightstallions defeats the purpose of even having them.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Torgan on February 18, 2013, 04:19:23 pm
I've just tried a bone only tools finished goods stockpile, the dwarves do not move bone studs.  I know that bone studs show up under the "Tools" section of the stocks screen, but they are still not being moved with those settings..  Any other ideas?
Assuming you have set the new stockpile to (t)ake from the old stockpile, no. :/ That's about the only awkward thing I have found with MW, I can't make stockpiles for all the new items that are tools so I end up hauling them all over the map to the workshops. Maybe it's not possible to change stockpiles that much though, or I am being dumb.

I will also say wraiths are a bit hard at embark, I think I just got lucky with my last fortress as I managed to embark with a Legion dwarf. This time I came across three rock wraiths while mining out my magma forge area and they killed my bronze battle axe wielding soldier on the first page of combat then killed everyone else. Unarmed blows just glance off, and even though the soldier managed to chop a few hands and feet off it didn't seem to slow them down. I maybe have more chance on the reclaim, I have got around two dozen friendly gremlins now who killed one wraith for me. I liked someone's idea earlier to maybe only have them in precious metals veins although that might affect my initial strategy of embark with a metal crafter and magma forge gold goblets for the first caravan.  :'(
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Thormgrim on February 18, 2013, 05:35:39 pm
the healing messages happen a lot.  so much that it's hard for me to find actual combat messages
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Putnam on February 18, 2013, 05:39:10 pm
the only thing that can be done about that is removing the VERBs and TARGET_VERBs from the healing CDIs.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Meph on February 18, 2013, 05:40:31 pm
Yeah, I should probably remove the target verb...
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: mavj96 on February 19, 2013, 12:16:43 am
Anyone mind explaining platinum souls to me?
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: JodGap on February 19, 2013, 11:40:29 am
Map Biomes: Joyous Wilds + Haunted + Sinister
Launch Option: "Regional Weather: YES"

Problem: It's rainning rock on the Joyous Wild zone.

Is that normal? My Dwarfs get unhappy toughts for the weather.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: smakemupagus on February 19, 2013, 01:33:25 pm
rock snow (http://www.bay12forums.com/smf/index.php?topic=98196.msg3989510;topicseen#msg3989510)
I guess it depends on your definition of Normal ;) 


####

Platinum Souls are a drop you can get from processing certain megabeasts at the Slaughterhouse.  There may also be a few megabeasts in the deep caverns that drop them directly.

You can get soul "fractures" from sacrificing warlock bits at the ARMOK_TEMPLE.

At the Researcher's Study (i think this is the name of it?) you can (1) combine the fractures to full souls (2) make soul container from a boulder (3) train a dwarf to some very high skill level using Platinum Soul and a Soul Container.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: MAurelius on February 19, 2013, 03:10:22 pm
Hey Smake I had the option in my researcher to use a soul container (not make - use) and I guess it was from fractions because I didn't kill any megas but I don't remember putting any together (do war dragons used as mounts count as dragon megabeasts?).

Anyway, point being I just set it and forget it and that was that. Is this one of these situation where you have to restrict the workshop to only the dwarf you want to get the soul? I didn't do that, and I guess now one of my randoms (I let everyone use the researcher because I need to mass produce runes) is running around with a legendary combat skill.

Also, suggestion - Runes, Life Tomes, and Evil Books (forget what they are called) should be reduced in price from trade (currently about 15,000 DB) and % creation chance at researcher should be bumped up because when you take into consideration how many have the interaction fail (more than half in my experience) you are spending a lot of dwarfbucks and dwarfpower for something that is not a sure thing.

Going into my second decade and just fought off a combined bat-men attack in the caves and goblins upstairs. Glad to see the easier enemies don't stop coming once you start seeing Frost Giants. I haven't seen any Trogs or Ant-men tho, just bat-men and gremlins. Is it possible for subterranean civs to die out?...no way to check this at embark AFAIK.

Also, do dwarves get happy thoughts from artifacts inside a display stand, or is it more just for flavor like a potted plant or fountain?

Thanks!
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: fasquardon on February 19, 2013, 03:12:15 pm
I have been playing 2f, built my first ever above-ground fort with some orcs.

Restricting creatures to their natural biomes makes a big difference in the wildlife that wanders through - it used to be that the beer men and sweat men would just wander through and kill everything if I stayed above ground, this game, I was able to hold out against the wildlife long enough to build a simple above-ground fort.  It seems that the creatures I had trouble with were from the cavern layer, since I only saw them in the deeps.

I also got the hang of farming this game, though I had such a great herd of beasts, that I never really needed the farms.  My fort was well fed on fish, meat and boozebelly rum.  I wonder if it would help reduce the power of the meat economy if all the animals were made smaller (so less fat and meat chunks when you killed them).  Or alternatively, pet prices were raised across the board, meaning less could be bought at embark or traded for.  Then again, more expensive pets means you can get more out of selling off your spare lambs...

If it were possible to make seeds more expensive, that might offer another way of reducing the food surplus in Dwarf Fortress.

In every game I've played since 1.9.5 (the first version I tried a wool industry in) I've not been able to spin the ewe wool and ram wool I've produced by shearing.  I am wondering if I am doing something wrong?  The way I set up my industries is to shear the sheep in the farmer's workshop, the wool then gets deposited in the corpse stockpile and whenever I try to spin thread, the game says it cannot find the reagent.

fasquardon
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: JodGap on February 19, 2013, 03:15:48 pm
6 Troglodytes gangraped my 2 mature Dragons... WTF
I tought DF Dragons would be harder to kill, breathe fire... you know.
Is this the usual behaviour?
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Arumba on February 19, 2013, 03:56:18 pm
Shadowleaf bushes are showing up on the underground farm plot selection list, yet they are never planted.  They also show up on the above ground farm plots, where they *are* planted.  A bug perhaps?
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Thormgrim on February 19, 2013, 04:55:01 pm
I have to admit, I find the "snowing rock" thing to be frustrating, too.
Not just because the Dwarves get a bad thought, but actually because it winds up destroying the landscape.  Most of my Joyous Wilds is now covered in rock and doesn't seem to grow anything.  Which defeats half of the purpose of embarking there (for the trees and plants).
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Torgan on February 19, 2013, 05:32:57 pm
Hey Smake I had the option in my researcher to use a soul container (not make - use) and I guess it was from fractions because I didn't kill any megas but I don't remember putting any together (do war dragons used as mounts count as dragon megabeasts?).
I've found platinum souls from studying relics etc in the Archaeologists Lab so you could have got them there. You do need to restrict the Research Study to a specific dwarf as you say, each soul is consumed on use. If you use Therapist you should be able to find the dwarf with the legendary skill if you can remember what type you chose.

I didn't get any megabeasts in my last fort which lasted 3 or 4 years, maybe there's just not a time for them to arrive with all the sieges? The world was only around 80 years old so they hopefully hadn't all died out.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Arumba on February 19, 2013, 05:59:33 pm
I was reading the raws because I couldn't find "Efficiently make steel bars" anywhere in the crucible despite all my attempts, and it seems like it isn't included in the current release?

Heres what I found: for brass bars, it says this:

[REACTION:BRONZE_MAKING_CRUCIBLE]
[NAME:efficiently make bronze bars(3)]
[BUILDING:CRUCIBLE:CUSTOM_B][BUILDING:MAGMA_CRUCIBLE:CUSTOM_B]
[REAGENT:A:150:BAR:NO_SUBTYPE:METAL:TIN]
[REAGENT:B:150:BAR:NO_SUBTYPE:METAL:COPPER]
[PRODUCT:100:3:BAR:NO_SUBTYPE:METAL:BRONZE][PRODUCT_DIMENSION:150]
[PRODUCT:15:1:BAR:NO_SUBTYPE:METAL:BRONZE][PRODUCT_DIMENSION:150]
   YESSLAGPIT[PRODUCT:100:1:TOOL:ITEM_TOOL_SLAG:INORGANIC:SLAG]
[FUEL]
[SKILL:SMELT]

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
For Steel it says this:

[REACTION:STEEL_MAKING_CRUCIBLE]
[NAME:efficiently make steel bars(3)]

[REAGENT:A:150:BAR:NO_SUBTYPE:METAL:IRON]
[REAGENT:B:150:BAR:NO_SUBTYPE:METAL:PIG_IRON]
[REAGENT:C:1:BOULDER:NO_SUBTYPE:NONE:NONE][REACTION_CLASS:FLUX]
[REAGENT:D:150:BAR:NO_SUBTYPE:COAL:NO_MATGLOSS]
[PRODUCT:100:3:BAR:NO_SUBTYPE:METAL:STEEL][PRODUCT_DIMENSION:150]
[PRODUCT:15:1:BAR:NO_SUBTYPE:METAL:STEEL][PRODUCT_DIMENSION:150]
   YESSLAGPIT[PRODUCT:100:1:TOOL:ITEM_TOOL_SLAG:INORGANIC:SLAG]
[FUEL]
[SKILL:SMELT]

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Notice how it doesn't have the building mentioned under steel?  I think thats missing?



Edit:  So I experimented a bit and figured it out.  Simply add
[BUILDING:CRUCIBLE:CUSTOM_D][BUILDING:MAGMA_CRUCIBLE:CUSTOM_D]
in the missing space, I used "Custom_D" because that apparently sets the hotkey to D and that one didn't appear to be taken.  Had to generate a new world to see the effect. 

Also, if I am understanding the raws properly, it says "// makes 1 bar more, and 50% chance for one additional bar on top of that." for both bronze and steel, yet the raws say
[PRODUCT:100:3:BAR:NO_SUBTYPE:METAL:STEEL][PRODUCT_DIMENSION:150]
[PRODUCT:15:1:BAR:NO_SUBTYPE:METAL:STEEL][PRODUCT_DIMENSION:150]
Which I am now understanding to mean "100% chance to make 3 bars of steel, 15% chance to make 1 bar of steel."  It should either be corrected to say 15% extra chance, or there is a typo and should be updated to [PRODUCT:50:1:BAR:NO_SUBTYPE:METAL:STEEL][PRODUCT_DIMENSION:150]

Sorry for poking around in your raws meph :(
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Arumba on February 19, 2013, 07:06:34 pm
Why are bone studs worth 20 each?  Masterwork ones sell for 240, and you can make them from rats?  I don't get it.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: sayke on February 19, 2013, 07:39:03 pm
Arumba - it's a known bug. You totally figured it out though! =D I'm sure meph will fix it next release. Also, I agree that bone studs are too expensive. They make great tradegoods, which doesn't make sense.

Thormgrim/JodGap - I turn off the special weathers and regional interactions, and think they should be off by default. They don't make sense and are too weird.

fasquardon - I agree about the meat economy being too expensive! The only tradegoods I really need to produce now are masterwork lavish meals, because I can routinely sell stacks for >100k. I also produce some gold gem-decorated crafts, just for the sake of realism, although I don't really need to. That makes me feel a little better about the plausibility of it =P
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: smakemupagus on February 19, 2013, 07:49:23 pm
I also got the hang of farming this game, though I had such a great herd of beasts, that I never really needed the farms.  My fort was well fed on fish, meat and boozebelly rum.  I wonder if it would help reduce the power of the meat economy if all the animals were made smaller (so less fat and meat chunks when you killed them).  Or alternatively, pet prices were raised across the board, meaning less could be bought at embark or traded for.  Then again, more expensive pets means you can get more out of selling off your spare lambs...

I would suggest to implement new GRAZER values, not as crazy/punishing as vanilla, but enough that you need to put aside some pasture land if you want a huge herd.  In OF I use 2000 (needs about 12 tiles) for Aurochs and 1000 (needs about 25 tiles) for Mumakil. 

edit:  Actually, never mind, it looks like with GRAZER on you should require 3000 (9 tiles) for most domestic animals, which seems reasonable.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Arumba on February 19, 2013, 09:25:38 pm
Is there some sort of a reactions repository somewhere I can look at or download?  Ideally in xls or csv format..  My issue is that when I don't have the materials I need (like in the early game) I can try to make an item, and it will tell me what the components are.  Later on, when I have stuff, most things just are available to me, but I really can't recall how much it takes.  I have a terrible time remembering the ore reactions, and even knowing exactly why the library system has gone fubar or why I am not making potash from my slag pits anymore (needs lye apparently..).   

I want some way to just look at the reactions directly.  I can see a lot of them in the raws and am considering making my own spreadsheet of reactions, but before I do that I figured it would be prudent to ask.  Also, where are all the vanilla reactions hidden?  Like "Make bed" and "Construct _Blank_"?  Some of those would be wonderful to edit.  I hate how its not consistent with some of the language. 
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: halox on February 19, 2013, 09:36:01 pm
what stockpile can you use to stockpile your extracted blood - which gets put into blood pots.. trying to seperate them so that they dont get used in cooking and sacrificial purposes only :D!!!
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Putnam on February 19, 2013, 09:38:40 pm
what stockpile can you use to stockpile your extracted blood - which gets put into blood pots.. trying to seperate them so that they dont get used in cooking and sacrificial purposes only :D!!!

Z-->Kitchen to set things off of cooking.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: halox on February 19, 2013, 10:08:09 pm
is it possible to stockpile it? it just stays inside my kitchen.. just so i can relocated it to church/etc
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: fasquardon on February 19, 2013, 10:19:17 pm
I would suggest to implement new GRAZER values, not as crazy/punishing as vanilla, but enough that you need to put aside some pasture land if you want a huge herd.  In OF I use 2000 (needs about 12 tiles) for Aurochs and 1000 (needs about 25 tiles) for Mumakil. 

edit:  Actually, never mind, it looks like with GRAZER on you should require 3000 (9 tiles) for most domestic animals, which seems reasonable.

Higher grazer values would make the plant-eaters a less economical meat source - but alot of my meat I was getting by slaughtering excess male carnivores.

Would you like some pepper on your direwolf soup sir?

So that was why I was trying to think of ways that would affect all butcherable animals.

fasquardon
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: smakemupagus on February 19, 2013, 10:42:30 pm
Aha, I see, that makes sense.  But, making them smaller would make them much weaker in combat too. 

If you're playing Orcs and getting the majority of your meat from livestock, you aren't attracting big enough sieges ;)
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Hugo_The_Dwarf on February 19, 2013, 10:44:25 pm
Aha, I see, that makes sense.  But, making them smaller would make them much weaker in combat too. 

If you're playing Orcs and getting the majority of your meat from livestock, you aren't attracting big enough sieges ;)

Lol just to comment on this "WAR HARDER!"

and something to contribute to this thread, I will be attempting to get some aspects of Adv. Mode made up, currently working on a framework.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Torgan on February 20, 2013, 08:07:32 am
is it possible to stockpile it? it just stays inside my kitchen.. just so i can relocated it to church/etc
It should be getting taken to the food stockpile I think.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: fasquardon on February 20, 2013, 02:31:30 pm
Aha, I see, that makes sense.  But, making them smaller would make them much weaker in combat too.

As I understand how DF physics works, if everything were reduced in size by the same proportion then they would be as dangerous to each other as before, but they'd just provide fewer resources upon death.

Mind you, the next DF version looks to include jumping and climbing among other things, so perhaps reducing the weight of all animals might throw the balance of that off kilter...

If you're playing Orcs and getting the majority of your meat from livestock, you aren't attracting big enough sieges ;)

I'll put more bait out next time I play as them.

Quote
In every game I've played since 1.9.5 (the first version I tried a wool industry in) I've not been able to spin the ewe wool and ram wool I've produced by shearing.  I am wondering if I am doing something wrong?  The way I set up my industries is to shear the sheep in the farmer's workshop, the wool then gets deposited in the corpse stockpile and whenever I try to spin thread, the game says it cannot find the reagent.

Anyone have any success with a wool industry in Masterwork?

fasquardon
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: smakemupagus on February 20, 2013, 03:01:39 pm
If you start changing the size of sentients too then lots of other things would be thrown off kilter too (weapons would become un-wieldable, poisons are diluted by body size, bins and blocks would be too huge to carry, too many dwarf-skull totems would fit in a minecart).  If we change *all* animals but not sentients, then there's that much less danger to your dwarves from the wilds.  If you only want to change domestic animal, there are already smaller options: you could basically accomplish the same by training dogs instead of mastiffs/direwolves (or challenging yourself to play without butchering non-grazers).

It would be nice if carnivore pets had to be fed periodically, but that's something Toady would have to change.

ed.  I definitely have thought that I was running a wool industry, but now that you mention it I'm not 100% sure.  I'll try to remember to check more carefully when I have a chance.

blood pots filled with extracted blood are still being stored in my still and are not being placed into a stockpile - anyone know which stockpile they go in - doesn't seem to be food

All the blood pots in my fort are still in the kitchens too.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: halox on February 20, 2013, 03:27:09 pm
blood pots filled with extracted blood are still being stored in my still and are not being placed into a stockpile - anyone know which stockpile they go in - doesn't seem to be food
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Arumba on February 20, 2013, 03:55:47 pm
Quote
In every game I've played since 1.9.5 (the first version I tried a wool industry in) I've not been able to spin the ewe wool and ram wool I've produced by shearing.  I am wondering if I am doing something wrong?  The way I set up my industries is to shear the sheep in the farmer's workshop, the wool then gets deposited in the corpse stockpile and whenever I try to spin thread, the game says it cannot find the reagent.

Anyone have any success with a wool industry in Masterwork?

fasquardon

Most immediate thought is whether you have burrows set up or not.  I was so frustrated with the Steel Armor Cast at the warbeast kennel because I didn't know exactly how many reagents I needed.  So I built 20 steel mechanisms, 20 steel daggers, 20 steel chains, and had over 100 steel bars lying around.  Still couldn't make the blasted thing.  Then I updated my 'safe' burrow, and it worked. 

Even if you are not restricting civs to burrows, if you have a workshop that is inside a burrow, and there are items it wants outside of that burrow, it will NOT access them.  As far as the workshop is concerned those items don't exist.  So my guess is that your farmers workshops are outside, where the sheep are, and your loom is inside, where its safe. 

Just a guess.!
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Ishar on February 20, 2013, 04:38:51 pm
Would you like some pepper on your direwolf soup sir?
Post of the week.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: halox on February 20, 2013, 04:55:59 pm
when using workshop profiles to select dwarves for making into mages etc or even the scriptorium is there a faster way to find your dwarf? what method do you guys use scrolling through 200 names looking for a few guys is kinda rough
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Meph on February 20, 2013, 06:07:05 pm
I put the workshops in a room, order a dwarf inside and lock the door. Done.

Noted down the blood-stockpiling an testing wool. Sorry guys, not time atm, seriously, I am not even here. ^^
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Arumba on February 20, 2013, 07:02:05 pm
when using workshop profiles to select dwarves for making into mages etc or even the scriptorium is there a faster way to find your dwarf? what method do you guys use scrolling through 200 names looking for a few guys is kinda rough

Simple solution you could use would be to custom nickname the dwarves you want "AAA01","AAA02" etc, load up the workshop profile, open your DFHack, type "Sort-units name", go back to the list and there are your dwarves.
You could then remove the custom nicknames if you want.
Hope that helps!
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Arumba on February 21, 2013, 12:01:00 am
I'm about 3 years into a fort, haven't had too much as far as sieges go (one very weak orc siege)  Not much thievery or problems.  Then BAM, 7 seperate ambushes pop up with a total of 85 units.  I have a population of about 160, and only 30 of my guys are actively training/equipped.

We got slaughtered.  Is this normal?  Do I need more military/population ratio?  The boys are all clad in at least full iron, most have iridium edge weapons, and im outfitting steel and welded mithril replacement suits, but its not enough! 

Edit:
Upon reviewing my dwarves more closely in therapist, it seems that 20/30 of them were only level 1-3 in fighter dodger, and level 1-2 in armor user/shield user.  Most have 3-5 in their preferred weapons.  Am I just too slow to get the library training system going?  Do I need to rush it?

Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: smakemupagus on February 21, 2013, 12:10:37 am
You definitely could have better skills than that on your military dwarves via some kind of training, either library or conventional, but what you described should be enough to survive.  What kind of ambushers were they?  Did you just rush all your guys out and fight in the field, or do something else?

ed.  How did you manage to have so much iridium?!  that is excellent
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: halox on February 21, 2013, 12:19:47 am
my scriptorium is acting rather wonky - sometimes its all redded out other times i can create stuff without problems.. i made sure not to put it in a burrow and its next to my stockpile for testing purposes.. i'll make tons of ink/books etc however then its redded out at the library itself for a period of time - it seems very hit or miss and i have to micro it to make it work anyone know a fix? its bouncing between red/white and all mats are avail in abundance next to it

edit - never mind
it seems i have some rogue bin carrying dorfs... frolicking around... going to tryy to make a special stockpile prolly
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Arumba on February 21, 2013, 12:30:00 am
You definitely could have better skills than that on your military dwarves via some kind of training, either library or conventional, but what you described should be enough to survive.  What kind of ambushers were they?  Did you just rush all your guys out and fight in the field, or do something else?

ed.  How did you manage to have so much iridium?!  that is excellent

I just smelt everything.  Constantly.  I have a lot of stuff that I don't know what to do with yet.  I realized I had about 50 wafers of iridum and figured I might as well make some daggers/short swords/long swords and see who wanted them.  Naturally they all did. 

The ambushers were a mix, I finished playing through it and it was brutal.  There were some goblin flagellents, which are weak and the sworddwarves loved those, they were chopping off arms and legs and sending them in arcs.  That part reminded me of monty python and the black knight.  But then there were the ones riding on voracious cave crawlers, and then for some reason prototype war golems appeared *inside* my fort and ambushed me.  They all ran away after the only decently skilled squad started killing them.

I think my mistake was sending the initial defense to the outdoor trade depot, trying to keep the drows alive.  After that failed I just stationed inside the fort and did a lot better.

Overall a good learning experience I guess, but man its frustrating seeing all that chaos and blood and BLAH everywhere.  It was so neat and pretty.  Now its ugly.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: halox on February 21, 2013, 01:40:13 am
@arumba

i find that in order for melee fighters to be successful/survive and *not* take casualties you need at least steel armor and have a decent dodge/shield trained up... what i used to do *before collosium* :D .. was make a squad of 10 guys really early to start training.. like first year or so?.. then go into military screen and make 5 orders so they stack.. set to train 2 minimum x 5, that way you essentially break your guys up into squads of 2 but they're all part of one squad - what this will do is it will encourage sparring amongst them they'll start sparring alot!! which will raise their dodge/shield then they can survive quite easy. 

a simpler solution for defending your fort early though and this is what i usually do is make an  outside wall surrounding your stairs down or what not.. then make 4 points on it and create a route -.. make rock crossbows, quivers and rock bolts load up 10 markdorfs and set them on partrol in the order screen they'll run a little radar esque drill around your wall and bolt anything that comes close this is enough to deter sieges in most cases while you work on getting your melees trained up..

if you make it to this point *setting up your ranged* etc get a sustainable fort.. then just build a colissium idiodwarf proof it - and put your melees inside then spawn a bronze colossus - nuff said :D

i've been in your situation where i figure my infantry can handle it - however i've realized they most often cant handle it... make sure they can block and evade and they will live - otherwise they'll get shredded quite easily.  hope you found something useful here :D
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Nice Save on February 21, 2013, 03:25:52 am
How do you tell your marksdwarves to use rocktip and gemtip bolts these days? I remember they used to be a separate class of ammo, but I can't see one any more.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Purgatory on February 21, 2013, 05:33:04 am
Another question: I have a tame Plaguebearer that some migrants brought to my Orc Fort, and I was wondering if it would bear plagues to my fort (even though it's tame) because the description says(paraphrase) Do not touch it. Do not attack it. Do not touch its blood. Its injured too D: should I pasture it away from everyone?
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Arumba on February 21, 2013, 09:15:25 am
@arumba

i find that in order for melee fighters to be successful/survive and *not* take casualties you need at least steel armor and have a decent dodge/shield trained up... what i used to do *before collosium* :D .. was make a squad of 10 guys really early to start training.. like first year or so?.. then go into military screen and make 5 orders so they stack.. set to train 2 minimum x 5, that way you essentially break your guys up into squads of 2 but they're all part of one squad - what this will do is it will encourage sparring amongst them they'll start sparring alot!! which will raise their dodge/shield then they can survive quite easy. 

a simpler solution for defending your fort early though and this is what i usually do is make an  outside wall surrounding your stairs down or what not.. then make 4 points on it and create a route -.. make rock crossbows, quivers and rock bolts load up 10 markdorfs and set them on partrol in the order screen they'll run a little radar esque drill around your wall and bolt anything that comes close this is enough to deter sieges in most cases while you work on getting your melees trained up..

if you make it to this point *setting up your ranged* etc get a sustainable fort.. then just build a colissium idiodwarf proof it - and put your melees inside then spawn a bronze colossus - nuff said :D

i've been in your situation where i figure my infantry can handle it - however i've realized they most often cant handle it... make sure they can block and evade and they will live - otherwise they'll get shredded quite easily.  hope you found something useful here :D

Thanks for the insight.  I was playing with a few !FUN! restrictions to try and learn more about the game, like only being allowed to buy food and drink from the merchants, and only using melee troops.  I have routinely played with squads on patrol on ramparts, 20-30 of them with javelin launchers and it feels cheap. 

About the colosseum, how do you make it work?  I used it one time and the dwarf that took the job transformed or something, his body and brains were left on the ground, the level 1 unit spawned, and then the dwarf ran away to do some other job.  Is his body and brains supposed to be on the ground?  How do you get a civilian to do the job without scaring himself?  I just don't quite understand it. 

The other issue I think I'm having is that they are all level 1 in armor user, so I think they are moving terribly slow with their iron and steel armor.  That might explain why the combat log is like 80% bad stuff and only 20% good stuff.  Should I just pit some captured baddies and have a dwarf stand and get hit while wearing his armor?  Training weapon or just wrestle? 
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Arumba on February 21, 2013, 11:29:14 am
Hey Meph I think I found a bug in the reaction to make a batch of steel bars.  Every reaction I've seen sticks pretty close to the normal metal reactions, like steel = 1 pig iron 1 iron 1 flux. 

[REACTION:STEEL_MAKING_BATCH_BARS]
[NAME:batch of steel bars(6)]
[BUILDING:BLAST_FURNACE:CUSTOM_SHIFT_B]
[BUILDING:BLAST_FURNACE_MAGMA:CUSTOM_SHIFT_B]
[REAGENT:A:900:BAR:NO_SUBTYPE:METAL:PIG_IRON]
[REAGENT:B:3:BOULDER:NO_SUBTYPE:NONE:NONE]
[REACTION_CLASS:FLUX]
[REAGENT:D:600:BAR:NO_SUBTYPE:COAL:COKE]
[PRODUCT:100:6:BAR:NO_SUBTYPE:METAL:STEEL]
[PRODUCT_DIMENSION:150]
YESSMELTING[PRODUCT:1:1:BOULDER:NONE:INORGANIC:VIOLENT_REACTION]YESSMELTING[PRODUCT_DIMENSION:150]
[FUEL]
   !NODUST!PRODUCT:100:1:BOULDER:NONE:INORGANIC:SMOKE][PRODUCT_DIMENSION:150]
   YESSLAGPIT[PRODUCT:100:3:TOOL:ITEM_TOOL_SLAG:INORGANIC:SLAG]
[SKILL:SMELT]


This is just taking 6 bars of pig iron, 3 bars of flux, and turning it straight into steel.  I think it should read:

[REACTION:STEEL_MAKING_BATCH_BARS]
[NAME:batch of steel bars(6)]
[BUILDING:BLAST_FURNACE:CUSTOM_SHIFT_B]
[BUILDING:BLAST_FURNACE_MAGMA:CUSTOM_SHIFT_B]
[REAGENT:A:900:BAR:NO_SUBTYPE:METAL:PIG_IRON]
[REAGENT:B:3:BOULDER:NO_SUBTYPE:NONE:NONE]
[REACTION_CLASS:FLUX]
[REAGENT:C:900:BAR:NO_SUBTYPE:METAL:IRON]
[REAGENT:D:600:BAR:NO_SUBTYPE:COAL:COKE]
[PRODUCT:100:6:BAR:NO_SUBTYPE:METAL:STEEL]
[PRODUCT_DIMENSION:150]
YESSMELTING[PRODUCT:1:1:BOULDER:NONE:INORGANIC:VIOLENT_REACTION]YESSMELTING[PRODUCT_DIMENSION:150]
[FUEL]
   !NODUST!PRODUCT:100:1:BOULDER:NONE:INORGANIC:SMOKE][PRODUCT_DIMENSION:150]
   YESSLAGPIT[PRODUCT:100:3:TOOL:ITEM_TOOL_SLAG:INORGANIC:SLAG]
[SKILL:SMELT]
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: smakemupagus on February 21, 2013, 11:46:10 am
Another question: I have a tame Plaguebearer that some migrants brought to my Orc Fort, and I was wondering if it would bear plagues to my fort (even though it's tame) because the description says(paraphrase) Do not touch it. Do not attack it. Do not touch its blood. Its injured too D: should I pasture it away from everyone?

Yep, it's dangerous, they're intended as a biological weapon.  When it's a pet I usually put them into a 1x1 room and permanently seal the door.  (actually, these days I've been playing with Plaguebearers commented out, because I don't care for when they come with enemy sieges.  This is not as big of an issue in Dwarf mode unless you use certain Fortress Defense races though). 

In any case they won't come nearly as often as tame pets in more recent versions of Orc Fort since they now use domestics. 
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Iceblaster on February 21, 2013, 12:44:59 pm
I have been wanting to play as Kobolds, I would like to know if the expedition equipper(IDK if thats the right name) is supposed to be availble for them.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: tahujdt on February 21, 2013, 12:48:25 pm
Meph, how did you get wood blocks to be named planks?
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Hugo_The_Dwarf on February 21, 2013, 12:52:57 pm
Meph, how did you get wood blocks to be named planks?

By adding [BLOCK_NAME:sing:plur] to the wood template
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: halox on February 21, 2013, 02:09:34 pm
are we unable to make magma bottles @ magma furnaces? i'm not seeing the option - if not whats the best way to get magma upstairs...? tanker?
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Meph on February 21, 2013, 02:40:32 pm
@halox: I cant add them to the vanilla magma furnaces, all custom magma furnaces can make them. You only need a flask for it. But the Spawn Location needs to be deconstructed to release the magma. The magma in tankers can be dumped directly, but you need a rail-network to the magma then.

@Iceblaster: No, kobolds dont have the expedition stuff (yet)

@Arumba: good catch, yet again. Will be fixed. Colosseum works just like you describe it, civilians goes, loses bodyparts, some of the bodyparts get transformed into fightable monsters, civilian runs away in fear. Its a bit clutchy, but not much I can do about it.

@Purgatory: Yes, Plaguebearers should be isolated. They can kill an entire siege just as easily as an entire army, depending on your skills to handle them. Step barefoot on a pool of their blood, you die.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Iceblaster on February 21, 2013, 02:52:04 pm
Thanks, Can't wait until they do, I might-to counter it-embark with a 6x3(or 3x6, which ever one is a horizontal rectangle) near a town so I can simulate that stuff until then
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Arumba on February 21, 2013, 04:25:35 pm
@Arumba: good catch, yet again. Will be fixed. Colosseum works just like you describe it, civilians goes, loses bodyparts, some of the bodyparts get transformed into fightable monsters, civilian runs away in fear. Its a bit clutchy, but not much I can do about it.

Have you experimented with multiple Z level structures?  What if you make it so that working location is on say level 2, and the spawned units appear on level 1? 
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: tahujdt on February 21, 2013, 05:22:02 pm
Meph, what program did you use to make your manual?
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Meph on February 21, 2013, 06:24:41 pm
Multiple zlvl structures cant exist. Maybe some very fancy dfhack programmer could do something about one workshop being build atop another, but I doubt it.

I used Dreamweaver for the manual, Paint/Gimp/Photoshop for some pictures and Raw Explorer for the tables.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: arclance on February 21, 2013, 06:47:42 pm
I used Dreamweaver for the manual, Paint/Gimp/Photoshop for some pictures and Raw Explorer for the tables.
I wondered if you used something for it, the html looked very generated when I was working on the Linux instructions.
I made all my adjustments by hand in a text editor (geany).

Can Raw Explorer export those tables in some way?
The screenshots you are using right now are not very nice compared to the rest of the manual.
If you can export the tables you would not need to type them out by hand to get html tables.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: poothoottoot on February 21, 2013, 08:05:45 pm
I am having a minor problem that does not affect the playability of the mod.

It loads up fine but when I try to use the default ASCII graphics it appears blurry compared to the original non-modded game
Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Meph on February 21, 2013, 08:53:57 pm
I used Dreamweaver for the manual, Paint/Gimp/Photoshop for some pictures and Raw Explorer for the tables.
I wondered if you used something for it, the html looked very generated fucked up when I was working on the Linux instructions.

Can Raw Explorer export those tables in some way?
Fixed that for you. And no, Raw Explorer cant export the tables, otherwise I would have done so. I tried copying the system the wiki uses, but ultimately failed due to lack of skill.

@poothoottoot: Your nickname is a horror to write.  ;) Besides that I dont know why anything would be blurry. Maybe its because I use a square ascii set and it looks unusual to your eyes? You can do some tweaking yourself in the data/intit/init.txt if you like. The wiki should explain how everything works in that regard.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: poothoottoot on February 21, 2013, 09:21:46 pm
Thanks I'll try to mess around with it but other than the blur which may just be me this mod is awesome.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Arumba on February 21, 2013, 11:05:30 pm
Meph I turned off the smoke effects on the Flavor options, I noticed that in the raws for some of the workshops "!NODUST!" is flagged.  For example on 'grind sausage', the line that would give a chance for bacteria is turned off.  This doesn't seem like just flavor to me, seems like a pretty important cost-benefit relationship between increasing food supply at a risk of generating sickness.  Is this the setting that changed that?  or is there another one that I missed? 
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: halox on February 22, 2013, 02:10:52 am
when using armory to create armors for upgrading to plate - is there a way to keep your soldiers from comming in and taking the armor for upgrades? like is it possible to prohibit them from taking from a certain stockpile? trying to figure out an efficient way to make the armor upgrade it then distribute to the grunts.. what method do you guys use?
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: filipmolnar on February 22, 2013, 07:09:26 am
Hello,

I have a question regarding wood.

I gened a new world with simple trees off and and more tree types on. Still, I only get "wood logs" when cutting wood (which are indeed diverse, even though I never really paid attention whether there are more types now)

Is this normal? Thanks!
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Meph on February 22, 2013, 07:17:41 am
@Arumba: The sickness shouldnt restrict a lot, but I got this complaint before. Yes, not really a complaint, but the flavor text of the button is slightly off. You think I should move the stench/bacteria to a seperate one?

@halox: No. ^^ Locked doors maybe ^^

@filipmolnar: This is perfectly normal. You cant get wood types back in the game, it would break all the reaction I use specific woods for, like the timberyard.  You get what it says on the button, more tree types. Not more wood types ;)
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: filipmolnar on February 22, 2013, 07:30:41 am
@filipmolnar: This is perfectly normal. You cant get wood types back in the game, it would break all the reaction I use specific woods for, like the timberyard.  You get what it says on the button, more tree types. Not more wood types ;)

I see, thanks!
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Arumba on February 22, 2013, 07:59:26 am
Thanks for your replies meph.  I noticed that most everything about your mod is accurate and concise, which is why that button irks me a bit.  Its just that it says it does nothing, but it does do something.  I would ask that it either get its own button, or that you 'protect' that reaction from the button so that turning off flavor dust doesn't affect some of the reactions. 

As it is right now, since my 4 year old fortress was genned with that button off, I basically just auto-churn meat into ground meat into sausages for a 50% increase in food.  Seems like unnecessary steps and jobs when essentially it could be replaced by a big ole 'CHEAT' reaction.  There's no reason not to do it except for self restraint, which I lack desperately.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Meph on February 22, 2013, 08:45:19 am
Now that you mention it... the sausage reaction should take 2 units of edible meat and 1 unit of inedible bodyparts (cartilage, spleen, something like that) and make 3 sausages... I think something with the tags never worked right, so I removed it... it shouldnt give free food, maybe I can find some kind of solution.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Arumba on February 22, 2013, 08:49:26 am
Now it all makes sense.  Finally I can sleep!  ;)
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: arclance on February 22, 2013, 09:15:56 am
@Arumba: The sickness shouldnt restrict a lot, but I got this complaint before. Yes, not really a complaint, but the flavor text of the button is slightly off. You think I should move the stench/bacteria to a seperate one?
Yes.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: halox on February 22, 2013, 05:59:35 pm
@ meph

going along with the free food i think the collosium needs a few changes i can put lion or blind cave ogre on repeat and a squad of guys inside and i'll have 2k of meat in a few minutes - not sure if that should be balanced somehow or not
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Meph on February 22, 2013, 06:25:52 pm
The colosseum is essentially in beta stage. Its a test, to see what kind of reports I get about it. Once the next dfhack comes out I can balance all those fancier reactions/features I have... till then its free to make more people use it.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: sammyboy0120 on February 22, 2013, 11:28:00 pm
Hello Meph, came to say thanks for such an awesome mod and provide some feedback. I love everything I've seen so far with one glaring exception: night mares/night stallions, especially in thoroughly wooded areas. They an fly And shoot fireballs that raze an entire forest to the ground, destroying much of my livestock and any souls who were unfortunate enough to be fishing or hunting at the time? It seems a bit OP, I'd consider some kind of balance, such as reducing the size of the groups they spawn in (such as 2-4 instead of the 7-9 I've been getting), making it so they can only shoot fire when on the ground or removing their ability to fly.

Also, some of the new workshops seem to be quite glitchy when it comes to detecting available materials for reactions. I have yet to be able to sacrifice demon symbols or the equivalent witch item (can't remember he name) despite having several in my stockpile, my gunsmith won't detect that I have steel, and my storage unit is refusing to unbox a number of crates I purchased from caravans. I can upload a save if necessary.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Thormgrim on February 22, 2013, 11:39:45 pm
Meph, thank you for this mod and thank you for taking the time to answer all these questions.

Here's another one...  I am trying to mess around with Golems, but can't seem to figure out how to get myself an Adamantine mechanism.  The job manager doesn't know of a reaction to create one and i can't find the reaction in any workshops and it's a required reagent for building the mold.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Arumba on February 23, 2013, 01:26:56 am
Hello Meph, came to say thanks for such an awesome mod and provide some feedback. I love everything I've seen so far with one glaring exception: night mares/night stallions, especially in thoroughly wooded areas. They an fly And shoot fireballs that raze an entire forest to the ground, destroying much of my livestock and any souls who were unfortunate enough to be fishing or hunting at the time? It seems a bit OP, I'd consider some kind of balance, such as reducing the size of the groups they spawn in (such as 2-4 instead of the 7-9 I've been getting), making it so they can only shoot fire when on the ground or removing their ability to fly.

Also, some of the new workshops seem to be quite glitchy when it comes to detecting available materials for reactions. I have yet to be able to sacrifice demon symbols or the equivalent witch item (can't remember he name) despite having several in my stockpile, my gunsmith won't detect that I have steel, and my storage unit is refusing to unbox a number of crates I purchased from caravans. I can upload a save if necessary.

Check your burrows, there are no issues that I have encountered with those buildings.  You probably have burrows (whether active or not) that are messing with the game's material search areas.  Every time I see this issue its almost always related to burrows. 
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Purgatory on February 23, 2013, 01:32:38 am
Meph, I have come to suggest extracting poison from pets like snakes or spiders(?). If that's not possible maybe getting poison from killing them etc. That way one could get a larger variety of poison farms and more options for their military. Also something useful for this pointlessly large assortment of snakes.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: leafar on February 23, 2013, 05:45:23 am
i think this covers your suggestion:
If you add [MILKABLE:LOCAL_CREATURE_MAT:POISON:20000] to all creatures with [USE_MATERIAL_TEMPLATE:POISON:CREATURE_EXTRACT_TEMPLATE] then you can just milk it from them. The dwarf will just take the animal and a bucket, produces a bucket full of poison. No worries, dwarves wont drink it... it can be used like any other poison in reactions to cover weapons, ammo or traps.

I tested this and it works with the toxicist, so I guess thenext version of the mod will allow you to farm snakes, giant spiders, giant scorpions and so forth for their venoms/poisons.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Baijiu on February 23, 2013, 07:35:40 am
I embarked in a serene biome and now most who die come back to life eventually. Even dead babies which wander about. Will mothers recognise previously dead babies and take care of them again? Otherwise I see this baby dying and resurrecting until he becomes an child and can feed himself...
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: LordBaal on February 23, 2013, 08:03:32 am
Kill them with fire! Haven't you seen pet sematary?
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Nice Save on February 23, 2013, 08:48:41 am
How do you tell your marksdwarves to use rocktip and gemtip bolts these days? I remember they used to be a separate class of ammo, but I can't see one any more.

Anyone? Please, I have over 1500 stone bolts right now.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Meph on February 23, 2013, 09:06:42 am
Nice Save: Sorry, must have overlooked your question before. Gemtip and Rocktip arrows/bolts are used just like any wooden, copper, silver, steel, whatever arrows/bolts. Anyone that has bolts assigned should use those automatically. You can limit it by material if you wish, which should be "material => metal => gemtip/rocktip". I had to use metals otherwise stockpiles wont accept it.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: MightyDorf on February 23, 2013, 09:52:03 am
A griffon attacked me, I killed and butchered it at the slaughterhouse. It gives me a platinum soul and a talon. I know the way to utilize the platinum soul, but I have no idea of the talon's utility, since it doesn't show up in the "specific weapon" screen ? Is it merely something I can trade ?
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Nice Save on February 23, 2013, 09:54:48 am
OK, I've found them in the stockpile menu, but they don't show up in the ammunition section of the squad screen. Is there any way to use my stone bolts for training without using all my other metal ones?
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Nokao on February 23, 2013, 05:09:25 pm
Using Masterwork 2F.

Do someone knows why Plot Farms in Winter have 4 options when outdoor and 9 when indoor ? This have no sense ...
And apart from Winter, indoor+outdoor seems equal. Why ?

Wich is the state of MW 2F ? is it playble or it's better to stick with 1.9X ?


P.S.
I played Masterwork 1.9X before 2, and I'm actually missing something.
For example, I tryed to play Orcs and I get some errors with the "(Orcs) trial embark", like:
no toothed copper axes avaiable
no wolf avaiable
no drowspider avaiable
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Arumba on February 23, 2013, 05:23:22 pm
You cannot plant outdoor crops in winter because its cold out... you can plant anything year round underground because its not affected by outdoor temperature.  That's what makes logical sense to me anyway...

The game is highly playable in current version.  Its addicting.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: halox on February 23, 2013, 05:46:29 pm
i can't find any stats on bifrost in the charts etc/ what weapons is it best to make with? IE. silver is best for maces, adamantium swords etc..
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Nokao on February 23, 2013, 05:47:17 pm
Thank you for the answers. Yes I know the "addicting" part. BUT I CAN STOP WHEN I WANT !!!

I explained myself bad, I try to repeat: why Plot Farms, in Winter have 4 options OUTDOOR, and have 9 INDOOR (winter) ?
Seems a bug to me.

Also, I made a test game to test underground farming when light cames from the surface (channelling), it worked.
But after I covered the channels-holes with wooden floor, and the flags are still Indoor+LIGHT.
Is this another bug ? It's base DF bug or MF related ? MagmaWiki speaks differently.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: smakemupagus on February 23, 2013, 06:06:02 pm
I played Masterwork 1.9X before 2, and I'm actually missing something.
For example, I tryed to play Orcs and I get some errors with the "(Orcs) trial embark", like:
no toothed copper axes avaiable

No toothed axes means your civ isn't actually Orcs, i.e. you had Dwarves or Kobolds selected when you created the world. 

Do someone knows why Plot Farms in Winter have 4 options when outdoor and 9 when indoor ? This have no sense ...

I'm not sure I understand this question ... Do you know that most crops can only grow indoors or outdoors but not both, and that crops have different growing seasons?  This is a feature of almost all versions of DF including vanilla. ... (edit) in Masterwork Meph decided that underground crops can grow year-round, it is an intended feature I think.

Quote
But after I covered the channels-holes with wooden floor, and the flags are still Indoor+LIGHT.
Is this another bug ? It's base DF bug or MF related ? MagmaWiki speaks differently.

Base DF behavior, Magmawiki describes it accurately.
http://dwarffortresswiki.org/index.php/DF2012:Tile_attributes
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Meph on February 23, 2013, 06:41:48 pm
Yeah, I am a bit confused about the farming question as well. Plants are either indoor or outdoor plants... for example berries need sun (outdoor) but mushrooms can grow in the dark (indoor). Also, the temperature in DF fluctuates outside, but is stable inside. In real life you cant grow stuff outside in winter, but its no problem to grow plants indoors in greenhouses. I added this to the mod, outdoor plants dont grow in winter. Indoor plants grow all year round. No bugs anywhere.

About the missing orc items: You need to gen a new world if you change the race you want to play.

As smakemupagus said, light/indoor tiles are vanilla DF behavior. Some people might consider it a bug, other a feature (for example glass roofs for actual greenhouses ;) ) but its normal DF, not the mod.

For your info: from 1.9 to 2f this mod has seen 7 updates, so yes, it is playable. ;)
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Nokao on February 23, 2013, 07:38:59 pm
Yeah, I am a bit confused about the farming question as well. Plants are either indoor or outdoor plants... for example berries need sun (outdoor) but mushrooms can grow in the dark (indoor). Also, the temperature in DF fluctuates outside, but is stable inside. In real life you cant grow stuff outside in winter, but its no problem to grow plants indoors in greenhouses. I added this to the mod, outdoor plants dont grow in winter. Indoor plants grow all year round. No bugs anywhere.

Yes but I'm actually having MORE types of plants in winter indoor than winter outdoor ... is it normal ?

Base DF behavior, Magmawiki describes it accurately.
http://dwarffortresswiki.org/index.php/DF2012:Tile_attributes

Yes I know that, but if I cover a light indoor farm with a ceiling of wood, shouldn't it get dark ?
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Putnam on February 23, 2013, 07:42:46 pm
Base DF behavior, Magmawiki describes it accurately.
http://dwarffortresswiki.org/index.php/DF2012:Tile_attributes

Yes I know that, but if I cover a light indoor farm with a ceiling of wood, shouldn't it get dark ?

Just as in mathematics, logic takes a backseat to mechanics.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Nokao on February 23, 2013, 07:44:11 pm
No toothed axes means your civ isn't actually Orcs, i.e. you had Dwarves or Kobolds selected when you created the world. 

Yes you're right, I generated a Dwarf world and then played Orc.
Didn't know this was a problem, it's very sad, means that if I get affectionated to a certain world, and I loose with 1 civ., I can't try with another.

As smakemupagus said, light/indoor tiles are vanilla DF behavior. Some people might consider it a bug, other a feature (for example glass roofs for actual greenhouses ;) ) but its normal DF, not the mod.


Is it actually possible to get light trought glass? That's awesome ;)
I could defenitely make a glass roof over my outdoor farms for archers to fortify ?
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Meph on February 23, 2013, 07:47:01 pm
Quote
Yes but I'm actually having MORE types of plants in winter indoor than winter outdoor ... is it normal ?

...   you shouldnt have winter-growing aboveground crops at all. None. (except if you play as orcs, they have some, but they are done by smakemupagus. Ask in the orc fortress thread about it, if thats the case.)

But yes, you can have aboveground crops and build a glassroof above them, if I am not entirely wrong. I am not 100% sure however, since its been ages since I have used glass.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Arumba on February 23, 2013, 07:49:58 pm
Per normal DF rules, you can channel out the surface and them immediately build floor over it, all the tiles you exposed to the outside world will forever be considered 'above ground' tiles, and you can plant outdoor crops on them.  Read the http://dwarffortresswiki.org/index.php/DF2012:Above_ground
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: smakemupagus on February 23, 2013, 07:52:43 pm
...   you shouldnt have winter-growing aboveground crops at all. None.

the three kind of trees, and shadowleaf! :)
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Nokao on February 23, 2013, 07:55:10 pm
Ok, next time I will just generate and play Dwarf, I'm not enough pro to try your other races ;)

If I may make you some suggestions, about making kobolds stronger, you should make them tame reptiles+dragon, and eat corpses for minor healing purposes.

@Arumba:
thank you for the advice. However even if this works as a bug, I don't want to risk to do it and find this bug fixed in next versions :D it would be so much fun :D
expecially because I don't need it, actually I'm trying to build a reverse-cone (like a half-hourglass) fortress, starting (with embark anywere) on a previously-built circle-round castle.
So I can/will do the farms outside with a central artificial lake, in the outside circle, than make the rest of the fortress down.
The idea to make a glass ceiling is great, to avoid flying invaders and make archers-fortifications, or also to continue the hourglass up for more fun.

It would be a monument to itself, as a hourglass is a metaphor of the time it will take me to be built it.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Meph on February 23, 2013, 07:56:47 pm
Ah... I fixed shadowleaf, but only in my dev-version. And I mentally seperate trees from plants, which is of course wrong, but correct in terms of coding them ^^ Forgot about the trees, thanks smake. ^^

To be more precise: Nothing edible/brewable ;) 

@Nokoa: Strong kobolds? They should be super-hard to play. With no digging, bonecarn, small bodysize, barely any gems for trading or metal for weapons/armor, or stone for furniture. Thats the point.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Arumba on February 23, 2013, 08:36:04 pm
Did you notice my post 5 pages ago about shadowleaf showing up in underground plots as well?  and never growing there?
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: halox on February 23, 2013, 09:37:15 pm
@meph possible bug
lamellar leather trousers - are picked up and worn by civilians - also while soldiers are wearing them as armor they wear out - not sure if this is intended or not? maybe change the name to lamellar leather greaves so they can be sorted as armor?
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Putnam on February 23, 2013, 09:40:33 pm
Names don't actually matter.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: smakemupagus on February 23, 2013, 11:05:10 pm
Nakao, that sounds like a pretty cool fortress :)
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: DrunkenDruid on February 24, 2013, 04:28:59 am
I'm having a lot of trouble with unknown frozen plant substance logs. They are the only logs available for me, and since I enjoy embarking in evil glaciers, I need to bring logs with me. Problem is, even though carpenters use unknown frozen plant substance logs, they aren't allowed in the wood stockpile, so they stay outside. Having a carpenter going out for wood in a glacier crawling with corpses isn't good for neither the fortress' or the carpenter's health.

I'm using Masterwork Dwarf Fortress Settings Utility V1.3 (which is odd, I thought this was V.2f) on Windows XP.

Is there a fix for that?

Hey assassin and meph, I found your comments when searching the MASTERWORK thread for "frozen," trying to solve my FROZEN PLANT SUBSTANCE LOGS problem.
following up on meph's idea that it was a duplicate raw, I was able to track down the offender.

If you have further modded the raws to allow kobold and orcs to be playable on the same world as dwarfs and eachother: plants_kobold will be a duplicate of some plants found in plants_orc.
This results in the extremely dwarven practice of constructing crutches from frozen booze, it also tends to warp a bunch of other materials and items into unknown things.

Assassin: Simply inactivate the plants_kobold object by removing the very first "[".  Not sure, but kobold play seems unaffected by this.
(Unless it's some other duplicate raw, in which case, the error message given when importing into the "raw explorer" utility might help you identify the dupe.)

This i bring to you as a result of single variable manipulation !!science!!.  also, first post!
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Meph on February 24, 2013, 07:01:37 am
Quote
If you have further modded the raws to allow kobold and orcs to be playable on the same world as dwarfs and eachother: plants_kobold will be a duplicate of some plants found in plants_orc.
This results in the extremely dwarven practice of constructing crutches from frozen booze, it also tends to warp a bunch of other materials and items into unknown things.

This is a really bad idea. There is a reason I only made one race available at a time. Here is the best example:

Kobolds cant dig stone. This is done by modding the stone template to include UNDIGGABLE. This means no race can dig stone. If you gen a world with dwarves, orcs and kobolds, either all of them can dig stone, or none of them can dig stone. This cant be fixed.

But, DrunkenDruid, otherwise not bad for a first post ;) Your errorlog in the dwarffortress will also always show all duplicate files, so its a very easy thing to fix. :)
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: sotrans on February 24, 2013, 09:31:52 am
I've got a problem with creating rigid scale and chitin. The tanners uses up scales and chitin but the results were items named "skin" which i can't use for anything, at least not at my tailor shop to create chitin/scale armor. Is this a common bug or likely resolved at any new fortress i create, or did i just miss something?
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Zeebie on February 24, 2013, 12:23:05 pm
I've just started a new game that seems to have no plump helmets - not only are they not available on embark or from caravans, they don't even appear in the seed planting menu as a possibility.  This is my first time using the super-hard-farming option, is this part of that?
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Arumba on February 24, 2013, 12:24:48 pm
I've just started a new game that seems to have no plump helmets - not only are they not available on embark or from caravans, they don't even appear in the seed planting menu as a possibility.  This is my first time using the super-hard-farming option, is this part of that?

No, its not.  Did you generate a world using advanced parameters?  The instructions require you to use one of those pre-genned templates for this mod.  The first time I played was on a normally generated map for a few years, didn't ever see any ambushes or invasions, and its because it doesn't work well without the pre-genned templates.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Zeebie on February 24, 2013, 12:50:17 pm
I've just started a new game that seems to have no plump helmets - not only are they not available on embark or from caravans, they don't even appear in the seed planting menu as a possibility.  This is my first time using the super-hard-farming option, is this part of that?

No, its not.  Did you generate a world using advanced parameters?  The instructions require you to use one of those pre-genned templates for this mod.  The first time I played was on a normally generated map for a few years, didn't ever see any ambushes or invasions, and its because it doesn't work well without the pre-genned templates.

When did the requirement for using the pre-gen templates come in?  I've been playing the MW mod since day one (I've just downloaded 2f)  and never had any trouble using advanced world gen.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: smakemupagus on February 24, 2013, 12:58:43 pm
regular world gens work fine for me
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Meph on February 24, 2013, 02:04:48 pm
There is no requirement for using the pre-gen templates. I simply a recommend NOT using the standard worldgen (the one with the 5 settings from very low - very high) If you use the adv. worldgen thats fine, you can tune it however you like. :)

Plump helmets are not available if the first cavern has no water. That happens in vanilla as well. Nothing new here.

@sotrans: I will have a look at the scale/chitin thing... do you now which animal yours come from?
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Di on February 24, 2013, 02:38:48 pm
Hey there.
When playing with castes disabled I still get quite a bunch of highborn dwarves (7 of 21 total). Though I can't say what makes them appear by looking in raws.
Also, they have positive physical traits in description. Every one of them despite the caste being not suitable for manual labour. Are they considered strong and inexhaustible by standards of their caste or in comparison with normal dwarves?
Disabling giant- and person- creature variations via settings.exe has no effect on raws. (I did save settings and check raws in the root directory of the game)
Also, praying for booze at shrine gave me plump helmet none.

Finally, small suggestion: how about allowing dwarves to "persuade" humanoid creatures like anubites or still-present animal-persons to stand for dwarven cause?
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: magos epic on February 24, 2013, 03:45:36 pm
JESUS FUCKING DWARF CHRIST I HATE THE GODDAMN METAL WRAITHS!!!!!!!!!!! How do you avoid waking these fucks up and where in the manual or wiki can info about them be found.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: magos epic on February 24, 2013, 03:49:48 pm
how did you cope with them in the end? I have started 4 forts since I got this mod, lost all my dwarfs to metal wraiths...........feels bad man
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: jaxy15 on February 24, 2013, 04:12:29 pm
What's up with the breath of Armok stones? Why the hell is it so entertaining to watch a miner zoom around and tear through rocks like wet paper?
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: sayke on February 24, 2013, 04:15:31 pm
@magos epic - i create a separate shaft for resource mining out near the front of my fort, on the other side of my military etc. i may lose a miner or two but that way they don't pop up inside my fortress at least!
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Nokao on February 24, 2013, 04:21:46 pm
What's up with the breath of Armok stones? Why the hell is it so entertaining to watch a miner zoom around and tear through rocks like wet paper?

It's !FUN!

@Meph, your MOD is great and the new HTML manual is beautiful !
Why did you remove the link to this manual inside the launcher ?

I'm searching for an explanation about metal clothing, because I would like to remove items I will never use.
But if I do that, will I screw up new monsters and races ?
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: smakemupagus on February 24, 2013, 04:51:00 pm
I HATE THE METAL WRAITHS!!!!!!!!!!! How do you avoid

turn off Harder Mining
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Batbuttz0r on February 24, 2013, 04:56:18 pm
How can I mod in my own playable races? 3 doesn't cut it for me.

Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Nokao on February 24, 2013, 05:04:13 pm
How can I mod in my own playable races? 3 doesn't cut it for me.

I think Meph is already having a hard time to make well the new 2 ;)

It's nice how much people prefer to create than to improve

p.s. i'm like this also
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Batbuttz0r on February 24, 2013, 05:11:30 pm
I mean, I know how, just not sure if this giant mod will support the addition of my own without much issue. Is it as simple as adding my own race using examples already there? Or are there some limitations built into this mod that will give me some crazy amount of problems?
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: smakemupagus on February 24, 2013, 05:19:16 pm
It is not particularly harder to add new races to Masterwork than to regular Dwarf Fortress.

As to whether it's "easy" or "hard" on absolute terms depends how much new or unique stuff you plan to include.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Batbuttz0r on February 24, 2013, 05:32:43 pm
ok good, thats all I meant.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Nokao on February 24, 2013, 06:30:56 pm
Do the Boozebelly Goat => make the Booze works only if "more food types: YES" ?
Or to have "Domestic Pet: YES" is enough ?
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Thormgrim on February 24, 2013, 10:53:06 pm
I asked earlier about the gole molds... how to make an adamantine mechanism.
I still haven't figured that out...

Also, what do you do with the statue of a gargoyles?
I can't figure out how to deploy them...
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Putnam on February 24, 2013, 10:54:47 pm
I asked earlier about the gole molds... how to make an adamantine mechanism.
I still haven't figured that out...

The same way you do in vanilla?
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: halox on February 24, 2013, 11:30:33 pm
@meph i can confirm the chitten upgrading issue as well it seems to work most times i've done it howver.. the hiveguards in cavern 1 i'm having the same issue they're being turned into "skin"... was working fine until hiveguards came into play i believe it works with turtle shells/traded chitten etc...
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Dant on February 25, 2013, 12:05:05 am
How do I dispose of massive slags? I'm getting full of those, apparently my dwarfs can't move them (dunno really, just don't see them disappearing)
I currently have 3 slag pits and haven't seen massive slags getting disposed.
So, how do I dispose of them?
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Thormgrim on February 25, 2013, 12:53:39 am
wow, i'm apparently just slow on the uptake about the mechanisms.  thanks...  I never would have ever made an adamantine mechanism in vanilla...

how about the gargoyle statues?  how do i deploy them?
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: smakemupagus on February 25, 2013, 01:00:23 am
reaction "set up a gargoyle" at the spawn point
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: ShadowLop on February 25, 2013, 01:02:20 am
How do I dispose of massive slags? I'm getting full of those, apparently my dwarfs can't move them (dunno really, just don't see them disappearing)
I currently have 3 slag pits and haven't seen massive slags getting disposed.
So, how do I dispose of them?

Have you actually told the slag pits to dispose of the slag? And are the jobs actually active?

Slag pits have three jobs: one destroys slag, one turns slag and flux into concrete, one turns slag and ash(?) into fertiliser. You need to be running one of these jobs to dispose of slag....though I guess you could use them in construction as well...
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Ishar on February 25, 2013, 02:26:17 pm
The more I play with harder mining, the more I feel that it's way too much.
A rare balrog now and then is a nice touch, really cool idea, but the others are way over the top. Wraiths pop up all the damn time, and while they aren't that challenging (especially if you conscript your miners into a squad of their own, and use their picks with legendary skills), the constant attacks are really-really annoying. Soggoths are interesting as an idea, but right now, they are both lethal, and very bad for FPS.

I know you worked hard for these features, Meph, but I don't think it's working out, this makes the game ridiculously hard, it borders on unplayable.
Sure, if you want the mining dangers to be the 'very hard' mode of the game, mission accomplished, but if you wanted this to be on same level as harder smithing/farming/smelting, it went overboard. A lot.

If it stays the same, I suggest to at least alter its description in the launcher, because that still only mentions coal dust and warpstone. It's much FUN, true, but the rest of the game is so well documented,  this part shouldn't fall behind in my opinion.

Sorry if this sounded like entitled bitching, please take it as honest feedback.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: LordBaal on February 25, 2013, 02:32:01 pm
Or could it be separated in passive/active/both dangers , so warpstone, coal dust and monsters stay, but you can select if you one one, the other both or neither.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Meph on February 25, 2013, 02:48:46 pm
I think I will start working on the next update :) I did some random stuff in between, some utilities, soundsense nonsense and working on a tileset, but I little update should be worth it, with everything that was reported in the meantime. :)

@Di: Highborn dwarves shouldnt exist without castes, I added it to my todo list. The descriptions are in relation to their max strength. So if their max strength is 1000, but a normal dwarf is up to 2500... and the highborn has 1000, it will say that he is exeptionally strong, even if he is weak in comparison to normal dwarves.

Quote
Finally, small suggestion: how about allowing dwarves to "persuade" humanoid creatures like anubites or still-present animal-persons to stand for dwarven cause?
That cant be done without heavy cheating by dfhack.

@magos epic: You can disable them in the Settings, "Harder Mining". And please, no caps yelling and double posts, that wont help you getting a quicker answer.  ;)

@jaxy15:
Quote
What's up with the breath of Armok stones? Why the hell is it so entertaining to watch a miner zoom around and tear through rocks like wet paper?
The answer is: Because. ;) I thought they would be a nice surprise for people that mine a lot. :) No real reason behind them.

@Nokao: Thank you. Metal clothing can be removed by modding the item_xyz.txt files, its quite easy. Just check the wiki for armor token. If you break anything in the end, thats up to you. But shouldnt be a big problem, its an easy thing to do.

Boozebelly goats work even without the new food types. New food is actually just for prepared meals, only naming. No gameplay changes.

@Batbuttz0r: Same as always. No changes to adding a race to vanilla DF. But mind that both Orcs and Kobolds are actually a lot of work, because they have their own buildings, reaction, castes, feel... its not just adding another entity. But if you are up for it, do another race and if it ends up being high quality and good fun, I will add it to the main mod. :)

@Thormgrim: All creatures are spawned in the "spawn location", its the very last workshop. Currently its buggy as f*ck though, I have to wait for dfhack r3.

@halox: Thank you for the confirmation, I added it to my todo list.

@Dant: Massive slag should be accepted by the slagpit just like slag bars. Its just heavier thats it. Maybe dwarves priorize the slag bars?

@Ishar: No problem, I take feedback very serious. I thought about removing rockwraiths all together, and leaving metalwraiths in specific metals. For example mining iron is ok, but if you want to take away silver/gold the spirits of the mountain defend themselves. Topic "greedy dwarves" ;)  I would love to limit them by depths, for example start with wraiths at lvl50 and the deeper you go that more you hit, but I cant do this... I noticed myself that the most mining is done at the very start, which of course makes no sense, because your starting 7 would meet the most wraiths...
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: blu on February 25, 2013, 03:19:13 pm
Has anyone else had trouble modifying the options. I've been trying to turn off several of the misc. options. They always remain on regardless of what I have them set on. I have saved them through the Masterwork setup program and I have recreated multiple worlds and fortresses.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Meph on February 25, 2013, 03:26:34 pm
I just tested all of the misc settings... grazing button reports ON, even if it is set to OFF (ingame its still off) and the soapmaker button does not do anything, because I deleted the batch soap bars reactions... I want to add mineral oil soap, so thats WIP.

More tests:
Whoever said that animalman/giant creature button does not work/change the raws (di?)... is wrong. It does change YESPERSON[CV_ADD_TAG:DOES_NOT_EXIST]
YESPERSON[CV_ADD_TAG:FANCIFUL] in c_variation_default.txt. Works.

Massive slag is destroyed. That one works as well.

Edit2: Wool works as well... 2 people reported that they cant spin thread or something, but everything works. I sheard lambs and slaughtered cows, spun the thread to yarn, and used wool yarn to make cloth... that works.

Chitin and Shell upgrade is bugged, it does give "skin". Working on a fix atm.
EDIT: FIXED. Instead of chitin_template_heavy it used chitin_heavy in one file... ^^ simple error. All good now.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: blu on February 25, 2013, 04:14:50 pm
I just tested all of the misc settings... grazing button reports ON, even if it is set to OFF (ingame its still off) and the soapmaker button does not do anything, because I deleted the batch soap bars reactions... I want to add mineral oil soap, so thats WIP.

More tests:
Whoever said that animalman/giant creature button does not work/change the raws (di?)... is wrong. It does change YESPERSON[CV_ADD_TAG:DOES_NOT_EXIST]
YESPERSON[CV_ADD_TAG:FANCIFUL] in c_variation_default.txt. Works.

Massive slag is destroyed. That one works as well.
What did you find with the harder farming setting? For me, regardless of what I have selected, it stays on.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: smakemupagus on February 25, 2013, 04:21:20 pm
Are you generating a new world with your new settings?
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Ishar on February 25, 2013, 04:55:54 pm
@Ishar: No problem, I take feedback very serious. I thought about removing rockwraiths all together, and leaving metalwraiths in specific metals. For example mining iron is ok, but if you want to take away silver/gold the spirits of the mountain defend themselves. Topic "greedy dwarves" ;)  I would love to limit them by depths, for example start with wraiths at lvl50 and the deeper you go that more you hit, but I cant do this... I noticed myself that the most mining is done at the very start, which of course makes no sense, because your starting 7 would meet the most wraiths...

I understand the concept of it, I already said it's a great idea, but it needs some serious balancing.

Silver is nothing special... not very valuable, and quite bad for military purposes. A few suggestions: aluminum, platinum, mithril, gold, wolfram, and of course adamantine, though in that case, wraiths would be the least of your worries. Maybe rockwraiths could pop out of anthracite or hidden chests or fossils or something. If you can limit them this way, I think they would be okay.
Still, please do something about the soggoths. It's a bit absurd right now - killing a few dwarfs is OK I guess, but the framerate problems they create are crushing. Maybe they could be limited to a given type of stone as well - a creepy one like living rock would be a logical choice. That way, they wouldn't be such a surprise, you could go in prepared.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: smakemupagus on February 25, 2013, 05:04:35 pm
+1 to everything Ishar says about metalwraiths :)
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Meph on February 25, 2013, 05:44:05 pm
I am working on it... I think rockwraiths will disappear completely, but I will leave the metalwraiths in silver, gold and cobalt for now. I doesnt work with non-vein stuff like mithril or wolfram, because they use small clusters. Silver because you can make mithril from silver.

Soggoths actually give you a warning. "You have struck non-euclidean rock". Yes, it may appear everywhere, but you get this small warning. But yeah, I know what you mean.

So far I have this:
Changelog - Masterwork DF V.2g
 - Added efficient steel making to the crucible. (went missing somehow)
 - Increase "ferment boozebelly cheese" from 10 to 20 units of booze.
 - Added [PERMITTED_REACTION:MILL_CARMINE] to entity file. Allows dye to be made of cochineal insects.
 - Shadowleaf bush is now underground only and inedible, just as it should have been.
 - Removed ITEM_SHIELD_ROUND from dwarf_evil, since this item does not exist anymore.
 - Fixed grazing button showing YES even if set to NO
 - Fixed spelling error in GUI (instead of simple toys it said simply toys.)
 - Removed CASTE_PROFESSION_NAME:LASHER:halberdier(*):halberdiers(*)] from legion caste.
 - Golem Upgrades now accept all types of clockwork parts, not just those looted from automatons.
 - Kobolds can now butcher and eat sapient beings.
 - Drow no longer sell useless golem heart toys. (they had one entry under misc and one entry under toy)
 - Removed batch soap making reactions.
 - Fixed chitin and scale upgrades.
 - Fixed pray for booze reaction.
 - Dead/Butchered iron/steel-clad animals now leave a casts. These can be recycled for 2 bars, 1 chain, 1 mechanism.
 - Dead turrets leave a damaged turret. These can be recycled for 2 bars and 1 mechanisms.
 - Dead golems leave a damaged golem. These can be recycled for 5 bars and 2 mechanisms.
 - Sausages now need 2 units of meat and 1 vermin remain for 3 sausages. (no more free meat, and yes, they are disgusting)
 - Alcohol vapors, bacteria and stench is no longer linked to the "smoke effect button" (it had some untrue describtion, sorry)
 - Steel batch reaction fixed, the iron bars ingredient was missing.
 - Raised pig iron and steel batches from 6 to 12 bars.
 - Lowered bonestud value to 1.
 - Removed Rockwraiths
 - Metalwraiths only emerge from Cobaltite, Silver or Gold
 - Soggoths only appear in living stone
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Nokao on February 25, 2013, 05:56:02 pm
Meph, thank you for your answers. So I will play with extra plants off but I'll start with boozebelly goats in my embark :)
Your mod is great, I want to try the "noble escort embark" starting from a neutral or evil pre-buld tower with "embark anywhere". So much fun.

But because I'm going to start a big game, I'll wait your "G" version, seems almost ready isn't it ?
I'm designing my fortress on paper for now, geeky.

Oh and I feel responsible for that:
- Kobolds can now butcher and eat sapient beings.
:D
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: sayke on February 25, 2013, 05:56:51 pm
@meph - awesome! one thing to add: is there any way you can make prepared food less valuable as a tradegood, by any chance? in my current fort the only tradegood i really need is $40k masterwork meals. they really add up.

and maybe add metalwraiths to hematite, limonite, etc...? that keeps it interesting! i haven't had much of a problem with wraiths because i do most of my mining in a separate shaft away from the main body of my fortress, and i armor up my miners in their own squad. soggoths, though, yowch... did you figure out a way to make them expire after a month or two?

regardless, might i suggest isolating balrogs and soggoths to igneous layers? approaching magma should have risks... =D

and did you get milkable poison-creatures working, by any chance?

one thing i make a point to do is move a bunch of the really weird creatures in creature_monster_masterwork.txt to creature_magical_ff.txt, and vice versa for the more-normal ones - then i make sure the weird magical ones are biome-specific.

also - why did you remove the faedogs? the mutant ones should have had their breath attack removed, but other then that, they were cool! same wither berzerkers... they were useful too!

and i'm not getting the more complicated body parts when i butcher things... i only get meat and bone/horn/shell/wool/etc. i never get eyes, brains, kidneys, sweatbreads, etc. is that normal? did i turn it off in a setting somewhere?

finally - can you include the original default color scheme? i put it back in from 1.9.5, and it looks far better in my opinion. the one that's in there by default now is not the actual default one, i'm pretty sure!

regardless, absolutely all the best and thanks again! =)
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Nokao on February 25, 2013, 06:28:22 pm
Can I make a general question related to my MW DF experience ?

If I just started a game and I found a perfect place to make my fortress, and I'm with MasterWork Dwarf Fortress 2f
And 2g came out tomorrow.

What can I do to play with 2g in this world ?
Keep in mind that I not only like the natural waterfall and 2 rivers I found, but also the particular disposition of a human castle I just conquered.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: sayke on February 25, 2013, 06:32:57 pm
Nokao - you can try regenning with the same worldgen parameters. it won't be exactly the same but it should be close. i use custom world_gen.txt that i made in perfectworld, and i always embark in the same spot =P it doesn't reproduce everything, of course - the distribution of surface ponds, and the distribution of minerals underground, can vary quite a bit - but it's damn good!
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Nokao on February 25, 2013, 06:37:22 pm
Ok thank you. Maybe you could help me in a little project of mine ... I'm searching a good round castle, with two opposite rivers in the map.
I want to dig the rivers into the castle and make a central artificial lake, and make an underground waterfall with that, that will be the center of my fortress.
Never saw something like that ?

About my current gen, can I somehow get this worldgen seeds/files to re-start it again from zero ?

I don't want to get too offtopic, if you want answer in a private message.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Meph on February 25, 2013, 06:40:14 pm
I just started 2g two hours ago or so... ^^ its not finished by a long rung.

Did this since the last post:
 - Added oil sand and oil shale, black mineral oil bearing clusters.
 - Chemist can make mineral oil from oil shale and oil sand. 1 boulder = 1 unit of oil.
 - Chemist can make fatty oil from tallow. 3 tallow = 1 unit of oil.
 - Slagpit now needs 2 querns to be build.
 - Concrete from slag now has 3 reaction:
 - Concrete from slag = 2 blocks
 - Concrete from 2 slag and 1 ash = 8 blocks
 - Concrete from 4 slag and 1 lye = 20 blocks

@Nokao: Nope, version are not save compatible.

@sayke: milkable poisons will come. soggoths with expire date I can do. faedogs should still exist(?), and what berserkers do you mean? All bodyparts are "meat", thats normal, you can turn it off with the "simple meat" button in the settings.

the default color is not the default color? Ups ^^ I have a look.

EDIT: there you go:
 - All poison and venom bearing animals can be milked for poisons/venoms. Used for the Toxicist.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: sayke on February 25, 2013, 06:52:29 pm
@meph - hehe awesome! i approve of all these changes!! i was referring to the berzerker caste - i liked them and didn't understand where they went =D

might i also suggest making the dynamite ammo ballista-only? that would give people a reason to use ballista, and would help prevent the crazy friendly-fire bloodbaths you get with dynamite crossbow/javalin-thrower ammo... come to think of it, if you could do dynamite catapults, we'd have straight-up dwarven artillery! wouldn't that be badass?? =]
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Nokao on February 25, 2013, 07:00:57 pm
@Nokao: Nope, version are not save compatible.

Sad, but I still could wait, I just started to test some things :D
However, I still would like to start again in this embark point.

Do someone have suggestions on saving a world seed after it's been created, and regenerate the sane world from zero (so using the updated mod) but finding the same geography ?
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Meph on February 25, 2013, 07:01:19 pm
Berserkers were similar to Legionnaires... they just added more micromanagement in my view.

You know, reading this ballista ammo thing... my initial reaction was: That cant be done... and now that I think of it a bit more... it cant be done. :( Have you used dynamite ammo a lot? Does it work like intended? I only ever used it in the arena, a report about fortress mode about it would be more then welcome.

Maybe dfhack trickery... coating ballista ammo with dynamite that way... mh... I'll try.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: blu on February 25, 2013, 07:29:04 pm
Are you generating a new world with your new settings?
I deleting the Masterwork dwarf fortress game entirely, replacing it by just unzipping a clean copy. Before I even launched dwarf fortress for the first time I turned off all of the misc. options; particularly the difficult farming option. Regardless of what I have set, it still seems to be turned on. My crops never grow even after going through several seasons.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Meph on February 25, 2013, 07:45:48 pm
I just tested that, and Harder Farming does toggle the growduration without a problem. From 4036 down to 600, which is a bit over half a season. Aboveground from 1008 to 300. (current version its 2016 to 300, but works regardless) ... so... I dont know what is happening to your game. Could you please open data/save/region whatever you are playing in, raw/objects/plant_standard.txt and post the GROWDUR:xyz ?

To the rest, this is what I have done in the meantime:
 - All above-ground plants grow in 1008 time units = 1 full season. (was 2 seasons, but plants sown in summer withered in winter, that was not intended)
 - legendary Twohanded weapons now have the proper adjective (legendary) instead of the old (superior). Copy past error on my part.
 - Alchemist has 9 new reactions. You can specifically extract gnomeblight and golden salve, and brew 7 kinds of drinks: the 5 elven plants and nether vine/nether creeper.
 - All 7 drinks have special syndromes.
 - Norrium brews warrior shots, bonus in strength and endurance
 - Insomnium brews into insomnia wine, adds no sleep
 - Silphium brews Sterility draught, adds sterile
 - Cure-all brews into disease resistance draught, gives max syndrome resistance
 - Philosophum brews into youth poiton, adds no_aging.
 - Nether vines brews into nether wine, gives no_fear
 - Nether creeper brews into nether grour, poisonous drinks. (for nobles or curious_beast_guzzler)
 - ALL THESE DRINKS AND PLANTS HAVE BEEN IN THE MOD BEFORE (I just thought that they are not used often, because it was too much micromanagement)
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: sayke on February 25, 2013, 07:51:03 pm
@meph - i used dynamite ammo for a couple of times. i first tested it with a hunter, just to see if it worked... oh dear lord... that poor coyote =D of course, it also lit a gigantic forestfire, so i reloaded from a save.

then when i was facing a big orc siege, i equipped a squad of marksdwarves with it, and sent them on an assault mission! they came in range of the enemy, unleashed a volley, and all hell broke loose. fire, smoke, explosions, death... i lost all the marksdwarves, but i took out the siege! and the entire surface of my embark site! i reloaded from a save again.

i later gave dynamite bolts to my overwatch marksdwarves, who were positioned on a fortified cliff along the caravan route. a drow caravan arrived, warlocks ambushed it, explosionsfiredeath, caravan and ambush both burnt alive. i reloaded and switched back to broadhead bolts.

thus ends my report =D

PS: fair enough about the berzerkers, i guess!

PPS: i always used the special drinks via the normal "brew drink" reaction, and plants traded from elves. doesn't everybody do that?

PPPS: would you be so kind as to change "zwiehander" to "greatsword"? we already have greataxes, which is perfectly logical, and while i speak some german and know what it means, it still seems weird to me! =P

PPPPS: sprites?? =D
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Meph on February 25, 2013, 08:08:08 pm
Whoever reported that blood is not stockpiled or used in the altar... tested, blood is stockpiled with food, and succesfully sacrificed at the altar. No problems.

@sayke:Sprites ?

Quote
then when i was facing a big orc siege, i equipped a squad of marksdwarves with it, and sent them on an assault mission! they came in range of the enemy, unleashed a volley, and all hell broke loose. fire, smoke, explosions, death... i lost all the marksdwarves, but i took out the siege! and the entire surface of my embark site! i reloaded from a save again.

That sounds perfect. :) Powerful, but difficult to handle. As intended.

zweihander is actually an english word, like kindergarden or rucksack or zeitgeist. Its a special VERY BIG twohanded sword used by epic german mercenaries. So... I'll keep it :P

EDIT: DYNAMITE BALLISTA AMMO WORKS. :D (I havent hit anything yet, but I can coat ballista ammo with dynamite, it should work. Will do a bigger test later)
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: sayke on February 25, 2013, 08:18:30 pm
@meph - haha oh man... is there any way you could make the explosions smaller, at least? as it stands there's really no reason to use dynamite ammo, other then as a novelty! i just wish we could have those explosions at longer range... i really like the dynamite-catapult "dwarven mortar emplacement" idea =D

and there's no way that zweihander is an english word yet!! nobody says "twohander" either - there's just shortswords, broadswords, longswords, bastard swords, and greatswords... everything else is just fluff ;-)

EDIT: DUDE!!! dynamite ballista ammo is going to rule!!!! =D

PS: i'd urge you to remove dynamite bolts, then, and restrict it to dynamite javalins with a smaller explosion then the current bolts. that would make them a higher-tech awesome thing to work for, and considerably more practical as a weapon system!
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Meph on February 25, 2013, 08:30:50 pm
http://en.wikipedia.org/wiki/Zweih%C3%A4nder (http://en.wikipedia.org/wiki/Zweih%C3%A4nder) Wikipedia claims otherwise. Its a specific kind of greatsword.

I cant do catapult ammo though... I mean, I could coat boulders with dynamite, but they have to draw blood on hit, otherwise it does not trigger. Catapults usually break bones and bruise... or am I mistaken? Because otherwise it would work, if the ammo hits a creature you get the explosion.

But no, I cant make it a smaller size. I can make it TINY, like 2-3 tiles. Or leave it as it is. Thats it.

btw Manticore ammo works the same way, kills everything in the same radius, but without the fires. ;)

EDIT: ARGH, sayke... the default color is the default color. ^^ But the mod starts up with DEFAULT+... please note the +. ;) You can change it back to DEFAULT, for the vanilla DF color scheme.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: TheYakuza on February 25, 2013, 08:48:06 pm
Trying this out for my first time, any small tips I should know before hand?
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Meph on February 25, 2013, 08:55:45 pm
Disable harder mining.  :D
Build a moat/wall. Quickly.
Read the manual once. Seriously, just read through it entirely. I know its big, but otherwise you have no idea what kind of tricks you can do. And what utilities are included, and so on. I even put a readme for each included program into the manual. :)

Apart from that the mod should feel like DF, just with more of everything. No major bugs.

EDIT: Also in my changelog is now:
 - 2 new reactions for the shrine: Pray for wool and Pray for cotton. Similar to the silk reactions, this will give you a chance for moods that need yarn/fiber thread/cloth.

 - Updated falconnes plugins
 - Added 2 new plugins: dwarfmonitor.plug.dll and resume.plug.dll
 - dwarfmonitor.plug.dll shows what each dwarf is doing on average, for example 50% idle, 25% mason, 15%sleep, 10% eat/drink. (ALT+S ingame)
 - resume.plug.dll marks all suspended constructions/buildings with a red X, and enabled "unsuspend all".
 
 - Updated Therapist to 20.1
 - Updated Orc Fortress to 1.1
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Arumba on February 25, 2013, 08:56:25 pm
Meph something I noticed earlier today with the kitchen blood reaction:  I slaughtered an elephant and had a stack of some 72+ meat, it took the whole stack and gave me 5 units of blood.  Is it possible to make it so that the grind meat reaction produces 5 unit groups based on the reaction size so that I can more efficienctly use the meat I get?  72 for 1 reaction vs sometimes having him just drag off a 5 meat stack I bought from a caravan, its a huge difference.  And its very difficult to prevent which stack of meat he goes for without extensive forbidding and micromanagement.  Just one of my recent complaints, :(

Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: TheYakuza on February 25, 2013, 09:02:28 pm
Disable harder mining.  :D
Build a moat/wall. Quickly.
Read the manual once. Seriously, just read through it entirely. I know its big, but otherwise you have no idea what kind of tricks you can do. And what utilities are included, and so on. I even put a readme for each included program into the manual. :)

Apart from that the mod should feel like DF, just with more of everything. No major bugs.

EDIT: Also in my changelog is now:
 - 2 new reactions for the shrine: Pray for wool and Pray for cotton. Similar to the silk reactions, this will give you a chance for moods that need yarn/fiber thread/cloth.

 - Updated falconnes plugins
 - Added 2 new plugins: dwarfmonitor.plug.dll and resume.plug.dll
 - dwarfmonitor.plug.dll shows what each dwarf is doing on average, for example 50% idle, 25% mason, 15%sleep, 10% eat/drink. (ALT+S ingame)
 - resume.plug.dll marks all suspended constructions/buildings with a red X, and enabled "unsuspend all".
 
 - Updated Therapist to 20.1
 - Updated Orc Fortress to 1.1

Thanks a ton.  ;D
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Meph on February 25, 2013, 09:03:04 pm
Sadly no. I know of the problem, but I cant affect it. Usually I would just produce more blood, but if I make more then 20 it spills. Its the same problem with bones, it always uses one stack. Cant do anything about it. Sorry. What you can do: turn simple meat off. This way you get a stack of meat, a stack of lung, a stack of heart, a stack of brain, and so on. And you can extract blood from each stack.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Nokao on February 25, 2013, 09:06:12 pm
@Meph: note that also SoundSense did update ;)
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Meph on February 25, 2013, 09:51:29 pm
Thanks, I didnt even knew that. Its updated as well. :)

Edit: In total, my work from today:
Spoiler (click to show/hide)

Tomorrow I will tackle Kobold Camp more, and focus on the manual. Maybe, JUST maybe, write a Kobold Camp manual as well.

PLEASE NOTE THAT THIS CHANGELOG IS SIMPLY FOR MY DEV VERSION. NO RELEASE YET.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Wrex on February 25, 2013, 10:23:53 pm
Just wanted to say that I appreciate the amount of work you put into this, and if you need some balance testing done, i'm up for it.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Nokao on February 25, 2013, 10:29:21 pm
So much good work ;)

But I couldn't resist and I'm trying 2f
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Meph on February 25, 2013, 10:32:23 pm
Quote
Just wanted to say that I appreciate the amount of work you put into this
I havent done anything in 6 weeks :P But thanks. If you want to test things, go ahead. Any feedback is welcome. I havent done any changed on weapons though, so most testing would be fortress mode, not some arena battles. If you want to test something, try the runesmith. :) I had not a single report about it, ever. ^^
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: halox on February 25, 2013, 11:24:22 pm
@meph
a thought on blood/bone full stack consuming issue - i'm not a modder by no means however i am trying to learn.
-when doing bones especially those that would be used in the boneyard to make certain things.. create a custom reaction similiar to when a dwarf carves them into trinkets etc.. then make 5per stack similar to what you do with your ink that gets put into jugs.. and then this stack would be a essentially a tool or what have you... that way you could say ok.. ironbone requires a 5unit stack  (again simliar to how ink works) so the boneyard would take a stack of say... 17bone, and convert it to to your TOOL item ie..++workedbone++5 then this tool 2 ++workedbone++5 would be used to make 1 ironbone.  i suppose blood could be simlar system.. create flasks, and put the blood into flasks of 5 units each instead of barrels?  - just an idea :D
Title: Re: ☼MASTERWORK-DF☼ V.2f - in developement
Post by: Meph on February 25, 2013, 11:29:01 pm
Doenst work like this. 1 stack = 1. If I say that I want 5 bones to become 5 tools, the game would take 5 STACKS of bones. If it would be that easy I would have done this long ago. But good thinking for someone who does not know modding.

The vanilla reactions for bonecarving and so on are hardcoded btw, I cant even see them.

I could split up blood into different barrels. But the game wouldnt care how many meat is in a stack. A stack of size 100 would be split up into as many barrels of blood as a stack of size 1.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: blu on February 26, 2013, 12:27:51 am
I just tested that, and Harder Farming does toggle the growduration without a problem. From 4036 down to 600, which is a bit over half a season. Aboveground from 1008 to 300. (current version its 2016 to 300, but works regardless) ... so... I dont know what is happening to your game. Could you please open data/save/region whatever you are playing in, raw/objects/plant_standard.txt and post the GROWDUR:xyz ?
I checked the plant duration and you're correct. It takes slightly over half a season for a underground plant to grow. Now is that the same amount of time it takes for a plant to grow within vanilla DF? I apologize, I guess I was impatient and jumped the gun assuming the grow duration was still extended.
Title: Re: ☼MASTERWORK-DF☼ V.2f - in developement
Post by: RickRollYou2 on February 26, 2013, 12:51:33 am
Not sure if this was intended or if it's already been reported and I apologise in either case, but the reaction for opening a ruins loot crate results in lots of spam about not having the book of blueprints that I do have...

Spoiler (click to show/hide)

may be the problem, since I see multiple reagents... Was it meant that I need multiple books?
Title: Re: ☼MASTERWORK-DF☼ V.2f - in developement
Post by: sayke on February 26, 2013, 01:49:34 am
@meph - i still don't think zwiehander has become an english word yet ;-) no worries - i'll rename it myself =D

i would urge you to make the dynamite javelin ammo use the small explosion - 2-3 tiles is plenty! that way they're more like grenades then the napalm carpet-bombs they currently are...

i'm very curious about the dynamite ballista ammo, though, too! how's that going to work? have you tested it out? dwarven artillery is awesome!! =D

i haven't used the runesmith yet, but i was planning on doing it soon...

as for the color scheme - i swear i had to copy and paste the original one from 1.9.5! maybe i was doing it wrong but i did click through all the options and test each one...! hell, i did it a couple of times. maybe i messed it up somehow, but i'm not sure how...? no worries, thanks for double-checking =)

speaking of color schemes - you might want to put all the color schemes into one folder, because right now they're in with the utilities folder and it's a bit weird. what do you think?

and on sprites - i'm pretty sure i was getting pekyts etc with black backgrounds, till i copied my sprite files over. does that make sense?

cheers and thanks again! =)
Title: Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
Post by: Ishar on February 26, 2013, 02:58:49 am
But no, I cant make it a smaller size. I can make it TINY, like 2-3 tiles. Or leave it as it is. Thats it.

I think 2-3 tiles would be better, considering there are usually multiple explosions, because of the rate of fire. Five times 2-3 tiles would still be devastating.
Title: Re: ☼MASTERWORK-DF☼ V.2f - in developement
Post by: magos epic on February 26, 2013, 03:13:45 am
hey has anyone else had a visual glitch where some of the words do not appear on the screen? makes keeping track of logs a pain in the ass. anyone got a clue whats causing this for me?
Title: Re: ☼MASTERWORK-DF☼ V.2f - in developement
Post by: halox on February 26, 2013, 04:17:41 am
@magos
its a DF problem with truetype font... what i do is just hover mouse and scroll up/down with mousewheel to resize the screen real quick fixed it until it happens again, or you can alt-enter into fullscreen/out etc..
Title: Re: ☼MASTERWORK-DF☼ V.2f - in developement
Post by: Gamerlord on February 26, 2013, 04:19:51 am
Thanks, I didnt even knew that. Its updated as well. :)

Edit: In total, my work from today:
Spoiler (click to show/hide)

Tomorrow I will tackle Kobold Camp more, and focus on the manual. Maybe, JUST maybe, write a Kobold Camp manual as well.

PLEASE NOTE THAT THIS CHANGELOG IS SIMPLY FOR MY DEV VERSION. NO RELEASE YET.

Finally, a KC manual!
Title: Re: ☼MASTERWORK-DF☼ V.2f - in developement
Post by: Ishar on February 26, 2013, 04:53:43 am
@magos
its a DF problem with truetype font... what i do is just hover mouse and scroll up/down with mousewheel to resize the screen real quick fixed it until it happens again, or you can alt-enter into fullscreen/out etc..
Or you could press F12 to change back to the original font. Then, if you press it again, you are back to truetype, without errors (for a while). Unfortunately, it's a persistent problem, but the MW font is still much less painful to read than the original.
Title: Re: ☼MASTERWORK-DF☼ V.2f - in developement
Post by: Meph on February 26, 2013, 07:45:51 am
I will just make dynamite harder to get. Currently all it takes is plants ^^ It was one of my testing schemes, I thought if its easy to get, people will use it :P

@RickRollYou2: Thanks, that is indeed a bug, is fixed now. :)

@magos epic: Check the known bugs section in the manual :P
Title: Re: ☼MASTERWORK-DF☼ V.2f - in developement
Post by: Nokao on February 26, 2013, 07:49:51 am
What about the "your dwarf descenting the mountain of madness has transformed into a fisher savant" !? !?

Shit this is Lovecraft !!!

(http://i.imgur.com/znkeaHm.jpg) (http://imgur.com/znkeaHm)
Title: Re: ☼MASTERWORK-DF☼ V.2f - in developement
Post by: Meph on February 26, 2013, 07:56:44 am
Good luck. Kill it with fire. And if you like lovecraft, wait till the cult finds your fort. ;)

Fun fact: I once asked a clerk in an airport bookshop about books by Lovecraft. He gave me a dirty look and said that they dont sell erotica.  ???
Title: Re: ☼MASTERWORK-DF☼ V.2f - in developement
Post by: Nokao on February 26, 2013, 07:58:49 am
Fun fact: I once asked a clerk in an airport bookshop about books by Lovecraft. He gave me a dirty look and said that they dont sell erotica.  ???

Hahaha  :)
This is just what the dark lord said him to answer.
Praise the dark lord.

http://www.youtube.com/watch?v=XxScTbIUvoA
Title: Re: ☼MASTERWORK-DF☼ V.2f - in developement
Post by: Gamerlord on February 26, 2013, 09:17:53 am
Good luck. Kill it with fire. And if you like lovecraft, wait till the cult finds your fort. ;)

Fun fact: I once asked a clerk in an airport bookshop about books by Lovecraft. He gave me a dirty look and said that they dont sell erotica.  ???
I managed to get most of them on audiobook.  :D
Title: Re: ☼MASTERWORK-DF☼ V.2f - in developement
Post by: Nokao on February 26, 2013, 09:47:56 am
Good luck. Kill it with fire. And if you like lovecraft, wait till the cult finds your fort. ;)

Fun fact: I once asked a clerk in an airport bookshop about books by Lovecraft. He gave me a dirty look and said that they dont sell erotica.  ???
I managed to get most of them on audiobook.  :D

oh damn, Lovecraft on audiobook ? scary :D
Title: Re: ☼MASTERWORK-DF☼ V.2f - in developement
Post by: Gamerlord on February 26, 2013, 10:18:59 am
Good luck. Kill it with fire. And if you like lovecraft, wait till the cult finds your fort. ;)

Fun fact: I once asked a clerk in an airport bookshop about books by Lovecraft. He gave me a dirty look and said that they dont sell erotica.  ???
I managed to get most of them on audiobook.  :D

oh damn, Lovecraft on audiobook ? scary :D
The guy who reads it, (Can't remember the name.) has the perfect voice for reading Lovecraft.
Title: Re: ☼MASTERWORK-DF☼ V.2f - in developement
Post by: Meph on February 26, 2013, 10:21:55 am
Well, I know all of them. There once was a free lovecraft weblibrary that had everthing he ever wrote, including letters and essays. BUT this topic is not for this thread, so please, no more Lovecraft related posts.
Title: Re: ☼MASTERWORK-DF☼ V.2f - in developement
Post by: Gamerlord on February 26, 2013, 10:24:34 am
Hey Meph, can you add a race of 'Deep Ones' to Masterwork? Seems like you might be able to tie them to the Cult somehow.
Title: Re: ☼MASTERWORK-DF☼ V.2f - in developement
Post by: Thormgrim on February 26, 2013, 10:41:50 am
"set up a gargoyle at the spawn point"

Thanks... now i feel just silly.
Title: Re: ☼MASTERWORK-DF☼ V.2f - in developement
Post by: smakemupagus on February 26, 2013, 11:14:59 am
Hey Meph, can you add a race of 'Deep Ones' to Masterwork?

actually a mild spoiler
Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK-DF☼ V.2f - in developement
Post by: Meph on February 26, 2013, 11:16:59 am
Quote
Hey Meph, can you add a race of 'Deep Ones' to Masterwork? Seems like you might be able to tie them to the Cult somehow.
No. I would never do this.  ;)
Title: Re: ☼MASTERWORK-DF☼ V.2f - New Poll.
Post by: FengYun on February 26, 2013, 11:51:06 am
I think, you shouldn't have deleted rockwraiths. They were cool. And I liked the mechanics of it: it was quite unique. Maybe it'd be wise to put them only to one type of stone though, for example living stone layer.
Title: Re: ☼MASTERWORK-DF☼ V.2f - New Poll.
Post by: leafar on February 26, 2013, 12:05:02 pm
has the yield of ores been reduced? have seen it several times now that i get only one bar per ore - shouldn't it be 4?

on metalwraiths: had three spawned, send in my three-dwarf squad(somewhat expierienced, two from the legion), wraiths won  :'(
it was still early in the game and they had only copper equip, suppose thats the main reason
but its really hard getting proper equip, when wraith spawn from the hematite and bring your population down to one...
to sum up: yes, put them in the valuables only
Title: Re: ☼MASTERWORK-DF☼ V.2f - New Poll.
Post by: jaxy15 on February 26, 2013, 12:22:45 pm
How do you get the clockwork parts for turrets?
Title: Re: ☼MASTERWORK-DF☼ V.2f - New Poll.
Post by: Deimos56 on February 26, 2013, 12:48:25 pm
How do you get the clockwork parts for turrets?

I think you can get them through one of the research buildings (don't quote me on this), but the main source of clockwork parts is by inflicting death and devastation upon Automatons that invade your fortress. Ideally in a manner that doesn't melt or explode the parts.
Title: Re: ☼MASTERWORK-DF☼ V.2f - New Poll.
Post by: sammyboy0120 on February 26, 2013, 01:15:57 pm
Hey, I have aquifers set to off, but I keep generating worlds that have an aquifer on the map. Is this an error with the mod, or does that happen in all rivers/brooks/etc.
Title: Re: ☼MASTERWORK-DF☼ V.2f - New Poll.
Post by: smakemupagus on February 26, 2013, 01:22:31 pm
Aquifers properly comment out for me when I push the button (!AQUIFER! with the exclamation points is the commented out version).  Can you be more specific?  Do you actually somehow still have the tag [AQUIFER] anywhere in your inorganic raws? 

YESSTONE[INORGANIC:CONGLOMERATE]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:conglomerate][DISPLAY_COLOR:6:4:0][TILE:236]
[SEDIMENTARY]!AQUIFER![SEDIMENTARY_OCEAN_SHALLOW]
[IS_STONE]

edit.
Answered my own question; these two aquifer bearing stones seem to persist.  It is probably at least partly by design not bug, actual minor spoiler inside.  One is a cluster stone and the other is a small cluster gem, so you're probably OK to embark anyway.

Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK-DF☼ V.2f - New Poll.
Post by: Ishar on February 26, 2013, 02:03:46 pm
The 'press paper (wood)' reaction is red in my screw press, though I have plenty of wood, both fungi and above-ground. There are no burrows defined, and it works fine with scrapwood. I don't have a clue what could cause this. Now I'm using scrapwood, the output is even better this way, so no harm done, but still, thought I'd report it.
Title: Re: ☼MASTERWORK-DF☼ V.2f - New Poll.
Post by: Nice Save on February 26, 2013, 02:09:30 pm
Since you're updating, I noticed that the blast furnace reaction to make zinc bars is actually called "make tin bars"
Title: Re: ☼MASTERWORK-DF☼ V.2f - New Poll.
Post by: magos epic on February 26, 2013, 05:08:30 pm
I found a bug when the drow hordemaster and her traders came to my fort. The arrived and did the normal diplomat thing but once the traders got to the depot they never finished unpacking! They went an entire season of giving me the "were sorry we are still setting up" then left and I didnt get to trade :/    I will see if it happens a second time.
Title: Re: ☼MASTERWORK-DF☼ V.2f - New Poll.
Post by: Nokao on February 26, 2013, 05:55:19 pm
I found a bug when the drow hordemaster and her traders came to my fort. The arrived and did the normal diplomat thing but once the traders got to the depot they never finished unpacking! They went an entire season of giving me the "were sorry we are still setting up" then left and I didnt get to trade :/    I will see if it happens a second time.

this happened to me also in vanilla
Title: Re: ☼MASTERWORK-DF☼ V.2f - New Poll.
Post by: tj333 on February 26, 2013, 07:49:24 pm
I found a bug when the drow hordemaster and her traders came to my fort. The arrived and did the normal diplomat thing but once the traders got to the depot they never finished unpacking! They went an entire season of giving me the "were sorry we are still setting up" then left and I didnt get to trade :/    I will see if it happens a second time.

I think that happens when everyone cannot make it to the depot. Were the drows attacked on the way in?
Title: Re: ☼MASTERWORK-DF☼ V.2f - New Poll.
Post by: Purgatory on February 26, 2013, 10:46:11 pm
I found a bug when the drow hordemaster and her traders came to my fort. The arrived and did the normal diplomat thing but once the traders got to the depot they never finished unpacking! They went an entire season of giving me the "were sorry we are still setting up" then left and I didnt get to trade :/    I will see if it happens a second time.

I think that happens when everyone cannot make it to the depot. Were the drows attacked on the way in?
I'm pretty sure that that means the wagons didn't have enough space to get to your Depot or they were attacked/distracted. Try and check if your Depot can be accessed by traders (I think it was ctrl+D or something)
Title: Re: ☼MASTERWORK-DF☼ V.2f - New Poll.
Post by: Meph on February 26, 2013, 10:56:16 pm
@magos epic: Yep, that happens when they get distracted by something, for example one merchant fleeing/dying. Thats normal vanilla DF behaviour.

@Ishar: Thanks, I will test it.

@smakemupagus: The puddingstone surprises me a bit, but yes, Tears of Armok will keep their aquifers, even if you play without aquifer. Thats intended.

@sammyboy0120: Do you have real layers, big areas with aquifers? In that case something is wrong. If dfhack says you have an aquifer in your prospect report, than thats ok, thats just the Tear of Armok Gems.

@jaxy15: Researcher can help a bit, but you must kill Automatons for them.

@leafar: Yield is 4 bars from 1 ore, OR 2 bars from 1 ore, if you play with "harder smelting". The thing you describe, 1 for 1, shouldnt happen. Are you sure?

@FengYun: Thanks. :) Some Wraiths will stay, in some metals. Same goes for soggoths and balrogs, which follow the same mechanic. I'll just try to balance it a bit better in the next update.
Title: Re: ☼MASTERWORK-DF☼ V.2f - New Poll.
Post by: Putnam on February 26, 2013, 11:06:10 pm
@magos epic: Yep, that happens when they get distracted by something, for example one merchant fleeing/dying. Thats normal vanilla DF behaviour.


Think he was talking about the truetype bug.
Title: Re: ☼MASTERWORK-DF☼ V.2f - Lovecraft
Post by: Timeless Bob on February 27, 2013, 04:25:53 am
You guys know about the Lovecraft musical "A Shoggoth on the Roof"
http://www.youtube.com/watch?v=P2csnVNai-o&list=PLB741553DC17D4887&index=1 (http://www.youtube.com/watch?v=P2csnVNai-o&list=PLB741553DC17D4887&index=1)
Title: Re: ☼MASTERWORK-DF☼ V.2f - New Poll.
Post by: leafar on February 27, 2013, 04:30:27 am
@leafar: Yield is 4 bars from 1 ore, OR 2 bars from 1 ore, if you play with "harder smelting". The thing you describe, 1 for 1, shouldnt happen. Are you sure?

kinda suspected one of the "harder X" settings, the descriptions didn't mention it though(<- hint ;))
just tested with three hematite i still had: first gave NO bars, second 3 and last gave one bar

raws say [METAL_ORE:IRON:50], i suppose the game translates this into throw 4 coins to determine actual output - just that some xXcoinsXx say 'no' on both sides :)
Title: Re: ☼MASTERWORK-DF☼ V.2f - New Poll.
Post by: Ishar on February 27, 2013, 04:33:05 am
Another strange thing: I wanted to create a steel armor cast, I had all the ingredients (steel bars, steel daggers, mechanisms, steel chains), but when a dwarf went to actually do it, I got an error message that said I need two large steel daggers. I had two, but to be sure, I forged another 10 - I thought maybe some soldier grabbed them or something, and therefore it's not available. That didn't solve anything, I got the same error. The reaction is white, so in theory, it should work. Again, no burrows defined.
Maybe there's something I missed? Do the mechanisms also have to be made of steel? I used rock ones, because I'm a cheap bastard.
Title: Re: ☼MASTERWORK-DF☼ V.2f - New Poll.
Post by: Meph on February 27, 2013, 07:27:06 am
just tested with three hematite i still had: first gave NO bars, second 3 and last gave one bar

raws say [METAL_ORE:IRON:50], i suppose the game translates this into throw 4 coins to determine actual output - just that some xXcoinsXx say 'no' on both sides :)
The manual says so. But anyway, what you describe should be impossible. I will have a look. but iron_ore:50 means 50, its always 50 and never fluctuates.
Title: Re: ☼MASTERWORK-DF☼ V.2f - New Poll.
Post by: Arumba on February 27, 2013, 07:53:37 am
Another strange thing: I wanted to create a steel armor cast, I had all the ingredients (steel bars, steel daggers, mechanisms, steel chains), but when a dwarf went to actually do it, I got an error message that said I need two large steel daggers. I had two, but to be sure, I forged another 10 - I thought maybe some soldier grabbed them or something, and therefore it's not available. That didn't solve anything, I got the same error. The reaction is white, so in theory, it should work. Again, no burrows defined.
Maybe there's something I missed? Do the mechanisms also have to be made of steel? I used rock ones, because I'm a cheap bastard.

I had a lot of problems with this myself, check your burrows.  A workshop inside a burrow will only use items within that burrow, even if the burrow isn't active. 

4 steel chains, 2 steel daggers, 4 steel bars, and any 4 mechanisms. 
Title: Re: ☼MASTERWORK-DF☼ V.2f - New Poll.
Post by: leafar on February 27, 2013, 08:55:38 am
The manual says so.
ah, sorry; i only checked in the .exe

ps: slag output varies as well, of course
Title: Re: ☼MASTERWORK-DF☼ V.2f - New Poll.
Post by: sammyboy0120 on February 27, 2013, 09:38:07 am
I encountered an unexplained flood from damp stone once and had an aquifer listed on dfhack, but I don't have the save anymore. I think it may have been from tears of armok; how would flooding from tears of armok occur, and what size cluster would they be? Would they give a damp stone warning? It was in a tropical moist broadleaf forest generated using the garden of gaia preset, with a brook bisecting the map.

Also, I'm thinking about doing my first evil embark, did masterwork add anything so scary that I would want to get practice in vanilla for it, o should I just go for it?

Also, for those of you who have as much trouble with night mares and night stallions early game as I do (I got a group of them before I even had my first migrants, WTF), the dfhack "weather rain" (without quotes) will help put out the fires they start, and "slayrace night mare" will kill any on screen.
Title: Re: ☼MASTERWORK-DF☼ V.2f - New Poll.
Post by: BigD145 on February 27, 2013, 10:36:43 am
I encountered an unexplained flood from damp stone once and had an aquifer listed on dfhack, but I don't have the save anymore. I think it may have been from tears of armok; how would flooding from tears of armok occur, and what size cluster would they be? Would they give a damp stone warning? It was in a tropical moist broadleaf forest generated using the garden of gaia preset, with a brook bisecting the map.

Which version are you talking about?
Title: Re: ☼MASTERWORK-DF☼ V.2f - New Poll.
Post by: smakemupagus on February 27, 2013, 11:11:54 am
just tested with three hematite i still had: first gave NO bars, second 3 and last gave one bar

raws say [METAL_ORE:IRON:50], i suppose the game translates this into throw 4 coins to determine actual output - just that some xXcoinsXx say 'no' on both sides :)
The manual says so. But anyway, what you describe should be impossible. I will have a look. but iron_ore:50 means 50, its always 50 and never fluctuates.

Meph, I am pretty sure he is right, a fractional ore gives you ore based on the binomial distribution (i.e. four independent coin flips), ie. for ore:50 there is 1/16 chance of 0 bars; 4/16 chance of 1 bars; and 6/16 chance of 2 bars; 4/16 three; 1/16 four.  In any case this is what DFWiki says for galena and tetrahedrite.
Title: Re: ☼MASTERWORK-DF☼ V.2f - New Poll.
Post by: Meph on February 27, 2013, 11:45:01 am
Wiki on Ore says this:
Quote
Each normal metal ore "stone" produces four bars of refined metal when smelted. Metal ores with two possible metals listed below always produce 4 bars of the first metal, and have a chance of creating 0-4 bars of the second metal as well.
Interesting.  ^^
Title: Re: ☼MASTERWORK-DF☼ V.2f - New Poll.
Post by: smakemupagus on February 27, 2013, 02:41:19 pm
Easy enough to test; let's have an intern embark with 64 or 128 pieces of galena and enough coal, and make a histogram of the silver output of each smelting reaction.  I guess it will approach a bell curve.

Er... or turn harder smelting on and use any ore I guess ^^
Title: Re: ☼MASTERWORK-DF☼ V.2f - New Poll.
Post by: Nokao on February 27, 2013, 02:48:18 pm
Excuse me Meph, what about this "carp god" thing ?

I lost my only 2 legendary dwarves on that, they was happy and healthy.

Is there something I can do like find and kill a carp avatar or I must just accept this nonesense ?
I like your adds in the game, but they should be related to fantasy, not chaotic entropy.
Title: Re: ☼MASTERWORK-DF☼ V.2f - New Poll.
Post by: leafar on February 27, 2013, 02:57:13 pm
..., not chaotic entropy.

its dwarf fortress, chaotic entropy is the main feature ;)

Quote from: the manual

You might be targeted by the Cult of the Carp God. This is very rare, and you will find disturbing messages in your logs. After 6-9 months, the first of your dwarves will be turned into Acolytes of the Carp God, and attack your other dwarves.

To stop the cult you have to find the cult leader. You have two ways for this. You can either buy a ward of armok, or consult the temple of armok for help. Then bring your dwarves for testing into the line of sight of the ward. It will reveal who is the culprit. Once spotted, the Cultleader will react hostile and put up a real fight.

If left unchecked, your fortress will crumble.

This change is optional.
Title: Re: ☼MASTERWORK-DF☼ V.2f - New Poll.
Post by: MAurelius on February 27, 2013, 03:02:26 pm
Any way I can mod the bat men to be more aggressive? They just appear on the map edge and mill about. Which is fine for a surface siege as they would be preventing trade, but in this case I can just completely ignore the cavern until they go away since there is nothing down there I need. I have sent squads after them but due to silly DF pathing I get at most 1/3 of my troops and one will invariably attack all by himself while to rest stand around. I don't mind losing dwarves but would prefer not to due to glitchy AI. I'd like them to assault my fortifications.

If I haven't seen troglodites or ant men in 12 years is it safe to assume they don't exist in my world? Underground civs don't show up on embark I don't think, so I couldn't check there.

Hundreds of white tigermen (and women) have fallen to my mighty troops, and yet they keep coming. Which is good. I'm happy to make up for the massacre their stone bridge destroying war dragons unleashed upon my last fort!
Title: Re: ☼MASTERWORK-DF☼ V.2f - New Poll.
Post by: Nokao on February 27, 2013, 03:08:58 pm
..., not chaotic entropy.

its dwarf fortress, chaotic entropy is the main feature ;)

Quote from: the manual

You might be targeted by the Cult of the Carp God. This is very rare, and you will find disturbing messages in your logs. After 6-9 months, the first of your dwarves will be turned into Acolytes of the Carp God, and attack your other dwarves.

To stop the cult you have to find the cult leader. You have two ways for this. You can either buy a ward of armok, or consult the temple of armok for help. Then bring your dwarves for testing into the line of sight of the ward. It will reveal who is the culprit. Once spotted, the Cultleader will react hostile and put up a real fight.

If left unchecked, your fortress will crumble.

This change is optional.

Well so I was totally wrong, this is a good "quest".

The point is that, without a working quest/mistery system, it's almost impossible without manual to know what to do.
Maybe with the Justice system? Meph have you never interfaced with that ?
Title: Re: ☼MASTERWORK-DF☼ V.2f - New Poll.
Post by: Meph on February 27, 2013, 03:13:01 pm
@Nokao: I cant mod the justice system, but what is wrong with reading the manual ? ^^ Thats what its for explaining the more complex additions.

@MAurelius: Maybe ? They dont pathfind into your fort ? Maybe I should make them curiousbeasts or buildingsdestroyers, but I dont know how the civ alignement messes with the AI... no idea.

@smakemupagus: True, it is easy to test, but time consuming. ;)
Title: Re: ☼MASTERWORK-DF☼ V.2f - New Poll.
Post by: Nokao on February 27, 2013, 03:14:48 pm
@Nokao: I cant mod the justice system, but what is wrong with reading the manual ? ^^ Thats what its for explaining the more complex additions.

I know, but some popup messages like "only Amrok could help us" or "maybe the temple of Amrok knows...." could be useful with that.
Title: Re: ☼MASTERWORK-DF☼ V.2f - New Poll.
Post by: Di on February 27, 2013, 03:42:48 pm
Still on previous version but I didn't see this being fixed:
Spoiler (click to show/hide)
Rigid scaleplate works but I can't find it in material list in army screen. Maybe it's just me. But I've found other rigid materials grouped together whereas this one was absent.
Title: Re: ☼MASTERWORK-DF☼ V.2f - New Poll.
Post by: Meph on February 27, 2013, 04:07:14 pm
Its fixed in my dev version.
Title: Re: ☼MASTERWORK-DF☼ V.2f - New Poll.
Post by: Nokao on February 27, 2013, 04:11:36 pm
I asked Amrok for suggestions, but nothing happened ...

Plus, how do I send them to the temple if with "civilian alert borrow" the "ward of amrok" can't use the temple ?
Title: Re: ☼MASTERWORK-DF☼ V.2f - New Poll.
Post by: magos epic on February 27, 2013, 04:20:07 pm
 >:( I still get metal wraiths after removing hard mining, oh yeah and I kept getting a no longer playable lock up effect when ever I try to run the good biome premade seed land when I try to alter its settings..is it not able to support that? also I can not seem to find the heavy stone thing needed for the steam magma engine, what workshop is it?
Title: Re: ☼MASTERWORK-DF☼ V.2f - New Poll.
Post by: Nokao on February 27, 2013, 04:26:19 pm
If the world is generated with them on, they stay in. Right ?
Title: Re: ☼MASTERWORK-DF☼ V.2f - New Poll.
Post by: sayke on February 27, 2013, 04:34:07 pm
you guys... read the manual and/or the raws. everything's in there =P
Title: Re: ☼MASTERWORK-DF☼ V.2f - New Poll.
Post by: Meph on February 27, 2013, 04:58:02 pm
>:( I still get metal wraiths after removing hard mining, oh yeah and I kept getting a no longer playable lock up effect when ever I try to run the good biome premade seed land when I try to alter its settings..is it not able to support that? also I can not seem to find the heavy stone thing needed for the steam magma engine, what workshop is it?
dafuq did I just read ?

@Nokao: Your dwarves use the temple, not the ward ^^ you need either a ward OR the temple. Just run the reaction a few times, its one of those transformation things that have a random success chance. Still waiting on dfhack r3 to fix that.
Title: Re: ☼MASTERWORK-DF☼ V.2f - New Poll.
Post by: magos epic on February 27, 2013, 05:04:05 pm
allow me to clarafy: some one had suggested I turn off harder mining to turn off the cursed wraiths, this did not work. my other statement was about me not being able to find the option to craft heavy stone pistons, which I ended up just making a steel one. I am however noticing a strange little bug where body parts are getting animated and attacking things whenever the dwarves use a spawn point, they keep holding up my work due to constant interruptions :/

Could you possibly remove the alert thingy for healing at the fountain of youth? I want to mass heal my armies but goddamn I cant walk away for a second while that thing keeps poping up.

One final note: some workshops seem to be getting bugged when a task set to repeat runs out of materials: the task will then do this weird duplicate the order thing a ton of times forcing me to deconstruct then halt deconstruction to remove the que of orders! all in all one of my fav dwarf fortress mods out to date keep up the good work!
Title: Re: ☼MASTERWORK-DF☼ V.2f - New Poll.
Post by: smakemupagus on February 27, 2013, 05:23:35 pm
>> allow me to clarafy: some one had suggested I turn off harder mining to turn off the cursed wraiths, this did not work.

Did you generate a new world?

>>  some workshops seem to be getting bugged when a task set to repeat runs out of materials: the task will then do this weird duplicate the order thing
>>  a ton of times forcing me to deconstruct then halt deconstruction to remove the que of orders!

This is a DFHack Workflow feature which you probably activated without meaning to.  To disable, you have to go over to the DFHack terminal and, um, do something.  I think it's "workflow disable", if that doesn't work try "workflow ?" and see if it gives you help. 

>> I am however noticing a strange little bug where body parts are getting animated and attacking things whenever the dwarves use a spawn point,
>> they keep holding up my work due to constant interruptions :/

Well, this is the way the spawn point works actually.  The details of the implementation are pretty strange.
Title: Re: ☼MASTERWORK-DF☼ V.2f - New Poll.
Post by: Meph on February 27, 2013, 05:44:37 pm
Quote
Could you possibly remove the alert thingy for healing at the fountain of youth? I want to mass heal my armies but goddamn I cant walk away for a second while that thing keeps poping up.

Its in the settings, transformation message, under misc.
Title: Re: ☼MASTERWORK-DF☼ V.2f - New Poll.
Post by: Nokao on February 27, 2013, 06:50:33 pm
>:( I still get metal wraiths after removing hard mining, oh yeah and I kept getting a no longer playable lock up effect when ever I try to run the good biome premade seed land when I try to alter its settings..is it not able to support that? also I can not seem to find the heavy stone thing needed for the steam magma engine, what workshop is it?
dafuq did I just read ?

@Nokao: Your dwarves use the temple, not the ward ^^ you need either a ward OR the temple. Just run the reaction a few times, its one of those transformation things that have a random success chance. Still waiting on dfhack r3 to fix that.

Thanks. It was working all the time with a certain Dwarf as preacher,
then I re-arranged all nobles and now when I pray on the temple a yellow smoke appears but nothing happens.

I wasn't able to spot the damn carp god, but if amrok doesn't appear I will never make it !

some suggestions ?
Title: Re: ☼MASTERWORK-DF☼ V.2f - New Poll.
Post by: Meph on February 27, 2013, 06:53:36 pm
Preacher nobles have nothing to do with the reactions in the workshop.

Two ways for you: order a ward at the liaison. OR station a couple of dwarves on your temple, run the reaction. the yellow smoke should transform one of them into a ward of armok for a short time.
Title: Re: ☼MASTERWORK-DF☼ V.2f - New Poll.
Post by: BigD145 on February 27, 2013, 07:05:06 pm
allow me to clarafy: some one had suggested I turn off harder mining to turn off the cursed wraiths, this did not work.

There's a sticky for just such an occasion: http://www.bay12forums.com/smf/index.php?topic=29157.0
Title: Re: ☼MASTERWORK-DF☼ V.2f - New Poll.
Post by: magos epic on February 27, 2013, 09:06:56 pm
>> allow me to clarafy: some one had suggested I turn off harder mining to turn off the cursed wraiths, this did not work.

Did you generate a new world?

>>  some workshops seem to be getting bugged when a task set to repeat runs out of materials: the task will then do this weird duplicate the order thing
>>  a ton of times forcing me to deconstruct then halt deconstruction to remove the que of orders!

This is a DFHack Workflow feature which you probably activated without meaning to.  To disable, you have to go over to the DFHack terminal and, um, do something.  I think it's "workflow disable", if that doesn't work try "workflow ?" and see if it gives you help. 

>> I am however noticing a strange little bug where body parts are getting animated and attacking things whenever the dwarves use a spawn point,
>> they keep holding up my work due to constant interruptions :/

Well, this is the way the spawn point works actually.  The details of the implementation are pretty strange.



ah damnit no I did not :( I like my current world. Also thanks for the workflow thing it worked :D
Title: Re: ☼MASTERWORK-DF☼ V.2f - New Poll.
Post by: magos epic on February 27, 2013, 09:12:01 pm
thank you for the workflow thing that helped. also just paper and ink for a blueprint right?
Title: Re: ☼MASTERWORK-DF☼ V.2f - New Poll.
Post by: Meph on February 27, 2013, 11:11:06 pm
About the poll:

I am currently focussed on Kobolds. That I will finish first.
I can add "Adv Siegeworks. Dynamite Ballista, metal catapult/ballista parts and more." to the next release, because its not that much work.

The next three voted for items, Skaven+Warpstone, Gnomes+Steampunk and Glass Industry I WONT do for next update, but the one after that. It would simply take too long.
Title: Re: ☼MASTERWORK-DF☼ V.2f - New Poll.
Post by: isitanos on February 28, 2013, 01:21:34 am
Skaven+Warpstone
It would be nice if you used another name than Skaven, I don't really like the copy-pasting of Warhammer FRP (or D&D) lore into DF. Even Warpstone bothers me a bit, but it's not as bad I guess as the term is more generic and self-explanatory.

Also, there are already ratmen in DF, so how do you plan on distinguishing your Skaven-like race from those?
Title: Re: ☼MASTERWORK-DF☼ V.2f - New Poll.
Post by: sayke on February 28, 2013, 02:42:14 am
i'm totally fine with using the word "skaven" =D
Title: Re: ☼MASTERWORK-DF☼ V.2f - New Poll.
Post by: LordBaal on February 28, 2013, 07:54:56 am
Me too. In fact I would be more than happy if you somewhat included an WH option where the game is tailored to resemble WH. (No drows, no Lovecraft, yes warpstone and skaven, dark elves and such)
Title: Re: ☼MASTERWORK-DF☼ V.2f - New Poll.
Post by: Meph on February 28, 2013, 08:08:09 am
I personally like taking intellectual property from other franchises, because people love the cross-over effect. Yes, I could do my own ratmen, using some strange green rock and attack you from below, but people would just say: Ah, yeah, some thinly disguised skaven. I mean, you wouldnt like DnD Drow battling an army of Warhammer Skaven in MtG Urgborg Swamp, while your DF Dwarves watch from the fortress, before sending Dragon-Age-style golems to finish them? :P

At least most people will know what they should expect when they hear the word, and dont have to remember yet another new thing in this mod.

PS: The Steampunk Gnomes on the poll are of course Blizzards Warcraft inspired.

EDIT: Damn it, this is so awesome. Totally gets added next release: Happyness counter ingame and fort stats (http://www.bay12forums.com/smf/index.php?topic=123279.0)
Title: Re: ☼MASTERWORK-DF☼ V.2f - New Poll.
Post by: Firehawk45 on February 28, 2013, 09:05:44 am
Quote
PS: The Steampunk Gnomes on the poll are of course Blizzards Warcraft inspired.

May I suggest something from Guild Wars 2 again? Im speaking of the Asura. They are more along the line of technomages, they are still small, smart, interesting, and they have (in my opinion) more interesting stuff.
Title: Re: ☼MASTERWORK-DF☼ V.2f - New Poll.
Post by: BigD145 on February 28, 2013, 10:00:41 am
What's a skaven? Not everyone knows warhammer or knows it much beyond the video games. I do not remember any skaven in the various pc games. As far as I'm concerned you might as well just make ratmen.
Title: Re: ☼MASTERWORK-DF☼ V.2f - New Poll.
Post by: LordBaal on February 28, 2013, 11:33:14 am
So you do know they are ratmen.... kind of self defeating your own point. If calling them anyother way you will alienate everyone. If you call them skaven a bunch of people will already know what it is, and the rest of it could guess or make a quick google for it and know from there.
Title: Re: ☼MASTERWORK-DF☼ V.2f - New Poll.
Post by: Demonbutter on February 28, 2013, 11:56:17 am

About the poll:

I am currently focussed on Kobolds. That I will finish first.


Sweet! This question came to mind when I saw the poll questioner.
Title: Re: ☼MASTERWORK-DF☼ V.2f - New Poll.
Post by: Freitas11 on February 28, 2013, 12:17:34 pm
I have a problem. When i change the tileset to ironhand's the graphic doesn't change and instead load phoebus. How do i change it?
Title: Re: ☼MASTERWORK-DF☼ V.2f - New Poll.
Post by: smakemupagus on February 28, 2013, 12:22:49 pm
did you create a new world?
Title: Re: ☼MASTERWORK-DF☼ V.2f - New Poll.
Post by: Freitas11 on February 28, 2013, 12:27:42 pm
Yes.
Title: Re: ☼MASTERWORK-DF☼ V.2f - New Poll.
Post by: Freitas11 on February 28, 2013, 12:55:14 pm
OOh, now i see what happened. No matter which tileset i choose my dwarfs are always the ones from phoebus tileset. Is this a bug?
Title: Re: ☼MASTERWORK-DF☼ V.2f - New Poll.
Post by: BigD145 on February 28, 2013, 01:22:44 pm
So you do know they are ratmen.... kind of self defeating your own point. If calling them anyother way you will alienate everyone. If you call them skaven a bunch of people will already know what it is, and the rest of it could guess or make a quick google for it and know from there.

All I know is "like ratmen" from this particular page. That's it. And I think "why not just call them ratmen and save me having to remember what a skaven is months down the road."
Title: Re: ☼MASTERWORK-DF☼ V.2f - New Poll.
Post by: LordBaal on February 28, 2013, 01:31:49 pm
I guess they could also be called ratmen for the straightforwardness. However that sounds a little, I don't know... like lack of inspiration. Remembering that Skaven is the name of a species of ratmen is not really that hard, I don't think it would take months for you to figure out and remember it. I know I didn't
Title: Re: ☼MASTERWORK-DF☼ V.2f - New Poll.
Post by: Firehawk45 on February 28, 2013, 01:36:48 pm
There are ratmen in the Majesty-world (Ardania i think it was called). They appeared out of sewers, are greedy like shit, a bit bigger then humans, have plague spells and are just unsanitary in general.

Kind of not the stuff you want with the skaven, but im throwing them in the ring, just for the sake of it :)
Title: Re: ☼MASTERWORK-DF☼ V.2f - New Poll.
Post by: Meph on February 28, 2013, 02:14:35 pm
Ok, here is my main point for taking Skaven instead of ratmen. Ratmen will be a 16x16 pixel tile, with no lore and background info whatsoever. People see ratmen, and thats it.

Skaven are this:
Spoiler: Big picture (click to show/hide)

People can read up on them, some know them, some dont, but there is a ton of info online. Also, I am a fan of Warhammer ;)
Title: Re: ☼MASTERWORK-DF☼ V.2f - New Poll.
Post by: Mechanist on February 28, 2013, 02:32:41 pm
its like saying that warpstone should have been called tainted stone or some crap like that, people that know about warpstone should be expecting the skaven armies in masterwork long time ago.
About the poll i like the idea of "steampunk" race in dwarf fortress but i really think that steampunk should be from dwarves, gnomes sound really weird, or even some kind of advanced goblins more organized and technological sounds more fitted for steampunk
also im very intrigued about the idea of ebony like some kind of glass, how would be created?
cant wait for V2.g comes out
Title: Re: ☼MASTERWORK-DF☼ V.2f - New Poll.
Post by: al.bebop on February 28, 2013, 02:41:46 pm
So I finally had to create a forum account, just to reply to this thread! Great work by all involved!

I particularly wanted to see if anyone else had had the pleasure of creating a "Cloud of blood and Gore" which occurs as a transformation, in my case because I guess my weapons traps are a bit overpowered.  The occurrence made me laugh to no end, but I thought I'd report that it seems in need of a little work still; in my opinion, the "blood and gore cloud" should perhaps be a bit briefer, as there was sufficient time for several dwarfs to move several tiles, such that those who were not even close to the vaporized orc were able to march through it (one of whom appears to have suffocated on the cloud, what a way to go!)

I noticed Meph asked about the Runesmith up above, and while I've successfully applied numerous runes to weapons, I'm having difficulty getting the runes applied to high-enough quality weapons for my military to use them.  Aside from disbanding all squads to free up their Welded Wolfram, Adamantine and Welded Mithril weapons so I can apply runes, I'm not able to think of a way, so I'm currently hoping an idea will occur that doesn't throw my squads into disarray.  Maybe I'll change their uniforms to use steel weapons, so that I can put runes on the better weapons...
Title: Re: ☼MASTERWORK-DF☼ V.2f - New Poll.
Post by: Meph on February 28, 2013, 02:54:48 pm
I assign weapons usually one by one. Military = Equip = Specific Item.

May I ask when this cloud of blood and gore happened? Maybe some adamantine inscribed trap parts ?

I wont make dwarves steampunk, even if it would fit. It does not fit the DF dwarves, and I try to keep these other things like guns, magic and now steampower completely optional. People who think steampunk has no place in DF can simply disable it then.

Ebony glass would probably involve glass and volcanoes in some way. Like a magma-only glass that is equal to some weapon-grade metal.

V2g is not far away. ;)
Title: Re: ☼MASTERWORK-DF☼ V.2f - New Poll.
Post by: al.bebop on February 28, 2013, 03:05:11 pm
Can't wait for V2g!  The weapon trap in question does have a runed +Superior Crystal Glass Pike+, with runes of Iron, Gold and Steel inscribed, no Adamantine Runes though.  Regrettably, the combat log has long since expired, but when I looked at the time it happened, I wasn't able to chase down exactly when the orc "transformed", i.e., vaporized.  I'll keep you all posted if it happens again.

Regarding assigning specific weapons, that's not feasible, my current military is 21 squads strong, nearly all of them full; for uncertain reasons, my fort has a population of 262 and babies are still being born.  I appreciate all the work you've put into lowering FPS, but I still don't want to talk about what I'm averaging currently :P

Oh! I almost forgot, the Golems are everything I could have hoped for, and more.  I highly recommend using lightly-experienced dwarfs that are already in a military squad; I'm not sure if it is intentional or a happy accident, but dwarfs already in the military that are transformed into golems will remain in their squad, and even follow training schedule and orders.  It seems once transformed they cannot be added to a squad, but if they are already in training, your military will soon find itself sparring with the golems, and followed into battle by their transformed comrades.  I highly recommend using the upgrade system as well, I'm not certain if the upgrades are the cause, but I'm definitely seeing a lot of orcs fall to their hammer/sword/spearfists.  Every child that comes of age in my fortress without a useful skill finds themself drafted and 'ere long transformed into a Steel Killing Machine.  I'm raising an army of them to attempt an invasion of the underworld, wish them luck!
Title: Re: ☼MASTERWORK-DF☼ V.2f - New Poll.
Post by: smakemupagus on February 28, 2013, 03:23:18 pm
Every child that comes of age in my fortress without a useful skill finds themself drafted and 'ere long transformed into a Steel Killing Machine.  I'm raising an army of them to attempt an invasion of the underworld, wish them luck!

A worthy mission indeed, good luck :D
Title: Re: ☼MASTERWORK-DF☼ V.2f - New Poll.
Post by: Meph on February 28, 2013, 04:00:17 pm
Quote
Every child that comes of age

Why only that late? I remember someone transforming a mother carriyng her baby into golems once. ;)
"The golem baby punches the orc in the face." ;)

EDIT: Kobold-centric, but I will post it here as well, because why not.

http://www.mediafire.com/?41l3aqc70k8s6n0 (http://www.mediafire.com/?41l3aqc70k8s6n0)

This is the Kobold Camp Manual. Please have a look, and feel free to point out stupid mistakes as you like. Of course you cant test anything, but if you like or dislike a feature, you can comment on it ;)

Mod will most likely follow within 24h.
Title: Re: ☼MASTERWORK-DF☼ V.2f - New Poll.
Post by: Mechanist on February 28, 2013, 05:56:07 pm
I wont make dwarves steampunk, even if it would fit. It does not fit the DF dwarves, and I try to keep these other things like guns, magic and now steampower completely optional. People who think steampunk has no place in DF can simply disable it then
not dwarves per se but non playable deep dwarves, advanced dwarves, even chaos dwarves, or goblin thinkerers (not sure how to spell it) that maybe or not need a peaceful stance with you after some kind of overly complicated way to make them stop attacking you for start trading
and its just an opinion, i know that dont matter what name it gets still can be changed by anyone
Title: Re: ☼MASTERWORK-DF☼ V.2f - New Poll.
Post by: Ishar on February 28, 2013, 06:03:08 pm
Ebony glass would probably involve glass and volcanoes in some way. Like a magma-only glass that is equal to some weapon-grade metal.

Mithril or welded mithril maybe? Magma is quite high-tech, especially if you restrict it with a blueprint as well.
Title: Re: ☼MASTERWORK-DF☼ V.2f - New Poll.
Post by: Meph on February 28, 2013, 08:58:10 pm
Yeah, GUI works, toggles all orc and kobold parts nicely now. You get your special race, special plants and special pets. Exclusively for each race. And three manuals, and a little bugreport template thingy, and a button for the "Heavy Siegeworks", which does in fact not actually exist yet. But it will. Tomorrow. I will sleep now. :P
Title: Re: ☼MASTERWORK-DF☼ V.2f - New Poll.
Post by: sayke on February 28, 2013, 09:47:17 pm
huzzah meph!!! thank you for everything and absolutely all the best =D
Title: Re: ☼MASTERWORK-DF☼ V.2f - New Poll.
Post by: ydirbut on February 28, 2013, 11:51:33 pm
Is anybody else not getting very few sedimentary layers in their created worlds? I've been looking for a site with Bit. Coal and it's very difficult for me to do so. I also noticed that non-hematite iron ores are rare.
Title: Re: ☼MASTERWORK-DF☼ V.2f - New Poll.
Post by: isitanos on March 01, 2013, 12:52:08 am
its like saying that warpstone should have been called tainted stone
That would actually be better. Winks and subtle references are always better than copy-pasting stuff from another setting and ending up with a weird patchwork. Most stuff in Masterwork fits in the DF universe so far, I'd love Meph to keep it that way. Just put some more explicit references in the manual so the few people who don't get the nod can look it up.

P.S.: Skaven and the Warhammer universe ARE cool. You should play the Chaos in the Old World board game if you haven't yet, it uses the setting very well.
Title: Re: ☼MASTERWORK-DF☼ V.2f - New Poll.
Post by: Dwarf_Eater on March 01, 2013, 01:09:00 am
From bold manual:
Fountain
"...You can make dwarves swim in the fountain..."
Title: Re: ☼MASTERWORK-DF☼ V.2f - New Poll.
Post by: Wrex on March 01, 2013, 01:21:01 am
Can the Ram trap component still be upgraded? If not, it should be either phased out, or get a new recipe to make them hit harder.
Title: Re: ☼MASTERWORK-DF☼ V.2f - New Poll.
Post by: leafar on March 01, 2013, 05:35:39 am
nothing big, i just noticed:

has the color of vomit been changed in general? i noticed in KC that it was blue, but after changing back to dwarves(yes, new world) its still blue
is this intended or just not changed back?
Title: Re: ☼MASTERWORK-DF☼ V.2f - New Poll.
Post by: Nokao on March 01, 2013, 05:51:30 am
nothing big, i just noticed:

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

This is happened to me also.
Title: Re: ☼MASTERWORK-DF☼ V.2f - New Poll.
Post by: Meph on March 01, 2013, 06:47:58 am
It was a strange entry in the color default+, which I didnt knew before. I already fixed it in my dev version. Glorious green vomit for everyone.
Title: Re: ☼MASTERWORK-DF☼ V.2f - New Poll.
Post by: Baijiu on March 01, 2013, 07:55:40 am
Oh wow. I just lost my fort to a swarm of angry sauropods. They're bloodthirsty! Wounded half of my fort's population of 10 dwarves... They then proceeded to enter the fort and kill the all the wounded dwarves while they were recuperating in bed.
Title: Re: ☼MASTERWORK-DF☼ V.2f - New Poll.
Post by: Fungus on March 01, 2013, 08:13:13 am
So I've been trying, unsuccesfully, for days to get steam engines to work. I cannot build ordinary steam engines over any hole with or without a down staircase while magma steam engines produce no power; they do however get filled with a lot of water. The magma and water tiles underneath never decrease. What could be going on?  :-\

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

Thanks for making such a fantastic mod compilation though Meph, it's really appreciated! :)
Title: Re: ☼MASTERWORK-DF☼ V.2f - New Poll.
Post by: Meph on March 01, 2013, 09:27:24 am
Fungus, you best ask in the dfhack thread. I did not (and cant) write somethink like a steam engine myself. I just added the raws made by the dfhack team, and changed the design, which should not affect the functionality at all. Have a look at the dfhack readme (included in the manual, under utilities) or ask someone in their thread. I could only repeat what the manual says ;)
Title: Re: ☼MASTERWORK-DF☼ V.2f - New Poll.
Post by: Fungus on March 01, 2013, 09:33:05 am
Ah, ok, that's a shame. Thanks Meph. I've scoured every resource I can find but there isn't very much information (even on the DFHack thread) but I thought I should post here first.
Title: Re: ☼MASTERWORK-DF☼ V.2f - New Poll.
Post by: Meph on March 01, 2013, 11:43:13 am
Ishar, the press wood in the screwpress works. Tested it.

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

Just wrapping up everything for the next version atm. :)
Title: Re: ☼MASTERWORK-DF☼ V.2f - New Poll.
Post by: smakemupagus on March 01, 2013, 12:11:37 pm
Meph, would you consider making bloodsteel a different color than regular steel?  Maybe:
4:7:0

Orcs use it for a lot of things special from regular steel, so it'd be nice to see stocks at a glance.
Title: Re: ☼MASTERWORK-DF☼ V.2f - New Poll.
Post by: Meph on March 01, 2013, 12:29:46 pm
>>> NEW DOWNLOAD - 2g+ <<< (http://dffd.wimbli.com/file.php?id=5315)


Masterwork DF V2g+
Super quick hotfix.

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

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

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

Orc Fortress
Kobold Camp
DFhack
The happiness counter. Enabled by default, shows up in the lower-left corner of the screen. You can see how many dwarves are how happy. Great to avoid tantrums. The example show a fresh embark with 7 units total.
(https://lh5.googleusercontent.com/-zS2Qh20J9K0/UTDhpKLMBxI/AAAAAAAALr4/VE0TT7uygDg/s405/happiness.png)

Utilities
GUI
Manual
Bugfixes
Balancing
New Features
Full Changelog:
Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Panopticon on March 01, 2013, 12:42:32 pm
Meph you are both a scholar and a gentleman, starting a new fort now.
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Deon on March 01, 2013, 12:45:18 pm
Quote
Dwarven lashers are no longer called halberdiers
Where did that come from? :D
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: jaxy15 on March 01, 2013, 12:50:47 pm
The "orc manual" button pops up the kobold manual and the "kobold manual" button pops up the orc manual. Might wanna do something about that.
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: sandi Mexicola on March 01, 2013, 01:00:24 pm
Thanks so much!  I love your mod!    :D
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Meph on March 01, 2013, 01:04:52 pm
Thank you :)

@smake: Yep, can be done. Is done, and is being uploaded.
@deon: That came from a long forgotten line of code, from 1,3 years ago when I copied your castes to make the Legion dwarf. They had custom profession names, including the halberdier, which no one noticed till just now.
@jaxy15: Well, neither orcs nor kobolds nor me can read all that well. ;) Is fixed, I am doing a second upload atm.

I also added some more links to the frontpage. A link to each releasepost, so people can find the entire changelog for everything, and new links to Orc Fort, Orc Tutorial Fort, Kobold Camp and the upcoming Kobold Tutorial Camp. :)
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Nokao on March 01, 2013, 01:24:41 pm
Oh shit ... I nearly just ended up my fort and you update the mod !?   I hate you >:(
I love your mod, I will write a short list of the best things and some suggestion when I'll loose this fort :)

By now, I start to make some suggestion. First of all, the "carp god" quest was nice in the end :)
Also all the workshops add-ons, but I only tryed 50% by now. FPS improvement is great, but I'm greedy and I always want more.
I was searching for a particular embark (pre-built castle to conquer, with 1 or 2 rivers, possibly 2-3 zlevels higher) and I found it. But to do that I had to play in a 6x3 embark and the FPS start to hate me again.

Apart from that, I honestly have to say that actual MasterWork flaws are all Vanilla-related.

For example (hope that Toady One will read someday):

Honestly, I think that MasterWork should be inserted into Dwarf Fortress default package and that Toady One should work with you or, at least talk with you about future releases.

Steam engine for me is the most important piece of work (I know you didn't do it) but also that should be added in the original game, for future purposes. Think the use for that who created "The Almighty Dwarven Calculator " ... Toady should add gases (like steam) as a fluid and make them behave like that (with volume-pressure stuff).

However, MasterWork overall experience is great for all extra items/creatures that are added in the game, and I actually just have seen 20% because I'm only barricaded into my castle, scared to death.
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Deon on March 01, 2013, 01:25:19 pm
Ah, I figured it could be that thing. How are kobolds coming, any new breathtaking ideas :D? I guess there's no need to focus on elven tree submod until the next version comes out, so you can focus on orcs and kobolds.

I've replied to your frostbite thread, it's easy to make frostbite-killing enemies (but they are annoying, so restrict it to semi-/megabeasts).
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Meph on March 01, 2013, 01:37:08 pm
@Nokao, I never spoke to Tarn, and I dont think he cares much about mods. Otherwise the game would be open-source and/or have full graphic support. I dont blame him, its his thing, he can do what he wants. He will definetly never work with anyone else on DF.

Quote
I'm only barricaded into my castle, scared to death.
Good. :)

@deon: Thanks, I will try to see what I can do with the white dragon. I did not plan it for enemies, but possibly mages/shamans in Kobold Camp, or as a weapon for the gnomes. The high-end tradepartner with hightech/steampunk stuff. "A dwarf equips a gnomish freezeray". Mh... now that I write it down, it looks too high tech. ^^ Other then that I want to improve the warlocks. So if I just make shades that have a killing-death touch freezing people to death, thats perfect. I give them no armor and a glass body, so every ranged shot shatters them. Forces people to use ranged units. :) I have shades with death touch lying around for just this, but freezing to death would be even nicer.
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Nokao on March 01, 2013, 01:51:15 pm
@Meph:
Yes I know, and even if in the beginning I was very unhappy with that, because I totally fell in love with this game, I saw on the forums and in the changelogs that he works so much (full time) on this project, so yes, it's better like this than an open source game with thousands of not motivated people.
However yes, he should definitely look into your mod to understand how make the game better, or at least more moddable. I can't even imagine the effort you are putting into improving this game only working on text files.

Yes, I'm scared to death reading at your manual and it took me 30 hours of game just to clean, dig, and adapt to my needs a pre-build conquered castle.
Now I have only 40% of buildings built, I miss all the "heavy industry" and all workshops (except mason&carpenter) that have to do with non-organic material.
This is because I'm waiting to find lava, but anytime I try to go down I get sieged up.

Few hours ago I assisted to an epic battle between my animal trainers + magma hounds against a group of ice blizzard wizards. With my archers shooting from fortifications. Really beautiful.

However I see that good fort building really stops sieges, enemies from outside don't know what to do.
So I could consider my game go be already over? Or new problems will come up from the inside or below?

I was attacked also by a forgotten beast wyrm-dragon type, but he didn't fly inside the castle from upside. He just killed all previous siegers that was waiting, blocked outside my walls.
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Meph on March 01, 2013, 02:07:52 pm
If the game was C++ only, I would never have started modding. I like the text files, it should just be more of them. And maybe a tiny if/else function for the reactions, that would be handy. Or adding new professions/labors/skills. But hey, it works like it is.

How your fort will end or not is quite random, thats the nice part. Might be safe, might be... not so very safe. Underground sieges happen, but not many things can completely wreck you from the inside of your fort. I have 5 nice ideas lying around for this, but havent gotten around to it. Really tricky some parts. And as long as you dont eat meat and drink mead from your legendary dining hall build on the floors of hell, your game is not over. Not by far. Have you been to the third cavern yet? Found any facehuggers?
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: LordBaal on March 01, 2013, 02:18:08 pm
Also, the game as it is, is still incomplete. In the future you might find that a good fortress design is not enough when the besiegers get the ability to climb, dug or even tear down walls.

Also, even when is possible achieve some stability on a fortress, eventually you will need more resources, more space or simply curiosity will make you dig deeper or make wacky things like trying to cast a obsidian tower from water and lava.
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Meph on March 01, 2013, 02:22:19 pm
Well, just wait till dfhack r3... digging invaders, here we come. ;)

I updated the mod AGAIN. Only three tiny things.

Masterwork DF V2g+
Super quick hotfix.
Title: Re: ☼MASTERWORK-DF☼ V.2f - New Poll.
Post by: fasquardon on March 01, 2013, 02:55:50 pm
I must say, I am muchly looking forward to playing with the new release (2g+ already - how time flies).

With regards to my wool problem, I tried running a wool industry in a burrowless fortress (in version 2f) - still couldn't spin any yarn.  Very puzzling.

Meph, if I might ask, in your forts with a working wool industry, what is the wool called once shorn from the sheep?  Mine is always called "stray ewe wool" or "stray ram wool".

Also, I had a thought for you and for the other Masterwork players - Since my Orc fortress, I have been thinking about how I play with the Dwarf castes.  In orc fortress, the orc castes are pretty generalized and each is useful for many things.  This means that I am likely to find an appropriate job for each orc caste at every stage of fortress development.  In contrast, the dwarf castes are more specialized.  If I get a dwarf with a caste that I already have too many of, most often I cull the blighter.  On the flip side, that specialization also makes the dwarf castes more powerful if you get a dwarf with the right caste at the right time.  Particularly when you get a good mix of castes in your starting 7.  I found that this led to me prizing my individual orcs far more than I prize individual dwarfs.  That seems kinda backwards to me.

I don't know if anyone else is finding the flavour of dwarf castes a bit off.  Maybe it is just me.

It made me think that perhaps dwarf castes would work better flavour wise if they, like the magic castes, were ways to upgrade dwarfs.  For example there could be a "university" building that worked to transform dwarfs to educated savants in a particular field or turn them into elite soldiers (though for flavour and balance reasons, perhaps a seperate "war college" should be used to give dwarfs military castes).

Thoughts?

fasquardon
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: LordBaal on March 01, 2013, 03:02:48 pm
Meph, for the Emprah, have you ever though of making a only WH mod? Or have you done and I'm guilty of not using the search tool correctly?
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Meph on March 01, 2013, 03:07:05 pm
@LordBaal: No, and I never will. Once I start with a Warhammer mod, a Starcraft mod wouldnt be far away, or a Shadowrun mod... and beside what some people might say, I actually to have a RL. ;)

@fasquardon: Yeah, I noticed the difference in Orc vs. Dwarf castes as well, thats why I tried a new system in Kobold Camp. Lets see how it works out. It was some brainstorming involved and in the end smake wrote the castes. :)  I know the dwarven castes could be way better, but I cant work with transformations too much, it really messes up... well, most anything in the mod. ^^

About the wool: I tested it, it works. You take animal to farm workshop, shear animal. You spin the thread in the farm workshop, you get yarn. Loom automatically accepts yarn to spin wool cloth. Done.
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Genesis92x on March 01, 2013, 03:11:21 pm
Well, just wait till dfhack r3... digging invaders, here we come. ;)

I updated the mod AGAIN. Only three tiny things.

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

That. Sounds. Amazing!
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: fasquardon on March 01, 2013, 03:12:40 pm
About the wool: I tested it, it works. You take animal to farm workshop, shear animal. You spin the thread in the farm workshop, you get yarn. Loom automatically accepts yarn to spin wool cloth. Done.

I was wondering what freshly shorn wool was called in your games.  I am wondering if it is a naming issue y'see.

fasquardon
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: al.bebop on March 01, 2013, 03:13:32 pm
Just when I was getting the hang of 2f!  Guess it's back to square one on my golem army XD
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Freitas11 on March 01, 2013, 03:14:39 pm
Can someone help me please!? Doesn't matter which tileset i choose i always get the dwarf graphics from phoebus! I'd really like to use the ironhand's dwarfs. If there is anyway to change it please tell me.
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: al.bebop on March 01, 2013, 03:19:21 pm
re: wool issues, I've noticed that when slaughtering a wooly creature there is a bit of remains that states it is "stray ewe wool" or "stray ram wool" which is unusable; I'm pretty sure this is a vanilla DF issue as I remember seeing it there, particularly off of wooly FBs.  If I'm recalling correctly, the product of shearing has the same name and appearance, but should be spin-able. 

Fasquardon, are you using the spin thread reaction at the Farmer's Workshop, or trying to go straight to the loom?  I usually make a separate Farmer's Workshop in my clothing industry area with a Refuse stockpile (limited to the "hair/wool" category) next to it.  Sorry if I'm asking a stupid question about your processing, just wanted to make sure you're catching all the steps!
Edit: Sorry, just noticed Meph already laid this out much better a few posts back!
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Meph on March 01, 2013, 04:01:12 pm
I survived a month in Kobold Camp, yeah ! Even made it down to the second cavern. :) But quickly run away and dug a hideout in a peat-hill nearby. And all my shalswars are dead. ^^

@fasquardon: I can test again, but I dont know what animal exactly gives what kind of named wool. But naming does not affect what its used for. I can call it steel and if it has the yarn tag its good for spinning/weaving.

@freitas: You have to take the GUI literally. It changed the tileset. not the creature graphics. I havent done a setting to replace sprites, because not many people ask about it. You can disable the sprites with the "creature sprites yes/no" button, directly below the tileset button. Then you have ascii characters. :)

@al.bebop: I'd finish playing the 2f fort... dwarves did not get that much this time, its mostly orcs/kobolds.
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Di on March 01, 2013, 04:03:06 pm
What's up with spawn zone reactions?
I've tried to place stone decoy on fortress wall and one level below zombies started spawning on my refuse stockpile. I've also ended up with a dozen of decoys standing down there in the middle of the fort but none on spawn point. There was no direct line of sight between points.
Also, the spawn ritual is performed through transformation, which may be kinda exploity. Are you sure it wouldn't be better to simply transform chickens in those decoys?

Also, it'd nice to at least have warning in guide that dwarf using bonfire won't be able to leave flames.
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Meph on March 01, 2013, 04:12:35 pm
I never had a dwarf setting himself on fire while using a bonfire...  :o

Spawn rituals will be fixed as soon as dfhack r3 comes out. I am waiting since 2 months on that. I wont do anything else on them. Just as an explanation: The transformed creature has extravision and can see through walls/floors, so there was a line of sight... somewhat ^^ Its all not very user friendly, I know...

Transforming chickens works as well, but if you use a pet, why not just buy a decoy? Or scarecrow, or turret... and so on.
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Nokao on March 01, 2013, 04:37:59 pm
Transforming chikens? Spawn rituals? Oh shit, I really have to dig a lot ! Thank you for making this game so exiting.

Also, when I read about "warpstone" I think about someway to create a gate to teleport dwarfes from point to point.
Is it possible somehow ?

And sometime.... yes. Sometime to dig or destroy unnecessary earth-tiles I would like to have a flying dwarf.
Instead of scaffolding and destroy scaffolds like in the real world.
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Meph on March 01, 2013, 04:45:37 pm
Transforming chickens was an example. Fallout Equestria and LFR use that system for some transformations, like I do for the armored animals, or the Ogres the Kobolds use... but I also have "make creature out of thin air"-reactions, which are horribly complicated and very, very buggy. ^^

Teleporting from workshop A to B would be easy to do with a dfhack script, but the AI pathfinding would never recognize it.
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Nokao on March 01, 2013, 04:51:28 pm
Well, who cares about the pathfinding reaction? You could always stun/paralyse and then wake up again the dwarf.

You're talking about the "well, let's go IN the gate!" part ? I think that the only way is a stockpile ....
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: OREOSOME on March 01, 2013, 04:57:16 pm
Um... How do I change the settings for the Mac version? The settings file is an .Exe, and won't work for me.
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: arclance on March 01, 2013, 05:01:05 pm
Um... How do I change the settings for the Mac version? The settings file is an .Exe, and won't work for me.
This is how I do it on Linux, I have not gotten clear confirmation if it works on Mac or not yet.
To use settings.exe you need to install WINE (http://wiki.winehq.org/MacOSX) and then install the windows verison of Mono (http://www.go-mono.com/mono-downloads/download.html) in WINE.
Then run settings.exe with WINE and it may work, I can't be sure since I don't have a Mac to try it on.
You may need to open a terminal to the folder containing "settings.exe" and start it from that terminal to make the current working directory correct so it can find the "Dwarf Fortress" directory.
If you have to do this depends on how your file manager runs things with WINE.
These are just generic instructions, if someone gets it working it would be nice to have some Mac specific instructions to add to the Mac release.
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Ishar on March 01, 2013, 06:09:24 pm
Castes were mentioned, here's my opinion:
I don't care for most of them. Highborns can be handy as traders or doctors, but those skills tend to level up fast anyway. Crafters should be nice in theory, the initial buff is good, but if you make crafts for trade, the absurd amount of goods will level them up as well.
There are only three really good castes in my book: smiths, legionaires and fighters. Smiths are great, since they don't use valuable metal during training (or clutter up half your fort with copper weapons, crafted as training), and fighting skills are still very hard to train. Sure, the library helps a lot, but training 10-15 raw recruits is still a grueling task. With a couple of fighter/legion caste, melee combat is an option even during early sieges, that's definitely a nice touch.
About the rest of the castes, I don't see how they could be improved. Maybe crafters could get a speed buff as well, pumping out goods faster or something. I don't know if this is possible, but the current skill/exp bonus is not enough for a truly specialised dwarf.

Examples: If I already have a good broker, and I get a highborn with a migrant wave, I tend to send him to the farms, there isn't much else to do - I could make him a book keeper, but what's the point? A normal dwarf can do that just as well. Wood savants and things like that also tend to get assigned to furnace duty, hauling, mining, or some other grunt job in my forts. Who gives a damn about wood crafts?
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Meph on March 01, 2013, 06:19:48 pm
Yeah. Getting less types, but more interesting castes would improve it quite a bit. If you tie the magic buildings to some of them for example. Or some mambo-jambo for the Apostle of Armok. Eventually I guess I will do it, but redoing old things is always less fun then doing new stuff. ;)
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Nokao on March 01, 2013, 07:18:08 pm
I agree, less types of castes.

But castes are indeed a great improvement, and they don't complicate anything.
They are also very rare, for me at least.

p.s. do childs of who is in a caste born as a caste ? I'm having many newborns and few migration waves. Must make a magma nursery for all this useless faggots.
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Nokao on March 01, 2013, 08:03:00 pm
Search function makes DF unstable... the exe crashes sometimes.
This is happening only from the day I discovered the search function, expecially on military and animal filtering.
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Putnam on March 01, 2013, 08:04:33 pm
Search function makes DF unstable... the exe crashes sometimes.
This is happening only from the day I discovered the search function, expecially on military and animal filtering.

http://www.bay12forums.com/smf/index.php?topic=91166.0
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Mechanist on March 01, 2013, 10:06:07 pm
im not sure if it is my mistake but i cant make the custom professions in the dwarf therapist version downloaded with masterwork V2.g win work at all, i have to creatte manually the professions and cant assign them, maybe is the contextual menu that shows in dwarves in right click what is not working
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Dant on March 01, 2013, 10:50:45 pm
every time i get migrants, and my population goes over 60 people (usually close to 70) people start bleeding out, completly out of the blue.
so far i havent found a issue, and once as I was looking at a military squad, just standing guard, 2 of the soldiers started bleeding.
is there a cap somewhere or my dwarfs are bleeding out from their period, or from stepping on a splinter from a rose?
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Purgatory on March 01, 2013, 11:27:59 pm
every time i get migrants, and my population goes over 60 people (usually close to 70) people start bleeding out, completly out of the blue.
so far i havent found a issue, and once as I was looking at a military squad, just standing guard, 2 of the soldiers started bleeding.
is there a cap somewhere or my dwarfs are bleeding out from their period, or from stepping on a splinter from a rose?

If there is a pop cap, they won't come to your fortress at all. Whats probably causing the bleeding is possibly a disease that the migrants carried over to your fortress. Maybe something else but I'm not experienced enough to know lol.
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Agent of Avarice on March 02, 2013, 03:46:38 am
It is probably a disease. I once had  a fort completely crippled by a syndrome that caused fever and (I think) made dwarves loose consciousness. Migrants carry them, wards protect against them.
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Gamerlord on March 02, 2013, 04:28:51 am
Hey, can someone tell me how to make ladles and cauldrons in Kobold mode?
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: jaxy15 on March 02, 2013, 04:55:12 am
Hey, can someone tell me how to make ladles and cauldrons in Kobold mode?
You have to forge them.
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Gamerlord on March 02, 2013, 04:59:17 am
So... in the boneforge?
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: jaxy15 on March 02, 2013, 05:03:55 am
So... in the boneforge?
No, in a metalsmith's forge.
I recommend you buy metal bars from the caravan.
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Gamerlord on March 02, 2013, 05:17:11 am
Dammit.
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: splinterz on March 02, 2013, 06:29:54 am
im not sure if it is my mistake but i cant make the custom professions in the dwarf therapist version downloaded with masterwork V2.g win work at all, i have to creatte manually the professions and cant assign them, maybe is the contextual menu that shows in dwarves in right click what is not working
yes there's a bug in the context menu, you'll have to use the DT packaged with masterwork v2g+, or download the latest version from here (http://dffd.wimbli.com/file.php?id=7184) (DT version should be 20.4)
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Dant on March 02, 2013, 07:21:48 am
It is probably a disease. I once had  a fort completely crippled by a syndrome that caused fever and (I think) made dwarves loose consciousness. Migrants carry them, wards protect against them.
what are those wards? how do i make them?
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Nokao on March 02, 2013, 07:51:36 am
every time i get migrants, and my population goes over 60 people (usually close to 70) people start bleeding out, completly out of the blue.
[...]
is there a cap somewhere or my dwarfs are bleeding out from their period, or from stepping on a splinter from a rose?

If their all females, try to search a male and impregnate them.

Excuse moi, I couldn't resist.
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Dwarf_Eater on March 02, 2013, 08:24:41 am
Bolds cannot dig through oil sand. Was it planned?
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Nokao on March 02, 2013, 10:16:56 am
Oh damn, this is new !!!

An invader was able to move z-levels up and down: he put himself into an outside moat without ramps and came rise up from it inside the fortress (right in my hospital).
They are frost giant wrestlers.

I didn't knew it was possible, I'll have to make floor grates everywhere.
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Asva on March 02, 2013, 10:34:09 am
to Gamerlord
Hey, can someone tell me how to make ladles and cauldrons in Kobold mode?
Craftsdwarf Craftbold workshop provides those. BTW, you can always consult the manager shaman, or let him handle the order.

to Meph:
1) Native gold seems to be diggable. I digged 2 veins... for no reason.  ::)
2) Kobold childs do have professions preassigned.
3) Playing for 3 years. Nontheless got no sieges/ambushes except for goblin thieves. Wealth 200k, population 215.
4) Is the para-toad thingy for future releases? Because my kobolds don't lick it  :P (yet they milk extract which is nowhere to be used).

Edit:
5) Kobolds produce slag bars during ore smelting. Though they have no slag pit.
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Dant on March 02, 2013, 11:31:05 am
Oh damn, this is new !!!

An invader was able to move z-levels up and down: he put himself into an outside moat without ramps and came rise up from it inside the fortress (right in my hospital).
They are frost giant wrestlers.

I didn't knew it was possible, I'll have to make floor grates everywhere.

flying creatures(things with wings) can move z-levels, aka flying
other creatures shouldn't though
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: jaxy15 on March 02, 2013, 11:32:49 am
to Gamerlord
Hey, can someone tell me how to make ladles and cauldrons in Kobold mode?
Craftsdwarf Craftbold workshop provides those. BTW, you can always consult the manager shaman, or let him handle the order.
Pretty sure the craftbold workshop only has mortars and pestles.
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Dant on March 02, 2013, 11:37:42 am
It is probably a disease. I once had  a fort completely crippled by a syndrome that caused fever and (I think) made dwarves loose consciousness. Migrants carry them, wards protect against them.
btw
the world im playing in was generated with Diseases:NO on the masterwork settings, shouldn't this deal with the diseases?
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: smakemupagus on March 02, 2013, 11:42:03 am
indeed, that should prevent from diseases, so it is probably something else going on.

is there nothing in the combat log?
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Asva on March 02, 2013, 12:13:19 pm
to Gamerlord
Hey, can someone tell me how to make ladles and cauldrons in Kobold mode?
Craftsdwarf Craftbold workshop provides those. BTW, you can always consult the manager shaman, or let him handle the order.
Pretty sure the craftbold workshop only has mortars and pestles.
Does it mean my fortress is special?
Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Dant on March 02, 2013, 12:52:06 pm
indeed, that should prevent from diseases, so it is probably something else going on.

is there nothing in the combat log?

Nothing, immediately after I noticed my soldier entered her period I paused and checked all logs, wounds, health reports and everything I could think of like a crazy man :S

My first thought of some kind of population cap enforcement as the massive periods started on every new migration wave (when my population would jump to 65~70) and always stop when it got to 50~55
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Meph on March 02, 2013, 01:14:27 pm
@Dant: There is no disease that makes people randomly bleed out without a notice. Not from my end. My best guess is a FB poison somewhere.

@jaxy15: Craftsbold has ladles and cauldrons. The tutorial-fort even has a screenshot showing this. ;)

@Asva: THANK YOU. This is exactly the kind of feedback I am looking for. I only played a season so far myself. Made a list of things to change already, but your report doubles it. Thats good. :)

@Nokao: Impossible ^^ No flying/jumping frost giants. Things can dodge upwards, which would be an explanation. This is how some dwarves end up on inaccessable walls sometimes.

@Gamerlord: Forge or Craftsbold, from metals or wood.

@Mechanist: Yes, the 20.3 Therapist had a bug, I uploaded directly afterwards with a patch for that. Thank splinterz, he wrote me a PM within minutes.


Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Dant on March 02, 2013, 01:40:00 pm
FINALLY SOMETHING!
bloody warlock blood sickness, the hell is that?
now....HELP!
wth is going on
seriously, I have more coffins filled than dwarfs on my fort
Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Putnam on March 02, 2013, 01:48:03 pm
Oh damn, this is new !!!

An invader was able to move z-levels up and down: he put himself into an outside moat without ramps and came rise up from it inside the fortress (right in my hospital).
They are frost giant wrestlers.

I didn't knew it was possible, I'll have to make floor grates everywhere.

He dodged. Dodging mechanics are weird.
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Nokao on March 02, 2013, 02:05:34 pm
@Nokao: Impossible ^^ No flying/jumping frost giants. Things can dodge upwards, which would be an explanation. This is how some dwarves end up on inaccessable walls sometimes.

Trust me, they wasn't dodging.

They went up and down many times from my water moat with 7/7 water in it, also without never drowning.
ALL ramps has been removed before filling the moat.

They also came up trought a well ...
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: fasquardon on March 02, 2013, 02:19:46 pm
FINALLY SOMETHING!
bloody warlock blood sickness, the hell is that?
now....HELP!
wth is going on
seriously, I have more coffins filled than dwarfs on my fort
Spoiler (click to show/hide)

Sounds like a Warlock spell - you might have a warlock lurking somewhere in the map casting spells on your dwarfs.

Not sure though.  I find the warlock race so annoying that I never play with it.

Do you have the warlocks activated in your Masterwork settings?

fasquardon
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Dant on March 02, 2013, 02:35:16 pm
FINALLY SOMETHING!
bloody warlock blood sickness, the hell is that?
now....HELP!
wth is going on
seriously, I have more coffins filled than dwarfs on my fort
Spoiler (click to show/hide)

Sounds like a Warlock spell - you might have a warlock lurking somewhere in the map casting spells on your dwarfs.

Not sure though.  I find the warlock race so annoying that I never play with it.

Do you have the warlocks activated in your Masterwork settings?

fasquardon

Yes, i have it activated, but havent seen a warlock on the unit list
perhaps its hidden and casting spells without coming into detection range?
thats really crapped up =\
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: smakemupagus on March 02, 2013, 02:39:20 pm
Indeed, Frost giants are amphibious (as are serpentmen and maybe a couple others among the FD races), and those can come up through your well.

The warlock disease comes from its blood, not a cast spell..  Not sure if that is helpful at all.
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Meph on March 02, 2013, 02:50:08 pm
[DESCRIPTION:A warlock with paralyzing and gaseous blood.]
[CASTE_NAME:tortured being:tortured beings:tortured being]
[CE_PARALYSIS:SEV:100:PROB:100:START:5:PEAK:10:END:50]
[CE_BLISTERS:SEV:25:PROB:90:LOCALIZED:START:1:PEAK:5000:END:15000]

There you go. "tortured being" a warlock caste with poisonous blood. Do you have any baths? you can also use dfhack to clean contagions. But the blisters will remain for a while.. but I doubt people blood to death from severity 25 blisters...
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Nokao on March 02, 2013, 03:09:50 pm
Meph, is chitin armour your add in the game ?

I'm trying to make uniform for my military groups but I can't find it.
Also, in your guide, there are many tables but not Chitin armor values.

I'm trying to find something in the middle between metal full plate and leather.

p.s. Meph, this is the good embark we was talking about ;) I'm building a really good fortress around it: http://www.bay12forums.com/smf/index.php?topic=123496.msg4072426#msg4072426
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Meph on March 02, 2013, 03:52:36 pm
Chitin counts as leather. You should still be able to find it specifically somewhere, but if you tell them to take leather armor, they also take scale, shell and chitin. 


skin => tan => leather => boil in oil => tough leather => stud => studded leather => combine/sew => lamellar leather.
normal => copper => bronze => iron

chitin => clean => chitinplate => combine => rigid chitinplate
shell => clean => shellplate => combine => rigid shellplate
scale => clean => scaleplate => combine => rigid scaleplate
normal => bronze => iron
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Nokao on March 02, 2013, 05:28:22 pm
If it's possible, make a table someday ;)
with values ;)

I'm full of chitin armors and i'm searching for a very good alternative to plates.
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Nokao on March 02, 2013, 05:52:36 pm
p.s. Meph: beetles must be killed for chitin right? it can't be sheared.
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: smakemupagus on March 02, 2013, 06:06:08 pm
If it's possible, make a table someday ;)
with values ;)

material_template_masterwork.txt
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Asva on March 02, 2013, 07:29:19 pm
to Meph

1) Thiefs Tunnel workshop upgrade. Make reactions with different materials. Aka wooden weapon gives 80% of death penalty, metal weapon - 50%, welded metal weapon - 20%.
The workshop is the most advanced building (I mean most pricey) for kobolds. Cheaper Thiefs Tunnel allows raiding in early stages of game, in times when the fortress lacks rare resources.
As for now, the workshop requires a bit and half of micromanagement. Of course if you're not willing to lose that awesome bloodsteel machete.

2) Feature request: mutations (see Wiedzmin). The point:
Mutation do fit them just fine. Kobolds are good with poisons, are breeding fairly fast, are lame melee fighters (as well as ranged with bone ammunition) Feature should make kobolds more of a playable race and less of sentient vermin ;). Workshop is intended as high end.

Edit: "Witchers Hut" Don't tell me that's it!!?  :o
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: falconne on March 02, 2013, 09:34:33 pm
Search function makes DF unstable... the exe crashes sometimes.
This is happening only from the day I discovered the search function, expecially on military and animal filtering.

That's odd. Do you have a save where you can reproduce this crash? If so send me a PM and I'll grab the save to debug.
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Nokao on March 02, 2013, 10:00:50 pm
Search function makes DF unstable... the exe crashes sometimes.
This is happening only from the day I discovered the search function, expecially on military and animal filtering.

That's odd. Do you have a save where you can reproduce this crash? If so send me a PM and I'll grab the save to debug.

No sorry ... but I could give you the actual save
however I was deleting-rewriting-deleting words, it's possible that I was too rough.
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: falconne on March 02, 2013, 11:08:50 pm
No sorry ... but I could give you the actual save
however I was deleting-rewriting-deleting words, it's possible that I was too rough.

I'd need an reproducible scenario actually. If you are able to reproduce it from a save in the future then that would be very helpful. This is the first time I've heard of the Search causing a crash so I'm curious.
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Nokao on March 03, 2013, 06:42:24 am
No sorry ... but I could give you the actual save
however I was deleting-rewriting-deleting words, it's possible that I was too rough.

I'd need an reproducible scenario actually. If you are able to reproduce it from a save in the future then that would be very helpful. This is the first time I've heard of the Search causing a crash so I'm curious.

Ok, I will start again to use the search function and test it as a debugger (pressing fast many keys, delete, etc)

Honestly I'm loosing a little trust in DF stability, not the game itself but the modded game is starting to crash sometimes.

Also, the names of my savegames are very hard to understand (and also wrong if you look season+year)
 and everytime I save (thing that I don't do often for this reason) I loose 10 minutes to find the right save.
Do you have suggestions about that ?
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Gamerlord on March 03, 2013, 06:49:17 am
No sorry ... but I could give you the actual save
however I was deleting-rewriting-deleting words, it's possible that I was too rough.

I'd need an reproducible scenario actually. If you are able to reproduce it from a save in the future then that would be very helpful. This is the first time I've heard of the Search causing a crash so I'm curious.

Ok, I will start again to use the search function and test it as a debugger (pressing fast many keys, delete, etc)

Honestly I'm loosing a little trust in DF stability, not the game itself but the modded game is starting to crash sometimes.

Also, the names of my savegames are very hard to understand (and also wrong if you look season+year)
 and everytime I save (thing that I don't do often for this reason) I loose 10 minutes to find the right save.
Do you have suggestions about that ?
The save thing is because you have auto-backup on in Settings. The search function crash thing is probably because you put in a number. That usually makes it crash for me.
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Nokao on March 03, 2013, 09:20:05 am
However, I heard that dhHack is coming soon with a new version (2? 3?) so I don't want to disturb you.

I'm sure it will be perfect, it's just a shame I found such a beautiful embark with old version.
Maybe I'm just bad experienced and it's easy to find embarks like this (http://www.bay12forums.com/smf/index.php?topic=123496.0) and living beautiful experiences like this (http://www.bay12forums.com/smf/index.php?topic=123513.msg4074051#msg4074051) ;)

So thank you all for your effort, I'm really in love with this game.
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Asva on March 03, 2013, 09:33:54 am
Also, the names of my savegames are very hard to understand (and also wrong if you look season+year)
 and everytime I save (thing that I don't do often for this reason) I loose 10 minutes to find the right save.
Do you have suggestions about that ?

1) For each version of MDF i have a separate directory or archive (in case I don't plan going back to those any soon). It's named like "MasterworkDF v2g+ (Kobolds)".
2) There I play one fortress at a time. Hence i get: "region1", "region1-aut-223", "region1-spr-228" etc.
3) In case I don't use backups I only load region 1.
4) In case I do need to make bakup I load the latest save, check if everything is alright, kill DF, rename save from backup to "region 1" or any other name, delete anything else from the save folder.
5) I also often clean backups, so my save folder never contains more than 10 saves.
6) After getting new version, I rename the folder from p.1 to something like "MasterworkDF v2g+ (Kobolds) [Big clay/earthenwafe castle with spiral staircase swarming with kobolds]", then I 7z it and put on shelf  ;).

It's definetly effective, because I have zero problems looking for my saves.
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Nokao on March 03, 2013, 09:40:15 am
So inside the game you have only 1 save ?

That is my problem, I have more saves (yes I checked backup & seasonal save options in MF) and they all have wrong names.

At this point maybe, as you suggest, making manual zips could be better.

I don't abuse of savegames, but sometimes sieges are very hard with MDF, and I just started !!
I had a siege of 10+ frost we-want-toconquer-the-world giants, they was really tough.
Had to reload twice.

Also I still have to configure well my uniforms and equipment, it's very complicated to find the right stuff, too much options and hard menus.
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Asva on March 03, 2013, 10:01:28 am
So inside the game you have only 1 save ?

That is my problem, I have more saves (yes I checked backup & seasonal save options in MF) and they all have wrong names.

At this point maybe, as you suggest, making manual zips could be better.

I don't abuse of savegames, but sometimes sieges are very hard with MDF, and I just started !!
I had a siege of 10+ frost we-want-toconquer-the-world giants, they was really tough.
Had to reload twice.

Also I still have to configure well my uniforms and equipment, it's very complicated to find the right stuff, too much options and hard menus.
Forgot to mention. In case I play two different worlds for the same version of MDF, I zip and rename nicely the save I don't need.
Therefore, for each version/race I have one save, numerous backups of that save, nicely named zips (7z).

Considering frost giants you may want to try: various ammunition, slag bars + dfhacked catapult, exploity minecart traps (with magma maybe), meatshields made from sauropods, exploity superunits.
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: tomio175 on March 03, 2013, 10:36:43 am
Is it me or are relics really good? Dragonscales, (legendary) mithril stuff, steel stuff...
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: smakemupagus on March 03, 2013, 11:05:47 am
(and also wrong if you look season+year)
 and everytime I save (thing that I don't do often for this reason) I loose 10 minutes to find the right save.
Do you have suggestions about that ?

it's because if you reload a backupped autosave the filename is region1-spr-293
from that point on the next saved autosave has format "filename-date" = region1-spr-293-sum-293
and the one after that region1-spr-293-aut-293
and so on

the appended date should always be correct, but now there are strings that look like dates as part of the file name.
you can avoid by renaming the backup folder before loading it. 
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Nokao on March 03, 2013, 11:32:54 am
(and also wrong if you look season+year)
 and everytime I save (thing that I don't do often for this reason) I loose 10 minutes to find the right save.
Do you have suggestions about that ?

the appended date should always be correct, but now there are strings that look like dates as part of the file name.
you can avoid by renaming the backup folder before loading it.

Well, the right solution should be vanilla DF to save DAYNUMBER - MONTH - YEAR correctly in the savegames,
thing that seems to not happen (to me) or at least it saves only the year. That is not enough to find a save, and also, sometimes is wrong.
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: smakemupagus on March 03, 2013, 11:51:34 am
Maybe you already know this, but just in case.

when you close the game normally and save, it doesn't append anything.  So if you never use autosaves and never reload the filename will always be "region1". 
If you reload an autosave "region1-aut-251", play for more 3 years and then save, the file name will still be the same "region1-aut-251".
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: ThiefofTime on March 03, 2013, 01:19:28 pm
I had a baby that kept 'staring at the moon'. I thought they were just weird, but then they turned into a werewolf. The mother didn't drop them, or the other baby, just ran around frightening everyone else in the fort until the military came along.
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Meph on March 03, 2013, 01:24:29 pm
I start to think that I am the only one who renames his savefolders. Why have region 1, when you can have "Dwarf - Sieged Fort that just opened HFS" or "Kobold - Cave Embark with Bloodsteel Machete" or "Kobold - Test Embark with Ogre".

You can simply rename the folder the saves are in, DF has no problem with that.

@ThiefofTime: Lol ^^ Yeah, that can happen.
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: sayke on March 03, 2013, 01:41:57 pm
i also rename my save folders all the time. i'm quite systematic about it. i give each one a number so i can easily keep track of the order in which they were created, and a short description for what was going on. it's not that hard.
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Freitas11 on March 03, 2013, 01:50:23 pm
Just a feedback, microline wall has no graphics in the new realease with ironhand's tileset.
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Nokao on March 03, 2013, 02:43:16 pm
Meph, is there some particular height at wich the gems blood of Amrok's are found ?
I found many tears, but no blood.

In my beautiful Embark I have a problem ... the fist cavern and magma I found are at level -12, so they are 112 levels under my workshops.
It's actually too much for me to make a Screw Pump Stack.

p.s. Lanky Grey Lach are there, maybe I jumped directly to second cavern level ? How can I test that ?
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Putnam on March 03, 2013, 02:45:32 pm
Meph, is there some particular height at wich the gems blood of Amrok's are found ?
I found many tears, but no blood.

In my beautiful Embark I have a problem ... the fist cavern and magma I found are at level -12, so they are 112 levels under my workshops.
It's actually too much for me to make a Screw Pump Stack.

There is no particular height for anything ever.
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Nokao on March 03, 2013, 03:53:02 pm
Excuse me if I keep making questions :)

Do you have any suggestions to increase FPS ? I sometime use dfhack with this commands:

But it's still too slow :(
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Meph on March 03, 2013, 03:56:52 pm
Get a faster computer.
Have less creatures on the map.
Dont have flowing water on the map.
Dont have moving magma.
Turn of weather.
Turn of temperature (very, very bad idea with this mod though)
Use traffic designations.
Lock off unused areas and caverns.
Atomsmash leftover items (just gives a little FPS though)
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: maxg on March 03, 2013, 04:01:58 pm
Hello all,

I'm finally trying masterwork after being on vanilla. I downloaded the latest Mac version, and since the settings program doesn't seem to work with my wine, I just cd'd into the Dwarf Fortress directory and ran dfhack.

This seems to run fine for about 10 minutes and then it inevitably crashes with:

 ./dfhack: line 15: 80596 Abort trap: 6           (core dumped) ./dwarfort.exe

Is this just an outdated version of the mac package or am I doing something wrong? Thanks in advance.                                                                                       
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Meph on March 03, 2013, 04:11:45 pm
I unfortunately cant help you with Mac, since I do not own one and cant test. But I assume that someone else who plays Masterwork on Mac will be able to help you. Or, since dfhack seems to be dying, maybe ask in their thread. Read the hack readme for macs, maybe redownload it and try again. Thats all I can come up with.
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: tomio175 on March 03, 2013, 04:12:52 pm
Meph, is it normal that relics give you super good stuff?
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Meph on March 03, 2013, 04:13:35 pm
Yes, but you shouldnt find many relics.
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: tomio175 on March 03, 2013, 04:21:03 pm
I got about twenty (full of mithril stuff and dragon scales)
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Meph on March 03, 2013, 04:27:19 pm
That doesnt help me at all. ^^ You found 20 relics... in how many years, how much mining, how many miners... ? Or do you have 20 on the map?
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Panopticon on March 03, 2013, 04:36:21 pm
I have noticed a fairly high incidence of relics actually, I ran reveal on a recent fort and found a probably a hundred or so scattered over a few layers.
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: maxg on March 03, 2013, 04:54:39 pm
I unfortunately cant help you with Mac, since I do not own one and cant test. But I assume that someone else who plays Masterwork on Mac will be able to help you. Or, since dfhack seems to be dying, maybe ask in their thread. Read the hack readme for macs, maybe redownload it and try again. Thats all I can come up with.

It appears dwarfort.exe is core dumping and dfhack is just falling through. Is the mac version intended to be run directly via dfhack?
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Putnam on March 03, 2013, 04:55:49 pm
...don't try to run the mac version through a windows executable? (.exe)
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: tomio175 on March 03, 2013, 05:08:47 pm
I have noticed a fairly high incidence of relics actually, I ran reveal on a recent fort and found a probably a hundred or so scattered over a few layers.
For me, about thirty-forty in three layers, in two years of mining. (However, I do stripmine if I need the space/minerals.)
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Fungus on March 03, 2013, 05:20:05 pm
*Cue desperation* meph! i needz steam enginez fixed now!!1!123 */desperation*

Seriously though, can you maybe spoiler tag some fixed raws I can copy and paste? I've messed around with them myself but having to gen a world every time I fail to fix them is getting tiresome. It sucks that my old world is unsalvageable but this is much worse! I'm amazed you can get your mod to function at all. I doubt I could even mod in a custom rock without causing a crash.
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Putnam on March 03, 2013, 05:22:45 pm
Not spoiler, code tag.

Code: [Select]
It's much better!
Anyway, the fix would be to change the BUILDING_FURNACE:X line to BUILDING_WORKSHOP:X.
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Fungus on March 03, 2013, 05:34:59 pm
... Well that is horrifically simple. You're sure it doesn't matter that it's currently stored in a file named "building_furnaces_masterwork.txt"? Also I had in mind the entire raw file which the spoiler tag would have hidden nicely.

P.S. Also! Is there a way to find out my world seeds? I really love my current volcano.
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: maxg on March 03, 2013, 05:51:26 pm
...don't try to run the mac version through a windows executable? (.exe)

The dwarfort.exe is a the name of the mac executable.
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Putnam on March 03, 2013, 06:03:06 pm
Ah, didn't notice that windows now has Dwarf Fortress.exe as its name instead of dwarfort O_o
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Meph on March 03, 2013, 06:14:17 pm
[BUILDING_FURNACE:STEAM_ENGINE] Find it. Replace it with [BUILDING_WORKSHOP:STEAM_ENGINE], just like Putnam said. Thats it. Same for the magma version, if you want it. Then, gen a new world.
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: TheYakuza on March 03, 2013, 06:29:02 pm
Quick question. Sorry if this doesn't apply to the mod or not but I had a fort that made a bunch of stuff out of Sandstone but none of it could be stored in stockpiles because there was no stone option for things made of sandstone, " Sand Door, etc ". Not sure if this was something I did or if there is something I can do to fix it. Thanks for any help.
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Meph on March 03, 2013, 06:37:53 pm
Either you have temperature off and "less solid stones" On, OR this is a bug. Sandstone should either not exist as boulder (it evaporates, hence the question about the temperature) OR it should be a normal stone (of you play with "less solid stones" Off) and should be stockpiled as one. Could you tell me which one it is? Do you have temp on, or not ?
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: TheYakuza on March 03, 2013, 06:58:13 pm
Sorry temperature IS off so I guess that's what is causing it. I didn't think something like that could happen by just turning it off, I guess ill start playing with it on though. Thanks.
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Putnam on March 03, 2013, 07:03:50 pm
Evaporation is temperature, so...
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Fungus on March 03, 2013, 07:15:06 pm
Thanks Putnam and Meph, it appears that steam engines are working now but I'll have to play a bit to find out if that's the case. Meanwhile I've been having fun embarking anywhere on your Scorching Shiv setup (it seems magma steam engines are constructable without finding magma first) and trying to find a volcano on a human settlement to add some eccentricity to my game. I finally discovered a necromancer tower, embarked on it for fun, and found that it wasn't actually owned by a full-blown necromancer but a dwarf prophet who died 20 odd years before. Her eldest son took over as "Holy Apogee" of "The Certain Sect" way back in 15 when she became warlord of "The Scorpions of Bridging". Year before that she had been granted by Mestthos, dwarven god of mercy, the secrets of mercy and prophecy. In 34 her son also started worshipping Mestthos (after becoming obssesed with his own mortality, just as his mother had been) but it would be 64 years after this when Urnwall son of Iton Postedtrussed would receive the same blessings as his mother. In fact, Iton had been dead for ten years (from old age ironically) when Urnwall gained the powers of mercy and prophecy. Strangely he now captains a bandit gang.

But what is all this? Religion? Banditry? Necromancer towers without necromancers? Heirs? I thought DF didn't support any of this right now. Reading all I have been and learning about these two dwarves has really been fun and surprising!
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: RickRollYou2 on March 04, 2013, 05:31:49 am
Grazer button in Settings.exe doesn't do anything, removed all the grazer tags myself :)
EDIT: That may be because it doesn't save the Grazer setting...
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: JimboM12 on March 04, 2013, 05:59:06 am
Thank you for rekindling my love for DF with your Masterwork mod, Meph. I can barely bring myself to play vanilla anymore; I have nightmares when i go to make rock barrels for my alcohol and realize i can't!  :o
Rock pots aren't as resource efficient, 1 boulder for 1 pot? No thanks, 1 boulder for 4 blocks, and 4 blocks for 4 barrels sounds much better.  8)

Any-who, I was having problems with my military; when i equip a squad of 3 with a modified version of the default Metal uniform, after adding padded leather to each body part, my squad goes and diddles around the armor stockpile, and only equips one metal boot each! wtf?
I use the manager to create 3 full sets of iron armor, and create 5 full sets of padded leather, just in case, then i go into the military equip page and assign my squad with the modified suit. They go and equip a full suit of padded leather then begin putting on iron mail shirts and helms, and i go about my business. I come back later to inspect my squad leader and notice he only equipped an iron boot on his right foot! I check the stockpile and notice some leftover iron boots and begin to wonder wth happened.

I suspect it has something to do with the dfhack tweaks that are enabled when the game starts, but i have no idea.
I went back to the Lazy Newb Pack and played vanilla for a while and did not notice this problem.

Any help or ideas or comments on what i forgot to do or add would be appreciated.
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Nokao on March 04, 2013, 07:25:32 am
Meph: I still need  your help :D :D

I have a "XY cancels Bind textbook: went insane"
can use your library cause insanity ?

it's a tantruming / sad baron and administrator... so I think I'll reload :(
is there some item in your mod that I can use to change slightly the happiness of a dwarf ?

all my dwarfes are getting very sad, I suppose it's their clothes that are breaking apart because too old
infact they are very happy, they only complain about being naked

also, do someone knows if a civilian can be dressed up manually ?
It's urgent for me to save him.. he don't have any mandates actually.
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Demonbutter on March 04, 2013, 11:46:43 am
Meph: I still need  your help :D :D

I have a "XY cancels Bind textbook: went insane"
can use your library cause insanity ?

it's a tantruming / sad baron and administrator... so I think I'll reload :(
is there some item in your mod that I can use to change slightly the happiness of a dwarf ?

all my dwarfes are getting very sad, I suppose it's their clothes that are breaking apart because too old
infact they are very happy, they only complain about being naked

also, do someone knows if a civilian can be dressed up manually ?
It's urgent for me to save him.. he don't have any mandates actually.

It could be that he became unhappy and simply cancelled the task, not the task causing his insanity.

In case of the clothing, you could use the crates that some of the liaison offer to bring. Just order in some of those clothing crates, pop it open and let the Dwarves make their selection. Of course this will require that you sit tight.
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Nokao on March 04, 2013, 01:31:12 pm
The problem was caused by my abuse of the "cleanowned scattered" where I putted "x" rather than "X".
I was trying to increase FPS, once again the game became very slow and I have to abuse of the "fastdwarf" cheat, at least when I move stockpiles or a caravan arrives.

The above command removed most of the dresses of my dwarves, now lucky me I'm re-doing them, but it will be a long process, so I used another dfhack command to remove bad toughts from the Baron.

Sorry for going OT :)
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Meph on March 04, 2013, 01:56:35 pm
fastdwarf literally butchers your FPS btw. On my netbook it even causes crashes, because it cant handle DF + Fastdwarf.

@RickRollYou2: Grazed button... ahh, my old enemy. It didnt load the correct setting, now its made worse instead of fixed. When it says ON its OFF, and when it says OFF its ON. lol.

@JimboM12: Dfhack wont affect that. My best guess is a user error, but then again I have no idea what you or your dwarves are doing in the fort... maybe he was a miner/woodcutter/hunter as well, and the civilian uniform conflicted with the military uniform?
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Nokao on March 04, 2013, 02:02:41 pm
fastdwarf literally butchers your FPS btw. On my netbook it even causes crashes, because it cant handle DF + Fastdwarf.

Well I don't know if it's only my problem, but with fastdwarf -yes- time passes a little slower,
but dwarves runs very fast and get the job done. I do that when they have to clean or move/dump many items.

Then I clear the map / destroy items with dfhack, and remove fastdwarf playing normally (slow) .
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Meph on March 04, 2013, 02:04:15 pm
Thats cheating.
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Torgan on March 04, 2013, 02:38:35 pm
Any-who, I was having problems with my military; when i equip a squad of 3 with a modified version of the default Metal uniform, after adding padded leather to each body part, my squad goes and diddles around the armor stockpile, and only equips one metal boot each! wtf?
I use the manager to create 3 full sets of iron armor, and create 5 full sets of padded leather, just in case, then i go into the military equip page and assign my squad with the modified suit. They go and equip a full suit of padded leather then begin putting on iron mail shirts and helms, and i go about my business. I come back later to inspect my squad leader and notice he only equipped an iron boot on his right foot! I check the stockpile and notice some leftover iron boots and begin to wonder wth happened.
I couldn't get my dwarves to wear padded gloves + metal gauntlets, or padded boots + metal boots. Padded helm + helm, padded shirt+cloak+breastplate+chainmail, padded greaves+greaves all seemed to work ok.  Also make sure the armour set replaces (press r on the uniform screen) clothes. I just set them to wear metal boot and gauntlets and that worked fine, I'm never really that sure what more padding actually does? If the adamantine helm won't stop something, does it make a difference having a leather helm. Lost a dwarf with an adamantine platehelm to a frogman with a copper spear last fort.  ???
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: armandhammer on March 04, 2013, 04:01:27 pm
Hi, I was looking everywhere on this thread but i cant find anywhere where they clearly explain how you use the Platinum soul to train a skill...
I have made one, in the research lab, for legendary axe skill. What are my next steps to use it on a dwarf?
Thanks all in advance
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Meph on March 04, 2013, 04:26:44 pm
@armandhammer: If I undertand correctly what you did, you should have a very highly training axe dwarf running around already. You get a megabeast soul, and you need to make a container. As soon as you run the reactions that mention the skill (for example "make axe legend") the dwarf that does the reaction gets the skill.
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: chaosgear on March 04, 2013, 04:44:52 pm
Okay, so, I downloaded the new update, figured I'd get started on a Masterwork succession fort. . Last version, DFHack gave me an error. "Could not activate tweak fix-dimensions"
Then the game would crash on embark.
So I start up DF Masterwork. I get the same error. I think "oh, crap, I can't play Masterwork"
This time, it worked fine. Everything is running smoothly. So what does that error mean?
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Riverfire on March 04, 2013, 04:51:09 pm
Delurking to make a proposal to Meph and all MDF veterans:

Meph, what would you say about making a succession fort which serves as an illustration to MDF played at its fullest? Similar to your kobold camp tutorial, but in absolute hardcore mode: all fortress defence races enabled (including the motherf***ing hellfire imps and warlocks), all "harder" options enabled (now that you have toned down the wraiths). Goal of the succession fort: (aside for not dying, which is more realistically what will happen): catching the adamantine bug.

Obviously we'll need a good player for the first two years...once the fortress has 20-30 dwarves and can go into lockdown, even a newbie could bunker down and stay locked if they can't deal with the sieges. How about YOU do the first year? :P

Anyone interested in this?

----

Alternatively, I'd love to hear your insights on how you would do it. So far, I am only able to survive all races by not enabling the harder gameplay, options, getting on a volcano embark and building a fully airtight fort + archer tower before year 2. Even afterwards, I am severely behind the curve...I can only whittle down sieges, but can take on frontally maybe 1 out of 3, unless I stay at population 30-40 without exporting for several years in order to prepare.

How do you do it?

---------------------

Also, possible bug (version 2f): can't find the reaction to do bins and barrels out of bales.
Cheers!
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: armandhammer on March 04, 2013, 04:51:41 pm
@Meph I guess my sciencedwarf will now be drafted in the military and surely be killed. Oh well im sure his M.Sc is gonna be useful as an axedwarf. Thanks for your help! :D
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Meph on March 04, 2013, 05:05:47 pm
@Riverfire: I Dwarf Tutorial Fort would be awesome, but its an extreme amount of work.  But I dont think it would be difficult. You get high-farming skill embark with tons of plump helmet spawns, embark on volcanoe, build automated goblin grinder + magma boobytraps, and you can do whatever you like. Then make a huge corridor and fill it with 50 hellfire landmines, open hell, done. :P
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Riverfire on March 04, 2013, 05:20:29 pm
@Riverfire: I Dwarf Tutorial Fort would be awesome, but its an extreme amount of work.  But I dont think it would be difficult. You get high-farming skill embark with tons of plump helmet spawns, embark on volcanoe, build automated goblin grinder + magma boobytraps, and you can do whatever you like. Then make a huge corridor and fill it with 50 hellfire landmines, open hell, done. :P

Not satisfying enough! Anyone can lockup the fortress (even though I have never learned how to do magma boobytraps, mumble mumble).

It would be more interesting to showcase the features of the mod: (like rushing one of the magic class users - not sure which one is easier to get), having dynamite equpped crossbowdworfs, sending volcanic equipped legion dwarfs to face entire sieges.

I know it's a lot of work, which is why I only inteded you to do the first year and perhaps another skilled player (I am not exactly skilled, but neither would I mess up terribly...at most I won't do much) do the second. From there on, the fort will have its up and downs.

EDIT: also...high farming won't be enough. you'll need a soldier to start with, and another 1 or 2 to face the dark strangerls / raptors in year 2.

Ofc the world will have to be genned so that all FD races are present and kicking.
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Nokao on March 04, 2013, 05:35:01 pm
A tutorial on the magic class users is really needed.
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Meph on March 04, 2013, 05:38:35 pm
I personally would prefer if a Masterwork Tutorial Fort would be played with the default settings. That includes no aquifers and no FD races.

I am totally up for playing a first year on a volcano and giving a nice headstart, but only if someone else does the writeup. So if you make a thread in the community fort section about a Masterwork Succession fort, I can do the first year. But afterwards its your project. ;) If its done well and indeed in a tutorial-style way to show the mod abilities, I will link to it from the frontpage, next to the orc/kobolds tutorial forts.
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Ishar on March 04, 2013, 05:40:05 pm
The fortress defense races tend to screw up worldgen altogether. First off, they likely kill the automatons, so quite a few features are lost that way. I think they are hilariously (and admittedly) broken and totally lack the balance of the other races.

Aside from that, the idea is good. I don't have nearly as much time as I'd like to have, but I may be able to play a few turns. Nothing regular like with the MW succession fort last year, but I could participate a bit. I think I'm an able player, definitely not the best, but my forts tend to survive, and I have a solid concept of managing a new fort. Still, I'd rather have the FD races disabled, the mod is way better without them.


Also, possible bug report:
I have yet to encounter a siege in 2f. A few thieves and snatchers came in the first and second year, but I'm through the third without incident. Fortress value is over the top (volcano embark, lot of high-value metal stuff), the population is over 120, the military is over 30 (with quite a good number of legion and fighter migrants, also marksdwarfs), all of them have mithril armor and volcanic weapons. I also have all the useful warbeasts and a few slade turrets... all in all, I think my fort is almost HFS ready, and not a single goblin ambush yet, let alone a siege. I see them on the civilizations screen, so they aren't dead, and they have access.
It's possible that it'll happen later, but I thought I'd let you know. Could be a bug, could be normal, it's even possible that it's vanilla related.
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Meph on March 04, 2013, 05:41:18 pm
I would love to fix the Automatons. I tried many times, I dont know why they die so easily.

I didnt change anything on entities, so I dont think the siege behaviour has chaned at all in between versions.
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Riverfire on March 04, 2013, 05:50:02 pm
But but but...that's not hardcore :(

Jokes aside, I understand your desire to simulate the environment that a new user of the mod finds himself into, but a) I think many of them are afraid to turn on the FD races because they think it's prohibitively hard b) it would make the story more interesting and differentiate it from the other succession fort - the endless onslaught of nasty races which get destroyed by Masterwork dwarfmenship. Can we at least put in some FD races?  Either no races with magic / flying ... or perhaps only the races with magic / flying. Hmm.

I think we should really get some people on board first - I am aware that several MDF succession forts in the past didn't last for long, but I've seen some quite dedicated players - like Firehawk, Smake, Panopticon, Ishar - let's see if they have enough free time in RL. I am starting work in a new company in Amsterdam the 1st of april and relocating now, so I can't shoulder the project alone.

You playing the first year and me doing the writeup sounds ok - but you'll obviously need to take screenshots as you go, and write me a couple of lines about your intentions / interesting eventsz / tricks you used.

Cheers
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: chaosgear on March 04, 2013, 05:52:18 pm
Yeah, sure, I'd play a MW succession fort. Sounds fun. I'd prefer default settings.

Of course, I turn aquifers on. Cuz I'm not a pansy.
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Riverfire on March 04, 2013, 05:55:49 pm
The fortress defense races tend to screw up worldgen altogether. First off, they likely kill the automatons, so quite a few features are lost that way. I think they are hilariously (and admittedly) broken and totally lack the balance of the other races.

Aside from that, the idea is good. I don't have nearly as much time as I'd like to have, but I may be able to play a few turns. Nothing regular like with the MW succession fort last year, but I could participate a bit. I think I'm an able player, definitely not the best, but my forts tend to survive, and I have a solid concept of managing a new fort. Still, I'd rather have the FD races disabled, the mod is way better without them.

Great to hear from you Ishar - I just mentioned that I wanted to hear how you guys are with your RL time.

I've actually become quite proficient with genning worlds with a lot of FD races - mainly by pumping up the initial number to 60 and making short histories (which I guess reduces the chances of Nagas taming Dragons but ah well xD )

Why do you say that the mod is better without them? I think that having some coming by makes it more interesting than the usual goblin genocides.

Ultimately, it's down to preferences. We can make the game interesting by
1) Setting lofty goals/handicaps - catching the adamantine bug, building a 100z tower etc, or not locking up the fort.
2) Activating a lot of "harder" settings
3) Activating a lot of FD races.

What we choose is up to our preferences.
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Riverfire on March 04, 2013, 05:57:13 pm
Yeah, sure, I'd play a MW succession fort. Sounds fun. I'd prefer default settings.

Of course, I turn aquifers on. Cuz I'm not a pansy.

I am xD I'd rather face a pandashi 80 man siege heads on than trying to breach an aquifer xD
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Meph on March 04, 2013, 06:15:15 pm
I didnt mean that you do the text for the first year... but for the "tutorial" parts of it. Or govern/lead the fort. There wont be happening much in the first year anyway.
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Riverfire on March 04, 2013, 06:20:22 pm
I didnt mean that you do the text for the first year... but for the "tutorial" parts of it. Or govern/lead the fort. There wont be happening much in the first year anyway.

Ah, even better. I was about to say "well, that doesn't sound much" when I realized that 80% of the stuff in MF is not even present in vanilla xD. But seriously, sounds good to me. I'll also take a look at legends viewer to see whether anything interesting jumps out.

Actually, I don't even remember anymore what is present in vanilla and what isn't.

What's your opinion on the rest of what I wrote, esp regarding content to enable/disable? I want to make sure that everyone is fine with the configuration of the game before it starts.
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Meph on March 04, 2013, 06:39:09 pm
Well, you choose your world and embark, just check legends to see if all masterwork races are there and can attack you. Please, use preset settings, all the "harder something" is enabled anyway. Then embark, and send me the save, I can do the first year.

Its of course a major difference if you embark on a joyful volcano with a river and a cave, or a half-frozen evil oceanglacier. But thats up to you. Magma is needed at some point anyway, but I always felt like its an insta-win condition, with like having unlimited nukes. ^^

Maybe add 1-2-3 FD races, if it doesnt mess up the other races and you really want this. ;)
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Riverfire on March 04, 2013, 07:04:40 pm
Ahaha, I think I'll go with something inbetween. Probably evil and/or savage, but with volcano and river/stream if I can arrange it (never been good at interesecting volcanos with rivers...I'll need to play around with perfectworld mumble mumble).

As for FD races: actually, I am now reminded that in this version (compared to 1.9.5), you list 6 invaders as "not FD". They may be enough to provide challenge. Perhaps add 1-2 of the more interesting FD races? (like Imps, SpiderFiends, Nightwings).

We'll see, open to suggestions. If you don't mind, I'll hold off for a few days - this way someone else can chime in and declare interest. I am also relocating and need to get good internet to download 2g, and over the next few of days I have to prepare a massive 2 day game session for a lvl 24 D&D party.

Cheers.
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: sayke on March 04, 2013, 07:13:37 pm
i would suggest adding the evil dwarves/humans/elves/drow, rather then the FD races. they hit very very hard - again, the difficulty is ensuring that all the races survive. i generate bigger worlds to work around that, and can reliably get up to year 100 by doing so. that generally provides at least one necrotower!
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Waterplouf on March 04, 2013, 07:28:34 pm
Hey guys !
First of, I want to say the mod is really great and I am really enjoying it so far  ;D.
I however kind of have a bug ( or maybe I am doing something wrong ). My farm plots are completely planted, but the plants are like blocked. they don't yield the plants like they should. Did I do something wrong ? Is crop rotation needed in this mod or is it a bug ?

P.S : I forgot to point out that everything was working fine until winter. Oh and I have harder farming on.
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Scruffy on March 04, 2013, 07:31:55 pm
Haven't played masterwork since the old pre v.2 release (1.9.4 was it? Don't remember) but started playing this version yesterday. Turned on every harder setting and am truly enjoying it right now. The one year growtime on plants is really a nice challenge. I had to start using fertilizer and I would have started trading for food and making herbalist dwarves but I am playing in a terrifying biome that doesn't really allow loitering outside. I like v.2 thus far.
Good job Meph!  ;D

Edit: Did wyverns always breath acid? I thought that the ones in earlier versions had fire breath.
Also, I see that the warlocks are still as deadly as always. Even those lone ambushers are nasty.
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Jerbot on March 04, 2013, 08:10:42 pm
Hi all,

First off, this mod is great and adds a ton of really fun stuff. Thanks for all of your work Meph and others.

(side note, I also dont typically have trouble with FD races screwing up worldgens as long as I have short histories. Then I have a dozen or more enemy races sending various attacks.)

One of the things I like most is the caste/guild system, it turns two of my least favorite vanilla things (migrant waves and children) into things I look forward to, getting to see what I got. I have a question though, is there a way to choose which castes I get for the starting 7? Also, I think I read something about a guildhall where you could add guilds/castes to dwarfs. I would love to see that get added back in. I realize there are some issues with blocking those dwarfs from then using some reactions, but I would still like the option of having that in a few forts.

Anyway, thanks again for the fun mod.
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Putnam on March 04, 2013, 08:11:42 pm
I have a question though, is there a way to choose which castes I get for the starting 7?

No.
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: sayke on March 04, 2013, 08:23:05 pm
I have a question though, is there a way to choose which castes I get for the starting 7?

i was trying to use dfusion for a while, but eventually i gave up, because while it's supposedly possible i couldn't get it to work reliably! i'm actually thinking about disabling castes next fortress i start... otherwise i obsess about getting the right castes instead of just working with what i get =D
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: chaosgear on March 04, 2013, 09:56:25 pm
Ahaha, I think I'll go with something inbetween. Probably evil and/or savage, but with volcano and river/stream if I can arrange it (never been good at interesecting volcanos with rivers...I'll need to play around with perfectworld mumble mumble).

As for FD races: actually, I am now reminded that in this version (compared to 1.9.5), you list 6 invaders as "not FD". They may be enough to provide challenge. Perhaps add 1-2 of the more interesting FD races? (like Imps, SpiderFiends, Nightwings).

We'll see, open to suggestions. If you don't mind, I'll hold off for a few days - this way someone else can chime in and declare interest. I am also relocating and need to get good internet to download 2g, and over the next few of days I have to prepare a massive 2 day game session for a lvl 24 D&D party.

Cheers.
Yeah, yeah, that sounds like fun. Good stuff, good stuff.

But you know what sounds like more fun? Playing right now (http://www.bay12forums.com/smf/index.php?topic=123568.0)
Sorry, I've had this in the works for a little while now. Hope I don't look too much like a jerk right now.
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: cib on March 05, 2013, 03:42:06 am
Hey guys !
First of, I want to say the mod is really great and I am really enjoying it so far  ;D.
I however kind of have a bug ( or maybe I am doing something wrong ). My farm plots are completely planted, but the plants are like blocked. they don't yield the plants like they should. Did I do something wrong ? Is crop rotation needed in this mod or is it a bug ?

P.S : I forgot to point out that everything was working fine until winter. Oh and I have harder farming on.

I have the same annoying problem. v.v I've had plump helmets planted for a year now, and they refuse to grow at all. Have hard farming enabled as well(though disabling it midgame doesn't seem to help either).

Update: Ah, they're growing now. 1 year after I planted them. I disabled hard farming about 3 months ago, so I'm not sure that's it.
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Meph on March 05, 2013, 03:45:00 am
You can not disable settings after you genned a world. Thats why it says in the manual: You need to gen a new world.

Also, all aboveground crops wither in winter, you can only plant them in spring/summer. Underground crops need a full year to grow, so yes, you need to wait a full season.

@Scruffy: Wyverns should have different colors/castes with different effects. Green ones could spit acid. Others have fire... and so forth.
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: cib on March 05, 2013, 04:06:07 am
Also, all aboveground crops wither in winter, you can only plant them in spring/summer. Underground crops need a full year to grow, so yes, you need to wait a full season.

Oh dear god, the tooltip for hard farming might mention that! *cough* slightly harder *cough* Well, at least it's no bug then.
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: falconne on March 05, 2013, 04:53:59 am
The search function crash thing is probably because you put in a number. That usually makes it crash for me.

Do you have a save where you can reproduce this crash? If so I'd like to take a look.
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Nokao on March 05, 2013, 06:10:33 am
Hi falconne,
I'm really sorry but yesterday as promised I tryed to use massively the search function and it never crashed again.
I also tryed to insert numbers as suggested. No crashes.

I suppose you're asking this because you're a developer, if so, thanks for this search functions and generally dfhack, it made DF playable for me !
Sometimes is very hard to find the right dwarf, and in this way I also was able to re-organize animals.

If I can make a feat request, the only left places where it's hard to find the right dwarf are CraftDwarf workshop for Slabs (searching the name of the ghost or the megabeast I slayed and I want to memorialize) and the dread "assign a bed to all dwarfes in your fort" part. Adding a filter to not show "already have a bed" dwarves, or put them first, would be really really a great time saver.
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Gamerlord on March 05, 2013, 06:17:51 am
The search function crash thing is probably because you put in a number. That usually makes it crash for me.

Do you have a save where you can reproduce this crash? If so I'd like to take a look.

I think it was a couple of masterwork mod versions ago I last tried it, and I don't want to accidentally screw up one of my forts soooooo... sorry.
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Asva on March 05, 2013, 08:48:59 am
Quick question: where is workflow GUI from 2f?
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Riverfire on March 05, 2013, 09:07:22 am
snip
Yeah, yeah, that sounds like fun. Good stuff, good stuff.

But you know what sounds like more fun? Playing right now (http://www.bay12forums.com/smf/index.php?topic=123568.0)
Sorry, I've had this in the works for a little while now. Hope I don't look too much like a jerk right now.

With respect, but that's not the same. The idea here is to make a tutorial of MDF to introduce new players to it. The fact that it's going to be a succession game is just to spread the "work" - if I had the time to it all by myself, I would.

Still, I don't want to steal your thunder, so I guess I'll just put this on hold for a while.
You don't sound too much like a jerk, but...yeah, not exactly mr. Sunshine either ;)
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Freitas11 on March 05, 2013, 09:23:31 am
Sup meph. I think i found a bug with stockpiles. When i make a custom refuse stockpile to accept only bones, sometimes they also accept some body party (which can rot and produce miasma).
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: zach123b on March 05, 2013, 09:35:32 am
the plants from the option for more plants in the materials tab don't follow the guidelines of masterwork.  the above ground plants are year round while the underground ones are restricted some months.  And the plants are not affected by harder farming.

from my findings of reading the raws of the new animals and playing a fort, i found that shearing a cragtooth boar gives a skin to be sent to the tanner instead of ivory from tusks. 
as far as egg clutches go horned turtles have clutch size of 11-15.  the bearded cavernkeet has a clutch size of 8 to 12.  the boulder crab has a clutch of 3 to 7.
i'm enjoying all the new animals though

current fort is 70 levels deep with 4x4.  using dfhack i see i only have 19 balrogs and 67 rockwraiths from gold.  maybe you could make the digging invaders on there own button to ease the use of them.  maybe add a smaller much weaker rockwraith to disrupt the mining operations to go along with the other ones.  could they get there own tech? maybe reprogram them or add to the current golems to make them more enticing ;)

and other than that... i usually never have to worry about cloth being so many ways to get it, so many vermin produce it in the caverns. maybe a harder cloth button? but better worded :P

Sup meph. I think i found a bug with stockpiles. When i make a custom refuse stockpile to accept only bones, sometimes they also accept some body party (which can rot and produce miasma).
a quick fix would be to have another stockpile take from that one with bones turned off.  bone stockpile -> refuse <no bones> stockpile.
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Waterplouf on March 05, 2013, 10:23:05 am
You can not disable settings after you genned a world. Thats why it says in the manual: You need to gen a new world.

Also, all aboveground crops wither in winter, you can only plant them in spring/summer. Underground crops need a full year to grow, so yes, you need to wait a full season.

@Scruffy: Wyverns should have different colors/castes with different effects. Green ones could spit acid. Others have fire... and so forth.
Well, that's kind of weird. I was asking this question because the plants ( under and above ground ) were growing "normally" ( like in the vanilla DF ) until the Winter. But thanks for enlightening me.
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Meph on March 05, 2013, 11:39:18 am
I never balanced the additional plants (100 something) because they are not part of the default setting. People want to have them? Thats fine. But I wont mod it. Its the flora&fauna mod. Its similar to the FD races, I dont mod them to either. Or Orc Fortress. All mods by other people, and all just optional additions.

The 10 dwarven pets... those I added directly to the dwarves, so I will balance them. :) Thanks for the report.

@Riverfire & Chaosgear: I dont see the problem here. One wants to make a SuccessionFort based on Science, Golems and Automatons, the other wants to start a MDF TUtorial Fort. Those dont contradict themselves, so you can do both. There will be enough people wanting to play for both of you. ^^

@falconne: Besides the crashes at the very beginning with the first version of your plugins (which was fixed) I never had any problems. :)
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: smakemupagus on March 05, 2013, 11:54:42 am
Well, that's kind of weird. I was asking this question because the plants ( under and above ground ) were growing "normally" ( like in the vanilla DF ) until the Winter. But thanks for enlightening me.

Vanilla plants have growing seasons too, even the underground ones.
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: tahujdt on March 05, 2013, 12:34:49 pm
Nymphs and concubines need a new prefstring
"Urist McLecher likes concubines for their huge...tracts of land!
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: falconne on March 05, 2013, 02:21:46 pm
If I can make a feat request, the only left places where it's hard to find the right dwarf are CraftDwarf workshop for Slabs (searching the name of the ghost or the megabeast I slayed and I want to memorialize) and the dread "assign a bed to all dwarfes in your fort" part. Adding a filter to not show "already have a bed" dwarves, or put them first, would be really really a great time saver.

Yep the assign room one is on my todo list. I'll take a look at the memorial list too (somehow I thought there was already a way to make that list easy to use).
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: eggthief on March 05, 2013, 03:57:29 pm
Hello, I just started trying out this interesting looking mod. I might be asking something already asked but I just started an embark with dwarves and while having no stone drop is great for fps I find myself completely reliant on wood for construction. Is there any way or option (couldn't find anything in the launcher) which will give me a little bit more of stone to build with?
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Meph on March 05, 2013, 04:25:01 pm
Quote
"assign a bed to all dwarfes in your fort"

I hate to give this info to you, because you will probably facepalm, but if you just make a bedroom and dont assign it to anyone, dwarves without a bedroom will automatically pick it.

@eggthief: Some stones dont drop boulders, but most do. Generally weak-sounding stones dont leave anything. Dig deeper, find granite or grabbo or dolomite, and you are good. Also: Settings.exe:Misc:Less solid stones:off. ;) That would be exactly what you are looking for.
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: zach123b on March 05, 2013, 05:01:25 pm
think i found a bug. i have cavern flavor off and grazing on.  i embarked on a barren desert, only sand with a couple animals such as the tuskox.  i dug down to a cavern and quickly put the grazers out (they were starving at this point). to my dismay the grass vanished as they walked over it.  they don't have grass trample defined according to the raws.  looking at the moss, it comes up as grass.  just plain grass and it vanishes to a sand surface as the tuskox and horses walk over it, leaving sand behind.  i watched one tuskox move diagonally leaving a line of sand then checking him after about 5-8 steps.  he still came up as starving.  now i have a square of sand and starving animals :(
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Nokao on March 05, 2013, 05:12:10 pm
Quote
"assign a bed to all dwarfes in your fort"

I hate to give this info to you, because you will probably facepalm, but if you just make a bedroom and dont assign it to anyone, dwarves without a bedroom will automatically pick it.

(http://www.myfacewhen.net/uploads/714-epic-facepalm.jpg)

*nokao hits himself with a facepalm on his face but the hand passes trough*
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Nice Save on March 05, 2013, 06:29:01 pm
If I can make a feat request, the only left places where it's hard to find the right dwarf are CraftDwarf workshop for Slabs (searching the name of the ghost or the megabeast I slayed and I want to memorialize) and the dread "assign a bed to all dwarfes in your fort" part. Adding a filter to not show "already have a bed" dwarves, or put them first, would be really really a great time saver.

Yep the assign room one is on my todo list. I'll take a look at the memorial list too (somehow I thought there was already a way to make that list easy to use).

The engrave slab list is already sorted so that any Dwarves who are not entombed or memorialised are at the top. Dunno if that's vanilla or DFHack, but one of them makes it that way.
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Riverfire on March 05, 2013, 06:40:52 pm
Possible bug: offering a life to Armok at an Altar of Armok doesn't seem to be working properly.

Namely, this guy I am trying to kill went there, started spamming steel Armors of Armok, and after a while he went to get a drink.

Now, while I do appreciate free still armors (especially considering that on this embark I am forced to mass farm SteelOaks), but it doesn't seem...proper.
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Nokao on March 05, 2013, 06:49:54 pm
finally! found little bug, magma crucible -> menu "fill magma bottle", there are 2 options with letter m (magma bottle and melt to obsidian)
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Meph on March 05, 2013, 06:55:55 pm
@Riverfire: Yep, its a boiling rock, and therefore sometimes random. Usually it works though. Next dfhack will finally allow modders to fix this.

@Nokao: is noted.

@Nice Save: Its a vanilla feature.
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Nokao on March 05, 2013, 09:44:18 pm
Wich is the right way to make dragonscale armor ?
leather? studded? lamellar? tough leather ?

The colosseum is safe? I mean, can I use it inside my plaza? or should I make walls around? :D
I finally made it to make all your structures... now i'm testing casters.
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Meph on March 05, 2013, 09:53:12 pm
Leatherworker = Make leather whatever. It takes dragonscales. Just use stockpile options to only feed the workshop with dragonscale. Or simply store it right next to the leatherworker.

Colloseum is as unsafe as anything you can think of. Its beta and I am waiting on dfhack to fix it.
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: lukstra on March 05, 2013, 11:42:13 pm
A quick question: Roughly when will the linux and mac versions of masterwork V.2g come out?
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Meph on March 05, 2013, 11:54:36 pm
Roughly in a few weeks.
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Asva on March 06, 2013, 12:36:39 am
I'm going to enlarge my previous question in order to make it visible.
MDF v2fMDF v2d+
(http://dl.dropbox.com/u/99687500/screenshoot_00136.jpg)(http://dl.dropbox.com/u/99687500/screenshoot_00137.jpg)
I read dfhack documentation on github as well as info provided through console, tried to "enable workflow". Wasn't helpful.
The fact, that MDF dfhack ATM is customized motivates me to ask in this topic. Futhermore, I'm not sure if rewriting dfhack from previous version will cause no trouble.
Why such a hassle? Because the workflow GUI is crucial for me. I would rather play 2f than downshift to manual control.
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Putnam on March 06, 2013, 12:39:20 am
The workflow GUI is a custom plugin made by falconne which can be downloaded here (http://dffd.wimbli.com/file.php?id=7248).
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Meph on March 06, 2013, 12:39:37 am
I noticed that too, I "updated" dfhack, but overwrote the upgraded workflow I included previously. Just copy the old one into the dfhack folder and replace the new one... that should fix it and cause no problems. next version will be back to normal.
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Asva on March 06, 2013, 12:52:51 am
Meph, Putnam wow, that was fast. My gratitude for clarification.
It seems ripping off pre-existent features does severe impact in comparison to disability of playing new ones. Interesting.
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Meph on March 06, 2013, 12:55:38 am
Meph, Putnam wow, that was fast. My gratitude for clarification.
It seems ripping off pre-existent features does severe impact in comparison to disability of playing new ones. Interesting.

What? ^^ Its worse to lose a feature you are used to, then not learn a newer one? :P
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Baijiu on March 06, 2013, 04:06:22 am
I like to play with bigger regions, so does it really matter if I don't use a pre-genned world? Am I going to miss out on anything if I generat a world?
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Meph on March 06, 2013, 04:08:22 am
That depends on your adv worldgen skills and the world itself. Its pretty random. And your settings. Impossible for me to answer your question, but generally, the bigger the world, the safer it is. :)
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Purgatory on March 06, 2013, 04:12:03 am
I like to play with bigger regions, so does it really matter if I don't use a pre-genned world? Am I going to miss out on anything if I generat a world?
I'm quite sure that some of the world stuff doesn't gen in, like minerals. I'm not too sure on exactly what would be missed, but I am pretty sure that you will miss out on some stuff if you use normal world gen.

EDIT: I use "Pretty sure" a lot don't I...
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Meph on March 06, 2013, 04:14:19 am
Normal worldgen is not sufficient, or better: more unbalanced. But if you know how to use the adv. worldgen there is no problem with genning something nice yourself that works with the mod. Mineral scarcity of 100-200 is important. And 30+ civs min.
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Baijiu on March 06, 2013, 04:24:24 am
Oh. I like to lower the number of civilizations and make the population limit higher and see what happens, and I set mineral scarcity to 100. The main reason I wanted a bigger map though is because I can't seem to find many towns in the pre-genned worlds. I'm getting towns with a larger map so I'm happy now. ^^
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Agent of Avarice on March 06, 2013, 04:39:47 am
Oh. I like to lower the number of civilizations and make the population limit higher and see what happens, and I set mineral scarcity to 100. The main reason I wanted a bigger map though is because I can't seem to find many towns in the pre-genned worlds. I'm getting towns with a larger map so I'm happy now. ^^
Careful with the civ tweaking, if you disable/enable too many races, and the increase/decrease the civ numbers, wonky things happen. Same goes with climate adjustments (IIRC)
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Asva on March 06, 2013, 04:47:40 am
What? ^^ Its worse to lose a feature you are used to, then not learn a newer one? :P
Exactly. Should have taken my english wording classes more seriously (in fact, I had no english classes).
BTW, your loyal Asva is currently working on MDF article for russian wiki (http://www.dfwk.ru/Masterwork). Maybe, just maybe, it can get the translation. Worshops are translated already.
There is japanese wiki (http://dwarffortress.if.land.to/index.php?MOD%B2%F2%C0%E2%2FMASTERWORK%20DF) page as well. And it's huge!
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Nokao on March 06, 2013, 06:17:20 am
I'm enjoying the new structures.

IMHO, workshop-workshtops should do the things they do, plus the normal vanilla items.
This is because making all this structures takes a really huge fortress.

But I don't know how modding works, I mean, if you copy+pasted some code to add the extra reactions,
or if you did them from zero. In this second case, to recreate all basic reaction would be an useless source of bugs.

Plus:
Leatherworker = Make leather whatever. It takes dragonscales. Just use stockpile options to only feed the workshop with dragonscale. Or simply store it right next to the leatherworker.

Ok, so I have to use vanilla leatherworker and make pieces one by one ?
The "make a whole leather armor set" in your special workshop only use normal leather ? Or it also use the leather it founds ?
I ask this because rather than limiting material types, I will try to just end all my leather making leather armors.
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Demonbutter on March 06, 2013, 06:50:36 am

This is because making all this structures takes a really huge fortress.


How do you mean really huge? Because I don't think that's necessarily the case, just depends on how you take advantage of the terrain/mining you do.
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Nokao on March 06, 2013, 06:58:16 am

This is because making all this structures takes a really huge fortress.


How do you mean really huge? Because I don't think that's necessarily the case, just depends on how you take advantage of the terrain/mining you do.

Well, I'm a noob and I'm going to publish my save in 1-2 days to ask for advises, but it took me 3 levels of workshop+stockpiles to make a well-desined, self sufficient fortress.
1° level is for food production, 2° level is for all inorganic production, except metal industry that is in the 3° level, that is down, near magma.
They are something like 60x40 areas. Population 150 dwarves, I fear that my civ is dead, no more migrants.
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Stormbuilder on March 06, 2013, 07:06:24 am
Nokao: yes, if you want to use a lot of features, you need some space. Don't fall in the trap to make too much empty space though, unless your pc can handle the extra pathing.

@meph: one bug, which i think I have already seen posted. When offering a life at a bigger temple, it works but the temple explodes. The blocks can be recovered but the totems vanish.

Do you want me to test it a few more times to see how often it happens?
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: kizucha on March 06, 2013, 07:41:44 am
Hi guy's, uhm sorry maybe i'm not good in the information but what's going with the workflow plugin? is it gone?  :'(

Edit: nevermind, i have found the solution, meph has already posted it. sorry. xD
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: sayke on March 06, 2013, 10:35:58 am
nakao - all fortresses of any complexity use several z-levels. that's normal, and should be encouraged, because more z-levels makes for shorter routes.
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Meph on March 06, 2013, 10:43:42 am
You know what has me stumped ? How can there be a russion wiki, a japanese wiki, and what I assume to be  more or less OK translations of the mod, but A: I dont know about it (which means no one has asked) and B: Why did the english wiki not work?  :o

Ryan ashes did write me about the russion one, asking for help after he was 50% done. But thats about it. ^^
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Ozfer on March 06, 2013, 11:14:40 am
I have a few questions for the experts:

1.The elves brought me a warpstone landmine in a cage,(I guess it qualifies as an exotic creature  :P) and I was wondering how to operate it.

2.I got an 'Apostle of Armok'.  Is there a special use for this aside from the preacher noble?

Thanks for all the hard work you put into the mod, great job.
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Jerbot on March 06, 2013, 11:15:46 am
The colosseum is actually one of my favorite features, as incredibly dangerous as it is. I enjoy taking on a bronze colossus for the platinum soul...I once had 6 spawn at once. The unknown factor is at times, hilarious to me.
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Nokao on March 06, 2013, 11:17:20 am
You know what has me stumped ? How can there be a russion wiki, a japanese wiki, and what I assume to be  more or less OK translations of the mod, but A: I dont know about it (which means no one has asked) and B: Why did the english wiki not work?  :o

Ryan ashes did write me about the russion one, asking for help after he was 50% done. But thats about it. ^^

First impact with this discovery could be negative, I can understand you, but think about how much passion and interest DF and MW DF are spreading :) it's a good thing.
I'll never do an italian translation anyway, the main game it's english and it could only be a problem + extra work.

Instead, let's talk again about the guide / walktrought / video / tutorials.
I saw you got passionate about making a succession game, this is really great, but try to build down things in a "explanatory way", at least it will be both funny and helpful.
With this, I mean that you shouldn't just "barricate in a evil enviroment or embark on a volcano and making a long corridor with traps" thing, but try to build and explain the behaviour of all your extra buildings, or (and this is more important) try to describe wich new possibilities in the early game your mod brings.

Well a good 75% of your improvements are really self-explanatory, but I have many doubts about the great world of magic (arcane and divine) you added to the game.
Also rushing trough only one "military industry" could be a good way to play, with your mod. Like spending all resources in making golems, or magic, or glass/stone weaponry early in the game.

Also, in the end I can't really judge my experience with your mod yet, I just did 1 fortress, but I'm not getting sieged or attacked by the tremendous creatures you created yet, except for the bifrost giants, for wich my new forge is waiting.
One bad thing it happened to me, due to my lack of experience, I stopped my Depot to work because of traps (didn't know that), and in the 2 years passed without caravans (other than having huge FPS problems for my stockpiles full of unusable goods), I lost my civilization. (asked for help here) (http://www.bay12forums.com/smf/index.php?topic=123628.0)
Maybe your terrible creatures / siegers attacked more them than me ? I'm getting only sieges by stupid orcs and goblins, yes, well armed, but now I have 40 soldiers with steel and they're not a match anymore.

That's my only problem up to now: the game seems too easy, compared to what I did expect.
But 1 fortress is not enough to judge, also, I'm plaiyng Gaia. Next time I'll play something very hard.
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Nokao on March 06, 2013, 11:19:12 am
I have a few questions for the experts:

1.The elves brought me a warpstone landmine in a cage,(I guess it qualifies as an exotic creature  :P) and I was wondering how to operate it.

2.I got an 'Apostle of Armok'.  Is there a special use for this aside from the preacher noble?

Thanks for all the hard work you put into the mod, great job.

I think I can help you :)

I discovered yesterday how to use that things, you have to build the last workshop named "spawn location",
where you want the turret or anything (also scarecrows etc) then build it.
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Asva on March 06, 2013, 11:26:14 am
You know what has me stumped ? How can there be a russion wiki, a japanese wiki, and what I assume to be  more or less OK translations of the mod, but A: I dont know about it (which means no one has asked) and B: Why did the english wiki not work?  :o

Ryan ashes did write me about the russion one, asking for help after he was 50% done. But thats about it. ^^
A) But I did inform you not long ago <.<.
B) Because not everyone knows english? I guess it's valid answer.
BTW russiAn please, two times the same mistype is bad for eyes.
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Dwarf_Eater on March 06, 2013, 11:59:25 am
I have a few questions for the experts:

1.The elves brought me a warpstone landmine in a cage,(I guess it qualifies as an exotic creature  :P) and I was wondering how to operate it.

2.I got an 'Apostle of Armok'.  Is there a special use for this aside from the preacher noble?

Thanks for all the hard work you put into the mod, great job.

I think I can help you :)

I discovered yesterday how to use that things, you have to build the last workshop named "spawn location",
where you want the turret or anything (also scarecrows etc) then build it.

Nope. Spawnpoint workshop is for creatures you produce in your fortress. I mean sowing seeds, installing turret etc. In case bought "creatures" You just have to get them out of the cage (unfortunately i know only the way of building cage, assigning creature and then unassigning it to dorf take the creature out) then you just have to pasture turret/landmine/dolem or whatever where you need
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: smakemupagus on March 06, 2013, 12:14:34 pm
You can just assign it to pasture while it's still in the cage, a worker will come take it out and lead to pasture.
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Panopticon on March 06, 2013, 01:55:18 pm
Smake is correct landmines purchased as pets from traders work exactly like animals, pasture them where you want them. If you make a landmine, which tbh I don't recall if that is a feature in this version or not, then you have to use the spawn point building to place it, and you will not be able to move it after it is place.
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Riverfire on March 06, 2013, 01:56:46 pm
My squad of steel clad newbies juat got chewed by a lasse.

"What on earth is a lasse?" **Checks raws**

A seal? A goddamn seal? **inarticulate sputtering**
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: smakemupagus on March 06, 2013, 02:38:25 pm
Well, a prone-to-rage seal shaped monster 5 times the size of a dwarf :)
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: LordBaal on March 06, 2013, 02:55:44 pm
This give the phrase "fur is murder" another whole perspective.
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Ishar on March 06, 2013, 03:41:30 pm
I like to play with bigger regions, so does it really matter if I don't use a pre-genned world? Am I going to miss out on anything if I generat a world?
My method is tweaking the pre-genned worlds. Like adding volcanism to garden of gaia, or increasing savagery for the beginner's world, that kind of thing. This works best for me, and I can recommend the same. The diversity of the pre-genned worlds covers most scenarios, and they need little modification to fit anyone's needs.
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Nokao on March 06, 2013, 04:40:55 pm
I like to play with bigger regions, so does it really matter if I don't use a pre-genned world? Am I going to miss out on anything if I generat a world?
My method is tweaking the pre-genned worlds. Like adding volcanism to garden of gaia, or increasing savagery for the beginner's world, that kind of thing. This works best for me, and I can recommend the same. The diversity of the pre-genned worlds covers most scenarios, and they need little modification to fit anyone's needs.

Sounds great, I'll do it next time ;)
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: arclance on March 06, 2013, 04:59:31 pm
A quick question: Roughly when will the linux and mac versions of masterwork V.2g come out?
I will probably have time to do the Linux version this weekend, I need to build and test my build of the new Therapist first.
I could update the mac version when I do that, all that is needed is a swap out of the raws, manuals, and settings.exe.
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Meph on March 06, 2013, 05:09:23 pm
You dont want to wait for another update? I might be distracted by the graphics stuff, but I have a nice todo list for the mod already.
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: arclance on March 06, 2013, 05:14:50 pm
If you are planning another update soon I can wait for that but I had not noticed any indication of a new version soon, just you collecting bug reports.
I need to play with the new therapist and see if there are any Linux problems anyway.
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Meph on March 06, 2013, 05:47:37 pm
I dont plant much, so I cant tell you when I do the next version. I dont have a schedule or anything. Might be today, might be in a month.
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Gamerlord on March 06, 2013, 06:30:23 pm
Hey, can I make a dual suggestion for orc and dwarf modes? Change up the church of the dark depths a little, modify the whole mages thing to be more like a cult, and add the ability to build it to orc fortress. I don't think there is enough you can do with ironbone and bloodsteel at the moment in ever mode.
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: smakemupagus on March 06, 2013, 07:11:39 pm
I'd certainly be up for more suggestions of unique things to do with bloodsteel but probably not copying a Dwarven temple --  orcish sorcerers are already a dark mage, if I added new types of mages they would probably be more different than they are similar.

I am a little confused at the point of the suggestion anyway, Orcish sorcerers can use up plenty of bloodsteel for crafting their spells & codex, not to mention wraithblades & shards.  The Dwarvish CotDD does not use up any bloodsteel except in the building mats unless I'm mistaken?   
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Gamerlord on March 06, 2013, 07:26:27 pm
It just seemed easy to me, to use it as a placeholder. Also had an idea to produce armour through combination of rigid chitin, lamellar leather, rigid scale, rigid shell and bloodsteel at the andient foundry.
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Nokao on March 06, 2013, 07:33:11 pm
Updated my problem here to stop going off topic. (http://www.bay12forums.com/smf/index.php?topic=123628.0)
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: smakemupagus on March 06, 2013, 07:39:32 pm
It just seemed easy to me, to use it as a placeholder. Also had an idea to produce armour through combination of rigid chitin, lamellar leather, rigid scale, rigid shell and bloodsteel at the andient foundry.

Do you know the bonemolded runerobe & mail at the Tribal Warcrafter?  it is not exactly the same but kind of up the alley you are going there I think.
Spoiler (click to show/hide)

If you have the ancient foundry, then bloodsteel->orichalcum.
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Splint on March 06, 2013, 07:50:32 pm
This is going to probably be a dumb question, but what is responsible for sifting through kobold goody bags? I got a bunch sitting by my front door and would like to see what cave-santa gave me for being a good little dwarfling. I didn't see anything in the manual about it unless I missed it when I gave it a look.

Also, which is better, Rusty steel or cobalt maces?
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Gamerlord on March 06, 2013, 07:58:20 pm
It just seemed easy to me, to use it as a placeholder. Also had an idea to produce armour through combination of rigid chitin, lamellar leather, rigid scale, rigid shell and bloodsteel at the andient foundry.

Do you know the bonemolded runerobe & mail at the Tribal Warcrafter?  it is not exactly the same but kind of up the alley you are going there I think.
Spoiler (click to show/hide)

If you have the ancient foundry, then bloodsteel->orichalcum.
I was thinking more cbone-platemail for sorcerer-warriors.
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Nokao on March 06, 2013, 09:09:54 pm
The search function crash thing is probably because you put in a number. That usually makes it crash for me.

Do you have a save where you can reproduce this crash? If so I'd like to take a look.

As promised here is a save: my "embark everywhere" + "conquer human fortress" savegame, on MasterWork DF2f (http://dffd.wimbli.com/file.php?id=7458)
But as I told you I never had other crashes while searching trough my military or units screen. Thinking back to what happened (2 times) I have the SUSPECT I was searching for a term I use for "useless dwarfes", ("meat"), that I apply as nickname from Dwarf Terapist. Dwarf Terapist was still updating DF memory WHILE using the search function. Anyway this was clearly my fault.

I ask you all who is curious to give a look to that savegame, if you have any advise/tip of DF techniques I'm still missing.
I managed to make military schedules, auto-flows, economy seems to work fine. All MW workshops in F2, F3, and F6 north-east hot keys.

The fortress is a human castle conquered with embark anywhere, then customized and dwarved by me.
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Meph on March 06, 2013, 09:57:24 pm
Things to learn (or tiny things I noticed):
 - Closing your waterfall, it has open space, flying invaders will enter.
 - Mining. You have done no exploratory mining at all, only used dfhack to "digv"
 - No Magma defense, pumpstacks or pistons.
 - What is this weird upstairs/downstairs thing you do in many digged clusters? Hundrets of stairs, everywhere.
 - You have a perfectly straight 2-tile sandstone area above a canal, with pillars on the mapedge. More dfhack?
 - I do like the artificial waterfall, and even learned something new myself: Wells above wells still work.
 - You need a lot more barrels/pots for your food.
 - You have tons of captured animals/invaders. Why not train the animals and kill the invaders for training?
 - You need a lot more bins as well for your goods.
 - NEVER, EVER dig into flowing water without a floodgate safety switch. (I assume you have one, but I cant find it)
 - Dont make coins. They serve no function.
 - You have only 56 drinks.
 - Some of your nobles need better rooms.
 - You are still missing the dark Church, the Hall of the Mountain King and the Expedition Outfitter ;)
 - Your military is understaffed and half of them carry crutches. ^^
 - It also looks like the second cavern is closed, the third cavern closed, you have no candy, and havent been to the circus yet :P
 - Your hospital has no soap.
 - Wouldnt nearly everything die of friendly-fire of your dragons?
 - Why no quantum stockpiles, at least for the stone? Or make all stone to blocks, these at least fit into bins.
 - You have hundrets of gems, but no bins.. its... argh... the horror. :P

But all in all, a very nice, very solid looking fortress.But runs only at 20fps because of the waterfall and the 600 creatures on the map. ^^

Oh, and I solved the traffic by simply pulling the bridge lever. Worked wonders. :)
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Nokao on March 06, 2013, 10:31:07 pm
First of all,  thank you very much for the feedback ! How many helpful tips !!
As you saw I'm new, but I passed the last three months (I discovered DF this christmas) to study endlessy youtube videos, magmawiki, this forum, etc.
And I have a lot of imagination :D

Things to learn (or tiny things I noticed):
 - Closing your waterfall, it has open space, flying invaders will enter.

Well I have 2 levers just north to block everything, of course they are not enough, but never had problems with invaders from there until now.

- Mining. You have done no exploratory mining at all, only used dfhack to "digv"

You're right! I was very craving for magma, and as you see it's very deep. My plan was to take it up learning how to use Screw Pumps Stack, but 100 z levels is too much !
So I preferred to rush down and make magma-furnaces directly down, near magma.

Anyway, do you really discourage that much digv and dfhacks like that ? if mining (designations) wouldn't pause the game, I would do them more often.

- No Magma defense, pumpstacks or pistons.

Too lazy for a 100 z level Pump Stack ! I'll try blood of Amrok as long as I find it, I will try to make a magma cistern against invaders with it.

- What is this weird upstairs/downstairs thing you do in many digged clusters? Hundrets of stairs, everywhere.

I was trying "digv x" and it went rough against me, causing a singularity that eventually destroyed the universe.

- You have a perfectly straight 2-tile sandstone area above a canal, with pillars on the mapedge. More dfhack?

Oh no this is a Vanilla trick I learned in this forum, doing fortifications in the map edge makes water flow out, this is to increase FPS.

- I do like the artificial waterfall, and even learned something new myself: Wells above wells still work.

Yes!!! I discovered this 1 week ago, and I changed my "square lake" design to this "piramid" design that have spiralling stairs and interiors.
But as you saw I was unlucky with the terrain, it's sandy, so I just did 1 big bedroom (I found that layour on magmawiki "bedroom design") and it's enough for my 150 population.

- You need a lot more barrels/pots for your food.
 - You need a lot more bins as well for your goods.

Yes, I now had the idea (also to reduce fps) to make them of tin, copper, and other (now) useless metals.
I was VERY lucky at embark with stange mood cook, that got legendary very soon, and I bought many many weapons & armor early in the game.
So I passed from leather to steel directly.
This is also a reason why I conquered a human fortress, it was very safe very early in the game, so I could slowly test YOUR workshops for the first time.

- You have tons of captured animals/invaders. Why not train the animals and kill the invaders for training?

Thanks for the idea ! I was waiting for your arena (or the magma), but I discovered it's different than how I imaginated it.

- Dont make coins. They serve no function.

it's your relic/treasure chests stuff :D

- You are still missing the dark Church, the Hall of the Mountain King and the Expedition Outfitter ;)

too hard to make components, I'm also out of silver, so I will make exploratory mining in the end.

- Your military is understaffed and half of them carry crutches. ^^

yes, they are really almost all veterans, I don't know how I made them survive until now

- It also looks like the second cavern is closed, the third cavern closed, you have no candy, and havent been to the circus yet :P

I saw them, and closed them to finish all the workshops, now i'm going down ! just after surviving a 20 bifrost siege !!! screenshots below.

- Your hospital has no soap.

damn hard to produce ! I still can't resolve that.

- Wouldnt nearly everything die of friendly-fire of your dragons?

nope. I have borrows that make all the castle livable and workable while people is inside, and water moats stops fire.
This is the bifrost giants attack, all killed except 1 that was OVER a tree. funny. killed with arrows.

Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)

(http://i.imgur.com/MpQ0jaa.jpg) (http://imgur.com/MpQ0jaa)

- Why no quantum stockpiles, at least for the stone? Or make all stone to blocks, these at least fit into bins.

what they are !?

- You have hundrets of gems, but no bins.. its... argh... the horror. :P

I still have doubts about the behaviour of containers, I will study magmawiki thanks

But all in all, a very nice, very solid looking fortress.But runs only at 20fps because of the waterfall and the 600 creatures on the map. ^^

Yes, In this bifrost attack I finally got rid of many useless horses & animals, and flagged the rest for butcher.

Definitely thank for your tips, I will keep stu-(dying) ! And I want to keep trying this conquer-worldgen-castles thing. I like that.
Next time, a crypt maybe ? Or a crypt under a glacier? Or a glacied volcano over a crypt ?
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Panopticon on March 07, 2013, 12:54:25 am
I actually don't bin gems either, if you put a gemcutting task on repeat the dwarfs will take the whole bin to the workshop to cut one gem, then cancel the task after the first gem because the bin is not in the stockpile, it is a vanilla problem as far as I know, I fix it by either not stockpiling gems, or making a big gem stockpile with no bins in it.
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Dwarf_Eater on March 07, 2013, 01:27:35 am
I don't even stockpile them anymore. With possibility to make furniture out of them, it's shame not doing it ^^ Especially that it's worth pretty much, and it can be done early
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Meph on March 07, 2013, 02:33:53 am
Trading one bin of gems, with one dwarf carrying it, or trading 10 gems, with ten dwarves carrying it is a huge difference. Same with the prepared meals. Both, gem-encrusted things and meals are probably the highest-value tradegoods.

Quantum stockpiles: Open the manual, see tips&tricks. Just read all 25 of them, since you say you are new. ;) I know I put quantum stockpiling in there.

Explanatory mining: Press CTRL+L ingame, and you probably see a menu you have never seen before. Select the think looking like "mining", place the mining curses, and press "CTRL+P". I dare you. And I am not against digv or anything, but I played DF before dfhack came "preinstalled and opened when you open DF". ;)

Magma: Blood of Armok + Alchemist. OR just build a magmatanker and tracks from the magmafurnace up to the surface. And I dont think your magmapit was 100 zlvls down, but I did not look that closely.

What about ranged dwarves? Possibly using dynamite ammo. Or Javelinethrowers with broadhead ammo.

Coins from relics... good point. Touche. Melt them down. ;)
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: falconne on March 07, 2013, 02:41:17 am
I actually don't bin gems either, if you put a gemcutting task on repeat the dwarfs will take the whole bin to the workshop to cut one gem, then cancel the task after the first gem because the bin is not in the stockpile, it is a vanilla problem as far as I know, I fix it by either not stockpiling gems, or making a big gem stockpile with no bins in it.

If you enable the workflow plugin, it will protect those jobs on Repeat from being cancelled by the game. I keep all my gems in bins and have no issues with them being used.
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: smakemupagus on March 07, 2013, 03:33:06 am
Yeah but then you have to deal with all the jobs that you expect to end normally when the mats run out being protected too :/
(I understand that Workflow is great in principle, but i'm not used to it, so it is strange and disorienting ;) )
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: falconne on March 07, 2013, 04:00:35 am
That's why you set constraints to keep production from going overboard :)
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: SuicideRey on March 07, 2013, 04:17:33 am
Changelog update pretty please with a cherry on top?
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Meph on March 07, 2013, 05:03:38 am
Changelog update pretty please with a cherry on top?

What do you mean? All changelogs can be accessed from the fronpage.
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Fungus on March 07, 2013, 06:42:08 am
One of the things that I've been really curious about is the artifact weapons, however I've never had a moody weaponsmith create one. Have they been taken out?

Also regarding artifact weapons I was curious as to whether they can be improved at the runesmith. Looking at the raws I'd guess that they can't, but as the reagent is preserved would it not be possible? Or have you tried this already Meph? With the weaponry and the potential to have a ridiculous amount of ruins and poison coatings on a weapon I don't think I'd even bother with artifact weapons any more. Also, with the armoury upgrades, is it even worth getting moody armoursmiths? I'd guess not but I really don't want to spoil things for myself by looking at the raws.

I'm a bit of a perfectionist, so the weaponry has really spoiled my game. 15% chance to get a legendary weapon and then it's not even guaranteed to be masterwork! Gah. But I love it all the same.
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Meph on March 07, 2013, 07:00:42 am
Legendary weapons and armors are still in, of course. It depends on your skill and luck. Train each dwarf 1 lvl as weaponsmith, and suddenly most moods make weapons.

And YES, legendary weapons can be poison-coated and rune-enchanted, no problem. The weaponry/armory... not such a great idea.
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: kizucha on March 07, 2013, 07:25:02 am
Hm i have problems with the fishpond, or my dwarf's are too lazy. They dont haul the fishy's away, i have the fishery and a lot of hauler's but they dont move the fishy's. Have anyone the same problem or are my dwarf's only lazy? ._.
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Fungus on March 07, 2013, 07:34:30 am
Hehe I figured as much with the weaponry and armory. But I'm very pleased to hear about the artifact improvements! I really didn't think it would be possible. Of course, if it wasn't a dwarven weapon then you wouldn't be able to forge runes on it. I guess there's no way around that though. EDIT: Ignore that last bit. I'm an idiot.

I'm more into aesthetics and perfection than the survival side so I'm trying to get my bearings with your mod before starting a fortress proper. Every time I do I get frustrated because I misunderstood something or simply didn't know how it worked and end up restarting my fortress... Which is getting tiresome. Either way, after doing some reading and maths, I've found the chance of getting a masterwork legendary weapon is about 4.5% with a legendary +5 weaponsmith. If superior weapons can be thrown in to the weapony with a greater chance of producing legendary that would be great, but of course there's the problem in that you would be magically making yet more duplicates. And melting down the "failures" is also a problem as losing 30 masterwork superior battle axes would greatly upset your weaponsmith I imagine.

Now, my experimentation so far has been limited to weapons I've embarked with to test. So what I'm wondering is whether the quality level of the weapons you're upgrading makes a difference? Is it even possible to mod it so that it is?
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Agent of Avarice on March 07, 2013, 07:35:02 am
Is fishing enabled?  :P
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: kizucha on March 07, 2013, 07:43:13 am
Is fishing enabled?  :P
fish cleaning and fish dissection yes and i have 2 seperate dwarfs for it 1 for the cleaning and 1 for the fishing in the pond. :P
But the biggest problem i have with that, the fishy's even dont get stockpiled. :'(
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Torgan on March 07, 2013, 07:57:26 am
This is going to probably be a dumb question, but what is responsible for sifting through kobold goody bags? I got a bunch sitting by my front door and would like to see what cave-santa gave me for being a good little dwarfling. I didn't see anything in the manual about it unless I missed it when I gave it a look.
You need the Research Lab, if that's the correct name (don't have the game on this comp). It's the same one that you can use platinum essences in to gain legendary skills, that part is mentioned in the manual.

Generally heavier metals are better for blunt weapons like maces and hammers so check the manual again, you can see all metals sorted by weight. I would guess you are better off using steel or even better wolfram/patterned wolfram, I always seem to find loads of wolfram and never have that much use for it other than shields. But I could be being dumb about that!
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Nokao on March 07, 2013, 07:57:50 am
Is fishing enabled?  :P
fish cleaning and fish dissection yes and i have 2 seperate dwarfs for it 1 for the cleaning and 1 for the fishing in the pond. :P
But the biggest problem i have with that, the fishy's even dont get stockpiled. :'(

Watch out that sometimes fish from fishponds is considered vermin, I had the same problem ...
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Meph on March 07, 2013, 08:07:06 am
The fish-pond fish is a bit strange because of the reaction syntax. I cant declare a creature caste and dwarves dont stockpile it, because... "insert arcane modding knowledge here". After the fish has been processed its stockpiled normally. Just build your fishery next to the fishpond, you have to prepare the fish anyway.

Quote
So what I'm wondering is whether the quality level of the weapons you're upgrading makes a difference? Is it even possible to mod it so that it is?
Nope. Impossible. Quality modifiers cant be addressed by modding.
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Nokao on March 07, 2013, 08:40:27 am
Trading one bin of gems, with one dwarf carrying it, or trading 10 gems, with ten dwarves carrying it is a huge difference. Same with the prepared meals. Both, gem-encrusted things and meals are probably the highest-value tradegoods.

Quantum stockpiles: Open the manual, see tips&tricks. Just read all 25 of them, since you say you are new. ;) I know I put quantum stockpiling in there.

Explanatory mining: Press CTRL+L ingame, and you probably see a menu you have never seen before. Select the think looking like "mining", place the mining curses, and press "CTRL+P". I dare you. And I am not against digv or anything, but I played DF before dfhack came "preinstalled and opened when you open DF". ;)

Magma: Blood of Armok + Alchemist. OR just build a magmatanker and tracks from the magmafurnace up to the surface. And I dont think your magmapit was 100 zlvls down, but I did not look that closely.

What about ranged dwarves? Possibly using dynamite ammo. Or Javelinethrowers with broadhead ammo.

Coins from relics... good point. Touche. Melt them down. ;)

I also have very few military industry moods. Thei're 90% wood&bone crafts :(

Well I will study quantum stockpiles, and macros. Thank you.
Yes I already readed 25 tip&tricks but some of them was to hard to understand in the beginning.

I still have to find Blood of Armok :(

I have an incredible lack of ranged dwarves, 75% of my military is melee. I should force them to be ranged ?
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Nokao on March 07, 2013, 08:43:13 am
Oh Meph, we're talking about fish&food: Genies are an incredible idea, but I had from them some Gems that are putted into the food stockpile, probably because they are "eggs" they put into nest box ?

Are misunderstood item categories a problem during reactions, or everything will work as planned anyway ?

I have some few other problems like that, I see this everytime I have a caravan trade.
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Fungus on March 07, 2013, 08:45:03 am
Ah well, that's what I figured. Shame.

Doing some more maths using my current embark. Just used prospect to find out how much mithril there is; I'm looking at 4755. That's on a 3x3 embark 175 z levels deep. Whee, that'll take some finding. Now, if I remember correctly, mithril doesn't drop ore 100% of the time. So the x4 multiplier is nullified here. So, let's say I find 10% of that mithril, giving me 475.5. I refine it, patternweld it, I get 951 bars. I turn those into battleaxes and get 475 again. These I churn through the weaponry; I'll get approximately 71 legendarys, 30% of which should be masterwork. That's 21 masterwork legendary battleaxes and a lot of processing, mining, and unmeltable superior battleaxes. Even then the 21 masterwork legendary battleaxes I expect might be as low as 5 (or as high as 40, or anything. I could get 71. I could get none) and I still haven't made any armour. I can recycle some of my axes, but I wouldn't want to turn my weaponsmith suicidal so I would sell the masterworks. There's also a huge cost in steel, namely 950 bars, for all the reforging. With 15,000 hematite stones and 45,000 marble this wouldn't be as much of a problem though.

Now, I can see it being sort of high-tech and requiring a lot of work. Outfitting your best soldiers and the lark. Also you can trade for many mithril items from the elves (which has made pissing them off a lot less attractive) but that source is also unreliable. This is all very well when it comes to mithril... But if I wanted to make masterwork legendary candy axes? There's only 2047 stones on my map and obtaining enough to outfit a squad would not be safe, and of course the resource is finite. I wouldn't want to waste a single wafer.

So my point is the system doesn't lend itself to perfectionists unless you want to equip a solitary adventurer or abuse DFhack or buggy game mechanics. When hitting the candy I think I would probably do the latter. Honestly though, I can't think of a solution, and you put a lot of work into this mod Meph so I don't expect you to wrack your brains over this. Can anybody else?
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Meph on March 07, 2013, 08:49:01 am
@Nokoa: Well, even legendary, fully armored meele dwarves have a bad time against Warlocks. Thats what I made them for, to force people to use ranged units as well. Forst Giants are the opposite, they are fairly resistant against archers, you need to cut of limbs to kill them. This way people should use both types of weapons.

Quote
Are misunderstood item categories a problem during reactions, or everything will work as planned anyway ?
He? You mean stockpiling? That has nothing to do with the reactions, its a completely different thing.

Gems into food stockpile sounds... wrong. I know for a fact that they go to the gem stockpile. Genies have been in the mod since the start. I mean, I havent tested it in a year or so... but still, gems in food stockpile, never heard about it.

@Fungus: You can also refine silver into mithril. And trade. And loot dead elves. Anyway, why the focus on mithril? Its the same as steel, only lighter. Try candy. Bifrost. Volcanic. Definetly volcanic. Great Magma Forge.

So, in short: What exactly is your problem? That you cant, in theorie, equip everyone with everything? Tough luck, play another game :P

Edit: If you are a perfectionist, why Mithril? Volcanic is the best metal you can make.
Edit2: Anyway, the point is not to give everyone everthing, but to highly value this ONE volcanic masterwork legendary great axe you made and give it to your favourite champion. If it would be easy to make it, whats the point? :P
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Nokao on March 07, 2013, 09:18:45 am
Yes Meph, Warlocks are really too overpowered. I like things like "from great power comes great responsability".

For example, lower a little the amazing damage they do with magic, and let say they sold their soul to a dark god, so after killing the warlock, a zombie raises with it's remains.

I DO love ranged dwarfes, and use them the more that I can.
Did I mention you that my mayor, (FORMER military), when lost his chief medical friend (red dragon beast breath), going to take his corpse killed the dragon with 5 shots? (http://www.bay12forums.com/smf/index.php?topic=123513.0)
One for each internal organ.
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Nokao on March 07, 2013, 09:29:37 am
Gems into food stockpile sounds... wrong.



Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Nokao on March 07, 2013, 09:42:46 am
...putted my questions toghether .... poor Meph...
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: arclance on March 07, 2013, 10:01:04 am
@Fungus: You can also refine silver into mithril. And trade. And loot dead elves. Anyway, why the focus on mithril? Its the same as steel, only lighter. Try candy. Bifrost. Volcanic. Definetly volcanic. Great Magma Forge.

So, in short: What exactly is your problem? That you cant, in theorie, equip everyone with everything? Tough luck, play another game :P

Edit: If you are a perfectionist, why Mithril? Volcanic is the best metal you can make.
Edit2: Anyway, the point is not to give everyone everthing, but to highly value this ONE volcanic masterwork legendary great axe you made and give it to your favourite champion. If it would be easy to make it, whats the point? :P
You need Mithril to make Volcanic anyway so focusing on Volcanic means focusing on Mithril.
If you have a Mithril shortage I find it best to only make Volcanic weapons and Welded Mithril Armor though.
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Ishar on March 07, 2013, 02:23:42 pm
Ah well, that's what I figured. Shame.

Doing some more maths using my current embark. Just used prospect to find out how much mithril there is; I'm looking at 4755. That's on a 3x3 embark 175 z levels deep. Whee, that'll take some finding. Now, if I remember correctly, mithril doesn't drop ore 100% of the time. So the x4 multiplier is nullified here. So, let's say I find 10% of that mithril, giving me 475.5. I refine it, patternweld it, I get 951 bars. I turn those into battleaxes and get 475 again. These I churn through the weaponry; I'll get approximately 71 legendarys, 30% of which should be masterwork. That's 21 masterwork legendary battleaxes and a lot of processing, mining, and unmeltable superior battleaxes. Even then the 21 masterwork legendary battleaxes I expect might be as low as 5 (or as high as 40, or anything. I could get 71. I could get none) and I still haven't made any armour. I can recycle some of my axes, but I wouldn't want to turn my weaponsmith suicidal so I would sell the masterworks. There's also a huge cost in steel, namely 950 bars, for all the reforging. With 15,000 hematite stones and 45,000 marble this wouldn't be as much of a problem though.

Now, I can see it being sort of high-tech and requiring a lot of work. Outfitting your best soldiers and the lark. Also you can trade for many mithril items from the elves (which has made pissing them off a lot less attractive) but that source is also unreliable. This is all very well when it comes to mithril... But if I wanted to make masterwork legendary candy axes? There's only 2047 stones on my map and obtaining enough to outfit a squad would not be safe, and of course the resource is finite. I wouldn't want to waste a single wafer.

So my point is the system doesn't lend itself to perfectionists unless you want to equip a solitary adventurer or abuse DFhack or buggy game mechanics. When hitting the candy I think I would probably do the latter. Honestly though, I can't think of a solution, and you put a lot of work into this mod Meph so I don't expect you to wrack your brains over this. Can anybody else?

Simple: Just trade for mithril and steel, and make volcanic. Both the elves AND dwarfs can give you plenty of mithril bars, you can stockpile hundreds without any mining. By the way, the 10% yield is highly pessimistic, I got 100+ with relatively little mining, so I'd say it's about 50%.
I have a problem with weapon upgrades though, both weaponry and runesmith: they don't have access to any weapon the soldiers actually hold. I know this is a vanilla a thing, and probably impossible to work out, but it still requires quite a lot of micromanagement with a big army.

I have a question: What's the siege trigger of the enemy races? It would be nice to have exact numbers (years, pop cap, etc).
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Nice Save on March 07, 2013, 07:05:02 pm
I have a question: What's the siege trigger of the enemy races? It would be nice to have exact numbers (years, pop cap, etc).

The numbers are found at the link below, you can look in the entity raws to get the tiers for each race.

http://dwarffortresswiki.org/index.php/Entity_token#Behavior

Honestly though, I can't think of a solution, and you put a lot of work into this mod Meph so I don't expect you to wrack your brains over this. Can anybody else?

If there's not enough ore for your liking, you could increase the amount in 2 ways. Changing the MINERAL_SCARCITY tag in the worldgen.txt to something lower will increase everything, and by editing the inorganic raws you can tinker with each ore individually. You can even add something like:

[ENVIRONMENT:ALL_STONE:CLUSTER_ONE:10]
[ENVIRONMENT:ALL_STONE:CLUSTER_SMALL:1]

to the candy and you'll occasionally find it outside of its natural habitat. Or you could up the percentages to 100 and find it more often, but there's no sense in making it too easy.

Also, with the armoury upgrades, is it even worth getting moody armoursmiths? I'd guess not but I really don't want to spoil things for myself by looking at the raws.

You don't want to spoil things for yourself? Then allow me!

Spoiler (click to show/hide)

Now, questions!

Blood Blobs/Acid Blobs: I'm supposed to butcher them to get the stuff to make fancy bolts, right? Or is that taken care of in one of the advanced workshops?

Do Magmamancers still explode occasionally? if so, will dressing one all in Netherbark save him?
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Meph on March 07, 2013, 07:19:38 pm
Quote
Blood Blobs/Acid Blobs: I'm supposed to butcher them to get the stuff to make fancy bolts, right? Or is that taken care of in one of the advanced workshops?

Do Magmamancers still explode occasionally? if so, will dressing one all in Netherbark save him?

Eh... special ammo is not in the game anymore, if I am not mistake. Because of the toxicist, it replaced the feature. The blobs are still there, just kill them in any way you like, their corpse is the gem.

Magmamancer explode only when they flee. And no, netherbark armor will not save anything.
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Nice Save on March 07, 2013, 07:26:14 pm
Ah, cool, I'm not too bothered about the special ammo, but I'm currently in the process of murdering all my animals to boost FPS and I didn't want to throw away the value of the blobs given that I traded for them.

Also, I just realised I hid that link to the armour spreadsheet in a spoiler. It's rough as I didn't expect anyone but me to be using it, but the info is there. If anyone's interested I'll clean it up for general use at the weekend.

http://dffd.wimbli.com/file.php?id=7462
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Riverfire on March 07, 2013, 08:56:10 pm
I attached a spreadsheet I use for my own reference, bear in mind it isn't cleaned up for actual use by real people. The fancy names of the special armors aren't spoiled if that's what you're worried about.

EDIT: apparently I didn't attach anything as that's not something that can be done here.

EDIT2: Here it is: http://dffd.wimbli.com/file.php?id=7462

You sir/lady just got my second deepest mancrush/crush.
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Laggy on March 07, 2013, 10:39:52 pm
So I'm having a bit of a strange minor issue.  Occasionally, part of my fonts "disappear" in game.  All it takes to fix it is resizing the game window (even just 1px).  Is it a bi-product of the Masterwork font, or because I'm using Truetype?  If so, is there any way to get around it without disabling either/both of those?

Edit:  Also, I seem to be having trouble with wood stockpiles :o

I build a wood stockpile around my Carpenter's Workshop, but its not filling up with wood.  There is wood chopped, but my dwarves are leaving it sitting out in the open instead of carrying it to my stockpile.  I checked the stockpile settings, and Wood is definitely enabled.  So confused :o

Edit 2:  For reference to the stockpiles problem:  I have Simple Trees turned on, and More Tree Types turned off.  I notice that all basic trees I cut down produce only Wood Logs (not named types or anything).  But in the wood stockpile materials list, there are all kinds of things listed (Oak, Maple, etc etc etc), none of which are simple just "Wood".  Not sure if that is what's causing this problem or not?  (Also for reference, I made stockpiles the exact same way for stones around my stone-using workshops and they work fine.  This is really boggling :|  )
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: SuicideRey on March 07, 2013, 10:46:18 pm
Changelog update pretty please with a cherry on top?

What do you mean? All changelogs can be accessed from the fronpage.
Last time I checked it was only updated to 2b... It's 2g now, right? Sorry if I'am mistaken.
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Platipus on March 07, 2013, 11:06:33 pm
Hallo! I have a problem with this mode - invaders don't come. The version of Masterwork is 2.f. "Invaders" option is switched on in the starter program. I tried to play for two times. But in both cases for four years there were only thieves from the races that lived in that area, and only one goblin ambush in the fourth year. Why don't they make sieges?
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Agent of Avarice on March 07, 2013, 11:14:17 pm
Whats the value of your fort? If its too low they wont come. Also your settlements location is important, in a glacier for instance you may not get sieges at all
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: smakemupagus on March 08, 2013, 01:08:51 am

Last time I checked it was only updated to 2b... It's 2g now, right? Sorry if I'am mistaken.

I think Meph is pointing you near the very top of the post, just under the win/mac/linux download links and above the orc & kobold links.  If you're still following a link somewhere to the old dropbox patch notes, I dunno, those may or may not be out of date.
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Asva on March 08, 2013, 02:36:18 am
Gems into food stockpile sounds... wrong.

  • Well when I build structures (floors walls etc) I can make them of golem earths, all plans and blueprints, gargoule statue, grimoire of death and tome of life, etc). Is this ok ?
    If it is, will the wall have the value multiplied by item value? (I could definitely rebuild my Count room with unused blueprints).
  • Also, searching to equip my best squad with bifrost weapons, I found both "frost giant" and "bifrost" type, wich I should select ?
    I saw also "tears/blood of amrok" is that even possible ?
  • Also, encrusting weapons&armors with gem give them benefits?
  • I captured a beer man, can I brew him? hahahha
1) As well as from soap. It's a feature  :P. The wall will have the value multiplied by item value, but you won't be able to engrave it.
2) Odd enough, for me stockpiles nor assignment never worked for volcanic or bifrost. I used specific weapon.
3) Except for raising price, no.
4) Most probably no. It's not butcherable, and it drops glob of bear on death

Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Ray Digrus on March 08, 2013, 04:34:20 am
Is it possible to block feature that raises every corpse in evil biomes? When the game has been started already? I just wanted to build another fortress with some zombies around, but what I get is a bit... frustrating? 200 zombies on surface, the same amount in caverns. As I have only 6 dwarves, raising the fortress from underground to surface or at least into caverns is almost impossible.
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Agent of Avarice on March 08, 2013, 04:45:32 am
Is it possible to block feature that raises every corpse in evil biomes? When the game has been started already? I just wanted to build another fortress with some zombies around, but what I get is a bit... frustrating? 200 zombies on surface, the same amount in caverns. As I have only 6 dwarves, raising the fortress from underground to surface or at least into caverns is almost impossible.
Nope, well not that I've heard. Evil biomes are supposed to be like that, sounds like you got a particularly nasty one however. If you intend to stay there I recommend reading the wikipage on evil biomes, there plenty of tips for zombie survival.
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Ray Digrus on March 08, 2013, 04:48:58 am
Nope, well not that I've heard. Evil biomes are supposed to be like that, sounds like you got a particularly nasty one however. If you intend to stay there I recommend reading the wikipage on evil biomes, there plenty of tips for zombie survival.

Thank you for answering, but I think I'll abandon this fort. I can survive there, it's not that hard. But constant re-raising is frustrating just by fact that there will be only more zombies, so soon or later my FPS'll drop down dramatically.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Baijiu on March 08, 2013, 07:13:50 am
A question about goblin men... Sometimes they wander near my fortress, get targeted by the hunter, and end up getting butchered and turned into goblin cakes. Is this normal? I don't think I can eat regular goblin invaders can I?
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: leafar on March 08, 2013, 08:28:27 am
Meph, i just found out, that most of your reactions require COAL:COKE as reagent instead of COAL:NO_MATGLOSS is this intended?
i don't think so, as it makes vanilla charcoal a lot less usefull
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Nokao on March 08, 2013, 11:43:30 am
Gems into food stockpile sounds... wrong.

  • Well when I build structures (floors walls etc) I can make them of golem earths, all plans and blueprints, gargoule statue, grimoire of death and tome of life, etc). Is this ok ?
    If it is, will the wall have the value multiplied by item value? (I could definitely rebuild my Count room with unused blueprints).
  • Also, searching to equip my best squad with bifrost weapons, I found both "frost giant" and "bifrost" type, wich I should select ?
    I saw also "tears/blood of amrok" is that even possible ?
  • Also, encrusting weapons&armors with gem give them benefits?
  • I captured a beer man, can I brew him? hahahha
1) As well as from soap. It's a feature  :P. The wall will have the value multiplied by item value, but you won't be able to engrave it.
2) Odd enough, for me stockpiles nor assignment never worked for volcanic or bifrost. I used specific weapon.
3) Except for raising price, no.
4) Most probably no. It's not butcherable, and it drops glob of bear on death

Thank you very much for the answers.

I must report you that assignment of bifrost weapons went good.

I produced my first 10 bifrost weapons, then I made+assigned an uniform of complete steell armor and "bifrost individual choice melee"
to a certain "elite group" of melee veterans I have.

There was 2 macedwarves, 2 sworddwarfes, 2 speardwarves, 1 hammerer and 2 wrestlers.
I made 2 mauls, 2 Zweihander, 1 Meteor Hammer 2 Knuckle Dusters
And everyone got the right weapon, except a wrestler preferring-stealing a mace, so I made an extra Maul.

Probably I was lucky ?

p.s. not all weapons was well crafted, so probably some masterwork stell/mithril weapons I had was better than those.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Aeon Blue on March 08, 2013, 12:06:19 pm
Question: My current fort is in a good biome that resurrects fallen dwarves. This is understandably useful. (And awesome.) However, resurrected citizens appear to be a part of my fort, but lose membership. E.g. "She is a former member of the Galleys of Fierceness. She is a former member of the Constructs of Paddles." This means that, while such a dwarf can continue normal tasks and even join the military, they can no longer hold any position of rank, such as military commander, captain, mayor, and so on. This means there is a slowly dwindling pool of eligible dwarves for leadership, which is especially problematic for forming new squads and keeping them staffed with leaders. Is there a way around this?
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Asva on March 08, 2013, 12:27:35 pm
Probably I was lucky ?
No way to figure, in most cases I restart before getting bifrost|volcanic  ::) (center of my attention is architecture and weird planning).
The last time I got those was on 2f.
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: smakemupagus on March 08, 2013, 12:30:41 pm
It just seemed easy to me, to use it as a placeholder. Also had an idea to produce armour through combination of rigid chitin, lamellar leather, rigid scale, rigid shell and bloodsteel at the andient foundry.
Do you know the bonemolded runerobe & mail at the Tribal Warcrafter?  it is not exactly the same but kind of up the alley you are going there I think.
<...>
If you have the ancient foundry, then bloodsteel->orichalcum.
I was thinking more cbone-platemail for sorcerer-warriors.

@Gamerlord I just wanted to say I like the idea and would probably do it if I could think of a implementation that wasn't redundant with stuff we already have.  For example my default kit for mage-warriors is heavy chitin/shellplate with an overcoat of bloodsteel mail and runerobe (or orichalcum, if available).  It is hits all the key points of lightweight, good protection, and made from renewable organic materials* ;) 

If you have specific ideas for what other PRODUCT item and materials would be I'm interested -- were you thinking a way to make ironbone/bloodsteel platemail? -- I like that it fills a different niche, but it's too high tech for Tribal Warcrafter and mostly obsolete if you already have Ancient foundry.  ??? Anyway If I post again on this I'll do it in the orc thread to avoid crossposting. 

*elves
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Nokao on March 08, 2013, 12:34:31 pm
For developers: this is the error :
Spoiler (click to show/hide)

I have sapphires, and gunsmith plans / magma gunsmith plans in a food only stockpile.
Well, for the sapphires I did think about Genies ... but for the other staff.. I think I bought it from caravans.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: smakemupagus on March 08, 2013, 12:35:15 pm
The error is barrels ^^

Large gems don't stockpile, it's a Toady bug.
http://www.bay12games.com/dwarves/mantisbt/view.php?id=4430
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: kragnoth on March 08, 2013, 01:16:07 pm
Love this mod.  I'd have to say my favorite part is the advanced buildings, like the place where you can turn non-economic stone into anvils, and even entire furniture sets.

The furniture set thing has saved me alot of micromanagement headaches as a newb.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Nokao on March 08, 2013, 01:20:23 pm
The furniture set thing has saved me alot of micromanagement headaches as a newb.

Me also, I love the "X set" things, for clothing, rooms, and the possibility to use bones for a lot of stuff.

I have a question, I can't understand how to use blood of amrok ... tears did flood my mine when I tryed to take them.
I belived I could move them where I wanted... was that an utopia ?
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: smakemupagus on March 08, 2013, 01:39:48 pm
I have a question, I can't understand how to use blood of amrok ... tears did flood my mine when I tryed to take them.
I belived I could move them where I wanted... was that an utopia ?

You should be able to use it to fill magma flasks at the alchemist.  Then the flasks can be used to fill a small reservoir with magma (I am not sure exactly of the mechanics of this in Dwarf mode: probably build Spawn Point in a 3x3 room -> use reactions to fill with magma -> set up a cave in to crush spawnpoint releasing magma).  Then build a magma-furnace over the reservoir as normal, use it to fill tankers with magma, use a rail system to deploy carts full of magma to the ultimate destination.  Again I am not sure of the exact steps in Dwarf mode.  It sounds complicated especially if you don't know how to use tramcarts yet, but it should be much faster and better for DPS than a deep pump stack.
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Laggy on March 08, 2013, 02:19:59 pm
So I'm having a bit of a strange minor issue.  Occasionally, part of my fonts "disappear" in game.  All it takes to fix it is resizing the game window (even just 1px).  Is it a bi-product of the Masterwork font, or because I'm using Truetype?  If so, is there any way to get around it without disabling either/both of those?

Edit:  Also, I seem to be having trouble with wood stockpiles :o

I build a wood stockpile around my Carpenter's Workshop, but its not filling up with wood.  There is wood chopped, but my dwarves are leaving it sitting out in the open instead of carrying it to my stockpile.  I checked the stockpile settings, and Wood is definitely enabled.  So confused :o

Edit 2:  For reference to the stockpiles problem:  I have Simple Trees turned on, and More Tree Types turned off.  I notice that all basic trees I cut down produce only Wood Logs (not named types or anything).  But in the wood stockpile materials list, there are all kinds of things listed (Oak, Maple, etc etc etc), none of which are simple just "Wood".  Not sure if that is what's causing this problem or not?  (Also for reference, I made stockpiles the exact same way for stones around my stone-using workshops and they work fine.  This is really boggling :|  )
Ignore the first question, but if anyone has any idea, I would really really like to know what is wrong with my stockpiles if anyone has any ideas :o
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Nokao on March 08, 2013, 02:27:01 pm
So I'm having a bit of a strange minor issue.  Occasionally, part of my fonts "disappear" in game.  All it takes to fix it is resizing the game window (even just 1px).  Is it a bi-product of the Masterwork font, or because I'm using Truetype?  If so, is there any way to get around it without disabling either/both of those?

Edit:  Also, I seem to be having trouble with wood stockpiles :o

I build a wood stockpile around my Carpenter's Workshop, but its not filling up with wood.  There is wood chopped, but my dwarves are leaving it sitting out in the open instead of carrying it to my stockpile.  I checked the stockpile settings, and Wood is definitely enabled.  So confused :o

Edit 2:  For reference to the stockpiles problem:  I have Simple Trees turned on, and More Tree Types turned off.  I notice that all basic trees I cut down produce only Wood Logs (not named types or anything).  But in the wood stockpile materials list, there are all kinds of things listed (Oak, Maple, etc etc etc), none of which are simple just "Wood".  Not sure if that is what's causing this problem or not?  (Also for reference, I made stockpiles the exact same way for stones around my stone-using workshops and they work fine.  This is really boggling :|  )
Ignore the first question, but if anyone has any idea, I would really really like to know what is wrong with my stockpiles if anyone has any ideas :o

As the wood type:
It's like this for me also, it's to increase FPS. You have only brown wood, and white fungi logs.

As the stockpiles:
probably old wood types are still listed to avoid problems. Don't know.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Nokao on March 08, 2013, 02:51:41 pm
I'm testing the colosseum, wich graphically haves some grates in the middle.

Is it possible (or it's aready done) that the grates are holes (like for magma furnaces) to flow liquids trough ?
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: smakemupagus on March 08, 2013, 03:20:01 pm
Ignore the first question, but if anyone has any idea, I would really really like to know what is wrong with my stockpiles if anyone has any ideas :o

often if a wood stockpile is not filled, it is caused by setting "Dwarves ignore wood" on the standing orders menu by mistake, have you checked?
The name of common wood on the stockpile setting is "rough".  i.e., when you query the logs it is called "rough wood"
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Ishar on March 08, 2013, 03:58:57 pm
Question: My current fort is in a good biome that resurrects fallen dwarves. This is understandably useful. (And awesome.) However, resurrected citizens appear to be a part of my fort, but lose membership. E.g. "She is a former member of the Galleys of Fierceness. She is a former member of the Constructs of Paddles." This means that, while such a dwarf can continue normal tasks and even join the military, they can no longer hold any position of rank, such as military commander, captain, mayor, and so on. This means there is a slowly dwindling pool of eligible dwarves for leadership, which is especially problematic for forming new squads and keeping them staffed with leaders. Is there a way around this?
Not that I know of, and this sounds like hardcoded stuff, probably nothing to be done about it. I only have the generic useless advice: keep them alive.
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Laggy on March 08, 2013, 04:17:32 pm
Ignore the first question, but if anyone has any idea, I would really really like to know what is wrong with my stockpiles if anyone has any ideas :o

often if a wood stockpile is not filled, it is caused by setting "Dwarves ignore wood" on the standing orders menu by mistake, have you checked?
The name of common wood on the stockpile setting is "rough".  i.e., when you query the logs it is called "rough wood"
ASKJDLKAJLKS so simple.  I don't even remember opening the orders menu, not sure how wood got turned off :o  Oops!

So stockpiling is fixed now, just using a general wood stockpile.  For reference, though, I don't see "Rough" in the list of specific wood materials if I wanted to exclude fungi.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Purgatory on March 08, 2013, 06:16:22 pm
That poll...
It confused me and I made both of my choices in #2.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Meph on March 08, 2013, 06:51:17 pm
@leafar: Thanks, will be fixed.

@Baijiu: Sure you can butcher goblin invaders. And any other invaders.

@Aeon Blue: Which version are you playing? 2g ?

@Noako: You dont understand how building tiles work. ;) The grates in the colosseum are not grates, but pictures of grates. Same goes for any building every. Its another setting of the blocks are solid or not, which is the bright green X (not solid) and dark green X )solid) when building a new workshop.

Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: SuicideRey on March 08, 2013, 08:08:12 pm

Last time I checked it was only updated to 2b... It's 2g now, right? Sorry if I'am mistaken.

I think Meph is pointing you near the very top of the post, just under the win/mac/linux download links and above the orc & kobold links.  If you're still following a link somewhere to the old dropbox patch notes, I dunno, those may or may not be out of date.
Oh wow I feel silly, thanks I didn't see that. ^^'
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Aeon Blue on March 08, 2013, 09:30:52 pm
Oh, it looks like I'm playing 2df. I'm going to download the newer version now...

This mod is amazing. I've been lost in it for weeks!
Title: Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
Post by: Billy Jack on March 09, 2013, 02:49:32 am
Ignore the first question, but if anyone has any idea, I would really really like to know what is wrong with my stockpiles if anyone has any ideas :o

often if a wood stockpile is not filled, it is caused by setting "Dwarves ignore wood" on the standing orders menu by mistake, have you checked?
The name of common wood on the stockpile setting is "rough".  i.e., when you query the logs it is called "rough wood"
ASKJDLKAJLKS so simple.  I don't even remember opening the orders menu, not sure how wood got turned off :o  Oops!

So stockpiling is fixed now, just using a general wood stockpile.  For reference, though, I don't see "Rough" in the list of specific wood materials if I wanted to exclude fungi.
I also had a similar wood problem when trying to create a stockpile for each of the different types I had available.  My 2 Timberyards were cluttered with the wood that they were cutting from my tree farms.  "Rough" wood is not an option in v.2f or v.2g.  I was able to start getting it stockpiled separately by forbidding all type and then enabling the one blank entry between firewood and smooth.

I also couldn't get dedicated piles of Rigid ScalePlate to make my cloaks from. I then added the [LEATHER] and [ITEM_LEATHER] tags to the raw for [MATERIAL_TEMPLATE:TANNED_DRAKESCALE] and[MATERIAL_TEMPLATE:TANNED_SHELL_HEAVY] (because I figured it was missing from this one as well).  Result was that I now had a few more entries (2 or 3 more) for Rigid ScalePlate in my leather and enabling all of them allowed the Rigid ScalePlate to go to my dedicated stockpile.

Also, why are we making leather trousers?  As I understand it, trousers have no armor value which leads the commoners to go grab them to replace their existing pants.  I've added the [ITEM_PANTS:ITEM_PANTS_LEGGINGS] from the item_pants_masterwork.txt file to the Dwarf race so that they aren't foreign and changed out all of the reactions for the tailorshop from the trousers to the lightweight greaves.  Result: No more low value ninjas swiping my VIP's armor.

Great mod Meph!!! 

P.S.  @Nokao - send those crutch walking veterans to the Fountain of Youth you've made and send them for a swim. Gets those legs back in working condition.

Sorry for the WoT, but I just couldn't resist finally registering after seeing someone mention a similar problem with the wood.

Edit:  oh yeah...  You've got a separate raw entry for Lamellar Armor with an armor value of 3, but only the Boneyard can make it.  Is this correct?
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Nokao on March 09, 2013, 06:30:55 am
@Noako: You dont understand how building tiles work. ;) The grates in the colosseum are not grates, but pictures of grates. Same goes for any building every. Its another setting of the blocks are solid or not, which is the bright green X (not solid) and dark green X )solid) when building a new workshop.

I know !!! I was asking/suggesting if it's possible in future version to make a hole there, actually I had to do this to flow out liquids:

level 0
Spoiler (click to show/hide)
level 1 (this level is not finished, I would like to find a way to make monsters FALL down, and I still have to close walls+ceiling, and I would like to make it all glass.)
Spoiler (click to show/hide)
level -1
Spoiler (click to show/hide)


Because I want to flow everything with water for emergencies.
Of course water is not that dangerous for that kind of monsters, but this is also a way to clean poisons and blood.

Now I just need blood of Amrok for magma, it's to expensive and FPS-enemy to make a pump stack of 100 levels.

p.s. lucky me that doors and hatches are undestroyable artifacts

P.S.  @Nokao - send those crutch walking veterans to the Fountain of Youth you've made and send them for a swim. Gets those legs back in working condition.

Oh god, thanks !
I still have to understand well all the structures, now I'm trying to understand the training-by-reading-the-books-system. Having !FUN! for Dummies.

But when I send in people (temple, fountain, etc) a random dwarf goes in ? or injured ones ? my soldiers won't get in !

P.P.S. I BECAME MOUNTAINHOME !! that's my first time :D
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Jordan~ on March 09, 2013, 08:45:48 am
When I randomly generate creatures from the launcher, the entities that are generated are kind of broken. They end up with things like [ETHIC:[STONE_PREF]] and a ton of untagged lines that don't do anything (no square brackets, no context), like:
NATURE
VENGEANCE
WAR
etc.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Torgan on March 09, 2013, 09:37:20 am
Small bug but stable warpstone gets stockpiled at all stone stockpiles.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Nokao on March 09, 2013, 10:15:47 am
Small bug but stable warpstone gets stockpiled at all stone stockpiles.

How did you manage to take stable warpstones ? For me, they all "explodes" ...
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Billy Jack on March 09, 2013, 10:49:20 am
P.S.  @Nokao - send those crutch walking veterans to the Fountain of Youth you've made and send them for a swim. Gets those legs back in working condition.

Oh god, thanks !
I still have to understand well all the structures, now I'm trying to understand the training-by-reading-the-books-system. Having !FUN! for Dummies.

But when I send in people (temple, fountain, etc) a random dwarf goes in ? or injured ones ? my soldiers won't get in !

Profile Manager - Restrict it to the dwarfs you need to heal, remove them from military or set their squad to inactive.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Torgan on March 09, 2013, 10:51:24 am
Small bug but stable warpstone gets stockpiled at all stone stockpiles.

How did you manage to take stable warpstones ? For me, they all "explodes" ...
Just mined it out, there's weak, unstable and stable warpstone types. There will be a 1/4 chance of getting a boulder from stable, I don't think you can get the other types at all.

Other small bug, shadowleaf bushes are cookable in the kitchen which I guess they should not be.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Ishar on March 09, 2013, 01:56:47 pm
@Noako: You dont understand how building tiles work. ;) The grates in the colosseum are not grates, but pictures of grates. Same goes for any building every. Its another setting of the blocks are solid or not, which is the bright green X (not solid) and dark green X )solid) when building a new workshop.

I know !!! I was asking/suggesting if it's possible in future version to make a hole there, actually I had to do this to flow out liquids:

level 0
Spoiler (click to show/hide)
level 1 (this level is not finished, I would like to find a way to make monsters FALL down, and I still have to close walls+ceiling, and I would like to make it all glass.)
Spoiler (click to show/hide)
level -1
Spoiler (click to show/hide)


Because I want to flow everything with water for emergencies.
Of course water is not that dangerous for that kind of monsters, but this is also a way to clean poisons and blood.

Now I just need blood of Amrok for magma, it's to expensive and FPS-enemy to make a pump stack of 100 levels.

p.s. lucky me that doors and hatches are undestroyable artifacts

P.S.  @Nokao - send those crutch walking veterans to the Fountain of Youth you've made and send them for a swim. Gets those legs back in working condition.

Oh god, thanks !
I still have to understand well all the structures, now I'm trying to understand the training-by-reading-the-books-system. Having !FUN! for Dummies.

But when I send in people (temple, fountain, etc) a random dwarf goes in ? or injured ones ? my soldiers won't get in !

P.P.S. I BECAME MOUNTAINHOME !! that's my first time :D

You could just leave an empty row next to the colosseum, and build your own floor grate there.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Putnam on March 09, 2013, 02:01:16 pm
@Noako: You dont understand how building tiles work. ;) The grates in the colosseum are not grates, but pictures of grates. Same goes for any building every. Its another setting of the blocks are solid or not, which is the bright green X (not solid) and dark green X )solid) when building a new workshop.

I know !!! I was asking/suggesting if it's possible in future version to make a hole there, actually I had to do this to flow out liquids:

Nope.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Laggy on March 09, 2013, 02:52:39 pm
Couple of quick questions:

I built 2 Magma Arc Furnaces.  I have one set to Grind Mithril to Powder, and the other set to Smelt Mithril Bars.  I just noticed that I keep getting "Cannon Produce Mithril Bar" in my announcements though.  I checked stocks and I have 83 Raw Mithril Powder.  Any idea why the smelting isn't working?

In a similar question, how do I stockpile Mithril Powder?  Right now it's getting stockpiled in my General Goods stockpile, but I'd like for it to get put into my Intermediary Smelting Goods pile (where I have things like Coke/Slag), but I'm not exactly sure which option in the stockpile settings is for the powder.

And lastly, can someone run down exactly how the (foreign) tag works in the military uniforms?  What materials are actually considered foreign?  If a metal material if foreign, and I have my uniform set to just Metal Armor, will my dwarves equip it?
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Putnam on March 09, 2013, 02:54:48 pm
Materials aren't foreign, items are. Items that are foreign are not allowed in the entity file of the civilization; you cannot produce them.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Torgan on March 09, 2013, 03:06:06 pm
Couple of quick questions:

I built 2 Magma Arc Furnaces.  I have one set to Grind Mithril to Powder, and the other set to Smelt Mithril Bars.  I just noticed that I keep getting "Cannon Produce Mithril Bar" in my announcements though.  I checked stocks and I have 83 Raw Mithril Powder.  Any idea why the smelting isn't working?

In a similar question, how do I stockpile Mithril Powder?  Right now it's getting stockpiled in my General Goods stockpile, but I'd like for it to get put into my Intermediary Smelting Goods pile (where I have things like Coke/Slag), but I'm not exactly sure which option in the stockpile settings is for the powder.
I usually just set them to make a powder on repeat, then smelt it on repeat in the same workshop. Storing powder in bags is a bit tricky, if you have a furniture stockpile that accepts bags then they will get taken there. They don't seem to care if the bag already has something in it. So I think the only real way to do it is to make a stockpile that only accepts bags and boxes (turn off metal, stone, glass and wood materials so you don't store chests/coffers/boxes there as well). But if you have more than one stockpile doing that it's a problem. Not sure why you are being told you can't produce mithril bars, possibly you have your metalworkers burrowed while the powder is taken outside the burrow by haulers?

Not sure if this is an issue or intentional, but dwarves of the legion start with skill in axes, hammers, sword, spears but not maces. According to the manual they should start at 5 skill in all weapons. Not a big deal but I like using maces as they have great combat reports in MW.  ;)

Brewing pig tails in the brewery still produces 'Drinks'
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Laggy on March 09, 2013, 03:15:31 pm
Not sure why you are being told you can't produce mithril bars, possibly you have your metalworkers burrowed while the powder is taken outside the burrow by haulers?
I don't have any burrows set up at all, so that's not the problem.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Billy Jack on March 09, 2013, 04:12:32 pm
Materials aren't foreign, items are. Items that are foreign are not allowed in the entity file of the civilization; you cannot produce them.
I'm thinking you were referring to my post.

Trousers / Greaves are items, correct.  Identifying them in the entity_default.txt file for dwarfs removes the (foreign) suffix and allows the dwarfs to produce them.

This can be observed by the commenting out of lutes and violins, making them no longer able to be produced by dwarfs.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Ambrose Burnside on March 09, 2013, 04:40:55 pm
My dynamite projectiles don't seem to be working. In the changelog it says there's a 'chance' of there being an explosion, but I've got nothing yet from several skirmishes in my fort, and in the arena there wasn't a single explosion for hundreds of exchanged dynamite bolts/javelins.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Putnam on March 09, 2013, 05:01:29 pm
Well, the arena has the issue of not having the spatter, which I think is what the dynamite relies on (though correct me if I'm wrong).
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Ambrose Burnside on March 09, 2013, 05:43:54 pm
Yeah I thought there was a problem along those lines but I wasn't sure. Guess I'll build some pillboxes along the approach to the gates so my marksmen'll get plenty of practice and I can make sure I've just gotten a lot of duds thus far.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Nokao on March 09, 2013, 06:21:16 pm
P.S.  @Nokao - send those crutch walking veterans to the Fountain of Youth you've made and send them for a swim. Gets those legs back in working condition.

Oh god, thanks !
I still have to understand well all the structures, now I'm trying to understand the training-by-reading-the-books-system. Having !FUN! for Dummies.

But when I send in people (temple, fountain, etc) a random dwarf goes in ? or injured ones ? my soldiers won't get in !

Profile Manager - Restrict it to the dwarfs you need to heal, remove them from military or set their squad to inactive.

Well I just discovered that you can just MOVE your army INTO the fountain, alltoghether they'll heal !
My record of Crutch Walker legendary RAW level is: 126

IMHO it's overpowered, this funtain should cost something.
And definitely, all Amrok prayers should cost blood, as the motto of this game.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Nokao on March 09, 2013, 06:43:47 pm
I'm trying to configure autobutcher with dfhack, do someone knows the tag for Boozebelly Goats ?

Up to now I discovered this ones: BIRD_GOOSE BEETLE_CAVE PEKYT

Plus, a problem with bifrost forge, all tasks inside are red, but I have bifrost bars. What can be the problem ?
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: smakemupagus on March 09, 2013, 07:21:49 pm
Searching for: boozebelly goat
objects\creature_a_pet_dwarffort.txt(1280)

[CREATURE:GOAT_BOOZE]

People, I know I say this all the time, but you don't need to look for things *manually* in digital files :)

>>  Plus, a problem with bifrost forge, all tasks inside are red, but I have bifrost bars. What can be the problem ?

Either burrows, or a vanilla bug.  Try running the reaction using the manager, he will either fix it or tell you what youre missing
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Nokao on March 09, 2013, 07:28:48 pm
Ok thanks ! What is Frostbrand the Zweihander ? A special unique weapon ?

p.s. I saw that there is no new 2 hands "pikeman" weapon, if you want to add it next versions, I suggest Trident (http://isimbolinellacomunicazione.files.wordpress.com/2013/02/tridente.gif) or Corsesca (http://icarpentierilot4.altervista.org/Immagini/Cataloghi/ArmiAdAsta/Corsesca01.jpg)
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Zeebie on March 09, 2013, 08:10:40 pm
How has the colosseum been working for people?  I'm trying it out for the first time, and it's been a bit confusing.  I've seen the disclaimer that it only works irregularly, but even so it's weird.  The creature is successfully summoned maybe one time in ten (I haven't kept close track). The most frequent result is that an object appears with a name like "body part of summoned creature," which someone will whisk off to a stockpile.  Anyone else have this happen?  I've got temperature on.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Ambrose Burnside on March 09, 2013, 08:51:01 pm
Here's another thing- spawn points are acting weirdly. I have a spawn point a good ways away from my fort- maybe 20, 25 tiles from being inside the wall- and the first coupla landmines spawned nearby just fine. But after a couple they weren't appearing at all, even when the dwarf initiating it underwent the proper transformations. Then I found a stack of 5 land-mines well inside my walls- the spawnpoint seems to be dropping them a full 30 tiles away now.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: sayke on March 09, 2013, 10:09:42 pm
nakao - yep, it's a special weapon =D why don't you just look in the raws for this stuff? it's all there and pretty easy to figure out! just search for whatever you're looking for...

zeebie - the creature spawning mechanic is known to be unreliable, and that's mentioned in the "known bugs" section of the manual. put a door on your colosseum so nobody grabs the body parts, otherwise the creature may spawn in a stockpile somewhere.

ambrose burnside - the creature spawning mechanic is known to be unreliable, and that's mentioned in the "known bugs" section of the manual. i only use turrets i purchase.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Laggy on March 09, 2013, 11:26:41 pm
So I know this isn't specifically a MDF question, but maybe someone can answer it for me anyways.  I'm having a lot of trouble getting my squad of archers to train, and I was hoping someone could help me out.

Here's the checklist of what I have done:


Now, its one of the Active/Training months for my Archery Squad.  They all show active duty in Therapist.  But they all just stand around in my barracks doing nothing.  Any ideas?
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: mavj96 on March 09, 2013, 11:33:55 pm
Hey brother, for whatever reason when you order ranged troops to train they train melee, put them to inactive and they will train solo drills and fire in the archery range.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: QuiteFranklyMyMaN on March 09, 2013, 11:34:31 pm
How does the "1 SHAPESHIFT TO THE UNNAMED ONE (1 MONTH)" Dark Temple reaction work anyway?

Does it LAST one month? Or take 1 MONTH to activate?

The former sounds lame. The ladder sounds interesting.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Putnam on March 09, 2013, 11:48:14 pm
A month is a good 3.733333... minutes!
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: QuiteFranklyMyMaN on March 10, 2013, 02:00:50 am
ladder or former?
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Putnam on March 10, 2013, 02:02:43 am
Former, I think.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: QuiteFranklyMyMaN on March 10, 2013, 02:09:48 am
Former, I think.

So what, when your fortress is overrun you transform your self temporarily into this unstoppable force?

It would be cool if someone made it so that you transformed into this unstoppable force, and then for 3.337777 minutes it was fighting for you, but then after that it had a chance to go rogue or change back, and if it went rogue the only way to take it down is with a sealing spell.

Aww yeah!!
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Putnam on March 10, 2013, 02:12:36 am
Probabilities can only affect the transformation happening, not it ending.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Meph on March 10, 2013, 02:21:52 am
Quote
It would be cool if someone made it so that you transformed into this unstoppable force, and then for 3.337777 minutes it was fighting for you, but then after that it had a chance to go rogue or change back, and if it went rogue the only way to take it down is with a sealing spell.

Quoth the manual
Quote
The Unnamed One: The most powerful creature at your disposal. He defeats invasions without fail, turning the enemies mad with rage, clawing at each other. A dwarf trying to summon this horror might transform into it for one month, before awaking back in his old body. Attracted by corpses and a sacrificial totem you can summon it. Being an eldritch horror from beyond, it of course might not do as you command, and turn on your fortress. Actually, he might do that about half the time.

So, what I am saying is: RT(friendly)M.

@Putnam: But interactions with a waiting time of 1 tick under the end of the transformation can ;)
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: QuiteFranklyMyMaN on March 10, 2013, 02:52:13 am
Ah my apologies, so it's like an aspect that is drawn to the host to preform a requested deed.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Meph on March 10, 2013, 03:33:54 am
Each magic buildings has one of those. Your dwarf turns into... something... for a month. Each with positive and/or negative side.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Gamerlord on March 10, 2013, 03:36:00 am
I never use those, too unpredictable. But if it was for say, a season...
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Meph on March 10, 2013, 04:05:14 am
Spawn a Mountainking in the Arena and see what he can do in a month. ;)
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Torgan on March 10, 2013, 04:09:47 am
So I know this isn't specifically a MDF question, but maybe someone can answer it for me anyways.  I'm having a lot of trouble getting my squad of archers to train, and I was hoping someone could help me out.
Check their quivers do actually have bolts in them and not javelins or something. Also I think there's a problem where they can't empty their quivers of combat bolts to refill with training bolts so that could be an issue. As bone is more or less infinite due to all the sieges I usually just have then use the same type of bolts for everything. Copper is a decent one too, and cranking out copper bolts is a decent way to skill up your weaponsmith while getting something you'll use out of it.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Nokao on March 10, 2013, 05:38:21 am
Yes Meph you're right, we should RTFM but it's a little incomplete, probably for purpose of not spoilering things.
I could also (and I will next time) look into raws, but you know, there should be a better way (like a manual or wiki).

However: this time I don't bother you for asking question but to give you some ideas.
I ended the "testing / playing / geekying" part and I started to dream again and I had 4 ideas:
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Meph on March 10, 2013, 05:43:33 am
All four impossible.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Nokao on March 10, 2013, 05:53:58 am
All four impossible.

yeeeeeeeeeeeeeeee i'm an utopy myself
so let's hope in better dfhack and vanilla DF next time, it's up to Toady to give you instruments to make us dream :D
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: smakemupagus on March 10, 2013, 05:55:00 am
So I know this isn't specifically a MDF question, but maybe someone can answer it for me anyways.  I'm having a lot of trouble getting my squad of archers to train, and I was hoping someone could help me out.

Here's the checklist of what I have done:

  • Create Squad - Check
  • Assign squad to use crossbows and leather armor - Check
  • Assign squad to train with wooden bolts, combat with broadhead/piercing/hammerhead.  Have 500 wooden bolts in stock - Check
  • Set squad to Active/Train, and set up the Active/Training Schedule - Check
  • Build Archery Targets (6 of them).  Set each of them up as an archery range (per wiki suggestion), shooting from right to left. - Check
  • In the Archery Target menu, have my archery squad set to train at all 6 of the Archery Targets - Check

Now, its one of the Active/Training months for my Archery Squad.  They all show active duty in Therapist.  But they all just stand around in my barracks doing nothing.  Any ideas?

suggest never leaving any type of bolt to only training, rather, everything C&T or C.  otherwise may not have valid ammo for combat when you need

check for quivers, check what is actually in their quivers

when on active duty archers may go to range, but just as likely to do any one of many other types of training which are less useful (and which may look like "standing around doing nothing" in the barracks to you .. what does their job actually say?).  on "inactive" they're quite likely to go to range if they don't have a lot of civ jobs

Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Nokao on March 10, 2013, 06:25:54 am
For many time I had an archer "forever going to archery practice", but he was just standing outside my castle doing nothing.

When I saw better, he did lost both arms and one leg. I made a philospher of him. He do the same things as before, but at least he's happier.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Meph on March 10, 2013, 06:28:38 am
How does he walk without a hand to grasp a clutch with ?
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Nokao on March 10, 2013, 06:33:34 am
How does he walk without a hand to grasp a clutch with ?

I don't know, but he looks happy looking trough the hospital's window,
sucking his beer from a straw.

Poor Urist, he will never make it to the fountain of youth. Maybe an expedition to Lourd ?
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: akursah on March 10, 2013, 09:38:31 am
I just started play with masterworks. I am playing kobold camp. Recently there is something wrong with saving. I quit the game with saving but when I try to load it shows lots of different save files and even though I select the last save it loads my last seasonal autosave. It wasn't like this when first started to play it. Is there solution to this?
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Nokao on March 10, 2013, 11:09:32 am
It's autosave + seasonal saves on ? I had many problems with "savenames" myself, it's confusing, but "last save" is not always more recent save.

Give a look to the saves folders, and order them by "last edit date time", you will always understand wich is the current save, that is not "current" folder because the backup system works using it for few moments.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: QuiteFranklyMyMaN on March 10, 2013, 11:10:54 am
How does he walk without a hand to grasp a clutch with ?

If memory serves gripping things with your wrists works in this game.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: akursah on March 10, 2013, 12:31:12 pm
It's autosave + seasonal saves on ? I had many problems with "savenames" myself, it's confusing, but "last save" is not always more recent save.

Give a look to the saves folders, and order them by "last edit date time", you will always understand wich is the current save, that is not "current" folder because the backup system works using it for few moments.

Thanks for the advice.  just deleted the older saves. It seems I have to do it regularly or close the autosave function.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Nokao on March 10, 2013, 12:37:20 pm
It's autosave + seasonal saves on ? I had many problems with "savenames" myself, it's confusing, but "last save" is not always more recent save.

Give a look to the saves folders, and order them by "last edit date time", you will always understand wich is the current save, that is not "current" folder because the backup system works using it for few moments.

Thanks for the advice.  just deleted the older saves. It seems I have to do it regularly or close the autosave function.

Or Meph explained me in this topic you can also rename saves as you wish. So saves behaviour became easyer to decrypt.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: akursah on March 10, 2013, 01:30:40 pm
Ok. I have another question. How can I make candles? I am tyring to build a thiefs tunnel and it needs candles. Also is there a way to make mechanisms? Or is there a manuel to learn things? Vanilla DF has Wiki, but not this mod.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Putnam on March 10, 2013, 01:34:51 pm
All four impossible.

ehehe, the second one may not be soon enough...
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: mavj96 on March 10, 2013, 02:16:36 pm
There is a manual Akursa it should be in your download folder, mechanisms are to be built in the mechanic's shop as always and candles in the craftshop.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Nokao on March 10, 2013, 03:14:03 pm
Ok. I have another question. How can I make candles? I am tyring to build a thiefs tunnel and it needs candles. Also is there a way to make mechanisms? Or is there a manuel to learn things? Vanilla DF has Wiki, but not this mod.

Vanilla (the base game without mods) contain mechanisms, if you have doubts on who does what use the manager panel after choosing your "manager dwarf" (n)
Manager is u -> m and with "q" you can add orders, so if you don't know who does something, there is no problem, your "manager dwarf" will do that for you
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: smakemupagus on March 10, 2013, 04:15:00 pm
I just started play with masterworks. I am playing kobold camp. Recently there is something wrong with saving. I quit the game with saving but when I try to load it shows lots of different save files and even though I select the last save it loads my last seasonal autosave. It wasn't like this when first started to play it. Is there solution to this?

this is vanilla (unmodded) behavior, the only thing MDF does differently is turn on backups by default.  You can turn it back off using the GUI. If you load an autobackup the file names will look funny to you unless you learn the naming convention.  You can rename save folders manually if you like.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: akursah on March 10, 2013, 04:44:08 pm
There is a manual Akursa it should be in your download folder, mechanisms are to be built in the mechanic's shop as always and candles in the craftshop.

Yes I know. The problem is kobolds can't dig stone and I can't make mechanisms without stone. I made bricks from clay but it seems bricks can only be used for buildings. Maybe mechanisms aren't really meant for kobolds (they are primitive, right?) but they talk about the lack of a well and I need mechanisms for it. Also I can't make grates without stone and without grates I can't make some of the new buildings. I will check the manuel again.

Edit: Ok. I checked the manuel and it seems it is possible to make mechanisms and grates out of wood in wood carver, in kobold camp. Thanks for the help guys.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: smakemupagus on March 10, 2013, 04:50:33 pm
Check out the Kobold camp tutorial fort
http://www.bay12forums.com/smf/index.php?topic=123439.0

(chapter 3, wood carver, make wood mechanisms)

Nothing wrong with asking in forum, but just FYI this would also discoverable by searching either the manager menu ingame or the workshop page in the manual for "mechanism".  Probably for kobold specific stuff you'll get most accurate/timely answers in the Kobold thread.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Aeon Blue on March 10, 2013, 05:52:09 pm
What workshop opens the bag of loot dropped by thieves? I can't, for the life of me, find that info...

Are there plans to expand to the interactions/creations in adventure mode? I was delighted to see all of the items that could be made, but some features seemed to be missing. For example, some of the items required tanned hides, but there was no way to tan your own. These features made adventure mode a lot more fun. I especially like the idea of being a dwarf, starting out with practically nothing, and making my own armor as I go along.

Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Putnam on March 10, 2013, 06:06:32 pm
Those are all form Wanderer's Friend; there should be a method to tan hides.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: smakemupagus on March 10, 2013, 06:23:25 pm
What workshop opens the bag of loot dropped by thieves? I can't, for the life of me, find that info...

Searching for: bag of loot
objects\reaction_masterwork.txt(5452): [NAME:open bag of loot]
Found 5 occurrence(s) in 5 file(s)

5451 [REACTION:LOOT]
5452   [NAME:open bag of loot]
5453   [BUILDING:BEASTLAB2:CUSTOM_L]

Searching for: BEASTLAB2
objects\building_masterwork.txt(453): [BUILDING_WORKSHOP:BEASTLAB2]

453 [BUILDING_WORKSHOP:BEASTLAB2]
454   [NAME:Researcher's Study]
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Aeon Blue on March 10, 2013, 06:46:20 pm
Thanks! I didn't realize the raws could be searched like that. Should have, though. I will look into Wanderer's Friend.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: smakemupagus on March 10, 2013, 06:52:49 pm
no problem! :)
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Nokao on March 10, 2013, 08:03:40 pm
I have some problems finding specific ARTIFACT helm in military equipment, it's a bone crown, is it a masterwork add-on ? (it's in a stockpile inside a bin, but I should find it shouldn't I?)

I also did a bone nightmare armor artifact :D (this I managed to find and wear) I don't find that either in the manual ... is it MW or vanilla ?
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Putnam on March 10, 2013, 08:11:37 pm
Crowns aren't helmets, they're finished goods.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Nokao on March 10, 2013, 08:16:14 pm
Crowns aren't helmets, they're finished goods.

ow... :( thanks. So I got confused from a special helm of drows maybe ?

I take the occasion for a similar question: when dwarves goes in a strange mood, they could do also items of the MOD ? and only dwarven, right ?

I got an iridium kite shield yesterday :D I managed to close the mooder in the workshop and surround him with items I wanted (crystal glass tree, rare silk, olivine (the favored color of my castle) etc).
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Meph on March 10, 2013, 08:18:20 pm
Quote
Crowns aren't helmets, they're finished goods.
Yes and No. The mod has wearable crowns that count as helmets, but your moody dwarf made a crown-craft, not a crown-helm. ^^

Dwarves moods make all kinds of items, anything goes, not just dwarven.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Putnam on March 10, 2013, 08:42:59 pm
Quote
Crowns aren't helmets, they're finished goods.
Yes and No. The mod has wearable crowns that count as helmets, but your moody dwarf made a crown-craft, not a crown-helm. ^^

Dwarves moods make all kinds of items, anything goes, not just dwarven.

...well that's confusing!
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Meph on March 11, 2013, 02:44:58 am
This is true. I wish I could delete the original crafted crown, but its hardcoded. But people wanted wearable crowns at some point, so I added them. Maybe I'd call them slightly diffrerent, like "dwarven crown" or something. But since one is a craft and the other an armor they shouldnt show up in the same menus/stockpiles ...
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Nokao on March 11, 2013, 02:46:41 am
Quote
Crowns aren't helmets, they're finished goods.
Yes and No. The mod has wearable crowns that count as helmets, but your moody dwarf made a crown-craft, not a crown-helm. ^^

Dwarves moods make all kinds of items, anything goes, not just dwarven.

Well it's weird because in z-stock I don't find it neither in crowns or headwear. And "it menaces with spikes" exactly like the armor, that I weared.

Spoiler (click to show/hide)

Spoiler (click to show/hide)

Spoiler (click to show/hide)

Hope the armr it's not cursed or something, I putted it on my best warrior !

However you must be right and this must be the decorative crown, because graphically I see a crown like in vanilla, and your items are mosty with the "general goods" graphic.

How do I understand how good is a weapon/armor ? only by it's price ? Iridium shield is 379200 but armor / crown only 4080 / 54000

I also have doubts about size, even reading the wiki... generally, I should always sell or melt small and large items right ?
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Putnam on March 11, 2013, 03:10:52 am
Anything can menace with spikes.

Artifact armor/weapon quality is about the same as any other armor/weapon quality. Bone armor is pretty much useless.

Armor can't be cursed... for now :V
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Nokao on March 11, 2013, 03:14:05 am
Ok ! And the fact that I made, of 20 artifacts, 12 useless crafts like wood-leather bracialets, earring and rings is normal right ?
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: smakemupagus on March 11, 2013, 03:41:04 am
Ok ! And the fact that I made, of 20 artifacts, 12 useless crafts like wood-leather bracialets, earring and rings is normal right ?

The skill used by the mood (and therefore item type) depends on the profession skill levels of the dwarf.  Quantitative info here
http://dwarffortresswiki.org/index.php/Moods

... so if you have more crafters than smiths, you're more likely to get crafts
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Meph on March 11, 2013, 06:38:22 am
 :'(

Why are so many people starting to ask vanilla things again? ^^
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Nokao on March 11, 2013, 07:00:10 am
:'(

Why are so many people starting to ask vanilla things again? ^^

Sorry Meph, it's because we thing it's mainly MW problem if things don't work :D

My fortress is coming good, probably finished, but also getting too easy sieges ... :( only once siege from caverns, batmens. Powned.

Next time I'm trying Kobolds :) Maybe I'll wait for your update.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Jordan~ on March 11, 2013, 07:18:01 am
When I randomly generate creatures from the launcher, the entities that are generated are kind of broken. They end up with things like [ETHIC:[STONE_PREF]] and a ton of untagged lines that don't do anything (no square brackets, no context), like:
NATURE
VENGEANCE
WAR
etc.

Just posting this again since it seems to have been missed.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Gamerlord on March 11, 2013, 07:18:43 am
Dammit! I'm playing Orc Fortress and for some reason all my orcs have decided to sneak everywhere! Now they move incredibly slowly andconstantly train ambushing! What the hell is going on?
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Meph on March 11, 2013, 07:32:18 am
@jordan: Didnt miss it, I posted it  March 09, 2013 in the fitting thread... havent heard from talvieno yet.

@gamerlord: Ask in the orc thread. :P
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Gamerlord on March 11, 2013, 07:34:41 am
The Orc thread isn't updated as much as this one.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Meph on March 11, 2013, 08:30:07 am
Seriously?
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Dartungar on March 11, 2013, 10:14:53 am
:'(

Why are so many people starting to ask vanilla things again? ^^
I am writing my 1st post just to tell you: that's because DF is complicated enough. And people get confused easily even without mods.
That's not a reason to stop making one of the best mods I've ever seen (in whole gaming experience, counting some TES conversions, Minecraft epic modding, etc).

You are awesome. Don't stop just because players who like your mod are too busy playing it and therefore dont write supportive forum posts  ;)
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Godlysockpuppet on March 11, 2013, 11:18:06 am
Hey meph, allow me to introduce you to my favourite acronym. I think you should use it more; RTFM. I'll give you a clue; the RTM part means "read the manual" I'll leave the rest to your imagination.  ;D use it wisely!
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Meph on March 11, 2013, 11:51:05 am
So, what I am saying is: RT(friendly)M.

Like this? :P

Well, I wont stop modding because people come by and act not like I'd wish them to do... but I have other things on my hand atm anyway. I bought a new toy, and I am dying to try it out. Also, Heart of the Swarm, tomorrow. :)

//OFFTOPIC, the new toy. A boat that fits on a bike, and at the same time the bike fits on the boat. I love it. :)
Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: smakemupagus on March 11, 2013, 12:10:22 pm
Dammit! I'm playing Orc Fortress and for some reason all my orcs have decided to sneak everywhere! Now they move incredibly slowly andconstantly train ambushing! What the hell is going on?

Never heard of this before. 
if you post a save i'll take a look, although, i don't even know the first thing about it. 

//OFFTOPIC, the new toy. A boat that fits on a bike, and at the same time the bike fits on the boat.

:o 
That's awesome
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Billy Jack on March 11, 2013, 01:03:51 pm
Stockpiling Bone Studs.

I've been thinking about why this doesn't work, but then when I really thought about it, why are they even in the mod?

How about you change the 4 reactions to create studs to 4 reactions to created Studded Leather without the middle step of creating a stud? This would be in line with the item reduction efforts you've done to increase FPS.

Of course, the ratio wouldn't be quite as you have them now, but I don't think many would object to having to use two vermin to create two studded leathers vs. the one vermin to do so now.  The bone one I would move to requiring two tough leathers and one bone to create the two studded.

Maybe take a poll on it.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: misiekm on March 11, 2013, 01:53:41 pm
Anybody having problems with a massive amount of kids being born? Usually I'd just set the population cap and children cap low and that'd stop pregnancies, but now... I've population cap set at 120, kids cap set at 20, and yet my fortress is seeing babies born every couple of days. I'm currently sitting at population of 174, of which 70 are children!
Unrelated question: is there any way to, uhm, dispose of kids without causing a tantrum spiral? :D

I'm asking here because the pop cap / kid cap used to work for me in vanilla / previous versions of Masterwork, and I'm wondering if anyone else had similar problems?

-Edit-
I just built my first Church of the Dark Depths, and attempted to make my first Shadowmancer. The target was carrying a baby around (like nearly everybody in the fortress...). Long story short, I now have an evil magical baby being carried around by his mom. Good stuff :D

-Edit 2-
Also, I've just been besieged by humans. I had one caravan from them, bought nothing, and they left in peace (I'm sure nobody killed them on the way out). No evil humans enabled. What the... ?
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Ambrose Burnside on March 11, 2013, 02:12:37 pm
The changelog for .2g says that venomous animals should be milkable for their venom. How do I do this? Is it with the normal farmer's workshop reaction?

I got all these coral snakes burnin' a hole in my pocket...
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Nokao on March 11, 2013, 04:08:37 pm
Meph, what about a water race ?

If I can suggest, give a look to "Forgotten Realms - Serpent Kingdoms",
Yuan-ti and Naga !
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: LordBadger on March 11, 2013, 04:09:16 pm
Sweet boat bike, bike boat Meph! I mean good enough to pull me in and say something! Still having issues with your mod, not real problems; like my own brain problem, oh and time issues. Your mod here can suck up a few hours without notice, I swear! But I think I should complain a bit, if only to fit in so...

After eating Corned-beef while playing your mod, my keyboard's num-pad is SUPER salty. Can I Modify that in the raws? Dwarf.ini maybe... I'm going to point a paw at DwarfCandy, that has to be the issue. Make the next MW release with a little less salt added, okay? I don't think salty keys are a Vanilla issue. I also blame the fact that I licked keyboard's num-pad on the mod too; Don't ask why!
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Godlysockpuppet on March 11, 2013, 04:26:20 pm
So, what I am saying is: RT(friendly)M.
Like this? :P
Close enough ;)
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: zach123b on March 11, 2013, 04:59:08 pm
beetlemead from dewbeetles has some difficulty going into barrels at 25 per as it comes out however much beetlehoney * 5 = barrel output
Spoiler (click to show/hide)

btw why are dewbeetles so slow D:
[SPEED:19000]
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: BigD145 on March 11, 2013, 06:46:17 pm
Meph, what about a water race ?

If I can suggest, give a look to "Forgotten Realms - Serpent Kingdoms",
Yuan-ti and Naga !

Nothing can build in water or path properly. It's an issue with vanilla and not within the raws.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Dark Archon on March 11, 2013, 11:09:18 pm
So, I finally get to the turret spawning in the spawn point.
...
(https://dl.dropbox.com/u/8939480/turretmadness.jpg)
(https://dl.dropbox.com/u/8939480/turretmadness2.jpg)

Not that I am complaining...  :D This cluster single-handedly melted warlock siege and two automaton ambushes, but I am really afraid to try to spawn them inside fortress.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Purgatory on March 12, 2013, 04:00:59 am
I got a grave cat/s enter my fortress land. Is this supposed to happen on non-evil biomes? (Its description says otherwise)
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Gamerlord on March 12, 2013, 06:51:25 am
Dammit! I'm playing Orc Fortress and for some reason all my orcs have decided to sneak everywhere! Now they move incredibly slowly andconstantly train ambushing! What the hell is going on?

Never heard of this before. 
if you post a save i'll take a look, although, i don't even know the first thing about it. 
Here, hopefully this works. (http://dffd.wimbli.com/file.php?id=7476)
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Bavette on March 12, 2013, 09:34:32 am
I was playing V.2f this week when a dwarf went in a fey mood and made an artifact armor of Iridium. My joy was boundless! It didn't last. Apparently, my would be legendary Armorer had the most amazing insight of all dwarven-kind. He didn't create a mundane breastplate or a simple chainmail, oh no, nononono. That would be FAR too simple.
I present you all Almoshanriz (Gleamingsky) the Iridium Forcefield.
Spoiler (click to show/hide)


Okay, now begets the question: What the hell is a Forcefield and what does it does?
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Gamerlord on March 12, 2013, 09:40:12 am
I think it's a type of shield. Yeah, iridium artifacts are awesome. Once got two consecutive iridium artifact greataxes. I had to pause the fame for a few minutes while I went and performed a sacrifice for the glory of the RNG.  :P
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Bavette on March 12, 2013, 09:47:25 am
Well, my militia commander is using it as an armor, I think. I just wanted specifics of what the hell does it do; how much does it cover, is it shaped or not (it'd be awesome to equip a steel breastplate and a chainmail with it)?
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Meph on March 12, 2013, 09:47:33 am
A forcefield is an armor, with a very minor layer size and its worn over the normal armor. It should act like a cloak, just with armor rating and coverage for all bodyparts. :)
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Bavette on March 12, 2013, 09:53:28 am
A forcefield is an armor, with a very minor layer size and its worn over the normal armor. It should act like a cloak, just with armor rating and coverage for all bodyparts. :)
Hum. Nice. I got a freaking Dwarven Space Marine in my fort. No wonder that the automatons are loosing so badly.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: smakemupagus on March 12, 2013, 12:39:20 pm
Dammit! I'm playing Orc Fortress and for some reason all my orcs have decided to sneak everywhere! Now they move incredibly slowly andconstantly train ambushing! What the hell is going on?

Never heard of this before. 
if you post a save i'll take a look, although, i don't even know the first thing about it. 
Here, hopefully this works. (http://dffd.wimbli.com/file.php?id=7476)

The bonecarver who is really flying around fast is a Snaga with very high agility, nothing crazy going on there. 

As for the 5 or 6 guys who won't stop sneaking, I see what you mean.  I have no idea, never seen anything like it before, no idea what in Orc Fortress could possibly have caused it :/  ... now that they're level ~8 or higher in ambusher they aren't *that* slow :D
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: smakemupagus on March 12, 2013, 01:39:07 pm
Well, my militia commander is using it as an armor, I think. I just wanted specifics of what the hell does it do; how much does it cover, is it shaped or not (it'd be awesome to equip a steel breastplate and a chainmail with it)?

Searching for: Forcefield
<...>
objects\item_armor_masterwork.txt(20): [NAME:forcefield:forcefields]
<...>
Found 25 occurrence(s) in 6 file(s)

[ITEM_ARMOR:ITEM_ARMOR_FORCEFIELD_ILLITHID]
[NAME:forcefield:forcefields]
[UBSTEP:MAX]
[LBSTEP:MAX]
[LAYER:COVER]
[COVERAGE:150]
[LAYER_SIZE:5]
[LAYER_PERMIT:150]
[MATERIAL_SIZE:9]
[ARMORLEVEL:3]
[HARD]
[METAL]
[STRUCTURAL_ELASTICITY_CHAIN_METAL]
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Bavette on March 12, 2013, 01:54:06 pm
That was very kind of you Smakemupagus, thank you very much my friend. I figured I could stack some chains on it, like I did with the other dwarves. My military looks more like a Terminator strike team, but damn am I proud of that forcefield now.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: smakemupagus on March 12, 2013, 01:57:00 pm
No problem, when I happen to have the textpad open already it takes like 2 seconds :)  Indeed as Meph said you can stack it over both plate and chainmail as a third layer, if your dwarves are strong/skilled enough to still move!
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Rydel on March 12, 2013, 02:40:51 pm
Anybody having problems with a massive amount of kids being born? Usually I'd just set the population cap and children cap low and that'd stop pregnancies, but now... I've population cap set at 120, kids cap set at 20, and yet my fortress is seeing babies born every couple of days. I'm currently sitting at population of 174, of which 70 are children!

I've been seeing the same thing happen in My Little Fortress, so I think this is a Vanilla issue
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Meph on March 12, 2013, 02:47:59 pm
Wtf.

Quote
The file named MasterworkDF_v2f_Linux_Patched_2013-01-13.rar

MediaFire has received notification under the provisions of
   the Digital Millennium Copyright Act ("DMCA") that your usage
   of a file is allegedly infringing on the file creator's
   copyright protection.

The reason for suspension was:

Copyrighted media relating to 'Clutch'
Information about the party that filed the report:

Company Name: Muso TNT Limited
Contact Address: Studio 12, 6-8 Cole Street London SE1 4YH
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: dennislp3 on March 12, 2013, 03:03:09 pm
...umm...wtf?
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Putnam on March 12, 2013, 03:10:45 pm
Copyright trolls. (http://www.muso.com/anti-piracy/) MediaFire and related websites are really, really, really jumpy about copyright claims ever since Megaupload got taken down.

A google search for "clutch" reveals a rock band, which is probably where your claim comes from.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: smakemupagus on March 12, 2013, 03:21:48 pm
Yeah you probably just have the phrase "clutch of eggs" or who knows what else and the copytrolls triggered on that word.  I remember a story where they had taken down a ton of people's files listed as compatable with Mac Operating System 7 because "System 7" is a band somewhere.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: dennislp3 on March 12, 2013, 03:22:51 pm
lol trigger happy much? they don't even check anything they just pull based on generic words?
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: LordBaal on March 12, 2013, 03:33:31 pm
So now some one owns the rights of the word clutch? Mimicking Games Workshop and their Space Marines controversy too much?

What a bunch of fucking idiots.

That's why I don't use media fire anymore, not since my OWN FUCKING THESIS (a humble administrative system), made by my sweat and blood and which I used to store there was somehow cataloged as a virus somehow (I'm a programmer).

Death to mediafire.

Dropbox and similar sites are the future.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: TwistedHumor on March 12, 2013, 03:36:24 pm
Hi guys,

Is anyone running the Mac V 2.f? I could run V.2c fine on my machine (I could just double-click the program and it'd start), but I cannot figure out how to get the latest version to run. Running Dwarf Fortress.exe just opens up a text file. I'm on OSX 10.5, if that makes a difference.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Meph on March 12, 2013, 03:51:12 pm
I just put it back on DFFD. No idea what mediafires problem is... I mean, I download so much stuff, and I get a copyright infringement notice about something I wrote myself? LoL.

Anyway, all good and back online.

@twistedhumor: Cant help you, sorry. I dont own a mac.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Riverfire on March 12, 2013, 04:12:11 pm
This is weird but...I just downloaded 2g, started a game and in year 2 I am getting frequent spam of the message "Urist McRandom has transformed into a fully healed creature" and then back in dwarf. As far as I can tell it has no adverse effects and it always occurs on my stocks z-level. I have not yet built fountain, so it can't be anything related to that?

Ideas?

EDIT: I actually have one idea...it could be that they are drinking tears of armok and they have curative proprieties...hmm...*checking manual*
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Agent of Avarice on March 12, 2013, 06:52:26 pm
Are you in a good biome? I've heard that some will heal your dwarves.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: smakemupagus on March 12, 2013, 07:07:30 pm
Yep, that was a good idea; according to raws the Tears of Armok drink does have curative properties.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Laggy on March 13, 2013, 01:06:20 am
I'm having a bit of trouble getting the scriptorium to work.

I have have a room built with 2 thatcheries pumping out Papyrus, and then 2 scriptoriums.  The thatcheries seem to be working fine;  they go pick up plants, take it to the workshop, then rinse-repeat....but I can't find any "Papyrus" anywhere in my stocks screen.  The closest thing I see are "Scrolls" in the tools menu.  It says I have ~120 of them.  I don't know where they are being stored though, because (from the stocks menu) I can't zoom to them or view them or anything.

Then, in my scriptorium, everything is redded out except for making the 3 types of ink, and binding books/textbooks (what are the differences between Book/Textbook, btw?  Manual wasn't clear.)

I checked the Known Issues in the manual, and it says that a stockpile being outside of the burrow that the workshop is in could be a problem, but I only have 1 burrow in my fortress which covers every single "Civilian" floor area, and no stockpiles outside of that at all.  Every other workshop works fine inside that burrow, so I'm not sure why it wouldn't work for the scriptorium.

Any suggestions?
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Meph on March 13, 2013, 02:21:56 am
Laggy, did you make ink? You need ink and paper/vellum/papyrus to write a book, several units of each.

@Riverfire: But... Tear of Armok drinks dont exist. You cant brew them anymore, since... 8 mod versions of so. The syndrome is still there, yes, but the reaction to brew a drink of them is gone. Most be something else.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Laggy on March 13, 2013, 03:22:31 am
Laggy, did you make ink? You need ink and paper/vellum/papyrus to write a book, several units of each.
Well, I thought I had.  Turns out I didn't have any empty jugs, so the reaction was failing and I was missing the announcement.  Ooooops :(

A question for you though:  Do you have any idea where Scrolls and Ink are controlled from the stockpiles?  Right now they ar ejust going into my general purpose stockpile, but thats a lot of running back and forth to make pages :o
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: leafar on March 13, 2013, 04:19:58 am
afaik scrolls are stored as tool, there are empty entries in the stone(?) material list, one of them is the material papyrus/vellum/paper is made from
jugs are stored as tools as well, independent of their content it seems

on that topic: Meph, couldn't you make a 'paper' material for them - would make stockpiling easier, especially as the empty-named material seem to be used for other tools as well(e.g. warlock loot)


another thing: in my fort i tried to get a golemheart for iridium, but  the dwarf performing the job turned into a iron golem
i knew that could happen but hadn't really thought of it; now i have a golem but can't control it :|
any idea how i can still make use of him?
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Gotdamnmiracle on March 13, 2013, 07:19:56 am
Hi guys,

Is anyone running the Mac V 2.f? I could run V.2c fine on my machine (I could just double-click the program and it'd start), but I cannot figure out how to get the latest version to run. Running Dwarf Fortress.exe just opens up a text file. I'm on OSX 10.5, if that makes a difference.

I have a mac as well. Have't tried this version. We were working on trying to figure out mac stuff for the last version. Possibly help there?
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Torgan on March 13, 2013, 07:28:10 am
another thing: in my fort i tried to get a golemheart for iridium, but  the dwarf performing the job turned into a iron golem
i knew that could happen but hadn't really thought of it; now i have a golem but can't control it :|
any idea how i can still make use of him?
You should be able to pasture golems, that's what I do with any immigrant ones. Every wound was red on my brass golem stationed by my entrance but that didn't stop him. Well until I dug too deep agaiin  :'(
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: leafar on March 13, 2013, 08:22:09 am
...
You should be able to pasture golems, that's what I do with any immigrant ones. Every wound was red on my brass golem stationed by my entrance but that didn't stop him. Well until I dug too deep agaiin  :'(

pasturing only works with bought/migrated golems as they are regarded pets
his one transformed from a dwarf - and i couldn't even find him in any of the unit screens
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: smakemupagus on March 13, 2013, 10:08:51 am
@Riverfire: But... Tear of Armok drinks dont exist. You cant brew them anymore, since... 8 mod versions of so. The syndrome is still there, yes, but the reaction to brew a drink of them is gone. Most be something else.

Oh, I didn't know you could ever brew them :D The source I saw was REACTION:SACRIFICE_HEART at the PERMITTED_BUILDING:ARMOK_ALTAR
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Riverfire on March 13, 2013, 10:43:14 am
The answer to your puzzlement is shrines of armok, meph.

I have been trying mainly prayer based forts for my last 2-3 forts, and praying for booze (or sacrificing meat? Can't remember) has a chance to give you tears.

Now, praying for booze is actually quite inefficient, I prefer to sacrifice meat. But I wad in crysis mode that season.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Laggy on March 13, 2013, 11:23:21 am
afaik scrolls are stored as tool, there are empty entries in the stone(?) material list, one of them is the material papyrus/vellum/paper is made from
Ah, thanks.  I figured out they were tools, but I couldn't figure out what material they were made out of to restrict the stockpile further.  The blank entries worked.

jugs are stored as tools as well, independent of their content it seems
I'm not so sure about that.  My ink is getting stored in my Food stockpile, inside of a "Finished Goods" bin.  I assume the bin is named Finished Goods because of the jugs, but Finished Goods aren't permitted in my Food stockpile.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: McGrog on March 13, 2013, 07:12:08 pm
Ink is stored as "Lye" for some reason. I have a Food stockpile set to accept only Lye, and take only from the scriptoriums, and allowed no barrels. All my jugs of ink end up there.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Thormgrim on March 14, 2013, 01:14:02 am
OK, I have a crazy-town bug going on.  I think it is associated with MW v2g+ since I haven't seen it on prior versions.
Twice now, I have started digging out my fort, only to suddenly have all the dug out area get "filled in". 

Technically, not all of it gets filled back in, there are some blank spaces here and there.  It's obviously rough on the occupants though.

I have been embarking on a Joyous Wilds.  I use DFHack reveal to look for a good spot and then unreveal.  I'm using Fastdwarf 1 to hurry things up.

I don't know if any of that is relevant.  The whole thing is strange and not something I've seen before.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Putnam on March 14, 2013, 01:49:41 am
unreveal unreveals all that reveal reveals, even if the revealed area is dug out or occupied. Use revflood to fix it.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: LordBaal on March 14, 2013, 07:51:27 am
unreveal unreveals all that reveal reveals, even if the revealed...

WHAT?? :P
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Matoro on March 14, 2013, 08:10:26 am
I came here only to say that Masterwork mod is awesome and everyone should play it. Especially I love ability to choose what things from the mod player wants to use.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Stargazer on March 14, 2013, 10:40:15 am
I'm having difficulty with some of the armor and weapons. I'm trying to equip my soldiers in rigid shellplate, but am not really sure what that falls under. Foreign plate? Hardened leather? The uniform screen just has an absolute crap ton of different armors and I have no idea what this one counts as. x.x

Also, when creating the rigid type armors from the new Tailor workshop, if I select a set of rigid shellplate, for example, the tailor also grabs scales and chitin. I thought scaleplate and chitinplate had their own specific armor sets? Why is he making a mix-match of stuff?
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: smakemupagus on March 14, 2013, 11:19:24 am
to the first part of your question, rigid shellplate is a material, not an item.  I think you are looking for the ordinary domestic item "suit of leather armor" (ITEM_ARMOR_LEATHER) made out of the material "rigid shellplate".

about the reaction, I don't know.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Billy Jack on March 14, 2013, 11:54:02 am
The [LEATHER] and [ITEMS_LEATHER] tags are missing from the [MATERIAL_TEMPLATE:TANNED_SHELL_HEAVY] in material_template_masterwork.txt file.

Once you add them in (it's the last one in the file), you should be able to specify that someone use Rigid Shellplate armor for their equipment.

I had no troubles making this change in an existing save game.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Thormgrim on March 14, 2013, 12:18:04 pm
it's not the reveal/unreveal thing that is bothering me...
it's the "suddenly all the rock I dug out is magically back and everybody in my fort is encased in stone" part of things.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Putnam on March 14, 2013, 12:22:30 pm
it's not the reveal/unreveal thing that is bothering me...
it's the "suddenly all the rock I dug out is magically back and everybody in my fort is encased in stone" part of things.

...what?

You sure about that? Use revflood.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Meph on March 14, 2013, 12:30:03 pm
Putnam, I totally modded that in to mess with people. Trust me, its the ENCASE_STONE tag in inorganics.

@Billy Jack: Thanks, I will add it next release.

@Stargazer: Its a material, not an item type. Try specific armor, and then just pick it from a list. Thats way easier. I will test the tailor in the meantime.

@Matoro: Thanks. :)
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: SharpKris on March 14, 2013, 12:31:47 pm
im having a problem downloading the mod, it just fails and restart i suspect the culprit is my ISP.
is there a torrent i might be able to use?
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Putnam on March 14, 2013, 12:46:17 pm
Putnam, I totally modded that in to mess with people. Trust me, its the ENCASE_STONE tag in inorganics.

(http://mspaforums.com/images/smilies/mspa_face.gif)
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Billy Jack on March 14, 2013, 01:07:58 pm
Putnam, I totally modded that in to mess with people. Trust me, its the ENCASE_STONE tag in inorganics.

@Billy Jack: Thanks, I will add it next release.

@Stargazer: Its a material, not an item type. Try specific armor, and then just pick it from a list. Thats way easier. I will test the tailor in the meantime.

@Matoro: Thanks. :)
Thanks, Meph.  I was just trying to let Stargazer know why he can't specify that his military go grab any new Rigid Shellplate items that he produces, since it is not available in the material listing for any of the leather items. I saw your PM that you had added them to your TODO list.

Any thoughts on my suggestion for Bone Studs? http://www.bay12forums.com/smf/index.php?topic=98196.msg4094471#msg4094471
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Meph on March 14, 2013, 01:13:14 pm
I did the bonestuds, because I wanted to make studs from different materials... horn, hoof, bone, metal, wood... but then I though: Balancing-wise it should be animal-parts, because if you have a metal industry, you dont make metal studs for bad leather armor, you make metal armor.

Thats why the studs are there, because I wanted to add more types of them, but then didnt. It probably makes more sense to say: Stud leather, and just take leather and bone/horn/hoof. Its a good suggestion.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: SharpKris on March 14, 2013, 01:19:03 pm
tried switching isp source and still cant download -__-
could anyone upload the windows version to a torrent or give me another download source?
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Meph on March 14, 2013, 01:26:22 pm
I upload it for you on mediafire, I send you a PM when its done.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: SharpKris on March 14, 2013, 01:42:52 pm
I upload it for you on mediafire, I send you a PM when its done.
very dwarfy of you!
going to plays some orcs
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Thormgrim on March 14, 2013, 02:51:56 pm
it's not the reveal/unreveal thing that is bothering me...
it's the "suddenly all the rock I dug out is magically back and everybody in my fort is encased in stone" part of things.

...what?

You sure about that? Use revflood.

Oh yeah, I'm sure.  It happened twice, and both times... in an instant... all of the rock/clay/sand/etc. that had been dug out was back.  It was really weird and not something I've ever seen.

The game crashed shortly after, otherwise I'd upload a save.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Snap on March 14, 2013, 07:01:33 pm
Is there any difference between items like:
Gauntlets/gloves of power, serrated, knuckled, etc? or lightweight greaves, dark greaves, angel blessed, demon blessed, etc? I can't find the info anywhere and a quick look at the raws seems to show them all being the same thing. I just want to make sure because I thought that a mod that reduced clutter would not add it back in with useless flavor stuff.


Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Meph on March 15, 2013, 02:33:42 am
These are mood-only. Its like a little special something your moody armorsmith can do.

Manual says:
Quote
Here you can find all weapon and armorpieces that you can create in the game. Please mind that there are many more, mostly weapons that the different invaders bring, as well as rare special items. Just use common sense, in most cases the name should give away how useful something is. No Dwarf wants a "rusty iron orc choppa", but a "bloodsteel Dai-Katana" must surely be something of value. If all else fails, ask in the forum. The same counts for armor. A "scratched kettlehelm" will be bad, a "holy Reignplate Armor" or "Demonic Razorplate Armor" will be good.

And thats it. All these flavor items for moods are good. They dont clutter, because you only get 1 in maybe 10 moods.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Putnam on March 15, 2013, 03:53:07 am
Yeah, they really don't muck up FPS any. They only take up memory, which is, well... definitely not something to worry about :V at least compared to CPU time.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Snap on March 15, 2013, 04:44:58 am
Right, but I was wondering if they *actually* do anything, or just change value/flavor text. For example: Do Iron Lightweight Greaves actually weigh less than Iron Greaves? etc.

If it is just flavor or something not yet implemented, that is cool too. I'm just wondering if they do anything.

Edit: Just wanted to add that they are VERY common in adventure mode.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Meph on March 15, 2013, 05:58:37 am
How can they appear in adv. mode? No civ has any of them enabled, no one knows how to make them...
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Snap on March 15, 2013, 06:44:04 am
How can they appear in adv. mode? No civ has any of them enabled, no one knows how to make them...

Hmm I don't know, but within about 10 minutes of starting a new character and finding a warehouse I had him decked out with a bunch of the named things. I've not played in fortress mode yet with it either.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Dipo233 on March 15, 2013, 08:54:11 am
Is there a way to get the settings.exe to work on mac? Because i really want to try out the Orc and Kobold Camps. I've tried opening it using winebottler but it doesn't open. D:
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Meph on March 15, 2013, 09:16:16 am
I assuem you can use mono+wine, but I really dont know. On windows it needs .net framework to run.

Edit: Started on the next update. Dfhack r3 is in.

Quote
Also, when creating the rigid type armors from the new Tailor workshop, if I select a set of rigid shellplate, for example, the tailor also grabs scales and chitin. I thought scaleplate and chitinplate had their own specific armor sets? Why is he making a mix-match of stuff?
Tested the tailer, all works fine. Tailor does not grab scale or chitin when working with shell, or vice versa.

Edit2:
Quote
When I randomly generate creatures from the launcher, the entities that are generated are kind of broken. They end up with things like [ETHIC:[STONE_PREF]] and a ton of untagged lines that don't do anything (no square brackets,

no context), like:
NATURE
VENGEANCE
WAR
etc.
Neither Talvieno (the author of the creature generator) nor I could reproduce this error. I just genned 10 entities, everything looks fine.

Edit3: Autosyndrome for creatures works. I can finally balance the golem forge for example. One reaction = One golem, 100% of the time. :)
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: smakemupagus on March 15, 2013, 11:29:22 am
How can they appear in adv. mode? No civ has any of them enabled, no one knows how to make them...

Their ID is ITEM_PANTS_LEGGINGS, which is the same ID used for an item called "leggings" in vanilla.  (the latter is still in raws but the first line is commented out in MDF, item_pants.txt).  Many fortress defense races were set up to have leggings, so now they have Lightweight greaves instead.

I don't know whether this causes a problem or not by overwriting the item above it (braies)?  But I guess you won't get braies in MDF without a moody underpantssmith.

Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Meph on March 15, 2013, 11:37:40 am
Oh, he was only talking about the greaves. Thats ok. :) I thought he meant ALL mood-only stuff, like demonic great axe fossilised epic kitchen top hat. The leggings I just called lightweight greaves, because I cant take people fighting in leggings seriously.

Autosyndrome for pets works as well, I can now also start balancing the warbeast kennels, the ogre cave and more. :)
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: smakemupagus on March 15, 2013, 11:41:12 am
Right, but I was wondering if they *actually* do anything, or just change value/flavor text. For example: Do Iron Lightweight Greaves actually weigh less than Iron Greaves? etc.

They're quite different, armorlevel and coverage and materialsize (the last might affect weight?).  Also the permit; you can't layer padded trousers under lightweights.


Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Meph on March 15, 2013, 11:47:53 am
In that case ignore everything I just said. It has been quite a while since I looked at armors/items.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: shadenight123 on March 15, 2013, 12:02:55 pm
I can't find where it's explained:
the various graphic tilesets sometimes have the same name, but with a + or a -, and there are more with the same name but different numbers.
Where is the 'definition' of that? (Can't find it, I think I'm going blind)
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Meph on March 15, 2013, 12:52:08 pm
Where? There is only on - on the tilesets, and that is on JOLLY-, which is the normal Jolly Bastion set. For the colors, have a look at the screenshots in the first post in this thread.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Zeebie on March 15, 2013, 12:54:12 pm
Meph, I just had a hilarious bug.  Frost giant siege, and one of my stonebound militia hits a giant with the petrifying gaze - and when it recovers, it has SUPER SPEED.  It started moving at probably ten times normal dwarf speed, and began sprinting around my fortress interrupting everyone but never staying put long enough to actually attack anyone.  I had to wait until it got tired before anyone could catch it.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Meph on March 15, 2013, 01:01:44 pm
When it recovered?  :o

This is the petrify syndrome:
[CE_PHYS_ATT_CHANGE:AGILITY:1:1:START:0]
[CE_SPEED_CHANGE:SPEED_PERC:1:START:0]

It only has a start, no end. There is no recovering. ^^
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Firehawk45 on March 15, 2013, 01:48:49 pm
[CE_SPEED_CHANGE:SPEED_PERC:1:START:0]

Is that missing a 1 in it? Havent gotten around to delve further into this kind of token, so that might be a stupid DWARFY(!) question
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Putnam on March 15, 2013, 01:58:51 pm
No, it isn't.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: toradrow777 on March 15, 2013, 02:42:47 pm
Not sure if anyone's mentioned this yet, but on the settings screen I think the button to toggle grazing on and off, the one under the Misc Features tab, is broken.  The button does toggle on and off, but my grazing animals still starve when kept off the grass.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Meph on March 15, 2013, 03:00:45 pm
The button is confused. It says on when its off, and it says off when its on. I accidentely switched that in the code for the GUI... simple copy paste error. ^^
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: cerberus00 on March 15, 2013, 03:29:01 pm
I'm not sure if this is a masterwork issue or a regular df issue but when I make a hospital (this is in version 2f), the dwarves gather cloth from everywhere and overstock it past the limits I put on the hospital zone. Caravans are not saved from this madness as my fps drops to 12 when every dwarf goes to pillage the caravans of their precious woven goods.

I couldn't really find anything when searching this thread, and only a few mantis bugs on the problem. Anyone know a way around this, or a fix?
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: smakemupagus on March 15, 2013, 03:32:18 pm
regular DF issue, search the upper forums.

short version: workaround by using only the number of boxes in hospital that you actually need; or disallow all cloth from Hospital zone and just put it in normal stockpile
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Snap on March 15, 2013, 03:35:23 pm
Oh, he was only talking about the greaves. Thats ok. :) I thought he meant ALL mood-only stuff, like demonic great axe fossilised epic kitchen top hat. The leggings I just called lightweight greaves, because I cant take people fighting in leggings seriously.

Well here is a new adventurer and what I was able to pick up in the just the first room of a warehouse:
Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Meph on March 15, 2013, 03:47:48 pm
@snap: That looks really random. ^^ Guess in adv mode you can stumble upon everything thats in the raws.

@all: Next version will have a major rebalancing of Golem Forge, Machine Factory, Warbeast Kennels, The Church of Dark Depths, Hall of the Mountainking, Fountain of eternal Youth, Colosseum and Ogre Cave (Kobolds). All those random boiling rock reactions will have a 100% successrate, and I can finally give them a fitting price/balancing.

I will also rename the Runesmith to Rune Weaponry, and add a Rune Armory. It will create magic armors with special effects, like strength or speed bonus, or invisibility and similar sillyness.

Dwarven Mercantilism might also make an appearance (UNBALANCED, UNBALANCED, AAAAAhhhh *runs in circles), depending on how far Stronghammer is with his update.

The three leading items on the poll were Steampunk Gnome Allies, Warpstone Skaven Invaders and Glass Industry... I wanted to focus on those first, but then dfhack r3 came along, and in between I distracted myself with the graphical stuff I came up with. So... be patient.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Riverfire on March 15, 2013, 05:14:35 pm
It will create magic armors with special effects, like strength or speed bonus, or invisibility and similar sillyness.

You can do that??? That's ... amazing. Of course, it will make it even more time consuming to create the perfect squad xD
Quote
Dwarven Mercantilism might also make an appearance (UNBALANCED, UNBALANCED, AAAAAhhhh *runs in circles), depending on how far Stronghammer is with his update.

I had to look this up because I wasn't familiar with the mod. And I have to say - I don't get the point. It's basically an automated multiplication of your industrial output: you produce goods for 1000, sell them, buy them back, get 100 profit and use it to buy more stuff. So...basically like a trade caravan except slower and more secure because you don't have to bother with protect the diplomats? What am I missing here? Because many people seem to like it so I am obviously missing something.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Putnam on March 15, 2013, 05:24:35 pm
It will create magic armors with special effects, like strength or speed bonus, or invisibility and similar sillyness.

You can do that??? That's ... amazing. Of course, it will make it even more time consuming to create the perfect squad xD

hehe.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Undeadlord on March 15, 2013, 08:42:06 pm

@all: Next version will have a major rebalancing of Golem Forge, Machine Factory, Warbeast Kennels, The Church of Dark Depths, Hall of the Mountainking, Fountain of eternal Youth, Colosseum and Ogre Cave (Kobolds). All those random boiling rock reactions will have a 100% successrate, and I can finally give them a fitting price/balancing.

I will also rename the Runesmith to Rune Weaponry, and add a Rune Armory. It will create magic armors with special effects, like strength or speed bonus, or invisibility and similar sillyness.

Dwarven Mercantilism might also make an appearance (UNBALANCED, UNBALANCED, AAAAAhhhh *runs in circles), depending on how far Stronghammer is with his update.

The three leading items on the poll were Steampunk Gnome Allies, Warpstone Skaven Invaders and Glass Industry... I wanted to focus on those first, but then dfhack r3 came along, and in between I distracted myself with the graphical stuff I came up with. So... be patient.

Seriously? Man this mod just keeps getting better and better! Steampunk Gnomes!!!! :)
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Snorunt30 on March 15, 2013, 11:15:37 pm
Out of curiosity, can trap spiders make webs through fortifications? And how do you get them to lay the webs anyway?
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Noin on March 16, 2013, 03:47:45 am
Tell me, Meth, is there a possible way to create building which require power? It would be very nice to have power-requiring bridges, traps, siege engines, may be even workshops (as a middle ground between the usual and magma versions)?
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Rose on March 16, 2013, 03:58:17 am
It's most likely possible. DFhack has a steam engine building which does the opposite, it gives power from water and fuel, so it should be doable.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Meph on March 16, 2013, 04:01:59 am
Yes, I would very much like power-needing workshops, but there is no dfhack script for this. yet.

Trap spiders can shoot through fortifications, and the shoot webs like any other spider. Just bring enenmies nearby.

Edit:

The Gnomish Artificer. For steampowered items, tech-items, who knows what... suggestions welcome. :)
(https://lh3.googleusercontent.com/-cj9C7HI_mDg/UURdS2PfxJI/AAAAAAAALvQ/NTgsrtV4CNI/s144/Gnomish%2520Artificer.png)
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Snorunt30 on March 16, 2013, 09:40:28 am
Thanks, I've never really used spiders and only did it this time to since I'm playing as the kobolds with a cage/weapon trap hall, so I wasn't really sure :)
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Fungus on March 16, 2013, 10:09:20 am
So, my armoursmith got into a mood. I was pretty excited as she had the prefstring for Shields of Armok. Not only that but she went scurrying off for an iridium wafer without me having to forbid any metals or mess with workshops! I was so pleased with Glovedpalaces the Fair Voices I just had to come and post. Also the Homestuck soundtrack made it all the better, I had Cascade playing throughout the making.

Also, thanks to Nice Save for the .ods file, I'm pleased to see it actually is better than a tower shield even if it's not as good as others coulds have been. :)
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Meph on March 16, 2013, 10:17:02 am
Could you post a screenshot? :)
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: KingofstarrySkies on March 16, 2013, 12:10:12 pm
How did I JUST FIND THIS MOD!?!?
N-n-no, really.
How did I just find this. This is amazing....
HOW!!!?!?????!11?/1
EDIT: god dammit.
I found a problem.
I try and download it, and after a bit its opens up the winrar thing with an error message saying THIS:C:\Documents and Settings\Home User\My Documents\Downloads\MasterworkDF v2g+.rar: Unexpected end of archive
So, yeah. also, the rar is empty except for the data folder which only has the art and annoucnement folders, and it also has a
compress_bitmaps and a txt called command line.
Help plox!
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: smakemupagus on March 16, 2013, 01:05:38 pm
what is plox?

i guess your download got interrupted or cancelled part way through?  if your file size is different than the stated size (51.58 MB) try redownloading.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Putnam on March 16, 2013, 01:12:30 pm
plox means please

Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: fkinglag on March 16, 2013, 01:19:16 pm
Meph, just made an account to ask about this.

How hard would it be to implement tattoos to the mod??

I figured it would be like engraving except, y'know, on your dorfs.

Maybe a workshop could give said tattooed to the dwarves and maybe give certain bonuses. I was thinking that this maybe an idea worth mentioning.. meanwhile, I have no idea how it would be implemented to the mod/game.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Putnam on March 16, 2013, 01:20:19 pm
I see you don't understand how engraving works :P

Engravings only work on items and walls.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: fkinglag on March 16, 2013, 01:23:01 pm

Engravings only work on items and walls.

I see..

Welp, I thought it was something worth mentioning. Even if I get ridiculed, Haha!
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Putnam on March 16, 2013, 01:26:30 pm
Trust me, the vast majority of modding suggestions I've seen rely on something completely and utterly impossible :P

You could technically have tattoos, but they would be... wearable. They'd only be able to give syndromes with DFHack, with a script that--hehe--I made.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Ahrimans Library Card on March 16, 2013, 01:33:49 pm
Just made an account to share my thoughts on this mod.

It's amazing. Although I did have several Kobold camps killed off by a combination of floodwater and Dark stranglers, I'm still having an amazing time. There's only a few problems I've had so far.

-The Thieve's tunnel is nigh-impossible to use, as my 220 Kobolds all want a cloak of their own, so there's none left for the theif to use.
-Bone Shrapnel cannot be made form the Trap shop, despite me having a ludicrous amount of bone and logs.
-Second-generation Jack rats don't breed, causing you to lose your main meat source.
-Trap spiders don't appear to have webs of any sort. They don't spit webs, can't be milked for webs, etc. Are they unable to spit through fortifications?
-I had a female Shalswar sit on a nest box for a year, and she didn't lay any eggs.

Aside from these bugs, I'm in love with this mod. As much as I would like to try the other races, Kobolds are just too enjoyable.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Agent of Avarice on March 16, 2013, 04:32:07 pm
Trust me, the vast majority of modding suggestions I've seen rely on something completely and utterly impossible :P

You could technically have tattoos, but they would be... wearable. They'd only be able to give syndromes with DFHack, with a script that--hehe--I made.
Wearable tattoos you say? PsT anyone? Sounds like it'd be a cool idea for an adventure mode mod anyway.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: smakemupagus on March 16, 2013, 04:58:11 pm
>> Wearable tattoos you say?

I was going to do it for Orcs, but decided that being able to take off the tattoos and store them in the armory for another user was too immersion-breaking/silly/whatever (although I guess it works for Fable ;) ), so I make it a Mask instead.  but you could just rename them "tattoos" easy enough :D
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Arumba on March 16, 2013, 08:45:53 pm
Meph!  Its Arumba.  I need to know what happened to my workflow interface... ITS GONE.

I just recorded the next episode in my lets play and I was dumbstruck to see it missing.  What happened?!  I loved that feature.  Is it coming back?
Help!
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Laggy on March 16, 2013, 11:07:53 pm
Meph!  Its Arumba.  I need to know what happened to my workflow interface... ITS GONE.

I just recorded the next episode in my lets play and I was dumbstruck to see it missing.  What happened?!  I loved that feature.  Is it coming back?
Help!
Try downloading these:

http://dffd.wimbli.com/file.php?id=7248

And dropping them into your dfhack's plugin folders.  I dont remember if they come packaged with the Masterwork download.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Arumba on March 16, 2013, 11:49:15 pm
Thanks, they did before in .2f, not sure if its just the new DF hack version we are waiting for or what, but man I grew to love that interface...
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: addictgamer on March 17, 2013, 01:19:55 am
Made a new fort, jeweler got a mood. Now I have a statue of a dwarven general menacing with spikes of the blood of Armok somehow.
Spoiler (click to show/hide)

This mod is awesome.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Putnam on March 17, 2013, 01:57:15 am
Blood of armok is a jewel, I think. That's pretty much normal :V
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Vortai Vae on March 17, 2013, 03:16:02 am
Hey Meph, thanks for this great mod, its a ton of fun

Now I jumped into this this mod a little blind, having discovered LNP a wee before, so never even really finishing one fortress, and then i decide that I'm not having enough "fun" so then i found your mod. So this is just a little heads up, cause my questions might be really newbie, but I appreciate any help.

1) As you said the world generation is a little iffy, so after trying to failing to properly gen a world I tried to use one of the pre-gen'd ones. However when i used Df's reveal to decide whether i wanted i place several rocks/minerals/resources just would never spawn. For example, no compressed peat, or blood/tears of amarok, only bones.

2) This leads into my second question, are the caverns meant to be quite so far down? like they were on average like 60-70 levels down. And then, they almost never were "nice", like very spread out over several floors,  e.g 5-15 floors on average.

3) The farm plots, do they show what you can plant with current resources, or what you can plant in total? cause i can never tell what to plant (I use extended plants). Is their a way to only see what you can plant? or have those ones highlighted.

4) I really, really, really love the caste system, My one wish was a way to influence them in which ones I get, or how many. The game, for me at-least starts to get really unmanageable when i get more that 30 dwarfs, cause I never am able to have built up enough/have enough jobs available. So if possible, could their be a way to reduce how many migrants you get, in exchange for getting more caste's/ picking the castes.

5) Reading around the wiki seems to show that most jobs (if not all? ???) no-longer train attributes, so if you could get a equivalent of that "kobold gym" for the dwarfs that would be really nice.

6) Is there a better pet/animal guide? i use the manual but so many things popup that arn't in it (i diddn't/don't use random gened animals) that i always get scared cause i don't know what the wild's purpose's are. For example i had like 7 nymphs running around, wat do?

7) how does one make a totem?, cause i just couldn't do it, in LNP it was bones, but that didn't seem to work.

8) genies need a rebalanced, i bought one which lasted for one year, and in that time only gave me one raw bronze, definitely no worth it, cause your rebalanced of the egg system also affected them. So please, either remove the life span, or allow them to lay more.

9) Is there a way to stop animals going to my meeting zone, then starving and causing miasma? cause that would be nice. At the same time though, I can't pasture them, cause they eat all the grass and then die.

10) does flux like, even exist, besides marble that is, cause i have never run into any, and using DFhack's "reveal" all I ever saw was marble.

I have other points that i can't remember right now, but that's good enough for now.

Thanks again for this great mod

P.S that cool glasses face is meant to be a 8.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Muffinut on March 17, 2013, 03:33:03 am
I can't start an embark! Just before it starts, right after I load everything up, choose all of my names and allocate the embark points, and press 'e,' the game hangs indefinitely and I have to close it.

What can I do??
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: leafar on March 17, 2013, 04:35:33 am
Quote
3) The farm plots, do they show what you can plant with current resources, or what you can plant in total? cause i can never tell what to plant (I use extended plants). Is their a way to only see what you can plant? or have those ones highlighted.
afaik you only see those you have(and once had, maybe) the seeds for; with the default embark it tries to give you all the seeds, thus you can plant quite a lot
Quote
4) I really, really, really love the caste system, My one wish was a way to influence them in which ones I get, or how many. The game, for me at-least starts to get really unmanageable when i get more that 30 dwarfs, cause I never am able to have built up enough/have enough jobs available. So if possible, could their be a way to reduce how many migrants you get, in exchange for getting more caste's/ picking the castes.
you can't influence migrant waves, it is possible to mod in transformations into different castes, but that can break other features
and it is possible to manage 30 dwarves - for me it starts getting  fun at about 80 and that's still far from the top ;)
Quote
5) Reading around the wiki seems to show that most jobs (if not all? ???) no-longer train attributes, so if you could get a equivalent of that "kobold gym" for the dwarfs that would be really nice.
dunno about the jobs, but for dwarves you an use the library-system, it's more complicated though - adding a dwarven gym wouldn't be that bad of an idea
Quote
6) Is there a better pet/animal guide? i use the manual but so many things popup that arn't in it (i diddn't/don't use random gened animals) that i always get scared cause i don't know what the wild's purpose's are. For example i had like 7 nymphs running around, wat do?
kill and butcher!
(nothing better i know of)
Quote
7) how does one make a totem?, cause i just couldn't do it, in LNP it was bones, but that didn't seem to work.
you need skulls (should be the same in LNP)
Quote
9) Is there a way to stop animals going to my meeting zone, then starving and causing miasma? cause that would be nice. At the same time though, I can't pasture them, cause they eat all the grass and then die.
maybe try bigger and more pastures? or kill and butcher :)
(don't think it's supposed to be that hard to keep them alive; how many animals on how big pastures do you have?)
Quote
10) does flux like, even exist, besides marble that is, cause i have never run into any, and using DFhack's "reveal" all I ever saw was marble.
raws say there should be calcite, dolomite and limestone as well - but only marble works as well, so not haveing the others isn't really a problem
you can also make bonemeal(flux) from remains/bones in the Slaughterhouse
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: smakemupagus on March 17, 2013, 04:40:20 am
>> For example, no compressed peat, or blood/tears of amarok, only bones.

I've seen both of those materials in game.  I dunno anything about DFHack reveal though.

>> The farm plots, do they show what you can plant with current resources, or what you can plant in total? cause i can never tell what to plant (I use extended plants). Is their a way to only see what you can plant? or have those ones highlighted.

However the farm displays; it is vanilla DF behavior and can't be modded. I think it shows all the plants your civ knows about?  so "foreign" above ground plants can't be planted until you pick (or buy) and then brew one batch.  Not positive about the details.

>>  My one wish was a way to influence them in which <castes> I get, or how many.

Nope, well, other than modding the caste population ratios yourself so the ones you want are likely in your game.

>> Reading around the wiki seems to show that most jobs (if not all? ???) no-longer train attributes, so if you could get a equivalent of that "kobold gym" for the dwarfs that would be really nice.

Dunno quite what you mean, jobs train SKILLS just fine, which is what the kobold gym does too.  Jobs (including the kobold gym) train the ATTRIBUTES associated with those skills pretty slowly, but I think it is still non-zero.

>> Is there a better pet/animal guide? i use the manual but so many things popup that arn't in it (i diddn't/don't use random gened animals) that i always get scared cause i don't know what the wild's purpose's are. For example i had like 7 nymphs running around, wat do?

The manual is what there is, the raw data files are full of the rest of information and easy to read even if you're not a modder, and as text files are easier to search quickly for needed info than any HTML manual would be.  You can always ask specific questions here if you want.  I would try to answer but I don't know what "wat do" means really :/ Are you asking if they're dangerous (not really), or what they do (run around the map randomly and occassionally may steal an item), or what you should do with them (blood for the blood god)? 

>> how does one make a totem?, cause i just couldn't do it, in LNP it was bones, but that didn't seem to work.

from *skulls* at the craftsdwarf, same as vanilla DF

>> Is there a way to stop animals going to my meeting zone, then starving and causing miasma? cause that would be nice.

pasture them somewhere so the don't die

>> At the same time though, I can't pasture them, cause they eat all the grass and then die.

Oh.  Um... pasture them somewhere bigger then?  Masterwork animals deplete the grass quite less quickly than vanilla DF so it really shouldn't be impossible. You can always just butcher them.

>> does flux like, even exist

Yes.

Good luck!
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Vortai Vae on March 17, 2013, 07:22:41 am
Thanks for the reply's

The DFhack reveal command shows all elements generated except for the hidden fun stuff, which is why I was confused as to why certain materials just wouldn't appear.

Now I admit "wat do" isn't very informative but I was just trying to express how I was continuously feeling, eventually they all ran into my cage traps but then I was still quite confused as to what to do, cause i couldn't butcher them, (close to sentient creatures) taming them seemed to be a waste, as they only run away. I tried selling them but my dwarf just kept letting them out of their cages, to be smacked by the hammer-golem i had sitting nearby. That's another question in itself, is it possible to sell caught animals, and if so how?

In terms of training I must have misunderstood the purpose of the "kobold gym" but the way DF is at the moment, you could have a "flimsy" miner go from dabbling to legendary+5 and still be "flimsy" so if it does train attributes (by which I mean strength, agility, etc) it trains them so slowly as to be irrelevant.

Maybe i just had the wrong skulls, which is what i meant by bones cause i had butchered several animals for all the relevant parts, but they totem just wasn't getting constructed.

The pastures are maximum size, and i only had about 6-10 on them, they all just seemed to eat in the same corner, progressing slowly down till no grass was left, then started starving. As opposed to spreading out. The solution it turns out would be to pasture them individually, but that;s just to much micro. At the same time, call me soft but I don't like butchering animals that are tame, I just can't do it.

Oh, then i must have been looking in the wrong area's. Its just places with flux stone on the embark profile would only ever have marble, which I found slightly confusing. Its just I'd never seen any flux although I found out fairly quickly that the slaughter house could be used for bonemeal, I was still curious as to why.

Thanks again
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: BigD145 on March 17, 2013, 10:09:04 am
Hey Meph, thanks for this great mod, its a ton of fun

Now I jumped into this this mod a little blind, having discovered LNP a wee before, so never even really finishing one fortress, and then i decide that I'm not having enough "fun" so then i found your mod. So this is just a little heads up, cause my questions might be really newbie, but I appreciate any help.

Right off the bat I'm going to encourage you to go back to vanilla DF. Play a few more fortresses. You won't get every material in existence in a single embark, modded or not. That's okay. You embark somewhere else after failure/boredom and pick a site that is very different from the previous one. Do you use ASCII or some graphic pack? Try both at least a couple times each. Most of the graphic packs can be used without LNP. I kinda dislike LNP because it encourages you to roll worlds with "Create New World" which is far inferior to "Design New World". Use advanced when possible. You don't need to alter any of the small/medium/large, just roll with advanced. When you get used to that you can graduate to changing settings.

Your caverns can be very deep down depending on where in the world you embark. Some embarks are 20 levels deep before you hit the bottom. Some are a couple hundred. The vanilla DF wiki (http://dwarffortresswiki.org/index.php/Main_Page) has specifics on which sort of world features may generate deep sites and which ones have flux/aquifers/whatever.

A farm plot will not tell you anything about your seeds available. This has nothing to do with mods. You will need someone to bookkeep your supplies to tell you how many seeds and of what kinds in 'z' >>> stocks.

Totems are still skulls.

Animals can be forced to stay in a zone. The vanilla wiki has this info. It's called "pasturing".

Please go back to vanilla and play around there. The vanilla wiki has most of the info you will ever need. It's not perfect, but a bit of keyword searching will get you what you need and then some. Just pay attention to in-game lingo. Mods are what you do when you've exhausted a thing as it is. When you've poked and prodded and found some personal wants. One fortress played isn't going to do that.

Short list of places to embark:
Glacier
Desert
Ocean shoreline (start with a warm one that doesn't freeze in winter and don't expect to have fresh water, you won't have it not even with a river/stream)
Lake shoreline
Major River
Minor River
Stream
Brook
Badlands
Swamp

These all have their challenges. It should take awhile before you need more than this.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Arumba on March 17, 2013, 10:15:50 am
I must be losing my mind, I just can't seem to get the workflow gui to work in this version.
This uses r3.. I think... the r3 thread says workflow is included.  I enabled the keybindings from the workflow thread, dfhack continuously says its not a valid command.

What am I missing?  How on earth do you get the workflow interface to appear in game instead of through DFhack?

Okay so I poked around a bit, it looks like the gui files for workflow are not included in .2g, so my next question is does masterwork use a special version of r3? Can I just replace the entire dfhack directory?
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Meph on March 17, 2013, 10:57:27 am
@Arumba: This version uses r2, I am working on the r3 update. I dont know if the extended workflow exists yet for r3. There are two versions of workflow. Its not an interace toggle on/off or anything, the one I included was twice the filesize then the one dfhack r3 normally includes.

@Vortai Vae: Its true what BigD145 says, almost everything you asked is vanilla DF related and has nothing to do with my mod. You can still play it of course, but maybe you should use the search function in the forum for those general questions you have. Of course people will answer them here as well, but they dont belong here.

@ALL: Making good progress. Golem Forge, Warbest Kennels, Colosseum, Landmines and Turrets, all those reactions have been rebalanced. I also added a Siren Building, which can be seen here http://www.bay12forums.com/smf/index.php?topic=124014.msg4110171 (http://www.bay12forums.com/smf/index.php?topic=124014.msg4110171). I plan several new additions based on dfhack this way. Skaven/Gnomes/Glass, the "normal" raw modding has to wait till I finish all that dfhack R3 stuff. Next step will be using putnams itemsyndrome for some basic magic armors and items. Seven-Mile-Boots, Invisibility-Cloaks, Strengh-enhancing Armor, things like that. :)
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Arumba on March 17, 2013, 11:02:33 am
I see, so I cannot just port over r3 and keep the mod working... hrm.

I would suggest rather than waiting for the extended workflow update, just use the normal workflow that is in the current r3 folders.  I am fine with binding it to a key and having to pull up the interface manually.  Yet, I must have it.  Must.

Please.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Meph on March 17, 2013, 11:10:47 am
In that case I dont see your problem. The normal workflow is included in the current download, and will be in the next.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Arumba on March 17, 2013, 11:37:16 am
Sorry if I was unclear, I do not think the 'normal workflow' is that helpful, managing jobs from the dfhack interface is not ideal.  I am talking about the GUI's included in the r3 release.

In your current release,
\MasterworkDF v2g+\Dwarf Fortress\hack\lua\gui
There are only two files present in .2g, in the folder you get from the direct r3 download you get:
\dfhack-0.34.11-r3-Windows\hack\lua\gui
there are 6 files present.

Also in
\dfhack-0.34.11-r3-Windows\hack\scripts\gui
there are 15 files present while in
\MasterworkDF v2g+\Dwarf Fortress\hack\scripts\gui
there are only 8.

I am hoping to get these updated so I can use that interface.  I don't really know exactly how you've modified dfhack for your mod, so its difficult to experiment for fear of breaking the mod. 
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Meph on March 17, 2013, 11:42:11 am
Ask falconne, not me. He wrote it. ;)
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: SharpKris on March 17, 2013, 11:46:14 am
right so my fortress apperantly is ARMOKS chosen. all my artifacts (3 of them) were made from Armok blood: perfect Armok blood jewel 1st artifact.
2nd: armok blood cabinent 0_o
3rd: armkok blood statue

now after all this happened my wealth jumped a bit and i have a balrog at my door tearing through my makeshift army in seconds and going down to the main dining hall, thinking i was doomed i kept watching to see the chaos only to discover the balrog corpse in the middle of the dining hall 0___0 WTF?! apperantly Nomal Ustuthangzak, turned into The Apostle Of Armok and wiped the floor with him though im not sure who got the last kill. note that Nomal Ustuthangzak was a master lvl strand extractor that came in the 3rd migrant wave, and i have yet to build a shrine or anything.

now i've 33 dwarves left and 19 dead and one apostle of Armok
could anyone explain how she took down a balorg with punches?
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: jacsi on March 17, 2013, 12:51:31 pm
OK, this might seem a bitt stupid to ask, but why wont my dwarves mine anything other than dirt? I can´t go deeper than the dirt levels on my embarks.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: BigD145 on March 17, 2013, 12:55:53 pm
OK, this might seem a bitt stupid to ask, but why wont my dwarves mine anything other than dirt? I can´t go deeper than the dirt levels on my embarks.

Are you sure you aren't a kobold?
Do you have pickaxes?
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Meph on March 17, 2013, 01:08:21 pm
That might happen if you clicked on kobolds, gen a world, then change race? Or have both dwarves and kobolds at embark? It shouldnt really happen, but I know there is a way you can press the dwarf/orc/kobold buttons in a certain order that you will end up with Kobold-Settings, and Kobold+Dwarf race.

Open the material_template.txt in the raw/objects folder, search for the stone_template, and see if there is a YESKOBOLD-UNDIGGABLE on it.

@sharpkris: Apostle of Armok are all strand extractors. I abducted that skill to be used in all religious buildings, since I cant make new skills. He is not better in combat at all. He is just good at strand extracting. ;) Something else must have killed the balrog, why not look at the combat logs?
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: SharpKris on March 17, 2013, 01:11:06 pm
That might happen if you clicked on kobolds, gen a world, then change race? Or have both dwarves and kobolds at embark? It shouldnt really happen, but I know there is a way you can press the dwarf/orc/kobold buttons in a certain order that you will end up with Kobold-Settings, and Kobold+Dwarf race.

Open the material_template.txt in the raw/objects folder, search for the stone_template, and see if there is a YESKOBOLD-UNDIGGABLE on it.

@sharpkris: Apostle of Armok are all strand extractors. I abducted that skill to be used in all religious buildings, since I cant make new skills. He is not better in combat at all. He is just good at strand extracting. ;) Something else must have killed the balrog, why not look at the combat logs?

i did but i cant seem to find how he died
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Xanith on March 17, 2013, 01:15:14 pm
I'm a little confused. I just tried Masterwork for the first time today, because Vanilla DF is too easy, I started mining out a little hovel on my first embark and both of my miners randomly dropped dead, nothing in the combat log. Also I have a garbage dump designated, all of my dwarves had hauling enabled but none of them hauled the stone and they just ignored it. All of the new features look incredibly cool but that just pretty much deterred me from wanting to try again.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Meph on March 17, 2013, 01:17:22 pm
@SharpKris: Well, in that case you will never know. Mysteries, everywhere you go. :P

@Xanith: Dug any unstable warpstone? Thats about the only thing that can kill your miners, and its not even that random. Cant help you with the hauling, thats to 99% a user error, sorry to say that, but its definetly nothing I can affect through modding.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: jacsi on March 17, 2013, 01:41:06 pm
That might happen if you clicked on kobolds, gen a world, then change race? Or have both dwarves and kobolds at embark? It shouldnt really happen, but I know there is a way you can press the dwarf/orc/kobold buttons in a certain order that you will end up with Kobold-Settings, and Kobold+Dwarf race.

Open the material_template.txt in the raw/objects folder, search for the stone_template, and see if there is a YESKOBOLD-UNDIGGABLE on it.

@sharpkris: Apostle of Armok are all strand extractors. I abducted that skill to be used in all religious buildings, since I cant make new skills. He is not better in combat at all. He is just good at strand extracting. ;) Something else must have killed the balrog, why not look at the combat logs?

The problem is, that when i do the normal "mine" command on a stone block, it refuses to even select it.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Putnam on March 17, 2013, 01:43:05 pm
Yes, that's what UNDIGGABLE does.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Laggy on March 17, 2013, 02:02:38 pm
Sorry if I was unclear, I do not think the 'normal workflow' is that helpful, managing jobs from the dfhack interface is not ideal.  I am talking about the GUI's included in the r3 release.

In your current release,
\MasterworkDF v2g+\Dwarf Fortress\hack\lua\gui
There are only two files present in .2g, in the folder you get from the direct r3 download you get:
\dfhack-0.34.11-r3-Windows\hack\lua\gui
there are 6 files present.

Also in
\dfhack-0.34.11-r3-Windows\hack\scripts\gui
there are 15 files present while in
\MasterworkDF v2g+\Dwarf Fortress\hack\scripts\gui
there are only 8.

I am hoping to get these updated so I can use that interface.  I don't really know exactly how you've modified dfhack for your mod, so its difficult to experiment for fear of breaking the mod.
You're looking in the wrong place.  The workflow GUI is DwarfFortress/hack/plugins/workflow.plug.dll

Edit: I just realized that the files I linked to you last night were the falconne's plugins for r3, and won't work for r2 (which is what comes with Masterwork 2g+).  Also, the r2 plugins aren't hosted anywhere anymore.  I can throw them up for you on DFFD if you want, or you could update dfhack to r3 and then download falconne's scripts.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: smakemupagus on March 17, 2013, 02:06:49 pm
The pastures are maximum size, and i only had about 6-10 on them, they all just seemed to eat in the same corner, progressing slowly down till no grass was left, then started starving. As opposed to spreading out. The solution it turns out would be to pasture them individually, but that;s just to much micro. At the same time, call me soft but I don't like butchering animals that are tame, I just can't do it.

This is pretty unusual, in Masterwork you should be able to sustain ~10 or even more normal grazers like horses or alpacas in a max size pasture.  My best guess is that your pasture is in a mountain biome or something, where the grass doesn't regrow fast enough.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Arumba on March 17, 2013, 04:32:19 pm
Sorry if I was unclear, I do not think the 'normal workflow' is that helpful, managing jobs from the dfhack interface is not ideal.  I am talking about the GUI's included in the r3 release.

In your current release,
\MasterworkDF v2g+\Dwarf Fortress\hack\lua\gui
There are only two files present in .2g, in the folder you get from the direct r3 download you get:
\dfhack-0.34.11-r3-Windows\hack\lua\gui
there are 6 files present.

Also in
\dfhack-0.34.11-r3-Windows\hack\scripts\gui
there are 15 files present while in
\MasterworkDF v2g+\Dwarf Fortress\hack\scripts\gui
there are only 8.

I am hoping to get these updated so I can use that interface.  I don't really know exactly how you've modified dfhack for your mod, so its difficult to experiment for fear of breaking the mod.
You're looking in the wrong place.  The workflow GUI is DwarfFortress/hack/plugins/workflow.plug.dll

Edit: I just realized that the files I linked to you last night were the falconne's plugins for r3, and won't work for r2 (which is what comes with Masterwork 2g+).  Also, the r2 plugins aren't hosted anywhere anymore.  I can throw them up for you on DFFD if you want, or you could update dfhack to r3 and then download falconne's scripts.


Thank you for your reply.
My concern is that I don't know what Meph has edited for his mod's features, and I really do *need* that interface to play the game the way I want.  I basically cannot play without it anymore, I'm too dependent.

How can I update to r3?  Will the mod break?  How long until its fixed on its own?  Any clue?
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Putnam on March 17, 2013, 04:33:07 pm
It should be fixed soonish. Meph is working pretty hard on the next version, AFAIK.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Meph on March 17, 2013, 04:40:00 pm
More like playing around with fancy toys. I wouldnt call it working, its way to much fun to abuse dfhack in such ways. ;) I just wrote a weather control device. lol

@arumba: Just install dfhack r3, everything will be fine, you cant break anything.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: mavj96 on March 17, 2013, 04:46:12 pm
I'm using orc fort here and a lot of my armors seem to be degrading including metal armors.

Is this unintended?
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Nukarama on March 17, 2013, 05:22:26 pm
I'm adventuring, and how the hell are you supposed to get thread for reactions? I want my bone armor! Other than that, great mod!
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Meph on March 17, 2013, 05:29:18 pm
I will make a break for now, get some sleep. But next version will have a lot of completely new stuff... Alarm Siren that wakes sleeping/partying dwarves, Steampowered weapons and armors (possibly), a rune armory for runecoating armors and shields, similar to how the runesmith works on weapons and traps... a weather control station to make it rain/snow, which is great to stop forest fires... probably some new magical reactions for the 3 magic buildings... sending raids to other civs will have a chance of triggering invasions (YES, THANKS PUTNAM), maybe a little workshop that triggers invasions on purpose... Horn of War or something. Blow the Horn, Challenge the Orcs, along these lines...

Making a magma aquifer in a workshop, a tile that spawns unlimited magma, is just one tiny step away atm.

@Nukarama: I dont know. Kill a sheep, spin wool? You cant do that in adv. mode? I dont know adv. mode at all, I just added the "wanderers friend" mod. :)

@mavj96: Ask in the orc thread, ask the author, not me. My best guess is: Nope, that shouldnt happen.

EDIT: I will be offline now, but I really hope that the 10th. post from this one on will be EPIC. Otherwise shame on you, poster. :P
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Nukarama on March 17, 2013, 05:35:28 pm
Nope, can't do that in Adv. Mode. Updating the Adv. reactions with the new version of Wanderer's friend now, should fix it.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Laggy on March 17, 2013, 05:45:48 pm
Sorry if I was unclear, I do not think the 'normal workflow' is that helpful, managing jobs from the dfhack interface is not ideal.  I am talking about the GUI's included in the r3 release.

In your current release,
\MasterworkDF v2g+\Dwarf Fortress\hack\lua\gui
There are only two files present in .2g, in the folder you get from the direct r3 download you get:
\dfhack-0.34.11-r3-Windows\hack\lua\gui
there are 6 files present.

Also in
\dfhack-0.34.11-r3-Windows\hack\scripts\gui
there are 15 files present while in
\MasterworkDF v2g+\Dwarf Fortress\hack\scripts\gui
there are only 8.

I am hoping to get these updated so I can use that interface.  I don't really know exactly how you've modified dfhack for your mod, so its difficult to experiment for fear of breaking the mod.
You're looking in the wrong place.  The workflow GUI is DwarfFortress/hack/plugins/workflow.plug.dll

Edit: I just realized that the files I linked to you last night were the falconne's plugins for r3, and won't work for r2 (which is what comes with Masterwork 2g+).  Also, the r2 plugins aren't hosted anywhere anymore.  I can throw them up for you on DFFD if you want, or you could update dfhack to r3 and then download falconne's scripts.


Thank you for your reply.
My concern is that I don't know what Meph has edited for his mod's features, and I really do *need* that interface to play the game the way I want.  I basically cannot play without it anymore, I'm too dependent.

How can I update to r3?  Will the mod break?  How long until its fixed on its own?  Any clue?
To updated to r3, you just go to the DFHack thread and download the newest version.  Then just extract the r3 zip file into your "masterwork/dwarf fortress" directory.  Choose to replace existing files.  I just tested it a bit ago, and it didn't break anything for me (well, except the init file.  I had to remake that).

Beware though, that the new workflow gui stuff in r3 is a bit different than in r2.  First, you'll need to set up a keybind for it, then run the keybind when you query your workshop that you want to set up for workflow.  It doesn't draw into the in-game workshop gui anymore.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Meph on March 17, 2013, 06:13:06 pm
It is the newest wanderers friend. If I am not mistaken. ^^ I can check tomorrow.

@Laggy: All correct. Tested this myself just half an hour ago. There is definetly a nice UI hidden in workflow r3, just have to add the keybinds.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Gamerlord on March 17, 2013, 06:17:01 pm
I will make a break for now, get some sleep. But next version will have a lot of completely new stuff... Alarm Siren that wakes sleeping/partying dwarves, Steampowered weapons and armors (possibly), a rune armory for runecoating armors and shields, similar to how the runesmith works on weapons and traps... a weather control station to make it rain/snow, which is great to stop forest fires... probably some new magical reactions for the 3 magic buildings... sending raids to other civs will have a chance of triggering invasions (YES, THANKS PUTNAM), maybe a little workshop that triggers invasions on purpose... Horn of War or something. Blow the Horn, Challenge the Orcs, along these lines...

Making a magma aquifer in a workshop, a tile that spawns unlimited magma, is just one tiny step away atm.

@Nukarama: I dont know. Kill a sheep, spin wool? You cant do that in adv. mode? I dont know adv. mode at all, I just added the "wanderers friend" mod. :)

@mavj96: Ask in the orc thread, ask the author, not me. My best guess is: Nope, that shouldnt happen.

EDIT: I will be offline now, but I really hope that the 10th. post from this one on will be EPIC. Otherwise shame on you, poster. :P
I love you Meph.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: lwCoyote on March 17, 2013, 06:38:05 pm
Dear Mr. Meph

So I've been playing Masterwork 2g a lot lately, and I have a request. Make Harder Farming just slightly less hard; specifically a 4 season grow time for underground crops seems a little TOO long. Even 3 seasons would be helpful.

Thanks!

ps, I've got a Masterwork 2 LP going on on Youtube. If anyone is interested, let me know and I'll post the link.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Arumba on March 17, 2013, 07:45:28 pm
Sorry if I was unclear, I do not think the 'normal workflow' is that helpful, managing jobs from the dfhack interface is not ideal.  I am talking about the GUI's included in the r3 release.

In your current release,
\MasterworkDF v2g+\Dwarf Fortress\hack\lua\gui
There are only two files present in .2g, in the folder you get from the direct r3 download you get:
\dfhack-0.34.11-r3-Windows\hack\lua\gui
there are 6 files present.

Also in
\dfhack-0.34.11-r3-Windows\hack\scripts\gui
there are 15 files present while in
\MasterworkDF v2g+\Dwarf Fortress\hack\scripts\gui
there are only 8.

I am hoping to get these updated so I can use that interface.  I don't really know exactly how you've modified dfhack for your mod, so its difficult to experiment for fear of breaking the mod.
You're looking in the wrong place.  The workflow GUI is DwarfFortress/hack/plugins/workflow.plug.dll

Edit: I just realized that the files I linked to you last night were the falconne's plugins for r3, and won't work for r2 (which is what comes with Masterwork 2g+).  Also, the r2 plugins aren't hosted anywhere anymore.  I can throw them up for you on DFFD if you want, or you could update dfhack to r3 and then download falconne's scripts.


Thank you for your reply.
My concern is that I don't know what Meph has edited for his mod's features, and I really do *need* that interface to play the game the way I want.  I basically cannot play without it anymore, I'm too dependent.

How can I update to r3?  Will the mod break?  How long until its fixed on its own?  Any clue?
To updated to r3, you just go to the DFHack thread and download the newest version.  Then just extract the r3 zip file into your "masterwork/dwarf fortress" directory.  Choose to replace existing files.  I just tested it a bit ago, and it didn't break anything for me (well, except the init file.  I had to remake that).

Beware though, that the new workflow gui stuff in r3 is a bit different than in r2.  First, you'll need to set up a keybind for it, then run the keybind when you query your workshop that you want to set up for workflow.  It doesn't draw into the in-game workshop gui anymore.

Yep, I had read about that and had accepted the change, I just need to get it back.  I will try tonight and see if I can get it working.  when you said you had to 'remake' the init file, what do you mean?
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: lwCoyote on March 17, 2013, 11:15:15 pm
Question!

Was there something changed in Masterwork where on embark dwarves with the Ambusher skill as their highest skill wont get the free hunter stuff? Several times I've embarked with a hunter dwarf (5 ambusher, five other skills at 1) and they wouldnt get the hunter stuff. =(
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Putnam on March 17, 2013, 11:18:19 pm
They should. I'm not sure if that can be changed.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: lwCoyote on March 17, 2013, 11:25:04 pm
They should. I'm not sure if that can be changed.

Unfortunately he didnt.. I checked all my dwarves inventories, just in case, and the various early stockpiles I made.. some bolts (I bought extra ones, which were these ones) and an extra pick but no leather armor, no crossbow, no quiver, etc >.>

Also, something weird j ust happened...

"'Miner'Rerithmorul, Miner, has transformed into a dwarf staring at the shifting ore!"
"'Miner' Rerithmorul, dwarf staring at the shifting ore miner cancels dig: too injured"
"'Miner' Rerithmorul, dwarf staring at the shifting ore miner, has transformed into a dwarf!"

What the hell is that all about?!?! O_O Now there is a bone/body on the ground, that interrupted my other miner, but my unit list hasnt changed..

Edit: both my miners are accounted for... *confused and worried*
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: RexMundi on March 17, 2013, 11:34:54 pm
To confirm, I don't get free hunter's stuff either when I embarked.
Also, 10000th post on this thread!
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: lwCoyote on March 17, 2013, 11:43:00 pm
And the fort in question fell to a metal wraith... no military, so it didnt take long. Oddly, most of the battle took place underwater.. and one of my craftsdwarves became a legendary wrestler/master fighter before perishing..
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: falconne on March 17, 2013, 11:47:23 pm
Yep, I had read about that and had accepted the change, I just need to get it back.  I will try tonight and see if I can get it working.  when you said you had to 'remake' the init file, what do you mean?

As suggested, all you need to do is install DFHack r3 over your current Masterwork folder, then follow the instructions in this post (http://www.bay12forums.com/smf/index.php?topic=118872.msg4110653#msg4110653) in the workflow thread to add keybindings, you should be good to go. Let me know if you have any issues.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: lwCoyote on March 17, 2013, 11:56:36 pm
on the ambusher topic once more, just did a reclaim of the fallen fortress and gave all 7 the ambusher skill at max and no other skills, and none of them had the hunter gear
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: smakemupagus on March 18, 2013, 12:24:29 am
I don't think ambushers get free stuff anymore on embark in vanilla.  You definitely don't in MDF and afaik it's not moddable.

and wiki's only comment on it for current version is
"Unfortunately, no free equipment is available when embarking in Dwarf Fortress mode. "
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: lwCoyote on March 18, 2013, 12:47:38 am
Huh. I did a test embark in vanilla and genesis reborn, and didnt get free gear there either. but i am sure that I have in the past with 34.11.

*puzzled and begins to doubt own sanity*
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Meph on March 18, 2013, 03:22:49 am
Since 34. dwarves dont get free ambusher gear. Not in vanilla, not in genesis, not in masterwork.

And the 10000th post on this thread goes to a nyancat-brony. I am ambivalent about that. :P

@ lwCoyote: While your request about easier farming was very politely written, the answer is no. Underground farming is a cheap, easy, unlimited supply of food and booze in a completely sealed of fortress. Thats why I made it so slow. Try using fertilizer, boozebelly goats, more trading.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Meph on March 18, 2013, 04:40:41 am
Did anyone say magic armor? You can now engrave any armor with these abilities. Want a bronze armor that protects from stuns? Maybe Iron armor, that allows you to stay awake forever and breathe underwater? Or an Adamantine Breastplate that halves all damage you take, lets you see through walls and makes you immune to pain? ALL POSSIBLE NOW. :)

(http://i.imgur.com/Ohr87m0.png)

Yes, that seems powerful. But you need one coal and one bar for each. Thats 15 bars of coal, 15 metal bars, one of each metal. All just for one armor. It currently accepts any upper body armor, even shirts (lol), so I have some work to do. I think I will limit it to metal armors, because even leather is not that could to inscribe runes on. ;)

All these effects are really weak, except the Iridium and Adamantine ones. I guess the no-pain from bronze is nice as well. I will now start doing "real" magical items, that have one special effect and are custom made. These will be very expensive, but way more powerful then the rune inscriptions.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Godlysockpuppet on March 18, 2013, 05:46:10 am
I like the sound of the Iron rune. Seems a tad OP if it prevents ALL tantruming though. Does it completely negate tantruming or what?
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Meph on March 18, 2013, 05:53:09 am
No emotion. Cant get negative or positive thoughs about anything. But that only counts for people wearing metal armor inscribed with iron runes. So if you have 100 dwarves, 20 military, and you managed to give all of them this rune... you still have 80 tantruming dwarves.

EDIT: Weather Control Device fully operational. Clear skies, rain or snow, whenever you like. Building is there, needs blueprints traded from gnomes.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Nokao on March 18, 2013, 06:35:06 am
Meph, your effort and awards in this mod are great :)

In the poll, I voted for posticipate things as much as possible, because I read from other forums that new versions of dfhack are coming, and also an update of DF vanilla maybe soon ?

I think there is no reason for you to work much in things that might change slightly.

I really hope base DF game will have new ways for modders to interact and improve the game.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Meph on March 18, 2013, 06:51:27 am
dfhack is already out. ;)

What toady is doing does not matter much, might take 1 day, might take another half year... but I wont update to a new version of DF quickly, because there will be 2-3 bugfix-releases shortly after, and all utilities have to be updated. Too much hassle.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Broken on March 18, 2013, 07:21:48 am
So, how works the  armor rune thing? I ask out of pure curiosity.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Meph on March 18, 2013, 07:43:44 am
What do you mean? How you do it ingame? Or how the code behind it works?
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Broken on March 18, 2013, 07:54:01 am
Yeah, the code.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Meph on March 18, 2013, 07:56:58 am
Its a mix between raws and c++ and two dfhack plugins.

Itemsyndrome (http://www.bay12forums.com/smf/index.php?topic=123817.0) and Spatter_Add (https://github.com/peterix/dfhack/blob/0.34.11-r2/Readme.rst#add-spatter) and my own Raw modding, which improves a metal armor with an inorganic mat that carries a positive syndrome.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Broken on March 18, 2013, 08:12:31 am
Thanks, i didn't have seen putnam's work.

So much potencial....
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Meph on March 18, 2013, 08:25:56 am
Yep, you can do a lot. I am currently doing this:

YESARTIFICER[PERMITTED_BUILDING:ARTIFICER]
-[PERMITTED_REACTION:ARTIFICER_FLAMETHROWER]-
-[PERMITTED_REACTION:ARTIFICER_FLAMETHROWER_BLADED]-
-[PERMITTED_REACTION:ARTIFICER_CANNON]-
-[PERMITTED_REACTION:ARTIFICER_CANNON_BLADED]-
-[PERMITTED_REACTION:ARTIFICER_FIRECANNON]-
-[PERMITTED_REACTION:ARTIFICER_FIRECANNON_BLADED]-
-[PERMITTED_REACTION:ARTIFICER_CANNON_BALLS]-
-[PERMITTED_REACTION:ARTIFICER_STEAMRUNNER]- => bad armor, max agitility
-[PERMITTED_REACTION:ARTIFICER_STEAMGUARDIAN]- => good armor, max endurance
-[PERMITTED_REACTION:ARTIFICER_STEAMPOWER]- => medium armor, max strength
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: thefish1992 on March 18, 2013, 08:51:51 am
The runes sound awesome, but can their be (or is their already) a way to get them on civilians? mainly the steel rune on siege operators, that would be awesome. although the rune sound great regardless, and make for more specialized things, like hazmat suits when dealing with a FB if one is willing to micromanage, anti archer squads that can close the distance fast, and scuba gear, (question can you put the cobalt rune on volcanic gear?). Can't wait for the runes :).

also 2 questions,(I'm sorry if these have been answered before, my searching ability is rusty :(.)
what is a ward? my carpenter made one after being possessed in a bowyer work shop, and a hauler threw it in a weapons stockpile.
I don't know what it does, how good of a weapon it is, or well anything about it, help.

Q2. On harder mining is their a way to not have the spawn monster when mining? just the dust and warpstone? i want the harder challenge with out the underground monkey wrenches (i have more than enough of those) if you get my point
maybe a suggestion of separating the options hard mining with a harder mining maybe?
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Bavette on March 18, 2013, 09:07:28 am
I don't know if this is right or wrong. I have no idea what to do. If anyone can help me... please, please, deliver me from the horror.
One of my original 7, my BEST dwarf and the leader of my people, is a Carpist. At first I tried to drown him, but he was too smart. Then I enlisted the poor devil, but he destroyed all who opposed his blade. I removed all his armor and weapons and he proceeded to continue as a wrestler!

He is badly wounded now with both legs broken and his head open. He fought so valiantly and is of such a great caliber - like no one I have ever seen. I could not finish him off. I left him to rest in a makeshift hospital while I gathered my wits.
!Spoiler Alert!
Spoiler (click to show/hide)

My question is: Is there no way to convert him? To bring him to the light of Armok? Anything could be of help, please.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: smakemupagus on March 18, 2013, 09:53:27 am
also 2 questions,(I'm sorry if these have been answered before, my searching ability is rusty :(.)
what is a ward? my carpenter made one after being possessed in a bowyer work shop, and a hauler threw it in a weapons stockpile.
I don't know what it does, how good of a weapon it is, or well anything about it, help.

This really has been discussed a ton, just search "ward" in this thread.  It's a artifact that protects you form evil magic or disease ("secret FUN" setting)
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Meph on March 18, 2013, 09:57:03 am
Oh, smake... no. ^^ An old, unused ranged weapon that uses spells as ammo, from pre-34. versions. Moody dwarves sometimes do create one, I guess I should just delete them.

@Bavette: If he transformed into a cultist he should be hostile? Why isnt he dead yet? And no, no chance to save him. Build a temple, ask armok for help, then fight for your life.

@ALL: Gnomes are in, gnomish artificer is in, 3 kinds of steampowered armors are done, and 3 special ranged weapons. I only have a problem assigning syndromes, will have to wait for feedback from Putnam for that.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: smakemupagus on March 18, 2013, 10:02:53 am
Oh, lol, sorry :D

...
oh, of course I should remember the weapon, that is the prototype that I learned how to make my Dreamwalker's spellcasting weapons from.  isn't that "wand" with an N though??
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: thefish1992 on March 18, 2013, 10:27:37 am
so the ward is utterly useless, okay ill just toss this in a display stand stand before it cause any problems.
thanks for the quick help.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Bavette on March 18, 2013, 11:01:47 am
Thank you Meph. He did not transform yet. YET. The poor devil keeps giving me signs of his true allegiances, however. Sigh. I guess that's what happen when a truly remarkable fellow appears, I got my own Anakin Skywalker of the Dwarves right here.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Meph on March 18, 2013, 11:15:31 am
Eh? If he isnt transformed, he isnt a cultist... he just found clues about the cult being in the fort... he is fine. :)
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Tally on March 18, 2013, 11:16:37 am
So, I am having an issue with my Kobold Camp, whereby I cannot create wooden ladles and cauldrons from the craftsbold workshop, despite that it has been discussed much, much earlier in this thread that it should be possible.

I cannot even queue up wooden ladles/cauldrons to be made in the manager screen.


I tried searching throughout the thread to see if it was brought up again, but I think the search function is broken, because I cannot get any hits within this thread (even though I know it's been discussed).


It's a good thing I got a very large yield from sending a thief to dwarves.



Edit: I'm having another strange bug where cloaks cannot be stockpiled.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Meph on March 18, 2013, 01:24:54 pm
Cloaks in dwarf mode, or kobold camp ?
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Krantz86 on March 18, 2013, 01:31:09 pm
everytime i try to download the "win" version i get a damaged rar, any solution?
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Tally on March 18, 2013, 02:01:54 pm
Cloaks in dwarf mode, or kobold camp ?

Kobold Camp. I suppose I should test dwarf mode cloaks too though.

Also something I am curious about: Shouldn't sling bullets be produce-able by rock at a craftsbold shop, or -especially- by clay, at a kiln or clay oven? From what I've read, clay was used to make sling bullets back when they were still relevant, so I should figure the same should apply here, especially with a culture that emphasizes clay as a resource.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Meph on March 18, 2013, 02:13:39 pm
I tried the download and unpacked, everything works. Just try again.

What kind of cloaks? The cloak itself is not important, the material regulates the stockpiling. There was a leather tag missing on rigid scale/shell, that will be fixed next release.

Clay slingbullets is something I can do, no problem.

Gnome race and traders work. :)
(http://i.imgur.com/C28mN0n.png)

Manual and GUI is updated as well, but I have to wait for Putnam. He has to tell me what I am doing wrong with his itemsyndrome, since I cant get it to work anymore. Other then that, the Rune Armory, Weather Control Device, Alarm Siren and Gnomish Artificer are done. Buildings, reactions, inorganics, all there. :)

Quote
Gnomish Artificer
Build labor: Architect & Mechanic, Skill: Mechanic

You can create very powerful armors and weapons here. You will need steel bars, steel pipes, steel mechanisms and oil to create these items.

3 Armors:
Steampower Armor. As strong as a iron platemail and gives the dwarf max. strength.
Steamrunner Armor. As strong as a bronze platemail and gives the dwarf max. agility.
Steamguardian Armor. As strong as a steel platemail and gives the dwarf max. endurance.

3 Weapons:
Cannon. The best gun in the game. Shoots cannonballs.
Firecannon. The best gun in the game. Shoots cannonballs and fireballs.
Flamethrower. Allows the dwarf to shoot a jet of fire. Beware of friendly fire.

All three can be combined with a dagger to create a bladed version, for better melee attacks.

(http://i.imgur.com/d0PtC2i.png)
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Tally on March 18, 2013, 02:22:31 pm
I was trying to stockpile silk and yarn cloaks.

Bugs and all that aside, I do like the overhaul you have made with Kobold Camp. And although it may not always be of concern for some players who won't concern themselves with their citizens on an individual scale, every kobold having a caste relating to their star sign is a very ingenius idea. It also allows an easier choice of who to conscript, as Earth and Fire signs are certainly better suited to combat (and if needed, Air can hunt).


The thief's tunnel is a pretty good idea as well. Gaining valuable hard metals is a godsend when dealing with very weak creatures who can't provide strong materials themselves. I do think, however, that it should use a labor other than hunting when choosing who can undergo the endeavor. If you choose an unskilled (or otherwise disposable) kobold to steal from another civ, that kobold may just grab a sling and bullets and go hunt when you want him to get metal for you instead.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Bavette on March 18, 2013, 02:27:06 pm
Eh? If he isnt transformed, he isnt a cultist... he just found clues about the cult being in the fort... he is fine. :)
Oh? Sorry, you misunderstand me. I only have my 7 original. Every other dwarf had found out the clues and complained, except for one. HE was doing nothing. As much as I love him as a father would love his prodigy son, his aforementioned powers have shown him for what he truly is; Dwarf Judas must die!
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Tally on March 18, 2013, 03:43:45 pm
I'm going to redownload and gen a new world and see if that fixes the bugs with kobold ladles/cauldrons and cloaks. Also because I tried playing an orc fortress and got that dumb bug where wood couldn't be stockpiled because it wouldn't recognize 'wood log' as a stockpileable item.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: smakemupagus on March 18, 2013, 03:44:45 pm
>> dumb bug where wood couldn't be stockpiled

You sure you didn't modify the Dwarves Gather Wood standing order, perhaps by mistake?
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Tally on March 18, 2013, 04:20:41 pm
>> dumb bug where wood couldn't be stockpiled

You sure you didn't modify the Dwarves Gather Wood standing order, perhaps by mistake?

Oh. I just looked into that and yeah that probably happened when I wanted to set auto-loom off.

As for whether redownloading worked for ladles/cauldrons being unavailable from craftsbold shop, no such luck.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Meph on March 18, 2013, 04:25:50 pm
I want a facepalm smilie.

(http://hfboards.hockeysfuture.com/images/smilies/facepalm.gif)

Ha, I got one. :)

EDIT: And I downloaded the current version, unpacked, checked cauldrons/laudls: They have HARD_MAT. Which means rocks and wood.

Code: [Select]
[ITEM_TOOL:ITEM_TOOL_CAULDRON]
[NAME:cauldron:cauldrons]
[VALUE:50]
[HARD_MAT]
[TOOL_USE:LIQUID_COOKING]
[TILE:238]
[SIZE:4000]
[MATERIAL_SIZE:6]
[CONTAINER_CAPACITY:100000]

[ITEM_TOOL:ITEM_TOOL_LADLE]
[NAME:ladle:ladles]
[VALUE:10]
[HARD_MAT]
[TOOL_USE:LIQUID_SCOOP]
[TILE:'/']
[SIZE:100]
[MATERIAL_SIZE:1]

(http://i.imgur.com/Z2uwzuk.png)

So, yet again I dare say: I want a facepalm smilie.

(http://hfboards.hockeysfuture.com/images/smilies/facepalm.gif)
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Meph on March 18, 2013, 05:23:02 pm
To say something constructive:

Code: [Select]
-[REACTION:QUICKSAVE]-
[NAME:Record your fortresse's history]
[BUILDING:SCRIPTORIUM:CUSTOM_ALT_S]
[PRODUCT:100:1:BOULDER:NONE:INORGANIC:QUICKSAVE]

A little gimmick. Your dwarves can run quicksave from the scriptorium. Image the dwarven scribe writing down all the details. ;) It this "Record your fortresse's history" grammatically correct? It looks a bit weird...
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: smakemupagus on March 18, 2013, 05:31:59 pm
Oh, MDF is controlling our appliances in real life now?  Why didn't you hook up the still first ?!

...
No, fortresse's is definitely not grammatical, but off the top of my head i am not sure I know either

fortress's

I had to look it up too :D
and then typod it.  argh

Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Meph on March 18, 2013, 05:37:58 pm
Fixed it: [NAME:Record the history of your fortress]
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Arumba on March 18, 2013, 05:54:41 pm
Yep, I had read about that and had accepted the change, I just need to get it back.  I will try tonight and see if I can get it working.  when you said you had to 'remake' the init file, what do you mean?

As suggested, all you need to do is install DFHack r3 over your current Masterwork folder, then follow the instructions in this post (http://www.bay12forums.com/smf/index.php?topic=118872.msg4110653#msg4110653) in the workflow thread to add keybindings, you should be good to go. Let me know if you have any issues.

I did as you recommended and got a bunch of errors on loading the fortress.  Heres what DFHack spits out on load:http://imgur.com/a/I59Eb#0 (http://imgur.com/a/I59Eb#0)
(http://)
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Putnam on March 18, 2013, 05:56:31 pm
Delete DFHack before you install the new one.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Meph on March 18, 2013, 06:02:01 pm
@Arumba: Yeah, thats old dfhack r2 leftovers that crash your dfhack r3.

Code: [Select]
-[REACTION:REGRASS]-
[NAME:Regrow all grass (Song of Titania)]
[BUILDING:SACRED:CUSTOM_G]
[REAGENT:A:1:BAR:NONE:CREATURE_MAT:REGRASS:SOAP]
[PRODUCT:100:1:BOULDER:NONE:INORGANIC:REGRASS]

-[REACTION:GROW]-
[NAME:Regrow all grass and trees (Song of Gaia)]
[BUILDING:SACRED:CUSTOM_SHIFT_G]
[REAGENT:A:1:BAR:NONE:CREATURE_MAT:GROW:SOAP]
[PRODUCT:100:1:BOULDER:NONE:INORGANIC:GROW]
[PRODUCT:100:1:BOULDER:NONE:INORGANIC:REGRASS]

You can buy magic scrolls from elves now. You can use them once in the Fountain of Eternal Youth to regrow all grass, or regrow all grass and trees. :)

And I added a net-thrower. Something akin to a flamethrower, but it allows your dwarf to shoot webs with it. :)
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Undeadlord on March 18, 2013, 07:11:59 pm
Is it bad that I saw the Steampowered armor and began to giggle like a maniacal child? I cannot wait for this new update, its going to be .. LEG-EN ....wait for it ...




DARY!!!!


Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Meph on March 18, 2013, 07:18:07 pm
I am short of a release. Lets see what I can code... maybe good old raw modding, adding this extended glass industry? Or more on the skaven, which will be a lot more difficult...

Otherwise there are a lot of potential "force siege/megabeast/caravan/diplomat/migrant" reactions... which would allow rudimentary interaction with the world... :)

Edit: Anyway, thats it for me for today. Lets see how the scripts are looking tomorrow. ;)
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: sayke on March 18, 2013, 07:34:36 pm
@meph - wow. i come back from finals, and holy crap, look what's cookin'... =D i say focus on the force event reactions, because you've got the mechanics for that sorted. maybe get an artifact from the drow that lets you summon megabeasts? they're currently not *that* useful as trading partners, and this would make them a lot more interesting.

also, maybe allow gnomes to sell really badass golems/turrets/etc?

and can you think of any ways to make milk/cheese more useful? i could see fine cheese being a decent export item by itself, especially if it wasn't cookable, but edible straight... basically, i'm trying to figure out how to balance the food industry. in my current fort, masterwork meals are my primary tradegood, and it shouldn't even be possible to sell prepared meals! surely they'll rot en route =P other kinds of commodity foodstuffs, though - like cheeses, booze, dried/preserved meats/fish, "rations", etc - make sense... but there's no way i should be able to sell my *cheese tortellini* for 10k dwarfbucks =D

also - sprites!! what is this plain black/brown background stuff? =P at least use the gray or brown phoebus backgrounds, pwease? pwease?? =D
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Putnam on March 18, 2013, 07:35:20 pm
@meph - wow. i come back from finals, and holy crap, look what's cookin'... =D i say focus on the force event reactions, because you've got the mechanics for that sorted.

(technically I've got the mechanics sorted, hehe :P)
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Arumba on March 18, 2013, 07:35:41 pm
I've tried again, deleted r2 and putting r3 in works for workflow, but breaks dwarfmonitor.  At this point I wish I could just go back to .2f and play with it being functional.  Sorry to whine so much, but its just such a useful interface I don't know how *anyone* plays this game without it.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Putnam on March 18, 2013, 07:36:07 pm
Try redownloading the utility plugins :V
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: falconne on March 18, 2013, 10:06:16 pm
I've tried again, deleted r2 and putting r3 in works for workflow, but breaks dwarfmonitor.  At this point I wish I could just go back to .2f and play with it being functional.  Sorry to whine so much, but its just such a useful interface I don't know how *anyone* plays this game without it.

As Putnam suggested, download my plugins from http://dffd.wimbli.com/file.php?id=7248 and copy them over to your plugins folder.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Arumba on March 18, 2013, 11:10:37 pm
Thank you :)  Got it working, you are all wonderful.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Vortai Vae on March 18, 2013, 11:19:21 pm
Hey, so I did as suggested, and have been playing around with advanced world generation (although I feel like I'm just pressing buttons) and perfect world and have come backto tack a second, slightly more informed attempt at playing MWDF. I was trying out the DESERT (volcanos) generation And I just can't find compressed peat. As I'm a bit of a novice at web forums I've linked a screen shot I took of it below. I really like this generation, I'd just like all the different minerals to be present. Could someone help me out? Thanks in advance

Note: I tried playing around with it in perfect world but the changes just kept on getting reverted, or it deleted the entire per-existing map. Probably my ineptness with the program but I tried  :P.


http://i1311.photobucket.com/albums/s661/jolo_jodo/Compressed_PEAT_zps6d078699.jpg
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: smakemupagus on March 18, 2013, 11:24:52 pm
You're not going to get every mineral in every embark, and that's not a really huge area in terms of exploratory mining.  It's a large cluster, so you don't need so fine a grid.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: sayke on March 19, 2013, 12:43:55 am
@Putnam - yes, thank you!! i really appreciate your modding/dfhack initiative on this - you're making all kinds of things possible that nobody's even thought of yet =D

@Vortai Vae - try dfhack prospect command? there just might not be any in that biome =P it's not too surprising. these things are random, after all... and so you know, that's not a very efficient exploratory mining pattern! dfhack has some good commands for this too... but why do you want compact peat so bad, anyway? there are probably other fuel sources, and half the point of random world generation is that you have to face a new challenge every time, by adapting to the circumstances in which you find yourself!
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Meph on March 19, 2013, 02:39:55 am
Putnam has indeed done a ton for dfhack. Expwnents autosyndrome and Putnams itemsyndrome/forceevent are great. I am just running around amok with creative projects, throwing them out left and right and people come back and say: Wow Meph, you are so awesome, while these poor people are forced to sit in their sweatshops, being hit with whips* to code c++ and lua faster. Give them some love too.  :P

*the whiplashes are rethorical in nature and come in form of PMs from me.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: eXoteric on March 19, 2013, 03:09:18 am
I have a small issue with Boozebelly Rum. I have plenty but my dwarf don't drink it at all. They just drink water. Any ideas?

And uhm... is there a wiki for Masterworks?
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Ahrimans Library Card on March 19, 2013, 05:04:04 am
I've got a problem with the theive's tunnel. A cloak, and empty bag, and a weapon are needed. The only problem is the Bolds go after the new cloak, and shove seeds in the bag. Meaning you have to make 1+your population cloaks, and a lot of bags. It's really frustrating, especially when you've lost 5 guys or so to strange moods requesting gems.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Vortai Vae on March 19, 2013, 05:35:16 am
See now i just feel foolish. I don't know why but I just for some reason felt that Peat must always contain compact peat, very irrational now that I think about it, having encountered Gneiss lacking native silver in vanilla DF. I guess I just thought something had to go wrong with my copy of MWDF, its to good of a mod to be true. Thanks for your help, I although I feel kinda dumb now.  ::)
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Meph on March 19, 2013, 07:01:16 am
Boozebelly rum works. Did you make milk, then cheese, then ferment the cheese? Because they dont drink the milk, period.

@Ahrimans Library Card: Is there a backstory to your nick? Its kinda awesome. And the problem is duly noted. I will rebalance it, since I can now add fancy dfhack stuff, like triggering sieges when your thievery fails. Thats a lot better then just killing the one kobolds randomly. :)

@Vortai Vae: Well, what made you think every inorganic materials would be on every map, all the time? The embark finder will tell you if you have soil, clay, flux, shallow and deep metals... I bet you can embark on all kinds of stuff, for example volcanoes usually dont have normal coal around them, because the layer types do not support this, both volcanism and coal reservoirs.

@ALL: I thought I might do a release today, but 3 new scripts popped up.
1. I can make items themselves carry syndromes, not just the material they are made of. For example all iron/steel/brass/bronze flamethrowers would have the same ability. Which is awesome.
2. I can force not only sieges, but all kinds of events. Megabeasts, nightcreatures, migrants, caravans and diplomats. Untested so far, but this would allow to actively meddle with diplomacy a bit. Declare wars, invite diplomats, challenge megabeasts... should make safe and boring fortresses a lot more interesting. Also the dwarven expedition system, the orcish raiding system and the kobold thieving system. All three can be made better by this.
3. Multiple transformations. Sounds not like much, but I can finally do a Guild System. Dwarves can join guilds, get better skill learn rates, maybe join the Legion, or an upgrade system for the mages. Instead of Magmamancer you could have Magmancer lvl1, lvl2 and lvl3. So instead of BAM, MAGE, you would get a weak mage, a lightly better mage, then a good mage. :)

I can still do tons of stuff with itemsyndrome as well, once Putnam fixes the bugs. Cursed items, magical items restricted by caste, and silly things. Personal favourite is the shade armor, an armor that gives huge resistance bonus, but only when used inside/in the caverns. As soon as you go outside into a "light" field, you loose the bonus. :) Its a bit tricky to write, but I am up for a challenge.

tl;dr: Might take a few more days. Especially since I have a test on thursday and should get some learning going. Dont want to fail my motorbike licence.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: eXoteric on March 19, 2013, 08:08:00 am
Boozebelly rum works. Did you make milk, then cheese, then ferment the cheese? Because they dont drink the milk, period.


Yes, that's what I did. I have 80 "units" of Boozebelly rum and my dwarfs drink water. I have no idea why. :(
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Meph on March 19, 2013, 08:15:26 am
I can tell you why. Since the reaction ignores stacks and I got reports about 10 units of drink being too little, I raised to to 20. 20 units of drinks dont fit in the barrel, it seems 19 is the maximum a modder can fit in a barrel. I always its 20... well. The drink is spawned outside the container and just sits in the workshop, no one can use it.

I will rewrite the reaction to accept 2 barrels, and put 10 units of booze in each. That will fix it. Thanks for the report. :)

Edit: There, fixed it.

Code: [Select]
[REACTION:REFINE_GOAT_JUICE]
[NAME:ferment boozebelly cheese]
[BUILDING:KITCHEN:CUSTOM_C]
[REAGENT:A:1:CHEESE:NONE:CREATURE_MAT:GOAT_BOOZE:CHEESE][UNROTTEN]  [DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:B:1:BARREL:NONE:NONE:NONE]
[EMPTY][FOOD_STORAGE_CONTAINER][PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:C:1:BARREL:NONE:NONE:NONE]
[EMPTY][FOOD_STORAGE_CONTAINER][PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:10:DRINK:NONE:PLANT_MAT:GOAT_MILK:DRINK][PRODUCT_TO_CONTAINER:B]
[PRODUCT:100:10:DRINK:NONE:PLANT_MAT:GOAT_MILK:DRINK][PRODUCT_TO_CONTAINER:C]
[SKILL:COOK]

You can even repair a running fort with this, just replace the old "ferment boozebelly cheese" reaction in reaction_masterwork.txt in data/save/raw/objects folder. :)
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Tally on March 19, 2013, 08:56:44 am
Towards the end of siege triggering via reactions, I think that's a great idea.

However, large sieges should be used sparingly. The kobold's thieving tunnel should have a very low chance of triggering a siege if at all, anyway, for two reasons.

1. When you're playing vanilla (or even Masterwork) Dwarf Fortress, do you regard kobolds as a threat? Not really, except for the small chance that they might attack back (those daggers are nasty). Even if one snuck in my fort to try to steal goodies, I wouldn't lay siege on them unless it was an important object (an iridium artifact sword?) or I was really bored.

2. By the limitations of kobolds (no mining, ergo no metal short of ironbone), thieving is almost necessary if you want to arm yourself. I actually like this feature myself, as it reinforces the already existing flavor for kobolds.

I would probably have around a 5% chance for a siege per thievery attempt. Some variation for differing races would make sense. i.e. Dwarves are more concerned with keeping their mountainhome tightly secured. Orcs, on the other hand, will march right over at the slightest provocation.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Grimwold on March 19, 2013, 10:52:08 am
There are minerals such as Oil sand which the Orcs have no reactions for. As I recall, it was originally used for the Dwarven Chemistry lab or something, but the Orcs don't have it. In the next update, please remember to make an Orcish reaction for Oil sand etc.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: smakemupagus on March 19, 2013, 11:16:49 am
I'm willing to consider it, but do you have a specific suggestion?  It is by design that orcs don't have the Chemistry, so I'm not entirely sure it's a problem. 
To be honest I'm not 100% what dwarves do with mineral oil, since it's a new feature in 2g .. is it just used in soap?

(i wouldn't rule out using it in the orcish flamethrower, but ofc that just makes the flamethrower harder to craft if it requires a specific mineral)

I don't know what other materials you mean by "etc."
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Meph on March 19, 2013, 11:37:15 am
Oil slate is used to make oil. Its just because the plants need that long to grow, I wanted to offer alternatives. Oil sand currently leaves boulders, but I want to change it to sand, and see if I can "collect oil sand".

They should be used for oil, and possibly fuel at some point. Kobolds especially, since they cant dig coal.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: SharpKris on March 19, 2013, 01:50:36 pm
2 problems :P

A: how do i get the items need for an expedition? i craft a wooden wagon but i cant make a caravan for some reason

B: seeds in the food stockpile dont seem to stack. am i doing something wrong?
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: smakemupagus on March 19, 2013, 01:53:18 pm
B: bags (not a Masterwork issue)
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Arumba on March 19, 2013, 02:35:48 pm
Well shoot.  I managed to get the game to load up without errors by patching r3 overtop and installing the r3 plugin.dll files as suggest, everything LOOKS fine at first, but the game crashes within a few minutes.

I am at a loss for what is wrong or how to fix it.  Anyone have any ideas? 
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: falconne on March 19, 2013, 02:39:15 pm
Well shoot.  I managed to get the game to load up without errors by patching r3 overtop and installing the r3 plugin.dll files as suggest, everything LOOKS fine at first, but the game crashes within a few minutes.

I am at a loss for what is wrong or how to fix it.  Anyone have any ideas?

Send me your save, I'll see if I can debug it. Maybe upload it somewhere if you can, otherwise PM me for an email address.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Meph on March 19, 2013, 02:52:48 pm
Patching r3 overtop? What? No. Delete all dfhack related stuff. Then install dfhack r3. Then copy falconnes plugins into it.

@sharpkris: You dont need wagons for expeditions... you need 1 wagon and 20 crafts for a caravan. Is that what you meant?
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: SharpKris on March 19, 2013, 03:06:00 pm
Patching r3 overtop? What? No. Delete all dfhack related stuff. Then install dfhack r3. Then copy falconnes plugins into it.

@sharpkris: You dont need wagons for expeditions... you need 1 wagon and 20 crafts for a caravan. Is that what you meant?

k yup i think that'll do it ty.
but my seeds still dont stack -_-

is there any decent masterwork LP going around that shows and explains the new content?
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Meph on March 19, 2013, 03:08:04 pm
1. Seeds never stack, not even in vanilla DF. Thats why smake told you: BAGS.
2. Nope. There is one that started, but was so far mostly focussed on utilities.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Arumba on March 19, 2013, 03:16:23 pm
It would be much further along if I could get this damn workflow crap working >:P  I didn't install it over top of the current files, I deleted all of them and its still borked.

I'm working with falconne right now to try and figure it out, should be fixed soon I hope..
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Meph on March 19, 2013, 03:44:37 pm
You dont have to do ANYTHING for workflow. Its included in r3. Just add the hotkeys to the init, thats it.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Ahrimans Library Card on March 19, 2013, 03:44:59 pm
@Meph
Ahriman is a character from Warhammer 40k. He's looking for the Black Library, a repository of Knowledge on Chaos. So, library card. I are so clever.

Also, I feel as if things need to be a bit harder. I brought down a Roc after it flew in through a stairway, and slaughtered a Drow Ambush using traps. I have a stable food supply, safe and clean water sources, a booming population, and 75% of my people either Estatic or Extremely happy. My only moment of Kobold weakness with this camp was when my Lasher/captain was almost beaten to death with his own breastplate by a Goblin Man. Currently he's just executing prisoners in full Ironbone on a crutch.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Undeadlord on March 19, 2013, 04:29:58 pm
@Meph
Ahriman is a character from Warhammer 40k. He's looking for the Black Library, a repository of Knowledge on Chaos. So, library card. I are so clever.

Also, I feel as if things need to be a bit harder. I brought down a Roc after it flew in through a stairway, and slaughtered a Drow Ambush using traps. I have a stable food supply, safe and clean water sources, a booming population, and 75% of my people either Estatic or Extremely happy. My only moment of Kobold weakness with this camp was when my Lasher/captain was almost beaten to death with his own breastplate by a Goblin Man. Currently he's just executing prisoners in full Ironbone on a crutch.

On that note of making it harder, is there a way to make an enemy not fear traps? AKA a wave of orcs, crashes into your Fort, they lose half their number (or more) on traps, but just keep coming, they don't care about their numbers. Maybe a berserker race that does this? Not sure if its even possible.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: SharpKris on March 19, 2013, 04:32:03 pm
one of my miners is staring at a shifting ore 0_o and died and came back to life complaining he was attacked by the dead

update: really didnt expect to have FUN strike back from the stone at me lol
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Putnam on March 19, 2013, 05:08:50 pm
*the whiplashes are rethorical in nature and come in form of PMs from me.

okay I laughed at this

one of my miners is staring at a shifting ore 0_o and died and came back to life complaining he was attacked by the dead

update: really didnt expect to have FUN strike back from the stone at me lol

Man, with all these posts about this, I think harder mining should be off by default :V
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Meph on March 19, 2013, 06:50:58 pm
-snip- reposted this next page, we got sidetracked with plants for a bit.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Wilm0chimp on March 19, 2013, 07:05:45 pm
Hey meph, as I understand it any of the optional parts of the mod require a world gen to take effect, meaning new fortress right? Does that include harder farming?

I say that because I am utterly struggling with the new farming system, I can barely feed a fort of 50 and I am constantly forced to buy food and booze from the caravans, which involves immensely tedious amounts of selecting 5 meat at a time.

If there is no way to go back to the normal version of farming without a regen, is there any way to make it less painful, perhaps some estimated total plot sizes (in use per year) to feed a fort, or to go a reasonable way to feeding then?
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: smakemupagus on March 19, 2013, 07:13:02 pm
If there is no way to go back to the normal version of farming without a regen, is there any way to make it less painful, perhaps some estimated total plot sizes (in use per year) to feed a fort, or to go a reasonable way to feeding then?

In vanilla you get, what, 4 crops per season?  Here you get 1 crop per year.  Estimate 16 times more plot size that what you would use in vanilla. (plus second order effect that your growers have less opportunities per year to level up by performing farming actions, I guess)
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Meph on March 19, 2013, 07:14:26 pm
You cant change them in an already genned world...

Try trading (as you already mentioned), farming animals, hunting, killing sieges, fishing, milk/cheese, fish pond, mine living rock/cave fungi, collect plants, use fertilizer, or simply make bigger farmplots (about 8 times the size you have in vanilla).

Edit: To be more precise, since I say 8 times and smake said 16 times:
Growdur is 4000 in the mod. 300-600 in vanilla, depending on the plant.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: smakemupagus on March 19, 2013, 07:17:39 pm
"To be more precise, I'm right and smake was wrong ;) "

OOh just noticed the armor stand fix!  That is kind of fun, I always liked armor stands and wished they could hold more than one shoe :D
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Meph on March 19, 2013, 07:25:55 pm
Well, I would love to say that its easy being right when you are the person who wrote it, but then again you have corrected me often enough, when I claimed something to be right, when in reality I was wrong.

Itemsyndrome works now btw, Putnam just fixed it. Maybe I will release a new update tomorrow, with what I have atm, and give the people some time to playtest the new changes, before I delve into my to-do list. :)
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Wilm0chimp on March 19, 2013, 07:30:25 pm
Damn, is there no way to edit the raws for my particular world and change their grow duration? What about changing brewing reactions or something? I'd really hate to abandon yet ANOTHER fort, but im really not finding it fun with harder farming on.

Its not that I am struggling to get food overall, its just really irritating having to micromanage goats and trading and what not. I suppose giant farm plots could work, but isn't there a cap on seeds at 200? That arbitrary cap really buggers things up.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Putnam on March 19, 2013, 07:32:32 pm
Damn, is there no way to edit the raws for my particular world and change their grow duration? What about changing brewing reactions or something? I'd really hate to abandon yet ANOTHER fort, but im really not finding it fun with harder farming on.

data/save/(folder)/raw
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Wilm0chimp on March 19, 2013, 07:36:38 pm
Yeah what im saying is, is that a legit thing to do? Will it work or break my save or just not work? I guess ill plough on ahead and try it anyway :P
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: smakemupagus on March 19, 2013, 07:38:02 pm
There's a sticky on "do i need new world" at the top of this forum.  I think you might be OK playing with GROWDURs. 
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Wilm0chimp on March 19, 2013, 07:43:23 pm
Im reading it now whilst scratching my head like a monkey.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Meph on March 19, 2013, 07:52:06 pm
I am busy all day tomorrow, and I have to wait for a finished, working version of itemsyndrome.lua and force.lua... itemsyndrome seems to have a bug atm, and I dont know what syntax to use to trigger different events with force event. The siege from force siege works fine, but I will need more info about the migrants/caravans/diplomats/megabeasts/nightcreatures before I can do anything.

Here is the changelog for what I have done so far. The rune armory and artificer raws are done, but without itemsyndrome have no effect atm. Please have a look and see what looks good, what bad, whats missing. To-do list is plenty full... Skaven, Warpstone items, Warpstone Lab reactions, Glass industry extension, cursed items, a shade entity that sends late-game assassins, chaos civ that lives in hell (fake, not a real civ), kobold camp improvement (plenty of them to go around), a system to make fuel of oil-sand/oil-shale, a dwarven embassy, maybe a marketplace, maybe a casino, maybe upgrade systems for the mages, guild system... so much.  8)

Code: [Select]
##########################################################################################
Changelog - Masterwork DF V.2h

 - Updated dfhack to r3
 - Added putnams itemsyndrome script, needed for some new additions.
 - Added "forumdwarves" utility. Press Ctrl-P to print any ingame text to the forumdwarves.txt
 - Applied binpatches from dfhack to fix following vanilla bugs:
# Bug 5994 - items teleported when removing a construction binpatch apply deconstruct-teleport binpatch apply deconstruct -heapfall
# Bug 4406 - hospital overstocking on all items binpatch apply hospital-overstocking
# Bug 808 - custom reactions completely using up all of their reagents binpatch apply custom-reagent-size
# Bug 4530 - marksdwarves not training when quiver full of combat-only ammo binpatch apply training-ammo
# Bug 1445 - weapon racks broken, armor stand capacity too low

 - Added [LEATHER][ITEMS_LEATHER] to shellplate and rigid shellplate templates. Leatherworker now accepts these as well.
 - Fixed bronze ballista/catapult parts reaction.
 - Replaced all coal:coke reagents with coal:no_matgloss, this way people can use charcoal as well. (was used in 20 or so custom reactions)
 - Added Machinery Section to Workshops and moved Steam Engine to it. (dfhack related, does not work as furnace)
 - Updated Phoebus Minecart tile (was outdated, sorry)
 - Reduces clutch size of the new dwarven pets.
 - Updated falconnes dfhack plugins for r3
 - Shalswars and Orges no longer spawn with clothing (kobold camp)
 - Golems rebalanced. Golem Casts no longer exist. Making a golem now needs:
 - 5 metal bars, 1 metal mechanism, 1 metal weapon. This will create 1 golem. (and the dwarf of course)
 - Lowered the value of cheese, but raised the value of milk.
 - Warbeast Kennels rebalanced. Pet Armor Casts no longer exist. Armoring a pet now needs:
 - 3 metal bars, 1 mechanism. This will armor 1 pet.
 - Recycling a dead pets armor will give you 2 metal bars back.
 - Recycling a broken golem will give you 1 mechanism and 3 metal bars back.
 - Rebalanced landmine and turret making. Landmine/Turret cases no longer exist. You now need:
 - 1 iron bar, 1 copper bar, 1 mechanism, 1 blackpowder for landmines. + reagents for the specific type. (fire, ice, warpstone, etc.)
 - 2 iron bars, 2 copper bars, 2 mechanisms, 1 clockwork part for turrets.  + reagents for the specific type. (fire, ice, warpstone, etc.)
 - Rebalanced the Colosseum.
 - To "Release a creature" you need a caged monster. These can be bought from any caravan, in the tool section.
 - When a "golden caged monster" is realeased, you get a spawned creature to fight, and a golden cage. Same for all other materials.
 - To summon a Colossus in the Colosseum, you need a statue and the book of summoning. These can be bought from dwarves or drow caravans.
 - Added New Building Category "Machinery"
 - Added Alarm Siren and Gnomish Artificer Buildings.
 - Kobold Viper-Caste no longer causes fires when it bites. Really odd bug, that one.
 - Designing and copying blueprints now needs jugs full of ink, instead of just flasks.
 - Renamed Runesmith to Rune Weaponry, and added Rune Armory.
 - Rune Armory enchanted metal armors with up to 15 positive effects.
 - Weather Control Device. Trade the blueprint from gnomes, late game traders.
 - Added gnome race. Late game traders, arrive in Summer. You need a really big fortress or wealthy fortress to attract gnome traders.
 - They bring a diplomat and a guild representative, and are the only source of blueprints for the "gnomish artificer" and the "weather control device"
 - Gnomes bring no wagons and no bodyguards, so take care of their caravans.
 - Added gnomish artificer. New furnace.  Creates 3 kinds of powerarmor and 3 kinds of ranged weapons.
 - Steampower Armor: Iron grade armor, gives max strength
 - Steamguardian Armor: Steel grade armor, gives max endurance
 - Steamrunner Armor, Bronze grade armor, gives max agility
 - These armors can still be enchanted with runes, if you want to.
 - Flamethrower and bladed flamethrower: Dwarves can shoot flames. Beware friendly fire.
 - Firecannon and bladed firecannon: Dwarves shoot cannonballs and fireballs.
 - Cannon and bladed cannon: Dwarves shoot cannonballs.
 - Added weather control device. New furnace.
 - You can run 3 reactions there: Clear the sky, Let it rain, Let it snow.
 - Added 5 options to the GUI: Gnome Race, Alarm Siren, Weather Control Device, Gnomish Artificer, Rune Armory. You can toggle these on/off.
 - Updated Manual
 - Snow Leopards are now war-trainable.
 - Fixed 27 web-throwing creatures, including the trap spider (kobold camp) to actually USE THEIR WEBS. Turns out the webber tag is not enough.
 - Thieves tunnel (kobold camp) is easier to make
 - Ogres (kobold camp) are better. 5 skill in strike, kick, dodge and fighting.
 - Armored ogres (kobold camp)are better. 10 skill in strike, kick, dodge and fighting.
 - Fixed REACTION:KOBOLD_RIGIDCHITIN_LEATHER_ARMOR_BREASTPLATE] (kobold camp)
 - Scriptorium allows to "record the history of your fortress", which will quicksave your progress.
 - Elves now sell 2 special items, the Song of Gaia and Song of Titania. These are found in the misc-section of the trader.
 - You can regrow all grass once with the Song of Titania, or regrow all grass and tree-saplings with the Song of Gaia.
 - Gnomish Artificer can now make a steampowered Net-Thrower as well. It shoots webs. :)
 - Fixed a splill-over bug when making boozebelly rum.
 - Lowcapsed all the embark profile titles. Small thing, bit effect, way more readable. Put the easy embarks for beginners and the empty template to the top.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Putnam on March 19, 2013, 08:02:58 pm
Uh oh, what itemsyndrome bug?
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Wrex on March 19, 2013, 08:08:14 pm
So, how did you get the boiling stone reactions to be 100% succesful, DF hack nonsense?
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Putnam on March 19, 2013, 08:09:23 pm
So, how did you get the boiling stone reactions to be 100% succesful, DF hack nonsense?

Yes, autoSyndrome by expwnent.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Gamerlord on March 19, 2013, 08:35:56 pm
I am busy all day tomorrow, and I have to wait for a finished, working version of itemsyndrome.lua and force.lua... itemsyndrome seems to have a bug atm, and I dont know what syntax to use to trigger different events with force event. The siege from force siege works fine, but I will need more info about the migrants/caravans/diplomats/megabeasts/nightcreatures before I can do anything.

Here is the changelog for what I have done so far. The rune armory and artificer raws are done, but without itemsyndrome have no effect atm. Please have a look and see what looks good, what bad, whats missing. To-do list is plenty full... Skaven, Warpstone items, Warpstone Lab reactions, Glass industry extension, cursed items, a shade entity that sends late-game assassins, chaos civ that lives in hell (fake, not a real civ), kobold camp improvement (plenty of them to go around), a system to make fuel of oil-sand/oil-shale, a dwarven embassy, maybe a marketplace, maybe a casino, maybe upgrade systems for the mages, guild system... so much.  8)

Code: [Select]
##########################################################################################
Changelog - Masterwork DF V.2h

 - Updated dfhack to r3
 - Added putnams itemsyndrome script, needed for some new additions.
 - Added "forumdwarves" utility. Press Ctrl-P to print any ingame text to the forumdwarves.txt
 - Applied binpatches from dfhack to fix following vanilla bugs:
# Bug 5994 - items teleported when removing a construction binpatch apply deconstruct-teleport binpatch apply deconstruct -heapfall
# Bug 4406 - hospital overstocking on all items binpatch apply hospital-overstocking
# Bug 808 - custom reactions completely using up all of their reagents binpatch apply custom-reagent-size
# Bug 4530 - marksdwarves not training when quiver full of combat-only ammo binpatch apply training-ammo
# Bug 1445 - weapon racks broken, armor stand capacity too low

 - Added [LEATHER][ITEMS_LEATHER] to shellplate and rigid shellplate templates. Leatherworker now accepts these as well.
 - Fixed bronze ballista/catapult parts reaction.
 - Replaced all coal:coke reagents with coal:no_matgloss, this way people can use charcoal as well. (was used in 20 or so custom reactions)
 - Added Machinery Section to Workshops and moved Steam Engine to it. (dfhack related, does not work as furnace)
 - Updated Phoebus Minecart tile (was outdated, sorry)
 - Reduces clutch size of the new dwarven pets.
 - Updated falconnes dfhack plugins for r3
 - Shalswars and Orges no longer spawn with clothing (kobold camp)
 - Golems rebalanced. Golem Casts no longer exist. Making a golem now needs:
 - 5 metal bars, 1 metal mechanism, 1 metal weapon. This will create 1 golem. (and the dwarf of course)
 - Lowered the value of cheese, but raised the value of milk.
 - Warbeast Kennels rebalanced. Pet Armor Casts no longer exist. Armoring a pet now needs:
 - 3 metal bars, 1 mechanism. This will armor 1 pet.
 - Recycling a dead pets armor will give you 2 metal bars back.
 - Recycling a broken golem will give you 1 mechanism and 3 metal bars back.
 - Rebalanced landmine and turret making. Landmine/Turret cases no longer exist. You now need:
 - 1 iron bar, 1 copper bar, 1 mechanism, 1 blackpowder for landmines. + reagents for the specific type. (fire, ice, warpstone, etc.)
 - 2 iron bars, 2 copper bars, 2 mechanisms, 1 clockwork part for turrets.  + reagents for the specific type. (fire, ice, warpstone, etc.)
 - Rebalanced the Colosseum.
 - To "Release a creature" you need a caged monster. These can be bought from any caravan, in the tool section.
 - When a "golden caged monster" is realeased, you get a spawned creature to fight, and a golden cage. Same for all other materials.
 - To summon a Colossus in the Colosseum, you need a statue and the book of summoning. These can be bought from dwarves or drow caravans.
 - Added New Building Category "Machinery"
 - Added Alarm Siren and Gnomish Artificer Buildings.
 - Kobold Viper-Caste no longer causes fires when it bites. Really odd bug, that one.
 - Designing and copying blueprints now needs jugs full of ink, instead of just flasks.
 - Renamed Runesmith to Rune Weaponry, and added Rune Armory.
 - Rune Armory enchanted metal armors with up to 15 positive effects.
 - Weather Control Device. Trade the blueprint from gnomes, late game traders.
 - Added gnome race. Late game traders, arrive in Summer. You need a really big fortress or wealthy fortress to attract gnome traders.
 - They bring a diplomat and a guild representative, and are the only source of blueprints for the "gnomish artificer" and the "weather control device"
 - Gnomes bring no wagons and no bodyguards, so take care of their caravans.
 - Added gnomish artificer. New furnace.  Creates 3 kinds of powerarmor and 3 kinds of ranged weapons.
 - Steampower Armor: Iron grade armor, gives max strength
 - Steamguardian Armor: Steel grade armor, gives max endurance
 - Steamrunner Armor, Bronze grade armor, gives max agility
 - These armors can still be enchanted with runes, if you want to.
 - Flamethrower and bladed flamethrower: Dwarves can shoot flames. Beware friendly fire.
 - Firecannon and bladed firecannon: Dwarves shoot cannonballs and fireballs.
 - Cannon and bladed cannon: Dwarves shoot cannonballs.
 - Added weather control device. New furnace.
 - You can run 3 reactions there: Clear the sky, Let it rain, Let it snow.
 - Added 5 options to the GUI: Gnome Race, Alarm Siren, Weather Control Device, Gnomish Artificer, Rune Armory. You can toggle these on/off.
 - Updated Manual
 - Snow Leopards are now war-trainable.
 - Fixed 27 web-throwing creatures, including the trap spider (kobold camp) to actually USE THEIR WEBS. Turns out the webber tag is not enough.
 - Thieves tunnel (kobold camp) is easier to make
 - Ogres (kobold camp) are better. 5 skill in strike, kick, dodge and fighting.
 - Armored ogres (kobold camp)are better. 10 skill in strike, kick, dodge and fighting.
 - Fixed REACTION:KOBOLD_RIGIDCHITIN_LEATHER_ARMOR_BREASTPLATE] (kobold camp)
 - Scriptorium allows to "record the history of your fortress", which will quicksave your progress.
 - Elves now sell 2 special items, the Song of Gaia and Song of Titania. These are found in the misc-section of the trader.
 - You can regrow all grass once with the Song of Titania, or regrow all grass and tree-saplings with the Song of Gaia.
 - Gnomish Artificer can now make a steampowered Net-Thrower as well. It shoots webs. :)
 - Fixed a splill-over bug when making boozebelly rum.
 - Lowcapsed all the embark profile titles. Small thing, bit effect, way more readable. Put the easy embarks for beginners and the empty template to the top.
You damn beautiful son of a bitch.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Wrex on March 19, 2013, 08:55:36 pm
Can we replicated the kobold-fire bug? That might be useful for an end-game megabeast.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Gamerlord on March 19, 2013, 09:15:15 pm
From what I understand, it an be done so easily.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Billy Jack on March 19, 2013, 10:20:14 pm
Looks great, Meph.

Is there any chance you could squeeze in adding some pants that count as armor for leather?  Right now, the leather trousers don't have an armor value and everyone just changes out their existing xPantsx for what I was thinking would be part of a set to give to my VIP's.

Also, something for the future maybe, integrate the migrants_now script to create an expedition to go find more dwarves for the fort.

My current fort is mildly frustrating because after 6 years, I have a population of 48 + 7 youngen's.  Only 6 adults have died.  I continue to get migrants but there's only two in each wave, and I still get trading expeditions from my dwarf civ.

Created wealth is almost 4 mil, the only ambush I don't just run out and wipe out is the warlocks.  All others get smacked down by my 5 legionnaire + 2 crossbowmen army.  All of them have named their weapons and shields, and all other citizens are decked out in cobalt sets of armor.

Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Putnam on March 19, 2013, 10:28:39 pm
I PMed Meph a new version of the force script that should allow migrants to come with autoSyndrome shenanigans.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Ahrimans Library Card on March 20, 2013, 05:40:55 am
Well, almost all of my problems with Kobold camp are being fixed with that. Also, I'm a complete and total noob. Is that applied to Masterwork automatically, or do I have to download something?

And I have a suggestion for making the Theive's tunnel not requiring you to make enough cloaks and bags to swathe a continent. Just add "Theive's Cloak" (Same coast as a normal cloak, just seperated so that the Bolds won't run up and grab it), and Theive's Sack (Same method as the Theive's cloak).
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Meph on March 20, 2013, 05:47:19 am
Ahriman, you seeker of arcane knowledge, the word is "thief". ;) But yes, a good idea with the seperate items. And the changelog I posted is NOT a realease. Its only what I personally have here atm. Just wanted to know what people think of it, whats mising and so forth. You will notice when I upload something
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: zach123b on March 20, 2013, 06:38:59 am
the dewbeetles honey has a problem when being made into mead, the reaction in the still uses all the honey in a barrel and spits out 5 times that and often makes it not fit in a barrel.  could you add a reaction for the brewery and add a note to use buckets alone for the honey?
also: why are the dewbeetles so slow? :P

i also didn't see the tusks of the boars you added being fixed where they would churn out skin/leather instead of ivory or teeth :s
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Meph on March 20, 2013, 07:27:41 am
 - Fixed dewbeetle mead spilling over
 - Fixed cragtooth teeth being sheard as "skin"
 - Kobolds can now make clay sling bullets. (kobold camp)
 - Stealing from civs no longer needs bags and cloaks, but "pouches" and "thief's cloaks". Both are tools. (kobold camp)
 - Removed bone studs. You now make studded leather directly from leather+bone/horn/hoof/remains.

I dont know what you are talking about.  8)
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Arumba on March 20, 2013, 07:48:27 am
eta on release?
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: fasquardon on March 20, 2013, 08:06:21 am
I am liking the list of fixes you posted Meph.

How long would it take to add the ability to call sieges (through failed stealing expeditions), megabeasts merchants and diplomats?  That all sounded really interesting.  Particularly for the Kobolds.

fasquardon
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Wilm0chimp on March 20, 2013, 08:06:40 am
I have another question, about diseases. All of my dorfs have yellow eyes and reduced vision according to the medical screen. I have no idea why, so I suspect its a disease instead of some mysterious eye bruising critter.

Is this a disease of some kind, and if so what do you do about them? Its been around for several years now.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Meph on March 20, 2013, 08:12:54 am
I can add it in a couple of minutes. Adding it for dwarves and kobolds with extra buildings, in a balanced and lore-friendly manner? Many, many hours.

@wilmochimp: Do you have no combat log reports about people getting a disease? Of you have them, one of your dwarves brought a sickness and you have to isolate him. Otherwise its a contagiont, maybe FB blood...
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Wilm0chimp on March 20, 2013, 08:40:25 am
Yes! I did have a huge list of combat logs, all of which were empty when I saw them. Do they clear themselves after a certain amount of time, or are there no entries to actually read?

Does sickness work on the basis of a patient zero that needs to be removed in order to cure everyone? Its not FB blood, no FB's or any other nasty critters have come to the map.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Nokao on March 20, 2013, 12:52:43 pm
@ALL: I thought I might do a release today, but 3 new scripts popped up.
1. I can make items themselves carry syndromes, not just the material they are made of. For example all iron/steel/brass/bronze flamethrowers would have the same ability. Which is awesome.

That's great, can this allow my wich-idea to be scripted ? A "quest" like carp-god that transforms dwarfs in pets or their body to small animals ...
Also, can this bring to a new game rebalance? like for example, 10% faster/stronger dwarfes some hours after drinking booze, but also less good in combact ...
Or dwarfs weak when starving/thristy etc ...
RELICS/ARTIFACTS digged to be coursed !? or spawn ghosts of previous-TakenFromLegends owners ?

Is this a disease of some kind, and if so what do you do about them? Its been around for several years now.

In my actual fortress I never had disease problems, probably thanks to the fact that all my dwarfes are obligated to pass trough a natural waterfall that wash them costantly.
You should try that also.

Changelog - Masterwork DF V.2h

Your work is really awesome !

I know that this has been discussed many times, but I wonder how do you all manage to play changing and updating MW version so often ?

Actually I could abandon my fortress and start another,
but my only wish would be to start again in the same map,
yet recreating all buildings/constructions + stockpiles etc. and starting with 7 dwarfes,
is this possible somehow maybe with PerfectWorld ?

Do you all keep starting over and over again ?

Also will it be dangerous/useless/somewhat useful to overwrite MWDF current in my actual MWDF 2f game ?
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: smakemupagus on March 20, 2013, 01:14:06 pm
Also will it be dangerous/useless/somewhat useful to overwrite MWDF current in my actual MWDF 2f game ?

You can read the sticky post "When do I need a new world" at the top of this forum.  Short answer is, yes you need a new world for almost all new features to take effect, although you can make changes to existing items in some cases.  A new MDF version goes far beyond changes to existing items.

A World template will give you similar worlds but not exactly the same, there is much randomness in world gen (which for many players is a lot of the charm of the game, although I get the impression you very much like deterministic things, which is fine too :) ) .  Certainly no way I know of to copy all your buildings and stuff to a new site.  Of course you can use utilities like Quickfort or even the built in DF macro system to save fortress templates, and you can Hack your dwarves to infinite speed and create your own custom reactions to give yourself certain amounts of building materials for free.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Meph on March 20, 2013, 01:18:42 pm
Yep, MDF releases are special. They are made from childrens tears, jackalope horns and the hard work of all the chinese I pay to code for me.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: smakemupagus on March 20, 2013, 01:21:48 pm
Yep, I've found those powdered jackalope horns always need a world regen.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Nokao on March 20, 2013, 02:34:41 pm
Well in this case I'll offer you some children tears.

I'll keep going with my actual fort, stopping to dedicate is too much care (like it's my last end definitive-perfect fort(tm)), and dreaming how to make the new one.
I also just returned from a holiday in Ireland, and have many ideas on Celtic-spiralling-designs I must try.
Maybe this time i'm going also to update wiki (designs) with new ideas, trying to give back to the community some of the help you gave me.

It's sad that this game is made like this, un-updatable (prior to destroy-and-regen-world).
It's like a mandala, and that also, gives many design suggestions. (https://www.google.it/search?q=tibetan+mandala&hl=it&client=firefox-a&hs=6T5&rls=org.mozilla:it:official&source=lnms&tbm=isch&sa=X&ei=xQ5KUaGmLMW7PbzVgYAH&ved=0CAoQ_AUoAQ&biw=1920&bih=1046)

I Feel inspired now, i'll go to find an artistic way to have !FUN!

http://youtu.be/10084L3Pqsc
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Meph on March 20, 2013, 02:48:48 pm
>>>> NEW DOWNLOAD - V.2h - WIN <<<< (http://dffd.wimbli.com/file.php?id=5315)

Masterwork DF V.2h:

NOTES: This release is heavily focused on dfhack. If you experience freezes/crashes, let me know immediately. I have many custom written plugins/scripts in this mod. Having said that, the dwarven AI is a bit daft about the powerarmors and the special weapons. They equip them, and then bludgeon people to death with their flamethrower. They use them, just not very often. Till I fix these AI quirks, please be reasonable and just assume that your dwarves are idiots.

Known bug: Grazing button is still reversed. ON means OFF, OFF means ON.

Special thanks to expwnent and putnam, both for their work that enables more possibilities in modding.


Utilities

GUI

Bugfixes

Balancing

New Tradegoods


(https://lh5.googleusercontent.com/-ViEWqwb1EGo/UUoPMQDtaGI/AAAAAAAALwA/ETIw87x7Cc0/s176/weather%2520control.png)

Weather Control Device
Buy blueprint from gnomes.
Needs blueprint and blocks to be build.
Reactions are free, use as often as you like.
Can clear the sky, let it rain, let it snow.
Rain/Snow is great to put out surface fires.



(https://lh5.googleusercontent.com/-InCMNaWdSVs/UUoPMMDmEyI/AAAAAAAALv8/N4ihkiiM9Ug/s929/siren23.png)

Alarm Siren
Needs a mechanism to be build.
Reactions are free, but cause bad thoughts.
Can wake up sleeping dwarves and cancel parties/breaks.
Great for making your army ready in case of invasions.



(https://lh3.googleusercontent.com/-o5Er-SEIxCQ/UUoPLHsYbmI/AAAAAAAALvg/TZLDt4nkSH0/s144/Gnomish%2520Artificer.png)

Gnomish Artificer
Buy blueprint from gnomes.
Can make power armors.
Can make flamethrowers, netthrowers and firecannons.
Can make cannons and cannonballs.



(https://lh3.googleusercontent.com/-H8KumHkdIyA/UUoPL7LxbmI/AAAAAAAALwE/idsyNlyOUJs/s80/rune%2520armory.png)

Rune Armory
Buy blueprint or design it yourself.
Engrave runes on armor, any metal armor is possible.
Each metal gives a different boost.

(https://lh4.googleusercontent.com/-CSzCz_MHQLs/UUoPLyQOnGI/AAAAAAAALwI/RzO0BUPr19k/s722/magic%2520armor.png)


New Race: Gnomes

(https://lh4.googleusercontent.com/-jeRjboArViY/UUoPLLMxG9I/AAAAAAAALvo/HV1iUHLwRUA/s688/gnome%2520trading.png)

Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: KingofstarrySkies on March 20, 2013, 02:50:31 pm
squeee!
GNOMES
YAAAAAAY
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Riverfire on March 20, 2013, 03:05:16 pm
Aaaaaand there goes my fort in the deleted files bin. Sigh.

*clicks download button*
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Nokao on March 20, 2013, 03:07:41 pm
Aaaaaand there goes my fort in the deleted files bin. Sigh.

*clicks download button*

http://youtu.be/10084L3Pqsc

Religiously.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Ahrimans Library Card on March 20, 2013, 03:38:59 pm
Woo! Those bugs bugged me. I lost a fort due to a outbreak of fire when I tried trading captured Gnolls, and all the spiders did was try to kill each other recreationally.

Also, I'm curious. What's a Golem heart? I saw it when I wanted to create the golem foundry, and I was quite diappointed I couldn't golemize everyone from the start of the game. I'm assuming I need to scavenge one from automatons?
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: QuiteFranklyMyMaN on March 20, 2013, 03:42:33 pm
>>>> NEW DOWNLOAD - V.2h - WIN <<<< (http://dffd.wimbli.com/file.php?id=5315)


*SNIP*


Could you or someone please make the Necromatic Sload (http://www.uesp.net/wiki/Lore:Sload) from Elderscrolls and add them to your mod?

PLEASE??? (As an invading monster force)
and they raise your dead from their tombs to attack your fortress from within as well.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: smakemupagus on March 20, 2013, 03:59:48 pm
Sload would just introduce a magical disease that destroys your fortress without ever appearing themselves on the map.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: sayke on March 20, 2013, 04:00:25 pm
@meph - dude you rule!!!!! =D

i'm still going to keep chugging away on my 2f fort for a bit, though... between travelling for spring break... argh why can't i just take a month off to play df ;-)

@QuiteFranklyMyMaN - necromancers do that already.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: QuiteFranklyMyMaN on March 20, 2013, 04:01:17 pm
Sload would just introduce a magical disease that destroys your fortress without ever appearing themselves on the map.

yeahhh... couldnt you make them appear on the edge of the map while they introduce the disease to make it interesting?

:D

Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Genesis92x on March 20, 2013, 04:21:29 pm
I just want to make sure... Would I have access to the new buildings even if I don't generate a new world?

Really hoping I can continue my current save  ;)

If not, oh well!
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Nokao on March 20, 2013, 04:29:03 pm
I just want to make sure... Would I have access to the new buildings even if I don't generate a new world?

Really hoping I can continue my current save  ;)

If not, oh well!

I asked that 2 posts ago ... nope.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Mictlantecuhtli on March 20, 2013, 04:41:25 pm
(https://lh5.googleusercontent.com/-InCMNaWdSVs/UUoPMMDmEyI/AAAAAAAALv8/N4ihkiiM9Ug/s929/siren23.png)

Alarm Siren
Needs a mechanism to be build.
Reactions are free, but cause bad thoughts.
Can wake up sleeping dwarves and cancel parties/breaks.
Great for making your army ready in case of invasions.

This is swell.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Genesis92x on March 20, 2013, 05:03:05 pm
I just want to make sure... Would I have access to the new buildings even if I don't generate a new world?

Really hoping I can continue my current save  ;)

If not, oh well!

I asked that 2 posts ago ... nope.

Sorry man, I don't see your post :|
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Nokao on March 20, 2013, 05:22:23 pm
Meph, are bone doors supposed to be magma safe in 2f ? or this is a bug ?

Also, I'm having many problems with ammunition.
I tryed everything, but I can't get out of it.

I make an example. To be sure to open all possibilities, I made an "archer" uniform.
I removed javelin trowers & new weapons by adding one bow and one crossbow to uniform. They all have both.
I gived correctly ammunitions. All archers have quivers. All archers have bolts OR arrows inside the quiver.
They still don't fire (trough a straight fortification), even if I unactivate + activate them, allowing re-equip.

Do someone have some trick or advice on fixing archers-equipping-related problems ?

MWDF seem to complicate things a bit with new ammunition and stuff, so could it possible that MWDF new items "block" correct ammunition equipment?
I was able to manage this in vanilla DF...
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: smakemupagus on March 20, 2013, 05:26:44 pm
I only use 2 rules and never have trouble.

Don't ever mix weapons with different types of ammo in the same squad.  Also in vanilla, never use "any ranged" or mix bow and xbow.
Never set any ammo type to Training only.  (various ammo types mixed between C&T or C are ok)

>> so could it possible that MWDF new items "block" correct ammunition equipment?

Nope (except that it makes more possibilities for users to make mixed squads)
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Meph on March 20, 2013, 05:27:04 pm
Nokao, thats actually your own fault. NEVER put ranged units using different weapons into the same squad. Granted, vanilla only has 3 types, bow, crossbow and blowgun, but even there you dont want bow-dwarves in a crossbow-squad. Just make one bow squad, and one crossbow squad. Assign ammo, make sure the ammo is both combat/training enabled (though the new dfhack fixes even that), and you are good to go.

Ranged units work perfectly fine, I was just running around gunning down raptors and alligators with cannons.

Edit: Sniped by smake, who said exactly what I said.

Edit: Types of ammo. Thats important. Arrows and Bolts = NO. Bolts, Hammerhead Bolts, Broadhead Bolts, Piercing Bolts = YES.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Ahrimans Library Card on March 20, 2013, 06:09:17 pm
I've got an idea for the Skaven. If possible, the ability to use highly unreliable machines to dig. It has a chance of doing something devestating, like burrowing into your barracks while your troops sleep, or perhaps just explode and send magma cascading into the troops behind it. It's probably too complicated to allow Non-Dwarfs to mine though...
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Rumrusher on March 20, 2013, 06:49:37 pm
uhh gnomes can't open doors, so I just went into (since advfort isn't hotkeyed in your version of dfhack)advfort and had my gnome lass dismantle the door to find 5 gnomes trap inside.
first time playing the new version so I might find some weird stuff later on.
 meph did you mess with advfort in any way because the ability to do jobs above and below you is now screwed up, and I can only do the upjob if I imput "5 +shift" and not "Shift +5" the order of the shift + 5 there so that I don't do the "5" job first which is directly the center tile of the adventurer. but with 5+shift now my unit will do the center job first then the upper job meaning my gnome has to tear down the stair and the floorhatch then craft a simple axe(which doesn't count as an axe and can't really chop wood), chop wood, use the logs to build a staircase to get to the second floor.

normally tearing down doors and floor hatches is FUN but when my adventurer has to juggle through controls that normally wasn't there before(when I ported over r3 to an older Masterwork this didn't happen) it leaves me a little concern.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Nokao on March 20, 2013, 06:51:11 pm
I've got an idea for the Skaven. If possible, the ability to use highly unreliable machines to dig. It has a chance of doing something devestating, like burrowing into your barracks while your troops sleep, or perhaps just explode and send magma cascading into the troops behind it. It's probably too complicated to allow Non-Dwarfs to mine though...

I readed somewere that modders was waiting for new dfhack for digging siegers, now we'll see :D
... or die while trying to ...
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Nokao on March 20, 2013, 07:33:32 pm
Do someone had any problem with spitting orchids ?

While seeding them, outside, my cemetery somehow gone rough and partial skeletons of my previous-dead dwarfes become spitting orchids themselves.

Is that a bug ? how can I get rid of this infestation ?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: sayke on March 20, 2013, 07:38:06 pm
nakao - you're not using 2h, are you? if not, it's a known bug resulting from the way creatures get spawned.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Putnam on March 20, 2013, 07:39:25 pm
uhh gnomes can't open doors, so I just went into (since advfort isn't hotkeyed in your version of dfhack)advfort and had my gnome lass dismantle the door to find 5 gnomes trap inside.
first time playing the new version so I might find some weird stuff later on.

Yeah, I think I should be working on that right about now :P
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Nokao on March 20, 2013, 07:45:50 pm
Well I'm using 2f .... and yes, all corpses, dumpzones, cemeteries ...... the horror (http://youtu.be/rDK9MDklzFo).

I'll try to save the situation with a dfhack slayrace ...

Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Arumba on March 20, 2013, 07:49:50 pm
Thanks for the update! 

I think I figured out what is crashing my game, can anyone test this to see if its just me or if its a bug in the current release?

If I right click anywhere on the game screen I get an immediate appcrash. 
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Nokao on March 20, 2013, 08:00:23 pm
Well it's funny, after slaying the orchids/treants that grown up from my graves, I find items like "Urist xy right hand wood" (bodyparts become wood)

I hope that i'll not be tormented by hundred of ghosts in few weeks.

I had 283 treant and 340 spitting orchids spawned all around the castle/fortress after using the spawn zones, when I just spawned 2 of them outside city walls.

edit:
Well no, my save is totally fuked up, with dwarves trying to "place item into tomb" forever, while "item" is wood-tranformed bugged remainings of former dwarves become vegetal zombies.
The important thing is that you fixed this > MW 2f, i'll just never use treant/orchids again.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Wilm0chimp on March 20, 2013, 08:08:57 pm
Holy shit runes on your armour now as well? God damn, so tempted to start over...
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: richieelias on March 20, 2013, 08:18:26 pm
There are a few things in the weapon files that have been bugging me:

The "whirl around" attacks on all weapons are exactly the same except for a few exceptions -
[ATTACK:EDGE:10000:7000:whirl around and slash:whirls around and slashes:head:1500]
[ATTACK:EDGE:20000:10000:whirl around with outsgtretched arms and slash:whirls around with outstretched arms and slashes:blade:3000]

small typo there, plus shouldnt there be a little bit of variety in how deeply the attack cuts or how forceful the attack is depending on the weapon? The way it is a shortsword cuts just as deeply as a Greataxe. Also, the Maul has these exact same values giving it the opposite effect since it is blunt. It winds up hitting like a feather. All of the super powerful weapons have these attacks also, and it is actually a weaker attack for them.

Second - the "runs through" attack on piercing weapons are normalized in the same way. Just doesnt feel right for a dagger to be able to completely impale a dragon just as deeply as a pike. That is, unless the dwarf is sort of using the dagger to climb all up inside the dragon to hack away at its insides.

Third - [ITEM_WEAPON:ITEM_WEAPON_MACE_UPGRADE_ONE] in item_weapon_human_tech.txt has 2 super powerful edge attacks while the rest are blunt (upgrade two of Maul, meteor hammer, knuckle duster, warhammer, and mace have this also). Is this intended? None of the other "superior" weapons have these attacks, and with the blunts in upgrade 2 they'll be using these attacks almost exclusively.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Putnam on March 20, 2013, 08:19:59 pm
In related news: those attacks grate in adventure mode real bad, since you can just... use them with no consequences, drawbacks or anything like that, and they can bisect human-sized creatures. The run-through, as well.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Rumrusher on March 20, 2013, 09:24:40 pm
In related news: those attacks grate in adventure mode real bad, since you can just... use them with no consequences, drawbacks or anything like that, and they can bisect human-sized creatures. The run-through, as well.
well to be fair I was headbutting everything in genesis due to the high crit rate was what speed up a 50 man brawl from taking about a day to complete.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Meph on March 21, 2013, 05:18:54 am
All noted down. Lets see, I can definetly balance the fortress mode attacks for weapons better, but for adv. mode I cant to anything about it, besides completely removing the additional, stronger attacks.

Nokao, when did I say that I fixed that? Bodyparts can still be resurrected to spawn creatures. The release post only says that it will work 100% of the time, as in: boiling rocks will always affect someone. But yeah, 500 is a bit much, how in hell did that even happen ^^

@Arumba: I'll test it.

@Ahriman: No, not possible.

@Rumrusher: Of course it never occured to me that people could play gnomes in adv. mode. *facepalm. They will get the fitting tag.

Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Ahrimans Library Card on March 21, 2013, 06:07:52 am
Aw. Perhaps just a 5% or so chance for warpstone weapons to explode.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Nokao on March 21, 2013, 06:47:52 am
Aw. Perhaps just a 5% or so chance for warpstone weapons to explode.

That would make them unusable (hard to make, easy to loose), why don't make them like D&D blur weapons?

option 1: http://www.realmshelps.net/cgi-bin/magweapdesc.pl?power=Blurring&src=mweapontype

option 2: from Magic Item Compendium - page 30 - "When activated, a blurstrike weapon fades from view for 1 second, this allows the wielder to strike a sneak attack on the subject like if it's hidden or flat fooded" -> treat any weapon as a dagger / or increase critical chance
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: kizucha on March 21, 2013, 07:21:27 am
Hm i have a little problem with the new version... somehow i can't plant anything aboveground. I have strawberry seed's but they dont get listet in the farm. i have no idea why... :'(
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Nokao on March 21, 2013, 07:32:40 am
Hm i have a little problem with the new version... somehow i can't plant anything aboveground. I have strawberry seed's but they dont get listet in the farm. i have no idea why... :'(

Sounds like a World Generation problem, remember that you can't generate a Dwarf World and then play Kobold, but in this case I would say you did the opposite. GUESS ?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: kizucha on March 21, 2013, 07:53:29 am
Yes i have generated an dwarf world but i play as dwarf's. So i dont have any idea i only edit the ini for the layer that i have more between the cave's but i dont think that is the problem or i'm wrong? because i do it alway's and with all versions no problem's. :-\
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Gamerlord on March 21, 2013, 07:54:11 am
Hey, does this new release include new version of Orc Fortress?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: leafar on March 21, 2013, 07:57:46 am
Hm i have a little problem with the new version... somehow i can't plant anything aboveground. I have strawberry seed's but they dont get listet in the farm. i have no idea why... :'(

maybe that's your problem:
Quote
Above ground crops farming is impossible on tiles that are part of Mountain biomes (or any other "freezing" biome such as Glacier or Tundra), regardless of how much mud or soil is present.
?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: richieelias on March 21, 2013, 08:13:44 am
All noted down. Lets see, I can definetly balance the fortress mode attacks for weapons better, but for adv. mode I cant to anything about it, besides completely removing the additional, stronger attacks.

...

Regarding weapon attacks, I always found it easier to standardize the contact area and penetration to each type of weapon. All longsword slashing attacks have X contact area and Y penetration, all spear stabbing attacks have M contact area and N penetration, etc. Then just change the force on each attack. Makes it much less of a headache to balance things out that way.

I'm for leaving in a couple higher damage attacks for each weapon though (heh, maybe not quite as high as they are now). It does make things interesting.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Arumba on March 21, 2013, 08:31:52 am
Thanks so much for the update Meph, it fixed all my concerns.  To anyone interested here is a tutorial on how to use the workflow GUI that was included in the DFHack R3 update:

https://www.youtube.com/watch?v=DRiK77HI4TE&list=UUISPcad-6svNxgViVr_syvA&index=2#t=5m19s
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: kizucha on March 21, 2013, 08:42:14 am
Quote
Above ground crops farming is impossible on tiles that are part of Mountain biomes (or any other "freezing" biome such as Glacier or Tundra), regardless of how much mud or soil is present.
?

Hm i think that's the problem but underground farming work's?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Nokao on March 21, 2013, 09:01:39 am
Arumba, can you make the effort to put your youtube channel with MW guides in the forum signature ?

It's useful stuff.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Arumba on March 21, 2013, 11:03:47 am
Arumba, can you make the effort to put your youtube channel with MW guides in the forum signature ?

It's useful stuff.
Hows this?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: smakemupagus on March 21, 2013, 12:02:47 pm
Hey, does this new release include new version of Orc Fortress?

MDF2h has the "stable" OF 1.02, not the beta OF 1.10
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Wilm0chimp on March 21, 2013, 12:16:21 pm
Bleh, im having a problem with adventure mode constantly crashing (all of a sudden). Is it possible for worlds to become corrupted somehow? Every time I try and create a character, I hit enter to go and it crashes to desktop. I played it just fine on a different version save, but that is now crashing the same way.

I generated a pocket world, and that is fine. Anyone know whats happening?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Shawarma on March 21, 2013, 12:53:39 pm
So, does this now mean I can put a tantrum rune on gold breastplates, assign my nobles to wear them, then never have to worry about tantrums?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Meph on March 21, 2013, 12:55:52 pm
@Shawarma: yes.

@Wilm0chimp: Worlds can be corrupted, but that shouldnt happen. You cant embark at all?

@Arumba: Nice :) Like I said, once you have more, I will link from the forntpage to it.. seems like you have more by now. :)

@kizucha: Probably embarked on the wrong biome, or its too cold.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: smakemupagus on March 21, 2013, 01:03:27 pm
@richieelias and Meph --

Wrex and I did a suggested "fix" for the legendary blunt weapons when we did the rebalance of Orc fort weapons last year.  Not that it was perfect but it could be a starting point if you're balancing them.  Let me see if I can find it


Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Wilm0chimp on March 21, 2013, 01:05:54 pm
Meph - Both adventure mode and fortress mode now seem to crash  :'( , I can neither embark or start a new adventurer.

I tried a very old save done at the start of my fortress embark, abandoned it, started a new adventurer just fine. Genned a new pocket world, worked fine. But I have two copies of my fortress, pre abandon, that seem to have this problem all of a sudden. I literally played at lunch time, died as a frost giant.

Guess its an excuse to get the new version, but I am going to save scum the shit out of moody dwarves because I had an artifact iridium forcefield and artifact iridium battleaxe.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Meph on March 21, 2013, 01:10:21 pm
Wilm0chimp: PLEASE dont tell me that you played a v.2g save on v.2h.

smakemupagus: That one is already included. :)
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Wilm0chimp on March 21, 2013, 01:11:26 pm
Huh? No no, I haven't updated or done anything like that, im just using the same old version and saves made in that version. This has just come out of the blue all of a sudden, for multiple archived saves.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: smakemupagus on March 21, 2013, 01:24:50 pm
>> smakemupagus: That one is already included. :)

Oops, sorry :D 
Sticking to the current version 2h the ones I see with the "8 blunt and 2 edge" issue are these

ITEM_WEAPON_MACE_UPGRADE_ONE
ITEM_WEAPON_MAUL_UPGRADE_TWO
ITEM_WEAPON_HAMMER_METEOR_UPGRADE_TWO
ITEM_WEAPON_MACE_UPGRADE_TWO
ITEM_WEAPON_HAMMER_WAR_UPGRADE_TWO

I think the general idea of replacing the
[ATTACK:EDGE:90000:900000:strike:strikes:flavor text:15000]
with
[ATTACK:BLUNT:10:100000:strike:strikes:flavor text:15000]
would work OK for all of them (again, at least as a placeholder starting point until you get a chance to play with details)
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Arumba on March 21, 2013, 02:41:55 pm
Meph, I'm uploaded a new video from my series and just wanted to mention that I seem to have the old 'burning tradepost' problem.  Somehow upon arriving at the depot the 1st merchants destroyed it, threw all their stuff on the ground and refused to pick it up.  So I kept it.  And now I feel dirty.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Ahrimans Library Card on March 21, 2013, 03:02:01 pm
I'm getting spammed with "X cancels clean: Could not find path". I'm using Kobolds, and it started on the 3rd of felsite, shortly after Embark. They're not dirty or anything, they're only covered in water.

Update: Stoped after a while, has now resumed. I'm probably eventually going to miss something important due to the sheer number of these.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Nokao on March 21, 2013, 03:46:43 pm
Hows this?

Finally ! I'll view them before doing my next fort ;)
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Deimos56 on March 21, 2013, 03:55:04 pm
Huh. Haven't played V.2h yet, but it doesn't seem to have touched the fishery, so this might still be relevant.

As of V.2g, the fish farming workshop seems to produce 40* value 'raw fish', 'raw oyster', etc items that the dwarves don't seem to realize are fish. It's rather unusual.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Meph on March 21, 2013, 04:49:43 pm
The produced fish is casteless, so its not stockpiled. The fishery still accepts it for cleaning, so its not a big deal. The prepared fish goes correctly into the stockpiles.

@All the rest that reported bugs: Just post it again, but with the version number please.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Torgan on March 21, 2013, 05:21:10 pm
Still playing 2g. Just had a Frost Wyrm megabeast appear, he's chasing down a kitten outside but is now bleeding after hitting himself with his own breath, and has lost two toes to (I assume) frostbite. I guess he should be immune to his own breath? I think this isn't something from vanilla, apologies if it is!
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Putnam on March 21, 2013, 05:21:45 pm
If you search it on the wiki and it's not there, it's not vanilla. Frost Wyrms are not.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Ahrimans Library Card on March 21, 2013, 06:07:53 pm
Alllright...

V.2 Or whatever it is that was just released still has a bug. It appears that migrant waves toggle this on and off. The Kobolds start complaining that they can't find a path to clean themselves. It's incredibly infuriating. Do you need more details, or is this a concise enough bug report?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Putnam on March 21, 2013, 06:08:27 pm
Any burrows?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Meph on March 21, 2013, 06:15:20 pm
1. Report the mod version.
2. Report the tileset used.
3. Kobold reports in the kobold camp thread.
4. This sounds like a user error.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Wilm0chimp on March 21, 2013, 07:02:24 pm
Hey Meph, I realise you probably haven't even tested this, but do the runes on weapons/armour carry over if you pick them up in adventure mode? I assumed they would, but thought I'd ask.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Hiroaki0112 on March 21, 2013, 07:03:38 pm
1. Report the mod version. v2.0h
2. Report the tileset used. Phoebus

When I right click on a map, it crashes the application.
And when I start stonesense, it gives numerous errors, at least playable, but still worrysome.

Crash on right click is serious, I used to play 1.9.5 fine, but now I cannot play the game. Where did the good old mouse.exe go???
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: sayke on March 21, 2013, 07:17:14 pm
@ Hiroaki0112 - uhhhh... it works fine for me. what if you rightclick at the load screen?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Arumba on March 21, 2013, 07:24:32 pm
There is definitely some sort of problem happening with right clicking.  More than one person now has mentioned it, and in my video you can see me clearly cause a CTD on command by right clicking. 

Version .2h, phoebus, dwarf fortress mode
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Hiroaki0112 on March 21, 2013, 07:29:29 pm
@sayke Rightclicking on menu is fine.
:(
I'm going back to 195 till its fixed.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: sayke on March 21, 2013, 08:20:34 pm
@Hiroaki0112 - i'd suggest 2g instead - it's got all kinds of awesome stuf 1.9.5 doesn't =D
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Nokao on March 21, 2013, 08:20:46 pm
Meph, when you do a dfhack-prospect wich is Blood of Armok gem names?

Are they under the gem section ? Because I have 200> tears, and no blood actually. Maybe they have another name ?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Hiroaki0112 on March 21, 2013, 08:29:15 pm
@sayke

But where did the "mouse support" go in v2?
Where can I find the mouse.exe? that AHK script? it was really nice :/
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Billy Jack on March 21, 2013, 11:12:24 pm
@Hiroaki0112

The numerous errors when starting StoneSense is due to the fact that MW adds lots of material, items, creatures, etc. that StoneSense doesn't have mapped to the sprites it uses. You can ignore the errors. Things will still show in StoneSense, but they will use the character that their definition in the raws refers to.

@Nokao

I've got Blood of Armok on my embark. Make sure you used "prospect all". It may be that you just have an embark that doesn't have any. I've had that happen as well. <edit> nvm that you may not be using prospect all. If you see 200+ tears, then its just a bad embark, if bloods are important to you.</edit>
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Billy Jack on March 21, 2013, 11:24:33 pm
Right-click crashing has been reported in Falconne's thread on the utility. He's looking into it.

http://www.bay12forums.com/smf/index.php?topic=119575.msg4120323#msg4120323

Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Hiroaki0112 on March 21, 2013, 11:28:19 pm
Sorry to ask many times, but where can I get the v.2g version of the MW DF?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Billy Jack on March 21, 2013, 11:44:50 pm
You could always just remove the mousequery.plug.dll from hack\plugins and then add the mouse support tools that you prefer back into the appropriate DF spots.

Add the mouse.exe tool into the MasterworkDwarfFortress\utilities folder and then click the Update button on the Utilities tab of the MW launcher. You can then click it in the listing to launch it when you start up.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Hiroaki0112 on March 22, 2013, 12:03:10 am
mouse.exe is not a utility it is a script written in AutoHotKey, I don't know how it works with DF but the file is in /Content folder and not in /Utilities

Maybe I will just use 2g with no mousequery.dll, i just have to give up using mouse for the game
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Putnam on March 22, 2013, 12:10:17 am
Why don't you use 2h without mousequery.plug.dll?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Thormgrim on March 22, 2013, 12:28:22 am
quick Q...
I just had a fey mood produce an Iridium hammer... is that any good?
here's the description (I'll have to type it because I don't know how to post pictures)

Dalzatkebosh "Matchzealot" a iridium meteor hammer
This is a iridium meteor hammer.  All craftdwarfship is of the highest quality.  It is encircled with bands of iridium and round marble cabochons.  This object menaces with spikes of bone and leather.
On the item is an image of Atir Pillarblock the dwarf and dwarves in blood of armok.  Atir Pillarblock is surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Atir Pillarblock to the position of queen of the Pulley of Drumming in 1.

That's right, I cut a "blood of armok" specifically so that it could be used on this artifact.  I thought that was pretty cool.  SO, obviously the queen will be using this weapon, but... is it any good?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Putnam on March 22, 2013, 12:35:37 am
I honestly have no idea of what the properties of Iridium are in this mod :P I know that based on IRL stuff, Iridium would be the single best (non-alloy) metal for hammers: extremely dense, very strong for a non-alloy. However, in this mod, it's a bit lighter than usual. However, it should still be good, I think.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: smakemupagus on March 22, 2013, 12:35:44 am
Iridium in MDF is excellent for armor and edge weapons, but mediocre for blunt; it is a bit less dense than iron.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Gamerlord on March 22, 2013, 12:48:33 am
It isn't nearly as good as an artifact zweihander and great axe.

Hey; how good is rock for blunt weapons?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: smakemupagus on March 22, 2013, 01:01:30 am
hmm, good question.  it's certainly not great. 
but much more likely to break some enemy bones with a stone club than a wooden one.

stone template
[IMPACT_YIELD:120000]
[SOLID_DENSITY:2670]

iron
[IMPACT_YIELD:542500]
[SOLID_DENSITY:7850]

bone
[IMPACT_YIELD:200000]
[SOLID_DENSITY:500]

wood
[IMPACT_YIELD:10000]
[SOLID_DENSITY:500]

Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Moridin920 on March 22, 2013, 03:17:43 am
Just downloaded the latest version (2h), and it seems like my Temple of Armok is bugged?

Before, I'd ask for help and a dwarf would turn into an Armok's Ward. Now, when the reaction is finished the temple just deconstructs itself. The totems used to build it disappear, but the stone blocks remain.

I've tried it four times now, and every time the exact same thing has happened. I butcher animals, make totems, build the temple, do the reaction, it explodes/deconstructs, repeat. The totems magically vanishing is probably the most annoying part.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Nokao on March 22, 2013, 05:03:47 am
@Nokao:
I've got Blood of Armok on my embark. Make sure you used "prospect all". It may be that you just have an embark that doesn't have any. I've had that happen as well. <edit> nvm that you may not be using prospect all. If you see 200+ tears, then its just a bad embark, if bloods are important to you.</edit>

Well I just discovered that I don't have any, and because this is a very important fortress for me and I have magma 112 levels down from surface I really need Blood of Armok to complete my "flow surface with magma on sieges" project.

I'm using MW DF 2f, so I have dfhack 2. I'm trying now to update only dfhack to 3 to use the create-item trick.
Can someone tell me the code for blood of armok ?

I want to finish this before starting once again.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Meph on March 22, 2013, 05:10:58 am
@nokao: How did you get the idea that blood of armok would be on every map? Its just like any other gem... you dont always have everything. Why not build a 112 lvl track and use magmatankers?

@moridin: Yep, understood. Its all the boiling rock buildings, the non-magma safe parts evaporate atm. I know of the problem and can fix it.

@Hiroaki0112: Autohotkey is not included since 9 versions, because the dfhack mouse feature replaces most of them. I guess some hotkeys, for trading and such, could have been kept, but the mouse support and the mouse.exe overlap. V2g is not online anymore, its V2h now. Why would you want the older version?

@wil0chimp: yes, they carry over to adv mode. you can even enchant them yourself, using advfort plugin.

@Arumba: Falconne is working on it, nothing I can do about dfhack plugins myself, short of removing them.


Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Maklak on March 22, 2013, 06:24:57 am
Your Linux version still uses a very outdated Dwarf Therapist. I reported this before. It is even stranger, considering that some of your past version for Linux had 19.3 Splinterz version.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Wilm0chimp on March 22, 2013, 06:38:49 am


@wilm0chimp: yes, they carry over to adv mode. you can even enchant them yourself, using advfort plugin.




Nice!

This mod has tons of great features for a potential super soldier program, like the dwarven day care idea for vanilla. You can use concubines for selective breeding (if they produce children that get inheritable traits), stick the children in a dwarven day care facility to emotionally traumatize them and train their dodge, burn the fat off their bodies with magma and then equip the survivors (if any) with rune weapons / armor.

I imagine the mortality rate will be 95% but those that survive...
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Nokao on March 22, 2013, 06:43:27 am
@nokao: How did you get the idea that blood of armok would be on every map? Its just like any other gem... you dont always have everything. Why not build a 112 lvl track and use magmatankers?

Well I have 217 Tears of Armok, and 128 Bones of Armok, so 0 Blood sounds like a bug to me ...

I'm thinking about Blood to reduce Clutter and FPS decrease, I'm in the risk of loosing the fort like the previous, for FPS-death.

However, wich is the code for Blood? I'll try to generate the gem with dfhack3 ...
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: splinterz on March 22, 2013, 06:45:44 am
so i've been trying to generate a new world, with a good amount of beasties surviving 1050 year history, so i've upped the semi/mega beasts. it's working pretty well so far, but i've noticed a strange trend: when creating a large region, water dragons are everywhere, kill a ton of creatures, and seem to breed like crazy. after 1050 year world generation, it's not rare to have 2000-3000 water dragons still alive. however, other dragons seem to be killed off pretty normally, and after taking a look at the raws i don't see anything that would give water dragons such an advantage.

anyone else noticed or experienced this? any ideas on what might be causing it?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Undeadlord on March 22, 2013, 07:34:32 am
Meph: One tiny bug, in the Build --> Workshop menu the Siren and the Colosseum have the same hotkey assigned. Alt-N
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Dark Archon on March 22, 2013, 07:44:11 am
Why not build a 112 lvl track and use magmatankers?
Can someone actually describe how to make this work? Never used minecarts, more so with magmatankers.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: vaderflag on March 22, 2013, 07:58:25 am
I have a platinum soul and a Researcher's Study, but I can't seem to figure out how to use it -- the reaction indicates I need an "empty essence container" as an additional reagent, but I see no mention of such a thing in the documentation or other workshops. Ack! What am I missing?

Edit: I'm missing the job right above, "make soul container", duh!
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Nokao on March 22, 2013, 08:09:19 am
Another thing, Meph, few weeks ago I proposed that Bifrost (item, bars, or giants) freeze water, that could be very helpful to stop rivers for river-artificial-turning.

You said it was impossible, now with dfhack3 is something changed ?

Wich is the reason? Water freeze on low temperature but on special triggers that you can't control ?
In this case, the new weather control system can trigger the special action and freeze the whole surface rivers ? This would be another solution.

I'm craving for a MasterWork over-all rebalance, for example wheather system could be invented by ice-storm-wizards and requires their scrolls to be handled, and all special structures should be harder to create.
Also Magic should be a really hard thing to obtain.

All shooting weapons and golem stuff should be gnomes-related.
A good part of dark-magic should be warlock and/or drow related.

Every special workshop that you created, IMHO, should be foreign and "trade-necessary" to obtain.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Arumba on March 22, 2013, 08:30:16 am
Falconne seems to have fixed the bug with mousequery.dll.  Might want to check that out.

Did you have a chance to check out the exploding trade depot problem?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Nokao on March 22, 2013, 08:34:29 am
Falconne seems to have fixed the bug with mousequery.dll.  Might want to check that out.

Did you have a chance to check out the exploding trade depot problem?

Arumba your work & videos are great, I'm looking at them all, but you should embark with golden gooses, cave beetles, and some new creatures to explain their extra features.
I also have other tips, however I'll keep commenting on you tube.

You should start from zero anyway (after MW update) and avoid spoilering !FUN! and cheats of dfhack.
We're all waiting for this version to work without bugs/crashes.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Putnam on March 22, 2013, 09:45:43 am
Well I have 217 Tears of Armok, and 128 Bones of Armok, so 0 Blood sounds like a bug to me ...

I'm thinking about Blood to reduce Clutter and FPS decrease, I'm in the risk of loosing the fort like the previous, for FPS-death.

However, wich is the code for Blood? I'll try to generate the gem with dfhack3 ...

1. The game doesn't know that they're related to each other. The existence of each is completely independent of the rest.

3. Ctrl+f is your friend.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Billy Jack on March 22, 2013, 09:58:57 am
@Nokao

If you're up to using dfhack to resolve your magma concerns, dig a hole and use the magmasource command to create magma.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Nokao on March 22, 2013, 10:01:24 am
@Nokao
If you're up to using dfhack to resolve your magma concerns, dig a hole and use the magmasource command to create magma.

Well I would like to not exagerate with hacks, creating 1 single gem of blood of armok is something,
create a magma source is too much.

Anyway, this big updates and new features, plus the discovery of QuickFort, made me loss so much passion on my actual fort.

Using pre-existing vanilla castles with embark everywhere is funny, but very hard and slow.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Stargazer on March 22, 2013, 10:58:29 am
Is there a way to turn off all the new weapons and armor but keep the new materials? I'd still like to be able to make cobalt/mithril short swords and spears and stuff, but without the massive list of exotic weapons and armor confusing the heck out of me. =p
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: smakemupagus on March 22, 2013, 11:01:32 am
anyone else noticed or experienced this? any ideas on what might be causing it?

I have noticed lots of water dragons too, no ideas about it though.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: smakemupagus on March 22, 2013, 11:17:13 am
Another thing, Meph, few weeks ago I proposed that Bifrost (item, bars, or giants) freeze water, that could be very helpful to stop rivers for river-artificial-turning.

I don't know of a magic way to freeze rivers, with or without DFHack, but river stopping is quite easy with magma tramcarts.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Billy Jack on March 22, 2013, 12:06:41 pm
Is it vanilla or the caste system that results in levels well past 20?

3 of my legionnaires have over 500 levels each.  Militia Commander is 153 Figher, 115 Shield, 102 Spear.

I never played vanilla long enough to know, as I was put-off by the overwhelming number of trees, rocks, ores, etc. (Is there anyway that you could do for leather/silk/wool what you did for trees and plant fiber/cotton?)

How do you use Nether bark as leather?  Do you have to forbid everything and then queue up a job?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: tasteful on March 22, 2013, 12:07:33 pm
Hey, if I want to change the default font back to normal, what do I enter in fontsettings.txt?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Undeadlord on March 22, 2013, 12:17:08 pm
Hey, if I want to change the default font back to normal, what do I enter in fontsettings.txt?

You would click on the Masterwork Font button on the Settings tab of the MW loader. It should change to the default.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: tasteful on March 22, 2013, 12:20:44 pm
sorry, forgot to specify - using a mac, having trouble with wine, just trying to change the text file
if anyone can just change it in their settings.exe then check to see what the fontsettings.txt changed to, i'd appreciate it!
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: smakemupagus on March 22, 2013, 12:43:18 pm
Why not build a 112 lvl track and use magmatankers?
Can someone actually describe how to make this work? Never used minecarts, more so with magmatankers.

This help was written for orc mode.  In dwarf mode you just have "tankers" not "magmatankers" so it is up to you to make the tanker magmasafe and to not mix water and magma.  :D  And in Dwarf mode you can fill at any magma furnace, not requiring a special building.  I think otherwise the process is the same though.

Of course if you are going up 100+ levels you'll need to figure out that detail, maybe with a 3rd stop on the track so that you guide (or power) the transit 99% of the way and then just push it the last few squares.

::: Magma Engineering :::
There is lots you can do with the Magma Source and you should experiment, but here is an idea of how to get started.  * Build a rail line with one end near your source station and the other at the edge of the target: cistern, aquifer to be obsidianized, river to be dammed, etc. * Build a stop at both ends. the end by the cistern should auto-dump towards the cistern. * Create a tram route set to "push cart when greater than 50% full," note that using the "guide" setting can put workers in splash-danger. * Create a return condition "guide when empty" * Add a magmatanker to the route * Set magmasource to fill the tanker using manager.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Dark Archon on March 22, 2013, 01:22:19 pm
In dwarf mode you just have "tankers" not "magmatankers"
Nope, dwarfs have magmatankers.

Build a rail line with one end near your source station and the other at the edge of the target
That's mean I need to build rail line from magma forge (for example) up 100 levels to my extenal moat? Damn, that's going to be tough.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: smakemupagus on March 22, 2013, 01:34:37 pm
Oops, sorry, my bad, the Item ID is different, but of course you're right the display name is the same.  Maybe dwarves don't have a water tanker?  Not sure.

>> That's mean I need to build rail line from magma forge (for example) up 100 levels to my extenal moat? Damn, that's going to be tough.

Well, alternatively, you can have haulers carry the full tankers up and down the stairs, but it'll be very slow (like they'll probably get sleepy/thirsty during the job type slow).  I guess in principle you can do that enough to fill one square with magma, then build a new furnace in the upper levels to use as a new source.    But I think you'll feel more dwarfy if you carve the long tram tracks :D
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Meph on March 22, 2013, 01:45:48 pm
Damn you smake, that is brilliant. Use one tanker/blood of armok to generate 1 tile of magma, power up a magma workshop, use it as source for more. That... I... damn. I didnt think of this.

@Dark Archon: Still easier then a pumpstack/piston.

@tasteful: Replace font.ttf in data\art with the font.tff in masterworkdwarfortress\Font old\data\art. Thats it.

@Billy Jack: What do you mean with doing for cotton and trees the same? It already is, all trees give "wood", all plant fiber is standardized as "cotton". You just still need silk and wool, because dwarves want plant-cloth, animal-cloth and silk-cloth for moods. If I take them out, people die. :P

Netherbark leather: Try stockpile options for workshops... feed a leatherworker only from a stockpile that allows netherbark.

@Stargazer: No, not really. Which ones are confusing you? there is only padded leather and platemail thats new. And a few weapons, but not too much I hope... rest is flavor from other civs, just melt it down.

@Nokao: You dont know how modding works. Please learn it a bit more, before making suggestions. ;) And I guess its just your italian english skills, but coming in here and telling me that I "should" to that, and "should do this" is a bit... rude maybe? If you think things should be balanced differently, thats your opinion, not mine :P I actually had many things trade dependant, every race gave you access to one more option, but many, many people said that they dont like it. Too often civs would die out.

@splinterz: I saw a waterdragon in the testfort as well... odd.

@Maklak: Is noted. I dont do the linux/mac version though, so I guess arclance took the latest stable build for it.

@Undeadlord: Thanks, is noted. These are always hard to find with that many buildings ^^
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Snorunt30 on March 22, 2013, 02:06:05 pm
Am I the only one having issues generating worlds? It's rejected every one I've attempted to generate with the same rejection log as the last (The Oracular Dimension, region2: Placed farming entity without crops), how can I fix this? Sorry if the answer was mentioned prior to this :-\
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Maklak on March 22, 2013, 02:24:50 pm
> > Linux version has outdated Dwarf Therapist.
> Is noted. I dont do the linux/mac version though, so I guess arclance took the latest stable build for it.
No, it has pre-Splinterz, over a year old version. Splinterz up to 19.3 were quite stable on Linux.

Does this arclance have his own thread with Linux versions of DF tools?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Putnam on March 22, 2013, 02:37:34 pm
Is it vanilla or the caste system that results in levels well past 20?


Yes, both. Levels past 20 are possible vanilla, but levels as ridiculous as yours are a result of the caste system multiplying the speed of level progression.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Billy Jack on March 22, 2013, 02:59:21 pm
@Billy Jack: What do you mean with doing for cotton and trees the same? It already is, all trees give "wood", all plant fiber is standardized as "cotton". You just still need silk and wool, because dwarves want plant-cloth, animal-cloth and silk-cloth for moods. If I take them out, people die. :P

Netherbark leather: Try stockpile options for workshops... feed a leatherworker only from a stockpile that allows netherbark.

I meant get rid of Newt leather, Dog leather, etc. same for silk and wool. What you did for trees and plant-based cloth is great. Thought it was pretty clear; "do for X what you do for Y"

Netherbark / Netherwood is not an option under Leather or Wood categories.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: SharpKris on March 22, 2013, 03:16:36 pm
having an issue with bow svant children going around hunting and getting killed
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Billy Jack on March 22, 2013, 03:26:30 pm
having an issue with bow svant children going around hunting and getting killed
restrict them to a burrow
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: smakemupagus on March 22, 2013, 03:29:45 pm
I meant get rid of Newt leather, Dog leather, etc. same for silk and wool. What you did for trees and plant-based cloth is great. Thought it was pretty clear; "do for X what you do for Y"

If you don't already have standardized leather, there's something wrong. 
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Billy Jack on March 22, 2013, 03:43:12 pm
I meant get rid of Newt leather, Dog leather, etc. same for silk and wool. What you did for trees and plant-based cloth is great. Thought it was pretty clear; "do for X what you do for Y"

If you don't already have standardized leather, there's something wrong.
After tanning, I do get a generic leather, but the stockpile options and specifying for military uniforms I still have to sort through the list of hundreds of various leathers, (dog, newt, horse, Forgotten Beast, etc.)

I guess the wood list is shorter because all of the other trees don't exist, and the plant fiber list is short because only a few plants produce thread to begin with.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Stargazer on March 22, 2013, 04:02:48 pm

@Stargazer: No, not really. Which ones are confusing you? there is only padded leather and platemail thats new. And a few weapons, but not too much I hope... rest is flavor from other civs, just melt it down.


I can't seem to find the Falcon Knight Arms artifact that one of my dwarves made in the raws anywhere. Someone else looked this up for me in another thread I made, but I can't seem to find it myself. I'm probably looking in the wrong place, but where would this be?

But my big question is, do all shells/chitin/scales count as leather when equipping military uniforms? If I tell them to pick up any 'leather' armor, will they grab a suite of rigid chitin armor along with whatever other leather I have laying around? I know I can specify the 'leather' it question to be chitinplate, but I have to scroll through so -much- leather to get to it, and when I do, there are 2 options for "rigid chitinplate" right next to each other. Same goes for 'shellplate', though 'scaleplate' seems to be missing a rigid version. There are also options for normal versions of 'scaleplate, chitinplate, and shellplate', which I understand. But then there are -toughened- versions of those. I thought only normal leather could be toughened, and that chitin/shell/scale could only be combined into rigid? So I'm a touch confused.

It seems that it's more difficult setting up military equipment simply given the rather vast amount of different non-metal armor types. Weapons are a bit easier for me to get my head around, since mostly they're still just swords/axes/whatnot and I can just tell my military "Okay, pick up any iron two-handed sword that's around." and they'll equip it, regardless of it being a katana, rapier, or khopesh. But all this armor...Nightmare, dragonslayer, berserkerhide...there's just so much of it. The metal armors are simpler, since I can just go "Hey, you. Pick up any mithril nightmare armor you find." But the leather armor... (Yeah, what Billy Jack said. There's a loooooooong list of assorted leather types in the military menu that makes it a pretty big confusing mess.)
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: smakemupagus on March 22, 2013, 04:21:04 pm
I can't seem to find the Falcon Knight Arms artifact that one of my dwarves made in the raws anywhere. Someone else looked this up for me in another thread I made, but I can't seem to find it myself. I'm probably looking in the wrong place, but where would this be?

I gave you the file name and line number in the other thread, too ^^
You need a tool that can do "Find in Files" or grep.  Textpad, notepad+, grep from *nix command line, findstr from windows command line

The other stuff, it's all very valid suggestion of course, but I don't think Meph can do anything about it.  Animals exist, so their leather exists, so the dwarf fortress engine puts it in the armor screen.  The generic "use any leather" material option works pretty well to be honest, except that they might choose lamellar over heavy shellplate, if you don't want this the easiest solution is to not make lamellar armor.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Stargazer on March 22, 2013, 04:41:06 pm
I can't seem to find the Falcon Knight Arms artifact that one of my dwarves made in the raws anywhere. Someone else looked this up for me in another thread I made, but I can't seem to find it myself. I'm probably looking in the wrong place, but where would this be?

I gave you the file name and line number in the other thread, too ^^
You need a tool that can do "Find in Files" or grep.  Textpad, notepad+, grep from *nix command line, findstr from windows command line

The other stuff, it's all very valid suggestion of course, but I don't think Meph can do anything about it.  Animals exist, so their leather exists, so the dwarf fortress engine puts it in the armor screen.  The generic "use any leather" material option works pretty well to be honest, except that they might choose lamellar over heavy shellplate, if you don't want this the easiest solution is to not make lamellar armor.

Ah ha. It's an orc weapon. That's why I couldn't find it. X3

If it says Ranged:Throw:Whip and Skill:Spear, I'm assuming that means it uses the spear skill in melee, uses the throw skill for ranged, and uses whip (bolas) for ammo?

Does it count as a ranged or melee weapon? If I want a military to equip them, would I select 'spear' or 'thrown'?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: sayke on March 22, 2013, 04:44:17 pm
@Billy Jack - leather, wool, etc are actually generic already in MWDF. might i suggest asking falconne to add search functionality to the military equip screen? and maybe other screens with giant lists?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: smakemupagus on March 22, 2013, 04:48:24 pm
If it says Ranged:Throw:Whip and Skill:Spear, I'm assuming that means it uses the spear skill in melee, uses the throw skill for ranged, and uses whip (bolas) for ammo?

Yep, that's right! 

Does it count as a ranged or melee weapon? If I want a military to equip them, would I select 'spear' or 'thrown'?

Ah that is a good question.  I think for purposes of the military screen it would count as a "thrown".  When I use Warrior Society weapons especially when they are mixed melee/ranged type like that, I would usually set the whole squad to "Falcon Knight Arms," or use Specific Weapon to give it to the captain of a bola squad.

Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Snorunt30 on March 22, 2013, 05:01:09 pm
It failed around 30 more times, then eventually got it to work ::). Still don't know how to fix it if I need to create a new world, short of waiting a few hours for one to not spit that error out :-[.
On a unrelated side note, perhaps water dragons survive more... by hiding under a towns river? I know the one I just found did. (I found this out while drowning, and it decided to tell me who it killed and revealed itself).
Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Heimdall86 on March 22, 2013, 07:34:20 pm
I had a waterdragon on my newest fort also in v.2h. I managed to tame him (cant remember if i messed with the raws or not) and put him in a pit and fed him all the captured invaders he could eat ha. Still having a problem with the stripcaged command and the d-b-d d-b-c trick though for disarming caged creatures. Seems I have to go into the stocks every time and dump all the weapons that i don't recognize instead of doing it the way the wiki tells me too :/
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Stargazer on March 22, 2013, 07:36:48 pm
I had a waterdragon on my newest fort also in v.2h. I managed to tame him (cant remember if i messed with the raws or not) and put him in a pit and fed him all the captured invaders he could eat ha. Still having a problem with the stripcaged command and the d-b-d d-b-c trick though for disarming caged creatures. Seems I have to go into the stocks every time and dump all the weapons that i don't recognize instead of doing it the way the wiki tells me too :/

D-B-D. Hit K and undump the cages. (Unpause and pause, if you think this helps) D-B-C. All their stuff should get moved to the nearest designated (I) garbage zone.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Billy Jack on March 22, 2013, 07:37:40 pm
I had a waterdragon on my newest fort also in v.2h. I managed to tame him (cant remember if i messed with the raws or not) and put him in a pit and fed him all the captured invaders he could eat ha. Still having a problem with the stripcaged command and the d-b-d d-b-c trick though for disarming caged creatures. Seems I have to go into the stocks every time and dump all the weapons that i don't recognize instead of doing it the way the wiki tells me too :/
Or you could open the DFHack console and type "stripcaged all"
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: KingofstarrySkies on March 22, 2013, 07:38:41 pm
my favorite slave was named....eh, doesn't matter. she was a slave, after all.
She was treated like a guard dog for the dwarves. This elvish little slave girl killed......many. Many invaders some of which were also elves.
Then IT happened.
Frost giants. lots of them. She kill three before one got 'er. She killed it, but soon bled out.
Epic-ly enough, that last one was the leader.
She tore him to bits.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Wilm0chimp on March 22, 2013, 08:45:05 pm
Does anyone know if concubines children lose the [pet] tag when they grow up?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Meph on March 22, 2013, 08:49:05 pm
@KingofstarrySkies: Are you sure you didnt dream that? little elvish slave girls that are treated like dogs are definetly nothing I put into this mod.  ???

@Wilm0Chimp: Concubine children have no pet tag. They give birth to any normal dwarf caste.

Here is my idea for the guilds.


I will make a new workshop section called Guildhalls. Each guild will get one building, called the Guildhall. You can build a "Farmers Guildhall" for example. Dwarves can join guilds in these, as well as run special reactions that only affects guildmembers. In total I have 15 guilds. I would move all "blueprints" for related items into these guildhalls. That means you need a "Masons Guildhall" before you can build a stonecutter, rockforge and similar buildings. I havent decided on the price yet. I would like to use coins (buy a permit, buy a blueprint), but dont know about the balancing yet. You need metal for coins, so were do you get the coins for the smiths guild? I havent decided on that part yet.

Each guild will get a special pet, called "guildname sign". These will give small buffs to all guildmembers nearby. For example a "masons guild sign" will give all members of the masons guild a buff, possibly a small speed boost. But only in a close vicinity. This means you put up signs near your stone-using workshops, cluster your industry in one area, and hopefully will lead to a nice, distinct area in your fort. Empty "signs" can also be bought and transformed in the guildhall. Signs will also be spawned in the Guildhall, but cant be moved. This means your guildhall should stand in the center of your industry area.

Dwarves without a guild have very slow learning ability. Possibly extremely low, like 1% of vanilla df. Yes, I am serious. Upon joining a guild, the dwarf will transform into a "guild apprentice", getting 25% learnrates, and after being an apprentice for one year, will transform into a "guild journeyman", getting 75% learnrates. After another five years, will transform into a "guild master", getting 150% learnrates and some bonusses depending on guild type. The leveling system for the military, religious and magic guilds are most likely the same, just with different wording. Mages could learn a spell on each lvl-up, military automatically gains combat buffs...

Migrants would mostly arrive without a guild, but of course guildmembers will migrate as well.


The Merchants Guild - House Nish (Trade)
Governs the professions of organizer, record keeper, appraiser, pacifier, leader, negotiator, persuaders.
Higher social skills.
Lower physical attributes.
Higher mental attributes.


The Carpenters Guild - House Lolum (Wood)
Governs the professions of Bowyer, Carpenter, Woodcutter, Wood Crafter and Wood Worker
Get some bonus from wielding chopping axes.


The Masons Guild - House Lam (Stone)
Governs the professions of Building designer, Engraver, Mason, Stone Crafter, Miner and Stoneworker
Get some bonus from wielding picks.


The Animal Handlers Guild- House Fer (Beast)
Governs the professions of Ambusher, Animal Caretaker, Animal Trainer, Animal Dissecter, Trapper, Beekeeper and Ranger.
Higher recuperation, at peace with wildlife.


The Smiths Guild  - House Zuntir (Anvil)
Governs the professions of Furnace Operating, Armorsmith, Metal Crafter, Blacksmith, Weapon Smith, Metal Smith and Wood Burner.
Small fire resistance, higher strength.


The Jewelers Guild - House Istrath (Jewel)
Governs the professions of Glass Maker, Gem Cutter, Gem Setter and Jeweler.


The Crafters Guild - House Rigoth (Craft)
Governs the professions of Glazer, Potter, Bone Carver, Clothier, Tanner, Leather Worker, Spinner, Weaver and Craftdwarf.


The Fishworkers Guild - House Tatlosh (Fish)
Governs the professions of Fish Cleaner, Fish Dissector, Fisherdwarf and Fishery Worker.


The Farmers Guild - House Ber (Earth)
Governs the professions of Brewer, Butcher, Cheese Maker, Cook, Dyer, Grower, Milker, Miller, Thresher, Presser and Farmer.


The Doctors Guild - Houses Thunen (Life)
Governs the professions of Diagnose, Set bones, suturing, wound dressing and surgeon.
Allows members to heal mod-included diseases.
Immunity to diseases.
Higher empathy.


The Engineers Guild - House Olon (Gear)
Governs the professions of Mechanic, Pump Operator, Siege Engineer, Siege Operator and Engineer.
Get NoFear for operating siege engines without fleeing.
Only guild that can set up landmines and turrets.


The Apostles of Armok Chapter - House Rath (Temple)
Governs the profession of Strand Extractor. (which is used for "apostle of armok" in the mod)
Allows special effects when using magical temple reactions.
Allows members to exorcise possessed dwarves.
Allows members to exorcise undead, putting them to rest.


The Alchmists Guild - House Anzish (Alchemy)
Governs the professions of Wax Worker, Alchemy,  Soaper, Lye Maker, Potash Maker and Herbalist.
Not affected by negative sideeffects of certain reactions; No self-poisoning in the toxicist, no explosions in the chemist


The Mages Guild - House Larul (Sorcerer)
Governs the professions of Druid (magic nature) and allows to learn spells.
All magic buildings would require a member of this guild to run the reaction.
Only mages guild members can become sorcerers.
Sorcerers get a new spell each time they raise a level.


The Legion of the Dead - House Rash (Death)
Governs military skills
Subgroups: Melee or ranged.  (Order Libash - Axe, Order Arush - Bow)
Axe would just be a symbol for melee, the Bow a symbol for ranged. I wont do a group for each weapon skill, that would be way too much micromanagent.
Higher strength, endurance, agility, toughness.
Lower empathy, social awareness.
Higher healing rate, likes fighting.


Questions and things that concern me:

Should guildhalls also be used to create items?

For example special armor/weapons for legionnaires, or special picks in the masons guild, special reactions for apostles in the guildhall? I would have to move reactions from magic building, temples and such into the guildhalls, but on the other hand it makes perfectly clear which reactions can only be done by guildmembers. Otherwise I would simply mark the reactions in the buildings with an (*) behind the reaction name. "Transform into magmamancer (*)" "Exorcise a possessed dwarf (*)"

How bad/good would the micromanagement be?

On the one hand its less castes then now. Instead of 25 only 15, plus the 6 mage types would be merged in. One the other hand it might break some features, for example transforming a possessed dwarf into a guildmember will automatically cure him (since he is a different creature then). I can circumvent this by making him not transform, which is either a dead giveaway or will confuse people, because they assume the transformation is bugged. On the other hand you can finally control which dwarf is member of which caste, because you can assign dwarves to guilds yourself. :)

Should this change be optional?

I know, I know. Everyone will shout Yes. But this is a major change and completely changes the game balance. Its also great lore-wise for succession forts. Its also, and this is important to me, extremely difficult to do as an optional setting. Its 15 buildings, a lot of reactions, castes, sub-castes, skill learn rates, natural skills, items/materials that use itemsyndrome to apply buffs, the guild-sign "pets", the overhaul of the magic system, I most likely have to change how both possessions and cults work... wow. Again, on the other hand, people that wont like the guild system will be put off by it, because it is ideed a massive change for players.

Are the guild sections ok like I did them?

I put wood burning into the smiths section for example, because they still operate a furnace while doing so. Or the lye, soap, herbalist and potash making in the alchemy section, even if they are farming skills officially.

Since this thread fills up quite fast, you can also post suggestions and ideas about the guilds here (http://www.bay12forums.com/smf/index.php?topic=109098.195).
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: KingofstarrySkies on March 22, 2013, 09:01:45 pm
@KingofstarrySkies: Are you sure you didnt dream that? little elvish slave girls that are treated like dogs are definetly nothing I put into this mod.  ???

@Wilm0Chimp: Concubine children have no pet tag. They give birth to any normal dwarf caste.

Here is my idea for the guilds.


I will make a new workshop section called Guildhalls. Each guild will get one building, called the Guildhall. You can build a "Farmers Guildhall" for example. Dwarves can join guilds in these, as well as run special reactions that only affects guildmembers. In total I have 15 guilds. I would move all "blueprints" for related items into these guildhalls. That means you need a "Masons Guildhall" before you can build a stonecutter, rockforge and similar buildings. I havent decided on the price yet. I would like to use coins (buy a permit, buy a blueprint), but dont know about the balancing yet. You need metal for coins, so were do you get the coins for the smiths guild? I havent decided on that part yet.

Each guild will get a special pet, called "guildname sign". These will give small buffs to all guildmembers nearby. For example a "masons guild sign" will give all members of the masons guild a buff, possibly a small speed boost. But only in a close vicinity. This means you put up signs near your stone-using workshops, cluster your industry in one area, and hopefully will lead to a nice, distinct area in your fort. Empty "signs" can also be bought and transformed in the guildhall. Signs will also be spawned in the Guildhall, but cant be moved. This means your guildhall should stand in the center of your industry area.

Dwarves without a guild have very slow learning ability. Possibly extremely low, like 1% of vanilla df. Yes, I am serious. Upon joining a guild, the dwarf will transform into a "guild apprentice", getting 25% learnrates, and after being an apprentice for one year, will transform into a "guild journeyman", getting 75% learnrates. After another five years, will transform into a "guild master", getting 150% learnrates and some bonusses depending on guild type. The leveling system for the military, religious and magic guilds are most likely the same, just with different wording. Mages could learn a spell on each lvl-up, military automatically gains combat buffs...

Migrants would mostly arrive without a guild, but of course guildmembers will migrate as well.


The Merchants Guild - House Nish (Trade)
Governs the professions of organizer, record keeper, appraiser, pacifier, leader, negotiator, persuaders.
Higher social skills.
Lower physical attributes.
Higher mental attributes.


The Carpenters Guild - House Lolum (Wood)
Governs the professions of Bowyer, Carpenter, Woodcutter, Wood Crafter and Wood Worker
Get some bonus from wielding chopping axes.


The Masons Guild - House Lam (Stone)
Governs the professions of Building designer, Engraver, Mason, Stone Crafter, Miner and Stoneworker
Get some bonus from wielding picks.


The Animal Handlers Guild- House Fer (Beast)
Governs the professions of Ambusher, Animal Caretaker, Animal Trainer, Animal Dissecter, Trapper, Beekeeper and Ranger.
Higher recuperation, at peace with wildlife.


The Smiths Guild  - House Zuntir (Anvil)
Governs the professions of Furnace Operating, Armorsmith, Metal Crafter, Blacksmith, Weapon Smith, Metal Smith and Wood Burner.
Small fire resistance, higher strength.


The Jewelers Guild - House Istrath (Jewel)
Governs the professions of Glass Maker, Gem Cutter, Gem Setter and Jeweler.


The Crafters Guild - House Rigoth (Craft)
Governs the professions of Glazer, Potter, Bone Carver, Clothier, Tanner, Leather Worker, Spinner, Weaver and Craftdwarf.


The Fishworkers Guild - House Tatlosh (Fish)
Governs the professions of Fish Cleaner, Fish Dissector, Fisherdwarf and Fishery Worker.


The Farmers Guild - House Ber (Earth)
Governs the professions of Brewer, Butcher, Cheese Maker, Cook, Dyer, Grower, Milker, Miller, Thresher, Presser and Farmer.


The Doctors Guild - Houses Thunen (Life)
Governs the professions of Diagnose, Set bones, suturing, wound dressing and surgeon.
Allows members to heal mod-included diseases.
Immunity to diseases.
Higher empathy.


The Engineers Guild - House Olon (Gear)
Governs the professions of Mechanic, Pump Operator, Siege Engineer, Siege Operator and Engineer.
Get NoFear for operating siege engines without fleeing.
Only guild that can set up landmines and turrets.


The Apostles of Armok Chapter - House Rath (Temple)
Governs the profession of Strand Extractor. (which is used for "apostle of armok" in the mod)
Allows special effects when using magical temple reactions.
Allows members to exorcise possessed dwarves.
Allows members to exorcise undead, putting them to rest.


The Alchmists Guild - House Anzish (Alchemy)
Governs the professions of Wax Worker, Alchemy,  Soaper, Lye Maker, Potash Maker and Herbalist.
Not affected by negative sideeffects of certain reactions; No self-poisoning in the toxicist, no explosions in the chemist


The Mages Guild - House Larul (Sorcerer)
Governs the professions of Druid (magic nature) and allows to learn spells.
All magic buildings would require a member of this guild to run the reaction.
Only mages guild members can become sorcerers.
Sorcerers get a new spell each time they raise a level.


The Legion of the Dead - House Rash (Death)
Governs military skills
Subgroups: Melee or ranged.  (Order Libash - Axe, Order Arush - Bow)
Axe would just be a symbol for melee, the Bow a symbol for ranged. I wont do a group for each weapon skill, that would be way too much micromanagent.
Higher strength, endurance, agility, toughness.
Lower empathy, social awareness.
Higher healing rate, likes fighting.


Questions and things that concern me:

Should guildhalls also be used to create items?

For example special armor/weapons for legionnaires, or special picks in the masons guild, special reactions for apostles in the guildhall? I would have to move reactions from magic building, temples and such into the guildhalls, but on the other hand it makes perfectly clear which reactions can only be done by guildmembers. Otherwise I would simply mark the reactions in the buildings with an (*) behind the reaction name. "Transform into magmamancer (*)" "Exorcise a possessed dwarf (*)"

How bad/good would the micromanagement be?

On the one hand its less castes then now. Instead of 25 only 15, plus the 6 mage types would be merged in. One the other hand it might break some features, for example transforming a possessed dwarf into a guildmember will automatically cure him (since he is a different creature then). I can circumvent this by making him not transform, which is either a dead giveaway or will confuse people, because they assume the transformation is bugged. On the other hand you can finally control which dwarf is member of which caste, because you can assign dwarves to guilds yourself. :)

Should this change be optional?

I know, I know. Everyone will shout Yes. But this is a major change and completely changes the game balance. Its also great lore-wise for succession forts. Its also, and this is important to me, extremely difficult to do as an optional setting. Its 15 buildings, a lot of reactions, castes, sub-castes, skill learn rates, natural skills, items/materials that use itemsyndrome to apply buffs, the guild-sign "pets", the overhaul of the magic system, I most likely have to change how both possessions and cults work... wow. Again, on the other hand, people that wont like the guild system will be put off by it, because it is ideed a massive change for players.

Are the guild sections ok like I did them?

I put wood burning into the smiths section for example, because they still operate a furnace while doing so. Or the lye, soap, herbalist and potash making in the alchemy section, even if they are farming skills officially.

Since this thread fills up quite fast, you can also post suggestions and ideas about the guilds here (http://www.bay12forums.com/smf/index.php?topic=109098.195).
Hmmm.
maybe I did.
Fuck.
also, quick question.
What inspired you to make this mod?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Meph on March 22, 2013, 09:07:42 pm
Low cpu power of my netbook.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Panopticon on March 22, 2013, 09:09:46 pm
Wow, this looks really awesome, it is a huge overhaul of the normal tech system though, might turn some folks off. I would use the hell out of it though.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Wilm0chimp on March 22, 2013, 09:15:37 pm
Meph I just checked, the children of concubines don't show up in the pets list so I guess they are full, normal civs - but they still have [tame] at the end of their name.

Picture here: http://i.imgur.com/BBKwVLI.png
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Meph on March 22, 2013, 09:17:54 pm
Well, it bothered me that an unlearned dwarf can just start making mechanisms or build statues or forge a weapon, just like that. This will of course still be possible, but with 1% learnrate people hopefully dont rely on their non-guild dwarves. It also helps balancing in what order people build workshops. First make a engineers guild, then build the trap engineer and the machine factory. First build a "Apostle of Armok Chapterhouse" then start building the temples, shrines or altars.

@wilm0chimp: They are still not pets, they will do work. ;)
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Wrex on March 22, 2013, 09:24:43 pm
Honestly? I really don't like the idea. It's such a vast departure from everything that has came before that it feels silly. Especially if vanilla dwarves can't learn, yet you need coins to produce a guildhall, this creates a rather jarring paradigm that simply dosen't feel in sync with what the mod has done in the past. It shoehorns you into a given playstyle, besides.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Meph on March 22, 2013, 09:31:01 pm
I will not use coins for something that is needed to produce coins. Most likely no coins at all.

But look at the poll, see which option is clearly leading. Guilds and Embassies.

Vanilla dwarves cant learn, but they can still do labor. So your average migrant is still the same, but cant get better at what he does. Many labors are not even skill dependant, like cleaning, hauling, feeding/bringing water, butcher, animal trapping, caretaking, dissecting... and more then half of the skills have no effect but speed. Only crafting-related skills that make items with a quality modifier are that important.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Putnam on March 22, 2013, 09:32:44 pm
Wrote a new script! Ever felt like... dwarven explosives?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Meph on March 22, 2013, 09:34:13 pm
Like my dynamite bolts and ballista ammo?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Putnam on March 22, 2013, 09:37:11 pm
Yes, but with DRAGONFIRE!!!
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Meph on March 22, 2013, 09:40:54 pm
But... they already use dragonfire. Like, word for word. :P
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Stargazer on March 22, 2013, 09:46:34 pm
I rather like the idea for Guild Halls, but do have a few worries.

Does this mean that your dwarfs would be horribly inefficient when you first start your fort? Would you still be able to build a carpenter or mason's workshops at the beginning? Guild Halls seem like they should be something that comes after you've got all the basics down already, and not one of the first buildings you need to create.

For the most part, any migrants that wander into my fort with no/crappy skills become hauling peasants anyway, so the slow learning rate doesn't bother me. But how would this effect the library system that's already in game?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Putnam on March 22, 2013, 09:48:20 pm
But... they already use dragonfire. Like, word for word. :P

But do they literally use the dragonfire material emission flow where the projectile hits?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: smakemupagus on March 22, 2013, 09:49:17 pm
Wrote a new script! Ever felt like... dwarven explosives?

But... I just got done making explosives out of your other script!
 
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Meph on March 22, 2013, 09:51:58 pm
No putnam, they use an even hotter, custom material that I made.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Machocruz on March 22, 2013, 10:46:04 pm
Can Drow cast fire spells?  A siege of Cyclops, Ettins, and Cyclops attacked a Drow caravan, and the whole outdoor area got scorched on every Z level. Not a good look.  The giants were on Pegasi and War Raptors, so I didn't think it was them. 

Also I started the game with pop cap set to 30.  It only got up to 22+ 5 children, and sat there for a year. turned it up to 60. My pop has been sitting at 24 for 5 years, with 3 deaths. Civ is still alive, with many notable dwarves, exported wealth at 20174.  Is this something that gets locked during world gen in v2g+?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: splinterz on March 22, 2013, 11:02:15 pm
after generating a few more worlds, it looks like sea monsters and sea serpents have the same issue, you'll get them in higher numbers than anything else. i ended up removing the ANY_LAND tag from them as i want more dragons instead :P

for the guildhalls, it sounds like a pretty neat idea. maybe invert the skill rates? have them start with a fairly high learn rate, and have it reduce over time. to me it makes more sense in terms of 'easy to learn, difficult to master'. this way if you get a decently skilled migrant, they could still contribute on par with other workers until they're vetted by the guild (or whatever). plus, it wouldn't totally cripple your fortress for the first few years.

i'm not sure how detailed you can get with dfhack, but you could also scale the buffs/rates based on whether or not you have master workers possibly. for example if you've got a legendary mason, have the skill rates increased even more, as there's a master passing on knowledge to the apprentices. this would also make legendary workers have even more value and another function, or possibly new nobles.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: smakemupagus on March 22, 2013, 11:04:33 pm
Can Drow cast fire spells?  A siege of Cyclops, Ettins, and Cyclops attacked a Drow caravan, and the whole outdoor area got scorched on every Z level. Not a good look.  The giants were on Pegasi and War Raptors, so I didn't think it was them. 

Fortress defense Jotunar have fire spells.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Legorobo4 on March 22, 2013, 11:45:17 pm
Seems there is a bug with the Grazer button (not the yes=no thing)

I believe that the Wooly Mt. Goats, Boozebelly Goats, Tuskox, and Pekyt are not disabled with the others.

So I have this question in that: Can I remove the grazer tag from creatures in the save's RAWs and not have it completely dorf up that save?


Also: I can't be the only guy out there that absolutely detest the Grazer tag and all the pain(annoyance) it brings
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Billy Jack on March 23, 2013, 12:08:04 am
The [LEATHER] and [ITEMS_LEATHER] are missing from [MATERIAL_TEMPLATE:TANNED_DRAKESCALE]. That will give us Rigid Scaleplate in the selections.

I thought I had included that in my first post but I guess I only mentioned the Shellplate.  My bad. :o
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: jonveck on March 23, 2013, 12:44:41 am
Regarding Guildhalls, skills, and coins:

May I suggest not using the vanilla coins and, instead, creating a custom tool that's something like "Bag of [material] coins" because otherwise you get huge stacks of coins that clutter stockpiles.

As for the on-off nature of Guildhalls, I suspect you could have them always on so long as you retain options/buttons for skill growth rates.  One option could leave skill rates as normal/vanilla, while the next could make it a fraction of normal (somewhere in the neighborhood of 25-50% growth), while the final option would be the 1% you're proposing, making Guildhalls absolutely vital for any sort of skilled labor.  Likewise, I see no reason why re-structuring the guilds would be a problem -- especially since, for example, I already consider more than one glass savant to be useless, so if what was formerly a "glass savant" becomes a guilder who also excels at gem cutting, suddenly I'm happy to see more dwarfs of this caste.

Finally, I dig the idea of your Guild ranks, but I suspect it will be a nightmare to implement in a reasonable fashion.  Literally requiring years in game before a guild member is capable of raising his/her skill growth anywhere above 50% sounds brutal.  Plus, it'd be a little silly (role-playing-wise) if a walled-off fort toiled for years in isolation and ended up full of dozens of guild masters.  What I'd prefer to see would be a special item that turns a particular dwarf into the guildmaster of a particular Guildhall, with the understanding that only one should be made.  And, yes, leaving it to the honor-system isn't necessarily ideal... but this is Dwarf Fortress:  the whole game is based on the honor-system because anyone could easily modify the raws to make all their dwarfs born as legendary in all skills.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Hiroaki0112 on March 23, 2013, 12:53:35 am
@Hiroaki0112: Autohotkey is not included since 9 versions, because the dfhack mouse feature replaces most of them. I guess some hotkeys, for trading and such, could have been kept, but the mouse support and the mouse.exe overlap. V2g is not online anymore, its V2h now. Why would you want the older version?

I want an old version, 2g if possible so I can play the game, 2h crashes on right clicking. :(
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Putnam on March 23, 2013, 12:54:48 am
The remove the mouse whosits!
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: falconne on March 23, 2013, 01:09:03 am
I want an old version, 2g if possible so I can play the game, 2h crashes on right clicking. :(

Just delete "Dwarf Fortress\hack\plugins\mousequery.plug.dll". The next release will have a fixed version of the plugin.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: sayke on March 23, 2013, 02:54:43 am
@meph - I hate to say it, but that implementation of guilds sounds incredibly complicated. I'm not sure it's worth the trouble. Right now, everyone is used to the idea that any dwarf can do any labor, albiet without producing high-quality results, and slowly improve from there over time... What you're proposing would depart from that, and while I understand and applaud your rationale, I'm not sure how it would work in practice! We still wouldn't be able to embark with dwarves of a specific caste, right?

If it wasn't balanced well it would be a nightmare. What if you need gold coins to build a guild and you just don't have much gold on your map, or it's really deep?

If it was balanced well, such that forts could start with all the basic skills and get all the minimal stuff up and running without guilds, then it could well be an interesting addition, but I'm not sure how it would work with starting up a fort... How do you think that should work, exactly?

Absolutely all the best -
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Gamerlord on March 23, 2013, 03:41:14 am
A small bug in the new version - apparently Steelclad Sauropods come as wild animals now.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Maklak on March 23, 2013, 03:42:14 am
Quote
Dwarves without a guild have very slow learning ability. Possibly extremely low, like 1% of vanilla df. Yes, I am serious. Upon joining a guild, the dwarf will transform into a "guild apprentice", getting 25% learnrates, and after being an apprentice for one year, will transform into a "guild journeyman", getting 75% learnrates. After another five years, will transform into a "guild master", getting 150% learnrates and some bonusses depending on guild type. The leveling system for the military, religious and magic guilds are most likely the same, just with different wording. Mages could learn a spell on each lvl-up, military automatically gains combat buffs.


1% learning rates are insane. So is 25% for apprentices and 75% for journeymen. A very basic rule of DF is that with some effort, any dwarf can do any job and be reasonably good at it. I play the FoE mod, which has hundreds of castes and it doesn't penalise choosing the wrong ponies for the job, just rewards choosing the right ones. Besides, vanilla learning rates are slow enough and you're effectively preventing people from getting legendaries, save for migrant guildmasters. I'm absolutely against learning rates of anything being below 50%, which is harsh enough, especially when you compare it to 150% or more for specialised castes.

Now in essence, I rather like the idea of transforming less useful dwarves into needed specialists, just not with the kind of learning rates you propose. The guilds should be an optional feature that rewards those who choose it, not penalise everyone, force them to build several guild halls and make workers produce crappy items very slowly for the first two years. As a bonus, no one will demand a setting if you just rename savants to guilds members and add workshops that can transform them into whatever the fortress needs at the moment. Your idea of the bonus increasing over time would also be enough to discourage people from spamming the guild memberships back and forth.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Meph on March 23, 2013, 04:29:47 am
If I use the guild system I transform the same dwarf multiple times, only possible with dfhack. ALL OTHER THINGS USING TRANSFORMATIONS HAS TO BE RE-WRITTEN. All creature spawning, all cults, all possessions, all magic, all-so-much-stuff. And this is why I say that making it optional would be a lot of work. Savants just arrive, you cant transform a dwarf into a savant.

And btw, savants already have 50% skill learn rate for all skills beside their choosen one.

Quote
A very basic rule of DF is that with some effort, any dwarf can do any job and be reasonably good at it.
Why? Who said that? Why not change it? I for one can make you a nice trade-ledger and invent taxes, and I can even fish, but if you would want a straight wall build, or a gem cut, I cant. I would need to learn it first. And without google, I probably need someone to teach me.

Quote
Literally requiring years in game before a guild member is capable of raising his/her skill growth anywhere above 50% sounds brutal.
Yes. Thats the idea. Of course it should be harder ^^

I imagine it like this: You embark, have probably only normal dwarves, maybe 1-2 guild members of some sort... but you start to dig your fort, fell some trees, build a mason and carpenter and then start building a carpenters and masons guild. Then assign the dwarves you want to them. Then continue playing, get a merchants guild before autumn, play along, build a smiths guild before you start smelting, and so forth. I, personally, just for me, really like that idea. I know its a massive change, I know people are not used to it and that a change from something you know to something new is always hard and seen as unnecessary... but I want to give it a shot. Thats why I make this big post about it and invite everything to give feedback and suggestions before I even start coding on it.

Also, guildmasters are not the one guy that leads a guild. Thats some wrong thing RPGs taught everyone. In RL every person that wants to own a shop needs to be a master for the trade he does. Literally, still true today. So its not strange to have 10 mason guildmasters running around, thats normal.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Nokao on March 23, 2013, 04:39:56 am
What inspired you to make this mod?
Low cpu power of my netbook.

So I hope you'll never change computer :)

@Nokao: You dont know how modding works. Please learn it a bit more, before making suggestions. ;) And I guess its just your italian english skills, but coming in here and telling me that I "should" to that, and "should do this" is a bit... rude maybe? If you think things should be balanced differently, thats your opinion, not mine :P I actually had many things trade dependant, every race gave you access to one more option, but many, many people said that they dont like it. Too often civs would die out.

Yes you're right, I did abuse of the "should" word instead of "could".
Anyway, I was just asking an overall rebalance, and you are doing that now with new guild system, so that's great !

My final suggestion ... however ... is to take some time to thing wich your objective is with this mod, talking about dwarves/DF mode of course.
The other mods (orc,kobold,gnome,ecc) are clearly born in that way, but in dwarf mode you added things very intensly for many time.
My guess is just that you are more "sperimenting what I can do" than "well, I would like to do that, but how ?".

peace & love

p.s. anyway I think the guild system idea is great, makes the overall game more RPG and require attention.
Probably a "minimum actual knowledge" should apply to all dwarves that enter a guild, like if the master of the guild is legendary, all noobs that enter gets 5-6 points in the skill just starting.
And a library-integration could apply also ?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Meph on March 23, 2013, 04:46:57 am
I am sitting on a quadcore cpu atm. ;)

Quote
My final suggestion ... however ... is to take some time to thing wich your objective is with this mod, talking about dwarves/DF mode of course.
The other mods (orc,kobold,gnome,ecc) are clearly born in that way, but in dwarf mode you added things very intensly for many time.
My guess is just that you are more "sperimenting what I can do" than "well, I would like to do that, but how ?".

What exactly do you mean by it?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Timeless Bob on March 23, 2013, 04:53:04 am
An idea about your guildhall signs:  The signs in the city are engraved slabs.  Would it be possible for you to require a Slab as part of the guildhall recipe, which would then become the sign for that guildhall?

Also, coins and the smith's guild paradox - it would be interesting for traders to trade coins as goods.  Coins might trade for an inflated price during barter, but that's the same as in real life with currency exchanges - the in-between person gets paid for his or her services.  A special "money bin" container might be needed to store coins specifically, though.  Not sure how that would work.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Meph on March 23, 2013, 04:59:32 am
the signs would work with interactions, so they must be creatures.

And I am not touching coins, I think it was a bad idea even adding that as a suggestion to the post. Its just that coins have no use atm. ^^
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Nokao on March 23, 2013, 04:59:58 am
Quote
My final suggestion ... however ... is to take some time to thing wich your objective is with this mod, talking about dwarves/DF mode of course.
The other mods (orc,kobold,gnome,ecc) are clearly born in that way, but in dwarf mode you added things very intensly for many time.
My guess is just that you are more "sperimenting what I can do" than "well, I would like to do that, but how ?".

What exactly do you mean by it?

It was "think" instead of "thing", however:

I discovered this game 24 December, after that, I played SO MUCH hours like an average of 6 everyday until now.
I discovered MasterWork in mid Genuary, after that I followed you on this topic.

Many of the things that MW was containing (like all new basic workshops) was already there, and I did just discovered that few weeks ago.
But I also saw you create things with an incredible speed, like 1 release a week
and sometimes (like this last one) new updates of plugins/utilities takes inside your project ugly bugs (for example the right click = crash).

1 - release part
I'm just saying your project is really big, and sometimes it could take some extra time of testing (on the relase part)
we can also be the testers of course, but noob players like me should probably assume by default the mod is in developing and get sticked with stable releases.

2 - developement/idea part
and you are indeed changing the game balance, while adding new structures and possibilities,
so you should try to imagine how this will slightly change the game of the players/final users (on the developement part)

For example, this idea of using coins to make things is great, and finally tries to "give a price" to things (remember that in ancient ages coins was made of wood and also SHELLS),
also weather changes, and other things that you can do FOR FREE just after making a workshop, should have a price like that, or at least cost something.

That is just my point, please don't get angry  :-*
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Nokao on March 23, 2013, 05:04:46 am
and remember that "from great power comes great responsibility"  :)
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Nokao on March 23, 2013, 05:13:42 am
Meph I don't know if I'm explaining myself, so fuk it, I don't want you to think I don't like your work.

This mod is great, I love it.

I'm just thinking to DF in a different way, a world in wich magic is very very hard to obtain,
like to make rain you don't have just to make a building and press a button,
but you must kill a wich and steal her secret spellbook, and make an altar with it, and sacrifice an animal to it, and MAYBE 1% of times it really start to rain. And 99% of others is shitstorm.

This is what I'm talking about, fantasy and not science.

And actually I don't see many other alternatives for DF playing than your mod,
so I'm a little scared of the direction in wich your next releases will go.
This is why I'm trying to give you my point :D
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Meph on March 23, 2013, 05:18:43 am
Quote
I'm just saying your project is really big, and sometimes it could take some extra time of testing (on the relase part)
Oh, its a great tradition to release untested things, or even include new features without a price to the reactions. This makes players use it more often, discover more bugs, and lets me finish and balance it better in the long run.

I made 2 polls about it, set apart by time quite a bit, about how people think about it. It literally said: Should I continue using you as guinea pigs, OR should I spend more time on testing and less on programming? It was a clear win for abusing people for inhumane tests :P

Point is, you are not entitled to anything. Sounds harsh, but this is my personal mod, free, for a free game. Now, tell me, how many mods have this optional GUI? The settings that let you alter it to your wants? And how many have such a big manual, or 10 tilesets?

When deon started his Genesis Reborn, he just said: Evil regions will be changed to "corrupted" with shades. And dragons can talk and are important and write books and rule civs. Thats his personal view, he didnt make a poll about it, asking if it should be dragons, snakes, demi-gods or demons. He just said, Genesis will have intelligent dragons, because he likes it.

The weather control is free because its; A: a rather useless gimmick and B. a new mechanic. Making it free gives people more chance to try it. Same goes for the colosseum. Last version it was free. Now you need reagents.

So to rest my case: I could completely delete his today, and no one could reasonably complain. Besides smake I guess. ^^

But no, I am not angry. Except of course about that part were you inclined to compare me to spiderman. Really, spiderman? From all the superheroes out there?

EDIT: About your newest post (why not edit, why make a triple post, thats considered rude by some) I see this as a strategy game. Changing the weather has next to no benefit at all. therefore its free. If something gives you a great advantage it will cost you. Its balanced for gameplay. Not for realism. What I often say: Its Starcraft, an RTS. Not a simulation, not SimCity.

EDIT2: PS: If you want this:
Quote
I'm just thinking to DF in a different way, a world in wich magic is very very hard to obtain,
like to make rain you don't have just to make a building and press a button,
but you must kill a wich and steal her secret spellbook, and make an altar with it, and sacrifice an animal to it, and MAYBE 1% of times it really start to rain. And 99% of others is shitstorm.

This is what I'm talking about, fantasy and not science.
Then write it yourself. Its what any other modder does. ^^ Some like high-fantasy, some like no magic at all (many do, when I judge by comments I get), some like steampunk, some dont.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Fungus on March 23, 2013, 05:36:44 am
So, finally lost my fort to a siege. But it's taught me a lot! I did find a few bugs though... Such as not being able to plant netherwood spawns. Anybody else finding that or is it just me? I also kept getting Drow and Human diplomats who told my Count that they'd dug out a very nice place for themselves then left. Is there any point in this or is it a bug? The last problem I remember is the Megabeasts. I had some utterly pathetic titans, as usual, but I also had a Water Dragon. It didn't seem to be a megabeast though; I only noticed it when checking out the combat reports. I had embarked on an ocean, which is where (based on its' corpse) I'm speculating it came from. The combat report was of it getting hit in the head with some slade from a turret and dying immediately. My turrets have never achieved a one shot kill before! But maybe that was a fluke.

Apart from the bugs I was very surprised to be attacked by a deity. It was a goldenrod monster or something, brought with the warlocks on one of their invasions. Was that a real deity or a modded creature? Either way it was exciting!

But yeah, my big problem was the Netherwood spawns. I think it would also be nice to be able to plant Shadethorn but I guess that's superfluous huh? I like having expensive materials hanging around for my moody dwarves, even if the value just means attracting invasions and megabeasts. :) My fort had 10 mil in architecture by the time it fell, which in retrospect was a tad ridiculous. But thanks Meph! That fort was great fun! :D I'll post some screenshots of my boiler room for my (never completed) 190 Z level magma stack and my interesting artifacts when I figure where to upload them.

EDIT:
Yay! New release! Reminded me of a bug I forgot to mention: Nobody would use or store Boozebelly Rum. No stockpiles, no cooking, no drinking, even though it appeared on the kitchen menu.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Nokao on March 23, 2013, 05:37:03 am
Well I'll keep just voting your polls then, but remember that people when it's time to vote never take it seriously. I mean, Berlusconi again ? after 25 years of stealing and dating teens ?

And again you're right, I'm not entitled to anything, but I feel like I'm spending so much time in this game and I only like it with your mod, for a list of reasons (utility packs, hardened everything, new races, etc).
I will keep playining at it, but I'll also keep reading this topic because it's very important for me to understand what you're doing and how to use it.

And if writing sometimes some suggestion (as I started to do 2 weeks ago, after only asking questions for 2 months) I can somehow influence your future releases, I will just keep doing it.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Nokao on March 23, 2013, 05:42:21 am
when I figure where to upload them.

http://imgur.com/
you upload multiple images, then in the right you'll find a small link "get multiple urls" and copy paste bbcode links
use spoiler button also when posting images
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Meph on March 23, 2013, 05:57:19 am
 :o

@nokao: To quote my very last post, which was entirely aimed at you:
Quote
(why not edit, why make a triple post, thats considered rude by some)

Or to put it in a language you understand better:
Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Nokao on March 23, 2013, 06:37:14 am
I'll try to be more careful Meph, but please don't start making also the forum moderator now.

Your followers are waiting for next release  :)
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Rumrusher on March 23, 2013, 07:12:08 am
Its balanced for gameplay. Not for realism. What I often say: Its Starcraft, an RTS. Not a simulation, not SimCity.
hmm what if I could say you can get the feel of an RTS if people build up their armies then use adventure mode to ship them out?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: zach123b on March 23, 2013, 07:51:40 am
imo do what you want meph then add a gui button for it so people can turn it off or on, people that don't want magic can turn it off.  people that want a harder dwarf fortress, leave all the harder options on with a few fd options on.

this mod is so awesome to me for i can (or have to) play a different style each time i start a fort.  i usually build my fort around the special dwarves that i get in my initial 7 dwarves. glass savant=glass industry, leather savant=lots of dead stuff and so on.  guild halls just seem more hassle to me, ill be turning it off in preference

i say add more stuff from magic to cave dwarves to urban, just add more buttons  :P
maybe preset configuration buttons or a random button to randomly toggle settings to make each world different in some way
as for the poll, i chose more magic items: invisibility cloak ftw
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Torgan on March 23, 2013, 08:10:10 am
So, finally lost my fort to a siege. But it's taught me a lot! I did find a few bugs though... Such as not being able to plant netherwood spawns.
I am playing 2g Phoebus until this fort falls, I guess you were too from your last line. I have no problem planting netherwood spawns. Do you definitely have some, you need to process the plants in the Timberyard. Then strip the bark off the logs for netherbark leather, maybe that's just to get the leather though. It's awesome so I do both.

Also if netherwood leather could get added to the leather stockpile option that would be great so I can make sure it's not wasted on bags. Is there a reason there's a million options for leather in the stockpile options, or is it just a pain to remove them all? I did a search with dfhack for nether and nothing came up either way.

Not sure if this is intended but the screw press workshop only uses wood for making paper, it won't accept fungiwood which I have loads of, and is in the same stockpile that the regular wood was.

Another wee thing, started using the expedition outfitter for the first time this fort and I have sent several expeditions to old ruins so I can get some plans, dwarf caravan keeps destroyed by a siege that appears at the same time. All three times I have got the same plans, runesmith, magma runesmith and dwarven rune. I guess this should be random plans? Bit of a small sample size I know. Also there isn't a stockpile option for plans under bars stockpiles as far as I can see, was hoping I could get them taken down near the forges.

If you could add drink reactions to the brewery and still for nether vines/creepers that would be awesome. Maybe mead could be added to the brewery as well but meh, I'd forgotten how much of a pain the beekeeper can't find jug spam was. No mention of it on the 2h notes.

Also usual Masterwork is great, these are all very minor niggles, just bought a new comp and I think my main time spent on it will still be MW!
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Meph on March 23, 2013, 08:25:57 am
Quote
Is there a reason there's a million options for leather in the stockpile options, or is it just a pain to remove them all?
Its not just a pain, it is quite simply impossible.

Fungiwood is not used for paper, because it a giant fungi. It has no fiber to be used to make paper. Its by design. Stockpiling and equiping netherbark leather should be easier next version. I fixed it in the alpha for v2 that I released a while ago, but never ported the fix...

Expedition system will get a lot more interesting with the forceevent script I have. You might trigger nightcreatures or sieges when raiding other civs for example. :)

Nether creeper and nether vines can be brewed into drinks in the alchemist. All drinks with special syndromes are made there. :) So you already have those specific reactions.

And Mead... remember dew beetles. You can milk them for honeydew and make beetlemead. :)

@zach123: Usually I would, but this is such a major thing, it would be sad to write it, and nobody uses it ;) If it would be small, I just add it as an option. But this is huge. This huge:

(http://i.imgur.com/lnbqvFU.png)
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: FengYun on March 23, 2013, 08:36:54 am
Why there is no tanners guildhall and bowyers guildhall?  :P

I mean, they are cool, but I suggest to unite carpenters, engineers and mason into one building, then do the same thing with farmers and fishermen. Maybe even jewellers and smiths and mages and alchemists can go together. Otherwise there are too many buildings, which have similar functions.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Fungus on March 23, 2013, 08:45:33 am
@ Nokao: Thanks for the heads up! I'll check it out. Just booted up my old fort and found I deleted the wrong saves so it's quite early on, around year 3. Most of the good artifacts were never built... But the boiler room is there! Though it's not as grand or inhabited. Ah well.

@ Meph: :o That look beautiful. I can't wait to stick them in my fort! Even if they're useless! Have you explained what they do anywhere? Or will they be the same as the old Guildhall but more specific?

Also, regarding Nether-caps, I finally found them in the raws. This bit at the beginning seems odd though:
Spoiler (click to show/hide)
Those last two lines. Are they causing the problems? I couldn't find them on any of the other tree raws, such as Steeloak. In my old fort I had the Nether-cap spawns but the option wouldn't show on farm plots; I'd guess it was something to do with DF recognising them as the seeds either way. I want to make my pump stack with them you see. :D

EDIT: @ FengYun: Heresy. You can never have too many buildings! And these don't even require magma! I know when these appear I'll be making a guild floor in my obsidian-cast ocean tower. They just look so dammed good. Though if it were possible to rotate them that would be PERFECT.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Meph on March 23, 2013, 09:17:09 am
Your world doesnt seem to support netherwood? It can be, but should be rare. You are looking for this btw: [PRODUCT:100:1:SKIN_TANNED:NONE:INORGANIC:NETHER_WOOD]. You are looking for inorganic netherwood armor. Not for the netherwood sapling trees.

There is a massive post about guildhalls both in this thread and here http://www.bay12forums.com/smf/index.php?topic=109098.msg4123900#msg4123900 (http://www.bay12forums.com/smf/index.php?topic=109098.msg4123900#msg4123900)

Also, ingame, four guilds with industries around them:

(http://i.imgur.com/axqBPc1.png)
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Fungus on March 23, 2013, 09:25:12 am
That looks fantastic! Thanks for the link! I did find a bit about Guildhalls reading back from my last post before today. I tend to have big stretches without internet so it's hard to keep track. I don't think it's that my world can't support netherwood, I mean I've harvested it from the lowest cavern layer, I just can't farm it.

But... Why am I looking for armour? I'm not really good with raws I'm afraid, it's a bit confusing. As I say I just want to make some Netherwood axles and such. Aesthetically pleasing blue combined with magma-proof functionality! Bliss. I'm holding off on genning a world until I know why this happened or that it wont happen again.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Meph on March 23, 2013, 09:28:30 am
Oh, yeah, you said pumpstack. ^^ Sorry, I thought it was about the netherbark leather... no, you are right, you simply get nether_wood:wood. :)

You gather them from the caverns (plant gathering) and cut the saplings in the timberyard. If you have only the wood, you can cut it into netherbark stripes and also find some seeds if you are lucky. Otherwise buy/order seeds from the caravan, if possible. The point is: If you go into the caverns and cut the trees, you only get wood. They dont drop seeds. And if you have no seeds, you cant plant.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Fungus on March 23, 2013, 09:40:59 am
Ah. Yeah. I know. Sorry, I did post it before, but Ididn't reiterate. I both harvested it, processed it in the sawmill (seems to just get you seeds and a lighter log. Doesn't say it's bark. Is this the case? Or am I missing something?) and ended up with the spawns, but I still couldn't plant it. Just re-checked; yeah, 23 nether-cap spores on my old fort. I think I had a crystal tree but I never bothered processing it, I'll see what happens there. But nether-cap just doesn't appear as an option on the farm plots; could it MAYBE require seeing the small plant version first? Just wondering as I have the option for nether vine without seeing its' seeds.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Meph on March 23, 2013, 09:42:51 am
Mh... if you have the seeds, are in a non-freezing biome and the farmplot is underground, then I see no reason why you shouldnt be able to plant them.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Fungus on March 23, 2013, 09:53:22 am
Hm. Have you ever planted any? Has anybody? Just curious because nobody noticed the Steam engine bug so I'm wondering if it has ever worked or whether it just should work and nobody really used the mechanic (or rather, never bothered to mention). Just tried planting under the ocean biome (which doesn't even freeze seasonally) and there's no joy there either. Also discovered that crystal trees have no seeds. D'oh. Guess I'll just go ahead and gen a new world, power through to the caverns as per usual and find me some nether-caps. Then I'll know if it's a bug or something stupid I've done.

I didn't realise freezing biomes actually mattered underground. How long has that been the case? Tbh I've never embarked in a tundra or anything so I wouldn't really have cause to know.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Deon on March 23, 2013, 10:14:27 am
Which steam engine bug?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Torgan on March 23, 2013, 10:16:30 am
As I said above I am able to farm netherwoods. Proof!

Spoiler (click to show/hide)
I think I usually start off by gathering plants, once you've opened up the appropriate cavern layer they'll just spawn anywhere underground that has mud. I find myself doing that a lot more as farming is slow now so farmers have a lot of downtime, and farming savants already get a boost to plant gathering. Then I process the saplings and plant the seeds. I think the only way to get crystal trees is just cutting them down.

And thanks for the reply Meph, never though to try the alchemist.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Fungus on March 23, 2013, 10:36:31 am
As I said above I am able to farm netherwoods. Proof!

Spoiler (click to show/hide)
I think I usually start off by gathering plants, once you've opened up the appropriate cavern layer they'll just spawn anywhere underground that has mud. I find myself doing that a lot more as farming is slow now so farmers have a lot of downtime, and farming savants already get a boost to plant gathering. Then I process the saplings and plant the seeds. I think the only way to get crystal trees is just cutting them down.
Woah, sorry! Meph's beautiforous guilds distracted me from your post. And I think you hit the nail on the head, I have to gather plants, not just strip the bark off chopped or imported nether-caps. My civ has never seen a "small nether-cap", so I can't plant them. Frustrating! I'll try that now.

@ Deon: Meph had registered the steam engine as a furnace, not a workshop, so DFhack failed to find it (something about workshops and furnaces having different data structures).

EDIT:

So, I tried gathering on the bottom cavern layer. Disappointingly there were no nether-caps. Instead they exist on cavern level 2, as I remembered wondering about when looking through the raws. Long story short; yeah, you need to have seen the crop before you can plant the seeds. What a silly mechanic. Sorry for the confusion!
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: sayke on March 23, 2013, 10:52:20 am
I'll post some screenshots of my boiler room for my (never completed) 190 Z level magma stack and my interesting artifacts when I figure where to upload them.

post to http://mkv25.net/dfma/ - it's a dedicated archive of dward fortress maps, and it's designed for this! let me know when you do - i want to see other people's masterwork fort designs! =)
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Fungus on March 23, 2013, 10:58:00 am
I'll post some screenshots of my boiler room for my (never completed) 190 Z level magma stack and my interesting artifacts when I figure where to upload them.

post to http://mkv25.net/dfma/ - it's a dedicated archive of dward fortress maps, and it's designed for this! let me know when you do - i want to see other people's masterwork fort designs! =)
D'aww! It's nowhere near that good, especially considering how old my save was in comparison! I don't even have the dining room or the personalised bedrooms for my mechanics in training... I guess the levers and obsidian caster are still there though. I'll make my next one foolproof, spectacular, and even MORE complex. ;)

Also, thanks for making unmined Tears of Armok basically aquifers, Meph! That reeeeally helped. :D
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Meph on March 23, 2013, 11:03:59 am
Basically? Literally :P
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: sayke on March 23, 2013, 11:04:22 am
@meph - IRL, you wouldn't put a guild hall next to an assembly line, would you? the more i think about the mechanic the more i think you're on to something, but i'm not sure about the guildhall-in-middle-of-assembly-line aspect, or how it ties into the library system! i'm increasingly fine with preventing untrained dwarves from learning - the real world works like that, and it would make specialist dwarves far more precious... but guild halls should be more like schools then factory break rooms, no?

it is interesting, though, and i appreciate your experimentation here! i wonder what kind of poll results you would get...? =)
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Fungus on March 23, 2013, 11:24:57 am
Wow, Sayke, this is actually really cool!! I'll definitely keep a legacy of my new fort with this! :D Hah, loving it.

And... Nuts. I should have guessed, that's great Meph, I always wondered why my 'prospect all' had come up with aquifers when they were turned off. Would have made looking for gems to experiment with a whole lot easier. Argl bargl.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Torgan on March 23, 2013, 11:43:59 am
Found another small bug, there are two types of mechanized crossbows. The first one you come across on the military equipment screen is the one you can create and trade, there's another way down the list that I just got from an expedition to ruins. One of my miners also immediately claimed a deep bronze beret from the same expedition so he is looking very stylish.  8)
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: smakemupagus on March 23, 2013, 12:02:12 pm
Found another small bug, there are two types of mechanized crossbows.

specifically,
Spoiler (click to show/hide)

please give me a heads up if you delete one, Orc Fort uses the ITEM_WEAPON_CLOCKWORK too (also Ruins raid loot of course)
Maybe just rename it to "[NAME:clockwork crossbow:clockwork crossbows]"?

Deep Bronze beret sounds awesome :)
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Sirmaril on March 23, 2013, 12:07:01 pm
Hi Meph

Great work, keep up the good work. I don't want to complain or anything, but if I remember corectly you said that every crops that grow underground have their seed called spawn like "plump helmet spawn" and that they can be planted year round. But if you chose the option to MORE PLANT TYPES in Settings.exe then it's mixed up again, aboweground crops with spawns intstad of seed and vice versa. Txt file with extra plants is called plant_florafauna_ff.txt so if you want to repair it you know where to look.

You could also update the changelog on the bottom of first post so it's up to date.

And maybe make the new pets gender more distinguishable from eachother when you embark, like female dew bettle, male dew bettle.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Stargazer on March 23, 2013, 01:24:49 pm
So, I made a spawn point underground. I have a magma bottle made from Blood of Armok but it won't let me spawn magma there. Any reason why?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: smakemupagus on March 23, 2013, 01:34:42 pm
"won't let you" =
reaction doesn't appear active in the list?
reaction takes place but not what you expect happens? (if so what does happen)
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Buel on March 23, 2013, 01:36:23 pm
My fellow bearded ones, I have indulged in this mod before. But I had to reinstall it (due to the updates and additions the person has added) For what ever reason, my soundsense doesn't update, or doesn't even play and if I exit out of it. it'll claim NOT FOUND on all the sound effects. I have fully deleted and redownloaded the darn thing a coupla times. If anyone does not mind helping me out with this, it would be greatly appreciated. I do apologize for my lack of knowledge on soundsense and modding.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Stargazer on March 23, 2013, 01:39:38 pm
"won't let you" =
reaction doesn't appear active in the list?
reaction takes place but not what you expect happens? (if so what does happen)

Right, it doesn't appear active. I have the spawn location, I have the magma bottle, but the option to spawn magma is redded out.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: smakemupagus on March 23, 2013, 01:41:46 pm
From a glance at the raws, it looks like there is no problem with the item, so you're probably experiencing the custom reaction pathfinding glitch.  If possible, try having the manager run the reaction, that often clears it up.  (check give/take orders, locked doors, burrows of course, etc.)
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Torgan on March 23, 2013, 01:52:28 pm
You could also update the changelog on the bottom of first post so it's up to date.
There's a link to each change log just after the download link at the top of the first post (I missed it too).
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Stargazer on March 23, 2013, 02:08:00 pm
From a glance at the raws, it looks like there is no problem with the item, so you're probably experiencing the custom reaction pathfinding glitch.  If possible, try having the manager run the reaction, that often clears it up.  (check give/take orders, locked doors, burrows of course, etc.)

Ah. Wasn't covered in my burrow. That'd do it.

Also, seems that the spawn point has to be deconstructed for the magma to spawn? Isn't that a bit...well, dangerous? Namely killing the dwarf that goes to deconstruct it?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: smakemupagus on March 23, 2013, 02:10:17 pm
>> Also, seems that the spawn point has to be deconstructed for the magma to spawn?
>> Isn't that a bit...well, dangerous? Namely killing the dwarf that goes to deconstruct it?

There are other ways to deconstruct things ;)

hint
Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Stargazer on March 23, 2013, 02:22:54 pm
>> Also, seems that the spawn point has to be deconstructed for the magma to spawn?
>> Isn't that a bit...well, dangerous? Namely killing the dwarf that goes to deconstruct it?

There are other ways to deconstruct things ;)

hint
Spoiler (click to show/hide)

I don't get it. :c

Guess a peasant will just need to be sacrificed for the better of the whole fort.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: sayke on March 23, 2013, 02:37:00 pm
@Stargazer - you can build the spawn point on top of a support which you can attach to a lever, or otherwise trigger. It becomes a magma bomb =P
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Stargazer on March 23, 2013, 02:58:14 pm
Augh. Welp. Guess I don't really need that magma for smithing, since there go all my soldiers. The manual says Warlocks (Wizards?) don't do ambushes, but I just got ambushed by three groups of them right outside my fortress walls. :c
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: smakemupagus on March 23, 2013, 03:04:42 pm
Warlocks do not have the [AMBUSHER] behavior, that is not exactly the same thing as being always visible though.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Fungus on March 23, 2013, 03:07:10 pm
After many hours of genning I finally got a world where I can embark on an ocean with both joyous wilds and terrifying biomes! I wanted to have a joyous wilds ocean but I suppose I'll get a sea monster or two now, so it's all good. :D Maybe I'll even be able to get some sunshine on the go? That'll be a pleasent first.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Stargazer on March 23, 2013, 03:12:46 pm
Warlocks do not have the [AMBUSHER] behavior, that is not exactly the same thing as being always visible though.

The game pops up with the whole "Ambush!" notification though.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: smakemupagus on March 23, 2013, 03:35:37 pm
Indeed.  But I think there are still differences, they still take a direct path towards your doors, for example. 
AMBUSHERS (elf, drow, goblin, kobold, pandashi, trogs, gremlins) will sometimes lurk around the map for a long time without attacking directly.

The exact behavior of the [AMBUSHER] and [SIEGER] tags (or lack of either) is a bit hard to understand/explain concisely, but you will see the differences.  Anyway, all modders can do really is either put the tags or not.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: sayke on March 23, 2013, 04:06:15 pm
@Fungus - you should use perfectworld to set up a world param set you like so you don't have to generate worlds over and over =P it really helped me once i figured it out!
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Meph on March 23, 2013, 04:42:33 pm
The difference in ambushes and the ambusher tag is this:

You get ambushed, you have 5-10 enemies.
You get sieged, it says: SIEGE, AAAhh, RUN, and you get 50-100 enemies.

If the entity has the ambusher tag, then this happens:
You get ambushed, you have 5-10 enemies.
You get sieged, it says: Nothing, till you run into the invisible army and you get 50-100 enemies.

Which means your warlock ambushes are just ambushes. If they had the ambusher tag in the raws, their invasions would be invisible as well.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: maniac on March 23, 2013, 05:02:27 pm
Hi everyone. I would really like to try this mod out, however, at the moment I only have my mac. I downloaded the mac version of the mod, which has an exe. which I cannot open. Could anyone please tell me, or direct me to, a solution to this problem?

Cheers
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Billy Jack on March 23, 2013, 05:22:40 pm
Just a wild guess, but I'd guess that Netherwood can only be planted on the 3rd cavern level.

Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Speakafreak22 on March 23, 2013, 05:39:58 pm
Love the new mod additions, but since the most recent update, I've been encountering a lot of game crashes.
It usually happens when I click the mouse on the game screen. Also, maybe when I start up a military and check the equip screen, but that only happened once so I'm not gonna say that's what caused the crash.
Anyone experience anything similar, or can anyone offer some advice on the problem? Thanks.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Putnam on March 23, 2013, 05:43:47 pm
Love the new mod additions, but since the most recent update, I've been encountering a lot of game crashes.
It usually happens when I click the mouse on the game screen. Also, maybe when I start up a military and check the equip screen, but that only happened once so I'm not gonna say that's what caused the crash.
Anyone experience anything similar, or can anyone offer some advice on the problem? Thanks.

Yes, for the last 5 pages (by default) or so people have been reporting this repeatedly. Remove the mouse plugin in hack/plugins. It has a name that has mouse in it.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Speakafreak22 on March 23, 2013, 05:58:30 pm
Love the new mod additions, but since the most recent update, I've been encountering a lot of game crashes.
It usually happens when I click the mouse on the game screen. Also, maybe when I start up a military and check the equip screen, but that only happened once so I'm not gonna say that's what caused the crash.
Anyone experience anything similar, or can anyone offer some advice on the problem? Thanks.

Yes, for the last 5 pages (by default) or so people have been reporting this repeatedly. Remove the mouse plugin in hack/plugins. It has a name that has mouse in it.
Thank you, I should learn to check other posts more often x_x
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Meph on March 23, 2013, 06:01:34 pm
Quote
It usually happens when I click the mouse on the game screen. Also, maybe when I start up a military and check the equip screen, but that only happened once so I'm not gonna say that's what caused the crash.

I had this twice myself. I reported it in the dfhack thread, but no one seems to know what it is about.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Putnam on March 23, 2013, 06:02:01 pm
falconne has said that it's due to mousequery and that he's fixed it, I think.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Meph on March 23, 2013, 06:09:21 pm
falconne has said that the right-click is because of the mousequery, and that he has no idea why a crash happens when pressing 'e' in the military selection.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Fungus on March 23, 2013, 06:17:41 pm
@ Sayke: I tried PerfectWorld but I kept getting very abrupt cliffs. It wasn't pretty at all. But maybe I was being too nooby? Either way I've put my new fort, Blazebound, up on the DF Map Archive. It's looking promising so far and I can't wait to get started proper! We'll see if I can get a functioning magma stack by year 5 and a pretty little gigantic boiler room plus obsidian caster with all the mechanical doohicky for you to oggle at. This time it should be even better. :D

@ Billy Jack: Not so! That's just where it naturally grows. Those cavern layers mean nothing once they're breached. I had a crystal tree growing between my fungiwood plots which were right below the surface.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Stargazer on March 23, 2013, 06:42:44 pm
Exactly how much depth does a magmabottle (3000) fill?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Meph on March 23, 2013, 07:17:29 pm
It should be 8 tiles of 7/7 magma.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: fasquardon on March 23, 2013, 07:54:07 pm
A question for you Meph - if weather is turned off in the init file, will the weather control building do anything?

fasquardon
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Shininglight on March 23, 2013, 08:47:39 pm
Having issues again, I'm re-downloading now but earlier i tried starting a fortress and had an issue with the new version of mac os x masterwork.

Every time i pressed the b key in fortress mode the game crashed instantly. The same thing happened in the embark setup for getting materials, every time i went to search tools if i pressed the w key the game crashed as well. Additionally i couldn't get the mac dfhack to work with the game in os x mode. I had to run the game in wine to use dfhack mode but had the same crash issues.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Billy Jack on March 23, 2013, 09:20:23 pm
@Fungus
Thanks for the information.  I guess I've never gotten them to grow either.  So do you need to breach it's cavern layer before you can grow them? I've never gone that deep, so that could be why.

@Meph
Just noticed the change to leather to remove the studs. Thanks. I always thought it was slightly goofy to have to go through so many steps to make armor that is just better than iron when Mithril, Steel, and Bloodsteel are so readily available.

Any feedback on making leather leggings for legwear instead of the trousers?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: falconne on March 24, 2013, 04:10:47 am
falconne has said that the right-click is because of the mousequery, and that he has no idea why a crash happens when pressing 'e' in the military selection.

Yeah I can't think of anything in dfhack that could cause this. If someone were able to reliably reproduce this crash and send me a save I could debug it and see if it happens in dfhack, but so far no one has been able to.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Gamerlord on March 24, 2013, 04:23:29 am
Hey, are there any downsides to an all-golem military?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Nokao on March 24, 2013, 04:26:16 am
Yes, for the last 5 pages (by default) or so people have been reporting this repeatedly. Remove the mouse plugin in hack/plugins. It has a name that has mouse in it.

Yes but, with all respect, do you really think that people finding this mod for the first time will read 700~ pages of thread ?
They just click & download the last version.

That's why there are only two choices, wating patiently for a new release, or refurbishing the old one with the proposed fix (= deleting .dll, re-zip, re-upload).
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Rumrusher on March 24, 2013, 04:51:29 am
Hey, are there any downsides to an all-golem military?
one, the sad feeling that you can't send them to murder towns. with out being a dfhack wizard and knowing how to use companion binding scripts and the power to switch modes.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Gamerlord on March 24, 2013, 06:07:12 am
Hey, a little idea: a golem that uses two hammers in the place of hands, and relies on the striking skill for combat.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Omnicast on March 24, 2013, 07:39:08 am
@Gamerlord aren't hammers blunt?! Wouldn't that just make a 2x blunt golem? Give it Claws menacing with spikes of goblins or something.

Anyways I have a suggestion/question for Meph and or anyone else willing to read. Would it be possible to have multiple caravans in one season at the same time? Say 1-3 dwarven caravans arrive within a week of each other or a drow caravan that's in your fort still hasn't left yet then the elves that come in spring bumps into the drow at the multiple trade depot hub; few insults later quickly escalate into a scuffle and your dwarfs are quickly mobilized to pacify the situation.

Maybe the second scenario needs some sorta script that makes dwarfs with decent social skills try to break up the fighting between friendlies and allies. Military dwarfs would try to intervene without killing them. Then some sorta punishment system like throwing them into a jail for a day or two to cool off. The embassy would be useful for negotiating with a race if and when you do accidentally slay their traders/guards.

So you'd need extra trade depots to accommodate the extra traders. It'd also be interesting if traders look for lodging and food/drink(makes it more realistic). They pay coins(Dwarf Bucks? Bitcoins? XD) for these services rendered. Also makes them more willing to trade if the lodging and food/drink was high value/quality? Some sorta zone designation for traders/civilians/military?(Not sure if there is one)

Maybe travelers and wanders can also be implemented these guys and girls bring a trickle of coins into the fortress, but I'm sure they would add some flavor to the endless waves of vicious wild animals, ambushes, and sieges.

Now the last thing I want to suggest at this moment is some sorta graphic military equipment/scheduling program similar to Dwarf Therapist. Would this be possible to do? Would it help simplify the military system somewhat?

It would "reads" DF to find all stockpiled weapons/armor and claimed equipment including those in the workshops then it lists it in a menu. All the items found by the "Read" command are listed into tabs under the type of weapon/armor that they are. Weapons would have several tabs to go through ie: Weapon>Melee or Ranged>then whatever ever types found under those two. Armor would have two tabs above the equipment slots one is "Armor" the other is "Clothes".

You then assign dwarves into the military from here. Equipping them like torchlight/diablo/path of exile/whatever other game that has that sort of character equipment drag and drop style. Drag the desired weapon/armor into a equipment slot Helm/Chest/umm etc etc etc. Then when you're happy with everything click the "Commit" button like Dwarf Therapist.

Of course everything I'm suggesting should be optional and if it's not possible to do then I guess that's that!

Well thanks for reading. Hope some of these were decent suggestions and haven't been suggested before.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Wilm0chimp on March 24, 2013, 08:16:46 am
Personally I think trading needs to be sorted out, but im not sure if thats something meph can do. For now Ive turned off extra diplomats and the drow / gnome races. I just cannot handle all of the extra screen spam they bring. The dwarf diplomat takes up at least 5 screens to get rid of, add in human elf drow and gnome diplomats and it would be unbearable for me.

Maybe toady will sort it next release so all trading gets consolidated into one screen.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Stargazer on March 24, 2013, 09:17:22 am
With the new magma workshops, which tile needs to have the magma underneath it?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Torrasque666 on March 24, 2013, 10:05:39 am
Is there any way to restore the workflow app to its previous interface? It just seemed more user friendly in 2g.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Gamerlord on March 24, 2013, 10:16:28 am
Interesting. Did anyone else know that you can make children into golems? I did not. So... Um. Yeah. Just give me a yell if those crimes against humanity/dwarfkind guys come around.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: leafar on March 24, 2013, 10:56:07 am
With the new magma workshops, which tile needs to have the magma underneath it?
you can use any tile for that - except the one the dwarf will de standing in
if there are impassable tiles(dark green) i prefer to take those

on the trading topic:
it is definitely possible to have multiple caravans at a time(they all fit in one depot) if they are from different races
don't know about multiple from one race - i suppose they had to be different civs
the rest of the trading ideas don't seem possible to me (though with dfhack you never know)

the equipping utility should be possible

afaik the diplomats would have to be changed by toady
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: filipmolnar on March 24, 2013, 11:16:27 am
Yeah diplomats can be obnoxious. I turned them off, now I get what they bring me and I guess that is fine too. I really don't like nobility arriving before I am ready, and as I can't get deals that would lower my export rate (I have to deal more in value to get what I want from the caravans and that adds up quickly), I usually don't even trade with outsiders. I build the trade depot, so that they don't just hang out on the edge of the screen until they go crazy.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Nokao on March 24, 2013, 12:14:54 pm
it is definitely possible to have multiple caravans at a time

Yes, and they often block each other on my bridge.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: jonveck on March 24, 2013, 05:18:20 pm
Given how gung-ho you are for your new Guildhall mechanic, and the time investment it will require to implement, is it safe to say that the next update to V0.2i will be a ways away? 

Ideally, I should start playing V0.2h if only to help with troubleshooting and problem spotting, but I tend to play-play-play avidly, only to get burnt out... and because I'm so excited about the guilds/embassies, I'm afraid of tiring myself out before the next update.  So, not that it's very easy to plan these things, but do you have a time frame in mind?  Has your excitement for Guildhalls made progress proceed faster than you expected, or are we guaranteed a few weeks/months before V0.2i is available?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Nokao on March 24, 2013, 06:46:00 pm
or are we guaranteed a few weeks/months before V0.2i is available?

Well, for personal experience, this is exactly the line of discussion that the mod creator dislikes  :)
I totally share your exitement, but releases are not scheduled and nothing is guaranteed, expecially now that Meph decided to make something this big.

If I can make suggestions, actually I'm in your same situation, and I'm testing QuickFort designs and building my owns,
also trying Kobolds/Gnomes/Orcs could be a really good idea, before using the newcoming Dwarf Fort mode.

Also # liquids [enter] w [enter] helps to dampen one's ardour.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: KingofstarrySkies on March 24, 2013, 07:04:09 pm
My orc clan leader/everything else just said that she put a ban on certain exports....
How can I check what exports?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Putnam on March 24, 2013, 07:18:32 pm
Same way you do in vanilla--check out her unit screen. Find her in the (n)obles or (u)nits list or select her by (l)ooking at her or (v)iewing her.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Drago55577 on March 25, 2013, 03:51:49 am
I just embarked on a volcano, bunch of warpstone at the tip. I embarked right next to some warpstone. Yay?
I love the mod.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: KingofstarrySkies on March 25, 2013, 01:50:06 pm
My fort just took a huge hit, as the seven are down to four.
Dragon Raptors.
It started with the peasant. He was easy prey, and by the time my two orc military was there, he was dead. So, the two swordorcs fought, however only wounding the creatures. One of said soldiers was the clan leader...Her lover, the other soldier, died, so I tried to get her to retreat and get to a burrow...but it was too late. Just as she was about to get to the door, One bit into her neck, finishing her off... Course, a day later, one raptor died from wounds. But one is still lurking outside.
This is why I love this game.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: mavj96 on March 25, 2013, 04:12:57 pm
In the Pheobus tileset I do not very much care for the legendary variants of troops but I see that there are tiles for red legendary troops instead of blue or even white with red decorations, how would I go about changing these?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: smakemupagus on March 25, 2013, 04:25:15 pm
raw/graphics/graphics_phoebus_dwarves,
go to section and change the coordinates

13 - Militia (Masters)
   [CHAMPION:PHOEBUS_D:0:13:AS_IS:DEFAULT]
   [MASTER_WRESTLER:PHOEBUS_D:1:13:AS_IS:DEFAULT]
   [MASTER_SPEARMAN:PHOEBUS_D:2:13:AS_IS:DEFAULT]
   [MASTER_SWORDSMAN:PHOEBUS_D:3:13:AS_IS:DEFAULT]

numbers are coordinates on a grid zero indexed from upper left, so the white ones are
0:14
1:14
2:14
3:14 etc.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Wilm0chimp on March 25, 2013, 04:53:14 pm
Does anyone know if metal clothing still decays in masterworkDF? Or if it does, does it decay slower than say cotton? Im wondering whether to spunk my mithril stockpile on clothing if its just going to rot away after a year.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Putnam on March 25, 2013, 05:10:23 pm
There's an option for it, I think. Based on the nudity of the adventure mode peeps, I'd say "no" (unless you changed something in the config).
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: mavj96 on March 25, 2013, 05:32:05 pm
raw/graphics/graphics_phoebus_dwarves,
go to section and change the coordinates

13 - Militia (Masters)
   [CHAMPION:PHOEBUS_D:0:13:AS_IS:DEFAULT]
   [MASTER_WRESTLER:PHOEBUS_D:1:13:AS_IS:DEFAULT]
   [MASTER_SPEARMAN:PHOEBUS_D:2:13:AS_IS:DEFAULT]
   [MASTER_SWORDSMAN:PHOEBUS_D:3:13:AS_IS:DEFAULT]

numbers are coordinates on a grid zero indexed from upper left, so the white ones are
0:14
1:14
2:14
3:14 etc.

Thank you so much man!

Always swift to help.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: smakemupagus on March 25, 2013, 05:33:37 pm
Lately people have been asking questions about the exact file I already have open.  It's crazy.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: mavj96 on March 25, 2013, 05:37:55 pm
Life occurs coincidentally that way quite often, you do have a lot of questions being asked too though.

This is the first time I've attempted to do this so I must ask how am I going to edit this file? I clicked edit and it sent me to paint.

I also tried to open it and it just gave me an image of the tiles.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Torgan on March 25, 2013, 05:43:20 pm
Managed to make a legendary war hammer for the first time and I <3 the combat reports 'The militia captain hits the Nightwing Swordsman in the right shin with the righteous wrath of Sigmar!'. Although technically speaking Sigmar was only given his hammer by the dwarves, the puny longshanks couldn't make anything as powerful as that themselves! Nightwing sieges are arriving on giant grey langurs, I envisage their war leader as something like this. http://www.youtube.com/watch?v=SESI19h4wDo

Also my slade turret has done so well it's now been named by my dwarves Perthemmedh Geften, or Flagadulation. Shame you can't check his kills.

Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: smakemupagus on March 25, 2013, 05:44:07 pm
no if I understand correctly you just want to edit
graphics/graphics_phoebus_dwarves.txt
the text file

not
graphics/phoebus/dwarves.png
the image
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: mavj96 on March 25, 2013, 05:46:46 pm
For some reason the txt file isn't appearing, I think it could be a 7-zip issue, always hiding files from me.

Any ideas for a remedy?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: mavj96 on March 25, 2013, 05:47:24 pm
Scratch that, incompetence on my part.

Thanks much!
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: leafar on March 26, 2013, 03:49:31 am
when will the linux version be updated? (what needs to be done for it?)
i just lost my fort to hfs, now i could start a new one with the current version :)
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Fungus on March 26, 2013, 05:40:33 am
For some reason the txt file isn't appearing, I think it could be a 7-zip issue, always hiding files from me.

Any ideas for a remedy?
7-zip? What? Just use windows explorer or whatever and search for the file Smakemupagus said to change. If you can't navigate there then make a shortcut on your desktop (right click, go to new, then click shortcut) and put in the path to your DF folder plus "raw/graphics/graphics_phoebus_dwarves" and it'll open.

@ Meph: The soap maker reactions don't seem to be working. I looked at the raws and they appear to be a mess; the mineral oil reactions all make 10 bars and require 1500 liquid, some objects don't seem to be referenced correctly or reference something else, blah blah. In game it seems mineral oil is used exactly the same as oil, but I haven't got any pig tails to check. Either way you should take a look.

@ All: Anybody know how I should go about using potash with harder farming enabled? Is it only when the crop is ready that potash makes a difference or should I fertilise all year round?

EDIT: @ Falconne: Not sure if my PM sent or not but I have a reproducible right-click crash. How do I get it to you?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: sayke on March 26, 2013, 11:52:09 am
@Fungus - i fertilize all year round, but I might be wasting a lot of potash =D
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Fungus on March 26, 2013, 12:16:05 pm
Hmm... That's what I figured. I might just do that with my tree farm, at least I'll skill up all my noobish farmers, and the benefit will be an increase in wood to make MORE potash.

Unrelated: I think an axedwarf with the caravan is one of these necromancers in disguise. As soon as he arrived he started eyeing the refuse pile and his description is "fond of drink and corpses". Hmm.

Also unrelated: I just caught myself a cyclops! Wahey! I love cage traps. Dwarf fortress meets Pokemon. I have no idea what a 'gelv' is though.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Nokao on March 26, 2013, 01:13:20 pm
Is workflow broken in Orc Fort of MW 2h ?
I can't make the workflow manager appear when putting on repeat any job.

Another question: I found a bug, don't know if it's vanilla. Looking the "R" menu (building), I found "Unpright, an adamantine branch of thorns".
Digging into it... well ... I found a curious slade structure with many zombie creatures guardin the bloody adamantine artifact.
The bug is just that this item is visible from the beginning of the game. Don't know if this is vanilla or MW.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Torgan on March 26, 2013, 02:56:34 pm
Hmm... That's what I figured. I might just do that with my tree farm, at least I'll skill up all my noobish farmers, and the benefit will be an increase in wood to make MORE potash.
I have all fortress defence races on and seem to have an endless supply of remains, even with three legendary bonecarvers going full time. Even with just the standard races you should have quite a lot of remains, so build a crematorium and incinerate vermin and remains to get ash. Then turn ash in to potash, I have about way more than I need.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Nokao on March 26, 2013, 03:29:56 pm
Oh WorkFlow works, it's just very changed in dhHack3.

I still confirm the bug, that is just a missing label of "hidden" in world generation, or something similar:
I found a bug, don't know if it's vanilla. Looking the "R" menu (building), I found "Unpright, an adamantine branch of thorns".
Digging into it... well ... I found a curious slade structure with many zombie creatures guardin the bloody adamantine artifact.
The bug is just that this item is visible from the beginning of the game. Don't know if this is vanilla or MW.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: smakemupagus on March 26, 2013, 03:37:48 pm
The bug is just that this item is visible from the beginning of the game. Don't know if this is vanilla or MW.

Vanilla.  It will also appear in your lever->connect->Upright Spears menu iirc.  There's no "hide the upright weapons" worldgen option.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Fungus on March 26, 2013, 03:41:41 pm
@ Torgan: Yeah, could do that. I prefer to use them as flux at the minunte though, despite having a very pathetic metalworking industry. I suppose when I've got nice reserves I'll start doing that. Cheers for ideas!
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: ajg1g12 on March 26, 2013, 05:53:11 pm
At first glance it appears great, however after turning off most of the mod, the features I turned off still appear, and it appears impossible to bring an anvil along with you on embark, thereby ruining you from the start.

Or am I doing something wrong? (Most likely scenario)

ajg
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: smakemupagus on March 26, 2013, 06:02:32 pm
The Grazing button may not work properly right now, but 99% of the time the GUI buttons work as intended.  More specific?

Anvil, yeah, you're doing something wrong.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: ajg1g12 on March 26, 2013, 06:17:25 pm
Sure. I de-selected all the extra animals etc, and I'm still seeing mastiffs etc.
I gen a world, look for embark, and select the newby start out (I'm fairly useless at DF) and looking at the embark items, I notice no anvil. So I search through the items, both manually and searching for "anvil" and "iron", and I come across no anvil. So I embark anyway, perhaps it's included by default. I can't build a forge.

Bug?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: TheYakuza on March 26, 2013, 06:20:55 pm
Quick noob question. Ill embark on a map that is 100% Dark blue and Serene. But when I get there it is a green forest that looks like just normal Wilderness or Calm. Is the map still Serene even if it doesn't look that way?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: smakemupagus on March 26, 2013, 06:27:23 pm
Sure. I de-selected all the extra animals etc, and I'm still seeing mastiffs etc.

OK, cool.  Mastiffs (along with many of the "Deeper Dwarven Domestication" animals) are in a file NOT controlled by the "Extra Domestic Pets" button; these in Masterwork seem to be considered a standard domestic pet for dwarves.  So, it is a design choice, not a bug as far as I can tell.

I notice no anvil. So I search through the items, both manually and searching for "anvil" and "iron", and I come across no anvil. So I embark anyway, perhaps it's included by default.

I just did a few random test embark and had anvils available every time, so, I dunno :(
You're not "ruined," by any stretch, besides trading with the fall caravan, Masterwork has several other tools to bootstrap an anvil, like "make metal anvil" from bars at the smelter.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Putnam on March 26, 2013, 06:33:24 pm
Quick noob question. Ill embark on a map that is 100% Dark blue and Serene. But when I get there it is a green forest that looks like just normal Wilderness or Calm. Is the map still Serene even if it doesn't look that way?

The only thing that good biomes have that are different when it comes to trees are the occasional white featherwood tree, maybe some other stuff in Masterwork.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Aramees on March 26, 2013, 06:46:51 pm
So I had some unexpected !!FUN!! Everthing was going smoothly and my orcs were spending the time of their lives until goblin caravan arrived. When they unloaded an explosion occurred spreading fire and ash killing everything from it's path. So was I nuked from the orbit or what what?

The legends said that at the same time the explosion occurred (killing both the goblin caravan and my orchis clan) a wyvern destroyed a stack of my so wonderful masterwork wooden jagged arrows. The fact that this particular wyvern had already been dead for about 182 years makes this quite unlikely. So what happened?

Some pics!

http://i.imgur.com/PD35kCu.jpg (http://i.imgur.com/PD35kCu.jpg)
http://i.imgur.com/mIyUFcZ.png (http://i.imgur.com/mIyUFcZ.png)

Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: KingofstarrySkies on March 26, 2013, 06:49:40 pm
One word:
Pwned.
Motha fucka.
In all reality, it could be that perhaps the gobbos were either a) terrorists or b) had some kind explosive. Don't quote me on that one though, I got no clue.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: smakemupagus on March 26, 2013, 06:54:59 pm
Well, damn.

There used to be problems with merchants bringing bags of magma, or something like that, but I think that got sorted away.  And that caused fires, not explosions.

Is it possible the goblins brought a hellfire landmine which for some reason, was not in a cage or the cage was unlocked somehow?  And went off on a kea or monkey or something? ... Anything interesting in the last couple pages of your game log?

Is it possible you had Warlock traders there?  They really are terrorists.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: ajg1g12 on March 26, 2013, 07:01:33 pm
Any clues as to where to find anvils? :(
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: smakemupagus on March 26, 2013, 07:03:25 pm
>> Any clues as to where to find anvils?

On the embark screen?  I just typed, "anvil".   It appeared under the category, "anvil" entries "iron anvil, steel anvil, ironbone anvil"
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: ajg1g12 on March 26, 2013, 07:11:23 pm
I tried that, failed me :( re install it is...
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Aramees on March 26, 2013, 07:11:57 pm
I just checked the save file. It seems the goblins indeed did have hellfire landmine but it was intact after the explosion. As hellfire landmine is a pet shouldn't it show on the combat log. At least i can't find any combat activity with hellfire landmine at the moment of explosion. Everyone that died bled to death so magma would explain it. Also the trade depot underneath was burned.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: smakemupagus on March 26, 2013, 07:26:34 pm
I tried that, failed me :( re install it is...

Hmm... do you know that you have to actually have enough money left to afford a thing for it to come up in the search? 

I just checked the save file. It seems the goblins indeed did have hellfire landmine but it was intact after the explosion. As hellfire landmine is a pet shouldn't it show on the combat log. At least i can't find any combat activity with hellfire landmine at the moment of explosion. Everyone that died bled to death so magma would explain it. Also the trade depot underneath was burned.

Hellfire landmines cause bleed to death too, and can destroy buildings, and I dunno whether they are guaranteed to die when they go off.  The old bags of magma bug caused slow smouldering fires, not explosions.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Aramees on March 26, 2013, 07:45:55 pm
I checked it once again and I noticed that some tasks were cancelled with dangerous terrain messages. I'm not entirely sure how it's triggered but thought it was worth mentioning.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Legless on March 27, 2013, 05:47:00 am
Hi guys.
I can't read everything in this topic, so this problem can be repeated once again.
I really like this mod, but I need maximum 15-20% of its possibilities.
I just want to start new game without new strong races, hi-tech, religion and magic, warpstones, landmines-turrets, and golems.
All I really need is castes, diplomats, simplified materials, lore races as orcs, some vanilla buildings with new reactions and advanced metalworks.
And after creating new game I face with echoes of disabled features: immigrants are arriving with golems, traders bring tamed turrets, slag is everywhere (with disabled slag-pit), some vermin rot, and so on.
So, is there any way to customize settings for a really my game without editing a lot of raws? May be I missed some features or buttons?
Thanks.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Saegge on March 27, 2013, 07:25:48 am
I gen a world, look for embark, and select the newby start out (I'm fairly useless at DF) and looking at the embark items, I notice no anvil. So I search through the items, both manually and searching for "anvil" and "iron", and I come across no anvil. So I embark anyway, perhaps it's included by default. I can't build a forge.

Bug?

That could be some vanilla thingy. As you embark you´re there is a dwarven civ, you´re coming from. The embark screen has only that items this civ uses. So with much bad luck it should be possible to originate in some mutated gnome-elf-beard-creatures, which don´t know to smith. In Site selection you can press tab a few times till you see your origin civ. If the world is not completely wiped of dwarfs you should be able to change your civ there and get access to an anvil. Happend me was too, I think.

Nontheless, nothing of the above is garanteed, as I´m still a quite new player and I may remember something wrong.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Undeadlord on March 27, 2013, 07:43:01 am
Hi guys.
I can't read everything in this topic, so this problem can be repeated once again.
I really like this mod, but I need maximum 15-20% of its possibilities.
I just want to start new game without new strong races, hi-tech, religion and magic, warpstones, landmines-turrets, and golems.
All I really need is castes, diplomats, simplified materials, lore races as orcs, some vanilla buildings with new reactions and advanced metalworks.
And after creating new game I face with echoes of disabled features: immigrants are arriving with golems, traders bring tamed turrets, slag is everywhere (with disabled slag-pit), some vermin rot, and so on.
So, is there any way to customize settings for a really my game without editing a lot of raws? May be I missed some features or buttons?
Thanks.

I will let some other more knowledgeable people answer this too, but I think you may be out of luck. For example, you can turn off the Golem Forge in your Fortress, but the world still has Golems in it and they will be brought with migrants as pets, same thing for tamed turrets, you may not be able to make them, but other civ's in the world can.

So hopefully someone else can give you better advice, but I am not sure without editing Raws how you could do what you want.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Torgan on March 27, 2013, 08:06:55 am
I checked it once again and I noticed that some tasks were cancelled with dangerous terrain messages. I'm not entirely sure how it's triggered but thought it was worth mentioning.
I would guess that's just from grass being on fire so your orcs won't walk to those tiles.

Legless - you need to generate a new world after changing most options. If there is still stuff you don't want to use you could just not use it? Make a room you can flood with magma and toss golems and turrets in there.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: ajg1g12 on March 27, 2013, 10:31:45 am
Sorted my anvil problem, but found out the bits of the game I didn't want are unavoidable.

So, out of interest: would it be at all possible to get a version where all the leather/meat etc was simplified, as in Masterwork?

Many thanks.

Ajg
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Meph on March 27, 2013, 10:47:11 am
Does anyone ever read the first post?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: ajg1g12 on March 27, 2013, 11:35:40 am
Pretty sure I did, and just re-read just in case I missed anything. Not going through all the spoilers, because I'd be here all day, and I have yet to find something wrong with what I asked.

Care to enlighten me, or are you to busy attempting to patronize?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: smakemupagus on March 27, 2013, 12:13:09 pm
Care to enlighten me, or are you to busy attempting to patronize?

Accelerated Dwarf Fortress - the small mod. Simplicity, speed and bugfixes.
it's right there under the download links for the "big mod".

(ed. deleted comment that sounded snarkier than i meant it to be :P )
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Hurkyl on March 27, 2013, 12:39:38 pm
I've read the first page several times before, and never saw "accelerated dwarf fortress" either.

Playing armchair web designer (of which I have little to no training)... I think the issue is that it is not mentioned in the description; the only way to learn about its existence is to spot its table of download links above.

However, the title is unassuming, being normal-sized text in the middle of a busy display of large DOWNLOAD links; it's very easy for the eyes to slide right past the header from one group of links to the next, especially if you're skimming through the large post -- e.g. to get past the download/advertising to get to the meat of the post.

Without taking the time to train your eyes on the header to see specifically what it says  -- and take the time to work out what its implications, one can easily infer that that table is just more specialized download links for the main mod.

And besides, "the small mod. Simplicity, speed and bugfixes." could easily be interpreted as just a smaller version of the main mod rather than the isolation of its vanilla streamlining component.

I may download this -- I would have never known it existed were it not for the good fortune of my whim to follow the link here from ajg1g12's thread in the main DF forum.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Fungus on March 27, 2013, 12:41:29 pm
Pretty sure I did, and just re-read just in case I missed anything. Not going through all the spoilers, because I'd be here all day, and I have yet to find something wrong with what I asked.

Care to enlighten me, or are you to busy attempting to patronize?
Would you speak to somebody like this in real life? You're obviously not looking THAT hard, the spoilers are all screenshots as you would know if you read a little. I'm sure the five minutes you'd have spent reading would have saved the fifteen minutes you had to wait for Meph's response, the 45 mins it took for you to reply, and however long until you read Smake's post. It might not be all day but it's already racked up 2 hours of your time, plus a little bit of other people's time. And what about all the time that Meph's put into this mod? The first post? The manual? If you're that worried about your time why are you even playing a game?

My point is just take things slower. You should have been able to answer your question yourself.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Nokao on March 27, 2013, 12:58:47 pm
I'm web designer myself, and I found everything in the first post self-explanatory.
This is a freaking complicate game, needs many kinestetic sense, patience, booze and toughness to get through the playing day.

However that's a free mod, and you can remove many things with the loader, download the "small pack" as they said if you want less, but I don't find any sense in it.
Meph is already busy to fix things to improve the official version after the next version I don't know if a small pack will be even possible.

To change argument and avoid trolls, look here! a new FG :)

(http://i.imgur.com/rm0K2jJ.jpg)
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Panopticon on March 27, 2013, 01:44:54 pm
That takes the cake for weirdest FB, dang.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: ajg1g12 on March 27, 2013, 01:50:43 pm
Care to enlighten me, or are you to busy attempting to patronize?

Accelerated Dwarf Fortress - the small mod. Simplicity, speed and bugfixes.
it's right there under the download links for the "big mod".

(ed. deleted comment that sounded snarkier than i meant it to be :P )

Yup, in all honesty, missed that. Sincere apologies.

ajg
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Dwarf_AintGotNoD on March 27, 2013, 03:23:26 pm
Please MEssage me If you can tell me what Sed "Item" Is for creating caravans for expedition outfitters!!!?!?!?!??!
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Nokao on March 27, 2013, 03:28:16 pm
Wish me good luck guys, I decided to end up my fortress going down to HFS with my 60 soldiers and tamed war beasts.

Seems pretty tough !

Meph prepare the updaaaaaaaaaaaaate i'm comiiing :D
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Mechanist on March 27, 2013, 04:48:58 pm
So, is there any way to customize settings for a really my game without editing a lot of raws? May be I missed some features or buttons?
Thanks.
common mistake, new game with different features NEEDS to you erase completely the world (inside df save folder) and re-gen the world again
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Firehawk45 on March 27, 2013, 05:03:15 pm
That forgotten beast makes sense... In a dwarf fortress kind of way. FB use every material possible, and as the "rune" is just a irremovable liquid for Dwarf fortress, it decided to make a FB out of it. But still, i want someone to draw that thing, because that requires a hell of a lot creativity.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Putnam on March 27, 2013, 05:14:05 pm
I'm web designer myself, and I found everything in the first post self-explanatory.
This is a freaking complicate game, needs many kinestetic sense, patience, booze and toughness to get through the playing day.

However that's a free mod, and you can remove many things with the loader, download the "small pack" as they said if you want less, but I don't find any sense in it.
Meph is already busy to fix things to improve the official version after the next version I don't know if a small pack will be even possible.

To change argument and avoid trolls, look here! a new FG :)

Spoiler (click to show/hide)

Meph, did you forget the [SPECIAL] tag? :P
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: ElenaRoan on March 28, 2013, 02:56:59 am
*chuckle* after having an involuntary break from dwarf fortress (kinda need a working computer to play) I got the latest edition and started exploring.  Embarked on an evil/good map making sure I started in the good section, the first thing to happen was an Armok's Ward uncovered a warlock spy  :o in the original seven...never seen that before, glad I always bring several wards with me now.  Then all my frill lizards promptly bled to death  ??? after checking to make sure I had actually embarked in the good section I got underground and the evil section started raining...pungent slush.  Uh yeah...I don't think I'm going above ground again...here's hoping the merchants can get through...

And for some reason no one seems to have trousers or shoes, or the will to put fresh made ones on  ???
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Asva on March 28, 2013, 06:28:49 am
to Meph:

1) Reaction for armory and magma armory should be separated. As for MDF2h non magma armory armor set requires no fuel.
2) Weaponry from runesmith is bad bad for sparring, especially iridium  :'(. Dangerous weaponry indeed.
I think it's worth mentioning in the manual. Like that:
WARNING: Don't use runic weapon for sparring. You'll hurt your dwarves.
3) Consider giving common/upgraded/legendary weapons different names. ATM stockpile settings menu gives 3 zweihanders, 3 halberds etc. with no means to discern.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Nokao on March 28, 2013, 06:49:43 am
*chuckle* after having an involuntary break from dwarf fortress (kinda need a working computer to play) I got the latest edition and started exploring.  Embarked on an evil/good map making sure I started in the good section, the first thing to happen was an Armok's Ward uncovered a warlock spy  :o in the original seven...never seen that before, glad I always bring several wards with me now.  Then all my frill lizards promptly bled to death  ??? after checking to make sure I had actually embarked in the good section I got underground and the evil section started raining...pungent slush.  Uh yeah...I don't think I'm going above ground again...here's hoping the merchants can get through...

And for some reason no one seems to have trousers or shoes, or the will to put fresh made ones on  ???

You just need one Ward in a room of passage, so it can discover the new spies quests (you probably find the Carp God, but there are also saboteurs, warlocks, wiches... maybe it work also for vampires).
It happened to me also, but I lost almost of my 7 because it affects older Dwarfes before.
Whatch out that you have to find THE apostole of Carp God, not a disciple. And it's pretty tough, whatch out.

About the naked dwarfes, probably the pushent slush rain destroyed their clothes.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Asva on March 28, 2013, 10:33:15 am
Disregard that post.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: zarmazarma on March 28, 2013, 03:09:25 pm
Started using this mod the other day to see what it was like. It's pretty cool, though, tbh, to say that it makes the game harder is a total joke. Massive offerings are easier than making crystal glass, lol. I've been invaded twice. Once by a warecamel, which promptly attacked a giant eagle and bailed, and once by an "Orc Warlord Child", which showed up and ran for the nearest exist as soon as possible. Although... I suppose if it HAD attacked me, it wouldn't be a problem, since I've got 6 Defenders Guardians of Armok on the surface (which, strangely, I got from one offering).

Anyway, my main issue is with stability. My first save data was corrupted, so I went back and loaded a different one. I was rather happy that my weapon maker decided to have a strange mood. I was even more excited when he decided to grab an iridium wafer, and craft it into an iridium Zweihander. The value of my fortress went up by more than 3 times, and of course, I have a legendary weapon to equip one of my dwarves with. I saved the game... and it crashed. Soooo... there goes the iridium Zweihander. I'm kind of wondering if I should even bother with that fortress now, since there seems to be a good chance I'll never make any progress with it, lol.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Nokao on March 28, 2013, 03:41:10 pm
I had the same tought in the beginning: easyer game (I play with harder everything) but it's not true, you will get soon sieged by amazing beasts.
It's true that trading at the beginning gets easyer and allow to buy many things, but there also are more things to buy.

And.... Ward of Armok are not defenders, they just give advices to discover filthy possessions in your dwarves ..

So sorry for your iridium sword, however your save/game seems a bit compromised. Whatch out that in this version right click crashes the game.
There is a .dll to delete to resolve that. Don't know if the actual online version is fixed or not. Guess not. We're all waiting for the next one.


Question for Meph: I don't find any info about new crossbows (mechanized expecially), MakeShift Bows, and the difference in power about the bows you describe in the manual.
Also I don't understand how some bows are one handed  :o
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: KingofstarrySkies on March 28, 2013, 03:51:53 pm
Am I the only one who gets a bunch of drinks and chips, puts on a podcast or soundtrack and then plays this mod for like ten hours?
Also, for me said drinks are root beer, and iced tea. I start with the tea, and when I get past the 5 hour mark, I start wit da beer of root.
Or do I just overplan my life?
I need an ice tea mod.....
MEPH.
ADD ICE TEA.
Jk.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: smakemupagus on March 28, 2013, 03:57:12 pm
Searching for: mechanized crossbow
item_weapon_masterwork.txt(672): [NAME:mechanized crossbow:mechanized crossbows]
Found 1 occurrence(s) in 1 file(s)
Spoiler (click to show/hide)

it's a beast.  buy/order them all human traders = victory ;)

If it sounds cool, 9 times out of 10 it is good.  If it says "makeshift" you can probably bet it's not good.  If you want more info search (grep) the raws.  Copypasting into a document with *.html rather than *.txt would not make it easier to search.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Wilm0chimp on March 28, 2013, 04:02:00 pm
Has anyone played MF adventure mode? Im noticing some odd things, but I don't know enough about that game mode to know if they are bugs. Namely, things like skills not increasing when they should (swimming in a river for ten minutes, 0/700 adequate swimmer still) and combat skills never increasing under certain conditions (beating a blizzard man with a hammer for about a day, zero increase).
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: KingofstarrySkies on March 28, 2013, 04:04:09 pm
Ive been playing a bit of adventure mod, as I love it to death cause it reminds me of DND, And I can safely say that it could use improving, however I have noticed no bugs. I just think it could be better. but its still fun.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Wrex on March 28, 2013, 04:12:32 pm
Meoh, here's a question: How many people who voted for guilds actually bothered to read the post on what guilds are?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Nokao on March 28, 2013, 04:28:32 pm
Ive been playing a bit of adventure mod, as I love it to death cause it reminds me of DND, And I can safely say that it could use improving, however I have noticed no bugs. I just think it could be better. but its still fun.

It reminds me more of Zelda or something :) Yes, also DnD.

@smake: thanks, I promise I'll learn to read RAWs soon, next step will be to do something myself :) actually my question was more a suggestion in updating the manual.

Somehow I have 10 bowyer dwarves and 10 crossbowmans, and I just euipped them with 10 repeating crossbows and 10 great bows :)
In the beginning of the game, I was too far from the magma, so I bought a lot of stuff that I didn't know how to use, now I'm melting everything that is <mithril and making only adamantine edge weapons and wolfram blunt weapons. Almost ready to go down.

Am I the only one who gets a bunch of drinks and chips, puts on a podcast or soundtrack and then plays this mod for like ten hours?
And ... you're not the only one.
When I discover about this game for the first time I passed 10-12 hours a day on it, and the rest to design my utopistic fortresses on paper at work.
Now I calmed down and I play only 6-7 :D
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: ElenaRoan on March 28, 2013, 04:32:35 pm
*chuckle* after having an involuntary break from dwarf fortress (kinda need a working computer to play) I got the latest edition and started exploring.  Embarked on an evil/good map making sure I started in the good section, the first thing to happen was an Armok's Ward uncovered a warlock spy  :o in the original seven...never seen that before, glad I always bring several wards with me now.  Then all my frill lizards promptly bled to death  ??? after checking to make sure I had actually embarked in the good section I got underground and the evil section started raining...pungent slush.  Uh yeah...I don't think I'm going above ground again...here's hoping the merchants can get through...

And for some reason no one seems to have trousers or shoes, or the will to put fresh made ones on  ???

You just need one Ward in a room of passage, so it can discover the new spies quests (you probably find the Carp God, but there are also saboteurs, warlocks, wiches... maybe it work also for vampires).
It happened to me also, but I lost almost of my 7 because it affects older Dwarfes before.
Whatch out that you have to find THE apostole of Carp God, not a disciple. And it's pretty tough, whatch out.

About the naked dwarfes, probably the pushent slush rain destroyed their clothes.

I put 4 around the top of my stairs down into the main fort and the rest in the meeting place to catch the baby spies, had one of those once...it surprised me.

As for the pungent slush...I'd considered that, except it only came down in the evil section and I was in the good section and I got underground before it started raining it.

Just had the first merchant, they decided to arrive on the edge of the evil section, right in pools of pungent slush.  They promptly came down with fevers but survived long enough to trade, the decontam shower I set up from the aquifer must work since the liaison was fine.  2 merchants, 1 horse and 1 of their guards died from whatever syndrome they contracted.  Maybe once I get the entrance corridor properly trapified I'll venture above ground again and look at making a secure road to the map edge.  Had a couple of "vile forces of darkness" but they were confined to the caverns that are barricaded off. Above ground there's a couple of protracted fights happening, one between a Tarantula and a Giant Sponge and another between a Shadow Man and a Giant Sponge.  I'm guessing this is why I've had no one, so far, trying to come down the entrance corridor.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Torgan on March 28, 2013, 04:36:36 pm
Please MEssage me If you can tell me what Sed "Item" Is for creating caravans for expedition outfitters!!!?!?!?!??!
I think it might be any item whatsoever. I got some dwarven runes from an expedition, but they had disappeared by the time I build a hall of the mountain king.  I think because they were used as the 'item' for another expedition. I also had the dwarf equipping an expedition just grab a nearby schist boulder to the outfitter. Might be wrong though!
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: smakemupagus on March 28, 2013, 04:43:18 pm
[REACTION:GEAR_CARAVAN]
   [NAME:equip a caravan]
   [BUILDING:EXPEDITION_OUTFITTER:CUSTOM_C]
[REAGENT:A:1:TOOL:ITEM_TOOL_WAGON:NONE:NONE]
[REAGENT:B:20:ANY_CRAFT:NONE:NONE:NONE]
[PRODUCT:100:1:TOOL:ITEM_TOOL_GEAR_CARAVAN:INORGANIC:BLANK]

wiki
"For reagents, the item token can also be set to ANY_RAW_MATERIAL:NONE (to permit BAR, BOULDER, POWDER_MISC, or GLOB) or ANY_CRAFT:NONE (to permit FIGURINE, AMULET, SCEPTER, CROWN, RING, EARRING, or BRACELET). Internally, these special values are both converted to NONE:NONE and merely set special modifiers (similar to [BUILDMAT]) - they cannot be used in any other context."
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Nokao on March 28, 2013, 05:18:08 pm
Well just because we touched the argument, can you help me to track down a problem I have ?

Continuous cancellation spam about 2 things (1 from the middle of the game, the second is more recent):

Is this the orders -> Workshop -> Auto Other ?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: sayke on March 28, 2013, 08:11:06 pm
@meph - i'm sorry to say that i'm still playing 2f, but i'm having so much of a ball that i don't want to stop and start a new fortress yet =D absolutely all the best wherever you are -
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: zarmazarma on March 28, 2013, 10:09:40 pm

And.... Ward of Armok are not defenders, they just give advices to discover filthy possessions in your dwarves ..


No, I'm serious, lol. Actual guardians. The gigantic iron colossus type thing whose descriptions include something about crumbling armies. 6 or 7 of them, one offering.

Also, what are the properties of iridium? The manual says "Epic". Is it as good as adamantine? Better? Can it be used for hammers, or is it better off as an edged weapon?

Picture of said guardians:

(http://i.imgur.com/HfVU9KD.png/)

(http://i.imgur.com/xlJ9XX5.png)
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: smakemupagus on March 28, 2013, 10:14:04 pm
Less good than adamantine, but probably 2nd best for edged or armor; mediocre for blunt weapons.

there are links somwehere in the manual to data tables for materials
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: zarmazarma on March 28, 2013, 10:16:26 pm
Less good than adamantine, but probably 2nd best for edged or armor; mediocre for blunt weapons.

there are links somwehere in the manual to data tables for materials

Alrighty. Also, in relation to my previous post, am I supposed to have guardians in my guardians?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: RickRollYou2 on March 29, 2013, 03:01:19 am
I'm assuming that the "force" and "forcesiege" scripts are not endorsed by the dfhack team.

"forcesiege" does not appear to do anything, although that may be the progress triggers... No message about not being interested in me appears, though.
Hilariously, calling "force siege" gets you sieged by your parent civ, killing them is equivalent to starting a loyalty cascade.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Nokao on March 29, 2013, 05:49:40 am
Alrighty. Also, in relation to my previous post, am I supposed to have guardians in my guardians?

Well so I was wrong, and I can't help you with that. I made many gift to Amrok but I never really asked for help/guardians at all.
I'm going to test all "magic" buildings now.

Can someone help me to figure out if this scheme is good for MW metals ?

WHENEDGEBLUNTARMOR
beginningif got fuel, meteoric, otherwise gem weaponsrock weaponswhatever, and leathers / chitin
middle gamesteel / mithril / iridium / bifrost / volcanicwolfram / volcaniciron/steel or imitations (bloodsteel ironbone)
end / bestadamantiumwelded wolframmithril

Also note that in the end of trasmuting you will advance some not trasmutable new metals, I did blunt weapons of wolfram (to weld it you need rose gold), and ammunition with all the rest.
I still didn't understand how Cooled weapons work, but it's very good to improve them with stell at magma weaponry, even if IMHO metals > steel shouldn't be improved with steel.

Of course this is just an EXAMPLE, but I'm trying to write for myself a little "list of tips".

For example, I didn't place anywhere dragonscale leather armor, that I did breeding Drakes, and I embarked with Beetles for chitin and it was a pretty good idea.
I also embarked with gooses (normal and 1 gold) and in the middle game phase, I had already a decent amount of gold bars. Not so much, but in 10 years I calculated that 5 golden gooses gave me something like 60-70 gold bars. Now I can't tell anymore because, in the ending phase you can easily (you can do that also before but I was full of other things to do) do many alchemists workshop and trasmute everything to mithril. I'm doing that to ensure best equipment for my 60 warriors.

I tryed to go down to HFS with steel+adamantine edge weapons and it was a disaster.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: KingofstarrySkies on March 29, 2013, 11:21:31 am
So, I don't really know if you take requests meph, but I was wondering...
Could you add more to ogres? I mean, I think it would be BITCHING AS FUCK to play as one, or something...
Also, what are your plans with adventure mode?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: sayke on March 29, 2013, 11:30:02 am
i think meph has been annoyed by dumb questions and is currently distracted by life =P
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: smakemupagus on March 29, 2013, 12:26:50 pm
Continuous cancellation spam about 2 things (1 from the middle of the game, the second is more recent):
  • Urist cancels render the fat to tallow: need unrotten FAT RENDER-MAT-producing glob
  • the newer one is about cannot clean Chitin
Is this the orders -> Workshop -> Auto Other ?

I would have guessed (o)(W)->(k)itchens or (o)(W)->(t)anner rather than "Other" though.  Fat to tallow is a vanilla DF reaction of course, so that's almost certainly o-W-k. 

>> @zarmazarma
>>  am I supposed to have guardians in my guardians?

Creature creation reactions are like, 'almost impossible', and the things Meph does to make it work are pretty complicated.  Sometimes (often?) odd things happen.


Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Nokao on March 29, 2013, 12:26:57 pm
I do hope it's distracted by life, but I do hope more it's distracted in next release  :D
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: smakemupagus on March 29, 2013, 01:31:18 pm
I'm assuming that the "force" and "forcesiege" scripts are not endorsed by the dfhack team.

"forcesiege" does not appear to do anything, although that may be the progress triggers... No message about not being interested in me appears, though.
Hilariously, calling "force siege" gets you sieged by your parent civ, killing them is equivalent to starting a loyalty cascade.

You might want to compare the version you have to the latest in Putnam's thread; if there is a bug in the latest version (seems to be called "forceEvent" now) then report there will probably get you the fastest answer. 

But wrt to "Hilariously," you're not doing it right, force takes two arguments, so the syntax is something like "force siege EVIL" for gobs
 
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Firehawk45 on March 29, 2013, 02:27:18 pm
The whole spawn thing would be easier if a creature is used in the first place, and its just a transformation. Autosyndrome enables that, so even doing stuff with prisoners would be possible, if a bit dangerous.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Torgan on March 29, 2013, 04:36:59 pm
Alrighty. Also, in relation to my previous post, am I supposed to have guardians in my guardians?

Well so I was wrong, and I can't help you with that. I made many gift to Amrok but I never really asked for help/guardians at all.
I'm going to test all "magic" buildings now.

Can someone help me to figure out if this scheme is good for MW metals ?
I gen worlds with maximum amounts of metal but I just dig straight down to magma and can have steel by the first dwarven caravan so just start with that (steel goblets are also a nice trade good), if I find some mithril (nodes usually seem to be attached to silver/galena veins), I smelt that and combine it with steel to get welded mithril which seems fairly awesome for edge and armour. Welded wolfram for blunt. Then faff around with volcanic once I get another caravan with the plans, but it's a lot heavier than w/mithril so your soldiers become quite slow. I'm kind of undecided on how useful it is tbh. I really just use leather for cloaks, not sure of the use of padded armour and it means more trips for your soldiers to upgrade their armour so less time spent training. Upgrade armour to plate/tower shields once I get the magma armoury plans as well.

I think rock and gem weapons are only really there if you are low on metal. Or just want to try something different.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: TwilightWalker on March 29, 2013, 06:16:48 pm
Less good than adamantine, but probably 2nd best for edged or armor; mediocre for blunt weapons.

there are links somwehere in the manual to data tables for materials

Am I the only one that thinks it incredibly odd that the second densest real element known is only mediocre for blunt weapons?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: smakemupagus on March 29, 2013, 06:29:28 pm
It's the colloquial name that your dwarves call the material, like "tin cans" or "liquid paper" :D
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: fasquardon on March 29, 2013, 08:49:03 pm
So, I don't really know if you take requests meph, but I was wondering...
Could you add more to ogres? I mean, I think it would be BITCHING AS FUCK to play as one, or something...
Also, what are your plans with adventure mode?

Meph has no plans for adventure mode. 

Most likely, it will have to wait until some modder who likes adventure mode starts tinkering like Smake did with the Orcs.

fasquardon
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Nokao on March 30, 2013, 03:21:03 am
Am I the only one that thinks it incredibly odd that the second densest real element known is only mediocre for blunt weapons?

I lost the subject material, however, blunt weapon seem to rely only on density/weight, so I repeat my point: did someone think to test well blunt rock weapon?
Like .... wasn't obsidian damn heavy ? or maybe Slade near the end ?

Otherwise I still see Welded Wolfram as the best.

I think rock and gem weapons are only really there if you are low on metal. Or just want to try something different.

I did very few gem weapons, but I don't see any other use of gems in a point in wich you are rich and trading is useful only for removing useless item without dumping them. I did very few, but my top military seem to prefer them on bifrost/steel sometimes.

So my guess is.... edged gem weapon, blunt rock weapon. (i'm talking about the EARLY game when maybe you still have to find magma)

Again, I'm using MW 2f and this is a little changed in 2g... i'll read changelog.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Agent of Avarice on March 30, 2013, 03:25:27 am
Am I the only one that thinks it incredibly odd that the second densest real element known is only mediocre for blunt weapons?

I lost the subject material, however, blunt weapon seem to rely only on density/weight, so I repeat my point: did someone think to test well blunt rock weapon?
Like .... wasn't obsidian damn heavy ? or maybe Slade near the end ?

Otherwise I still see Welded Wolfram as the best.

I think rock and gem weapons are only really there if you are low on metal. Or just want to try something different.

I did very few gem weapons, but I don't see any other use of gems in a point in wich you are rich and trading is useful only for removing useless item without dumping them. I did very few, but my top military seem to prefer them on bifrost/steel sometimes.

So my guess is.... edged gem weapon, blunt rock weapon.

Again, I'm using MW 2f and this is a little changed in 2g... i'll read changelog.
Don't underestimate the gem weapons, they're sadistically sharp. Gem spears are (or perhaps in light of the updates, were) particularly sharp.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Nokao on March 30, 2013, 04:44:41 am
Don't underestimate the gem weapons, they're sadistically sharp. Gem spears are (or perhaps in light of the updates, were) particularly sharp.

Yes, infact my spearlord champion prefer a ruby spear to bifrost spear, but now I force-equipped him with adamantium ;)

Do someone tested properly rock blunt weapons ?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: jellsprout on March 30, 2013, 05:59:01 am
Less good than adamantine, but probably 2nd best for edged or armor; mediocre for blunt weapons.

there are links somwehere in the manual to data tables for materials

Am I the only one that thinks it incredibly odd that the second densest real element known is only mediocre for blunt weapons?

No, you are not alone. One of DF's main selling points is it strife for realism. DF doesn't follow the standard RPG trope of bronze<iron<steel<silver<gold, but instead actually tries to use realistic values for each of those metals. So to have the second densest metal in nature reduced to the weight of tin, that just rubs me in the wrong way. That is not in the spirit of DF at all.
So to fix it, I simply renamed iridium as atium. It doesn't change the gameplay of the mod at all, but it doesn't go against the core values of DF either.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: vooood on March 30, 2013, 06:11:43 am
I can't start the settings app in Windows 7. It just crashes without any error... Tried running as admin, in different directories, compatibility, everything :(
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: SharpKris on March 30, 2013, 07:24:08 am
my temple of armok keeps destroying itself after every blessing i do.... dafaq?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Nokao on March 30, 2013, 07:32:11 am
I can't start the settings app in Windows 7. It just crashes without any error... Tried running as admin, in different directories, compatibility, everything :(

I'm playing good on Windows 7, sure there is nothing wrong with your download-unzip ?
Try to load DF without MW loader, it still crashes ?

my temple of armok keeps destroying itself after every blessing i do.... dafaq?

There are known problems (we discussed that in the Orc Fort Thread) with the new df hack version 3, it does the same (and more things) but some things are made in a different way. However this happened to me also but with version 2f = dfhack2. So... just try again.
The problem, however, is related to temperature boling of the materials with wich you build the structure, that gets destroyed by heat. Try using different & stronger materials.

No, you are not alone. One of DF's main selling points is it strife for realism. DF doesn't follow the standard RPG trope of bronze<iron<steel<silver<gold, but instead actually tries to use realistic values for each of those metals. So to have the second densest metal in nature reduced to the weight of tin, that just rubs me in the wrong way. That is not in the spirit of DF at all.
So to fix it, I simply renamed iridium as atium. It doesn't change the gameplay of the mod at all, but it doesn't go against the core values of DF either.

I think your right, however I both agree with Meph pilosophy and DF guidelines.
As I wrote before (15-20 pages ago) this mod needs a little "re-equilibration" and this of the material is surely one of the things.

He added so many new things and flavor to the game, and you can still use or not use them,
but having them in the game and not using them (for example good materials) makes really no sense.
So my guess is that some things will be fixed or removed, expecially with the new features that dfhack added to the game.

It have little sense to Cold, Weld, and improve weapons in the old way, now that runes work in the new way. This, IMHO.
ALSO, there are OTHER playable races, so Dwarves doesn't really need to do EVERYTHING <- and there is actually a little too much stuff.
My suggestion to Meph is to move this old features into other races, like Kobolds or Orcs.

Meph was I a good student? do you hire me?  :P
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: SharpKris on March 30, 2013, 07:38:18 am
i guess magma safe blocks will do for the temple but what about the totems?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: ElenaRoan on March 30, 2013, 07:51:03 am
pretty quiet fortress, that pungent slush is potent *lol* most things are dying before they get a chance to come even close to the entrance corridor let alone threaten the security of the fortress. It's not a resurrecting biome fortunately, first evil biome I've played with that wasn't but can you imagine the havoc with that and the pungent slush?  Eek *lol* going to use the opportunity to explore some of the buildings I haven't had a chance to yet.

Haven't figured out why they keep arriving without shoes or trousers or why when I have plenty of shoes available they prefer to complain about not having shoes than put them on.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Nokao on March 30, 2013, 08:12:47 am
i guess magma safe blocks will do for the temple but what about the totems?

Iron-Bone? just joking.

I did it normally, but after a while I saw that they are "a totem made of carp disciple skull". Don't know if it's special bone, bones should be all equal, even dragons'.

Just try again.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Torgan on March 30, 2013, 10:44:26 am
Updated to 2h which means reports of incredibly small bugs woo.
(http://i.imgur.com/B3Bn8rL.png)
Warpstone, warpstone, so good they named it twice.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: ElenaRoan on March 30, 2013, 11:12:18 am
I'm guessing I'm doing something wrong. I can grind meat ok but I never get the option to make sausages.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: smakemupagus on March 30, 2013, 11:36:02 am
i guess magma safe blocks will do for the temple but what about the totems?

as a temporary work around, you can edit the building requirements

commenting out the lines that require totems
-BUILD_ITEM:1:TOTEM:NONE:NONE:NONE-
and replacing with ironbone
[BUILD_ITEM:1:BAR:NONE:INORGANIC:RHENAYAS_DARKLIGHT_IRON]
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Thormgrim on March 30, 2013, 11:40:27 am
Thanks to Masterwork, I now have my first gay couple.

I had a female farmer and her female baby training at the Fountain of Youth.  When the transformation happened, both of them were reformulated as males.  I now have 'Lifemancer' Bocasholin who has a husband and 8 children.  His z-screen is a fantastic garble of pronouns... using "he" at the top, but then "she" at the bottom.

I will have to keep an eye on my first transgendered dwarf and se if he has any more children...
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Putnam on March 30, 2013, 11:48:53 am
Huh. That's actually fascinating.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: vooood on March 30, 2013, 12:24:57 pm
I can't start the settings app in Windows 7. It just crashes without any error... Tried running as admin, in different directories, compatibility, everything :(

I'm playing good on Windows 7, sure there is nothing wrong with your download-unzip ?
Try to load DF without MW loader, it still crashes ?

It's not the game that is crashing. The settings.exe application cannot be started.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Nokao on March 30, 2013, 01:02:55 pm
I don't know how to help you then, however it's ok for me with Windows 7 ultimate 64 bit.
It's just a small visual-basic-like that loads the game. Theoretically you don't need it if you create a configuration file manually.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Meph on March 30, 2013, 01:06:31 pm
I might start working on an update the next couple of days, so I'll be around. Next update will not be big, some new features, updated utilities, updated Orc Fortress (ok that one is big) and thats about it. Embassy will be in. Guilds wont.

@vooood: You need to update your .NET framework for the Settings.exe to run. It works on every windows version.

@Thormgrim: Mh... interesting. He/She cant have any more children, because both have the male tag... guess I only have one boiling stone to transform the person into a mage, not both. Tiny bug found, can be fixed without problem.

@putnam: If you have any questions about strange transgender dwarves, I had lots of them while testing. Anything you want to know, just ask. Also, I didnt know about the SPECIAL tag at that point, but I think I leave the runes like they are. Sounds awesome for a FB. ;)

@ElenaRoan: Sausages need 2 units of meat and 1 vermin remains. You know, disgusting sausages ;)

@Torgan: Thank you for the report. I am not sure why the name is twice, I will have a look in the raws. Was the tile right next to the magma?

@SharpKris: Known bug, the new dfhack features somehow changed boiling rock behavoir. Happens in dwarf mode, and both with orcs and kobolds. Non-fire safe materials are destroyed. I am working on it.

@Twilightwalker & jellsprout: I wanted a good material, and super-dense idirium would be bad. I could probably rename it, or even change it all together. Orichalcum comes to mind. Initially I wanted to give ores a lot of base-metals, 1-5% of 10 kinds of metals, like the real world... but I couldnt figure out a way to make it work as a game mechanism. Realisms is nice, but I wont include it, if it makes the game worse.

@Firehawk45: You cant use prisoners in reactions, sadly. I tested it a long time ago ;) I seriously have to take a look at the spawning reactions... I always test them in fort mode with a quick test reaction I cheat in... never in a big running fortress with 100 dwarves, 200 pets, 400 corpses lying around. Thats why I miss those bugs.

@sayke: That might very well be. ;)

@zarmazarma: Guardians of Armok were really hard to make before, with only a 10% chance. Now its 100% chance and the spawning is more relyable. Well, at least it doesnt fail anymore, worst case is more creatures then you wanted. ;) I might have to rebalance it again, since autosyndrome gives 100% chance of the syndrome affecting the dwarf.

@Wrex: I dont know how many people read before they vote. I myself are still brainstorming Guilds.

@Hurkyl & ajg1g12: Usually people that look for mods use the community mod list. It clearly states what the accelerated DF is. Now I got many requests for this option, and I cant add it into Masterwork (the FPS improvements only) so I made this mod, 10 versions, extra. Made another thread, added it to the mod list... and I still get requests about a "masterwork FPS stuff without masterwork stuff"-mod. Then I added an extra link and downloadlinks to the Masterwork thread. These downloadlinks have nothing to do with Masterwork, and are specifically for people like you, that want to play faster DF, but without extra features. I am just very, very surprised, and negatively so, that people come here and ask about it, without 1) searching the forum, 2) searching this thread, 3) reading the first post thoughtfully (I admit I can make the description here a bit better), 4) searching the community mod list and 5) searching DFFD. Any of those 5 things would have shown you that what you ask for already does exist.

@Asva: All is noted. Its a shame that the adjectives dont carry over to stockpiles. I guess I can rename all those "superior steel axes" to "steel superior axes", but I guess I have to find better names then that. ^^

@Nokao: While I congratulate your enthusiasm, I cant stress this enough: Please dont answer questions for me. In general I would say that ok, but 90% of your answers are wrong. It only confuses people that search help, and gives people reading this thread completely wrong ideas. Discussions, OK. Suggestions, OK. But please dont try to help people, while lacking the modding knowledge to actually do so.

@Arumba: Didnt forget about you, but I couldnt figure out what your traders did to the depot.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Nokao on March 30, 2013, 01:41:32 pm
:( 90% is low, gimme a 50 ! :(

@Firehawk45: You cant use prisoners in reactions, sadly. I tested it a long time ago ;) I seriously have to take a look at the spawning reactions... I always test them in fort mode with a quick test reaction I cheat in... never in a big running fortress with 100 dwarves, 200 pets, 400 corpses lying around. Thats why I miss those bugs.

That's one of the reasons why I did upload and keep updated my savegame with all workshops in it, but it's still on MW 2f (http://dffd.wimbli.com/file.php?id=7458).
I'll start again from zero on next update, when it's online.

So, good work !

added suggestion:
@Asva: All is noted. Its a shame that the adjectives dont carry over to stockpiles. I guess I can rename all those "superior steel axes" to "steel superior axes", but I guess I have to find better names then that. ^^

Honestly, no reason to re-invent the wheel.
If you'll leave all like it is now (Magma weaponry to IMPROVE, it comes random from superior to legendary)

you could just make like D&D: +1, +2. Maybe if you like this idea you can also make a range "from +1 to +5".
With this maybe it's also possible to add a pre-requisite for runes, so that a weapon needs to be at least +1 to add runes over it.

p.s. in my previous 90% wrong posts I also suggested that, IMHO, Magma Weaponry should require the metal of the weapon that has to be improved, it's nonsense that an adamantium sword is improved with steel. Or maybe you can use other items (like gems or warpstone or "magic essences") here. Again, D&D teaches much. If you add steel over a weapon it doesn't get better, maybe it get worse. (in real world)
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Timeless Bob on March 30, 2013, 04:03:22 pm
I was just reading the "Class Warfare" thread last night and had some interesting thoughts:  A Tavern could be the form that the Brewer's Guildhall would take, and could be used to store booze as well as to make it.  What struck me is this: if things are forbidden from stockpiles, they stay at the workshop where they're made, so what if the Tavern also functioned as a large container for the booze it produces?  Make the requirements for building one include mugs or goblets, tables, chairs and barrels/pots.  The Tavern itself is a biggish area, like the Temple of Armok, where dwarves will go to sit at the bar (or tables, or whatnot) and get served by the brewmaster for extra happy thoughts.

Another thing popped into my head on the heels of that last one - what if each time a dwarf ascended levels in skill, they automatically "demanded" amenities like nobles do already, but instead of a lump "I want two chests, a bedroom, a tomb, a dining area, an office and an aror stand and a weapon stand - and I better get a cabinet too!" like you get now, the requirements would be incremental?  Things like "smoothed walls vs engraved walls" or "a table next to my bed" or they could even just get happy by getting more stuff, but require places to put that stuff like cabinets, coffers or chests.  Obviously, dwarves who successfully complete moods would go on a "shopping spree" because they've suddenly become legendary, but that would model the behavior of pretty much any regular joe schmoe who just won the lottery.

Another idea that I've been mulling over is using one workshop to send orders to other workshops as an automation script - things like getting a brewery to make 10 barrels of drinks, but the brewer runs out of barrels/pots, so instead of just doing a job cancellation, the brewer's workshop suspends that job and puts out a job order (with a job order notification in the "a"ction list) for the missing "ingredients needed to fulfill that order. (Say an order for a pot, or for something to be planted).  What would make this really cool, is if the job order became a task in the original Workshop's list of tasks, so that when the other tasks in the job order were taken care of, that would flag the job order to unsuspend the original task, and the brewer would go take care of that.  I can see this kind of back-and-forth functionality working really well for constructions and hauling tasks as well, so that when a dwarf gives birth and has to go find the baby, or gets scared by a starling 50 tiles away or whatever, the task doesn't go into automatic eternal suspension or cancellation, it just flags a "job order" tag on that activity which will be taken care of in due time.

I'm sure there are problems with doing this last, like the repeating cycle of dwarves standing in the space they're trying to build in and getting a job cancellation from "creature occupying space", but that's a common frustration anyway, which will eventually be fixed.  If you could find a way to script that kind of thing in, however, your guilds could become semi-autonomous entities managing the raw goods supplies, so that you could just put a job order in to the guild and the dependencies would all be covered by the shops the guild was connected to.  I imagine it would be like linking stockpiles to a specific workshop, but instead linking workshops together as well.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Torgan on March 30, 2013, 05:06:47 pm
@Torgan: Thank you for the report. I am not sure why the name is twice, I will have a look in the raws. Was the tile right next to the magma?
I think it is, there's some warpstone right next to the magma sea but the game crashed so I'm not sure if it's the same bit. When I k over the tile the name looks correct.

(http://i.imgur.com/XIsdbta.png)
Sorry not sure if this is a bug or not, vanilla needs rock crystal plus sand for crystal glass. I can't see anything in the manual about a change of materials. Rock crystals always seem very common in MW and I always assumed it was so you could easily make this, but I've never really bothered with glass before.

Brewing pig tails at the brewery gives 'Drinks' rather than the named drink.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Putnam on March 30, 2013, 05:12:48 pm
It's probably a bug, since you can't mod vanilla glassmaking.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: smakemupagus on March 30, 2013, 05:13:22 pm
Crystal glass takes rock crystal and pearlash in vanilla too.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: AirPhforce on March 30, 2013, 05:14:43 pm
So I had some unexpected !!FUN!! Everthing was going smoothly and my orcs were spending the time of their lives until goblin caravan arrived. When they unloaded an explosion occurred spreading fire and ash killing everything from it's path. So was I nuked from the orbit or what what?

The legends said that at the same time the explosion occurred (killing both the goblin caravan and my orchis clan) a wyvern destroyed a stack of my so wonderful masterwork wooden jagged arrows. The fact that this particular wyvern had already been dead for about 182 years makes this quite unlikely. So what happened?

Some pics!

http://i.imgur.com/PD35kCu.jpg (http://i.imgur.com/PD35kCu.jpg)
http://i.imgur.com/mIyUFcZ.png (http://i.imgur.com/mIyUFcZ.png)

I had a trade depot explode as well. Killed everyone nearby.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Torgan on March 30, 2013, 05:34:38 pm
Crystal glass takes rock crystal and pearlash in vanilla too.
Sorry I can't read. :/
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: ElenaRoan on March 31, 2013, 03:44:54 am
@ElenaRoan: Sausages need 2 units of meat and 1 vermin remains. You know, disgusting sausages ;)

Ah, and because my frill lizards died seconds after unpausing and the merchants haven't brought any more yet I don't have vermin remains to use.  I'm surprised I'm not being overrun by vermin actually.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Torgan on March 31, 2013, 04:42:19 am
So, um, another hopefully not dumb question. I've been trying to spawn magma using the spawn point. According to Meph a few pages back it should give 8 tiles of 7 deep magma. When I deconstruct it (spawn point on a floor on a support, pull lever to deconstruct support and get the cavern floor has collapsed message) I only get about 4 tiles of 1 deep magma which soon evaporates. I couldn't get it to work in 2g either but assumed that was just the spawn point not always working correctly, I'm playing 2h now and still can't seem to get it to work. Do you only get a lot of magma by using the Blood of Armok gems at the alchemist to fill a flask?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: cainiao on March 31, 2013, 07:06:08 am
Hi, Meph

I'm using your wonderful mod right now. It it a fantastic mod.

But I have some problem about the setting.exe. The descrition on the button is too wide that I cant figure out whether it is on or off.
Could you please leave the description outside in next release?
Spoiler (click to show/hide)

Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: cibo on March 31, 2013, 07:33:12 am
I want a facepalm smilie.

(http://hfboards.hockeysfuture.com/images/smilies/facepalm.gif)

Ha, I got one. :)

EDIT: And I downloaded the current version, unpacked, checked cauldrons/laudls: They have HARD_MAT. Which means rocks and wood.

Code: [Select]
[ITEM_TOOL:ITEM_TOOL_CAULDRON]
[NAME:cauldron:cauldrons]
[VALUE:50]
[HARD_MAT]
[TOOL_USE:LIQUID_COOKING]
[TILE:238]
[SIZE:4000]
[MATERIAL_SIZE:6]
[CONTAINER_CAPACITY:100000]

[ITEM_TOOL:ITEM_TOOL_LADLE]
[NAME:ladle:ladles]
[VALUE:10]
[HARD_MAT]
[TOOL_USE:LIQUID_SCOOP]
[TILE:'/']
[SIZE:100]
[MATERIAL_SIZE:1]

(http://i.imgur.com/Z2uwzuk.png)

So, yet again I dare say: I want a facepalm smilie.

(http://hfboards.hockeysfuture.com/images/smilies/facepalm.gif)

Only create a world with Phoebus. They both [METAL_MAT] when create with other Tilesets.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: Gamerlord on March 31, 2013, 09:15:03 am
I want a facepalm smilie.

(http://hfboards.hockeysfuture.com/images/smilies/facepalm.gif)

Ha, I got one. :)

EDIT: And I downloaded the current version, unpacked, checked cauldrons/laudls: They have HARD_MAT. Which means rocks and wood.

Code: [Select]
[ITEM_TOOL:ITEM_TOOL_CAULDRON]
[NAME:cauldron:cauldrons]
[VALUE:50]
[HARD_MAT]
[TOOL_USE:LIQUID_COOKING]
[TILE:238]
[SIZE:4000]
[MATERIAL_SIZE:6]
[CONTAINER_CAPACITY:100000]

[ITEM_TOOL:ITEM_TOOL_LADLE]
[NAME:ladle:ladles]
[VALUE:10]
[HARD_MAT]
[TOOL_USE:LIQUID_SCOOP]
[TILE:'/']
[SIZE:100]
[MATERIAL_SIZE:1]

(http://i.imgur.com/Z2uwzuk.png)

So, yet again I dare say: I want a facepalm smilie.

(http://hfboards.hockeysfuture.com/images/smilies/facepalm.gif)

Only create a world with Phoebus. They both [METAL_MAT] when create with other Tilesets.
The problem with that is that I can't stand Phoebus. I only use Ironhand.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Meph on March 31, 2013, 09:51:46 am
The problem is that I made a mistake. I only changed the materials for cauldrons/ladles for one tileset. Forgot that tools have tilenumbers as well and are replaced with a different version for each tileset. I will fix it next release. Now... on the one hand I would like to say I am sorry to everyone that reported it and I said its fine.... But. On the other hand: None of you posted his tileset. If anyone would have said that he is playing ascii or ironhand and has this problem, I'd have noticed. There is a bugreport button in the GUI for a reason.

@cainiao: Your screenshots show a different font then I use here. You have two fonts, one in the tabs and another one outside. When I open it, I only have the one font. I have to take a look at the code, maybe its a leftover from lucas_np. Otherwise its your windows settings for fonts. I am no programmer, but I think for other people the GUI works fine. I'd have gotten more reports about it otherwise. ^^
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: smakemupagus on March 31, 2013, 11:22:20 am
So, um, another hopefully not dumb question. I've been trying to spawn magma using the spawn point. According to Meph a few pages back it should give 8 tiles of 7 deep magma. When I deconstruct it (spawn point on a floor on a support, pull lever to deconstruct support and get the cavern floor has collapsed message) I only get about 4 tiles of 1 deep magma which soon evaporates. I couldn't get it to work in 2g either but assumed that was just the spawn point not always working correctly, I'm playing 2h now and still can't seem to get it to work. Do you only get a lot of magma by using the Blood of Armok gems at the alchemist to fill a flask?

(all this is based on orc mode, but I think the "magma physics" is the same)

When a magma containing structure dismantles, it seems to be able to fill the square(s) it was sitting on, plus one more ring of squares around its perimeter.  (if it has enough magma inside in the first place)

So a "medium magma cistern" in orc mode which is 3x3, can fill up to a 5x5 area
A "small magma cistern" which is 1x1, can fill up to a 3x3 area
A "small magma cistern" surrounded by free space, might not have any valid squares around and so only fill 1x1

Because of this, you are better off using the support to drop a tile of floor onto the cistern, rather than vice versa.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Putnam on March 31, 2013, 04:54:54 pm
The problem is that I made a mistake. I only changed the materials for cauldrons/ladles for one tileset. Forgot that tools have tilenumbers as well and are replaced with a different version for each tileset. I will fix it next release. Now... on the one hand I would like to say I am sorry to everyone that reported it and I said its fine.... But. On the other hand: None of you posted his tileset. If anyone would have said that he is playing ascii or ironhand and has this problem, I'd have noticed. There is a bugreport button in the GUI for a reason.

@cainiao: Your screenshots show a different font then I use here. You have two fonts, one in the tabs and another one outside. When I open it, I only have the one font. I have to take a look at the code, maybe its a leftover from lucas_np. Otherwise its your windows settings for fonts. I am no programmer, but I think for other people the GUI works fine. I'd have gotten more reports about it otherwise. ^^

It's mostly just a font issue.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: lwCoyote on March 31, 2013, 04:57:21 pm
Question/Possible suggestion!

Is it possible to mod in some way that if ones dwarven civilization doesnt have access to iron, they will 1> not have access to steel, and b> perhaps have access to stone anvils?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Putnam on March 31, 2013, 04:57:42 pm
No
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: AirPhforce on March 31, 2013, 05:46:07 pm
Every time I use the Church of the Dark Depths it vanishes, and DFHack reports that autosyndrome couldn't find building xxx.

Intended?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Speakafreak22 on March 31, 2013, 06:03:46 pm
Posted last week that the game crashes when I go to the equip (e) screen of my military page.
Pretty sure it's caused by a mod, but not quite sure which one. Anyone getting the same error, or know how to fix it?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Nokao on March 31, 2013, 07:48:43 pm
@Meph:
I suppose that if this was possible you would have already done that ... however, the question is:
is it possible to make Tears of Armok to work as aquifiers after being moved in a spawn point ?

I understand that now it functions like this:

Well the target is: creating a spawn of water where I want, like "moving" the actual "damp rough-hewn tear of armok cluster" to "elsewhere".
Because the actual "fill-create-spawn-deconstruct" can't be automatized.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: smakemupagus on March 31, 2013, 11:49:58 pm
You can't build stone back to it's original state.  You can use DFHack to put aquifer whereever you want.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: ElenaRoan on April 01, 2013, 03:19:20 am
This is starting to baffle me, every single migrant wave turns up without pants or shoes on.  The latest wave I checked while it was still paused after the announcement, so any environmental effects from the map should have been minimal and they were on the good side of the map anyway, and they only had a shirt on.  Is it just this world?  I'm guessing no one else has the situation so is it likely there's a bug in my download somehow?

It's year 4 of the fort now, I ordered frill lizards from the dwarven caravan when they arrived at the end of year 1, year 2's caravan was constrained by some trees growing in the wrong spot cutting off my depot, year 3 they brought web turrets but no frill lizards so I only ordered frill lizards, year 4 they didn't bring any either so I ordered some more and also some cats since they don't seem to want to bring me the lizards.  Is there something I'm doing wrong?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Torgan on April 01, 2013, 04:39:28 am
Every time I use the Church of the Dark Depths it vanishes, and DFHack reports that autosyndrome couldn't find building xxx.

Intended?
Someone posted above the Temple of Armok deconstructs when some reactions are run, it might be the same issue whatever that is. I rebuilt mine with olivine (magma safe) blocks and the same thing happened. I managed to run the 'turn in to ward' reaction ok but I was also trying to sacrifice warlock items so I think it was one of those that caused the problem.

Quote
Posted last week that the game crashes when I go to the equip (e) screen of my military page.
Pretty sure it's caused by a mod, but not quite sure which one. Anyone getting the same error, or know how to fix it?
I had the same thing happen but not sure if it's a vanilla bug or not, couldn't seem to find stuff on google. I think I pinned it down to when I place dwarves in to a squad on the military screen I was pressing e to equip them when over their name in the rightmost column, the one that lists all dwarves. When I selected the centre column that has the squad members and hit e it worked ok. Had to replay one season four times before I noticed what I was doing though >< Haven't had it happen since then.

Also small bug (possibly) - gnome traders are naked.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Nokao on April 01, 2013, 04:52:30 am
You can't build stone back to it's original state.  You can use DFHack to put aquifer whereever you want.

Ok, but excuse me for the ignorance (I don't know how modding works) but isn't all that is possible with dfhack possible in modding ?

For example, isn't the new "weather control structure" an extension of the "weather clean / weather rain" dfhack command ? (the same with quicksave called from the library)

So isn't actually possible to create a structure with the graphics of a gem "the tears of armok" that calls "the hook of dfhack" to make THERE an aquifier ?
Maybe it's possible but this is not un-doable ? Or Meph is just not interessed in doing this ?

Sorry if I insist, I'm just trying to understand.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Hobbie on April 01, 2013, 11:59:49 am
I really, really, really want to give this a try but for whatever reason the download won't complete. It cuts off around 10 mb. :/
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Torgan on April 01, 2013, 12:40:36 pm
Every time I use the Church of the Dark Depths it vanishes, and DFHack reports that autosyndrome couldn't find building xxx.

Intended?
Someone posted above the Temple of Armok deconstructs when some reactions are run, it might be the same issue whatever that is. I rebuilt mine with olivine (magma safe) blocks and the same thing happened. I managed to run the 'turn in to ward' reaction ok but I was also trying to sacrifice warlock items so I think it was one of those that caused the problem.
Um actually scratch that, just tried the turn into ward reaction again and the temple deconstructed. It definitely worked last time as I got the pop up message saying the priest had transformed.

Trying to heal in the fountain of youth deconstructs that too, something is up!
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: jonveck on April 01, 2013, 02:22:34 pm
> Trying to heal in the fountain of youth deconstructs that too, something is up!

Are you using flammable building components?  I had this problem in Kobold Camp where building are much more likely to be made of wood and, due to the way in which the boiling boulders are used to create the reaction, these parts burn and cause the whole workshop to deconstruct.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Guthbug on April 01, 2013, 02:25:07 pm
I've had amusing times in kobold camp when in cold biomes, certain syndrome boulders didn't boil away like they should. I had an enormous pile of bacteria and foul smell boulders that I built a big tower with. Imagine ... a stink so bad that you can stand on it.

Up until that one hot summer when the entire tower evaporated.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Jakob on April 01, 2013, 03:14:37 pm
Can some one please tell me how exactly fortress defense works?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Putnam on April 01, 2013, 03:15:12 pm
Can some one please tell me how exactly fortress defense works?

It adds more races that besiege you.

What exactly do you want to know?

Also, here's the topic for it. (http://www.bay12forums.com/smf/index.php?topic=62874.0) It's a standalone mod that was added to Masterwork with the options.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Jakob on April 01, 2013, 03:26:52 pm
Well, when do they charge in? What's the difference between them? Hovering over a race only says that they will besiege me.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Guthbug on April 01, 2013, 03:48:46 pm
It adds a bunch of civilizations to your world, which then have various triggers (mostly based on population, I think) as to when they begin attacking you. Frogmen start attacking you early on, but they're very weak. Minotaurs come much later but they're pretty strong.

Pretty simple and inventive, really. It was really groundbreaking back when all we ever had attack us was goblins. It's still nice now because you can sort of tailor your enemies to what sort of world you wish to create.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Torgan on April 01, 2013, 03:54:07 pm
> Trying to heal in the fountain of youth deconstructs that too, something is up!

Are you using flammable building components?  I had this problem in Kobold Camp where building are much more likely to be made of wood and, due to the way in which the boiling boulders are used to create the reaction, these parts burn and cause the whole workshop to deconstruct.
That might be the problem, the temple needs totems and the fountain needs logs, buckets, barrels, seeds and all that is left of both buildings seems to be the blocks. In the same fort I have successfully used the ward reaction in the temple but this time it deconstructed so just seems odd.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Otterpawps on April 01, 2013, 04:02:11 pm
So I got back into DF and found this gem when searching for mods for DF.

I feel like I am only getting like 1% of the content here.  I search and search for anything to help me along to play Masterwork, but I can't figure anything out really.
I am just playing Vanilla DF with cool stuff I could be doing.

Is there any wiki, youtube tut, or anything just for Masterwork?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Nokao on April 01, 2013, 04:18:26 pm
So I got back into DF and found this gem when searching for mods for DF.

I feel like I am only getting like 1% of the content here.  I search and search for anything to help me along to play Masterwork, but I can't figure anything out really.
I am just playing Vanilla DF with cool stuff I could be doing.

Is there any wiki, youtube tut, or anything just for Masterwork?

Unofficial unfinished videos by Arumba: http://www.youtube.com/playlist?list=PLH-huzMEgGWARVIxD3GT_5b5bSCnvS1u6

There is also a huge manual inside the zip of the mod, and tutorials, in the first page of this thread.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Meph on April 01, 2013, 04:28:24 pm
Gnome traders are nakes, because i wanted them to arrive with a very small selection of very interesting goods. If I give them clothing, they will trade it as well.

Manual is included in the download, three of them actually. One for each race. ;)

The new dfhack r3 causes all boiling stones to destroy non-firesafe buildings materials. I havent quite figured out why yet.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Otterpawps on April 01, 2013, 04:31:24 pm
So I got back into DF and found this gem when searching for mods for DF.

I feel like I am only getting like 1% of the content here.  I search and search for anything to help me along to play Masterwork, but I can't figure anything out really.
I am just playing Vanilla DF with cool stuff I could be doing.

Is there any wiki, youtube tut, or anything just for Masterwork?

Unofficial unfinished videos by Arumba: http://www.youtube.com/playlist?list=PLH-huzMEgGWARVIxD3GT_5b5bSCnvS1u6

There is also a huge manual inside the zip of the mod, and tutorials, in the first page of this thread.

Thanks I'll definitely watch the playlist.

I read the manual, but it's a bit sparse and doesn't answer any of my lingering, probably simple questions.  Like:
Where do I find blueprints?
What commands do I use to select building the Golem Forge (Magma)?  Science Lab?  etc.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Torgan on April 01, 2013, 04:43:30 pm
Blueprints can be ordered from merchants under Miscellaneous goods, or you can send expeditions from the outfitters to old ruins to try and find some, or try and make them at the architect's study. Merchants are probably the simplest assuming you have plenty of trade goods, they tend to be about 5-10k I think.

Find all the buildings under either b->w for workshops or b->e for forge stuff, same as vanilla. You can page up down the menus with */ on the numpad if you don't know.

Also just noticed one reason why my Temple of Armok may have deconstructed, placed a spawn point for magma two z levels up but the cave in punched through the floor and on to the temple. >_>
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Otterpawps on April 01, 2013, 05:02:25 pm
Yea I searched all over the furnace and workshop lists.  Nothing goes by the name: Magma Golem Forge in those lists and I couldn't find a blueprint in the summary trade lists.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Guthbug on April 01, 2013, 06:12:17 pm
I think all the blueprints are under MISC when you discuss what trade goods to bring. Same place as "crates of steel bars" and stuff like that.

You can also make them in the architect's study, but there's only a 15% chance to create one. Doesn't take much for the attempt, but 15% is kind of low. You'll fail a lot.

Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Nokao on April 01, 2013, 07:00:05 pm
Did you deactivate high-tech ? Because it's in b -> e in the end, hi-tech section.
And you have to find magma to make magma-anything appear. (in vanilla, don't know about that with MW custom workshops)
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Otterpawps on April 01, 2013, 07:11:23 pm
Okay its the magma reveal probably then.  Because I have everything enabled.  Thanks.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Nokao on April 01, 2013, 07:28:23 pm
(in vanilla, don't know about that with MW custom workshops)

Just save, dig, reload, and in case ask again ;)
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Guthbug on April 01, 2013, 07:56:51 pm
Check out the 'feature' command in the new dfhack. If, like me, you generally just spawn magma instead of pumping it around (they're dwarves, they can devise ways to move magma around without 50 z-levels of pumps) then the feature command will let you discover magma (and thus enable the workshops that use it) without actually having to dig down to it in order to discover it.

Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: ElenaRoan on April 02, 2013, 05:35:04 am
Well, either it was user idiocy or something to do with that world or map. I genned a new world and not only does everyone have a shirt, trousers and shoes on embark the frill lizards didn't die after unpausing, though I also brought a pair of cats just in case. First time I've had carp on a map though. The evil section of the map has started raining blood and I've yet to see if it has any resurrection properties. There's an alligator fighting with a mongoose and everyone's underground in case of unexpected events.  I may even allow fishing this time, assuming I can arrange a suitably secure place to fish from.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Nokao on April 02, 2013, 06:05:07 am
An idea for Meph: could be possible for next version to make compost/fertilizer out of biological things / blood or unused raw meat / corpses ?

I mean ... it's quite realistic to use biological remains to make that.

I also appear to have an enormous raw meat production (I dump 10000 unused raw meats every month), is it possible that I'm eating/recycling siege monster corpses ?
Like my most frequent ones that are Trolls, Troglodytes, Elves ?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Torgan on April 02, 2013, 06:42:28 am
You can already incinerate remains and vermin for ash in the Crematorium, and turn it into potash at the Ashery.

MW lets you butcher invaders so yep if you have lots of sieges you end up with lots of meat, leather and bones. Just make lavish meals on repeat and you've got enough trade goods for everything. Loads of bones for bolts, lots of leather for whatever.

ElenaRoan-you can build a fishing pond workshop or just let an underground lake through a fortification and in to a cistern and you can fish from there. You can combine it with building wells too. The fortification should stop any creatures getting in.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Molay on April 02, 2013, 01:26:24 pm
I remember, a few months back, I discovered this mod. I was blown away by it's sheer size.
I worked my way through it back then, learning it, often reading and searching this forum thread for help.
I got a good feeling for everything back at the time, and I really loved the wicker!
... Then I lacked time to play.

Now, I came back.
Once again, I'm blown away by it's sheer size.
I'll work my way through it back again, learning it over, searching this thread for information if necessary.

Meph, thank you so much. You certainly provided something to keep me thinking in my newly acquired spare time. No way I could get lazy while trying to figure out what you added here and understanding it all! ^_^

Good work, Sir! (btw, you're crazy! How could you come up with SO MUCH new content? :D :D)
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Nokao on April 02, 2013, 02:49:17 pm
Yes MW is a great, huge mod !

But one of it's big advantages is containing a lot of other mods and utilities.

After so many add-ons I think I could not actually play with the base game,
and the strenght of that is it do the game harder to play, but easyer to manage.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Otterpawps on April 02, 2013, 08:53:53 pm
Is iridium a vein to be found in the earth?  Is there a chance to smelt a bar of it from another ore?
I had iridium wafers in my last fort but I can't remember how I came about them.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Cato on April 02, 2013, 09:11:19 pm
Hey, first wanted to say that I really like the mod. Very nice.

Not sure if it's an issue with the mod or with dfhack so I thought I'd mention it in both threads. I have a repeatable crash error coming from cancelling an active [REACTION:BLOCK_BOULDER]. I've attached the save where it occurs, as mentioned in the description of the file, if I go to the Stonecutter's workshops on z -9, just to the left of the slag pits and cancel either of the active jobs (at the top two workshops, and since workflow is active that means unrepeat job, then cancel) and then unpause it crashes immediately. If left to run and the workshop runs low on blocks so the job is auto cancelled the crash also occurs (how I originally noticed it). Not a big deal and I don't know why this particular reaction would cause that but I thought I'd go ahead and mention it. The save is at

http://dffd.wimbli.com/file.php?id=7530

I'm using V.2h on OS X 10.8.3, some more details are with the save link. In the save I'm using workflow to manage the production as well as a give command from the nearby concrete stockpiles but if I delete both of those before unpausing and then cancelling the crash still occurs so not sure if there is any link there.

Edit: Actually upon further examination I think it's a dfhack issue. If I understand things correctly then running the normal df script instead of the dfhack script to start up dwarf fortress should launch without dfhack. If I do that and then cancel the jobs everything proceeds as normal so I would thereby suspect the issue is somehow (not sure how) linked to dfhack.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Snorunt30 on April 02, 2013, 10:13:38 pm
Is iridium a vein to be found in the earth?  Is there a chance to smelt a bar of it from another ore?
I had iridium wafers in my last fort but I can't remember how I came about them.
From what I've seen, there's a 1% chance from each smelted bar for one to be formed, I could be really off with those though (in regards to the percent, or what can create it)
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: jonveck on April 03, 2013, 12:31:20 am
> Is iridium a vein to be found in the earth?  Is there a chance to smelt a bar of it from another ore?

The latter.  Smelting other ores has a small (1%) chance to yield iridium.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Otterpawps on April 03, 2013, 12:39:16 am
ah, alright.  That's what I thought.

As far as using the Temple to recieve a Golem Heart.  Does that make the praying dwarf recieve it and thus turn into a golem?
Or do I get the item necessary to create the Golem Forge?

Or a chance of both?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Tally on April 03, 2013, 02:56:52 am
ah, alright.  That's what I thought.

As far as using the Temple to recieve a Golem Heart.  Does that make the praying dwarf recieve it and thus turn into a golem?
Or do I get the item necessary to create the Golem Forge?

Or a chance of both?

As I recall, there is a separate chance for each happening. Both can happen at once.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Broseph Stalin on April 03, 2013, 08:27:28 am
Hey, first wanted to say that I really like the mod. Very nice.

Not sure if it's an issue with the mod or with dfhack so I thought I'd mention it in both threads. I have a repeatable crash error coming from cancelling an active [REACTION:BLOCK_BOULDER]. I've attached the save where it occurs, as mentioned in the description of the file, if I go to the Stonecutter's workshops on z -9, just to the left of the slag pits and cancel either of the active jobs (at the top two workshops, and since workflow is active that means unrepeat job, then cancel) and then unpause it crashes immediately. If left to run and the workshop runs low on blocks so the job is auto cancelled the crash also occurs (how I originally noticed it). Not a big deal and I don't know why this particular reaction would cause that but I thought I'd go ahead and mention it. The save is at

http://dffd.wimbli.com/file.php?id=7530

I'm using V.2h on OS X 10.8.3, some more details are with the save link. In the save I'm using workflow to manage the production as well as a give command from the nearby concrete stockpiles but if I delete both of those before unpausing and then cancelling the crash still occurs so not sure if there is any link there.

Edit: Actually upon further examination I think it's a dfhack issue. If I understand things correctly then running the normal df script instead of the dfhack script to start up dwarf fortress should launch without dfhack. If I do that and then cancel the jobs everything proceeds as normal so I would thereby suspect the issue is somehow (not sure how) linked to dfhack.
I've been getting the most random crashes since I upgraded to h and sure enough this was why.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Meph on April 03, 2013, 09:34:31 am
I can confirm two sorts of crashes.

If you use the military screen and go from unit selection into 'e' for equipment you crash. Caused by the search plugin, there is a fixed version online, I will include it next release.

If you right-click. Its part of the mousequery plugin, there is a fixed version online, I will include it next release.

Other then these two I havent had any crashes, nor any reports about crashes. Both are dfhack related and not caused by modding.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Molay on April 03, 2013, 09:46:23 am
Thanks for pointing that out, Meph. Have you already a date in mind when it comes to the new release, or will you wait for the ending of the poll and include the features first?

On another note, I thought about a new feature.
Is it possible to mark a tile as "pond", as in, it will fill when it rains upon it?
If so, I think it would be nice if dwarves could dig their own ponds to get hold of water in some very unfriendly biomes without having to breach the caves (I'm usually late visiting any caves).
It would be very useful, and could probably be added to the more magic orientated castes? Pray for pond sounds a bit weird, but a mage would seem fitting. Could be added to a more mechanized labor aswell, as in terraforming the land in a way that it prevents the water from flowing through the ground.

Just a thought of mine :)
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Torgan on April 03, 2013, 01:08:58 pm
Not really a huge deal but I've got two Breath of Armok gems through using an old chest or relic (I think) at the Archaeologists. Not really a big deal just a waste as they're not useful for anything other than another gem when you get them that way.

I noticed I have slag bars under the bars menu and also slag bars under the tools bar in the z-stock menu. Again not a huge deal as they both seem to be used at the slag pit! Was that just to try and stop unhappy thoughts from destroyed masterwork slag bars (massive)?

Molay if you find a Tear of Armok gem it can be used at the Alchemists to fill a waterskin, this can then be used at a spawn point to spawn water when it is deconstructed. Or just dwarf up and breach the caverns, what's the worst that can happen?  ;D I never find the caverns that scary, just noticed I'd left a hole for fliers for several years and nothing had come through.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Tomaszus on April 03, 2013, 04:38:38 pm
Hi everyone

I was testing things in sandbox map and i started with a coloseum blueprint and i was so excited to summon barlog <3 but this post is about something else...

ok so i build up my coloseum, bought monster cages from elves and drows and... i sent a dwarf to summon something (i dont remember what exactly cause i tryied multiple times with like 15 monster cages) and then bam ...
http://imageshack.us/f/585/coloseum1d.jpg/
the green dot is my renger that carried the cage and blue dot is my militia commander they transformed to a "dwarf summoning a foe" and after that... http://imageshack.us/photo/my-images/16/coloseum2.jpg/ thay changed back into normal dwarfes and no monster came out from any cage sadly ... when i checked with my squad center of the colloseum it said ... http://imageshack.us/photo/my-images/811/coloseum3.png/  and when i ordered to kill those ravens and capybara's my militia capitan just stands there and hes like "WTF?!"

so my question is if i did something wrong or its a bug? I know that manual says: " Sometimes you might fail the summoning, sometimes you might summon two creatures, you never know."  but 15 cages in a row and no monster? its that rare to summon something there?

P.S. sorry for my grammar im from Poland :)

Have a nice day guys!

Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: sepik121 on April 03, 2013, 11:01:41 pm
Quick question from a newb for advanced world parameters.

I'm trying to use the "Garden of Gaia" map seed, but trying to increase the amount of volcanoes. However, i'm really new to trying to use those parameters and add in extra volcanism, but it seems to either crash the game itself or give me a huge amount of rejects for the world. any help with this?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: sayke on April 04, 2013, 12:17:22 am
@sepik - the parameters can interact in weird ways. i would suggest getting the hang of perfectworld instead of trying to modify existing maps... once you do you'll never go back =P
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: lukededuke on April 04, 2013, 06:49:40 am
hello meph, really great mod!
i think i found a small bug though: my dwarves wont store thin suedes in any stockpile
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Broken on April 04, 2013, 08:18:57 am
Quick question from a newb for advanced world parameters.

I'm trying to use the "Garden of Gaia" map seed, but trying to increase the amount of volcanoes. However, i'm really new to trying to use those parameters and add in extra volcanism, but it seems to either crash the game itself or give me a huge amount of rejects for the world. any help with this?

Don't increase volcanism, ony the minimun number of volcanoes. That should work.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Molay on April 04, 2013, 08:30:35 am
I have a question concerning workflow with masterwork.
How do I set up workflow constraints to brew booze of a specific type at the brewery correctly?
I can't get it to work correctly.
With "seeds" as material it'll start the job but not track it, with "[boozename]" as material it will track the job but not start it.
Has anyone figured this out so far?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Undeadlord on April 04, 2013, 09:04:10 am
I have a question concerning workflow with masterwork.
How do I set up workflow constraints to brew booze of a specific type at the brewery correctly?
I can't get it to work correctly.
With "seeds" as material it'll start the job but not track it, with "[boozename]" as material it will track the job but not start it.
Has anyone figured this out so far?

I have actually always had problems brewing a certain kind of booze. My Still will show all Red options for specific kinds of booze, but selecting generic Brew makes a dwarf grab stuff and get started. Never been sure why that is.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: cainiao on April 04, 2013, 09:34:30 am
Is Expeditions outcome always same?

I sent my Dwarven Bards to the drow several times and every time he came back with cut-off tongue and broken instrument, and then sent him to the kobolds, he come back with some useless stuff.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Guthbug on April 04, 2013, 10:08:10 am
I have a question concerning workflow with masterwork.
How do I set up workflow constraints to brew booze of a specific type at the brewery correctly?
I can't get it to work correctly.
With "seeds" as material it'll start the job but not track it, with "[boozename]" as material it will track the job but not start it.
Has anyone figured this out so far?

Check stockpile links or create a still with no links and see if they're red. Stockpile linking is very useful in vanilla but it becomes problematic in complex mods with lots of different things used for reactions.

The dwarven brewery needs 2 containers and 1 plant to create a brew. It'll show up if you have the containers available with the plants anywhere on the map, unless you have a stockpile link designated and the ingredients aren't in the stockpile.

I have actually always had problems brewing a certain kind of booze. My Still will show all Red options for specific kinds of booze, but selecting generic Brew makes a dwarf grab stuff and get started. Never been sure why that is.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Guthbug on April 04, 2013, 10:13:48 am
Is Expeditions outcome always same?

I sent my Dwarven Bards to the drow several times and every time he came back with cut-off tongue and broken instrument, and then sent him to the kobolds, he come back with some useless stuff.

Heh. I think that stuff is just flavor. It's pretty funny ... once. After that you don't want to lose your tongue and your instrument. :)

There are multiple reactions in that workshop, ranging from trading caravans, diplomats, and bards, to the more useful ones (send an expedition to ...) that explore dungeons or send mercenaries to attack enemies.

It's sort of like Smake's "raider's dock" if you play orc fortress (and you should, if you don't) but the percentages are different and there's more of a sliding scale for risk and reward.

These ideas with the workshops and such with raids are probably the most clever ideas I've seen come out of mods. They allow you to extend, even if just in roleplay form, the power of your fortress beyond the reach of your immediate map.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Molay on April 04, 2013, 12:27:19 pm
I can confirm two sorts of crashes.

If you use the military screen and go from unit selection into 'e' for equipment you crash. Caused by the search plugin, there is a fixed version online, I will include it next release.

If you right-click. Its part of the mousequery plugin, there is a fixed version online, I will include it next release.

Other then these two I havent had any crashes, nor any reports about crashes. Both are dfhack related and not caused by modding.

I keep getting the crash for the military menu at the most unfortunate moments :(
Since there is a fixed version online you said, could you please tell me how to get it and fix the bug for the time being? :)
Would be greatly appreciated! Thanks :)
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Meph on April 04, 2013, 12:31:36 pm
http://dffd.wimbli.com/file.php?id=7248 (http://dffd.wimbli.com/file.php?id=7248)

@cainiao: They are all random, except the bard reactions. These are more like easter eggs, because dwarven bards sound ridiculous. The expeditions and raids have random loot, but still dependant on the type of raid you do.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Torgan on April 04, 2013, 12:38:00 pm
I have a question concerning workflow with masterwork.
How do I set up workflow constraints to brew booze of a specific type at the brewery correctly?
I can't get it to work correctly.
With "seeds" as material it'll start the job but not track it, with "[boozename]" as material it will track the job but not start it.
Has anyone figured this out so far?

I have actually always had problems brewing a certain kind of booze. My Still will show all Red options for specific kinds of booze, but selecting generic Brew makes a dwarf grab stuff and get started. Never been sure why that is.
It's actually mentioned in the manual -  "NOTE: Due to an unfixable, hardcoded bug I do have to use large pots for this. I cant use barrels, which only hold 20 units of drinks. Toady himself actually cheats 25 units or more into barrels, but modders cant do that."

Edit: D'oh, just scared off a huge human caravan, two and a half pages of merchants and animals. Last month a red dragon appeared, easily dispatched but the only damage he did was to set a graphite boulder alight. I just left it smoking away in my entrance hall as it was kind of cool. Unfortunately the first human wagon walked over it and died so the rest are now fleeing my fort. God dammit it was a stationary object. Sent all my military outside to save them from an orc ambush as well. Also this fort seems amazing for naming weapons and shields for some reason, I've never really had many but nearly all my soldiers have named their weapons.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Molay on April 04, 2013, 01:10:32 pm
http://dffd.wimbli.com/file.php?id=7248 (http://dffd.wimbli.com/file.php?id=7248)

@cainiao: They are all random, except the bard reactions. These are more like easter eggs, because dwarven bards sound ridiculous. The expeditions and raids have random loot, but still dependant on the type of raid you do.

Thank you a lot :)
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: falconne on April 04, 2013, 01:53:32 pm
I have a question concerning workflow with masterwork.
How do I set up workflow constraints to brew booze of a specific type at the brewery correctly?
I can't get it to work correctly.
With "seeds" as material it'll start the job but not track it, with "[boozename]" as material it will track the job but not start it.
Has anyone figured this out so far?

See my post on how to connect workflow constraints to jobs with specific input materials: http://www.bay12forums.com/smf/index.php?topic=118872.msg4123458#msg4123458 (second paragraph onwards)
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Molay on April 04, 2013, 03:03:40 pm
I have a question concerning workflow with masterwork.
How do I set up workflow constraints to brew booze of a specific type at the brewery correctly?
I can't get it to work correctly.
With "seeds" as material it'll start the job but not track it, with "[boozename]" as material it will track the job but not start it.
Has anyone figured this out so far?

See my post on how to connect workflow constraints to jobs with specific input materials: http://www.bay12forums.com/smf/index.php?topic=118872.msg4123458#msg4123458 (second paragraph onwards)

Ahh, thank you! :)
I only started using workflow a few days ago and really found it to make my game a whole lot more enjoyable (as well as autobutcher). You did great work :) Thanks again!
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: falconne on April 04, 2013, 03:35:46 pm
I only started using workflow a few days ago and really found it to make my game a whole lot more enjoyable (as well as autobutcher). You did great work :) Thanks again!

Thanks, but I didn't write workflow itself. I just wrote the dashboard and a simple ingame UI (which has now been replaced with a more sophisticated one). I just felt that the command line workflow was too user unfriendly and it would be more popular with a better UI.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: DwarfOfTheLand on April 04, 2013, 03:55:55 pm
S-So amazing. This is now the only mod I will use for the game.

Good progress.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: DwarfOfTheLand on April 04, 2013, 03:58:07 pm
Also, a little idea for you to work on later, you should try to add intense assassin moves, dragging bodies, and a realistic reaction system for dwarves and every other race.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Guthbug on April 04, 2013, 04:27:57 pm
S-So amazing. This is now the only mod I will use for the game.

Good progress.

You don't have a choice. Pretty soon all the enhancements added to this one and the easy-to-use configuration interface will soon render you incapable of playing anything else! :)
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Putnam on April 04, 2013, 05:04:21 pm
S-So amazing. This is now the only mod I will use for the game.

Good progress.

Please try other mods :P
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Torrasque666 on April 04, 2013, 10:16:54 pm
S-So amazing. This is now the only mod I will use for the game.

Good progress.

You don't have a choice. Pretty soon all the enhancements added to this one and the easy-to-use configuration interface will soon render you incapable of playing anything else! :)

yeah, that's my reason.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: DwarfOfTheLand on April 04, 2013, 10:38:09 pm
How do I run it? When I dload it, it takes me to something that asks what I want to open with it, and it selects word-pad or notepad.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Elienis on April 04, 2013, 10:48:57 pm
I'm having a problem with my save game. I saved earlier, logging out, and when I came back, the game ran for about 30 seconds and then crashed. This happened repeatedly, even when I took no action.

This happened before with a different save, where I could move and designate things, but as soon as I unpaused it crashed.

Any thoughts?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Guthbug on April 04, 2013, 11:02:12 pm
I'm having a problem with my save game. I saved earlier, logging out, and when I came back, the game ran for about 30 seconds and then crashed. This happened repeatedly, even when I took no action.

This happened before with a different save, where I could move and designate things, but as soon as I unpaused it crashed.

Any thoughts?

Gen a new world and see if that crashes. Saved game folders do occasionally become corrupted. I've had it happen a couple of times.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: DwarfOfTheLand on April 04, 2013, 11:50:27 pm
I had a question, too. I need some help, I can't even /run/ the doggarn thing.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Meph on April 04, 2013, 11:56:13 pm
@DwarfOfTheLand: Its a .rar file, a simple compression system similar to winzip. Just download winrar (its free) or 7zip (also free) and unpack it. Thats it, it comes pre-installed. Just have a quick look at the manual once you unpacked it.

@Elienis: That is interesting. Try loading the save without DFhack. If it still crashes, please send me the save. To start without dfhack just rename the sdl.dll in the dwarf fortress folder to something else, and rename the sdlreal.dll to sdl.dll.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: DwarfOfTheLand on April 05, 2013, 12:00:59 am
You sir, or ma'am, are a god/ess. Thanks for the help, I haven't been able to use any of these mods but one, and it didn't need the winrar or 7zip.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Meph on April 05, 2013, 12:28:24 am
Is my assumption correct that you wrote this: "S-So amazing. This is now the only mod I will use for the game. " before even playing the mod? Thats a bit... odd. Btw, it is Sir, for ma'am you have to go to Legends of Forlorn Realms. ;)
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Elienis on April 05, 2013, 12:35:39 am
@Meph I started it without dfhack and it still crashed approximately 2 minutes after I loaded it. How do you want me to send you the save?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: DwarfOfTheLand on April 05, 2013, 01:50:12 am
Um, little problem. I wanted to play as a Kobold, and the sprites and everything stayed the same as a dwarf's.

Also, same problem with the Orc race.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Meph on April 05, 2013, 02:34:06 am
@DwarfOfTheLand: Lets see if you did it correctly: You open the settings, click on the race you want to play, open dwarf fortress, gen a new world, embark.

If you have dwarven sprites you play dwarves. Its not kobolds/orcs with dwarven sprites, its actual dwarves. If you want to change your race, you need to generate a new world.

@elienis: You can upload the save folder at the dffd, or mediafire, or dropbox, or whatever you prefer, and send me the link. Or post the link here. Deon had a similar crash like this in genesis, and I wonder if the cause might be related. Thank you for the help.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Nokao on April 05, 2013, 03:34:04 am
I update my question because a new version of dfhack seems to came out ...

You can't build stone back to it's original state.  You can use DFHack to put aquifer whereever you want.

Ok, but excuse me for the ignorance (I don't know how modding works) but isn't all that is possible with dfhack possible in modding ?

For example, isn't the new "weather control structure" an extension of the "weather clean / weather rain" dfhack command ? (the same with quicksave called from the library)

So isn't actually possible to create a 1-tile building or structure with the graphics of a gem "the tears of armok" that calls "the hook of dfhack" to make THERE an aquifier / magma source ?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Meph on April 05, 2013, 04:34:06 am
No new version of dfhack came out in the meantime. And it would be possible to do what you describe by writing a seperate script for it, but it would be quite devastating ingame. There would be no way to stop it.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Nokao on April 05, 2013, 04:49:06 am
Thanks Meph :)

Yes it would be probably very risky, but it could be stoppable with water from above.
IMHO It would be a great thing for players to have a "legal" (no-cheat) way to create magma sources like that.

Anyway, your mod, your choice.

I was insisting on that only because I'm doing a mega-project that could use so much a magmasource instead of forcing me to embark on a volcano.

bye
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Knightfall on April 05, 2013, 05:19:30 am
I made a forum account just to post this:
http://i1355.photobucket.com/albums/q716/Knightfall3/Bug_zps134f59c0.jpg

I spawned a Guardian of Armok near the site of where my golems massacred an orc siege, and for some reason instead of just spawning one, it reanimated all of the body parts and in total ended up making 45 guardians. I tested turrets too, and the same thing happened. Any body part that's too close ends up turning into a turret/Guardian, probably landmines and anything else you can spawn too, then those guardians turn any body parts near them into said object, cascading outwards creating an army of friendly megabeasts.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: oggimog on April 05, 2013, 05:50:17 am
Hi,

I don't know much about modding, but I use linux, so I ported the main Parts of the Masterworks v.2h mod to linux. It all seems to work, but it crashes, when I use the Masterworks font, and with the standart font there is the problem of the missing text. Does anyone know how to solve this problem, or how it was done in the old linux versions of masterwork? I also gladly share my version, but I can not guarantee for anything. I did not really know what I was doing ;)
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Meph on April 05, 2013, 06:11:23 am
TrueTypeFont always crashes on linux, you have to turn it off. Press F12 to do so.

Nokoa, you can already make unlimited magma, just use a blood of armok to power a single magma furnace, make the ditch next to it, build some tracks and a magmatanker and spawn unlimited magma from it. Just set it on repeat and the track to dump content.

knightfall, its a know problem... I still dont really know what is wrong about it, but once rumsuher finishes his "spawn creature" script it will be fixed once and for all.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Guthbug on April 05, 2013, 07:19:27 am
TrueTypeFont always crashes on linux, you have to turn it off. Press F12 to do so.

Nokoa, you can already make unlimited magma, just use a blood of armok to power a single magma furnace, make the ditch next to it, build some tracks and a magmatanker and spawn unlimited magma from it. Just set it on repeat and the track to dump content.

knightfall, its a know problem... I still dont really know what is wrong about it, but once rumsuher finishes his "spawn creature" script it will be fixed once and for all.

There's a spawn creature script in the works? Score!
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: DwarfOfTheLand on April 05, 2013, 12:44:11 pm
Do I need to download Kobald/Orc camp plugins?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Godlysockpuppet on April 05, 2013, 01:04:49 pm
Do I need to download Kobald/Orc camp plugins?
They're prepackaged in the download. You don't need to download them - you can activate them from settings.exe
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: DwarfOfTheLand on April 05, 2013, 02:03:05 pm
Okay, so here's what happens when I go to settings.exe and choose a race.
I gen a new world, I pick Kobald. When I embark, its all dwarfs.
Same with Orcs, I gen a new world for orcs and then its still dwarfs.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: DwarfOfTheLand on April 05, 2013, 03:06:08 pm
Cancel that Prollem, I got it working.

And I have to say, this is pretty hard. I am used to dwarfing, with dwarves in the mounains. Now I am just using the mountains for ore and gemstones. Love it.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: DVNO on April 05, 2013, 04:09:14 pm
Do I need to download Kobald/Orc camp plugins?

Nope. They are prepackaged because modders around here are cool like that.

Okay, I have a question. Is the Icy Myr pre-gen working for anyone else? I have gotten three crashes in a row. All other (Well most other, haven't tried sandbox) pre-gens work fine, so I don't think it's a problem with RAWS.

Anyone else having similar problems?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Vlad0153 on April 05, 2013, 05:50:43 pm
Hi there,
First of all, awesome game! I did not play so good "strategy game" in years! I thought that I liked old school games because I was young and it was something awesome and new to me! And memory, how awesome it was is only a nostalgia. But with this game I learned something new! Big companies suck...They sure do have graphics, but in terms of game-play it is shallow, and you quickly master it and be bored by it. DWARF FORTRESS is not like that.
I play this game hours and hours, and can't get enough, even if i'm losing by random monster encounter, thirst, flooding, and starvation! Its excellent game, and i hope it evolves and expends even further.
Much luck, happiness, health to the creator of this game, and may he live long life!
---
Now on mod
Praise to you mr. Moder, excellent mod, Than you for expending this awesome game and adding some other awesome mods like graphic ones!
But I'm here due one proble. I can't get sound working! I have played already more then 24 hours of Dwarf Fortress Masterwork mod without single sound =(. AFater so much hours, I really want to hear something.
Thanks in Advance

nvm I got it working with sense thing.
Sound Enabling Process: I went to utilities tab. clicked Soundsense. New window opened and then i clicked PackUpdate tab=>and then start automatic update. Run game with soundsense open. SOUND WORKS.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Shininglight on April 05, 2013, 10:08:21 pm
Hello all, firstly i'd like to say thank you for creating this awesome mod, i played some of the previous versions on it with great enjoyment, however i seem to have a problem with the most recent release for my os, i run mac osx and for some reason v.2f does not work AT ALL with my computer, it's 10.6.8 snow leopard and a tough little thing, i received it as a gift from my uncle as he had gotten a new computer and no longer needed this one as he was a heavy duty programmer. Anywho from wht i can tell there's nothing visibly wrong with this computer, so anyways when could i reasonably begin to believe a new release for mac will be out, so that i can maybe get a version that works on this computer.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Firehawk45 on April 06, 2013, 08:10:47 am
Meph, can we have this Plugin?

http://www.bay12forums.com/smf/index.php?topic=124708.0

It would make Livestock centered forts much less micro intensive.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Guthbug on April 06, 2013, 09:21:15 am
What I have learned this week ...

If your entire civilization dies in worldgen, you'll still exist ... but you won't have any pants.

Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Panopticon on April 06, 2013, 12:48:29 pm
Well yeah, pants = civilization. no pants = anarchy and chaos, IE: Dwarf Fortress.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Twiggie on April 06, 2013, 01:07:01 pm
sorry i havent read the whole thread, i did a search but couldnt find my answer...

how good is an artifact iridium doomknight armour? i had one piece of iridium (from tetra i think), and my first possession made it.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Putnam on April 06, 2013, 01:18:14 pm
How good does iridium doomknight armor sound to you?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Guthbug on April 06, 2013, 01:19:49 pm
sorry i havent read the whole thread, i did a search but couldnt find my answer...

how good is an artifact iridium doomknight armour? i had one piece of iridium (from tetra i think), and my first possession made it.

Sounds pretty magnificent to me. Iridium is high up on the ol' metals list ... ranking near adamantine too, I think. To get any armor piece out of it sounds pretty good. And a chestpiece? Epic.

I once sacrificed 8 kobolds in the secret thief tunnel trying to get a gem to satisfy this one strange mood from an armorsmith kobold. Finally got something he could use and he went to work. I chewed my nails in anticipation.

He created a gem-encrusted loincloth that I'm pretty sure the head kobold later used to wipe his butt with.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: westamastaflash on April 06, 2013, 02:26:05 pm
I'm having trouble getting Thin Suede stored in a stockpile. I can dump it to a pile and then point the pile at a leather works in order to make suede bags, but my dwarfs never take it to a leather stockpile (even one set to "all" leather)...

Additionally, it makes "Thin Suede Chest" - does this work the same as a bag?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Putnam on April 06, 2013, 02:59:19 pm
Yes, chests and bags are the same item.

The two issues are very much related. The fact that it makes a chest instead of a bag means that thin suede, due to some oversight, isn't actually leather.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Cato on April 06, 2013, 03:52:35 pm
@Shininglight Did you try turning the TrueType font off? I'm running the current mac release on 10.6.8 but I did have to turn TrueType off to avoid it crashing.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Labraid on April 06, 2013, 04:23:02 pm
@Twiggie
That's pretty much best armour you could possibly get. EDIT: Not sure about it being the top of the list but it's still epic.
Just give it to the best one of your soldiers. Just make sure you don't send him to fight near lava or deep water bodies or atom smashers, so in case of unfortunate bolt to the eye or some other mishap you can just scrape the remains of previous owner out and present it to the next best soldier.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Molay on April 06, 2013, 06:25:57 pm
--SKIP THIS TO READ THE QUESTION--

That's a sad situation. You know, every now and then someone is drained of blood. They die. Who cares. They feed my elite Legionaire, leader of my mighty 3 dwarf army (the two other are there for decoration purposes), champion of delerlilar, bringer of rain and so forth. Killed 3 goblin sieges on it's own, dodging like a monkey gone apeshit. So, this mighty vampire, actually, couldn't help me.

Here's the trouble I ran in: I was really looking forward to trade with gnomes. They finally came to my fort, under the protection of my vampire military leader who beat off the goblins, the gnomes passed the gates to my fort when suddenly... A human caravan came! Holy moly, am I popular with the merchants! So I watched them come in too and wondered if they were going to queue up for my trading depot.

They did not.

As soon as the Imperial Guardsman saw the first gnome he went bat shit crazy and started to kill any gnome, and the gnome-mounts too! All dead, in a matter of seconds, and nothing my vampire Legionaire could do about it.

Now, that is sad, isn't it?

On the other hand, I guess I can keep what the gnomes brought along? I guess they don't mind... I embrace further trades with the humans, but still this is kind of extreme, for human standards that is. I mean, competition and all that stuff, I get it, they all want my gold crafts. But this is kind of extreme. (Yes I know, _human_ youtubers are even more extreme when they play crusader kings 2 as some mad swedish trader... :p)

--QUESTION HERE--

Human caravan guards attack gnome merchants on sight.
Is this a bug?
Do they attack all gnomes, or did they attack them to "clear" the depot (claimed by gnomes) for their human merchants to unload?
I like action, but I'd appreciate if my merchants didn't kill each other^^
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: smakemupagus on April 06, 2013, 07:31:34 pm
are the humans and gnomes at war?
(c)ivilizations menu, scroll down to highlight either one of them, it will display their state of war or peace with others

>>  did they attack them to "clear" the depot
 
no
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Molay on April 06, 2013, 08:43:53 pm
are the humans and gnomes at war?
(c)ivilizations menu, scroll down to highlight either one of them, it will display their state of war or peace with others

Ah yes! They are indeed at war. I always forget about the Civilizations menu - it would not have come to me to look there^^ Thanks!

Now that a warlock set the whole map on fire and burnt any chances for precious wood (aka coal), I feel like a few dead gnomes is the least of my problems.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: smakemupagus on April 06, 2013, 09:49:58 pm
Cool.  Well, I don't know what you can do about it to keep them separated, but maybe try 2 depots with a series of gates or something?  normally multi traders can use the same depot, you just select who to trade with from a little list that pops up.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Nokao on April 07, 2013, 05:44:43 am
If I readed well changelogs and future feats, the "seems-upcoming" next vanilla version of DF will have improvements in the (c)ivilization menu.

It happened to me also to have them at war and killing each other on sight, well, I just looked and looted :)
The problem starts with fire and explosions IN the depot, like mines / turrets and dragons.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: westamastaflash on April 07, 2013, 09:34:55 am
Yes, chests and bags are the same item.

The two issues are very much related. The fact that it makes a chest instead of a bag means that thin suede, due to some oversight, isn't actually leather.

Thanks. So I guess no 3x leather bags then, oh well, I've got lots of chitin and scale from my fisherdwarves.

And a bunch of thin suede trousers and shirts.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Rainbows on April 07, 2013, 09:51:28 am
Is there a way to stop warlocks trading?
Quite often one of their merchants will be a necromancer, this necromancer will proceed to raise any body  parts lying around ( of which there are a lot of (Welded mithril Dai Katanas make a big mess)) and end up destroying the warlock and often other (usually goblin) caravans.

Or more unhelpfully some sort of firemancer tries to put down his friends new pets.

Twice now the map has also been reduced to ash by  warlocks. If I put my depot in my castle (the depot is always the first thing to get singed) a passing kobold will trigger them and bring my castle crashing down. If I place the Depot outside a random bit of wildlife makes them burn about a 1/3 of the map  down.

Do I just seize all their stuff till they stop coming?

Edit: Yes it is on Orc fortress.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Guthbug on April 07, 2013, 09:55:20 am
I assume you're talking about orc fortress, which is the only time I've had the problem you're describing.

You can disable the warlock civ in the configuration GUI. I believe the orc fortress manual even recommends that as they aren't good trading partners (primarily due to the problems you describe).

Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Stargazer on April 07, 2013, 10:24:50 am
Question about the libraries/scriptorium: What's the difference between books and textbooks, and is there a way I can get a specific dwarf to read stuff rather than just whoever wanders on by?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Rainbows on April 07, 2013, 11:00:06 am
Press P while the library is selected, you can choose who can use the workshop.

Does anyone know what weapons available to orcs can pierce bifrost?
There is a bifrost FB running around the 1st cavern. It has poisonous breath that causes asphyxiation, drowsiness and other unpleasantries ending in death.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Guthbug on April 07, 2013, 11:23:34 am
Question about the libraries/scriptorium: What's the difference between books and textbooks, and is there a way I can get a specific dwarf to read stuff rather than just whoever wanders on by?

The library system is complex, but powerful to those who can figure it out. :)

I'll explain the process as best as I've figured it out so far. May be some corrections needed.

Create a book, and a textbook, and an essay.

You take the book and the essay and you make a TOME in the scriptorium.

Then in a specific library (a military library if you made a military tome) you will now have enabled the ability to study the tome.

When you study the tome, the dwarf selected in the workshop profile (the P that Rainbows mentioned) will study the tome and then use the textbook as part of the study.

So the reaction recipes:

paper + ink = an essay, a book, or a textbook
essay + book = tome
tome + textbook = study


Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Skrain on April 07, 2013, 03:04:35 pm
Is farming broken in the recent patch?

After getting an entrance and a meeting hall, I get a farm area for plump helmets. Although it seems that they won't grow. I've tried four different fortress, I can not grow any kind of crop. I waited two years and not a single thing grew. As you can imagine, no crops prevents me from playing without having to go out of my way.

Was something changed and I missed it? The version before this had crops working fine.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Molay on April 07, 2013, 03:38:51 pm
Is farming broken in the recent patch?

After getting an entrance and a meeting hall, I get a farm area for plump helmets. Although it seems that they won't grow. I've tried four different fortress, I can not grow any kind of crop. I waited two years and not a single thing grew. As you can imagine, no crops prevents me from playing without having to go out of my way.

Was something changed and I missed it? The version before this had crops working fine.

I can confirm that crops do grow here, although more of a side product than real industry. Although I have a hard time figuring out why they wouldn't grow in your fort... Do aboveground crops behave any different?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Guthbug on April 07, 2013, 03:40:26 pm
Is farming broken in the recent patch?

After getting an entrance and a meeting hall, I get a farm area for plump helmets. Although it seems that they won't grow. I've tried four different fortress, I can not grow any kind of crop. I waited two years and not a single thing grew. As you can imagine, no crops prevents me from playing without having to go out of my way.

Was something changed and I missed it? The version before this had crops working fine.

I bet you're playing with "Hard farming" on and you have something set to grow each season, eh?

With that setting enabled in the gui, underground plants take 4 seasons to grow and aboveground crops take 2 seasons. If you enable crops to be planted for each season in the same plot, then it seems nothing will grow.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Skrain on April 07, 2013, 03:42:40 pm
Is farming broken in the recent patch?

After getting an entrance and a meeting hall, I get a farm area for plump helmets. Although it seems that they won't grow. I've tried four different fortress, I can not grow any kind of crop. I waited two years and not a single thing grew. As you can imagine, no crops prevents me from playing without having to go out of my way.

Was something changed and I missed it? The version before this had crops working fine.

I bet you're playing with "Hard farming" on and you have something set to grow each season, eh?

With that setting enabled in the gui, underground plants take 4 seasons to grow and aboveground crops take 2 seasons. If you enable crops to be planted for each season in the same plot, then it seems nothing will grow.

Thank you kindly. I didn't even see the hard farming option.

That'll fix my problems.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Guthbug on April 07, 2013, 04:07:41 pm
Many dwarves starved to bring you this knowledge.

Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Nokao on April 07, 2013, 04:47:25 pm
With that setting enabled in the gui, underground plants take 4 seasons to grow and aboveground crops take 2 seasons. If you enable crops to be planted for each season in the same plot, then it seems nothing will grow.

Excuse me, this is interesting.

So planting the same thing for all seasons is a bad habit ? It's better to have different things for every season ?
Or you was just talking about a "feeling" that things never grows ?

In the beginning of a game, I usually do 1-2 medium-sized-plot for every plant type and then set the same plant type for all seasons.
Some seasons have more plants, so I just do 2 types for that ones.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Guthbug on April 07, 2013, 04:55:57 pm
With that setting enabled in the gui, underground plants take 4 seasons to grow and aboveground crops take 2 seasons. If you enable crops to be planted for each season in the same plot, then it seems nothing will grow.

Excuse me, this is interesting.

So planting the same thing for all seasons is a bad habit ? It's better to have different things for every season ?
Or you was just talking about a "feeling" that things never grows ?

In the beginning of a game, I usually do 1-2 medium-sized-plot for every plant type and then set the same plant type for all seasons.
Some seasons have more plants, so I just do 2 types for that ones.

That's what I do too under regular farming rules.

But under the harder farming rules, plants take longer to grow.

You would build the plot, and then set it for "Plump Helmets" in Spring. Set NOTHING for Summer, Fall, and Winter or it will replant and reset the timer. This means that for a full year, that plot is tied up growing one thing. You've also got to wait longer for food. They weren't kidding when they called it "harder farming".

I find the best approach to be to set 2 plots for each underground plant and stagger the season, so you would have one plot that plants plump helmets in the spring and another one that plants plump helmets in the fall, and so forth and so on for cave wheat, pig tails, or whatever else you want to grow.

Because of the 4 season delay, it means that you plant in spring and you harvest in the next spring. If your brewer is slow, or you time something wrong (maybe not enough containers come harvest time to hold the drinks), then you won't have produced enough seeds to plant that season and now you'll miss out on an ENTIRE YEAR of planting. Which is disastrous.

It all depends upon how you want to play that game, which is the awesome factor of Masterwork. When I play heavy in the fortress defense with lots of sieges, I don't usually want to fiddle with food so I turn on easy farming. If I'm going for a "survival fortress" or doing megaprojects, I might turn on the hard farming in order to increase the survival aspect. If I'm really sadistic, I'll do both at the same time. :)


Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Putnam on April 07, 2013, 05:35:23 pm
That's... actually not true at all, Guthbug. Things don't replant on seasons. They keep growing until they're done. Otherwise you would lose your entire crop of plump helmets every season in vanilla, as they don't exactly time their growing perfectly by month or whatever.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Guthbug on April 07, 2013, 05:41:41 pm
That's... actually not true at all, Guthbug. Things don't replant on seasons. They keep growing until they're done. Otherwise you would lose your entire crop of plump helmets every season in vanilla, as they don't exactly time their growing perfectly by month or whatever.

Hrm. It was the only way I could think of to explain why nothing ever produces if you have it set to be planted every season. What's actually happening?

Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Nokao on April 07, 2013, 05:43:01 pm
Infact, on MasterWork + harder farming on surface plots, I always had good results planting all the 4 seasons 1 or 2 different crop types.
I don't fertilize in start and mid-game, I do only with potash made from slag later.

We all know they all wither in winter (probably your problem?), and in spring so many grows almost instantly.

Other than that, I did not see particular tricks.

Also ensure there is water/mud around.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Meph on April 07, 2013, 05:50:42 pm
Ok, Guthhub, Skrain and Nokao:

Aboveground takes 1 Season to grow, but all plants die in winter. So only plant in spring/summer.
Underground takes 4 Seasons to grow. Plant whenever you like.

Farmplots actually contain the seeds you plant as an item, so the tile you planted on is marked as used. No farmer will replant/plant another crop over the old one. That never happens. If there are plump helmet seeds in one tile, they will stay there for 1 year till they grow. You can plant 1 plant all 4 seasons, or plant 4 different plants, doesnt matter.

Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Putnam on April 07, 2013, 05:52:34 pm
Also ensure there is water/mud around.

You don't need mud on soil and water has no affect on farming.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Guthbug on April 07, 2013, 06:00:52 pm
Ok, Guthhub, Skrain and Nokao:

Aboveground takes 1 Season to grow, but all plants die in winter. So only plant in spring/summer.
Underground takes 4 Seasons to grow. Plant whenever you like.

Farmplots actually contain the seeds you plant as an item, so the tile you planted on is marked as used. No farmer will replant/plant another crop over the old one. That never happens. If there are plump helmet seeds in one tile, they will stay there for 1 year till they grow. You can plant 1 plant all 4 seasons, or plant 4 different plants, doesnt matter.

Hrm. I'm completely confused now. When I enable the same plant (or different plants) for each season, I never see a product. Even after a year. If I do it for only one season then I will.

In my testing just now, I saw that when the season changed, the farmer did come and plant some of the empty spaces in the plot with some of the extra seeds but he did not overwrite the previously planted ones. That may be my confusion as to that part. I see him headed to the plot and think he's overwriting.

But why am I not getting product when I do it enabled for each season? The test game hasn't progressed far enough yet to show me what's happening over the long haul.

Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Putnam on April 07, 2013, 06:24:05 pm
Are you sure they're just not replanting quickly enough for you to not see the helmets themselves grow?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Guthbug on April 07, 2013, 06:49:13 pm
Are you sure they're just not replanting quickly enough for you to not see the helmets themselves grow?

It's possible, but should I see them being harvested and then added to my stockpiles?

Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Crioca on April 07, 2013, 07:50:09 pm
Boozebelly Goats can't be shorn. Is that working-as-intended?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: smakemupagus on April 07, 2013, 08:01:38 pm
I always set underground plant and tree saplings plots in Masterwork to every season, it works fine.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Guthbug on April 07, 2013, 08:24:04 pm
I always set underground plant and tree saplings plots in Masterwork to every season, it works fine.

My test fortress with dwarves seems to have produced plump helmets too on both plots, the one with only one season set, and the one with both seasons set.

So I'm not sure where I got that concept from. I may have been playing kobold camp and orc fortress too long. They don't farm. :)

Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Torgan on April 08, 2013, 02:14:09 am
Are you sure they're just not replanting quickly enough for you to not see the helmets themselves grow?

It's possible, but should I see them being harvested and then added to my stockpiles?
Well you should if you're constantly watching your farm plots but it doesn't take long to harvest. If you check the z stock screen for plants press tab to expand the list and any plants you have you produced or gathered yourself should be brown, any you have bought from caravans or looted will be in grey font. You can also press t over a plot tile to make sure there's a seed but you should be able to see graphically.

I'm the same as smake, all underground plants are set to sow every season and never have any problems.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Cato on April 08, 2013, 01:51:36 pm
I thought I'd mention a kind of weird situation that developed in my fort with the "bind yourself to the earth" job. I was aiming to try and improve my military some so had stationed a squad on top of the fountain and used a burrow restriction to station some civilians on it as well, then I assign the job and poof the assignee transformed immediately into an earthbound. Not he went and completed the job and then transformed, indeed I get a job cancellation message "cancels bind yourself to the earth (mage): Needs tome of life" (presumably because I created a small burrow around the fountain that doesn't include either of the two tomes of life in the fort and then X has transformed into an earthbound. It seems to create the earthbound transformation effect targeted on the dwarf who was going to make the transformation and centered on the fountain, I've tried it a couple of times, each time with the same effect, once when another dwarf was near the fountain the job was assigned to he transformed as well. It also didn't use up the tome of life.

I'm assuming this is somehow to the job being assignable (because I have tomes of life in the fort) but not completable because of the burrow restrictions. When I deleted the small (3x3) burrow I'd created on the fountain and tried again the job proceeded normally, that is a dwarf carried the tome to the fountain and consumed it transforming into an earthbound.

Edit: Also I just noticed something strange, the dwarves who transformed via the cancelled jobs did not gain Druid skill, so they did not become Talented Druids the way the normally transformed dwarf did. They also seem to have suspiciously low stats making me suspect they may not have received the stat boosts as well.
Title: Re: ☼MASTERWORK-DF☼ V.2g - Poll.
Post by: robertheinrich on April 08, 2013, 02:43:20 pm
I'm trying to configure autobutcher with dfhack, do someone knows the tag for Boozebelly Goats ?
Up to now I discovered this ones: BIRD_GOOSE BEETLE_CAVE PEKYT

Alright, this is a really late reply but better late than never and it might be helpful for others. First of all I apologize that I was too lazy to add a way to add creatures to the watchlist (other than using autowatch) without knowing their race tag from the RAWs, but back then it seemed the safest way to implement it. Race tags are simpler to parse because they have underscores instead of spaces and they are less likely to be duplicate in case sombody adds new variants of this race which still show the same name in the UI. In this specific case I can't help without looking at Meph's RAW files, "Boozebelly Goats" are not in the vanilla raws and right now I don't have a current version of Masterworks installed.

If you have the particular creature on your map then it's relatively easy:
- select it with your cursor
- switch to the dfhack console and type "lua". This will invoke the lua interface.
- then type the following:
Code: [Select]
unit = dfhack.gui.getSelectedUnit()
raw = df.global.world.raws.creatures.all[unit.race]
print(raw.creature_id)

- alternatively, if you don't mind convoluted code:
Code: [Select]
print(df.global.world.raws.creatures.all[dfhack.gui.getSelectedUnit().race].creature_id)

- to exit the lua console type 'quit'


If you want to add races which are not on your map right now you can use the following script:
Code: [Select]
local racename = 'turkey'
local racetag = 'UNKNOWN'
local found = false
for i, race in ipairs(df.global.world.raws.creatures.all) do
if string.match(race.name[0], racename) then
racetag = race.creature_id
print('match found: '..race.name[0]..' - '..racetag)
found = true
end
end
if not found then print('Race not found in the RAWs, check spelling.') end

You obviously would have to modify this so that racename = 'turkey'  is looking for the race you want, like racename = 'boozebelly'. Paste it into a textfile and save it into your DwarfFortress/hack/scripts subfolder with a name like findrace.lua and then you can call 'findrace' from the dfhack console (without needing to enter the lua interface).

I'm planning to make it more convenient to add specific animal races which are not already inside your fort for a future version of autobutcher but autowatch just werks and I'm lazy and you know how it is. :P
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Nice Save on April 08, 2013, 05:16:15 pm
Or you could just type slayrace into the dfhack console to list all the tags for all the races present on your map.

With autobutcher, I like to use:

autobutcher target 100 100 100 100 new
autobutcher autowatch

Then use the list function to see all of your pets and then edit the ones you want down to a reasonable value.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Shininglight on April 08, 2013, 06:19:09 pm
@Shininglight Did you try turning the TrueType font off? I'm running the current mac release on 10.6.8 but I did have to turn TrueType off to avoid it crashing.

How do i turn off the truetype? Sorry but i've only recently taught myself basic dos commandline and such and i'm still only barely figuring out mac terminal as well.

Anywho i've had the actual game run pretty well, its just that dfhack and the other addons are completely inaccesible and the standard game randomly dies with me getting an "Dwarf fortress has closed unexpectedly" message. DFhack simply refuses to run with  masterwork. My standard version of DF works fine with dfhack, no problems with it there. It's only in the masterwork mod that i have issues.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Cato on April 08, 2013, 09:41:01 pm
@shininglight you can turn it off in the init file, just change [TRUETYPE:YES] to [TRUETYPE:NO] in the init.txt file in data/init/ or I think there is a key to do it, F12 I think but I'm not sure about that one.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Vendayn on April 08, 2013, 09:55:48 pm
So I have a strange bug.

Dwarves work. Kobolds work.

But...when I try playing as the Orcs. When I start (and it shows in the Embark screen when I'm messing with items and the (orcs)...but...

the game starts me as Fox Squirrels. And I'm literally an entire race of Squirrels. The picture even shows squirrels. Which is funny...but they all start too injured to do anything. Though one embark one was alive, and the squirrel started digging and building stuff.

That doesn't happen with Dwarves or Kobolds. Just Orcs.

I guess Orcs have been turned into Fox Squirrels for me :P
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: robertheinrich on April 08, 2013, 09:58:23 pm
autobutcher target 100 100 100 100 new
autobutcher autowatch

Then use the list function to see all of your pets and then edit the ones you want down to a reasonable value.

Yeah, that's close to what I do myself but I thought the default setting of 5, 1, 5, 1 is ok for most people who don't want to make detail choices. Should this perhaps be changed to 9 9 9 9 or whatever? Males are mostly useless, but a more lenient default would get you more stuff to slaughter for bone crafting and more leather etc.. But you would end up with 36 or more animals per race instead of 12.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Gamerlord on April 08, 2013, 10:03:23 pm
Can I ask what the next release will (hopefully) hold?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: smakemupagus on April 08, 2013, 10:20:18 pm
I guess Orcs have been turned into Fox Squirrels for me :P

what is in your errorlog.txt?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Vendayn on April 08, 2013, 10:31:58 pm
I guess Orcs have been turned into Fox Squirrels for me :P

what is in your errorlog.txt?

Guessing something is up with creaturebody? I had this problem on an old version of Masterwork as well actually. Played this early last year (think it was then, could have been even longer), and Orcs had the same "Fox Squirrel" race.

Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Putnam on April 08, 2013, 10:32:48 pm
It's the duped raws causing that.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Vendayn on April 08, 2013, 10:33:49 pm
Well, re-downloading and re-installing this doesn't work. Is there a fix for it?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: smakemupagus on April 08, 2013, 10:36:42 pm
you're messing up the "re-install" somehow by leaving some of the old files.  a fresh download shouldn't have that problem.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Vendayn on April 08, 2013, 10:53:42 pm
I got it working. I dunno what was wrong before, because I fully deleted the folder and re-downloaded the mod. I did this 4 times, and it finally worked on the 5th. Weird. In any case, my Orcs are now Orcs.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: smakemupagus on April 08, 2013, 10:57:33 pm
 ???

Well, Glad it's working for you now :D
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Meph on April 09, 2013, 05:37:28 pm
Vendayn: This shouldnt happen. What exactly did you do? Did you try to install the new orc fortress? You have duplicate files, even language files, and I never touch those with my GUI.

Gamerlord: Next release is now. Just not for Masterwork, but my other mod. ;) Next masterwork release will have updates utilities, an embassy, probably NO guilds yet, an updated orc fortress and more kobold things, and lets see what else I can come up with.

Crioca: Yes, thats intentional. Otherwise they would give food (cheese), booze (rum) and clothing (wool). I wanted to avoid making them too good.

And in case anyone has been wondering what I have been up to these days, why there isnt an update or anything... I wrote this: Updated Accelerated and Modest Mod versions, 3 tilesets each, an own UI for each, based on the LNP and the MasterworkGUI... you can even update the savegames with graphics now, something I could never do in Masterwork. Big thanks at Lucas_NP for that. :) I also included some utilities, added binary patches, large address aware patcher, falconnes and robertheinrichs plugins and bundled everything up. :)

(https://lh4.googleusercontent.com/-EpbLYJttSJ0/UWSJr2PgjRI/AAAAAAAALwU/ScOj1SZ5g30/s724/accelerated%2520modest%2520df.png)
Accelerated DF - only FPS improvements. Nothing more, nothing less.

>>>  DOWNLOAD (http://dffd.wimbli.com/file.php?id=7058) ::: Windows (V.1.1 for DF 34.11) <<<

>>>  DOWNLOAD (http://dffd.wimbli.com/file.php?id=7052) ::: Raw-Only (V.1.1 for DF 34.11) <<<

Includes ::: Soundsense (http://www.bay12forums.com/smf/index.php?topic=60287.0) ::: DwarfTherapist (http://www.bay12forums.com/smf/index.php?topic=66525.0) ::: DfHack/dfusion (http://www.bay12forums.com/smf/index.php?topic=91166.0) ::: StoneSense (http://www.bay12forums.com/smf/index.php?topic=106497.msg3160545#msg3160545) ::: EmbarkEverywhere (http://www.bay12forums.com/smf/index.php?topic=71007.0) ::: Quickfort (http://www.bay12forums.com/smf/index.php?topic=35931.0) :::

Mac/Linux users please download the raw-only version and copy+replace all files in your dwarf fortress folder




(https://lh3.googleusercontent.com/-i-AtigQYFEU/UWSJsK2i6rI/AAAAAAAALwY/4PyEA8qMYrM/s724/accelerated%2520modest%2520df2.png)
Accelerated Modest Mod - FPS improvements, bugfixes and balancing.

>>>  DOWNLOAD (http://dffd.wimbli.com/file.php?id=7059) ::: Windows (V.1.1 for DF 34.11) <<<

>>>  DOWNLOAD (http://dffd.wimbli.com/file.php?id=7070) ::: Raw-Only (V.1.1 for DF 34.11) <<<

Includes ::: Soundsense (http://www.bay12forums.com/smf/index.php?topic=60287.0) ::: DwarfTherapist (http://www.bay12forums.com/smf/index.php?topic=66525.0) ::: DfHack/dfusion (http://www.bay12forums.com/smf/index.php?topic=91166.0) ::: StoneSense (http://www.bay12forums.com/smf/index.php?topic=106497.msg3160545#msg3160545) ::: EmbarkEverywhere (http://www.bay12forums.com/smf/index.php?topic=71007.0) ::: Quickfort (http://www.bay12forums.com/smf/index.php?topic=35931.0) :::
Mac/Linux users please download the raw-only version and copy+replace all files in your dwarf fortress folder

Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: smakemupagus on April 09, 2013, 06:45:28 pm
Just checking; Will gnomes stay naked?  If so I will post in the Orc fort manual that they make very un-worthy foes (which is the case currently). 

I guess there is unlikely to be any small tweak that would make them dangerous enemies... they'd probably be weak even with armor and then you'd just get that much more practically-free stuff.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Meph on April 09, 2013, 07:02:09 pm
I really didnt think of the Orcs when doing the Gnomes. I think it would be the best to simply disable them by default when activating Orc Fortress. I designed them to be very, very weak, to make the caravans vulnerable. I could give them clothing, at least a bit, I guess... but their bodysize is so small, your Orcs would just stomp over them. ^^
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: smakemupagus on April 09, 2013, 07:12:54 pm
I really didnt think of the Orcs when doing the Gnomes. I think it would be the best to simply disable them by default when activating Orc Fortress. I designed them to be very, very weak, to make the caravans vulnerable. I could give them clothing, at least a bit, I guess... but their bodysize is so small, your Orcs would just stomp over them. ^^

Yeah, if you could make the default when playing Orcs to disable Gnomes, wild Orcs, and Warlocks that would be perfect. 
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Meph on April 09, 2013, 07:16:06 pm
Can be done, no problem ^^

In total that would make:
Quote
In the next update can you please also add ORC_TIAGA to the autosyndrome effect list for:
MUSIC_LUCK
MUSIC_NOSLEEP
MUSIC_NOFOOD
MUSIC_CLEAN
MUSIC_SPEED

for next version can you please add
[SYN_AFFECTED_CREATURE:ORC_TAIGA:ALL]
to the inorganics for:
REGRASS
GROW
WEATHER_FIRE
WEATHER_CLEAR
WEATHER_RAIN
WEATHER_SNOW

Yeah, if you could make the default when playing Orcs to disable Gnomes, wild Orcs, and Warlocks that would be perfect.

Correct? Anything missing?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: smakemupagus on April 09, 2013, 07:24:18 pm
Yep that's everything on my list too!

Oh, Well, there is one other big one... how do you want to integrate my new evil allies?  In my Beta builds I split their creature info out of "creature_masterwork" into a new file "creature_masterwork_eviltwins" and also heavily edited the 4 entity files "entity_*_evil". 

They seem to work quite as intended in Orc mode but I haven't really tested them in Dwarf mode as opponents yet.

in case you don't fanatically follow all the details line by line of orcfort changelog here are the relevant parts :) .. including the breakdown of which changes in which file

Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Vendayn on April 09, 2013, 08:06:00 pm
I dunno what I did to get all the duplicated files, to be honest. Actually, this whole thing is a bit messy for some reason. All I did was download (first time), move everything into a custom folder in my games folder. I noticed I have to download the original Dwarf Fortress for the mod to work, but when I copy the files over...that is when it gets duplicated. If I don't download the original, it crashes at start up. If I download and install "normally", it duplicates the files. However, if I download DF, and move the DF folder that comes with the mod into the DF folder...well let me just show

This is what I end up with for it to work on my system, without duplicated files or crashes and with settings.exe being able to detect the DF folder (some tries, it can't find it for some reason)

MasterworkDF (no files, just two folders) -Dwarf Fortress + Masterwork DF - Dwarf Fortress folder inside the DF folder.

Really weird to be honest. This is on an almost brand new Windows 7 install as well. I have no viruses or spyware or anything like that, but I notice even on my old Windows 7 install it caused weird issues with this. Dunno why my game install has to be exactly like that, for it to work. Must be installing it wrong...but I tried

MasterworkDF (custom) - Dwarf Fortress + Masterwork DF...skipped the DF that comes with the official download. And it crashes at startup. I tried downloading original DF...copied and replaced the files with the Masterwork DF folder and that caused duplicates. And some combination, made it so settings.exe wouldn't detect Dwarf Fortress.

But doing a double Dwarf Fortress folder, has the mod working without any issues.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: smakemupagus on April 09, 2013, 08:13:30 pm
I'll have to defer to someone wiser to address your crash problem, but you should *not* need an original Dwarf fortress, just download unzip and you're set.  All your dupe errors are related to trying to merge with an original DF.

Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Vendayn on April 09, 2013, 08:17:04 pm
Ah, yeah that makes sense. Strange that I need the original DF to play, but the game doesn't even use the folder, but to get around the duplication...I just put the DF folder that comes with Masterwork into the DF folder. I don't think the game is using anything in the original DF folder either...cause there is no duplications or errors now. All I see is stuff from Masterwork itself in the game.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Xangi on April 09, 2013, 08:46:17 pm
Ah, yeah that makes sense. Strange that I need the original DF to play, but the game doesn't even use the folder, but to get around the duplication...I just put the DF folder that comes with Masterwork into the DF folder. I don't think the game is using anything in the original DF folder either...cause there is no duplications or errors now. All I see is stuff from Masterwork itself in the game.
You do NOT need the original Dwarf Fortress for Masterwork to work.

Also, kinda de-railing a bit, the new FTN is out and it should probably merge into masterwork without much trouble. However, it keeps crashing when I'm trying to do it brute force style so I guess I could be wrong.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Vendayn on April 09, 2013, 08:52:29 pm
Ah, yeah that makes sense. Strange that I need the original DF to play, but the game doesn't even use the folder, but to get around the duplication...I just put the DF folder that comes with Masterwork into the DF folder. I don't think the game is using anything in the original DF folder either...cause there is no duplications or errors now. All I see is stuff from Masterwork itself in the game.
You do NOT need the original Dwarf Fortress for Masterwork to work.

Also, kinda de-railing a bit, the new FTN is out and it should probably merge into masterwork without much trouble. However, it keeps crashing when I'm trying to do it brute force style so I guess I could be wrong.

It crashes if I don't have the original Dwarf Fortress inside my custom Masterwork folder. Then I have to put the Masterwork DF folder into the original DF folder. Not sure why, and it doesn't produce an error log...it just gives me a windows error that it crashed, but there is nothing but a generic error message in the event viewer.

I've tried just having the Masterwork DF folder and the Masterwork folder in my custom MasterworkDF folder...and that crashes when it tries to load up. I don't even get to the menu screen. I even did the 4gb thing, but it still crashes.

(edit: It does however crash once in a while, when it is about to generate a map. If I open the game and generate, it works. However if I try to generate a 2nd time (without closing DF and then opening it again)...the game crashes. It also crashes sometimes when I leave a map after saving. Otherwise it works. But I still crash 100% of the time if I don't have the original DF folder)
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Stargazer on April 09, 2013, 08:55:03 pm
Question: What are the strengths of the new materials added? I've looked up the raws, but have no idea what I'm looking at. Compresive yield, tensile fracture...no idea what any of that means.

I know it says Mithril has a better edge than steel, but is it also good for armor? Is wolfram? Does Deep Bronze make good weapons?

Where do Mithril, Wolfram, Deep Bronze, Meteorite, Iridium, Cobalt, and the Pattern/Welded stuff fit into the Copper/Bronze/Iron/Steel/Admantite hierarchy?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Gamerlord on April 09, 2013, 09:04:10 pm
I think wolfram is good for blunt stuff and possibly armour, while iridium is the king of edged weapons and armour as well. Cobalt is slightly better than iron (i think).
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: smakemupagus on April 09, 2013, 09:12:13 pm
There's not a linear hierarchy, so it's impossible to definitively set everything down in a simple way.
Very roughly you can order them in a heirarchy by shear yield (edge/armor) or by weight (blunt) which is why Meph gives those two tables in the manual

Mithril is light. 
Wolfram is heavy.
pattern-welded stuff is improved obviously, so pattern-mithril is excellent for blades or armor, pattern-wolf for blunt.

Deep bronze is superior for weapons and armor, but heavy
Orichalcum is similar to patternmithril, not as light, but superior impact resistance
Meteorite better than iron/bronze, worse than steel
cobalt similar to iron/bronze

Iridium and Volcanic are mythical uber-materials, somewhere below adamantine but well above the rest
(ed.  iridium is not good for blunt)

all from memory so apologies if i got something wrong :)
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Stargazer on April 09, 2013, 09:50:03 pm
There's not a linear hierarchy, so it's impossible to definitively set everything down in a simple way.
Very roughly you can order them in a heirarchy by shear yield (edge/armor) or by weight (blunt) which is why Meph gives those two tables in the manual

Mithril is light. 
Wolfram is heavy.
pattern-welded stuff is improved obviously, so pattern-mithril is excellent for blades or armor, pattern-wolf for blunt.

Deep bronze is superior for weapons and armor, but heavy
Orichalcum is similar to patternmithril, not as light, but superior impact resistance
Meteorite better than iron/bronze, worse than steel
cobalt similar to iron/bronze

Iridium and Volcanic are mythical uber-materials, somewhere below adamantine but well above the rest
(ed.  iridium is not good for blunt)

all from memory so apologies if i got something wrong :)

So Shear yield works for both edge attack and defense? What about piercing?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: smakemupagus on April 09, 2013, 10:00:40 pm
Yeah the Shear and Impact seem to be the values that matter in combat, along with weight. 

more info here:
http://dwarffortresswiki.org/index.php/DF2012:Material_science
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Billy Jack on April 10, 2013, 12:15:51 am
Can be done, no problem ^^

In total that would make:
Quote
In the next update can you please also add ORC_TIAGA to the autosyndrome effect list for:
MUSIC_LUCK
MUSIC_NOSLEEP
MUSIC_NOFOOD
MUSIC_CLEAN
MUSIC_SPEED

for next version can you please add
[SYN_AFFECTED_CREATURE:ORC_TAIGA:ALL]
to the inorganics for:
REGRASS
GROW
WEATHER_FIRE
WEATHER_CLEAR
WEATHER_RAIN
WEATHER_SNOW

Yeah, if you could make the default when playing Orcs to disable Gnomes, wild Orcs, and Warlocks that would be perfect.

Correct? Anything missing?
Add the Leather tags to Rigid Scaleplate
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Crioca on April 10, 2013, 01:58:56 am
Quote from: Meph
Crioca: Yes, thats intentional. Otherwise they would give food (cheese), booze (rum) and clothing (wool). I wanted to avoid making them too good.

Thanks for answering my question: While we're on the topic in my current fort I can no longer make boozebelly rum, I have (unrotten) boozebelly cheese, empty pots and barrels but the option in the kitchen is red. Any advice?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Meph on April 10, 2013, 02:37:08 am
@Crioca: Did you check your burrows? For more info have a look at the known bugs section. It might also be that the pots/barrels are assigned to stockpiles and are not available for reactions.

@Billy Jack: That post was just about changes I have to do for the new Orc Fortress version. ;)

@smakemupagus: Alright then. I have everything I need in that case. I have a closer look at the entity files. It cant hurt too much to add them into the main mod, the tradegoods do not appear if they are your enemy anyway.

@Stargazer: There is a huge table in the manual, under Inorganics. All metals are in there, except volcanic/bifrost. These are better then the rest, but less good then adamantine. All others are listed with all values :)

@Vendayn: I dont even know what to say. First of all: What tileset do you use, which mod version, what operating system do you use, and no, you shouldnt download/install the normal DF anywhere inside the Masterwork folder. Sounds like the .exe has a problem, either the binary patches or the large adress aware patcher, OR dfhack. Did you try starting the game without dfhack? Because when you start the game it does not load the raws, you should be able to at least get to the menu... raws only come in effect once you gen a world/go to the arena.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Stargazer on April 10, 2013, 10:53:04 am
@Crioca: Did you check your burrows? For more info have a look at the known bugs section. It might also be that the pots/barrels are assigned to stockpiles and are not available for reactions.

@Billy Jack: That post was just about changes I have to do for the new Orc Fortress version. ;)

@smakemupagus: Alright then. I have everything I need in that case. I have a closer look at the entity files. It cant hurt too much to add them into the main mod, the tradegoods do not appear if they are your enemy anyway.

@Stargazer: There is a huge table in the manual, under Inorganics. All metals are in there, except volcanic/bifrost. These are better then the rest, but less good then adamantine. All others are listed with all values :)

@Vendayn: I dont even know what to say. First of all: What tileset do you use, which mod version, what operating system do you use, and no, you shouldnt download/install the normal DF anywhere inside the Masterwork folder. Sounds like the .exe has a problem, either the binary patches or the large adress aware patcher, OR dfhack. Did you try starting the game without dfhack? Because when you start the game it does not load the raws, you should be able to at least get to the menu... raws only come in effect once you gen a world/go to the arena.

Well yeah, I just didn't know what the values actually meant. =p
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Rainbows on April 10, 2013, 02:11:22 pm
-snip-
Human caravan guards attack gnome merchants on sight.
Is this a bug?


There's a gnome civ?
Is that vanilla ir mod only?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: The_Final_Stand on April 10, 2013, 05:28:52 pm
Hey, my blast furnace just made 12 steel bars, but used the materials to make 24 steel (12 iron, 12 pig iron, 6 flux, 6 coal). Standard Smelters take 1 iron + 1 pig iron + 1 flux + 1 coal (+ fuel) => 2 Steel, so, why does the blast furnace lose half the material?

Having checked the raws, it seems you've made a blast furnace that only makes half as much steel as it should.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Tarkanos on April 10, 2013, 06:28:42 pm
I can't find this in the settings. How do I turn the cult off?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: SharpKris on April 10, 2013, 06:49:17 pm
ideas on how to automate blood of armok for smith area?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: smakemupagus on April 10, 2013, 07:47:12 pm
ideas on how to automate blood of armok for smith area?

(step 1)
delve to get a glimpse of natural magma to unlock magma furnaces
use it to put at least one tile of magma somewhere
build 1 magma "source" furnace there
(step 2)
make a magma safe tanker
set up tram route with magma tanker dumping into your intended magma plumbing area
perferably start of route is near your "source" furnace
use floodgates to break plumbing area into smallish regions to limit loss of magma to cooling
tell manager to "fill magmatanker" 30 times
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: anomaly on April 10, 2013, 09:34:25 pm
Big fan of the mod, though most of my experience with it is with the orc fort mod.

A few comments about harder farming:  i'm a big fan of harder farming in general, although the balance seems pretty wonky.  It's much easier to do above ground farming, I can generally squeeze out two crops of rope reeds a year (not to mention arboreal and boreal crops) and only one of pig tails, AFAIK pig tails had half the growth time of other subterranean flora along with plump helmets so a growing stage of two seasons would be more appropriate.

Just to clarify I'm not saying harder farming should be "easier" but rather it could be improved by being more internally consistent and balanced.

 Also, it appears that padded mittens cannot be worn under gauntlets.  I don't think that's intended behavior.

Edit:  I also notice small typos etc. In the manual and the game, is there an easy way to get these fixed?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Dwarf73 on April 11, 2013, 02:12:06 am
Stupid question: How I can play orcs? Did go all the way embark screen and only saw dwarfs.

*facepalm* Did download wrong version!
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Meph on April 11, 2013, 02:27:51 am
@Dwarf73: Open the settings.exe, click on the "Orc" button at the bottom, open DF, gen a new world, embark. You can only play one different race on each world, so if you want to change to Kobolds or dwarves, you have to open the settings, change the race and gen another world.

@anomaly: It is much easier to farm aboveground, because you have sunshine and rain. Underground mushrooms grow, like in real life, very slowly. I also like it for the game balancing, like you said, you get twice as much plants aboveground. Thats a good reason to have farm plots there, but you need to protect them. They are out in the open, in the weather, accessable by flying enemies and you need to secure more topside space. Underground farms are so much easier to build and guard.

I will check the padded mittens, I think thats an easy fix. Typos... well, if you point them out to me I can easily fix those too. You just need to tell me where they are.

@Tarkanos: Open the settings, go to Creatures, "Secret FUN" Button. You need to gen a new world for the change to take effect.

@The_Final_Stand: Oh, thats a good catch. It previously took 12 iron bars and flux/coal and completely skipped the pig-iron step, till people pointed out that thats too easy. So I added pig iron back in, but didnt cut the bar intake in half. Thank you, I fixed it now.

Rainbows: Yes, there is a gnome civ. No, its not vanilla ^^ Just have a look at the manual, under Races.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Rainbows on April 11, 2013, 04:52:39 am
(http://gyazo.com/cc98286e71814ef43bf6b69186d7f2ae.png?1365673910)
Can't see a mention of gnomes.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Meph on April 11, 2013, 04:55:55 am
May I ask which version you have? Not 2h ?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Rainbows on April 11, 2013, 05:16:08 am
er...
When was the last update?
Also how does one find the version name?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Rainbows on April 11, 2013, 05:24:04 am
*oh eck is there even a delete message button*
Accidently quote rather than modified a post
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Torgan on April 11, 2013, 06:20:08 am
I will check the padded mittens, I think that's an easy fix. Typos... well, if you point them out to me I can easily fix those too. You just need to tell me where they are.
Padded boots and boots don't seem to stack either, I think they should according to the manual as padded boots aren't shaped. But it's not a huge deal.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: fire1666 on April 11, 2013, 07:13:45 am
IMPORTANT FOR MEPH PLEASE READ
Well ive had it, im gona say feck life im going to make my dream mod at last and I would like to ask for full permition to make it a submod for the Masterwork mod that you own/distribute, if you have read the Mod idea's thread within the last 48-72 hours i have an idea for a Shade's faction, a race that masters the dark art's with a wide variety of castes that perform most of there industry and combat.
The whole population is broken down into castes as i have already infured BUT unlike dwarf's if they dont use the castes to there advantage they are useless...
As you know in masterworks the (for example) smiths caste have a huge bonus to making metalarmour and weapons ectra, normal dwarfs can do that but no where near as fast or good. these shades are STUCK to dabaling at everything thus forcing them to use there caste system more then usual.
Sorry my engilish and spelling might not be very good, although from england it has never been my strong point, i hope i can dev this but I will need help with the caste system's and the reactions.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Stargazer on April 11, 2013, 09:26:22 am
Also, what are the requirements to make the new metals? Mithril I see you get from silver, but how do you make cobalt, deep bornze and whatnot? (Never mind. I think I figured it out. Deep Bronze you get from Expeditions, it seems. And to get stuff like Titanium, I have to grind it into a powder first and then smelt the powder. Is that right?) And what do you need to make it patterned welded? (Aaaand nevermind on this too. Finally found the stuff in the raws. It just requires mixing the main ingredient with other metals.)

And is it worth it making obsidian and slade?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Stargazer on April 11, 2013, 09:33:16 am
Whoops. Double post.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Nalbir on April 11, 2013, 10:23:40 am
Great mod, I use the wiki a lot - is there a masterwork wiki perhaps?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: fire1666 on April 11, 2013, 10:36:50 am
Great mod, I use the wiki a lot - is there a masterwork wiki perhaps?
there is a manual section from the launcher for the mod if thats what your looking for BUT i dont think there is a dedicated wiki
well...
not to the best of my knowledge
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Dwarf73 on April 11, 2013, 10:44:09 am
First time playing with orcs, still no dedicated military of anykind, fort wall not complete, no traps, 4 drakes show up, one named, they eat one orc before I notice what's going on, am I screwed for good?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Tarkanos on April 11, 2013, 11:01:56 am
@Dwarf73: Open the settings.exe, click on the "Orc" button at the bottom, open DF, gen a new world, embark. You can only play one different race on each world, so if you want to change to Kobolds or dwarves, you have to open the settings, change the race and gen another world.

@anomaly: It is much easier to farm aboveground, because you have sunshine and rain. Underground mushrooms grow, like in real life, very slowly. I also like it for the game balancing, like you said, you get twice as much plants aboveground. Thats a good reason to have farm plots there, but you need to protect them. They are out in the open, in the weather, accessable by flying enemies and you need to secure more topside space. Underground farms are so much easier to build and guard.

I will check the padded mittens, I think thats an easy fix. Typos... well, if you point them out to me I can easily fix those too. You just need to tell me where they are.

@Tarkanos: Open the settings, go to Creatures, "Secret FUN" Button. You need to gen a new world for the change to take effect.

@The_Final_Stand: Oh, thats a good catch. It previously took 12 iron bars and flux/coal and completely skipped the pig-iron step, till people pointed out that thats too easy. So I added pig iron back in, but didnt cut the bar intake in half. Thank you, I fixed it now.

Rainbows: Yes, there is a gnome civ. No, its not vanilla ^^ Just have a look at the manual, under Races.

Ah, okay. I did deactivate that, I just didn't realize it ruled over the Cult as well.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: anomaly on April 11, 2013, 12:31:09 pm
Well, I don't really think surface farming is really that much more dangerous.  If you really want to seal your fortress  off (which I don't usually do) You can just channel out an area and build floors over it.

Also, you might want to take a look at invader gear again... There's a pretty huge difference between someone wearing a steel breastplate and helmet and someone fully clad.  It just takes one swipe in the right place to disable someone and Anything not protected is vulnerable to even a lowly copper chopping axe.  I realize your priority is reducing clutter but it's a tradeoff.  In many cases upon review of logs the only thing that stands between Life and death for invaders is a lowly silk cloak.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: smakemupagus on April 11, 2013, 12:40:09 pm
First time playing with orcs, still no dedicated military of anykind, fort wall not complete, no traps, 4 drakes show up, one named, they eat one orc before I notice what's going on, am I screwed for good?

Do you have any war animals?  Wild animals tend to avoid them so you can buy some time to craft a bit of gear.  I demonstrate this in Ch.2-3 of the tutorial fort (http://www.bay12forums.com/smf/index.php?topic=122867.0) against Centaurs, which are probably similarly tough as drakes.  You can always send in your Uruks and even regular Orcs as wrestlers and they'd probably win, although it'd be a pity to lose any Uruks to wildlife.

Better get your military going before the elves come though! :)
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Dwarf73 on April 11, 2013, 01:41:28 pm
Do you have any war animals?  Wild animals tend to avoid them so you can buy some time to craft a bit of gear.  I demonstrate this in Ch.2-3 of the tutorial fort (http://www.bay12forums.com/smf/index.php?topic=122867.0) against Centaurs, which are probably similarly tough as drakes.  You can always send in your Uruks and even regular Orcs as wrestlers and they'd probably win, although it'd be a pity to lose any Uruks to wildlife.

Better get your military going before the elves come though! :)

No war animals, but for some reason drakes did feel pity my orcs and left after killing that one, soon after I got a visit by anubites, now that didn't go very well, over 20 dead orcs, before they had enough and left, had only 6 orcs left...this is getting interesting, fort is full of decomposing bodies, blood and vomit, expedition leader did throw several tantrums before finally calming down a bit :D
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: anomaly on April 11, 2013, 05:34:36 pm
> 20 dead orcs

I literally laughed out loud, not because I'm making fun of you but because I could see how easily it could happen.  I consider myself to be an old df vet and my first fort in quite some time from the last time playing was lost because I made the drawbridge raise in the wrong direction.

My advice to you after starting a few times in orc fort  is to start your military as soon as you get your first immigrant wave, and make them full time draftees.  Skills make a huge difference, just as much if not more so than gear, and a modestly trained squad equipped with rock clubs and wooden shields is a thousand times more effective than no military at all.  As a personal rule I try to get 5 orcs in the military for every 10 civilians up to about 30 troops.  for some that might be excessive but if you're hunting at all it's not like it's hard to feed them. (Just watch out for those damned firebirds!). There's also no need to spend so much resources early on for a wall if you have a reliable melee squad - sitting behind walls is what weakling pinkskins do.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Gamerlord on April 11, 2013, 07:06:33 pm
I split up my military i to 'Oathknights' (normal orcs, iron and steel medium armour with axes), 'Baneknights' (uruks/ronin with polehammers/heavy armour) and 'Duelists' (ronin/uruks with massive agility, mithril armour and daikatanas). Works against almost anything that attacks, save ranged units. But I deal with them with conscript ranged auxillaries.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: anomaly on April 11, 2013, 10:01:18 pm
Shields make a huge difference with archers.  Material is irrelevant, quality bestows a fairly large blocking bonus.  That means a fort on a budget or with legendary leather workers or carpenters can add a good chunk of survivability to their military.  Skilled soldiers with masterwork shields are nigh invulnerable.  You can also build irregular shaped highways Filled with pillars and doors to make archery impossible.  That only works if you can draw invaders in though.

I like two-handed weapons conceptually but with the way things are in dwarf fortress I would never go without a shield.  This is mostly based on my experience with vanilla but I've not seen anything in masterwork that contradicts it.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: fire1666 on April 12, 2013, 02:00:43 am
On the idea's of shields I agree, to be honest I have never used 2H weapons in fortress mode. when I did use them I get everyone killed (dwarf with masterwork poleaxe went beserk during a frostgiant siege..... need i say anymore?)
Anyone notice last page what I wrote, can somone make sure meph see's it?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: cainiao on April 12, 2013, 03:14:34 am
Did Masterwork have any reaction to make useless coins useful?

Like use them in some specific workshop to hire mercenaries or to buy some powerful weapons or armors or even basic material chests at a reasonable prize?

Now I am sitting on piles of coins because my bards are earning them a lot from elves and sometimes got them from treasures.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Gamerlord on April 12, 2013, 03:18:55 am
They are useful in Orc Fortress.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Rainbows on April 12, 2013, 05:05:44 am
Is there a walkthrough anywhere on how to manage tears of armok and blood of armok and magma tankers and all that?
and can orcs use any of the Armok gems?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: smakemupagus on April 12, 2013, 10:57:10 am
and can orcs use any of the Armok gems?

in the included Orcfort 1.02, no, all of Orcish magma/water engineering is done through the Magma Fluidcaster which is a rare drop from raiding Dwarves.

in the new Orcfort 1.2x, they should be able to turn a rough Blood of Armok and orichalcum into a Fluidcaster blueprint at Arcane Forge.

It's not exactly a walkthrough, but the 2nd post (http://www.bay12forums.com/smf/index.php?topic=113621.msg3466774#msg3466774) of the orcfort thread has a photohistory of me learning to use them :D  And the Orcfort manual Tips & Tricks section has a long entry on it.  Again it's not exactly the same as Dwarfmode so your mileage may vary

Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Hefateus on April 12, 2013, 11:45:37 am
Not sure if this is intended or not but in my tanner workshop i have a couple hundred "tough skin." If you look at them with DFHACK you see that theyuse the skin_tanned type but they are CREATURE:ANIMAL_EXOTIC:SKIN rather than the CREATURE:ANIMAL_EXOTIC:LEATHER like the "tough leather"  I looked at the raws and saw that the "tan hide to tough leather" leads to LEATHER_EXOTIC instead of to LEATHER. I couldnt find the creature template for this so Im guessing it is a broken link? I had a farm of Pekyt going which is where i think this came from. Is there a way I can fix this also besides just having it added to the bug fixes?

EDIT
Also another possible bug related to the Resercher study. I used the random item experiment a couple of times and got some magma armory bloodsteel bladed whip, demonic armor and a angel greaves.... is it really that random or is something wrong? With the DFHACK changeitem info you can see that they are soap...with the subtype of ITEM_WEAPON or ITEM_PANTS or ITEM_ARMOR.  Are they useable as their subtype?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: suiZ on April 12, 2013, 12:28:27 pm
I just had a rather strange bug causing DF to crash. I cant tell if its a Masterwork/DF/DFhack thing so accept my apology if this is the wrong board for it. ;)

My game kept crashing and after a whole lot of reloading and trying to figure out why, i found the cause. Apperently one of my Quantum Stock Pile Minecarts was missing (no idea why, it worked before) and the moment a hauler dwarf would place his stone (ordinary gneiss) on the input pile the game crashed.

If this is not related to masterwork please let me know on what other Board I can post this bug.

*edit*
I just noticed another bug, my butcher's shop keeps queing "butcher a dead animal" although there is no animal to be butcherd - butcher runs there cancels the shop but its imidiatly requed. I had to turn the auto-butcher off.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: crusaderbond on April 12, 2013, 03:05:23 pm
Upon piercing the third cavern, I find my sand level near the surface is growing floortiles along with the usual crystal and glass fungus. I find this odd, and I thought I should mention it.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: smakemupagus on April 12, 2013, 03:17:00 pm
Upon piercing the third cavern, I find my sand level near the surface is growing floortiles along with the usual crystal and glass fungus. I find this odd, and I thought I should mention it.

Yeah, it's normal.  It's a trade off for having the three caverns look different.  Be glad the third cavern isn't made of animated wriggly living floor worms anymore :)
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Nalbir on April 12, 2013, 07:05:35 pm
How does underground farming work. I read the manual but crops never grow :| Do they need constant irrigation now?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: SuicideRey on April 12, 2013, 07:09:26 pm
How does underground farming work. I read the manual but crops never grow :| Do they need constant irrigation now?
No, that would be silly, you probably have harder farming enabled which takes longer for underground plants to grow. If not, what exactly is happening?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Putnam on April 12, 2013, 07:10:11 pm
Note that underground plants have never needed irrigation unless you want to grow them on stone.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Nalbir on April 12, 2013, 07:24:07 pm
http://img.ctrlv.in.s3.amazonaws.com/img/5168a55e0e903.jpg

I tried planting in each season and now trying just one season with 3 fallow.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: smakemupagus on April 12, 2013, 07:24:54 pm
either way will work, you just have to wait the whole year
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Dwarf73 on April 13, 2013, 01:45:44 am
Was wondering what happens if I make a tower (2 floors high) middle of my orc fortress yard (1 floor high wall around) and put ballista and/or catapult in it, can it then be used to shoot things around my fortress, or does siege weapons need to be same level with their targets?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Putnam on April 13, 2013, 01:59:05 am
Was wondering what happens if I make a tower (2 floors high) middle of my orc fortress yard (1 floor high wall around) and put ballista and/or catapult in it, can it then be used to shoot things around my fortress, or does siege weapons need to be same level with their targets?

DFHack has a siege engine gui script that should help you. Its keybinding can be found in dfhack.init.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Dwarf73 on April 13, 2013, 02:26:41 am


DFHack has a siege engine gui script that should help you. Its keybinding can be found in dfhack.init.

Help me how? All  I could find there is ctrl-A but it doesn't seem to do anything.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: cainiao on April 13, 2013, 03:05:55 am

It seems that "make whatever(12) armor set" in the armory is bugged, they they dont make any handwear for my dwarves.

And you only need 2 blocks to build a furniture workshop while it says 4.

And my temple of armok always self-deconstuct after using.

Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: leafar on April 13, 2013, 03:27:33 am

It seems that "make whatever(12) armor set" in the armory is bugged, they they dont make any handwear for my dwarves.

And you only need 2 blocks to build a furniture workshop while it says 4.

And my temple of armok always self-deconstuct after using.

modders cant tell left from right, so they cant do handwear correctly
(actually its something about the game being unable to apply the correct tags)

according to raws it takes 2*2 blocks, however you can take the same two blocks for both times - most likely a vanilla bug
(saw something the like with boneyard: could take the same totem as both bodypart and totem for building, thus saving one item)

a recently discussed, self-destruction is caused by boiling stones(in combination with df-hack, i think) damaging non-firesafe building parts
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Dwarf73 on April 13, 2013, 03:29:33 am
And my temple of armok always self-deconstuct after using.

I had exactly same with blood bowl arena, was thinking I did something wrong, but now I'm sure I didn't. Someone did link remove workshop to all choices perhaps by mistake?  ???

a recently discussed, self-destruction is caused by boiling stones(in combination with df-hack, i think) damaging non-firesafe building parts

Is there way around it or just wait fix?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Gamerlord on April 13, 2013, 03:31:53 am
No it's a materials/df-hack thing. Just alter the raw files to allow you to build structures out of only magma/fire safe materials.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Dwarf73 on April 13, 2013, 10:10:55 am
I'm under siege, I got ~400 raw fishes in barrels, but kitchen ain't making food from it and orcs are hunting vermin for food, they hate fish that much or am I missing something?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Twiggie on April 13, 2013, 10:21:56 am
you need a fishery, to clean the fish.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Dwarf73 on April 13, 2013, 10:27:37 am
you need a fishery, to clean the fish.

Thanks, had one but clearly it wasn't enough :D
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: RabblerouserGT on April 13, 2013, 12:08:31 pm
Playing the Orc plugin.

Is there a way to get to the LNP-like color scheme?
I don't like how the dig designations are vomit-colored now.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: smakemupagus on April 13, 2013, 12:42:21 pm
yeah just copy and replace the color scheme with the one you like
data/init/colors.txt
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Locriani on April 13, 2013, 03:29:47 pm
Do you guys want a namespace on the dwarf fortress wiki?  Like dwarffortresswiki.org/index.php/Masterwork:Page_name (as akin to dwarffortresswiki.org/index.php/DF2012:Page_name)?

Let me know.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Meph on April 13, 2013, 04:25:02 pm
I wouldnt say no to a page on the wiki. :)

Just letting everyone know that I still read stuff here, but I have no time for PCs atm. Especially for fire1666, rest assured that I have read all 10689 posts in this thread and I havent overlooked yours. I will write you more in a couple if days when I am back home.

RabblerouserGT, there is a big selection of colorschemes included, and can be changed in the GUI.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: anomaly on April 13, 2013, 06:34:37 pm
Rather than a page on the df wiki it should have a wiki of its own.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: smakemupagus on April 13, 2013, 06:37:48 pm
That's basically what Locriani is proposing -- a namespace, not a page.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: sayke on April 13, 2013, 07:22:08 pm
a namespace would be plenty!
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Locriani on April 13, 2013, 07:52:27 pm
Alright, I will absolutely set y'all up with a namespace, but first I need to fix an issue we're having with redirects and links.  After that, I'll post back here again with info for y'all to get started.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Locriani on April 13, 2013, 10:29:38 pm
Alright, outstanding issues have been fixed.

Your new wiki home: dwarffortresswiki.org/index.php/Masterwork:Main_Page

Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: smakemupagus on April 13, 2013, 10:52:00 pm
Thanks! :D
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Locriani on April 13, 2013, 10:59:49 pm
No problem!  Let me know if y'all need any help with templates, setup, etc etc.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: fire1666 on April 14, 2013, 03:31:24 am
I wouldnt say no to a page on the wiki. :)

Just letting everyone know that I still read stuff here, but I have no time for PCs atm. Especially for fire1666, rest assured that I have read all 10689 posts in this thread and I havent overlooked yours. I will write you more in a couple if days when I am back home.

RabblerouserGT, there is a big selection of colorschemes included, and can be changed in the GUI.
Okie thanks bro, just worryed that wern't here for a few days D:, well I hope you all the best and I hope you get home safely
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: smakemupagus on April 14, 2013, 04:22:54 am
No problem!  Let me know if y'all need any help with templates, setup, etc etc.

If I want to start filling in some for the stuff for the Orc Fortress mode within Masterwork.  Let's say, starting with workshops, and more or less following the format of the wiki pages about vanilla workshops.

I don't have permission to create pages; is the first step to submit a page request for each workshop?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Locriani on April 14, 2013, 05:46:59 am
Or make 3 quick edits to the masterwork main page to get the create page privs.  I know that restriction sucks :(, but it's stopped more than 99% of all the spam we were getting on the wiki :).
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: jimboo on April 14, 2013, 07:55:00 am
Most excellent.
“More Stuff In The Manual” was highly ranked in the earlier poll.

A suggestion: since some of us maybe perhaps have stumbled upon things in Masterwork that would be useful to fellow travelers along this hellacious learning curve, should the new page be sectioned along the lines of FAQ, “complete MWDF newbie,” “facepalm moments” and perhaps “WTF was THAT?” directories?

The Wiki flowcharts for industries, etc. were the most useful to me as a DF newbie.  But I’m still hesitant about editing pages (even for typos, of which there be a lot).  Perhaps there could be a “Proper How To, Step-by-Baby-Step” opening page for additions?  Or just a similar "suggestions" sub-page?

 
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Putnam on April 14, 2013, 02:30:12 pm
Don't be hesitant. Anything you add can be edited.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Machocruz on April 14, 2013, 03:06:30 pm
Anybody getting 'skin chops' from butchering living rock (v2.h)?  According to the manual, living rock is butcherable in a kitchen, but in my game it can only be butchered in a slaughterhouse.  The skin chops seem edible and appear as a meat icon, but they don't get stored.

They sound disgusting.  Reminds me of the Ren and Stimpy hog jowls episode.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Xardov on April 14, 2013, 11:20:25 pm
What kind of stockpile do I have to make in order to store crates of steel and iron bars?  "Finished goods" don't seem to be doing it, neither does "Bars and Blocks"
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: smakemupagus on April 14, 2013, 11:40:44 pm
Crates are soap made from the corpse of a mythical beast, the steel-bar-crate monster.  I don't know whether they'll stockpile with other soap or not, but you're probably best off just building the crate opening workshop and opening them right away.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Dwarf73 on April 15, 2013, 02:57:24 am
Does Slaughterhouse and Brewery make Butcher and Still obsolete? What about Warbeast Kennels for normal kennels?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: smakemupagus on April 15, 2013, 03:03:09 am
slaughterhouse - no, not the same thing

brewery - er, sort of, not exactly.  you don't *need* stills if you have brewerys, but it doesn't have the vanilla "brew drink" reaction i think.

kennels - no, not the same thing
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: fasquardon on April 15, 2013, 10:44:29 am
A thought for people:

While I was thinking about fuel, I realized there is something big missing in Dwarf Fortress' food economy - cooking requires no fuel!  Adding fuel use to cooking (heck, it is the largest fuel usage of pre-modern societies) might do alot to bring the cost of food production into line with the dwarf bucks you can get trading food to caravans.

fasquardon
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Gamerlord on April 15, 2013, 11:19:46 am
*starts beating fasquardon over the head*
SHUT UP SHUT UP SHUT UP! Now they'll make it so all cooking needs fuel!  >:(
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: smakemupagus on April 15, 2013, 11:25:16 am
You only have to worry if he suggests it to Toady, since Cook and Brew are vanilla :P
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Stargazer on April 15, 2013, 02:02:13 pm
Is there a way to pick out specific weapons to be used in the Rune Weaponry?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Torgan on April 15, 2013, 03:34:17 pm
Just make a weapons stockpile that only accepts certain types of weapons (ie steel battleaxes) and have it (t)ake from your main weapon stockpile. Then make it (g)ive to your Rune Weaponry. You'll also need to set up a stockpile to (g)ive metal bars for the runes to the weaponry as it will now only take from those stockpiles.

It's about the best way I've found to use all the rune/non rune armoury and weaponry buildings. So it means you'll only turn steel breastplates into steel platemail and not every shitty large gold breastplate from an ogre. Actually not sure if that's a big deal but you can use wrong size items in those buildings and get dwarf sized plate out of them, although invaders usually have crap material armour so it's not usually worth it. It is a nice way of making caravan armour and weapons useful though, I never used to bother buying it after the first year as it's low quality.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: urmane on April 15, 2013, 03:51:35 pm
So I've got Masterwork going on linux, including soundSense and the included Therapist, but I have some questions that I can't find answers for:

- is there a dedicated Masterwork wiki?  I see it referenced all the time, and cannot find it - I'm starting to feel dumb
- is there a consolidation of linux-specific info?  I cannot get Mono for Wine working, so cannot see/edit any of the settings.  So far I've "turned off" harder farming by essentially doing a s/GROWDUR:\d+/GROWDUR:900/ in the raws, just so I can play, but other things like castes I want to try out and don't know how.
- Is there supposed to be an Optimize button in Therapist?  The included one just looks like a crappier version (ie worse graphics) of the separately downloaded DT (altho it does have button changes - left button does nothing, middle toggles a skill, right toggle the whole group).
- Note on stonesense libraries - it wants old versions of libjpg and libpng.  I got libjpg to work just by soft-linking it to the system lib, but had to find / dl an actual libpng.12.so binary to put in deplibs.
- the main soundsense theme goes all staccato if something else on the system plays any sound, and I have to turn it off.  Other sounds continue to work fine, tho - thoughts?

Current fort is progressing nicely - I'm on the island volcano in the SW of the Blessed Serra map.  Getting set to start my typical mini-megaproject - a staircase to the top Z (usually jet, this time obsidian), then panel over the whole sky with marble blocks and gold statues and call it Heaven (or Olympus :) ).  (Do two layers, and the lower one becomes "inside" for buildings)

Well done, Meph, Masterwork is truly a work of art!
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Stargazer on April 15, 2013, 04:25:57 pm
So, I just saved my game, then started it back up. It gave me a fatal error. Missing creature definition CULTMEMB. Any ideas what this is?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: fasquardon on April 15, 2013, 05:27:47 pm
You only have to worry if he suggests it to Toady, since Cook and Brew are vanilla :P

Ahh yes...

Cursed inflexible vanilla reactions...

fasquardon
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: thefish1992 on April 15, 2013, 05:42:38 pm
um is their any pieces of armor can not have rune's placed on them at the rune armory. I can have runes put on the volcanic breastplate but not on the volcanic boots is their any other armors pieces I cant put runes on?

2rd Q What is a berserkers hide? i had a dwarf make one in fey mood and i found out that it is a armor through the equip screen but is it worth equipping?

Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: sealclubber on April 15, 2013, 05:55:24 pm
Ok. I... just... what

What the fuck are life guard arms and why is the artifact's name so perfectly fitting?

(http://i48.tinypic.com/34qldhi.png)
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Stargazer on April 15, 2013, 07:57:04 pm
So, I just saved my game, then started it back up. It gave me a fatal error. Missing creature definition CULTMEMB. Any ideas what this is?

I'm assuming it has something to do with the cult? I've had it turned off this entire game though, so I have no clue what went wrong with my game. And, of course, reverting back to my last save does work, but it'll cost me a year's worth of progress.

Blaaaaaaah.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: smakemupagus on April 15, 2013, 08:51:59 pm
<please can you explain> what are life guard arms and why is the artifact's name so perfectly fitting?

It's from Orc fortress, a Human-style elite guardmans arms kit combining the functionality of a musket and a lucerne polehammer.  Multigrasp, but other wise a devastating weapon.

like,
http://mountandblade.wikia.com/wiki/Lifeguard
not like
http://en.wikipedia.org/wiki/Baywatch
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: sealclubber on April 15, 2013, 09:04:45 pm
<please can you explain> what are life guard arms and why is the artifact's name so perfectly fitting?

It's from Orc fortress, a Human-style elite guardmans arms kit combining the functionality of a musket and a lucerne polehammer.  Multigrasp, but other wise a devastating weapon.

like,
http://mountandblade.wikia.com/wiki/Lifeguard
not like
http://en.wikipedia.org/wiki/Baywatch

I was really hoping for a dorf in a string bikini but a gun is fine too.  :D
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Nalbir on April 16, 2013, 05:01:19 am
A thought for people:

While I was thinking about fuel, I realized there is something big missing in Dwarf Fortress' food economy - cooking requires no fuel!  Adding fuel use to cooking (heck, it is the largest fuel usage of pre-modern societies) might do alot to bring the cost of food production into line with the dwarf bucks you can get trading food to caravans.

fasquardon

+1
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Ivan Issaccs on April 16, 2013, 06:19:24 am
Considering I find it really easy to strip mine every peice of coal and clear cut a 4x4 embark for coal generally by year 3 I'd really hate too need coal for cooking. On the other hand... Magma smoked forgotten beast meat anyone?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: urmane on April 16, 2013, 08:48:26 am
Hm, how come the Trap Engineer's Workshop will only let me upgrade my glass spikes (to sharpened or serrated), but everything else is not selectable?  I have a ton of iron and glass sawblades, but cannot select Upgrade sawblade (either lvl1 or lvl2).

Does it depend on Mechanic level?  My highest beard is Professional, level 9.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: tahujdt on April 16, 2013, 09:57:40 am
I think upgrading serrated discs takes different parts.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: thistleknot on April 16, 2013, 10:03:11 am
mwmod mod question
whats the purpose of evil armor for drow? is it just to reduce leftover armor clutter or does it actually have interactions or reactions attached to them? i noticed orcs have similarly named armor.

i ask because i modded them in and im considering replacing with regular armor in because i like armor being left behind as i can melt it down for bars.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: smakemupagus on April 16, 2013, 11:27:12 am
sharpening spikes doesn't require any extra reagents, upgrading discs does.  (pulleys, i think)

a lot of the invader armor exists so that it has UBSTEP and or LBSTEP MAX (i.e. it is a giant onesie that covers the creatures arms and upper legs) because Meph likes invaders to carry less stuff. 
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: thistleknot on April 16, 2013, 11:42:06 am

a lot of the invader armor exists so that it has UBSTEP and or LBSTEP MAX

anything special about UBSTEP LBSTEP MAX?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: smakemupagus on April 16, 2013, 11:55:32 am
Yeah, MAX is shorthand for the largest number that would be valid number of steps on the given creature (i.e. equivalent to ~4 or 5 on a humanoid).  I recommend you read the wiki entries as there are some known bugs/oddities

Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: thistleknot on April 16, 2013, 12:47:41 pm
so I could just mod back in all the armor items per area (i.e. torso, arms, legs) and it would be equivalent?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Isngrim on April 16, 2013, 02:04:59 pm
so I could just mod back in all the armor items per area (i.e. torso, arms, legs) and it would be equivalent?
yes

my question:
i was wondering why volcanic does not show up in the material list for squad equipment
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: alexjj on April 16, 2013, 02:05:23 pm
I downloaded the mac version but the settings program is a windows .exe. How do I change all the settings?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Milkbot on April 16, 2013, 04:25:57 pm
Meph, I don't know if this has been suggested before.

But would it be possible to have golems having a chance of spawning hostile. As in something goes wrong with the golemization and the machine turns on it's creators?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: smakemupagus on April 16, 2013, 06:44:40 pm
so I could just mod back in all the armor items per area (i.e. torso, arms, legs) and it would be equivalent?

No, it would be different, in the ways that were detailed in the other post & wiki (UBSTEP:MAX upper body coverings don't cover certain parts like hands, so a full set that contains gloves and stuff will provide better coverage)
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Stargazer on April 16, 2013, 08:23:48 pm
Just make a weapons stockpile that only accepts certain types of weapons (ie steel battleaxes) and have it (t)ake from your main weapon stockpile. Then make it (g)ive to your Rune Weaponry. You'll also need to set up a stockpile to (g)ive metal bars for the runes to the weaponry as it will now only take from those stockpiles.

It's about the best way I've found to use all the rune/non rune armoury and weaponry buildings. So it means you'll only turn steel breastplates into steel platemail and not every shitty large gold breastplate from an ogre. Actually not sure if that's a big deal but you can use wrong size items in those buildings and get dwarf sized plate out of them, although invaders usually have crap material armour so it's not usually worth it. It is a nice way of making caravan armour and weapons useful though, I never used to bother buying it after the first year as it's low quality.

Hm. I have a stockpile with my weapons set to give to the Rune Armory. I also have a stockpile of bars set to give to it. All options for creating runes are redded out now, and I can't choose any. =/
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: smakemupagus on April 16, 2013, 08:32:20 pm
fuel?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Stargazer on April 16, 2013, 08:57:07 pm
fuel?

I have plenty of coke.

And I must be going insane. I know I filled magmabottles in my last game, but now I can't for the life of me remember if it required me to make some sort of container. Do I need vials, jugs, or something? Because I'm not getting the option to fill bottles at my magma smelter/metallurgist. x.x
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: smakemupagus on April 16, 2013, 09:22:52 pm
yeah but you said you linked stockpiles, did you link your fuel?

sometimes custom reactions go red, it happens in all mods (and modable vanilla buildings for that matter), if you're sure you have everything and haven't made a mistake with burrows or stockpile links then try the manager, he'll (a) fix it or (b) tell you what you're missing

Searching for: PRODUCT:100:1:TOOL:ITEM_TOOL_BOTTLE_MAGMA
reaction_masterwork.txt(6870):
reaction_masterwork.txt(9616):
reaction_orcfort.txt(3042):
Found 3 occurrence(s) in 2 file(s)

[REACTION:FILL_MAGMATANKER_ALCHEMY]
   [NAME:Fill magmabottle (blood of armok)]
   [BUILDING:ALCHEMISTS_CHAMBERS:CUSTOM_SHIFT_B]
   [REAGENT:A:1:ROUGH:NONE:INORGANIC:BLOOD_OF_ARMOK][PRESERVE_REAGENT]
   [REAGENT:B:1:FLASK:NONE:NONE:NONE]
   [PRODUCT:100:1:TOOL:ITEM_TOOL_BOTTLE_MAGMA:GET_MATERIAL_FROM_REAGENT:B:NONE]
   [SKILL:ALCHEMY]   

[REACTION:MAKE_BOTTLE_MAGMA]
   [NAME:Fill magma bottle]
   [BUILDING:MAGMA_CRUCIBLE:CUSTOM_M]
   [BUILDING:MAGMA_SMELTER:CUSTOM_M]
   [BUILDING:MAGMA_STEAM_ENGINE:CUSTOM_M]
   [BUILDING:MAGMA_ARC_FURNACE:CUSTOM_M]
   [BUILDING:BLAST_FURNACE_MAGMA:CUSTOM_M]
   [REAGENT:A:1:FLASK:NONE:NONE:NONE]
   [PRODUCT:100:1:TOOL:ITEM_TOOL_BOTTLE_MAGMA:GET_MATERIAL_FROM_REAGENT:A:NONE]
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Putnam on April 16, 2013, 09:39:15 pm
A thought for people:

While I was thinking about fuel, I realized there is something big missing in Dwarf Fortress' food economy - cooking requires no fuel!  Adding fuel use to cooking (heck, it is the largest fuel usage of pre-modern societies) might do alot to bring the cost of food production into line with the dwarf bucks you can get trading food to caravans.

fasquardon

+1

This is completely impossible to mod.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Stargazer on April 16, 2013, 09:51:50 pm
yeah but you said you linked stockpiles, did you link your fuel?

sometimes custom reactions go red, it happens in all mods (and modable vanilla buildings for that matter), if you're sure you have everything and haven't made a mistake with burrows or stockpile links then try the manager, he'll (a) fix it or (b) tell you what you're missing

Searching for: PRODUCT:100:1:TOOL:ITEM_TOOL_BOTTLE_MAGMA
reaction_masterwork.txt(6870):
reaction_masterwork.txt(9616):
reaction_orcfort.txt(3042):
Found 3 occurrence(s) in 2 file(s)

[REACTION:FILL_MAGMATANKER_ALCHEMY]
   [NAME:Fill magmabottle (blood of armok)]
   [BUILDING:ALCHEMISTS_CHAMBERS:CUSTOM_SHIFT_B]
   [REAGENT:A:1:ROUGH:NONE:INORGANIC:BLOOD_OF_ARMOK][PRESERVE_REAGENT]
   [REAGENT:B:1:FLASK:NONE:NONE:NONE]
   [PRODUCT:100:1:TOOL:ITEM_TOOL_BOTTLE_MAGMA:GET_MATERIAL_FROM_REAGENT:B:NONE]
   [SKILL:ALCHEMY]   

[REACTION:MAKE_BOTTLE_MAGMA]
   [NAME:Fill magma bottle]
   [BUILDING:MAGMA_CRUCIBLE:CUSTOM_M]
   [BUILDING:MAGMA_SMELTER:CUSTOM_M]
   [BUILDING:MAGMA_STEAM_ENGINE:CUSTOM_M]
   [BUILDING:MAGMA_ARC_FURNACE:CUSTOM_M]
   [BUILDING:BLAST_FURNACE_MAGMA:CUSTOM_M]
   [REAGENT:A:1:FLASK:NONE:NONE:NONE]
   [PRODUCT:100:1:TOOL:ITEM_TOOL_BOTTLE_MAGMA:GET_MATERIAL_FROM_REAGENT:A:NONE]

*Facepalm* I didn't link my coke.

And it was a flask! I knew I wasn't completely insane!

So, when I break a spawn location in order to release magma, does it flow straight down, or does it spread out? For example, if I channel a whole, place a support pillar at the bottom, and then a spawn location on top, when I break the pillar, will the magma fall right into the hole?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: smakemupagus on April 16, 2013, 10:12:44 pm
it seems to spawn magma on the square that the spawn location itself was on, as well as on any surrounding squares that have floors but not walls.  so spawn location in 3x3 hole then drop something (e.g. a floor tile) onto it, might work better than spawn location on a pillar that is surrounded by air.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Stargazer on April 16, 2013, 10:30:57 pm
it seems to spawn magma on the square that the spawn location itself was on, as well as on any surrounding squares that have floors but not walls.  so spawn location in 3x3 hole then drop something (e.g. a floor tile) onto it, might work better than spawn location on a pillar that is surrounded by air.

Hm. I have magma-safe flasks. I have magma smelters and such. But I still don't get an option to fill a magma bottle. If I use the manager, the order just sits there, verified.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: raoulgamer on April 17, 2013, 07:18:06 am
Bugreport

Mod version: win (V.2h for DF 34.11)
Tileset version: PHEOBUS
Bug description 1:
When i start a try to play orcs I am unable to mine stone similar to kobolds but am able to mine gems.
It does say iam playing taiga orcs.

PS: i dont know if this is some issue with masterwork or orc fortress.

Bug desciption 2:
When I embark i get items shown as:
[5]
or
unknown plant matterial [20]

PS: this one is a masterwork bug.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Dwarf73 on April 17, 2013, 08:38:43 am
I made temple of Arnok and prayed help against cult, urist was transformed to a holy ward, and few seconds later whole temple crumpled down to a dust and holy ward was transformed back to "normal" less holy urist, then this:

(http://i658.photobucket.com/albums/uu309/Stellar73/DF/Untitled-1_zps8ee3e63d.jpg)

Now, did urist do something to angry god(s) or what is this?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: smakemupagus on April 17, 2013, 09:54:29 am
@Raoulgamer,
Sounds like you didn't regenerate the world (or that you generated a world with both Orc and Kobold set to YES).  Kobold style mining is a property of the world.  I would not be surprised if that also cause other errors like your #2, although I've never seen/heard that one specifically.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Fantersam on April 17, 2013, 10:54:58 am
Can I add other tilesets I like without problems?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: smakemupagus on April 17, 2013, 12:26:00 pm
Sure, if you do it right.  Not all tilesets are interchangeable, if you do this you need to be aware of the mapping from items to tiles and handle it somehow.  If two tilesets happen to have the same mapping from items to tiles you just change a line in the init file.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Torgan on April 17, 2013, 12:33:41 pm
it seems to spawn magma on the square that the spawn location itself was on, as well as on any surrounding squares that have floors but not walls.  so spawn location in 3x3 hole then drop something (e.g. a floor tile) onto it, might work better than spawn location on a pillar that is surrounded by air.

Hm. I have magma-safe flasks. I have magma smelters and such. But I still don't get an option to fill a magma bottle. If I use the manager, the order just sits there, verified.
It's not an option at every magma building. I have it as an option on magma arc furnaces, blast furnaces and crucibles but that appears to be it. Haven't built any rune buildings yet but I think I have all other magma buildings. You don't need magma safe flasks, my dwarves used a leather waterskin for it. I couldn't seem to get it to work properly with the spawn point on top of a support though, maybe have to try that dropping a floor on top of the spawn point as suggested by Smake.

Dwarf73 - there's a bug with DFHack (I think) that causes boiling rock reactions (which I think is most of the transform reactions) to deconstruct the workshop. It's been mentioned a few times recently.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: urmane on April 17, 2013, 12:47:08 pm
I made temple of Arnok and prayed help against cult, urist was transformed to a holy ward, and few seconds later whole temple crumpled down to a dust and holy ward was transformed back to "normal" less holy urist, then this:

(http://i658.photobucket.com/albums/uu309/Stellar73/DF/Untitled-1_zps8ee3e63d.jpg)

Now, did urist do something to angry god(s) or what is this?

Dunno, but I just watched my Temple go poof as if it exploded.  No messages, no injuries, no nothing - I would have been very confused had I not happened to have seen it.  It's a nice feature, tho - Armok is displeased, blammo, build another temple :)

Also, I just had a horde of metalwraiths appear in my courtyard and attack - I thought they were only from wacky rocks being dug, but it appears not?  Something to keep in mind.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: tj333 on April 17, 2013, 01:00:37 pm
Can anyone tell me why I have inveders changing into belbilith's when they hit my traps? I have shadowleaf poison and netherhorror on some of my trap compnents plus runes. ButI didn't think that any of those would turn someone into a monster like that.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: smakemupagus on April 17, 2013, 01:21:40 pm
Searching for: nether horror
N:\Games\DF\MasterworkDF v2h with Orcfort 1.27B\Dwarf Fortress\raw\objects\plant_fake.txt: 7
N:\Games\DF\MasterworkDF v2h with Orcfort 1.27B\Dwarf Fortress\raw\objects\reaction_kobold.txt: 4
N:\Games\DF\MasterworkDF v2h with Orcfort 1.27B\Dwarf Fortress\raw\objects\reaction_masterwork.txt: 4
N:\Games\DF\MasterworkDF v2h with Orcfort 1.27B\Dwarf Fortress\raw\objects\reaction_orcfort.txt: 4
Found 19 occurrence(s) in 4 file(s)

[PLANT:NETHER_HORROR]
   [NAME:nether horror][NAME_PLURAL:nether horror][ADJ:nether horror]
   [USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
      [MATERIAL_VALUE:10]
   [BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[USE_MATERIAL_TEMPLATE:EXTRACT:PLANT_EXTRACT_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:frozen nether horror]
      [STATE_NAME_ADJ:LIQUID:nether horror]
      [STATE_NAME_ADJ:GAS:boiling nether horror]
      [MATERIAL_VALUE:5]
      [REACTION_CLASS:NETHER_HORROR]
      [DISPLAY_COLOR:5:0:0]
      [PREFIX:NONE]
      [EXTRACT_STORAGE:BARREL]
      [ENTERS_BLOOD]
      [SYNDROME]
         [SYN_NAME:nether horror]
         [SYN_AFFECTED_CLASS:GENERAL_POISON]
         [SYN_INJECTED]
               [CE_BODY_TRANSFORMATION:START:0]
                  [CE:CREATURE:BEBILITH:MALE]
   [EXTRACT_BARREL:LOCAL_PLANT_MAT:EXTRACT]
   [FREQUENCY:0]
   [PREFSTRING:ability to turn people into eldritch horros. Seriously, what is wrong with that dwarf]
   [PICKED_TILE:147][DEAD_PICKED_TILE:182][SHRUB_TILE:147]
   [DEAD_SHRUB_TILE:147][PICKED_COLOR:1:0:1][SHRUB_COLOR:1:0:1][DEAD_SHRUB_COLOR:7:0:0]
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: tj333 on April 17, 2013, 02:41:36 pm
Well damn, I remember people turning into frogs before not bebiliths.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: lwCoyote on April 17, 2013, 02:49:15 pm
Quick check-in to see if there is any ETA on the next version.. I'm going to be starting an LP series on youtube in the next day or so, using MW2 of course, and I'd hate to start it then have a new version come out right after! :D
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Dwarf73 on April 17, 2013, 05:50:55 pm
No it's a materials/df-hack thing. Just alter the raw files to allow you to build structures out of only magma/fire safe materials.

No idea what you mean by that (you need to be very specific so urist mcstupid understands), but I just made temple only from magma-/firesafe blocks, regarding to wiki anyway and still that temple did break immediately after use.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: smakemupagus on April 17, 2013, 06:00:17 pm
I *think* (i don't play that much dwarf mode) that the building construction also takes totems, which are bone and therefore not firesafe.  because of this new DFHack r3 behavior, the totems and therefore the whole workshop are destroyed.  if you have a passing interest in modding you can remove or comment out the requirement for totems that follow this entry (and any other dissolving building that you want to fix)

Searching for: temple of armok
building_masterwork.txt(1891): [NAME:Temple of Armok]
Found 1 occurrence(s) in 1 file(s)

if you aren't comfortable doing that, then you'll have to wait for Meph to roll out a fix

ed.  yeah confirmed, Temple of Armok takes 4 totems.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Meph on April 17, 2013, 08:39:00 pm
I'm back. Tomorrow have a look at what I missed here. And wow, 15.000+ downloads of the current version. I didnt expect that.  :o
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Gamerlord on April 18, 2013, 12:00:16 am
Is that 15 downloads or 15,000? I don't know if that decimal point is a typo or not.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Putnam on April 18, 2013, 12:25:50 am
Decimal places and commas are swapped in number use for most of the non-English-speaking world, so that pi times 1000 is about 3.141,5926...
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Hefateus on April 18, 2013, 12:26:30 am
No it's a materials/df-hack thing. Just alter the raw files to allow you to build structures out of only magma/fire safe materials.

No idea what you mean by that (you need to be very specific so urist mcstupid understands), but I just made temple only from magma-/firesafe blocks, regarding to wiki anyway and still that temple did break immediately after use.

If you go into the raws and change it to use a statue of some type instead of the totems that fixes it. I copied my reaction from the temple of armok.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Dwarf73 on April 18, 2013, 06:11:59 am
I *think* (i don't play that much dwarf mode) that the building construction also takes totems, which are bone and therefore not firesafe.  because of this new DFHack r3 behavior, the totems and therefore the whole workshop are destroyed.  if you have a passing interest in modding you can remove or comment out the requirement for totems that follow this entry (and any other dissolving building that you want to fix)

Searching for: temple of armok
building_masterwork.txt(1891): [NAME:Temple of Armok]
Found 1 occurrence(s) in 1 file(s)

if you aren't comfortable doing that, then you'll have to wait for Meph to roll out a fix

ed.  yeah confirmed, Temple of Armok takes 4 totems.


Urist mcstupid did find this file (on 2nd try anyway) and deleted line that did mention needing 4 totems, seems to work now, thank you for detailed instructions  :)
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Fantersam on April 18, 2013, 07:17:54 am
Sure, if you do it right.  Not all tilesets are interchangeable, if you do this you need to be aware of the mapping from items to tiles and handle it somehow.  If two tilesets happen to have the same mapping from items to tiles you just change a line in the init file.

Can you explain that a little further?
On the wiki I see soo many great but outdated tiles.
What exactly do I have to do?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: urmane on April 18, 2013, 07:38:26 am
When is hematite not hematite?  I'm seeing in Masterwork, but not in vanilla, where I'm mining a vein (using dfhack's "digv", usually hematite due to amount in this map), and strike a vein of the same material in an adjacent tile.  I'm now paranoid about wraiths, so I usually leave them alone ... but I have done some and so far they seem normal.  Thoughts?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Gamerlord on April 18, 2013, 07:57:39 am
It's a bit weird at times. I think it's because of the reduction of different ores.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: sepik121 on April 18, 2013, 10:20:56 am
Quick question from a noob at mods and whatnot, is it possible for a dwarf to wear drow armor, or will it be like the vanilla elves where it doesn't fit quite right? I'm just curious as to whether it's possible to equip dwarves with other civs gear.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Meph on April 18, 2013, 11:05:03 am
Ok, I will answer what I can from the last missing days, so dont be surprised if this post gets a bit longer.

RAINBOWS:
Quote
When was the last update?
Also how does one find the version name?
Last update was 20th March, version name is ubiquitously posted everywhere. V.2h
Quote
Is there a walkthrough anywhere on how to manage tears of armok and blood of armok and magma tankers and all that?
Not really, but smake posted the best there is. Maybe someone will write one for the wiki in the future.

TORGAN:
Quote
Padded boots and boots don't seem to stack either, I think they should according to the manual as padded boots aren't shaped. But it's not a huge deal.
Is added to the todo list.

HEFATEUS:
Quote
Also another possible bug related to the Resercher study. I used the random item experiment a couple of times and got some magma armory bloodsteel bladed whip, demonic armor and a angel greaves.... is it really that random or is something wrong?
Thats ok, it is that random.

Quote
Not sure if this is intended or not but in my tanner workshop i have a couple hundred "tough skin." If you look at them with DFHACK you see that theyuse the skin_tanned type but they are CREATURE:ANIMAL_EXOTIC:SKIN rather than the CREATURE:ANIMAL_EXOTIC:LEATHER like the "tough leather"  I looked at the raws and saw that the "tan hide to tough leather" leads to LEATHER_EXOTIC instead of to LEATHER. I couldnt find the creature template for this so Im guessing it is a broken link? I had a farm of Pekyt going which is where i think this came from. Is there a way I can fix this also besides just having it added to the bug fixes?
Added to the todo list, I will test pekyts and tough skin. Tough skin should usually be tanned to tough leather.

FIRE1666:
Quote
IMPORTANT FOR MEPH PLEASE READ yaddayaddayadda
How is your progress?

STARGAZER:
Quote
And is it worth it making obsidian and slade?
Obsidian and slade are needed for volcanic metal. So yes. Slade is also very powerful as catapult ammo and for ballista bolts.

NALBIR:
Quote
Great mod, I use the wiki a lot - is there a masterwork wiki perhaps?
Now there is. http://dwarffortresswiki.org/index.php/Masterwork:Main_Page (http://dwarffortresswiki.org/index.php/Masterwork:Main_Page) Its empty, so start filling it :P (probably not the answer you expected.^^)

DWARF73:
Quote
First time playing with orcs, still no dedicated military of anykind, fort wall not complete, no traps, 4 drakes show up, one named, they eat one orc before I notice what's going on, am I screwed for good?
You are playing Dwarf Fortress, so I assume this is a purely rhetorical question.

Quote
Help me how? All  I could find there is ctrl-A but it doesn't seem to do anything.
I noticed that problem, asked in the dfhack thread 3 times, never got an answer... I dont know why the siege engine aiming does not work.

Quote
Does Slaughterhouse and Brewery make Butcher and Still obsolete? What about Warbeast Kennels for normal kennels?
No, totally different things. Brewery can help for booze though. Just keep in mind that one uses large pots, the other uses barrels for drinks.

ANOMALY:
Quote
Also, you might want to take a look at invader gear again... There's a pretty huge difference between someone wearing a steel breastplate and helmet and someone fully clad.  It just takes one swipe in the right place to disable someone and Anything not protected is vulnerable to even a lowly copper chopping axe.  I realize your priority is reducing clutter but it's a tradeoff.  In many cases upon review of logs the only thing that stands between Life and death for invaders is a lowly silk cloak.
Maybe. I actually thought about giving invaders better materials instead of making them stronger. Mithril and >steel materials, to balance this.

Also, twohanded weapons can be single-handedly wielded by special castes, like the demonbound. ;) I remember one with an artefact iridium greataxe and one masterwork adamantine greataxe. He was... not too bad a fighter.

CAINIAO:
Quote
Did Masterwork have any reaction to make useless coins useful?
I am thinking about it. A casino comes to mind. Or hiring people, or a marketplace. See smakes orcs. But I dont want to copy it, because the races should feel different.

Quote
It seems that "make whatever(12) armor set" in the armory is bugged, they they dont make any handwear for my dwarves.

And you only need 2 blocks to build a furniture workshop while it says 4.

And my temple of armok always self-deconstuct after using.
Its not bugged, gloves cant be done by custom reactions. Furniture workshops needs 2x2 blocks. Not 4, not 2. ;) Temple deconstructs because of weird dfhack nonsense, I will see to have it fixed next release.

SUIZ:Thanks for the report, but I think its system related. Its probably not easily replicated by me, but thanks for the heads up anyway.

LOCRIANI: Wrote you a PM. :)

MACHOCRUZ:
Quote
Anybody getting 'skin chops' from butchering living rock (v2.h)?
Added to the todo list.

XARDOV:
Quote
What kind of stockpile do I have to make in order to store crates of steel and iron bars?  "Finished goods" don't seem to be doing it, neither does "Bars and Blocks"
They shouldnt be stockpiled at all. They remain in the depot, only to be used in the automatic reactions in the "storage unit" which should be build right next to the depot. I wanted to keep it in one place, if I allow stockpiling for them they will go to the nearest hospital ^^

FASQUARDON:
Quote
While I was thinking about fuel, I realized there is something big missing in Dwarf Fortress' food economy - cooking requires no fuel!  Adding fuel use to cooking (heck, it is the largest fuel usage of pre-modern societies) might do alot to bring the cost of food production into line with the dwarf bucks you can get trading food to caravans.
This is a great idea for an optional harder setting, but I dont think it can be done without mighty dfhack magic.

URMANE: I sadly cant help with linux at all. There is a new (empty) wiki at http://dwarffortresswiki.org/index.php/Masterwork:Main_Page (http://dwarffortresswiki.org/index.php/Masterwork:Main_Page). If you want to contribute, feel free. :)

Quote
how come the Trap Engineer's Workshop will only let me upgrade my glass spikes (to sharpened or serrated), but everything else is not selectable?  I have a ton of iron and glass sawblades, but cannot select Upgrade sawblade (either lvl1 or lvl2).
They need differnt items, mechanisms and pulleys. Otherwise check your burrows, maybe they are stored in another burrow.

Quote
When is hematite not hematite?  I'm seeing in Masterwork, but not in vanilla, where I'm mining a vein (using dfhack's "digv", usually hematite due to amount in this map), and strike a vein of the same material in an adjacent tile.  I'm now paranoid about wraiths, so I usually leave them alone ... but I have done some and so far they seem normal.  Thoughts?
Mine it. I dare you. :)

STARGAZER AGAIN:
Quote
So, I just saved my game, then started it back up. It gave me a fatal error. Missing creature definition CULTMEMB. Any ideas what this is?
I dont know any "fatal errors", what exactly did the game say, and where? What happened? Anyway, CULTMEMBER should be the correct word, and it sounds like your saving was interrupted somehow. Or at least some raws are missing in the save folder.

THEFISH1992:
Quote
um is their any pieces of armor can not have rune's placed on them at the rune armory. I can have runes put on the volcanic breastplate but not on the volcanic boots is their any other armors pieces I cant put runes on?

2rd Q What is a berserkers hide? i had a dwarf make one in fey mood and i found out that it is a armor through the equip screen but is it worth equipping?
Runes only go on Armor, which is the actual upper body armor. Just that one item. Otherwise you could add them to gloves, boots, pants, armor, helmets, shields, and add all these buffs together for one super soldier. That is not the intention.  You can put multiple, different runes on that one breastplate though, if you like.

Berskerkers hide is a fun item, mood-only. All those are always good.

SEALCLUBBER: Wtf, I thought of a lifeboard from baywatch as well. Its even made of wood and has a whale on it, nice. But yeah, smake answered the question, I didnt knew what it was either.

THISTLEKNOT:
Quote
whats the purpose of evil armor for drow?
Its just for flavor.

ISNGRIM:
Quote
i was wondering why volcanic does not show up in the material list for squad equipment
It should... but maybe it does not, because its not naturally occuring. Only source is the item directly, there are no volcanic bars anywhere. I might change this in future.

ALEXJJ:
Quote
I downloaded the mac version but the settings program is a windows .exe. How do I change all the settings?
Mono+Wine. Otherwise I cant really help with Mac. The linux/mac versions are a novelty offered by arclance and kudakeru and zenerbufen... all volunteered to help. I myself only work with windows.

MILKBOT:
Quote
But would it be possible to have golems having a chance of spawning hostile. As in something goes wrong with the golemization and the machine turns on it's creators?
thats possible, but I use that trick with the evil mages already. Demonsbounds and Unnamed ones can go amok. I dont want to use this mechanic too often.

RAOULGAMER: Do you have an error log? I know what causes it, the undiggable tag on stone is still active, so you did play Kobolds before, but somehow the tag stayed. Did you gen a new world? What exactly did you do before you embarked as orcs?  Also, YEAH, you used the bug report template, +1 internets for you. Second person to actually use it. :)

FANTERSAM:
Quote
Can I add other tilesets I like without problems?
Maybe? All ascii based tilesets are no problem, just set the GUI to ascii, then install your tileset. But Mayday would need raws to be rewritten.

TJ333: Its intended. Nether horror makes horribly monsters... manual says so as well. ;) It can be good, when they kill the invaders for you, can be bad, when you are overrun by your own creation ;) Just dont make booze and stockpile it with the rest, that would be... inadviseable ;)

LWCOYOTE: No ETA. I thought several times that NOW is the time to sit down and do some DF stuff, but just have a look at today: It took me 5h to read up on the forum, and post here and on reddit. Granted, I havent been here for 5 days, but still... maybe I get something done over the weekend.

SEPIK121:
Quote
is it possible for a dwarf to wear drow armor, o
As long as it does not say "small/large" item, you can wear them. Drow armor should be fine.

GAMERLORD: I am of course excited about 15 downloads that this mod had this month. ;) No, Putnam is right, I am German and we say 15.000 for 15k, instead of the english 15,000. ;) Its funny, talvienos creature generator had some bugs because of this, because my german windows was misreading his numbers using , and . ^^




EDIT: Omg, that was a lot longer then I though.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: fire1666 on April 18, 2013, 11:24:59 am
No progress yet, but i will start at the end of this week, also since i have finished the ICT course in school guess what im gona do instead :)
Can't promiss that this will be ground breaking stuff but i can promiss that i will try my best, i might need somone else to make the race file and / or the sprites ectra
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Meph on April 18, 2013, 11:37:49 am
You might want to talk to guthub, he has been working on a playable masterwork race of undeads for quite some time. Maybe you can exchange ideas.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Fantersam on April 18, 2013, 11:38:20 am
"raws to be rewritten" ? what does that mean?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Meph on April 18, 2013, 11:49:01 am
It means that there is a tile number in the raws, for all inorganics, creatures (at least for vermin), plants, trees, grass, tools and some random items. If you dont change them to meet your tileset you will end up with rock looking like fish and trees that look like chests. Most tilesets use normal ascii tiles however, so that is only a problem when you use Phoebus, Ironhand or Mayday.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: fire1666 on April 18, 2013, 11:50:50 am
You might want to talk to guthub, he has been working on a playable masterwork race of undeads for quite some time. Maybe you can exchange ideas.
Thanks for the tip off bro, this could turn into somthing gold
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: fire1666 on April 18, 2013, 11:55:14 am
OH GOD DOUBLE POST D:
Ermn, i think he may have changed his name, i cant find him on the members list D:
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Fantersam on April 18, 2013, 12:48:10 pm
So I can basically use every ascii tileset if i want?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Meph on April 18, 2013, 01:04:04 pm
Fantersam: Yes, why not? :)

@fire1666: Sorry, typo, its Guthbug.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: urmane on April 18, 2013, 01:28:08 pm
Hm, this feels like a bug: when I hit "dwarf stares at the shifting rock", I get rockwraiths spawning from that tile, which is expected - but I also get metalwraiths spawning from a particular spot in my courtyard, way up on the surface.

I mentioned it before - I'm repeating because it now appears to be consistent.  The one I just dealt with was on Z-14 (that's negative 14), while my courtyard is on Z136.

OTOH, here is my minimegaproject, Heaven (or Olympus, if you prefer) in progress: obsidian block stairs to the highest Z, which is floored over with marble blocks.  This pic is the floor below, also floored in marble blocks, which counts as "inside".  Gold and glass statues abound, and there will be suitable accomodations for the highest ranking noble.
(http://i45.tinypic.com/33fepsm.png)
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: fire1666 on April 18, 2013, 01:44:11 pm
Guthbug has not commented on anything for aprox 10 days, he might be away enjoying him self, the fewl
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: smakemupagus on April 18, 2013, 01:46:03 pm
Quote
ANOMALY:
Also, you might want to take a look at invader gear again... There's a pretty huge difference between someone wearing a steel breastplate and helmet and someone fully clad.  It just takes one swipe in the right place to disable someone and Anything not protected is vulnerable to even a lowly copper chopping axe.  I realize your priority is reducing clutter but it's a tradeoff.  In many cases upon review of logs the only thing that stands between Life and death for invaders is a lowly silk cloak.

MEPH:
Maybe. I actually thought about giving invaders better materials instead of making them stronger. Mithril and >steel materials, to balance this.

I also notice in game battles that a lot of enemies seem to die to their hands in particular getting lopped off (one of the specific part that is not covered by an invaders' UBSTEP MAX armor piece). Once I tried to test in arena so that Meph would have hard data to look at: identical dwarves with battleaxes and armor, 100 1v1 battles, red team has gauntlets, blue team does not.  Believe it or not the "no gauntlets" blue team won something like 51/49.  So if there is an effect either my test was a big fluke or an error was made, or else the effect is statistically insignificant.  I don't know how to square that with what I see in game though.

I also from that same testing learned that the flavor blows which I think of as "critical strikes" (whirl around with outstretched arms and ....) tend to be powerful enough to cleave armor made of the same material as the weapon is made from, which somewhat changes the balance in combat in favor of offense compared to vanilla.  Not necessarily a bad thing but just worth being aware of if you're a combat micro-manager :)

Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Meph on April 18, 2013, 01:51:05 pm
Knowing Guthbugs RL quite a bit I wouldnt call that surprising. He is not the average pupil/student with too much free time. He is patient and will work slowly, step by step on it.

I might tune down the critical strikes a bit. Btw, adding nopain to invaders, like several do have, is a good solution against these insta kills. Your hand got lobbed of, big deal if you cant feel pain. ;)
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: smakemupagus on April 18, 2013, 01:59:07 pm
I might tune down the critical strikes a bit. Btw, adding nopain to invaders, like several do have, is a good solution against these insta kills. Your hand got lobbed of, big deal if you cant feel pain. ;)

Absolutely, more than once I have had an Orc under the effect of the Pain Resistance Totem have his weapon hand lopped off, only to choke the elf to death or break its neck with the stump of his remaining arm.  Maybe, I'd be better off using that micromanagement time to craft armor instead of playing around with the totem pole but ^^ .  Not much you can craft in time for the first elven ambush that will turn a mithril blade anyway.

Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Gamerlord on April 18, 2013, 02:00:46 pm
Hey smake, how good is the orichalcum mail and deep bronze platemails? Cos I'm armouring up a bunch of Uruk in full deep bronze platemail+orichalcum mail and wanted to know how good it would be. (Also, i thing the superior orichalcum longsword at the ancient foundry should be changed to a katana. P.S just tried the spear auxilla kit in battle, it actually works brilliantly when stationed in support to the main fighters!)
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: smakemupagus on April 18, 2013, 02:07:42 pm
Hey smake, how good is the orichalcum mail and deep bronze platemails? Cos I'm armouring up a bunch of Uruk in full deep bronze platemail+orichalcum mail and wanted to know how good it would be. (Also, i thing the superior orichalcum longsword at the ancient foundry should be changed to a katana. P.S just tried the spear auxilla kit in battle, it actually works brilliantly when stationed in support to the main fighters!)

Interesting you should ask, cause I just this:
http://dwarffortresswiki.org/index.php/Masterwork:Metal

They layer well, deep bronze should turn any blade short of iridium/addy, while orichalcum provides better protection against impact or non-penetrating slashes from inferior weapons.  The only down side is that'll be really heavy so if he doesn't have already some armor skill he'll be crazy slow.

Good idea, I will revisit the Foundry reaction list a bit, and thanks for report on auxilla kit :D

@Urmane, very nice project.  I feel like Olympus needs some caged semimegabeasts or something like that on display :)
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Gamerlord on April 18, 2013, 02:32:17 pm
Interesting. Doesn't matter about speed, I like slow moving melee warriors. Keeps them all in one spot. Hey, what's the best material against spears? I'm setting up a squad of hammer legionnaires next, so I'll let you know how they do.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: smakemupagus on April 18, 2013, 02:53:06 pm
I think spears still test first against shear strength, so it's similar to edge:  addy, (bifrost if you're a dwarf), iridium, welded mithril, deep bronze are all excellent  armors in that order. 

WM not straightforward to come by for orcs of course... It is a complicated chain but if you have access to WM bars (import?) and Dwarf foreign toolkits, steel, a Heavy weapons armory blueprint and the patience to manage stockpile links ... welded mithril plate is amazing, particularly since it's practically weightless.  There are a few of these floating around in the tutorial fort, Gimli was right, they are worth the value of the entire Shire indeed.

Other wise if you have Ancient foundry, boom, deepbronze plate.  If you don't mind the weight much it's basically just as good.

Followed by ashland glass, ebonglass, mithril, steel, orichalcum in some order that depends on the material of the spear, how much you care about maximizing pierce protection vs. preventing secondary bruising injuries, how much you care about weight, maybe other factors that escape my mind :D
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Gavakis on April 18, 2013, 02:59:25 pm
I has a question, on the settings screen, im using the Phoebus, and there is no colour for default, only default+ and default-, and I am extraordinarily picky, is there a way to set it to default?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Gamerlord on April 18, 2013, 03:15:28 pm
Hey, I got a general question for other players. Do you guys separate your mundane weapons and the stuff like guns and magic into different armouries? I do. I keep one for the usual crap near the surface and a vault for all my goodies lower down.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: urmane on April 18, 2013, 03:24:36 pm
Not there yet - everything is the usual crap so far :)
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Meph on April 18, 2013, 03:27:08 pm
default- is default. Its because of my lacking coding skills, when I replaced "default" it counted the "default"+ as well, so I made the keywords "default+" and default-"

Dont know if I made myself clear at all, but default- is what you are looking for. :)
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: lwCoyote on April 18, 2013, 05:24:04 pm
Quote
LWCOYOTE: No ETA. I thought several times that NOW is the time to sit down and do some DF stuff, but just have a look at today: It took me 5h to read up on the forum, and post here and on reddit. Granted, I havent been here for 5 days, but still... maybe I get something done over the weekend.

Thanks Meph, I'll go ahead and start'r up without waiting =) Link to come!
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: urmane on April 18, 2013, 05:34:53 pm
Um, can I be sieged from underground?  My first "vile force of darkness" appears to have arrived in the first set of caverns ... except that nobody showed up for the war.  I have "SIEGE" at the top of the screen, but there's no aggressors anywhere I can see on my map - map edge or interior, on the surface, in the caverns, ocean, or magma pool.  I've waited quite a while, and recheck, and nothing.  I even searched the skies.

Urist shrugs and rolls his eyes.  What's up?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Stronghammer on April 18, 2013, 05:49:02 pm
do you know who is invading you? I know before that if certain creatures or races had high ambushing skills they would siege invisibly. I think that might be what is happening to you. To "discover" or see them one of your dwarves has to be close to them and spot them similar to an ambush.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: smakemupagus on April 18, 2013, 05:49:51 pm
Antmen and trogs siege from underground.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Billy Jack on April 18, 2013, 06:01:24 pm
As mentioned a few pages back, the Blast Furnace's batch reactions may need a going over.  As I understand it, 1 ore = 4 bars.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: urmane on April 18, 2013, 08:46:31 pm
Linux users:  stubbed in a Masterwork-specific wiki page to capture linux-specific details, here: http://dwarffortresswiki.org/index.php/Masterwork:Linux

Have at it.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Gamerlord on April 18, 2013, 10:27:34 pm
As mentioned a few pages back, the Blast Furnace's batch reactions may need a going over.  As I understand it, 1 ore = 4 bars.
  • Batch of aluminum bars(12) - 3 ore = 12 bar   :)
  • Batch of brass bars(12) - 4 ore = 12 bar    :( :(
  • Batch of bronze bars(12) - 3 ore = 12 bar  :)
  • Batch of copper bars(12) - 3 ore = 12 bar  :)
  • Batch of iron bars(12) - 3 ore = 12 bar  :)
  • Batch of gold bars(12) - 3 ore = 12 bar  :)
  • Batch of pig iron bars(12) - 12 iron + 6 flux = 12 bar    :o :o  (shouldn't this be 12 iron + 12 flux + 12 coal ?)
  • Batch of platinum bars(12) - 3 ore = 12 bar  :)
  • Batch of silver bars(12) - 3 ore = 12 bar  :)
  • Batch of copper bars(12) - 3 ore = 12 bar  :)
  • Batch of steel bars(12) - 12 pig iron + 6 flux + 12 iron + 8 coal = 12 bar  :o  :o (as mentioned earlier, 24 bars of metals should provide 24 bars of alloy and, of course, what about the flux and coal numbers)
  • Batch of tin bars(12) - 3 ore = 12 bar  :)
  • Batch of zinc bars(12) - 3 ore = 12 bar  :)
Mate, it's called slag and waste products. No metal refining process is 100% perfect and no ores are equal in purity.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: smakemupagus on April 18, 2013, 10:31:38 pm
In the case of the pig iron for example, it's *reagents* missing, not products
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Billy Jack on April 19, 2013, 12:41:10 am
As mentioned a few pages back, the Blast Furnace's batch reactions may need a going over.  As I understand it, 1 ore = 4 bars.
<snip>
.
</snip>
Mate, it's called slag and waste products. No metal refining process is 100% perfect and no ores are equal in purity.
So you are saying that you would use the Blast Furnace to create 12 bars of steel from 12 bars of pig iron and 12 bars of iron instead of using the vanilla smelter to produce twice as much steel? (Meph has acknowledged that this reaction is incorrect)
Vanilla reaction for creating 1 pig iron needs 1 iron, 1 flux, and 1 coal.
Vanilla reaction for creating 8 brass needs 1 zinc ore and 1 copper ore.

http://dwarffortresswiki.org/index.php/DF2012:Metal
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: lwCoyote on April 19, 2013, 12:43:58 am
Antmen and trogs siege from underground.

I've had.. frogmen snatchers try to get in from the caverns. I think it was frogmen.. might've been something else. Something subterranean. I'd get the "Snatcher! Protect the Children!" message but since my base was closed off from the caverns they couldnt actually get in. was n ice.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Billy Jack on April 19, 2013, 12:59:30 am
The reaction for creating a Slade Turret deployment kit is requiring a hell of a lot of slade.

Spoiler (click to show/hide)

Shouldn't it be 5 boulders instead of 750 boulders?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: smakemupagus on April 19, 2013, 02:54:02 am
Question:  When the monarch comes, you often get in his/her entourage some number of nobles whose position is just, "Lord".  No room requirements but they make demand and mandates.  Is this a modded item (if so does anyone know what in the raws is causing it?) or a vanilla behavior?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Gamerlord on April 19, 2013, 04:30:35 am
@smake: No idea.

@ Meph/smake: When the next release comes out, will you be doing a 'play as elves' option or 'play as goblins' option?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Meph on April 19, 2013, 05:11:17 am
Smake, the nobles are unmodded. I added new ones, but the others are vanilla. No changes. It is vanilla behavior as far as I can tell.

Gamerlord: Of course. Smake is working on Orcs since 10 months, and I have this half-finished Kobold mode, but sure, we will do 2 new races the very next update, no pressure. :P

BillyJack: How do you even find those? Awesome, I'll fix it. the 750 is a leftover from bars, and the blast furnace had no pig iron but direct iron to steel before. I know exactly how this mistake happened ^^ It was with all that "ore gives 4 bars now" change.

lwCoyote: Gremlins, Batmen, Troglodytes and Antmen come from the caverns. Plus the normal animal tribes, but they dont snatch anyone. I'd say it was the Batmen, they do snatch children. :)

urmane: Nicely done :)
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Gamerlord on April 19, 2013, 05:47:01 am
Sorry.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: urmane on April 19, 2013, 07:40:04 am
@smakemupagus - saw your comment on http://dwarffortresswiki.org/index.php/Masterwork:Linux , adjusted the verbage as suggested.  Take a look, correct or modify as desired.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: urmane on April 19, 2013, 07:49:42 am
Found my mystery siegers - they were Hiveguards.  Is that Antmen?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Meph on April 19, 2013, 08:01:48 am
Yes. The creature should be called "first name, second name, race, profession". Hiveguard is just the profession, spear-wielding antmen.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Fantersam on April 19, 2013, 09:16:45 am
Fantersam: Yes, why not? :)

@fire1666: Sorry, typo, its Guthbug.

I don't seem to be able to add a new tileset. It doesn't show up in my Masterworks settings.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Meph on April 19, 2013, 09:23:54 am
Ehm... to add it to the Settings.exe you would have do download the source code, make some subfolder, install it, write some visual basics code and more. Thats not an option. I thought you meant installing the tileset, which is no problem. Set the settings to ASCII, then replace your ascii tileset with the one you want. Once you change the tileset with the settings, your tileset would be overwritten, but otherwise the installation is the same as for any other DF version.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: smakemupagus on April 19, 2013, 10:05:22 am
@smakemupagus - saw your comment on http://dwarffortresswiki.org/index.php/Masterwork:Linux , adjusted the verbage as suggested.  Take a look, correct or modify as desired.

Cool, sorry i did a comment rather than make that modification directly, but I am so ignorant of how DF works in Linux that I wasn't sure :)
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Tinsplint on April 19, 2013, 10:50:37 am


CAINIAO:
Quote
Did Masterwork have any reaction to make useless coins useful?
I am thinking about it. A casino comes to mind. Or hiring people, or a marketplace. See smakes orcs. But I dont want to copy it, because the races should feel different.

EDIT: Omg, that was a lot longer then I though.
Possibly work it in to the work you may or may not be doing on guilds? Pay them coins to give a dwarf training in their associated labor (Either temporary buff to learning or change of cast tag if possible), take care of noble mandates, or maybe increasing work speed for a bit. Another idea would be a Vault that attracts a certain number of legionaries based on how many you store (wealthy fortresses need increased security, can help with those who get really unlucky with migration waves). I don't claim any knowledge on how to actually do any of this but there's some ideas. 
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: urmane on April 19, 2013, 11:01:58 am


CAINIAO:
Quote
Did Masterwork have any reaction to make useless coins useful?
I am thinking about it. A casino comes to mind. Or hiring people, or a marketplace. See smakes orcs. But I dont want to copy it, because the races should feel different.

EDIT: Omg, that was a lot longer then I though.
Possibly work it in to the work you may or may not be doing on guilds? Pay them coins to give a dwarf training in their associated labor (Either temporary buff to learning or change of cast tag if possible), take care of noble mandates, or maybe increasing work speed for a bit. Another idea would be a Vault that attracts a certain number of legionaries based on how many you store (wealthy fortresses need increased security, can help with those who get really unlucky with migration waves). I don't claim any knowledge on how to actually do any of this but there's some ideas.

Noble greed: "Count Urist McDoubloons has demanded 20 sacks of gold coins!"

Tribute: "Greetings from the Mountainhomes.  I trust you have collected all the gold our King requested?"

Commemorations: "Mayor Odam McRackhurts has demanded 100 copper coins be minted to commemorate the new Magma Smelter / honor the fallen dead / celebrate the first child born in our fortress / etc"
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: smakemupagus on April 19, 2013, 12:46:52 pm
@ Meph/smake: When the next release comes out, will you be doing a 'play as elves' option or 'play as goblins' option?

Dunno.  If I ever did another mod I could see it being elves.  Maybe with a toggle option so you can choose whether to be on Team Free Peoples or Team Babysnatcher with the click of a GUI button :D 

But there's no time frame really.  Recently my modding project has been trying to get a few parts of that new wiki up to critical mass. 
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Billy Jack on April 19, 2013, 12:55:11 pm
@Meph

I found them because I'm finally about to start my first 2H game as I'm tired of working on my no immigrant fort. Since I saw that the batch steel reaction was incorrect and that I needed to fix some of the specialty buildings materials to fire safe ones I figured I'd take a peek at the rest of the Blast Furnace reactions.

The Slade turret issue came from actually trying to build one. :)  After constructing 504 slade boulders from 2016 concrete blocks I finally said screw it (don't really need them anyway). Yes, I know I could have changed the reaction requirements at any time.

Final tally on my oldest fort (12 years): 


I know many of you may not be impressed by these numbers, but is the longest I've stuck with a single fort.

Final straw:  25 FPS and merchants were unable to finish unloading their goods before deciding it was time to go. (it appears that multiple trade depots may resolve this as they were unloading in the two that I have (1 of which is set to block wagon access)

Great mod, Meph

+1 vote to giving back vanilla leather leggings

<edit>
So I genned my 2H world and kept trying new embarks until I got at least 1 Legionnaire.  Result: 3 Legionnaires, 1 talented doctor, 1 bow savant, and a leatherwing in a fungi tree.   :D
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: urmane on April 19, 2013, 02:11:53 pm
This is really amazing to watch.  I'm up to about 20 beards now who are taking their food and drink down 120 Zs, out to the edge of the map, getting scared by the Dark Sprite stuck on a ledge at the edge of the map, and running away.  Only they can't stay away - they keep coming back, trying to get the food and drink.  They are now starving.

I've tried forbidding and then autodump-destroying all the items (even rocks), restricting traffic ... they just won't stay away ...

Well, the King has arrived, and he's on a ruby throne (his favorite) in Olympus (or Armokville), and my FPS is at 19.  Maybe it time to just let it run ...
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: thefish1992 on April 19, 2013, 05:33:17 pm
Sooo i had a bit of a gargoylesplosion.
I wanted to set up some gargoyles to be a buffer for one side of my map.
Spoiler (click to show/hide)
(sieges and ambushers really like that edge for some reason)
so i set up 5 spawn points and qued up 3 spawn gargoyle orders for each. everything was going fine up until the point i started getting spammed with transformed messages. not only did they create the gargoyles but they turned almost all of the remains on that side of the map, a good number of the remains in my refuse pile(quasi necromancy?)
Spoiler (click to show/hide)
, the 2 corpse i used to build my bone-yard(the picture was after i rebuilt the bone-yard), and several of my dwarves corpses
Spoiler (click to show/hide)
(death being no excuse for disobedience at Swamgirders.) that had been buried in caskets/coffins in my crypt into gargoyles. I now have about 86 gargoyles around my fortress. I was planing on setting up some hellfire landmines up there to but I'm terrified of how that would end.
With FPS death looming its head does anyone know any ways to prevent this or should i just shy away from spawning creatures right now.
also any advice on what to do with 86 gargoyles would be appreciated as well.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Meph on April 19, 2013, 05:42:05 pm
Aw crap. I am waiting for a dfhack script to fix this buggy spawning that some people see atm. Sometimes all bodyparts rise instead of just the one nearby.  If it kills your FPS, try "slayrace gargoyle" in the dfhack console to get rid of them.

@Tinsplint and Urmane: The suggestions dont really work. Ai, moods and thoughts cant be affected directly, so no demanding of coins, or happyness from being rich ^^
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: thefish1992 on April 19, 2013, 06:32:18 pm
actually the quasi necromancy was pretty cool, being able to "revive" my dwarves and not have them eating the living dwarves was nice. If fps wasn't and issue i would have kept them just for kicks. but i guess ill have to import for my minefield then, nuclear war on myself isn't a way i want to go.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: anomaly on April 19, 2013, 07:23:44 pm
Rather than elves I would like to see an ogre fort mod.  I would do it myself but I doubt there would be much enthusiasm from others about ogres and I don't know how I would make them unique enough to justify someone playing the mod.

At the very least I could make them an invader race.  Really big, lots of strength, not much armor, huge blunt weapons and sorcery.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Kurik Amudnil on April 20, 2013, 04:14:32 am
I noticed a bunch of comments in the masterwork reactions about problems with handedness on gloves created from custom reactions so I adapted the dfhack unsuspend.rb and autounsuspend.rb scripts to fix handedness.

fixhandedness.rb and autofixhandedness.rb posted to the dfhack thread here:
http://www.bay12forums.com/smf/index.php?topic=91166.msg4189829#msg4189829 (http://www.bay12forums.com/smf/index.php?topic=91166.msg4189829#msg4189829)
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Gamerlord on April 20, 2013, 04:22:23 am
Rather than elves I would like to see an ogre fort mod.  I would do it myself but I doubt there would be much enthusiasm from others about ogres and I don't know how I would make them unique enough to justify someone playing the mod.

At the very least I could make them an invader race.  Really big, lots of strength, not much armor, huge blunt weapons and sorcery.
I'd be willing to help out if you ended up doing it. But more than anything else, I'd like to play undead fortress.

Also,
I noticed a bunch of comments in the masterwork reactions about problems with handedness on gloves created from custom reactions so I adapted the dfhack unsuspend.rb and autounsuspend.rb scripts to fix handedness.

fixhandedness.rb and autofixhandedness.rb posted to the dfhack thread here:
http://www.bay12forums.com/smf/index.php?topic=91166.msg4189829#msg4189829 (http://www.bay12forums.com/smf/index.php?topic=91166.msg4189829#msg4189829)
So where do I go to give you all my money?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Nuttycompa on April 20, 2013, 05:31:51 am
I have a problem with setting.exe  :-[
When I try to run it ,it just show the "stop working" box.
That make Orc and Kobold unplayable for me.

Here is the crash log
Spoiler (click to show/hide)

By the way
How to change the race manually? So I can play it right now and fix the setting later. Thank you :)
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Twiggie on April 20, 2013, 06:55:46 am
My traders keep leaving, even before I get the 'the traders will be leaving soon' message, which I get after they've left... What do?
also I assume changing popcaps after the fact doesn't do anything?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: dennislp3 on April 20, 2013, 07:50:18 am
I cant comment on the trade issue...but yes pop cap can be changed at any time...for it to actually have an effect the trade caravan or liaison from the mountainhome has to live and make it home to report your pop...if its above the pop cap then migrants stop....if the caravan doesn't make it home...it doesn't stop
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: paragith on April 20, 2013, 08:15:32 am
Does improving weapon at weaponry retains quality? Or ☼spear☼ can become -superior spear-?

Noted few minor bugs.
Combining fine bricks from brick oven in stonecutter's workshop results in crash :(.
Tree acorns created at timberyard are not limited by regular seeds limit.
Some invaders(beak wolves and warwolves I think) can path through doors permited for pet-passage, but cant path through doors permited for civilian passage.
Children of castes with static bonus to skills will perform these tasks. Like talented doctor child spending his youth at hospital, or stone savant child constructing walls.

Hey smake, how good is the orichalcum mail and deep bronze platemails? Cos I'm armouring up a bunch of Uruk in full deep bronze platemail+orichalcum mail and wanted to know how good it would be. (Also, i thing the superior orichalcum longsword at the ancient foundry should be changed to a katana. P.S just tried the spear auxilla kit in battle, it actually works brilliantly when stationed in support to the main fighters!)

Interesting you should ask, cause I just this:
http://dwarffortresswiki.org/index.php/Masterwork:Metal
Thats awesome.

Btw, you are missing gem "metal" (Gemforge products).
Spoiler (click to show/hide)
I am not familiar with wiki syntax, so I can't add it myself properly :(.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Meph on April 20, 2013, 08:59:52 am
Quote
Combining fine bricks from brick oven in stonecutter's workshop results in crash .
Tree acorns created at timberyard are not limited by regular seeds limit.
Some invaders(beak wolves and warwolves I think) can path through doors permited for pet-passage, but cant path through doors permited for civilian passage.
Children of castes with static bonus to skills will perform these tasks. Like talented doctor child spending his youth at hospital, or stone savant child constructing walls.
1. Sure about that? Combining bricks at the stonecutter does not cause crashes, but I can test it.
2. What are regular seed limits?
3. Thats Fortress Defense, not Masterwork. I only added those entities in, I dont rewrite them. Maybe post in the Fortress Defense thread. :)
4. Thats not a bug ;)

Improving weapons does not retain quality. Poisons and runes will be lost as well.

@twiggie: no idea about the traders... did they take very long to get to the depot?

@Nuttycompa: Is your NET.framework updated?

@Gamerlord: Well, mod away :) I always support people writing content/plugins for the mod.

@Kurik Amudnil: Thats very nice. I will test it, maybe change the ticks to a bit more then 100, maybe every 2500 ticks or so. At 100 FSP 1 real-life second is about 112 ticks, so running the script once every 20 seconds or so should be fine. Putnams itemsyndrome causes slowdowns because it runs too often.

Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: paragith on April 20, 2013, 09:28:19 am
Quote
Combining fine bricks from brick oven in stonecutter's workshop results in crash .
Tree acorns created at timberyard are not limited by regular seeds limit.
Some invaders(beak wolves and warwolves I think) can path through doors permited for pet-passage, but cant path through doors permited for civilian passage.
Children of castes with static bonus to skills will perform these tasks. Like talented doctor child spending his youth at hospital, or stone savant child constructing walls.
1. Sure about that? Combining bricks at the stonecutter does not cause crashes, but I can test it.
2. What are regular seed limits?
3. Thats Fortress Defense, not Masterwork. I only added those entities in, I dont rewrite them. Maybe post in the Fortress Defense thread. :)
4. Thats not a bug ;)
1. Absolutely. Specificaly fine brown bricks caused crashes for me. Haven't tested with other colours. I will make fresh embark and upload save few ticks from crash somewhere.
2. 200 per kind.

Edit: http://dffd.wimbli.com/file.php?id=7589 here.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Nuttycompa on April 20, 2013, 09:38:50 am
Quote

@Nuttycompa: Is your NET.framework updated?


I did, still not work.

Well, I just manually enable Kobold along with their plant and pet.
But it seem like they still have access to many kind of metal.(I can select it from embark)
What did I miss :(
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Meph on April 20, 2013, 09:45:51 am
Correct, making boulders from bricks crashes the game. Interesting. I checked the raws, the only thing that comes to mind is that bricks are missnig the "[STATE_COLOR:ALL_SOLID:]", but I thought it would take the default from the stone template. Thanks for the report, really. not just a crash report, but the exact cause as well. I will try to fix it, and if I cant figure out whats causing it, I'll just remove the "block to boulder" reaction, its more of a gimmick then anything else.

@nuttycompa: Dont know... might be nothing. Kobold Camp is far from finished, I have been distracted by many other things, so you have many metals from trading/embark. Most importantly is adding the UNDIGGABLE to the stone template in material_template_default.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Nuttycompa on April 20, 2013, 10:07:20 am
Thank you Meph :)
With undiggable tag they don't have metal anymore
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Gamerlord on April 20, 2013, 10:09:01 am
They CAN dig native copper and native gold though, if you embark on a mountain with exposed veins or a cave entrance.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: PeTeTe809 on April 20, 2013, 10:27:49 am
Quick question here pardnars.

I'm trying to make Humans playable in Fortress mode by editing the entity_default file, however humans this time around appear on a separate file and my knowledge doesn't go that far unfortunately.

I'm going to guess entity_default is read when starting the game to choose a starting race and individual entity_(insert race name) does not have anything to say with the previously mentioned process.

If someone could direct me in the right direction I would appreciate it a bunch.

Thanks in advance.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: smakemupagus on April 20, 2013, 12:11:33 pm
There's nothing particularly special about entity_default, it's just a file name.  Any valid file in the raws folder is read.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Gamerlord on April 20, 2013, 12:50:43 pm
Hey Meph, would you be okay with me setting up a basic framework for an undead civ, as in reactions and stuff, and using the materials you guys use? Also, while I can do brute force rawing, I don't really understand all the stuff about shears and crap.  :-X
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Putnam on April 20, 2013, 12:53:11 pm
Shearing and crap ain't in the raws.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: smakemupagus on April 20, 2013, 12:55:37 pm
Interesting you should ask, cause I just this:
http://dwarffortresswiki.org/index.php/Masterwork:Metal
Thats awesome.

Btw, you are missing gem "metal" (Gemforge products).
Spoiler (click to show/hide)
I am not familiar with wiki syntax, so I can't add it myself properly :(.

Thanks! well, I might add Gemtip, but of course the wiki is missing lots of things.  I didn't know how to wiki either until i did it :)
ed.  Put it in, Looks like it's functionally identical to tempered Crystal Glass
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Torgan on April 21, 2013, 05:15:22 am
Had the first frost giant siege in around a year of playing MW, around 15 of them. They were all wrestlers apart from a sword lord who had the normal zweihander/bracer/helm/breastplate combo. Are the wrestlers meant to be naked and/or wrestlers? Just made them quite easy to defeat as my fortress was around 5 years old and I had steel/mithril plate armour and volcanic/welded mithril weapons so my military tore through them without stopping. I know volcanic is meant to be do extra damage to giants but even so. The sieging frost giants seemed a bit squishy too, even bone bolts seemed to be wounding them which I was surprised at as when I've had frost giant thieves in year 1 my military with steel weapons spend ages beating on them as nearly all blows glance off or just bruise the muscle. I guess that's a lot to do with low weapon skills and worse weapons  at that point though.

Possibly armoured giants would be too tough though, on a previous world where I had Jotun enabled my welded mithril weapons really struggled to get through their leather armour. Is that maybe because the Jotun are massive so their armour is similarly bigger/thicker so even though the material isn't great that makes up for it? I think I had some legendary fighters at that point and their axes and swords were constantly deflected by chitinplate cloaks or something.

Anyway doesn't matter now as I hit hell on my second mined piece of adamantine :(
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: dennislp3 on April 21, 2013, 10:44:33 am
I know volcanic is meant to be do extra damage to giants but even so. The sieging frost giants seemed a bit squishy too, even bone bolts seemed to be wounding them which I was surprised at as when I've had frost giant thieves in year 1 my military with steel weapons spend ages beating on them as nearly all blows glance off or just bruise the muscle. I guess that's a lot to do with low weapon skills and worse weapons  at that point though.

Bolts (and most piercing weapons) tend to pierce armor (which is the idea) a grade or two above the material that they are. If the steel weapons were slashing weapons I would assume it was a mix of luck and damage type.

Though that said...I had 5 frost giant thieves get ripped apart by my single dragon raptor....those things are badass XD
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: lemonjuice83 on April 21, 2013, 11:14:36 am
Noob reporting in, Hiya guys!

Question - no matter what starting option in fortress mode i choose as orcs, and even when i prepare carefully, my hunter refuses to do absolutely anything, making all workshops that deal with leather or bone NIL
Any advice on getting him to work?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: smakemupagus on April 21, 2013, 11:36:45 am
It's unlikely that it's something specific to Orc mode, hunting works fine. 
You have bow/arrows/quiver?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: lemonjuice83 on April 21, 2013, 11:38:48 am
Yep, i got 3 quivers, 10 bows, and around 100 arrows
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: smakemupagus on April 21, 2013, 12:02:33 pm
Well, I don't know how much it helps:
http://www.bay12forums.com/smf/index.php?topic=122867.msg4032252#msg4032252
chapter 2 shows hunting, but all i do is bow/arrows/quiver and enable the hunting labor
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: SharpKris on April 21, 2013, 01:11:54 pm
stray mastiffs gone wild killing people on sight in my legendery dining hall... wtf?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: smakemupagus on April 21, 2013, 01:33:58 pm
loyalty cascade?  did you "accidentally" murder a trader or anything?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: SharpKris on April 21, 2013, 02:07:40 pm
loyalty cascade?  did you "accidentally" murder a trader or anything?

you probably mean the goblin ambush that raped my dwarven caravan....

another problem i've got is that dwarves just refuse to use the designated water source and prefer walking outside the wall altough i've set the orders and restricted the outside area the kidnappers are amassing an impressive amout of cheap workforce
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: anomaly on April 21, 2013, 02:27:11 pm
I had a huge problem with hunting until I realized the problem was having multiple types of weapons and ammo available to hunters.  They seem to equip ammo willy-nilly and thus end up having e.g. a bow with bolas in their quiver.  Restrict your hunters to one type of ammo and weapon if you are not.  If you are sure this is not the problem, it might be that hunters may not have access to game due to order restrictions or burrows, or there is no game. Some things hunters will not hunt, such as a few types of humanoids, ravens etc.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: BanditoRazor on April 21, 2013, 02:58:44 pm
This might be the wrong thread, though I hope not (and my search fu has failed me)

I love the vampires in MWDF. However, I am wondering if there is a way to /lower/ the chances of them draining someone "dry"/killing their victims? I figure smart, long lived vampires would be less likely to leave bodies behind to be discovered but I still want say a 1 in 20 (for example purposes only) chance of them feeding to much/drinking too deeply.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Meph on April 21, 2013, 03:05:38 pm
BanditoRazor: No, I cant access that. Its the BLOODSUCKER tag, I can only turn it on or off.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: BanditoRazor on April 21, 2013, 03:37:23 pm
Thank you for the quick reply. I wonder if concubines have the sleep tag... I'll have to look. But again, thank you for the quick reply.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Old Skool on April 21, 2013, 03:44:54 pm
Hey there -- I spent some time last night looking over this mod and would like to give it a run. I am guessing that I cannot piggyback a preexisting world / fortress into the mod?

Or should I just re-roll?

Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Meph on April 21, 2013, 03:47:53 pm
Ehm... well, the utilities and dfhack would work on your old one, but all the raw-changes need a new world. So in short, yes, you need a new world.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: jonveck on April 21, 2013, 04:32:27 pm
The second question of the current survey is difficult to answer.  Sometimes the fights are easy, sometimes the fights are hard.  There are so many variables involved to answer with a blanket "too easy" or "too hard."  I've had ambushes wither within the first moments of being engaged by my military, and others that effortlessly kill several of my veteran soldiers before falling into a pit trap where they proceed to dodge the retractable spears (five superior meteoric spears per tile) set on repeat for months, never once being struck.  May I inquire what changes you'd implement for each conclusion?  Would there be a way to create a difficulty option? 

(I can imagine something like goblins use rusty iron when set to one difficulty and steel if set to the higher option.  It could be within the same race -- commenting out one or the other material options -- or you could even make two separate entries for the goblin race which would even allow for people to enable both if they so wished to have two distinct tribes.  I know I often prefer to have goblin antagonists, over other enemy civilizations, but the goblins never raid/siege often enough to leave them as my dwarfs' only enemies.)
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Meph on April 21, 2013, 04:36:23 pm
I would add natural skills and higher-tier metals to invaders, as an option. I have the feeling that your poisoned rune-enchanted masterwork volcanic superior great axe wielding, rune-enchanted masterwork welded mithril steampower armor wearing, legendary legion dwarf does not have that many problems with... whatever really.

Edit: To clarify: I know it doesnt really matter if its optional anyway, but if 90% say that the fights are hard already, I wont add it. It would only be extra work for me, for something most people wouldnt use.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: anomaly on April 21, 2013, 04:49:46 pm
I would say that the fights are too easy with the caveat that some early ambushes are pretty hard to prepare for.  If I get an elf bowman ambush before the first big migrant wave I usually have a pretty bad time.  Once you get to mythic gear though there's not much that can stop you.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: urmane on April 21, 2013, 06:11:37 pm
Speaking of fights, I just lost a beautiful embark site with at 37Z waterfall - yes, 37 Z!! - in the first year to metalwraiths.

I need to figure out how to turn off harder mining on linux ...
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Meph on April 21, 2013, 06:23:56 pm
Remove inorganic_zwarpstone.txt. Thats what the GUI does, when you toggle harder mining. ;)

Had some fun testing webs...

Code: [Select]
[WEBBER:INORGANIC:ADAMANTINE]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Spray web]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_TOKEN:LB]
[CDI:MATERIAL:INORGANIC:ADAMANTINE:WEB_SPRAY]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:5]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:30]
[THICKWEB][WEBIMMUNE]

Adamantine strand shooting, traps enemies and can be gathered with the loom, for clothing or wafers. It amazes me, that it took me so long to figure out that webs can have different materials then just silk. One could imagine intricate little spiders-automatons weaving tiny golden webs... :) and I am fairly certain that poisonous webs are possible too. Or some that start fires when people step on them. :)

The script to fix gloves works beautiful btw, I can now add all these custom glove reactions back in that were missing. That finally allows plategauntlets as well :)
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: jonveck on April 21, 2013, 06:28:39 pm
> poisoned rune-enchanted masterwork volcanic superior great axe wielding, rune-enchanted masterwork welded mithril steampower armor wearing

Heh.  Forgot about all this.  I haven't played much with coated-weapons and power armor.  Those will definitely tip the balance in many cases.  However, isn't this already somewhat mitigated by the fact that, prior to such epic armament, dwarfs will be facing goblins, and by the time such things are available, the fortress will probably have met the wealth or population requirement to be invaded by frost giants and worse?  All of this said, I definitely like the idea of a harder option -- but, for me, there are a lot of things on your to-do list that I'd personally rather see implemented first.  That's my position on the matter. :)

(Totally unrelated:  what are your thoughts on something like a reaction that allows rye, coffee beans, and a barrel of milk to create a barrel of Irish coffee that provides a temporary [NOSLEEP] tag to those who drink it?)
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Meph on April 21, 2013, 06:33:02 pm
The problem is that I usually have steel in the first year, and goblins arrive second/third year. The more you know about the mod, the more options you have. ;)

I'd love to do juice, coffee, tea... but there is only water and booze, no other liquids are used by dwarves.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: jonveck on April 21, 2013, 07:19:06 pm
> I'd love to do juice, coffee, tea... but there is only water and booze, no other liquids are used by dwarves.

It might not be the most perfect way to implement it, but couldn't you use a reaction that requires milk (similar to cheese making), the distillable plant, and the coffee plant to create an intermediate "plant" that could simply be called [Irish coffee fixin's] and that is what ends up brewed at the still to create the final drink?

Obviously one cannot create a non-alcoholic drink (particularly since dwarfs would not want it even if you could!), but I'm not sure I see anything wrong with a "spiked" tea -- or even pretending it's not alcoholic even if the game treats it as such.  It could be like your previous brewery reactions where you take a barrel of booze and combine it with an additional reagent (e.g. [tea leaves]) in order to make a new variety of drink.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: urmane on April 21, 2013, 08:03:18 pm
Remove inorganic_zwarpstone.txt. Thats what the GUI does, when you toggle harder mining. ;)

Not quite - removing the file or any significant contents gives you popups like "Missing Inorganic Gloss: WARPSTONE_STABLE" and a crash.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: urmane on April 21, 2013, 08:30:42 pm
Scratch that - removing the master raw works, removing only that file from the region gives the crash.  Play testing now.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: sayke on April 22, 2013, 01:04:11 am
@meph - can you add welded mithril suits of armor to the armory next version, by any chance? =)
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Meph on April 22, 2013, 06:05:07 am
@Sayke: I could :)

@Urmane: Yes, changes in inorganic materials need a regen of a world.

@jonveck: I could just make a coffee/tea plant that makes "drinks", which per definition are alcoholic, but no one looking in the raws would know that. They would just see dwarves running to a stockpile, drinking a barrel of coffee. That would work.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: SharpKris on April 22, 2013, 07:22:40 am
@Sayke: I could :)

@Urmane: Yes, changes in inorganic materials need a regen of a world.

@jonveck: I could just make a coffee/tea plant that makes "drinks", which per definition are alcoholic, but no one looking in the raws would know that. They would just see dwarves running to a stockpile, drinking a barrel of coffee. That would work.

resulting in a fortress with dwarves that never sleep
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: smakemupagus on April 22, 2013, 11:44:08 am
Adamantine strand shooting, traps enemies and can be gathered with the loom, for clothing or wafers. It amazes me, that it took me so long to figure out that webs can have different materials then just silk. One could imagine intricate little spiders-automatons weaving tiny golden webs... :) and I am fairly certain that poisonous webs are possible too. Or some that start fires when people step on them. :)

Yeah, contact poison, ice (immobolize/chill enemy then melt), and pitch (liquid lignite or bituminous coal, prep for burning) webs all work nicely, I'm sure there are many others besides.  Adamantine, that will be nice :D

My original prototype for the Orcish flamethrower, a while ago, used pitch webs that I first saw in a pyromancer creature which I think you included from Dwarf Chocolate.  Combined with firejet it was DEADLY i.e., to everyone and everything, but sometimes including the target.  The more recent itemsyndrome Sapper's Flamethrower uses liquid globs of pitch which at least is slightly more likely to hit the target as opposed to the player's furniture stockpile.  But my new Wasp Hive and Cone of Cold spells still use webs.  It amazes me too a bit you didn't know this, since I learned it from your mod ;)
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Meph on April 22, 2013, 12:35:17 pm
I had it at the back of my head (is that an actual English expression?) from the old spellbook thread, about ice/acid webs, but I personally never connected the thought with what I can do with it. I also noticed how the names changed... it wasnt a adamantine web, but adamantine strands... so maybe one could do "fire trap" and "ice trap" that look like webs.

How is the AI handling your flamethrowers and satchels and all that? Did you have time to test it in Fortress mode?

And the embassy is done and done. :) Forcing sieges, caravans and migrants... just have to think of a cost it should have. Probably coins. :)

Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: smakemupagus on April 22, 2013, 12:56:46 pm
No, there is so much new stuff in Orc 1.2x, between just the size of it, and doing quick fixes on the exploding buildings issue I've probably only gotten to half of it in fort mode. 

I keep playing the tutorial fort instead of testing, and my in-house beta tester keeps getting distracted by cobalt glass & ruby glass megaprojects.  She never raids humans, so I don't think she's ever seen the Heavy Weapons Armory ;)
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Meph on April 22, 2013, 02:17:36 pm
Just a little teaser.

(http://i.imgur.com/7YUyI6v.png)
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: AirPhforce on April 22, 2013, 02:28:45 pm
Can't wait!

Also, in respect to todays poll, I had about 20 total units that, alone, managed to fend off the circus invasion that was about 120 things strong. My 'army' was only copper bullet turrets, a few slade turrets, and about 10 prototype golems. The golems only started to fall at the very end when the hallway got so hot that their body parts started to melt. I've never beat this invasion before, and only triggered it because I was tired of that fort, so I was pretty surprised at my victory when all I had to do was pasture some animals and dig a tile.

Perhaps you could buff up those little horses I saw to specifically address this?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Meph on April 22, 2013, 02:30:55 pm
Quote
little horses I saw
what horses?

Procedually generated demons are random btw, if you get steam/ash ones you are lucky, they die from one hit. Or you have one that breathes fire and kills all the ice demons...
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: AirPhforce on April 22, 2013, 02:32:51 pm
Quote
little horses I saw
what horses?

Procedually generated demons are random btw, if you get steam/ash ones you are lucky, they die from one hit. Or you have one that breathes fire and kills all the ice demons...

Nightmares I think? They had a specific tile so im pretty sure they were not procedural.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Meph on April 22, 2013, 02:34:00 pm
Ah, yes, I know what you mean. :)

The problem with the golems is that they dont bleed to death/pass out from pain. And demons usually dont have that many edged weapons. ^^
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: AirPhforce on April 22, 2013, 02:39:48 pm
Oh one other comment

I've noticed that "Thunderbirds" seem to attack my forts in this version far more than any other mega/semi-megabeast. Are they just more common or do they just do better in the wild?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Kire93 on April 22, 2013, 02:58:26 pm
I started a new fort and encountered dragon raptors wearing silk shoes. Is this normal or a bug?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: sayke on April 22, 2013, 05:43:42 pm
@meph - would it be possible to either add defenses to gnomes, or at least make it toggle-able, or something? as it stands now they're *very* fragile, and if ambushes spawn near or on top of them, they die pretty instantly - and i have no idea how to stop that! i've tried a couple of fairly complicated things setups to no avail. if i make it so there's only one place that they can spawn, ambushes spawn right on top of them.

if you have any other suggestions i'd love to hear em! =)
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Meph on April 22, 2013, 05:53:31 pm
sayke, thats intended. Gnomes are super tiny, super weak, have no armor and no bodyguards. You can use watchtowers and patrols to guard the surface, or build a trader-only entry from the map-edge. Just wall of a 3-tile path. Closer to the mapedge you cant build walls, but you can build bridges that can be raised and used as walls. Tunnels also help a lot to guide traders safely to the fortress.

kire93, I dont see any problem with that ^^ No really, where did you see that? Bought dragon raptors from the elvse? Wild ones? Wild ones that spawned with clothing, wild ones that picked these things up? They do have arms and claws with a grasp tag, so they can pick stuff up.

AirPhforce, Maybe? Other people said that waterdragons are the most common megabeast. I say its random, different in each world.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Hefateus on April 22, 2013, 06:30:35 pm
My legendary stonebound vampiric swordsdwarf killed 21 of them on my last adventure mode play through of version H. I dont know if I thinned them out but it seemed like everytime i walked around the map I'd run into one.

EDIT
I just watched my smith inscribing runes on a chainmail shirt. Is that intended? I read that it was only breastplates.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: fasquardon on April 22, 2013, 08:40:04 pm
Will the embassy be able to attract sieges and caravans to island fortresses?  Or will it still be dwarfs only on the islands?

fasquardon
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Putnam on April 22, 2013, 08:41:19 pm
I think that it shouldn't discriminate. You should be able to get those things even on an island.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Jigglerumz on April 22, 2013, 09:20:07 pm
if I enable the human race as playable, are the Dwarf Cultists buildings still accessible for them?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Putnam on April 22, 2013, 09:22:29 pm
No. It'd be easier to replace DWARF with HUMAN in the dwarf entity.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: sayke on April 22, 2013, 09:54:19 pm
i just wanted to give quick shoutouts to smake and putnum, as well as of course meph, for answering so many questions in this thread. i'm sure that that sort of thing really increases the likelihood that people play this mod, thus encouraging meph to keep improving it, thus increasing the likelihood that more people will play it, onwards and upwards in a virtuous cycle!! =D
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: smakemupagus on April 22, 2013, 10:25:22 pm
:)

well, teaching is important!  as they say,
"Give a man a fire, you keep him warm for the night.  Set a man on fire, you keep him warm for the rest of his life."
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Jigglerumz on April 22, 2013, 10:51:42 pm
No. It'd be easier to replace DWARF with HUMAN in the dwarf entity.

how i do dis/
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: smakemupagus on April 22, 2013, 11:38:18 pm
Entries in the raws called [OBJECT:ENTITY] control the civs that populate the world.  If you want to have all the same buildings but play as a different race the simplest way to do this is to change the CREATURE token within ENTITY:MOUNTAIN.  This is on line 18 of entity_default.txt. 

Note, this will remove the regular dwarven entity from the game.  You might want instead want to copy/paste it into a new file, rename it, and make more sophisticated changes.  You'll have to learn a bit about modding syntax to do this without screwing up, but it's still pretty simple.  (basically: copy stuff, remember that unique objects have to have unique names, and DON'T GUESS but rather check the wiki if you don't know what something does)

Since this is not really a Masterwork question, you might more likely get help in the big "Help modding" thread, or by starting your own thread in the modding forum, or asking Putnam to point you to the right place on the wiki for beginners info :)
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Jigglerumz on April 23, 2013, 12:02:58 am
Entries in the raws called [OBJECT:ENTITY] control the civs that populate the world.  If you want to have all the same buildings but play as a different race the simplest way to do this is to change the CREATURE token within ENTITY:MOUNTAIN.  This is on line 18 of entity_default.txt. 

Note, this will remove the regular dwarven entity from the game.  You might want instead want to copy/paste it into a new file, rename it, and make more sophisticated changes.  You'll have to learn a bit about modding syntax to do this without screwing up, but it's still pretty simple.  (basically: copy stuff, remember that unique objects have to have unique names, and DON'T GUESS but rather check the wiki if you don't know what something does)

Since this is not really a Masterwork question, you might more likely get help in the big "Help modding" thread, or by starting your own thread in the modding forum, or asking Putnam to point you to the right place on the wiki for beginners info :)

kk done

i forget that part
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Kire93 on April 23, 2013, 01:33:50 am

kire93, I dont see any problem with that ^^ No really, where did you see that? Bought dragon raptors from the elvse? Wild ones? Wild ones that spawned with clothing, wild ones that picked these things up? They do have arms and claws with a grasp tag, so they can pick stuff up.

They were wild. it was hilarious because the raptor was kicking a dwarf with his silk shoe until it fell down from exhaustion then then it would get back up and continue kicking. the raptor had to have fallen from exaustion at least 10 times lol
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: jonveck on April 23, 2013, 02:01:12 am
> resulting in a fortress with dwarves that never sleep

Well, that's the point if you've got your dwarfs jacked on triple-strength coffee loaded with Bailey's.  You'd give the [NOSLEEP] syndrome a timer so it's not like a single sip would keep them awake permanently.  And the creation of the drink would have enough steps beyond regular brewing to warrant having a bonus effect.  That's what I figure, at least.

PS Meph, speaking of the first question in the current survey, wouldn't both names be incredibly easy to implement as a choice made through the launcher?  It'd be nothing more than a global find-replace, wouldn't it?  I've actually been thinking about going a step further and changing "welded mithril" to something like "mythril" for my personal game because I prefer shorter material names.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Raziel_Blaze on April 23, 2013, 02:17:48 am
I have asked this question on multiple threads. I hate to ask here as well but maybe one of you knowledgeable dwarven masters might know this.
I am having trouble with the cheese production in workflow. Specifically the Masterwork booze belly goat cheese to rum production.

1. I could not get the milking of booze belly goats working. I attempted to use "workshop-job" to set the input material in the farmers workshop(as workflow does not differentiate from material types by default). It only showed the options greyed out to set the constraints (the i: Input item and m: Material).

2. I attempted to set this up in "workflow". I did the manual version (as the defaults were only for plain milk). The type I set to "liquid" and the Material to "creature->boozebelly goat->boozebelly goat milk".
Now this partially seemed to work even though the Limit (viewed in "workflow status") displayed as red and it would spam errors and stop production not tracking be it correctly (i.e. inconsistent suspension of the order).

3. I attempted to set up cheese next. After putting milk on repeat and attempting to add a constraint it always seems to claim if cannot find the input. Input I used liquid and material as boozebelly goat milk. It then would cancel claiming that "cancels Make Cheese: Needs unrotted  milk boozebelly goat milk.

What am I doing wrong, and how can I fix this?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Meph on April 23, 2013, 02:26:11 am
Raziel_Blaze: I saw that question before, but I dont know what to say. The first place you asked, falconnes workflow thread, seemed to be the best place to ask. I added the boozebelly goat, yes, but it works when you do everything manually. I do not know the code behind the workflow plugin. Maybe another user with more experience in using it can help you here. :)

jonveck: I have to draw the line at some point. A UI option for one name? Thats a bit much. I just wanted to know how many people know wolfram and how many tungsten. For continuities sake I'd say it will stay wolfram. People are used to the name by now, and it makes it easier to understand for new players. wolframite=>wolfram, instead wolframite=>tungsten.

Kire93: Thats odd ^^ But ok I guess... they definetely cant produce shoes, so he must have stolen it from somewhere.

sayke: You just wait a week. :P And in 3 weeks I am gone, travelling again. Finally. :) So less questions answered in that time.

Hefateus: Any metal armor goes. Platemail, Breastplate, Mailshirt, any special mood armor...

Putnam: Oh, nice, thats something useful. Civ exists, has no access to your site, but you can still force their units to spawn. Nice. :)
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Raziel_Blaze on April 23, 2013, 02:54:33 am
Thank you for the answer. I appreciate it. Also you said it works manually? Do you mean "workflow command" from the dfhack console interface? If so would someone know the the command. I have tried many combinations already (such as workflow count LIQUID_MISC:CREATURE/GOAT_BOOZE:BOOZE_MILK 20 10 "results in Connot find item type LIQUID_MISC:CREATURE)
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Xardov on April 23, 2013, 05:06:53 am
Hi, one of my dwarves recently engaged a basilisk, and he's now listed as "sluggish".  He's been like this for over a season.  Is there any way to revert him back to normal?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Meph on April 23, 2013, 05:34:52 am
With manually I meant like normal people run a reaction. Farmers Workshop, milk a creature, make cheese. Good old fashioned DF, not hack magic. ;)

I have no entry of "sluggish" in the raws... but the basilisk freeze is permanent.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Xardov on April 23, 2013, 06:01:44 am
I have no entry of "sluggish" in the raws... but the basilisk freeze is permanent.

Aww, man!  Someone could have told me that before it freezed my two legendary fighters!
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: fasquardon on April 23, 2013, 07:45:18 am
I think that it shouldn't discriminate. You should be able to get those things even on an island.

Now...  THAT just offers all sorts of cool opportunities.

It will make playing on an island alot more interesting...

And thankyou Putnam.

fasquardon
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Meph on April 23, 2013, 09:08:05 am
First this has to be tested. ;)
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: jimboo on April 23, 2013, 12:40:13 pm
Umm ... caravans, yes.  Sieges, most definitely not.  The purpose (sole purpose?) of embarking on an island is to avoid the military constraint while learning all the other stuff (as in, ALL THE OTHER STUFF!). 

If you're looking for a volunteer -- I'm currently learning MWDF (ALL THE OTHER STUFF!) before embarking a new MW succession game.  So, if an embassy brings caravans w/o sieges, I'll d/l, embark on a reasonable island and post results.  With the clear understanding beforehand that there is absolutely no guarantee of quality of results.   :)

Of course, if it's possible to do this with Perfect World Gen, I just need somebody to forward to me the baby step instructions. 
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: smakemupagus on April 23, 2013, 12:59:32 pm
It sounds like it will let you controllably bring sieges, seems like the best of both worlds for an island sandbox.  Invite your enemies only once you are ready.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Meph on April 23, 2013, 01:59:20 pm
Yes, exactly. I can even test is very, very easily, its just 10mins or so.

Jimboo, you can turn invaders completely on/off with the UI, first page of the settings. This can be done in a running game, just save, quit, toggle invaders, open DF again. You can play 10 years without invaders, then turn them on if you like to. No regen required.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: jonveck on April 23, 2013, 02:41:48 pm
> I have to draw the line at some point. A UI option for one name? Thats a bit much.

@ Meph:  No doubt.  I was just brainstorming, so to speak.  Part of it is that I was shocked when I ran across someone who did not know how to institute a population cap outside of Masterwork and your launcher -- I forget that there are plenty of people utterly unfamiliar with how to make changes to the raws (or init files!).  Like people trying to figure out how to replicate the "no invaders" through major modifications without realizing it's already in the (vanilla) game.  And I mentioned it simply because your mod has always been all about giving a ludicrous number of options to the player. :)

(Actually it's been long enough since Chem class that I forgot that tungsten was derived from wolframite.)

Looking forward to V.2i.  With your departure in a few weeks, does it look like it will be ready before you leave?  And, because I've never flat-out asked and I know the sentiment is probably shared by a number of people here:  is there any way any of us could help you with anything?
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Isngrim on April 23, 2013, 03:43:47 pm
@meph
thanks for the answer to my question a few pages back,i only have a chance to get online once a week.

i actually added volcanic bars (left them out of dwarven reactions) already,i forgot i already new the answer,but havent had time to test it.

@gamerlord
ive played around with undead civs,but they will attack slaves in adventure mode,and you wont be able to tame any pets that lack the not living or opposed to life tag, i was going to add a interaction that they would all have that would allow them to turn friendlies into undead.either with a breath attack or a touch interaction (like cat bumps). it would also be interesting to play with castes to give you intelligent/unintelligent castes. also a pet that has blood but wont be attacked,to allow bloodsuckers to feed.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Meph on April 23, 2013, 06:26:03 pm
>>>> NEW DOWNLOAD - V.2i - WIN <<<< (http://dffd.wimbli.com/file.php?id=5315)

Masterwork DF V.2i:

NOTES: I wanted to write the Guilds/Mage system into this release as well, but the dfhack script does not seem to work yet. Patience is needed. There is also a slight bug concerning autosyndrome, it is what made some buildings deconstruct. I fixed this temporarily by only using fire-safe buildmats in these workshops. If anyone still has buildings that deconstruct, please leave me a PM.

Briess/Locriani was kind enough to make a Masterwork namespace on the wiki. This means the official dwarf fortress wiki now includes a separate section for MDF. I encourage everyone to have a look and see if you can chime in on the creation. I will give more infos about this later next week.

Dwarf mode only got some balancing, Kobolds next to nothing, Orcs a major update, and with AdvFort adventure mode should offer more options now.


Dfhack
 - Added autofixhandedness.rb, allowing custom gloves to be made, done by Kurik Amudnil
 - Added autobutcher with custom UI, done by robert heinrich
 - Added 2 more utility plugins, done by falconne
 - Added 3 modder plugins for custom ammo, events and syndromes, done by Putnam

Readme and more information: Autobutcher (http://www.bay12forums.com/smf/index.php?topic=124708.msg4157277#msg4157277) and Utility plugins (http://www.bay12forums.com/smf/index.php?topic=119575.0).

Wiki
Official Masterwork Wiki (http://dwarffortresswiki.org/index.php/Masterwork:Main_Page) (almost completely empty atm)

GUI
 - Removed meteoric button (because its super rare now)
 - Removed concubine button (dont exist anymore)
 - Added Embassy button, toggles Dwarven Embassy Workshop
 - Added English Dwarves button, switches language files to plain english. Urist McUrist = Dagger McDagger
 - Turning Orc Mode on automatically turns gnomes off, for balancing reasons.
 - Fixed a bug. Switching from Kobold Mode to Orc Mode, without turning Kobolds off,  left stone undiggable.
 - Moved Manual links to the top, added icons.
 - Added a donation link. (paypal)
 - Moved utility buttons

Spoiler: GUI Screenshot (click to show/hide)


Balancing & Bugfixes
 - Fixed deconstructing buildings. YEAH. (no more exploding temples and such)
 - Fixed right-click mouse crash. (dfhack related)
 - Fixed 'e' from unit selection in military screen crash. (dfhack related)
 - Fixed "build slade turret" reagents.
 - Fixed "butcher living rock" reaction.
 - Removed "make boulder from blocks" reaction.
 - Brass Batch 16 making now produces 16 bars, instead of 12.
 - Pig Iron Batch 12 making now needs 12 iron, 6 flux, 6 coal. (50% less coal/flux then the normal reaction)
 - Steel Batch 12 making now needs 6 pig iron, 6 iron, 3 coal and 3 flux. (50% less coal/flux then the normal reaction)
 - The Armory can now upgrade gauntlets to plate gauntlets.
 - Metal Armorsets now need 2 bars more and include 2 gauntlets.
 - Leather Armorsets from the tailor now need 1 leather more and include 2 gloves.
 - Bought crates with armorsets now include gauntlets.
 - Added gem, volcanic and bifrost gauntlets
 - Added clear, green and crystal glass gauntlets
 - Removed "copy blueprint" reaction, it could easily be exploited for high-value tradegoods.
 - Human and Gnome ethics are now equal, to prevent their caravans from fighting each other.
 - Patternwelded Metals, Orichalcum and Deep Bronze can no longer be ordered from caravans.
 - Meteorite is a lot rarer.
 - Removed concubines.
 - Removed iridium. All iridium replaced with Orichalcum.
 - Nerfed bronze statue. No longer lockpicking, no longer webimmune, only spawns in 3rd cavern.
 - Nerfed bifrost edge. Was a typo, one 0 too much.
 - Buffed volcanic. TORSION/SHEAR/BENDING_FRACTURE values were missing one 0.
 - Buffed Wolframs Shear values by a factor of 100.
 - Nerfed mithril. Its a little bit heavier now. 10x candy-weight, welded mithril 3x candy-weight.
 - Padded gloves and padded boots can now be worn under boots/gauntlets. Probably. ^^
 - Added [LEATHER] and [ITEMS_LEATHER] to rigid scaleplate and suede. Is now stockpiled correctly.
 - Armorsets in the Armory now need fuel. 5 coal, 3 less then if done in the forge.
 - Wheelbarrows and Minecarts can now be made of rock.
 - Fixed ironhand/ascii tool file for kobolds. Cauldron/ladles/mortat/pestle from wood were only possible in Phoebus.
 - Fixed "brew pig tail" reaction in brewery. It produces "drink" instead of "dwarven ale".
 - Fixed the spam messages from the lifemancer speed boost spell.
 - Removed any_land from sea serpent, sea monster and water dragon.
 - Nerfed bolts/arrows. Wooden arrows no longer pierce steel armor, and it makes the new ammo types more intersting.
 - Removed all biome tokens from armored animals except horses. No more wild steelclad sauropods. :P
 - Removed oil sand.
 - Fixed Alarm Siren hotkey. Was the same as the colosseum hotkey. Is now ALT_X.
 - Added Embassy Workshop. Hotkey Shift_V.
 - Fixed a typo in the weapon attack description.
 - Fixed superior mace attacks, accidently had the attacks of the legendary version.
 - Added    [CANOPENDOORS] to Gnomes.
 - Changed the buildmats for the magic buildings a little. You need less materials, but one magic item for each.
 - Trade these items (dwarven rune, grimoire of death, tome of life) from caravans, just like before.
 - Changed altar and temples buidmats a bit. You need ceremonial statues for the first, ceremonial totems for the second.
 - Build a shrine, make ceremonial statue. Build an altar, make ceremonial totem. Build a temple.
 - I made this simply to ensure people starting with an altar, then a shrine, then a temple.
 - Fixed netherbark leather. Is now stockpiled correctly and accepted by the military uniform templates.
 - Slightly changed bush tiles and grass color.

Adventure Mode
 - Added claimsite script
 - Ctrl-T starts the advfort script.
 - This means you can build a fortress as an adventurer.
 - You can dig, fell trees, build workshops and run reactions.

More info: See this post in the dfhack thread (http://www.bay12forums.com/smf/index.php?topic=123944.msg4104948#msg4104948)

Utilities
 - Isoworld (http://www.bay12forums.com/smf/index.php?topic=70700.0) updated.



Orc Fortress (http://www.bay12forums.com/smf/index.php?topic=113621.0)
 - Updated to 1.28b
 - This is a MASSIVE update.



Kobold Camp (http://www.bay12forums.com/smf/index.php?topic=123343.0)
 - Fixed wooden tools not appearing in ascii/ironhand version

New Feature
 - Embassy. Invite caravans, migrants and diplomats or declare wars and challenge megabeasts.

(http://i.imgur.com/7YUyI6v.png)
Title: Re: ☼MASTERWORK-DF☼ V.2i - Embassy, Orcs and AdvFort.
Post by: jonveck on April 23, 2013, 07:56:48 pm
Sad to say, I'm getting massive errors from the launcher.  I click a button and either it doesn't recognize the path of the file it means to alter (and I tried renaming the default "Dwarf Fortress" folder to "DwarfFortress" to no avail), or gives me an "Unhandled exception" error complaining that value cannot be null and parameter name: input.  If screenshots will help diagnose the problem, let me know.
Title: Re: ☼MASTERWORK-DF☼ V.2i - Embassy, Orcs and AdvFort.
Post by: Puddingkuchen on April 23, 2013, 09:07:33 pm
Sad to say, I'm getting massive errors from the launcher.  I click a button and either it doesn't recognize the path of the file it means to alter (and I tried renaming the default "Dwarf Fortress" folder to "DwarfFortress" to no avail), or gives me an "Unhandled exception" error complaining that value cannot be null and parameter name: input.  If screenshots will help diagnose the problem, let me know.
Can confirm.
Also no ":Yes" or ":No" suffixes on all buttons.
Title: Re: ☼MASTERWORK-DF☼ V.2i - Embassy, Orcs and AdvFort.
Post by: Kazymir on April 23, 2013, 09:22:45 pm
Sad to say, I'm getting massive errors from the launcher.  I click a button and either it doesn't recognize the path of the file it means to alter (and I tried renaming the default "Dwarf Fortress" folder to "DwarfFortress" to no avail), or gives me an "Unhandled exception" error complaining that value cannot be null and parameter name: input.  If screenshots will help diagnose the problem, let me know.
Can confirm.
Also no ":Yes" or ":No" suffixes on all buttons.
Same here. Also, attempting to change playable race crashes the launcher.
Title: Re: ☼MASTERWORK-DF☼ V.2i - Embassy, Orcs and AdvFort.
Post by: Undeadlord on April 23, 2013, 09:42:38 pm
Just one more in case its needed :) .. Errors all over the place here as well.
Title: Re: ☼MASTERWORK-DF☼ V.2i - Embassy, Orcs and AdvFort.
Post by: Rumrusher on April 23, 2013, 09:56:06 pm
This reminds me it's possible to chain 4 units together using a drag command script though making a living serpent out of a conga-line of monsters seems really silly for a megabeast.
Title: Re: ☼MASTERWORK-DF☼ V.2i - Embassy, Orcs and AdvFort.
Post by: sayke on April 23, 2013, 10:38:31 pm
omg this looks like a fantastic update... but... errors!! something is wrong =/
Title: Re: ☼MASTERWORK-DF☼ V.2i - Embassy, Orcs and AdvFort.
Post by: SuicideRey on April 23, 2013, 11:52:27 pm
Yep, unfortunatelly nothing works for me in the launcher, waiting on update...
Title: Re: ☼MASTERWORK-DF☼ V.2i - Embassy, Orcs and AdvFort.
Post by: mkmr on April 24, 2013, 01:28:49 am
Damn my laziness, for the only way I'm going to play this version properly is if I have a usable GUI.

Sorry dude, but I'll still download for support.
Title: Re: ☼MASTERWORK-DF☼ V.2i - Embassy, Orcs and AdvFort.
Post by: Gamerlord on April 24, 2013, 02:12:53 am
Okay, I think I may know what the problem is. I think the Settings thing is searching in the wrong places for all the files.
Title: Re: ☼MASTERWORK-DF☼ V.2i - Embassy, Orcs and AdvFort.
Post by: Raziel_Blaze on April 24, 2013, 03:28:09 am
After looking through the decompiled exe I noticed "LoadAll" doesn't t seem to be called before using the references it set other than "DefaultsButton_Click", "LoadSettingsToolStripMenuItem", and "ReloadParamSetToolStripMenuItem_Click". It also look as if out of those 3 only "LoadSettingsToolStripMenuItem" gets called somewhere within the set of the property.

Maybe it just needs to be called on the forms load. I will try to find the source code and confirm this.

The reason I am thinking this could be the issue is that the error seems to be coming from the refs set within LoadAll.

I have also decompiled the old settings exe and can see LoadAll called in "MainForm_Load" which I cannot find in the new one.
Title: Re: ☼MASTERWORK-DF☼ V.2i - Embassy, Orcs and AdvFort.
Post by: Meph on April 24, 2013, 05:23:22 am
Settings.exe Hotfix  (http://dffd.wimbli.com/file.php?id=7601)

I was streamlining the Settings as you can see, deleted one entry I needed... it doesnt work atm because it tries to find the files using the file structure of MY pc. The file structure on yours is of course different. It was a quick fix, and here it is. I will re-upload the mod with it in a few minutes.

Let me know if it works now for all of you. It has a 40% smaller filesize and the manual/utilities should be more accessible now.
Title: Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
Post by: Meph on April 24, 2013, 05:33:20 am
New version up including the fixed settings. Sorry for the inconvenience, but since the error only showed up on other PCs I didnt notice it. You can download only the Settings.exe here (http://dffd.wimbli.com/file.php?id=7601).

>>>> NEW DOWNLOAD - V.2i - WIN <<<< (http://dffd.wimbli.com/file.php?id=5315)

Masterwork DF V.2i:

NOTES: I wanted to write the Guilds/Mage system into this release as well, but the dfhack script does not seem to work yet. Patience is needed. There is also a slight bug concerning autosyndrome, it is what made some buildings deconstruct. I fixed this temporarily by only using fire-safe buildmats in these workshops. If anyone still has buildings that deconstruct, please leave me a PM.

Briess/Locriani was kind enough to make a Masterwork namespace on the wiki. This means the official dwarf fortress wiki now includes a separate section for MDF. I encourage everyone to have a look and see if you can chime in on the creation. I will give more infos about this later next week.

Dwarf mode only got some balancing, Kobolds next to nothing, Orcs a major update, and with AdvFort adventure mode should offer more options now.


Dfhack
 - Added autofixhandedness.rb, allowing custom gloves to be made, done by Kurik Amudnil
 - Added autobutcher with custom UI, done by robert heinrich
 - Added 2 more utility plugins, done by falconne
 - Added 3 modder plugins for custom ammo, events and syndromes, done by Putnam

Readme and more information: Autobutcher (http://www.bay12forums.com/smf/index.php?topic=124708.msg4157277#msg4157277) and Utility plugins (http://www.bay12forums.com/smf/index.php?topic=119575.0).

Wiki
Official Masterwork Wiki (http://dwarffortresswiki.org/index.php/Masterwork:Main_Page) (almost completely empty atm)

GUI
 - Removed meteoric button (because its super rare now)
 - Removed concubine button (dont exist anymore)
 - Added Embassy button, toggles Dwarven Embassy Workshop
 - Added English Dwarves button, switches language files to plain english. Urist McUrist = Dagger McDagger
 - Turning Orc Mode on automatically turns gnomes off, for balancing reasons.
 - Fixed a bug. Switching from Kobold Mode to Orc Mode, without turning Kobolds off,  left stone undiggable.
 - Moved Manual links to the top, added icons.
 - Added a donation link. (paypal)
 - Moved utility buttons

Spoiler: GUI Screenshot (click to show/hide)


Balancing & Bugfixes
 - Fixed deconstructing buildings. YEAH. (no more exploding temples and such)
 - Fixed right-click mouse crash. (dfhack related)
 - Fixed 'e' from unit selection in military screen crash. (dfhack related)
 - Fixed "build slade turret" reagents.
 - Fixed "butcher living rock" reaction.
 - Removed "make boulder from blocks" reaction.
 - Brass Batch 16 making now produces 16 bars, instead of 12.
 - Pig Iron Batch 12 making now needs 12 iron, 6 flux, 6 coal. (50% less coal/flux then the normal reaction)
 - Steel Batch 12 making now needs 6 pig iron, 6 iron, 3 coal and 3 flux. (50% less coal/flux then the normal reaction)
 - The Armory can now upgrade gauntlets to plate gauntlets.
 - Metal Armorsets now need 2 bars more and include 2 gauntlets.
 - Leather Armorsets from the tailor now need 1 leather more and include 2 gloves.
 - Bought crates with armorsets now include gauntlets.
 - Added gem, volcanic and bifrost gauntlets
 - Added clear, green and crystal glass gauntlets
 - Removed "copy blueprint" reaction, it could easily be exploited for high-value tradegoods.
 - Human and Gnome ethics are now equal, to prevent their caravans from fighting each other.
 - Patternwelded Metals, Orichalcum and Deep Bronze can no longer be ordered from caravans.
 - Meteorite is a lot rarer.
 - Removed concubines.
 - Removed iridium. All iridium replaced with Orichalcum.
 - Nerfed bronze statue. No longer lockpicking, no longer webimmune, only spawns in 3rd cavern.
 - Nerfed bifrost edge. Was a typo, one 0 too much.
 - Buffed volcanic. TORSION/SHEAR/BENDING_FRACTURE values were missing one 0.
 - Buffed Wolframs Shear values by a factor of 100.
 - Nerfed mithril. Its a little bit heavier now. 10x candy-weight, welded mithril 3x candy-weight.
 - Padded gloves and padded boots can now be worn under boots/gauntlets. Probably. ^^
 - Added [LEATHER] and [ITEMS_LEATHER] to rigid scaleplate and suede. Is now stockpiled correctly.
 - Armorsets in the Armory now need fuel. 5 coal, 3 less then if done in the forge.
 - Wheelbarrows and Minecarts can now be made of rock.
 - Fixed ironhand/ascii tool file for kobolds. Cauldron/ladles/mortat/pestle from wood were only possible in Phoebus.
 - Fixed "brew pig tail" reaction in brewery. It produces "drink" instead of "dwarven ale".
 - Fixed the spam messages from the lifemancer speed boost spell.
 - Removed any_land from sea serpent, sea monster and water dragon.
 - Nerfed bolts/arrows. Wooden arrows no longer pierce steel armor, and it makes the new ammo types more intersting.
 - Removed all biome tokens from armored animals except horses. No more wild steelclad sauropods. :P
 - Removed oil sand.
 - Fixed Alarm Siren hotkey. Was the same as the colosseum hotkey. Is now ALT_X.
 - Added Embassy Workshop. Hotkey Shift_V.
 - Fixed a typo in the weapon attack description.
 - Fixed superior mace attacks, accidently had the attacks of the legendary version.
 - Added    [CANOPENDOORS] to Gnomes.
 - Changed the buildmats for the magic buildings a little. You need less materials, but one magic item for each.
 - Trade these items (dwarven rune, grimoire of death, tome of life) from caravans, just like before.
 - Changed altar and temples buidmats a bit. You need ceremonial statues for the first, ceremonial totems for the second.
 - Build a shrine, make ceremonial statue. Build an altar, make ceremonial totem. Build a temple.
 - I made this simply to ensure people starting with an altar, then a shrine, then a temple.
 - Fixed netherbark leather. Is now stockpiled correctly and accepted by the military uniform templates.
 - Slightly changed bush tiles and grass color.

Adventure Mode
 - Added claimsite script
 - Ctrl-T starts the advfort script.
 - This means you can build a fortress as an adventurer.
 - You can dig, fell trees, build workshops and run reactions.

More info: See this post in the dfhack thread (http://www.bay12forums.com/smf/index.php?topic=123944.msg4104948#msg4104948)

Utilities
 - Isoworld (http://www.bay12forums.com/smf/index.php?topic=70700.0) updated.



Orc Fortress (http://www.bay12forums.com/smf/index.php?topic=113621.0)
 - Updated to 1.28b
 - This is a MASSIVE update.



Kobold Camp (http://www.bay12forums.com/smf/index.php?topic=123343.0)
 - Fixed wooden tools not appearing in ascii/ironhand version

New Feature
 - Embassy. Invite caravans, migrants and diplomats or declare wars and challenge megabeasts.

(http://i.imgur.com/7YUyI6v.png)
Title: Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
Post by: urmane on April 24, 2013, 07:09:51 am
Have wine and mono set up on linux (Gentoo), but trying to run Settings.exe looks like it throws errors trying to load any file.  The paths look correct in the error popups, with the exception that it uses forward slashes up to the Dwarf Fortress directory (probably just directly copying a string returned from an internal "getpwd()" type call?), and backwards slashes down through subdirs.  Not sure if that's significant, and I don't know enough about how wine/mono is translating directory pathnames to go further.

Title: Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
Post by: urmane on April 24, 2013, 07:11:32 am
Hey, forgot to ask earlier - a golem showed up with the King last game, but just wandered around aimlessly.  Can they be interacted with at all?  There didn't seem to be anything I could "do" with him ...
Title: Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
Post by: Meph on April 24, 2013, 07:22:37 am
Urmane, I still dont know about linux ;)  If the golem is a pet you can wartrain him and pasture him were you want it.

But the other 45 people that downloaded the fix, could one of you please post if it works? I cant really tell from my end, since even the broken version did work on my machine.
Title: Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
Post by: Broken on April 24, 2013, 07:54:11 am
I tested the fix, it works fine.
Title: Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
Post by: Gamerlord on April 24, 2013, 07:55:07 am
Downloading it now, will let you know.
Title: Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
Post by: Undeadlord on April 24, 2013, 08:11:56 am
Working fine for me too! Thanks for the quick fix Meph.
Title: Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
Post by: Gamerlord on April 24, 2013, 08:19:19 am
Seems to be working, but a long term problem: I have to close settings and then open DF, as using the link in settings (to the game OR any utilities) gives an error like so:
(address)
CMD.EXE was started with the above path as the current directory.
UNC paths not supported. Defaulting to Windows directory.
(same address but now extends to the dwarf fortress folder)
CMD does not support UNC paths as current directories.

This is in Windows 7.
Title: Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
Post by: Meph on April 24, 2013, 08:32:22 am
Undeadlord: Which Os do you use? Win7 as well?
Broken: Same question, which OS?

Gamerlord: Thats odd. I never heard of that error before and google tells me this:

Quote
“CMD does not support UNC paths as current directories“
The solution is to use pushd instead of cd to change the current directory to a share accessed via a UNC path (e.g.: >pushd \\myserver\myshare).

Which means it has to do with the CMD, the command promt included in windows. And I dont even use cd to change any directories. Maybe this is a local problem on your machine? Could you please send me a screenshot of the error message?

EDIT: I tested on WinXP and Win Vista. Both work for me.
Title: Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
Post by: Gamerlord on April 24, 2013, 08:36:48 am
Okay, gimme a moment.

EDIT: http://gyazo.com/3a14635986b9e67bb1dc8a6d9eec6147

Here.
Title: Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
Post by: Meph on April 24, 2013, 08:53:14 am
Thank you.

My code for the button looks like this:
Code: [Select]
RunFileByBatch("Dwarf Fortress.exe", dfDir)
With dfdir (which is what your PC cant find) being:

Code: [Select]
Module FileWorking
    Function findDFDir()
        Dim search = "Dwarf Fortress*"
        Dim directory = My.Computer.FileSystem.CurrentDirectory() 'Programs current dir
        Dim dirCollection = My.Computer.FileSystem.GetDirectories( _
                            directory, _
                            FileIO.SearchOption.SearchTopLevelOnly, _
                            search) 'Searches directories in current dir
        If dirCollection.Any Then 'if it found one
            Dim dfDir = dirCollection.ElementAt(0) 'return first directory
            'MessageBox.Show(dfDir)
            Return dfDir
        End If
        MessageBox.Show("Cannot find Dwarf Fortress directory")
        MainForm.Close()
        Return ""
    End Function

What surprises me is that your command prompt seems to be unable to find it. Because if my Settings.exe cant fint the dfdir, it will give you a message about it, this one here: MessageBox.Show("Cannot find Dwarf Fortress directory"). But you dont get this, ergo the Settings.exe can find the dfdir. But your cmd cant.

So my answer is: I dont even... and I give up. I dont know enough about coding to approach this. ^^ I hope no one else shows up with that error, because I dont know what might cause it.

EDIT: AHA, I didnt give up and found this: http://support.microsoft.com/kb/156276/en-us (http://support.microsoft.com/kb/156276/en-us) It is your machine ^^ It even states what exactly causes it and how to fix it. It is a combination of old cmd.exe and new NET.framework 4.0

Microsoft has confirmed this to be a problem in Windows NT version 4.0. This problem was corrected in the latest Microsoft Windows NT 4.0 U.S. Service Pack.

Do you have the mod on a network drive? That might cause it.
Title: Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
Post by: Gamerlord on April 24, 2013, 08:58:45 am
Sooooo... How do I fix it?
Title: Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
Post by: Gamerlord on April 24, 2013, 09:03:08 am
Okay, I looked at the link, and I don't think the problem is important enough (I can still edit settings) to warrant the risk, so I'll leave it. Thanks for the help, you are truly awesome Meph!
Title: Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
Post by: urmane on April 24, 2013, 09:11:49 am
I am tickled that when I go to trade with the Elves at my depot, the Berzerker Snatcher caught in my cage trap shows up under "Pets".  :)
Title: Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
Post by: urmane on April 24, 2013, 09:22:58 am
... although, interestingly, he cannot be brought to the depot.  When a dwarf tries, the berzerker gets out of the cage, runs for the exit, and gets stuck in another cage.

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

I've watched it circle around three times now.  Oh well, it woulda been cool ...
Title: Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
Post by: Demdemeh on April 24, 2013, 09:38:27 am
That's an unfortunate vanilla DF thing. Anything untamed in a cage will escape when your dwarves go to move it to the depot.
Title: Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
Post by: Meph on April 24, 2013, 10:43:11 am
Yeah, thats normal, since you dont designate the creature for trading, but the cage holding the creature. Obviously dwarves will only take the cage then. Very straightforward people they are.

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

(http://i.imgur.com/gpouANy.png)
Title: Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
Post by: Gamerlord on April 24, 2013, 10:48:11 am
Yeah, thats normal, since you dont designate the creature for trading, but the cage holding the creature. Obviously dwarves will only take the cage then. Very straightforward people they are.

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

(http://i.imgur.com/gpouANy.png)
:o
Title: Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
Post by: Meph on April 24, 2013, 11:20:07 am
Gets better. You know how I use Strand Extraction for the religious buildings, and the beekeeper also tends to all the other insects, like hiveable spiders, silk moths and such?

(http://i.imgur.com/BqlfwxD.png)
Title: Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
Post by: Kire93 on April 24, 2013, 11:58:55 am
Does this mean you can add new professions? or just rename old ones?
Title: Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
Post by: Meph on April 24, 2013, 12:02:01 pm
Rename old ones. I am currently compiling a list of things I can rename without taking away from vanilla. New professions would be extremely awesome, but this will have to do. It is a lot more then I could do before ;)
Title: Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
Post by: Kire93 on April 24, 2013, 12:06:19 pm
Wow this next update should be awesome
Title: Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
Post by: urmane on April 24, 2013, 12:11:53 pm
Feature request - something more to do with vermin.  I catch a bunch, but then cannot do anything interesting with them.

"Make hors d'oeuvre - Squirrel"
Title: Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
Post by: sayke on April 24, 2013, 12:19:35 pm
@meph - awesome!!!

would it automatically change in dwarf therapist, as well, so that they don't use inconsistant names?
Title: Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
Post by: Meph on April 24, 2013, 12:39:06 pm
Sayke: No. ^^

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

Kire93: Hey, I just made an update ^^

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

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

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

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

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

They can be renamed to allow players to see directly which reaction does what.
Title: Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
Post by: urmane on April 24, 2013, 12:44:08 pm
Question - while looking at my fishing place, I couldn't help noticing the bobcats moving idly around ... on the bottom of the river.  Is that normal?
Title: Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
Post by: urmane on April 24, 2013, 12:54:22 pm
Another question - one can pick up a golem heart from a drow caravan for about 200 dwarfbucks ... but that's not the golem heart needed for Magma Golem Forge.  The drow diplomat negotiation seems to have "golem heart" also listed under "Toys".  Is that correct?
Title: Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
Post by: Rose on April 24, 2013, 12:55:13 pm
Meph, would this effect the DFHack copy of Dwarf Therapist?
Title: Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
Post by: Meph on April 24, 2013, 12:59:09 pm
Meph, would this effect the DFHack copy of Dwarf Therapist?
The what? I have no idea how any of this affects anything, because no one has done it before. I dont think so, because the russion/japanese translation uses the same tool, and I guess they run dfhack/therapist just fine. But really, no idea.

Urmane, you make double posts all day long. Please use the edit button now and then.

Drows should have the golem heart only under "misc", but I take it you play the older linux version? That would have a useless toy-golem-heart relic, I fixed it after one version. Bobcats can swim, so why not dive? They certainly shouldnt be able to breathe underwater...

Title: Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
Post by: Timeless Bob on April 24, 2013, 01:06:10 pm
Just looked it up and a crossbow maker is called an "Artillater" (Which nobody would understand), but someone who makes bows and crossbows in general is called an "Archery Technician", (Which might be better understood) Personally, the titles of "Bowyer", "Gunsmith" and "Siege Engineer" pretty much fulfill my semantic needs for who makes which type of ranged weapon.
Title: Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
Post by: Kire93 on April 24, 2013, 01:41:26 pm
is version .2h save compatible with .2i?
Title: Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
Post by: Meph on April 24, 2013, 02:00:16 pm
I could go for "firearm maker" or "ranged weaponsmith", and then use it for the Gunsmith Furnace I have. I can rename the vanilla workshops as well. It would finally make him useful. I just always found it strange that he is called bowyer, while dwarves have no access to bows.

Kire93: No, updates never are.
Title: Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
Post by: Mr. Orange on April 24, 2013, 02:29:53 pm
I seem to have a slight issue when using workflow in conjunction with the Brewery & Still. When I want to automate a specific drink job, I can't select that specific drink as the output when adding the constraint. It only shows me the other outputs of that job, which are seeds and a boulder of alcohol vapor, :-). So I figured that maybe your custom buildings don't play well with dfhack workflow, but it works just fine with the Timber Yard.

Any clues on what I am doing wrong or is this the wrong place to ask?
Title: Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
Post by: Meph on April 24, 2013, 02:38:37 pm
Its kind of the wrong place, but it doesnt work, I dont think workflow is designed to work with modded stuff all too well. I personally never used workflow, so maybe ask in the dfhack thread for better info. But I heard this before and I dont think that a solution could be found.
Title: Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
Post by: Mr. Orange on April 24, 2013, 02:47:08 pm
Its kind of the wrong place, but it doesnt work, I dont think workflow is designed to work with modded stuff all too well. I personally never used workflow, so maybe ask in the dfhack thread for better info. But I heard this before and I dont think that a solution could be found.

Ah figured as much, I did take a look at your RAW Brewery reaction and cross-checked it with your working RAW Timber Yard ones. Couldn't really spot a major difference that in my humble opinion could be causing this, but then again, I have only played DF for a couple of days.

By the way, I like the renames!
Title: Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
Post by: Billy Jack on April 24, 2013, 02:55:18 pm
These ones always bothered me when playing, because I could never remember which is which:

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

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

Process plants (to barrel):  Shadowleaf and Bitterroot also get used if you don't do any stockpile magic.
Process plants (to vial): Orchids are also processed.

I experienced this with the Shadowleaf and checked the RAWs just now for the other two.
Title: Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
Post by: jellsprout on April 24, 2013, 03:02:59 pm
Have wine and mono set up on linux (Gentoo), but trying to run Settings.exe looks like it throws errors trying to load any file.  The paths look correct in the error popups, with the exception that it uses forward slashes up to the Dwarf Fortress directory (probably just directly copying a string returned from an internal "getpwd()" type call?), and backwards slashes down through subdirs.  Not sure if that's significant, and I don't know enough about how wine/mono is translating directory pathnames to go further.

Did you install Mono inside Wine? You need to download the Mono installer and then run it with Wine. Installing Mono directly won't help.
If that doesn't work, I don't know what else it can be. I downloaded V.2i today (the Windows version, I copied over the missing DF Linux files and maps and the Linux DFHack and DT) and it seems to be running fine on Ubuntu.
Title: Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
Post by: Meph on April 24, 2013, 03:21:52 pm
Ok, here is my idea.

Alchemist renamed to: Sorcerer. Used in magic buildings.
Miller renamed to: Archeologist. Used in Archeologist workshop.
Tanner renamed to: Diplomat. Used in Embassy and Expedition workshops.
Presser renamed to: Researcher or Scientist. Used in Researchers Study.
Potter renamed to: Reader or Student. Used in Library workshops.
Soapmaker renamed to: Runesmith. Used in Rune Weaponry/Armory.
Wax Worker renamed to: Toxicist. Used in Toxicist.
Thresher renamed to: Miller. Used for threshing, milling and pressing.
Animal Caretaker renamed to: Animal Armorer. Used in Warbeast kennels.
Clothier renamed to: Tailor.
Woodcutter renamed to: Lumberjack.
Bowyer renamed to: Gunsmith. Used in Ranged weapons shop and gunsmith.
Bowyer (workshop) renamed to: Ranged Weapons Shop.
Beekeeper renamed to: Hivekeeper
Strand Extractor renamed to: Apostle of Armok. Used in Altar, Shrine and Temple.
Building Designer renamed to: Architect. Used in Architects Study.
Grower renamed to: Farmer
Lye Maker renamed to: Chemist. Used in Chemistry Laboratory.
Potash Maker renamed to: Alchemist. Used in Alchemists Chambers.
Wood Burner renamed to: Oven Operator. Used in Wood Oven, Clay Oven and Brick Oven.
Wood Furnace renamed to: Wood Oven.
Kiln renamed to: Clay Oven.
Possibly seperate reactions for clay/earthenware/porcelain and glazing.
Possibly add a seperate oven for glazing.
Pump Operator renamed to: Machine Operator. Used in Machine Factory/Gnomish shop/weather control. Still does pumps, too.
Fish Dissector renamed to: Fish Farmer. Used in Fish Pond, for indoor fishing.

To make it short:
Miller would do milling, threshing and pressing.
Wood Burner would do wood burning, pottery and glazing. Now called: Oven Operator.
Leatherworker would do leatherworking and tanning.
Alchemy would do magic buildings, now called Sorcery.

The rest is just usage of unused skills so far, or renaming skills I already use for other puproses. Like strand extraction = religion, or wax working = poisons.

Ideas, feedback?
Title: Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
Post by: Mr. Orange on April 24, 2013, 03:38:20 pm
Bowyer renamed to: Gunsmith. Used in Ranged weapons shop and gunsmith.
Bowyer (workshop) renamed to: Ranged Weapons Shop.

Fish Dissector renamed to: Fish Farmer. Used in Fish Pond, for indoor fishing.

Beekeeper renamed to: Hivekeeper

Ideas, feedback?

Fish Farmer, hmm.. Nope, I'd go for Fisherman, sounds better in my opinion. Do you have an empty profession left? If so, I'd keep Bowyer and Gunsmith apart. Ditto for the Ranged Weapon Shop, Bowyer is a better fit.

For the Hivekeeper, I personally think Apiarist is more fitting. Even though half of us would have the slightest of a clue as to what it encompasses.
Title: Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
Post by: Billy Jack on April 24, 2013, 03:47:46 pm
Ok, here is my idea.
...
Grower renamed to: Farmer
...

Ideas, feedback?
As I recall, a dwarf who is level x in Milling and level x in Beekeeping is also called a Farmer.

When the Grower skill is the highest skill, isn't the profession then called Planter?
Title: Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
Post by: Meph on April 24, 2013, 04:06:32 pm
BillyJack, I am talking about the labors and skills here, not the professions. Labor is what you enable on the dwarf (woodcutting), skill is what is shown in the dwarves description (legendary woodcutter) and profession is the title he carries (woodcutter). You think people might get confused with a farmer that is not a grower-farmer? ^^

Mr. Orange, you already have a fisherman. I need to separate the outdoor fishing-dude and the indoor fishing dude. ;) The Bowyer (the workshop) already makes bolas, throwing spears, crossbows... its not just bows. Actually, its everything but bows. I cant find a good name for it though... otherwise I keep making guns with the weaponsmith labor. I just thought that I bowyer is one of the more useless dwarves, so that would have given him something to do.

Apiarist is what I found online, but... nah... This change should help people, not confuse them more. Even if I assume that it will confuse them in the beginning ^^
Title: Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
Post by: SabbyKat on April 24, 2013, 04:13:01 pm
Ok, here is my idea.

Alchemist renamed to: Sorcerer. Used in magic buildings.
Miller renamed to: Archeologist. Used in Archeologist workshop.
Tanner renamed to: Diplomat. Used in Embassy and Expedition workshops.
Presser renamed to: Researcher or Scientist. Used in Researchers Study.
Potter renamed to: Reader or Student. Used in Library workshops.
Soapmaker renamed to: Runesmith. Used in Rune Weaponry/Armory.
Wax Worker renamed to: Toxicist. Used in Toxicist.
Thresher renamed to: Miller. Used for threshing, milling and pressing.
Animal Caretaker renamed to: Animal Armorer. Used in Warbeast kennels.
Clothier renamed to: Tailor.
Woodcutter renamed to: Lumberjack.
Bowyer renamed to: Gunsmith. Used in Ranged weapons shop and gunsmith.
Bowyer (workshop) renamed to: Ranged Weapons Shop.
Beekeeper renamed to: Hivekeeper
Strand Extractor renamed to: Apostle of Armok. Used in Altar, Shrine and Temple.
Building Designer renamed to: Architect. Used in Architects Study.
Grower renamed to: Farmer
Lye Maker renamed to: Chemist. Used in Chemistry Laboratory.
Potash Maker renamed to: Alchemist. Used in Alchemists Chambers.
Wood Burner renamed to: Oven Operator. Used in Wood Oven, Clay Oven and Brick Oven.
Wood Furnace renamed to: Wood Oven.
Kiln renamed to: Clay Oven.
Possibly seperate reactions for clay/earthenware/porcelain and glazing.
Possibly add a seperate oven for glazing.
Pump Operator renamed to: Machine Operator. Used in Machine Factory/Gnomish shop/weather control. Still does pumps, too.
Fish Dissector renamed to: Fish Farmer. Used in Fish Pond, for indoor fishing.

To make it short:
Miller would do milling, threshing and pressing.
Wood Burner would do wood burning, pottery and glazing. Now called: Oven Operator.
Leatherworker would do leatherworking and tanning.
Alchemy would do magic buildings, now called Sorcery.

The rest is just usage of unused skills so far, or renaming skills I already use for other puproses. Like strand extraction = religion, or wax working = poisons.

Ideas, feedback?

Edit: bloody hell. Meph just posted and invalidated some of my thoughts. >.< Blah! Oh well. Sorry Meph - you beat me to it. :P

First off, THANK THE GODS! Finally, we can remove half of these bloody, useless skills! Argh. pet peeve of mine, but seeing glazers and potash makers arrive with 10-15 skill, I would want to hang myself and wonder why they weren't generalized like you've done!

Now, for feedback on that.

Miller/Archaeologist - Sounds nifty, but Archaeology has limited uses right now... if you intend to expand the system a bit (add more things to find, or more function) - this would be perfect.

Tanner/Diplomat - entirely agree. Leatherworking should do the tanning, never understood why they were separate. Diplomacy is a very intriguing addition as well, and I'm curious to see where it goes.

Presser/researcher - I ponder if you should instead merge chemist and Researchers into one. Maybe too homogenized... just seems a very limited scope for Researchers doing a single function, but not a major issue over-all.

Potter/Student - Perhaps you should merge them so one 'profession' relates to written material. Library materials, research, etc. Scribes perhaps? Just spitballing here.

Soapmaker/runesmith - seems fine to me. Runesmiths seem to have a large role at this moment, though, I ponder if rolling runesmithing into one of the other four metal crafting professions would be better (blacksmithing/Metalsmithing both need some love over all).

Wax worker/toxicist - I wonder again, if this wouldn't be better mixed in with a chemist or Alchemist role. Similar principles.

Thresher/miller - no real input. Has just enough use to remain a 'profession'. Name fits fine.

Animal Caretaker - why not merge animal training, and animal care taker instead of making 'animal armorer' which has a singular purpose?

Clothier: Name sounds more accurate. They don't only make cloths - but other goods, aka, a tailor. Agreed entirely.

Woodcutter/lumberjack: Meh. Tomato, tamato.

Bowyer/Gunsmith: They makes crossbows though. So gunsmith isn't really accurate. Though, I can't think of a more accurate name...

Beekeeper/hivekeeper - Perfect. More accurate. Hopefully we get improvements/additions on hives soon, too.

Strand extractor - pretty much all he was for prior - accurate name.

Building Designer - Pretty much accurate. I wish architecture skill actually had some use/impact on buildings, though...

Grower/farmer - Correct name, nothing to add.

Lye Maker - Already voiced my thoughts on chemist/alchemy.

Potash maker - Already voiced my thoughts on chemist/alchemy.

Wood burner/oven operator: Perfect. Wood burning was damn near pointless, this expands his utility, and removes a bunch of useless professions elsewhere refining it to a singular one.

Pump Operator/machine Operator: seems fine to me. Perhaps a merger with Siege Operator could be viable too, though, I can see them being different enough.

fish Dissector/Fish Farmer: If you keep 'fishing (the profession)' for out doors wild fishing, then balance indoors 'fishing/farming' with this skill, I'd say it would work perfectly.



Sorry for the rambling and 'conflicting views' - just thought i'd toss my 2 cents out there. Now, to add a real wall of doom about the general difficulty of the mod!








One massive issue I've come across with Dwarf fortress, and even Masterworks, is how damn easy the game can be once you're a veteran at it. This is of course, true for most games, yet I've done dozens of challenges and almost nothing can even make me so much as bat an eyelash at it!

There's two key, fundamental problems I see in general that make almost any challenge, moot.

~ Well trained, steel armored dwarves using the library system, the 'abusive spear trap room', or similar tricks to speed up training of dwarves and making them legends, are freakin' GOD MODE. Slap a iridium(orchicalum now?) weapon with all the runes on them, send 5 of them vs 100+ siege, and watch them slaughter 50-60 of the buggers without even a bruise on their body (even against archers). This is speaking of even Frost giants, who just keel over laughably easy. And this isn't using volcanic, 'power armor' or 'candy' either! x.x

I would argue this issue comes down to the lack of difficulty of the sieges in general. Your proposition for a 'hard mode' setting, with a variety of settings to make enemies harder, would remedy this – if the sieges came with level 10-15 skilled fighters instead of 1 skilled fighter and 30 weaklings per squad (give or take) – it would likely make a more dangerous scenario to do this in.


~*~*~*~


~ If you decide to challenge yourself and use only traps, turrets, and such constructions to fight, well... discounting the code that cannot be improved (like walls and locked doors generally being god mode for you, a vanilla issue), with a bit of ingenuity you can setup trap halls that MASSACRE anything. Even bloody demons from my testing!

How so you ask? Quite simple. Add web turrets. Make a 3 wide 'hall' with a 1 wide drop off on each side, that drops say, 30 floors onto spikes (kills nearly anything that tries to dodge the traps), add a mixture of spear-and-weapon traps (with serrated discs for weapon traps – extremely effective), and you got yourself a hall of death.

'but trap immunes won't trigger it!' - sure. Web turrets will web them though, and they'll fall onto the discs, and get turned into 50 little bit-sized chunks. ;) If that fails? You just rig all the spear traps in the hall to a lever near your main staircase, and giggle like a evil child burning ants as a dwarf spam pulls the spears, skewering and slaughtering EVERYTHING that is still alive in that hall. Add in some intelligent 'bridge' setups to funnel in entire sieges, then lock them in to avoid them fleeing and you can annihilate entire sieges without lifting a damn finger. Even Hell Demons fall pray to this from my limited testing, and I've not encountered anything that could stop this. Add in a few hellfire turrets at the entry of the hall with the web turrets to fry any archers (they can't wear shields), and that removes any risk to your web turrets. Whalla. God mode killing machine. Funnel hell up to your hall entry, same for caverns, and just laugh evilly. :)

A few issues cause this. First off, doors and walls are super effective at totally blocking all but a few foes out. Building destroyers can be a pain, but an artifact door or hatch totally negates them. Adding the ability/option for most sentient races to 'picklock' (maybe they gain harder and harder traits as sieges as your wealth grows?), would help negate that if this works on artifact items and encourage people to not just slap a door down and laugh at the 120+ man siege outside. Walls, well... we need Toadie to fix that issue by the sounds of it. >.<

Trap-halls-of-doom is harder to fix. Yes, it takes a good bit of work but for a 120 dwarf fort, it's quite easy to mass produce the materials needed especially with slade, since Slade only takes cut blocks – and stone is bloody everywhere. (I can't recall if this as changed in recent versions – so correct me if wrong). Slade makes awesome spears/serrated discs – so the actual cost to make the trap components is the cost of a block in the end. Web turrets take down flying enemies/trap immunes, and force them onto the traps to get bi-sected into little giblets. Spears, hit any foe immune or not as they're triggered by lever, meaning even if web/trap immune, you can still skewer them!

The only way I can see fixing this, is to remove the 'cheap slade' process, so making good metals that can take down harder foes, much more costly to mass-spam. I know I could never do this with anything above steel, and even then, it would take eons to make enough steel to do this as Iron/flux is NOT infinite nor anywhere near as common as stone is!


~*~*~*~




Over-all, I think negating the over-utility of doors, making stronger sieges 'evolve' and become immune to various measures like traps, webs, etc, as well as having them 'rank up' over time and become nastier and nastier as your wealth goes up would make for a very solid change as an option for those who seek greater challenges.

As well, some superior forms of 'internal' threats would help stop the 'super turtle' issue of hunkering down in a near untouchable fort. Like what? Ask and I'll ramble about some ideas – though, you seem to have a good grasp on what you want!

P.S

Is it now possible with dfhack's update, to alter the function of undead and such things? I love the challenge deadly rain and undead add – but undead are not really dangerous, but a pain in the ***, with infinite reanimation etc etc. Runes do help alleviate that, but I was hoping we could actually maybe focus making the game harder, by where you settle – aka, evil biomes...

P.S.S

Would you now be able to change the caverns appearances and such? We spoke ages ago about 'evil' caverns and such concepts, but they were not possible. Dfhack's update seems ot have made a ton possible, and I wonder if this is one of those things? :o

 



Title: Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
Post by: Broken on April 24, 2013, 04:17:09 pm
Quote
Urmane: You can extract extracts from live vermin. Otherwise they have no use, other then room decorations/zoos. I cant use them in reactions, so you have to at least give me an idea about what to do with them. I dont think I can even declare them as reagents... not entirely sure about that, never tried.

Maybe you can use the extracts as reagents for something useful, like poisons/potions/magical components of some sort.
Title: Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
Post by: Meph on April 24, 2013, 04:51:41 pm
Way too much work with the vermin... thats for later, when I actually do use vermin for something. But I think you can already catch for example "bog crawlers" and use their extract to poison your ammo/weapons.

SabbyKat, you are my hero. It has been ages since I got a good-ol'-wall-o'-text with suggestions. I actually had the "Scribe" one myself before you posted it. :) I will see what I can do with the changed names that I know are fine, and set the others apart. I wont change the bowyer for now, since I havent found an elegant solution. But that was exactly my line of thinking: When was the last time someone rejoiced when he saw a group of wood burners, potters, glazers, fish dissectors and potash makers coming along?

Diplomat, or better: Ambassador, would be used in the Embassy, Expedition Outfitter and Expedition Starting Point.
Researcher, or maybe: Inventor(?), should get some more stuff to do.
Architect/Buildings designer has his own workshop in the mod, the Architects Study. ;)
Archeologist has not much do to, granted... even adding more outcomes wouldnt increase the amount of labor he does... any ideas? Maybe restoration of items?
Student makes no sense btw, because the reading books/essays reaction take their own skills... so its only for writing, and Scribe fits perfectly.

If only I could get a good name for the bowyer/ranged weapon maker/gun maker/something something dude.

Please mind that I cant actually control which vanilla reactions they are used for. The Chemist would still make lye, the Alchemists still make potash. I can only change reactions for Craftsdwarf, Kiln, Smelter, Soapmaker, Quern/Millstone, Screw Press.

I actually use blacksmiths and metalcrafters a lot. And even if I rename one of them to Runesmith, this super-magical runesmith would still make the normal chairs and doors... that would be weird.

I am also thinking about double/twin labors. Like Wax&Poison Working. Wax/Poison Worker. It would actually say that ingame, "legendary wax/poison worker". This way I can have my new labor, but dont alienate the old one. Dont know how often that can be done before it looks ridiculous.

About the balancing: Hear you about slade, will be changed.
About harder setting: I cant make them become gradually harder, but the game does it itself already, by making the sieges bigger. I can give them natural skills and better materials, and I planned on 2 or 3 settings. "enable harder invasions" "enable impossible invasions" "enable oh-my-god-please-let-me-die" (not the actual names). I think thats quite easily done.

The cavern appareance I already changed, many version ago ;) But no, caverns still do not accept GOOD/EVIL biome tokens.  I cant mod doors/walls, thats up to exwnent or toady, and internal threats are planned. But they ranked super-low on the last poll, with >500 votes for embassy, guilds and magic, and <100 votes for more enemies. ;)

EDIT: Oh, and splinterz gave me good news, I should be able to add this myself into the therapist init file, that way all this changed stuff gets read out into the Dwarf Therapist correctly.
Title: Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
Post by: Billy Jack on April 24, 2013, 05:05:45 pm
BillyJack, I am talking about the labors and skills here, not the professions. Labor is what you enable on the dwarf (woodcutting), skill is what is shown in the dwarves description (legendary woodcutter) and profession is the title he carries (woodcutter). You think people might get confused with a farmer that is not a grower-farmer? ^^

Mr. Orange, you already have a fisherman. I need to separate the outdoor fishing-dude and the indoor fishing dude. ;) The Bowyer (the workshop) already makes bolas, throwing spears, crossbows... its not just bows. Actually, its everything but bows. I cant find a good name for it though... otherwise I keep making guns with the weaponsmith labor. I just thought that I bowyer is one of the more useless dwarves, so that would have given him something to do.

Apiarist is what I found online, but... nah... This change should help people, not confuse them more. Even if I assume that it will confuse them in the beginning ^^
And my comment is referring to the confusion of having a dwarf who has Milling and Beekeeping enabled and is level 10 in each showing up in the Unit List as a Farmer, yet he doesn't have the Farmer skill enabled.
Title: Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
Post by: Meph on April 24, 2013, 05:14:55 pm
Yeah, thats probably the reason Toady called it "Farming (Fields)" and "Grower"... but it bothers me. I could rename this farmer profession to "farmworker", which fits. That would clear this possibly confusion. :)

Lol, even vanilla has that problem, with smiths:
(Confusingly, Metalsmith is the title given to the whole class of metalworking skills, so a Master Furnace Operator/Weaponsmith may gain a profession of Metalsmith, despite having no metalsmithing skill at all)
Title: Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
Post by: Putnam on April 24, 2013, 06:17:32 pm
Yeah, thats normal, since you dont designate the creature for trading, but the cage holding the creature. Obviously dwarves will only take the cage then. Very straightforward people they are.

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

Thanks for the link Meph!!!
Title: Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
Post by: lrdgreyscale on April 24, 2013, 08:20:22 pm
Hi Meph,

First of all, thanks for the great mod.


I seem to be having a problem with the latest version. I am having trouble constructing buildings that require "fire-safe" materials. I am unable to construct these buildings even though I have the correct components in my stockpiles. For instance, even though I had plenty of iron grates, I was unable to construct the brick oven. Slag pits are similarly problematic, even though I have tried building them with a variety of rock Querns. Any advice?

Thanks!
Title: Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
Post by: smakemupagus on April 24, 2013, 09:23:09 pm
in building tokens,

[FIRE_BUILD_SAFE]
Item material must be stable at temperatures below 11000. Only works with items of type BAR, BLOCKS, BOULDER, WOOD, and ANVIL - all others are considered unsafe.

So it doesn't work with grates and querns etc.  I made the same mistake in one of my Orcfort patches trying to fix this problem.
Title: Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
Post by: Meph on April 24, 2013, 09:25:20 pm
ups ^^

Advice: Open data/save/region#/raw/objetcs/building_masterwork and building_furnace_masterwork.txt, and find your FIRE_BUILD_SAFE tags and delete them, but only for those building you cant build. ^^

EDIT: Who needs sleep anyway. Here the changed list. I marked the new/changed entries in red. As you can see the animal section, craft section and engineer section is all thematically fitting, but the "farming/related" section should better be renamed to "Misc" ^^ It includes a lot, from farming, over smithing, alchemy and diplomacy.

(http://i.imgur.com/Jx3vdXH.png)

Half of the therapist works with it as well. Role and skill names are fine, labor names dont. I wrote splinterz for help, lets see what he can think of.

(http://i.imgur.com/tdGHJYq.png)
Title: Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
Post by: Thormgrim on April 24, 2013, 11:19:37 pm
I swear, this mod changes so frequently that I typically end up spending what time I set aside for DF trying to read up on this thread, figure out what has changed, etc.  Typically, before I'm caught up, another rev is out!! 

For what it's worth, my requests would be definitely merging together skills that are useless with related skills that are useful.  Potash makers, wood burners, etc.  those guys can go.

I would really, really love to see some stuff like D&D back in the 80's.... Clerics (for healing), Thieves, Assassins and Fighters.  Runes that add elemental effects.  Armor and weapons that I can understand how one relates to another (there are so many shields and helmets now, I have no idea which is better than another).

I find with all the new ranged stuff I can never actually get ranged attacks working.  There are so many different types of ammo floating around that I can't seem to get any of my marksdwarves to actually shoot.  I have no idea why (wrong ammo?  mismatched armor?  they all have quivers and ranged weapons and there is plenty of ammo around...).

I honestly think there are too many castes.  I find that "Dwarves of the Crafters Guild" for example usually end up just hauling because I end up with so many of them.  I have never cared about a "Bone Savant".  I understand what you were doing in having savants for every skill and having all sorts of other castes, but there are a bunch that just seem sort of superfluous.

I liked the guilds idea as a way to transform your dwarves from vanilla dwarves into special castes that learn that skill faster.  I like the idea of building a weapons guild to transform a few dwarves into  journeyman weaponsmiths, who then get a big boost to learning weaponsmithing, for example.

I really like the idea of the magic, but I can't make sense of it.  I end up making a few lifemancers, who wander around randomly hasting and healing people in the dining hall, I guess.  I stay away from the other two because (in the version I have) the hall of the mountain king deconstructs every time I try to do anything there and I generally don't mess around with blood and bones for the church of the dark depths.  I would love to see something like a variety of small temples or altars that have different focus areas... a temple to wealth, a temple to health, a temple to combat... whatever the spheres are and make them small enough that I can build my own statutes and stuff around them and fit them into my normal style of architecture.  I think it would be cool if I could build a massive temple complex with all sorts of altars around and priests of different spheres wandering around my fortress (not just Armok).

I really enjoy this mod.  I think you're doing a great job with it.  That's my one-man's-opinion-feedback on what I like and don't like.  :)
Title: Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
Post by: Putnam on April 24, 2013, 11:21:04 pm
Elemental effects are awfully fudgy.

Merging skills is difficult, to say the very least.
Title: Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
Post by: Meph on April 25, 2013, 12:00:38 am
Thormgrim: I just merged a handful of skills. Potash maker, lye maker, soap maker, these dont exist anymore. Its Chemist and Alchemist now. Same for Wood Burner, Glazer and Potter, all three are now the Oven Operator, who controls the wood oven, clay oven and brick oven. I also merged Thresher, Miller and Presser into one Miller/Presser job, freeing another two skills. All this left me with many skills for my new modded skills, like Runesmith or Sorcerer.

Clerics, Thieves, Assassins and Fighers are adv. mode stuff, I cant do those in Fortress Mode. I did add the Clerics, as you know, and there are plenty of fighters to go around.

There are too many armors? Really? Its 4 of a kind. Glove, Padded Glove, Gauntlet, Plategauntlet.... Shoes, Padded Shoes, Boots, Plateboots.... I thought that was really straightforward. Of course thats not what other races wear, but thats how your production looks.

Castes and guilds will get an upgrade for the next version. I figured out how the plugin works that I need to ue for this. I just havent decided yet if I make one big "Guildhall", or if I add a dozen guildhalls, for each guild one. Thats somewhat of a big decision.

Temples I made three, Altar, Shrine and Temple of Armok. I cant really tie them to other deities, because its random who worships who. And I wouldnt know what this plethora of religious buildings should do.
Title: Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
Post by: Kire93 on April 25, 2013, 12:25:04 am
IMO one large guildhall would be good. In my mind that is almost like an office building for the guilds.
Title: Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
Post by: Meph on April 25, 2013, 12:32:03 am
Yeah, well... thing is, I made those. I WANT TO USE THEM. Even if I know its a stupid idea, and I will probably do only one building...

(http://i.imgur.com/fSSrPGF.png)
Title: Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
Post by: smakemupagus on April 25, 2013, 12:35:58 am
I find with all the new ranged stuff I can never actually get ranged attacks working.  There are so many different types of ammo floating around that I can't seem to get any of my marksdwarves to actually shoot.  I have no idea why (wrong ammo?  mismatched armor?  they all have quivers and ranged weapons and there is plenty of ammo around...).

I wish i understood better why people have this problem so i could help or write a wiki on it, but in dozens and dozens of forts I never have trouble.  In the orc tutorial fort ongoing I currently have bow (arrow), dragon society (arrow), 2x sorcerers (bladeshard), gunners (bullet), cannoneers (cannonballs), civilian militia (tomahawk), mechanized crossbow (bolts) and never have a problem.  even doing changes like upgrading the equipment of the gunners from blowgun to musket is no problem.

I only really use two rules

0/ have enough quivers & ammo, if you say "plenty" make sure you account for what hunters have claimed too
1/ never mix and match arrows and bolts within a squad; every member of any given squad uses the same class of ammo
2/ never set any stack of ammo to "training only", but either "combat" or "combat & training" is OK

@Meph, did you just do an all-night modding spree? 
Title: Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
Post by: Meph on April 25, 2013, 12:46:18 am
Smake, of course I did. I am super awake now. Just been to the bakery and had breakfast. I tried to go to bed at 5 o clock, but couldnt sleep, so I though: Might as well stay up, enjoy the day. :)

Edit: Oh, I didnt even mention: I finished my driving and motorbike license two days ago.
Title: Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
Post by: smakemupagus on April 25, 2013, 01:12:38 am
That's good, better than taking your bike test while all sleep deprived and worried about guildhalls ;)
Title: Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
Post by: Bloax on April 25, 2013, 01:16:21 am
I would hate to have Wolfram changed to "Tungsten" because I literally read it as "Heavystone" due to being in Denmark and all that.
Which is kind of annoying because the alternative is a much better sounding name.

I mean while "Gold" and "Silver" are both rather undeniably much more badass sounding as "Aurum" and "Argentum", I can understand keeping them as English versions.
But for something as uncommon as Wolfram (because I hate referring to "Tungsten") that has a much worse "English" name it doesn't really seem worthwhile to degrade it.

Not to mention that all it ought to take to reveal its alter ego is a lookup on the wiki or on a search engine. :x
Title: Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
Post by: Billy Jack on April 25, 2013, 01:17:50 am
I'm sure splinterz will think of it, but he could just add an external file that allows customizing the names of the skills that Dwarf Therapist uses.  All it is is a string value.

"Clothesmaking" = "Tailor"
etc.

Other modders who get around to working with skills would also find this useful.

And on another note, I really hate the harder smelting. I either turn it off or modify the reaction RAWs to get rid of them if I forgot to before world gen.  1% chance of having an accident is just too high, imo, and I realize that you can't make that any smaller.  If you could make the accident more likely to just injure the dwarf rather than cause him to completely burn up, I could live with that. Given enough opportunities, eventually someone will have an accident.

@smakemupagus
I agree with your rules.  I was having an issue with my crossbow team not picking up new bolts even though there was plenty of them in my stockpile that was in the barracks. I then added the other types of bolts for ammo, ea. broadhead, etc., and then they went and filled their quivers.  It's like they went on strike until I allowed them to use any bolt in my entire inventory that they've had their eyes on, rather than just the generic bolts.
Title: Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
Post by: fire1666 on April 25, 2013, 01:42:46 am
Heads up on the wshades mod, i have finished the TEIR I weapons and working on TEIR II weapons now.
also shades already exist in the files of masterworks 2.H and they have there own language :D.
Workshops are only goign to be worked on when i am comfortable with the weapons and eventualy the products e.g. Ghostly blocks and Spectral furnature and workshops, and i might have somone helping me with the pixel art :D

I WILL NEED SOMEONE TO TAKE OVER WITH MAKING OTHER CASTES, THEY ARE BEYOND MY ABILITY TO CREATE AND BEYOND MY ABILITY TO MAKE REACTIONS THAT CHANGE CASTE.
Title: Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
Post by: Meph on April 25, 2013, 02:13:58 am
Smake: Yeah, Yeah, whatever :P I dont like driving anyway. Motorbikes are awesome, but I really couldnt care less for cars.

Bloax: I think it will stay Wolfram... the poll is about even, and its better to keep the same name that people already know.

BillyJack: I already did that, and all the skills are correct. The labors are missing, and I cant do those with an external file. at least nor till splinterz adds an additional external file that allows this.  And whats so bad about 1 possible fire every ~400 bars? Your furnace operator wont care if he is not wearing flameable clothing. So give him a metal uniform instead, or netherbark leather cloak. ;)

fire1666: I have to say, the entity file and the items are the smallest part. Reactions and interactions are what makes the race a real, unique race. Just look at Orc Fortress, 587 reactions... you have a lot of work ahead of you before you have a playable race.
Title: Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
Post by: Gamerlord on April 25, 2013, 02:24:12 am
Heads up on the wshades mod, i have finished the TEIR I weapons and working on TEIR II weapons now.
also shades already exist in the files of masterworks 2.H and they have there own language :D.
Workshops are only goign to be worked on when i am comfortable with the weapons and eventualy the products e.g. Ghostly blocks and Spectral furnature and workshops, and i might have somone helping me with the pixel art :D

I WILL NEED SOMEONE TO TAKE OVER WITH MAKING OTHER CASTES, THEY ARE BEYOND MY ABILITY TO CREATE AND BEYOND MY ABILITY TO MAKE REACTIONS THAT CHANGE CASTE.
Hey fire, if you need some help with the workshops and interactions, I might be able to take some of the load off your shoulders if you throw me your notes!
Title: Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
Post by: Meph on April 25, 2013, 02:28:49 am
PS: You might want to create another creature and not use the shades you found in the raws... because they are glass cannons. They shades in the raws die from one hit, but have the "shadow embrace" interaction, which insta-kills any dwarf they touch. They are not balanced for someone to play ^^

They are the start of this, from my to do list:
Shade Civ
 - Glasscannon, dies very quickly.
 - Kills dwarves upon touch.
 - Sends only lone assassins (like kobold thieves, but very late, and more aggresive)
 - Chance to summon Shade Army inside your fort, if you are not vigilant enough.
Title: Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
Post by: Dwarf_Eater on April 25, 2013, 05:46:24 am
I think that it's the best to merge guildhalls, unless You are planning on some extra reactions as guildmasters or simply new "ambassadors" could run reaction of requesting blueprints (eg. smiths guildhall "Request weaponry blueprint from mountainhomes" or something like that) for gold or whatever coins.

Other things I am about to write are rather not suitable for dorf but other races.
 Mining: the concept of digging probably for humans, who could not dig in normal way, but their miners would run reaction in Mineshaft of "Dig stone". Which would have about 95% of giving stone and about 5% of finding one of veins. In case of finding vein the reaction would produce "vein location", which would be needed for building eg. "Iron mine", "Copper mine", etc, which reaction of "vein excavation" IF possible (I myself sadly don't have any knowledge about modding :() would have small chance of having high temperature, vapouring the item "vein location", so mine would be deconstructed.

Praying: also probably for humans, but possible for dorfs (praying for armok), which would give same effect as runes, although name instead of "iron rune" would be "Armok blessing of...". Artiffact runed weapon, blessed by Armok himself :O.

Farming: I think it needs more love. For making it more realistic I would nearly completely take it to big workshops, looking like farms, in which starting reaction would automatically run other sub-reactions (sadly dorfs would starve to death if they had to run reaction for month or two :D) but it would be possible to make water necessary for some plants to grow and for other not. Moreover some other workshops like "Greenhouse" for producing elven plants as sunberries (but I don't know if it's possible to restrict workshop to surface only) or "Algae farm", as if I recall correctly dfhack lets checking if workshop has water underneath.

And while subject of changing job names is hot, what about merging "archer" and "crossbowman" into ranger (which would also be skill used for guns), and making "archer" skill "exotic fighting" skill? Some kinds of weapons as whips, orkish claws and whatever weapon I don't know just don't fall good into any existing category.
Title: Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
Post by: jaxy15 on April 25, 2013, 08:55:33 am
How early are possessed dwarves supposed to appear? In my very first migrant wave, I had a three year old show up drawing pentagrams. Luckily managed to cure him before anything bad happened.
Title: Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
Post by: Meph on April 25, 2013, 09:00:49 am
Dwarf Eater:
Your mining concept: Check hugo_the_dwarves Regen mod. It is exactly as you describe.
Your Farming concept: Check Phoebus farming mod. He posted it in his tileset thread as well. Again, as you described.
I cant take water as a build mat/reagent. Dwarves are too stupid, they only check for water, not for wells.
Blessed by Armok, on weapons and armors is a fantastic idea. Is added to the todo list.
Workshop to surface only is possible, the code is there, I just need a programmer to actually compile a script with it. But honestly I think farming is fine as it is. It is way better then anything I could mod in.
Dfhack to check if a workshop is build on top of water: DAMN, I could use that for my fishfarm. :)
Archer skill... mh.. I could theoratically make crossbows use the ranged_weapon skill, instead of crossbow, and free one. Then rename archer to marksdwarf. But it is not a Weapon skill, so the AI wouldnt bring it. No sieges or caravan guards would equip these weapons then.
What I can do it merge spear and pike (never saw the difference to be honest) and (maybe) mace and hammer. I also have MAGIC_NATURE left, which I can name whatever. I actually thought about adding 2 new weapon skills, either "magical weapons" and "technical weapons", or "magical ranged weapons" and "magical melee weapons". Not sure about the names yet, but I can see magic wands/staffs being the magical weapon of choice.
Btw, whips: Lasher skill, claws: Striker skill. I see no problem with those. ;)

I also have the small animal dissector skill free, it has no use atm anyway. But I couldnt find anything thematically fitting, and I didnt want to pack "gunsmith" into the "animal/hunting" section. ^^


@jaxy: NO ONE IS SAFE. Even your starting seven may contain up to 7 possessed dwarves. :P
Title: Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
Post by: smakemupagus on April 25, 2013, 09:47:23 am
I use MAGIC_NATURE for ranged component of magical weapons, and the corresponding melee skill.  So for example,
[NAME:wraithblade:wraithblades][SKILL:SWORD][RANGED:MAGIC_NATURE:SPELLWRAITH]
[NAME:magestaff:magestaves][SKILL:HAMMER][RANGED:MAGIC_NATURE:SPELLDRUID]
I thought that works fine.

The Orcs use ITEM_WEAPON_CLAWS, currently DAGGER skill (I didn't choose it; it's in _masterwork).  It works out nicely that you can transition your veteran clawfighters to the Assassin Society arms if you want.  Other than that I think either DAGGER or GRASP_STRIKE would work fine. 

i agree, whip == lasher (in fact it is even called SKILL:WHIP in the weapon raws).

I think that the current system having BOW, CROSSBOW, and BLOWGUN skill being separate adds an interesting dynamic to managing your ranged squads, I wouldn't get rid of that lightly.  In Orcfort anyway, gun ammo is relatively hard to come by, so if you want a master cannoneer or musketeer you have to work at training him up with a dartgun or pistol.  Likewise in dwarf mode if you get ahold of a crate of greatbows you can't just instantly switch over your crossbow militia.  Making them all the same skill would trivialize those situations too much IMO, it'd be like merging AXE and HAMMER.

RANGED_COMBAT (archer) isn't a good skill to use for any specific weapons, beside the reason Meph gave it also levels up when you use any ranged attack, just like MELEE_COMBAT (fighter).
Title: Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
Post by: Meph on April 25, 2013, 10:00:56 am
claws = daggers makes sense, I just had my knuckle duster in my mind, they use striking skill.

Any ideas for the spear/pike=one skill, makes one weapon skill free? Any weapon skill you might lack/want? I thought about these flamethrowers, grenadelobber, steampowered somethings...
Title: Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
Post by: smakemupagus on April 25, 2013, 10:10:17 am
Any ideas for the spear/pike=one skill, makes one weapon skill free? Any weapon skill you might lack/want? I thought about these flamethrowers, grenadelobber, steampowered somethings...

Nothing really lacking comes immediately to mind, but I think merging those two is fine.  My versions of "high tech" weapons so far map reasonably onto the existing skills, but if you change it of course I'll think about adapting stuff.
Title: Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
Post by: fire1666 on April 25, 2013, 10:59:20 am
Heads up on the wshades mod, i have finished the TEIR I weapons and working on TEIR II weapons now.
also shades already exist in the files of masterworks 2.H and they have there own language :D.
Workshops are only goign to be worked on when i am comfortable with the weapons and eventualy the products e.g. Ghostly blocks and Spectral furnature and workshops, and i might have somone helping me with the pixel art :D

I WILL NEED SOMEONE TO TAKE OVER WITH MAKING OTHER CASTES, THEY ARE BEYOND MY ABILITY TO CREATE AND BEYOND MY ABILITY TO MAKE REACTIONS THAT CHANGE CASTE.
Hey fire, if you need some help with the workshops and interactions, I might be able to take some of the load off your shoulders if you throw me your notes!
you sir are a god damn champ, if its okie with you i shall but not yet.
i have made
all the teir 1-3 weapons now for the race all, i want to makea  teir 4 and possible a teir 5 / anti-christ level weapons
cloths, armour are after that
I shall inform you guys on this forum about when reactions are gona be started.
Thanks for offouring to help bro it is most apreciated
Title: Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
Post by: SabbyKat on April 25, 2013, 12:22:03 pm
Way too much work with the vermin... thats for later, when I actually do use vermin for something. But I think you can already catch for example "bog crawlers" and use their extract to poison your ammo/weapons.

SabbyKat, you are my hero. It has been ages since I got a good-ol'-wall-o'-text with suggestions. I actually had the "Scribe" one myself before you posted it. :) I will see what I can do with the changed names that I know are fine, and set the others apart. I wont change the bowyer for now, since I havent found an elegant solution. But that was exactly my line of thinking: When was the last time someone rejoiced when he saw a group of wood burners, potters, glazers, fish dissectors and potash makers coming along?

Diplomat, or better: Ambassador, would be used in the Embassy, Expedition Outfitter and Expedition Starting Point.
Researcher, or maybe: Inventor(?), should get some more stuff to do.
Architect/Buildings designer has his own workshop in the mod, the Architects Study. ;)
Archeologist has not much do to, granted... even adding more outcomes wouldnt increase the amount of labor he does... any ideas? Maybe restoration of items?
Student makes no sense btw, because the reading books/essays reaction take their own skills... so its only for writing, and Scribe fits perfectly.

If only I could get a good name for the bowyer/ranged weapon maker/gun maker/something something dude.

Please mind that I cant actually control which vanilla reactions they are used for. The Chemist would still make lye, the Alchemists still make potash. I can only change reactions for Craftsdwarf, Kiln, Smelter, Soapmaker, Quern/Millstone, Screw Press.

I actually use blacksmiths and metalcrafters a lot. And even if I rename one of them to Runesmith, this super-magical runesmith would still make the normal chairs and doors... that would be weird.

I am also thinking about double/twin labors. Like Wax&Poison Working. Wax/Poison Worker. It would actually say that ingame, "legendary wax/poison worker". This way I can have my new labor, but dont alienate the old one. Dont know how often that can be done before it looks ridiculous.

About the balancing: Hear you about slade, will be changed.
About harder setting: I cant make them become gradually harder, but the game does it itself already, by making the sieges bigger. I can give them natural skills and better materials, and I planned on 2 or 3 settings. "enable harder invasions" "enable impossible invasions" "enable oh-my-god-please-let-me-die" (not the actual names). I think thats quite easily done.

The cavern appareance I already changed, many version ago ;) But no, caverns still do not accept GOOD/EVIL biome tokens.  I cant mod doors/walls, thats up to exwnent or toady, and internal threats are planned. But they ranked super-low on the last poll, with >500 votes for embassy, guilds and magic, and <100 votes for more enemies. ;)

EDIT: Oh, and splinterz gave me good news, I should be able to add this myself into the therapist init file, that way all this changed stuff gets read out into the Dwarf Therapist correctly.

Hehehe. Yay! I didn't get yelled at for being an annoying pain in the *** this time! ;D

Yep. the Bowyer I see your intent - but yeah... I can't think of a mixture to them. The only plausible outcome I see, would bne to give gun-crafting to metalsmith/blacksmith - but then that still makes Bowyers over-all useless, as you really don't need many crossbows or bolts generally... *scratches head* Hrmph... drawing blanks. fletcher is a better term for him - as that works with arrows, bows, string, etc - but not guns to my understand. Nothing I can recall that's 'common tongue' works with gun creating and bows. Wish I could add SOME ideas, bleh. :/

Researcher/Inventor - now Inventor may be more fitting. Creating of new objects, performing 'experiments' (creating oddities to try and discover new functional blue prints/items to be created/whatever), etc etc. That would likely fit better. :)

True about the architects study  - but I meant more so, the skill had an impact on building creation. A skilled architect making better walls, increasing value of buildings/floor, etc etc. I know you can't do that. Just seems like a totally pointless skill outside of the workshop (I gotta go play and see what is in the architect study before I can really say that, which I'm doing now :P).

Archaeologist ideas? Hmmm... *taps chin* perhaps add in quite rare areas underground that can be dug up over a long period of time, 'ruins' if you will that have various events like huge spoils of loot, horrifying ancient curses that unleash hell inside the fort (imagine one that raised all the dead dwarves in your map - including the ones in your coffins... FUN TIME!), or even do something awesome like reveal some floors of your map above and below it from ancient maps (which is extremely useful to find minerals and such things). Could also add in 'lore blurps' that tell a little tale tied to the games history designed by you, or even your own spin on the story. there's plenty of other things too, like digging up 'mega books' that give +5 to a select skill when read (library, etc) from the 'ancient knowledge'. Hell, you could even make the ruins collapse into passages that lead down many floors into hidden 'dungeon' like features! x.x

Agreed about Scribes, why I pointed it out. I was fairly sure you had the same thought, and were just 'rambling ideas' like I do, why I mentioned it hehehe. :) And student is used for training units (which is a god awful system ._.)...

Yeah, the Bowyer is kicking me in the ass too. Only word I can find that fits is 'Ranged-smith' or something, but it sounds off...

I agree about the runesmith issue. Why I was weary - it doesn't fit right. Runes are magical 'engraving' - metalcrafting is making metal chairs and beds. :P Kind of... Apples and Oranges.

Mmm... double-profession seems off. Why would someone make wax (god that skill is so useless. x.x) and poison? Not insulting - it could fit for some, but yep. I wish we could just mod the damn game properly without so many work arounds. I'd love to see what you could do without the restraints hahaha >.<

Glad to hear about Slade. As yeah, it's not 'the best' - but it's superior to steel for cutting edge, and like 100x the weight (which if I recall, does impact the serrated discs and other traps in how well they pierce).

Buwhahahaha. I love the names for difficulty! make sure when you add the 'oh my god let me die!' difficulty, I'm the first to test it. I'll be sure to embark in a killer-rain, undead evil biome to boot, just to make sure it's a good show.

though, what type of difficulty 'changes' would you intend to make? Bigger sieges? more skilled foes? More 'cursed' migrants? More internal threats? more mega beasts/FB? Slower learning/food/etc all rolled into one...?

Damn evil/good tokens! *shakes fist angrily*

So you can't even make certain races able to picklock doors? Damn it. I knew the walls you can't... I hope that update toady is supposedly coming out with, has the new 'siege-walls improvement' I heard mention of. It's really needed. I can totally negate the games threat with 1 year of work in game, by digging a 3 wide trench on the edge of the map - then walling the edge. Nothing but flying races can get over. Even lets me control where trade wagons spawn too. All sieges can do is stand there and go herpaderpa :P

I think internal threats ranked low mainly as people don't like the challenge of it. They like being sure of themselves, in full control of everything. The thought of having uncontrolled events is not pleasing to most. I'd argue tie it into the difficulty settings you add, really. Makes sense higher difficulty=more dangerous foes, more threats, etc.

Awesome to hear about Dwarf Therapist. I was kind of worried about that, trying to juggle your changes with it could get confusing - but that remedies that concern. :)

Btw. A fun challenge you should try, is to embark... right into the caverns. No surface building, and all your rooms, facilities, etc, must be in the caverns only. ;) This proved to be... interesting for me. Cavern one is fairly easy if you don't get jynxed by horrible spawns - cavern 2 is thesible with some intelligent play. Cavern 3 i haven't tried, but... yeah. Probably suicidal even for someone like me ;p stuff there is just brutal. :)

Anyways! Sorry for my ramblings. I'll try to go play and give you some input on various things as normal (that are up to date and relevant! :P).
Title: Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
Post by: smakemupagus on April 25, 2013, 12:28:16 pm
>>   When was the last time someone rejoiced... potters, glazers

Well, I've had surface forts that run on trading pottery.  I agree they're not, like, SUPER awesome, but they're not exactly fish dissectors ;)
Title: Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
Post by: Werdna on April 25, 2013, 12:43:59 pm
~ Well trained, steel armored dwarves using the library system, the 'abusive spear trap room', or similar tricks to speed up training of dwarves and making them legends, are freakin' GOD MODE. Slap a iridium(orchicalum now?) weapon with all the runes on them, send 5 of them vs 100+ siege, and watch them slaughter 50-60 of the buggers without even a bruise on their body (even against archers). This is speaking of even Frost giants, who just keel over laughably easy. And this isn't using volcanic, 'power armor' or 'candy' either! x.x

I just want to point out that danger rooms are an exploit, and easily result in military skill that is way ahead of the invader power curve, particularly with what the mod offers via library and essences.  I would hate to see invaders tuned with the assumption that we are all playing with danger rooms! 

Personally I find the castes make MWDF too easy, esp. the military castes, and I disable them.  DF rewards specialization and the castes just further specialize dwarves right from the start, essentially giving your military free super-dwarves with each migration wave.  The bonuses are just too good IMHO.  I also found myself fiddling too often in DT, trying to fit the caste to the job, and just didn't enjoy it.  Mostly just personal preference; but Meph please consider tuning down the military caste bonuses if you feel you need to tune invader difficulty.

I am happy for the mithril nerf, I've always felt that mithril is available too early in MWDF and is too cheap to purchase; it gives the military a leg up on the invader curve and ideally a fort should go from crap metal armor -> steel armor -> mithril armor -> uber armor.  I find that by the time I have the steel industry rolling, I've already got enough mithril to just feed the steel directly into welded mithril, so most games it seems like I'm going from copper armor directly to welded mithril.  I'd like to see mithril become more expensive through the traders, as that is the primary source of 'easy' mithril early on (and on some maps, the only source).  I'd like it to be expensive enough where I have to make hard decisions on what to buy, like I already do with prototype golems vs turrets, etc.  Right now its a no-brainer - buy all the cheap mithril bars and anvils, then make the hard financial decisions on turrets and golems and dragons and what not.  (I don't sell food, which I recommend for a challenge)

Since my military is heavily ranged, I'm interested to see how the bolt-nerf works - I'd like to see bone/wood be useless against armor, but I'd also prefer to see it remain effective versus flesh and clothing. 

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

PLEASE!!!  If I had to count how many times I had to crack the wiki open for this damn workshop...  :D
Title: Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
Post by: smakemupagus on April 25, 2013, 01:01:38 pm

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

PLEASE!!!  If I had to count how many times I had to crack the wiki open for this damn workshop...  :D

I dunno.... there's at least a half dozen other plants that get processed at the Farmer's Workshop between Core Masterwork and Orcfort, and literally hundreds in Flora & Fauna.

Searching for: EXTRACT_BARREL
N:\Games\DF\MasterworkDF v2i\Dwarf Fortress\raw\objects\plant_fake.txt: 4
N:\Games\DF\MasterworkDF v2i\Dwarf Fortress\raw\objects\plant_florafauna_ff.txt: 51
N:\Games\DF\MasterworkDF v2i\Dwarf Fortress\raw\objects\plant_orcfort.txt: 4
N:\Games\DF\MasterworkDF v2i\Dwarf Fortress\raw\objects\plant_standard.txt: 3
N:\Games\DF\MasterworkDF v2i\Dwarf Fortress\raw\objects\plant_trees_ff.txt: 40
Found 102 occurrence(s) in 5 file(s)

Searching for: EXTRACT_VIAL # These are processed at the Farmer's Workshop
N:\Games\DF\MasterworkDF v2i\Dwarf Fortress\raw\objects\plant_florafauna_ff.txt: 25
N:\Games\DF\MasterworkDF v2i\Dwarf Fortress\raw\objects\plant_orcfort.txt: 1
N:\Games\DF\MasterworkDF v2i\Dwarf Fortress\raw\objects\plant_standard.txt: 2
N:\Games\DF\MasterworkDF v2i\Dwarf Fortress\raw\objects\plant_trees_ff.txt: 1
Found 29 occurrence(s) in 4 file(s)

Searching for: EXTRACT_STILL_VIAL ### These are processed at the Still
N:\Games\DF\MasterworkDF v2i\Dwarf Fortress\raw\objects\plant_florafauna_ff.txt: 10
N:\Games\DF\MasterworkDF v2i\Dwarf Fortress\raw\objects\plant_standard.txt: 2
Found 12 occurrence(s) in 2 file(s)

Searching for: LEAVES
N:\Games\DF\MasterworkDF v2i\Dwarf Fortress\raw\objects\plant_florafauna_ff.txt: 72
N:\Games\DF\MasterworkDF v2i\Dwarf Fortress\raw\objects\plant_orcfort.txt: 2
N:\Games\DF\MasterworkDF v2i\Dwarf Fortress\raw\objects\plant_standard.txt: 15
N:\Games\DF\MasterworkDF v2i\Dwarf Fortress\raw\objects\plant_trees_ff.txt: 24
Title: Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
Post by: jonveck on April 25, 2013, 01:39:38 pm
@SabbyKat

I'm going to channel my grumpy man persona here with regards to your post on balance/difficulty.  So you're saying that by exploiting a Danger Room and making slade trap hallways over 30Z falls make the game too easy and too much of a snooze for you?  That Toady and Meph should rewrite sections of the game because you're not being challenged?  I have to admit:  I really hate complaints like this.  I mean, take some responsibility yourself and make your own challenges.  Danger Rooms too cheaty?  Don't use them.  Slade trap components too good?  Don't use them.  Dodge-exploit pits too effective?  Don't use them.  Just because something exists in the game, doesn't mean you absolutely have to exploit it.  Sure, we could all be adorning every weapon of our exploit trained legionaries with every rune, but we don't have to.  I like to give my squad leaders a "magic weapon" by enchanting it with one rune.  But I also like the fact that I can add additional runes if I want to, like when that squad leader kills an enemy's leader, to make believe he looted a better weapon from his slain foe.

Fallout 3 had a DLC that allowed the player to get a Stealth Suit and I cannot count the number of times someone whined about how it ruined the game because it made it too easy.  And, don't get me wrong:  it was powerful and did make things too easy, which is why I never used it.  But one of my friends loved the Stealth Suit and had a lot of fun with it.  So, should his fun have been limited because those complaining lacked the ability to simply not use an item they found over-powered? 
Title: Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
Post by: Meph on April 25, 2013, 01:48:32 pm
Well, my plan is this:
One button gives invaders better materials, one tier higher then they have atm.
Another button cycled from 0-10 though natural skills, giving all invaders this skill boost.
Default is: Both options are off.

Sabbykat, most of the suggestions cant be done with modding. At least concerning balancing invaders and archeology. But I have some ideas myself. "Restoration of items" (make found items rather weak, need to be restored), and restoring rusty iron/steel... that would be something for the Archeologist to do.

the Researcher/Inventor could get a workshop, or simply more reactions to his workshop, for reverse engineering. So you get one "great hunter spear" from the elves? Great, now you can copy that design and make more. I could add reactions for every item like that.

But yeah, I have to side with jonveck. If you want it easy, build a wall-in and you are done. Nothing I can do about it. I cant even nerf cage traps. But thats what my GUI is for, people can modify the balancing themselves, to some degree.

@Werdna: Yep. I agree. I even thought about making wolfram, titanium, mithril... all these new metals... completely non-tradeable. That way you have to work for them.

@smake: Good point. But I could still to "Process plant(vial)" to "Extract salve from plants(vial), or "Process plants (to barrel)" to "Extract syrup from plants(barrel)"... I would first check if the names fit, of course. ;)

Oh, and somehow I would like to rename the still to distillery. Or is my english weird again? And cut off all these "Workshop" from the names. Soapmakers Workshop. Tanners Workshop. Masons Workshop... why? Just Soapmaker, Tanner and Mason seems to be fine ^^
Title: Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
Post by: smakemupagus on April 25, 2013, 01:57:29 pm
@smake: Good point. But I could still to "Process plant(vial)" to "Extract salve from plants(vial), or "Process plants (to barrel)" to "Extract syrup from plants(barrel)"... I would first check if the names fit, of course. ;)

Off the top of my head, the vials also include oils (icicle mint) and fragrances (orchid);
and barrels include a lot of jellies (fruits in orcfort and f&f) and poisons (masterwork)
Title: Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
Post by: Meph on April 25, 2013, 02:03:52 pm
God damn it, I hate plants.

I will just rename all of them to "process creature to sausage"
Title: Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
Post by: jonveck on April 25, 2013, 02:47:20 pm
> Oh, and somehow I would like to rename the still to distillery. Or is my english weird again?

still [stil] noun.
1. a distilling apparatus, consisting of a vessel in which a liquid is heated and vaporized and a cooling device or coil for condensing the vapor.
2. a distillery.

Still is effectively synonymous with distillery.  However, I can definitely understand why it might come across as weird sounding to non-native speakers.  It's fine how it is, but hey:  it's your mod, you could most certainly make it a distillery if you wanted. :)
Title: Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
Post by: Werdna on April 25, 2013, 02:54:05 pm
@Werdna: Yep. I agree. I even thought about making wolfram, titanium, mithril... all these new metals... completely non-tradeable. That way you have to work for them.

I had thought about it too, but it would screw over any embark without mithril, and if you play an invader-heavy game its fairly important to have access to mithril/volcanic vs late-game races.  Is it not possible to ramp up mithril value, to simply make it more costly to purchase from traders?  Ideally I'd like to be making decisions like "Do I buy 5 bars of mithril, or a web turret, or a spear golem?" in those early years.  The prices for turrets and golems I think are perfect, it takes some serious industry on my part to afford them, and they're worth the cost.  But bars of mithril I can purchase with less than half a bin of stone crafts.

Oh, and somehow I would like to rename the still to distillery. Or is my english weird again? And cut off all these "Workshop" from the names. Soapmakers Workshop. Tanners Workshop. Masons Workshop... why? Just Soapmaker, Tanner and Mason seems to be fine ^^

Distillery is more like an upgrade to a Still, but would work fine.  Most people think of a Still as a single piece of equipment for distilling, whereas a Distillery tends to be several stills where mass-distilling is done.  Either ones fits into the DF concept! 

Soapmaker/Tanner/Mason calls to mind the actual professions rather than their workspaces.  I think you may be looking for Soapery, Tannery, and I can't recall a word for a Mason workshop.  Masonry traditionally isn't done in a shop...
Title: Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
Post by: Kurik Amudnil on April 25, 2013, 02:58:24 pm
My thought on the student/Scribe name was Scholar
Also, it seems to me that you could merge Scribe and Archaeologist into Scholar.  When the Archaeologist isn't out looking for artifacts he can be back at the library learning about them and other Scholarly pursuits.  This would also free up a labor slot for something else such as the gunsmithing
Title: Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
Post by: Meph on April 25, 2013, 03:05:56 pm
My line of thought was:
Archeologist (labor) => Archeologist (workshop)
Scribe (labor) => Scriptorium (workshop)

The names make it very easy to know what is what. Scholar makes sense though, but I dont know if people connect the two things directly. I also have to draw the line between Scholar and Researcher/Inventor... The Gunsmith is actually something I am not sure about. It is only one late-game building, which one application, making one type of ranged weapons. There are 4 types of ranged weapons, and I know many people turn Guns off, because it doesnt fit the medieval theme of DF and I cant toggle these new, patched in labor names. People will end up with gunsmiths running around in a game without guns. ^^ But I can do whatever I want with the names, which makes it hard. Too many options. ;)

Werdna, if I make mithril super expensive you can just mine it/make it from silver and trade it away. I rather remove it from normal trading, but still keep an option with "crate of mithril bars", because I can control their price individually. :)

The workshop name ending makes sense, seen from that point. You are not building a carpenter or mason, ok, yeah ^^ 

I would really like to remove the soapmaker (workshop) entirely and move the reaction to the chemist... but I am afraid many people will start looking frantically for soap then. I usually dont remove vanilla features. But since the Chemist (labor) makes soap now, it would fit.
Title: Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
Post by: smakemupagus on April 25, 2013, 03:22:14 pm
I thought that making mithril from silver (and obsidian from which to craft volcanic from blocks, for that matter) is much more powerful than being able to trade for it.  Maybe I don't use the Trade liason meetings as aggressively as I should.
Title: Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
Post by: Werdna on April 25, 2013, 03:47:04 pm
Werdna, if I make mithril super expensive you can just mine it/make it from silver and trade it away. I rather remove it from normal trading, but still keep an option with "crate of mithril bars", because I can control their price individually. :)

Wait, what workshop is this?  Huh, I didn't know.  I just returned to DF from a long break and haven't dug into all the new MW features... this seems horrifically overpowered, it completely bypasses steel in the technology progression.  If this is the case, the only reason to set up a steel industry really is to bump mithril to welded mithril.  Silver is just so common, it sounds like I could have a mithril-equipped army in year one and skip the early copper-clad army entirely! 

And what is the volcanic reaction, is it just obsidian? 

Title: Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
Post by: Meph on April 25, 2013, 03:54:57 pm
Werdna, 4 silver bars make 1 mithril bar. And mithril is not stronger then steel, but exactly even, just lighter. And you need steel+mithril for welded mithril. BUT you can also make volcanic, which is twice as good. You need magma, steel, mithril, obsidian and slade to make it... That leaves the question: Do you go for welded mithril? Or rather safe it for the very expensive, but very good volcanic?
Title: Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
Post by: fricy on April 25, 2013, 04:14:15 pm
Hey everyone, new boy here, but I'd like to chip in too.

First I'd like to thank Meph for this great mod, I only played one fort in MWDF, but I enjoy it very much.

Personally I find the castes make MWDF too easy, esp. the military castes, and I disable them.  DF rewards specialization and the castes just further specialize dwarves right from the start, essentially giving your military free super-dwarves with each migration wave.  The bonuses are just too good IMHO.  I also found myself fiddling too often in DT, trying to fit the caste to the job, and just didn't enjoy it.  Mostly just personal preference; but Meph please consider tuning down the military caste bonuses if you feel you need to tune invader difficulty.

I agree with this line of thinking, advanced materials and features are too easy to get right now, and they need to be somewhat nerfed to make the mod harder. The only enemies I have a problem with are corrupter wizards, with their area effect breath attack they can lucky-one-shot a whole legendary mele squad. Breath attack/webbing FBs also pose a risk, but nothing else I encountered gave me any problem. You don't even need a danger room in MasterWork, training works as it should be. (unlike in vanilla :( )

So what I have in mind is a kind of tech-tree progression system with the new guild houses. Most of the new MW workshops should be unavaliable until the guild house of that profession is built. You won't be able to  smelt mithrill/wolfram/etc. until you have the appropriate guild housed in you fort. To build a guild you should have at least one lvl10-12 dwarf (or even a legendary?) of that profession in your ranks too. When building the guildhouse you get one blank blueprint that you can use to build any one of the advanced workshops, the others workshop blueprints could be purchased from (dwarf) caravans, or researched...in the architects guild for example.

To slow down progress further the wealth/status of your fortress could also be a factor. Like only the mayor/baron/queen can give you a licence to build guilds, no guilds until you have at least a mayor, and only like 25% of them after. When you get upgarded to barony you can build 60% of the guilds, and all guilds will be avaliable when the king/queen arrives. Of course you can choose which ones you want to build, but their number should be limited.
IMHO 15 guild houses are a bit overkill, I'd say the ideal number of guilds is 6-10, so a mayor can mandate 3 guilds, with a baron you get 6.
Furthermore: When you build a guild the highest ranking dworf in that guild gets noble status and will drive you crazy with mandates - like all nobles do. Imagine this with 10 guilds/10 extra nobles - you get my point. :)

The library system could/should be rolled into the guild system as well, so they can be built as an attachment to the guild houses to give the essay reactions. I'm not sure where the scriptorium fits in this way though...

One problem with this is that the advanced building are mostly metarworking/smithing related, so some work is needed to balance this, maybe new buildings into weaker guilds - the potter comes to mind. The other balance issue is the bifrost/volcanic/slade. I don't think they fit into the smiths guild, so a separate guild may be needed - they could be merged into either adamantine or runesmithing, or ... no idea... :(

I also have an extra building that can be implemented: the Tavern where you use booze and food to generate either coins or information from caravans. The information can even be a random blueprint, or some bonus succes % to your expeditions that you send out into the world. If possible to do, this building should generate (?unarmed?) fights between the caravan and your dwarfs - nothing like a good fight in a bar. :)  It can go into either the sociolizers guild or the foodmakers.

So yeah, that's my 2c. Let me know what you think of it Meph, if you found any usable idea in there. And once more thanks for your hard work with this mod.

f.
Title: Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
Post by: Meph on April 25, 2013, 04:33:07 pm
I think that balancing is very difficult, because people use different playstyles. Here the best example:

Player A takes metalworkers, furnace operators and miners, and a lot of drink/food at embark. He goes straight for metalworks, has steel in the first year, completely disregards food/booze production, and buys out the first caravan using gold crafts. He is a very low-wealth fortress, with smiths having high strength and endurance attributes, and full steel armor.

Player B builds a moat and concentrates on nice design. He smoothes and engraves, makes booze and masterwork roasts. He has a leather and cloth industry, producing high-value tradegoods. Everyone is very, very happy and the fortress is extremely wealthy. He is however unable to defend himself against a single ambush, and the caravan is killed. He cant even leave his moat.

I cannot balance the mod to be fair for both players. Thats why I want to add more of these balancing settings. I probably should play a longer fort with the current version, to see how fast which parts can be done.

Fricy, it is always sad to see good suggestions that unfortunately go to waste because modding limitations do not allow these things. About everything you suggested falls under that category. Cant be done. Buildings linked to skill lvl? impossible. Getting one free item? impossible. Linking nobles to specific jobs? impossible. Taverns with fights? impossible.

I could base most custom buildings upon reagents I produce in guilds (which was my first idea anyway) and slow down progress and the amount of different industries you can have at the same time. But people heavily protested that idea. Thats why I rather do a single guild building for the next release. Making lots of guilds for everything would also require MASSIVE changes to almost everything. Completely overhauling the learning and magic system, all buildmats and tech trees for example. Thats 100h of work for you. Well... me. ;)

I do like the idea of a Tavern. Its very dwarfy. I do have the "Paupers Pub" for the kobolds, but havent considered a building like that for dwarves. I think the, very creatively named, Music Stage could be deleted and I can put music and other stuff together in a more lore friendly Tavern. :)

I do like your long feedback. :) I always have to say, I rather read 10 pages of good ideas and a pair of fresh eyes going over the content, then reading 10 questions about how this reaction works, and how good that item is. ;)
Title: Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
Post by: jonveck on April 25, 2013, 04:53:25 pm
> I cannot balance the mod to be fair for both players. Thats why I want to add more of these balancing settings. I probably should play a longer fort with the current version, to see how fast which parts can be done.

And I do not think you should balance it for both, or either.  It would be a shame to punish someone for their play style.  Of course, it could be said that vanilla is the simulation and MW is the strategy wargame, but if you can provide options to allow for both, why not?  I absolutely love your dedication to giving players the option to make things harder for themselves.  I mean, this is a game where a little tweak to the raws can allow me to create 1000 adamantine swords out of vermin remains... or, as you said, turtle up and face zero chance of invasion.  Balance is a fragile, near-unobtainable thing in DF.  The real issue is what makes the game more fun, right?  Because any decent player can create a fortress that thrives, and I contend that what the majority of us really play for is not some mystical balance, but those, "Oh, shit, look what I did, that's awesome!" moments.
Title: Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
Post by: sayke on April 25, 2013, 04:56:07 pm
@meph - Love the direction you're going here! I've got a few notes and suggestions, though:

- I would suggest renaming "Toxicist" to "Poisoner's Workshop", because "Toxicist" just... Sounds weird =P I've never heard it outside this mod.

- Instead of "Inventor", might I suggest "Tinker"? Tinkers invent things, but they also fix, tweak, and improve them...

- I quite like the Bowyer/Gunsmith distinction. In practice they are just very different skillsets, plus it makes sense for guns to stay in their own category so they can be disabled if need be. In the meantime, you've freed up several skills for other uses anyway - is freeing up one more immediately necessary?

- You could require 8 bars of silver to make one mithril, thus increasing its rarity, thus allowing it to have a higher value but still be tradeable! Mithril should be expensive but doable - you should be able to armor up your military in welded mithril *eventually* but it should take several years, right?

- Why not keep the Soapmaker's Workshop? It doesn't hurt anything, and soap is important - I have a small soap/potash/etc assembly line area with all the related workshops, and it works fine.

- What all are you doing with the awesome newfound web-syndrome technology?? You should totally make gnomes have different kinds of web-shooting guns...

- I'm very much in favor of your two difficulty-balancing buttons - the +1 equipment tier, and +skill levels... Awesome.

And I actually laughed out loud when I read your line about making everything use "Process animals to sausage" ;-)
Title: Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
Post by: Werdna on April 25, 2013, 05:01:53 pm
Werdna, 4 silver bars make 1 mithril bar. And mithril is not stronger then steel, but exactly even, just lighter. And you need steel+mithril for welded mithril. BUT you can also make volcanic, which is twice as good. You need magma, steel, mithril, obsidian and slade to make it... That leaves the question: Do you go for welded mithril? Or rather safe it for the very expensive, but very good volcanic?

I dunno, it just feels too easy.  Silver is so common; 4 silver->mithril requires drastically fewer job steps than steel; no flux stone is needed; low weight is important to keep your melee dwarves cruising (its effectively free levels in Armor User).  Its better in many ways, even if functionally equivalent in combat.  The concept of Mithril, as a fan of Tolkien, was always something rare, something uniquely dwarven and one of their finest treasures.   

I really love the diversity of MWDF, the fact that if your embark doesn't have this or that, there's a reaction over here that lets you work around it.  That makes the find-a-good-embark game so much less painful and gives some nice diversity in play (and avoids tedious over-reliance on trade).  But I feel that MWDF makes the military game much easier in so many dimensions, that it forces me to layer on all kinds of extra self-challenges compared to vanilla DF, even with the extra invaders that I always enable.  The military diversity is great, but the balance is a little bit off*.  To me there is a balance problem when you can safely skip 75% of the armor materials in the game and can go straight to a steel-equivalent.  Setting up a steel industry in vanilla is a major deal, there is such a feeling of accomplishment when that first military squad is running for the forges to grab their shiny steel armor, especially if you won that race before the first sieges arrive.  I just don't get that same feeling with MWDF - it feels like my dwarves are coated in uber without even really trying.  Half of my melee are still fresh draftees from the last migrant wave, and they're already receiving mithril goodies - and that's just from mining mithril directly and playing the trader game.

You probably remember me bitching about mithril way back when, so in the spirit of not nagging so damn much (haha), I'll float this suggestion:  I'd love to see mithril one step harder to make than steel.  What if mithril was an alloy instead of an ore?  A (steel bar + 4xsilverbar) = 2 mithril bar and waste bar reaction would require a player to have advanced through the steel age, and not shortcut it.  Mithril would feel like a real dwarven accomplishment then.

* my other main balance criticism aside from metals are the free proto-golems that arrive with immigrants; I've seen these single-handedly drive off early ambushes and even give entire siege squads holy hell.  I understand though that this one is a little harder for you to control since it is a pet.
Title: Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
Post by: sayke on April 25, 2013, 05:12:45 pm
You probably remember me bitching about mithril way back when, so in the spirit of not nagging so damn much (haha), I'll float this suggestion:  I'd love to see mithril one step harder to make than steel.  What if mithril was an alloy instead of an ore?  A (steel bar + 4xsilverbar) = 2 mithril bar and waste bar reaction would require a player to have advanced through the steel age, and not shortcut it.  Mithril would feel like a real dwarven accomplishment then.

I second this, or something like this. Maybe leave single rare mithril ores around, like gems in silver veins, but no clusters...? Welded mithril should then require some more obscure reagent then steel, because producing mithril should require steel regardless. Welded mithril should require something weird and light and otherwise decorative... Titanium!!! =D
Title: Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
Post by: Werdna on April 25, 2013, 05:23:14 pm
You probably remember me bitching about mithril way back when, so in the spirit of not nagging so damn much (haha), I'll float this suggestion:  I'd love to see mithril one step harder to make than steel.  What if mithril was an alloy instead of an ore?  A (steel bar + 4xsilverbar) = 2 mithril bar and waste bar reaction would require a player to have advanced through the steel age, and not shortcut it.  Mithril would feel like a real dwarven accomplishment then.

I second this, or something like this. Maybe leave single rare mithril ores around, like gems in silver veins, but no clusters...? Welded mithril should then require some more obscure reagent then steel, because producing mithril should require steel regardless. Welded mithril should require something weird and light and otherwise decorative... Titanium!!! =D

Yeah, I was just thinking about Welded in light of my suggestion; it seemed a little too simple to add +1 steel bar to the mithril and call it Welded.  But then again, Welded Mithril ought to be a relatively minor reaction compared to the Volcanic reaction.  I like the Titanium idea though.  I'm pretty sure that can be gotten from traders even if your map has none, since I often trade for a titanium bar and then trade back goblets for quick profit.
Title: Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
Post by: Meph on April 25, 2013, 05:25:55 pm
Maybe I can remove the welded versions. They are an old concept anyway. Then make mithril an upgrade from steel+silver? Does that sound about right?

Take 4 silver, make 1 truesilver bar. Grind truesilver into powder. Smelt 1 steel + truesilver powder into mithril. And make natural mithril a little bit rarer.

I know about the problem with the metals. I have a metal mod lying around here, that makes it super realistic, with all kinds of side-products and production lines. But most people dont want that, because its too complicated. Even that ONE STEP of refining wrought iron to iron was voted out. And this is not something I can easily toggle with the GUI, too many reactions are linked to metals. I would love to make metalsmithing a lot, lot harder, but I would alienate most people with it. ^^

Quote
And I actually laughed out loud when I read your line about making everything use "Process animals to sausage" ;-)
Next Aprils fools day ;) I just replace all 2300 reaction names with "Process animals to sausage".

Toxicist is a word I invented. Funny thing is, in German we have a word for it, Giftmischer. I couldnt find a good translation, so I made one up ;)
Tinker.... ha, I have to think of this:
(http://magiccards.info/scans/en/at/32.jpg)

A tinker will always be a goblin or kobold for me. Dwarves have inventors, smiths, great masters of their art. Not a tinker. ^^

Sayke, what do you mean with bowyer/gunsmith? I dont have a gunsmith skill/labor. It is still using weapons smithing/metalcrafting for the guns. Web-syndromes.. ha, where should I find the time? I am working on two other projects at the moment
Title: Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
Post by: Werdna on April 25, 2013, 05:42:41 pm
Maybe I can remove the welded versions. They are an old concept anyway. Then make mithril an upgrade from steel+silver? Does that sound about right?

Take 4 silver, make 1 truesilver bar. Grind truesilver into powder. Smelt 1 steel + truesilver powder into mithril. And make natural mithril a little bit rarer.

I know about the problem with the metals. I have a metal mod lying around here, that makes it super realistic, with all kinds of side-products and production lines. But most people dont want that, because its too complicated. Even that ONE STEP of refining wrought iron to iron was voted out. And this is not something I can easily toggle with the GUI, too many reactions are linked to metals. I would love to make metalsmithing a lot, lot harder, but I would alienate most people with it. ^^

Removing the Welded metals makes sense, I can't say I ever use any aside from welded mithril, just welded wolframite for a hammer or two.  I like your new reaction to mithril, that sounds quite dwarfy, like a rare process that only some races could've figured out.  I don't think you need to make mithril more rare in nature, its already relatively rare enough (assuming a player's not reveal-mining) and typically about 75% of mine comes from trading, anyway.  Making it more expensive at the depot would limit early accumulation of it.  Sure, you can make some pretty sweet trade goods from it, but that's one less bar for your armor and weapons.
Title: Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
Post by: sayke on April 25, 2013, 05:49:58 pm
@meph - Don't remove the welded versions - they're still great! I'm not sure about that recipe, though, because it uses "truesilver" which doesn't otherwise exist and isn't otherwise useful. Maybe: 4 silver + steel + cromium = mithril, mithril + titanium = welded...?
Title: Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
Post by: Meph on April 25, 2013, 05:58:49 pm
Well, sayke, tell me: What is pig iron used for? :P

Werdna: Mithril would be removed from trading. At least from buying it. You can still sell it of course.
Title: Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
Post by: sayke on April 25, 2013, 06:08:23 pm
@meph - It's used for being a pain in the ass - call it pig mithril then ;-) The thing is, right now, chromium and titanium are damn near useless... This would make them very useful indeed!

And I would urge you to still keep mithril as tradeable - just make it expensive, perhaps like with your suggestion about crates! That creates tradeoffs where high-value tradegoods have more utility, forcing you to choose between turrets, golems, mithril, etc.
Title: Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
Post by: jonveck on April 25, 2013, 06:22:16 pm
> ... titanium are damn near useless.

If I remember correctly, welded titanium has one of the highest price points in the game, capable of making legendary statues and thrones, and artifacts worth millions of dwarf-bucks. 
Title: Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
Post by: dennislp3 on April 25, 2013, 06:28:24 pm
> ... titanium are damn near useless.

If I remember correctly, welded titanium has one of the highest price points in the game, capable of making legendary statues and thrones, and artifacts worth millions of dwarf-bucks.

So its an item that allows you to abuse the already broken trade system of DF to get unimaginable wealth?
Title: Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
Post by: Meph on April 25, 2013, 06:35:51 pm
Millions? I think a masterwork welded titanium statue, which takes several bars to make, is worth 60,000.
Title: Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
Post by: jonveck on April 25, 2013, 06:55:55 pm
> Millions? I think a masterwork welded titanium statue, which takes several bars to make, is worth 60,000.

No, I described the statues as legendary because they make the rooms they're in legendary.  It's specifically the artifacts I've seen made with welded titanium that end up being worth millions.

> So its an item that allows you to abuse the already broken trade system of DF to get unimaginable wealth?

Pft.  I never sell them -- they're bling for my fortress.  I rarely bother with caravans at all given that my fortresses are self-sustainable.  Besides, if we're talking about exploits, why not simply deconstruct the trade depot underneath the merchants and acquire all their goods with the least effort of even tagging the items you want to trade?
Title: Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
Post by: Werdna on April 25, 2013, 07:06:12 pm
I'd be happy to see trade mithril removed in that case Meph.

I don't see any problem with insanely valuable items.  Greater wealth triggers greater visitors, there's already a balance there.
Title: Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
Post by: SharpKris on April 25, 2013, 08:36:06 pm
woodcutters dont work for some reason
Title: Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
Post by: Meph on April 25, 2013, 08:47:43 pm
Sharpkris: Woodcutters do work, so it must be something on your end. To start with: which mod version, which tileset, what are they doing, and what have you done before? And did you try genning a new world, embark with a woodcutter and test if he works there?

EDIT: I feel very, very silly atm. I tried and tried to add this invader skill boost... and just cant figure out how to make a button that cycles though 0-15, while displaying 0-15 and searching for 0]YESBOOST to 15]YESBOOST, and always adds +1.... I then deleted everything, made a textbox, just enter the number you like... but that ended up replacing all numbers in the file, instead of just the ones in the natural skills... omg. Its probably something someone who actually knows VB could do in 5 minutes. ^^

I will just add a button. +5 skill or nothing. Simple boolean, ON/OFF. At least I know that I can manage that ^^

EDIT2: Mh. I had a good look at the noble tokens. I could force people to use legionnaires for the military. REJECTED_CREATURE:CASTE... I would add a militia captian, with maybe... maximum ONE of them per fort, and with only two militia members maximum, and all other military leaders need to be legionnaires. Which you could join in a building. So either you have a super crappy little militia of 3 guys, or you build this building and join the glorious dwarven army. :)

Otherwise I couldnt really find a use for nobles, besides an optional harder setting. All citizens require a bed, when you have 50 citizens they upgrade, all need a bed, chest and cabinet and get one demand.*

*Fulfilling the demand gives the noble a happy thought. If a demand goes without being fulfilled, the noble will be "angered at the state of demands" and receive an unhappy thought, but no dwarves will be punished. Eventually, an announcement will be made that the noble has simply "forgotten" the demand.

That would make keeping dwarves happy a lot more difficult. People have to make a real bedroom for each, no more dorms... and of curse no one keeps one demand per dwarf, which gets insanely high... which means people ignore them... which means probably half of them dont get fullfilled... which means your dwarves get bad thoughts. :) Which of course leads to easier tantrum spirals. :)

Edit again: Actually... I could do a pretty nifty "harder nobles" button. Manager, Bookkeeper, Military Leaders, Chief Medical Dwarf, Psychiatrist... they all would require a workshop first. For example you have to build a Scriptorium first, get a couple of ingredients like paper, ink, a quill and such, to make a bookkeeper. And get a hospital workshop will all kinds of tools before you can appoint the chief med dwarf... or you have to buy a certain tradegood, lets say a "military license" from the mountainhomes, before you can make military commanders. :)
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: assasinwar9 on April 25, 2013, 11:36:11 pm
just in case you didnt know it seems in advfort you cant dig because it dosent recongise any of the tools for that use :(
Title: Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
Post by: smakemupagus on April 25, 2013, 11:56:44 pm
i don't even know how anyone can play with 100+ demands, (to me) it would be infuriating.  Getting the noble lords that come with the king and bring ~10 or 20 demands is already a leading cause of fortress death for me.

if i wanted tantrum spirals i would just save the hassle and use dfhack>misery :D
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: fire1666 on April 26, 2013, 01:35:51 am
I had a good idea you guys might like for the shades :D
each teir has its own very large building, each one of these requires a special weapon to make, A ritural knife, which can be created by sacrificing shadow essesence *not sure on the spelling dont hit me:(* in a small wooden altar location.
each teir gets stronger weapons,armour and a new variety of structures, thus i can imply some balance material e.g you can still farm BUT the shade specific crops need a special building to produce, and can't be cultivated outside this structure.
and about armour can someone tell me what parts i need to increase to GENERALY increase how good it is at protecting the individual waring it.

[ITEM_ARMOR:ITEM_ARMOR_BREASTPLATE]
[NAME:breastplate:breastplates]
[ARMORLEVEL:3]
[SHAPED]
[LAYER:ARMOR]
[COVERAGE:100]
[LAYER_SIZE:25]
[LAYER_PERMIT:49]
[MATERIAL_SIZE:1]NO1
[HARD]
[METAL]
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: Gamerlord on April 26, 2013, 01:38:01 am
Maybe also add in a new material (black of course) that can be produced from 'souls' which butchering sentients drops.
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: fire1666 on April 26, 2013, 01:59:06 am
Maybe also add in a new material (black of course) that can be produced from 'souls' which butchering sentients drops.
great idea Gamerlord :D ill see what can be done
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: Gamerlord on April 26, 2013, 02:01:31 am
You could also use those as the base material for most of their gear. Maybe also use the platinum souls in Masterwork already.
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: smakemupagus on April 26, 2013, 02:48:08 am
and about armour can someone tell me what parts i need to increase to GENERALY increase how good it is at protecting the individual waring it.

[ITEM_ARMOR:ITEM_ARMOR_BREASTPLATE]
[NAME:breastplate:breastplates]
[ARMORLEVEL:3]
[SHAPED]
[LAYER:ARMOR]
[COVERAGE:100]
[LAYER_SIZE:25]
[LAYER_PERMIT:49]
[MATERIAL_SIZE:1]NO1
[HARD]
[METAL]

There's not a whole lot you actually can do with armor.  You can decrease Coverage <100 to make it worse than normal.  Shaped determines whether it acts like a breastplate or like mail; you can only wear one shaped piece per body part at a time.  Increasing Armorlevel *might* help, but I think that might be a legacy thing from old game versions.  Check the wiki.  Layer, Layer size, and layer permit are related to how much armor you can wear at a time.  The formula is complicated and explained on the wiki.  You can also use a tag called "UBSTEP" which doesn't appear in the example you pasted here, to make torso armor cover also the upper arms, lower arms, and fingers (not hands).  Again, wiki.  Search "armor tokens".
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: lwCoyote on April 26, 2013, 03:26:46 am
Quick question to whomever can answer: Does building stuff in a Stonecutters Workshop supposed to level up skills at all?

I had my stonecrafter make 80 stone block beds recently, and didnt skill up at all.. bug or working as intended?
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: Agent of Avarice on April 26, 2013, 04:01:25 am
Quick question to whomever can answer: Does building stuff in a Stonecutters Workshop supposed to level up skills at all?

I had my stonecrafter make 80 stone block beds recently, and didnt skill up at all.. bug or working as intended?

I believe it trains the stone crafting skill, did you perhaps tic the 'harder learning' box in the launch menu?
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: Meph on April 26, 2013, 05:33:27 am
Fire1666 & Gamerlord: If you want to discuss suggestions and have questions about a custom race that doesnt exist yet, why not make a new thread? Playable Race: Shades for Masterwork - Planning stage. Then you can invite all kinds of people to have a look and chime in ideas. Even I do that when I want fresh ideas, thats why there is the "suggestions for masterwork" thread flying around now and then. Because this thread gets so many messages, in a few hours no one will know you talked about it ^^

Skill for Stone beds is indeed:SKILL:STONECRAFT, and does work. Harder learning just gives a -50% skill learn rate, that shouldnt stop him from learning. Did you "Read out dwarves" again with the therapist, to update it?

EDIT: I spend some thought on the nobles. While bookkeeper, managar, chief medical dwarf and psychiatrist are not that important, I think I found a really nice system for the military. I simply use military ranks. A new workshop called "Legion Garrison" or something, and you can transform dwarves in there. To Legionnaire, Legionnaire Sergeant or Legionnaire Drill Instructor.

Legionnaires are the normal fighters we have atm, but weaker, since you can control their numbers now.
Legionnaire Sergeants are the only dwarves that can become militia captians/military commanders. I would rename these nobles slightly.
Legionnaire Drill Instructors are the only dwarves that can become a new noble, drill instructor. They get a skill in teaching and can lead squads up to 2 units.
I will make a new noble, militia captian. These would be low grade military commands and can lead up to 4 units.
Sheriffs can only have 2 units, Captian of the Guard only 4 units.

I have never tried that unit restriction before, so wish me luck that it works. In the end you should have a small group of sheriff/guardsmen in your fort, plus a very small early militia against wildlife and such. But do make a real army, you have to build a Garrison, promote people to rank and hire instructors.

Really, wow. Having done nothing for a month and then sitting down to discover projectileExpansion, truetransform, the localisation patch, this battlecry trick, now the noble-trick, possible only with autosyndrome/truetransform, and autofixhandedness and that special tag for inorganics I completely forgot about, and and and... I have to say this is really fun again. :) Plain, unadulterated fun with new toys... thats so much better then writing manuals and bugfixing :P


EDIT: Ok, GUI is updated. Three things:
1. Invader Mat Boost. ON/OFF. Gives invaders better materials. Tested, works.
2. Invader Lvl Boost. ON/OFF. Gives invaders +5 combat skills. Tested, works.
3. FIXED THE GOD DAMN GRAZING BUTTON. Major victory for me. Its a tiny thing, but I finally figured out what it was.
Title: Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
Post by: Werdna on April 26, 2013, 09:37:30 am
Nice, I can't wait to try those new invader settings, that will be nice for fine-tuning the challenge!

i don't even know how anyone can play with 100+ demands, (to me) it would be infuriating.  Getting the noble lords that come with the king and bring ~10 or 20 demands is already a leading cause of fortress death for me.

Man, I hear you.  When the King arrives P pause and the first two things I'm doing is preparing a room for him, and a magma shower room for 3/4 of the nobles he brings.  I don't mind playing the 'demands' game, but only up to a point!

If its a "Harder Happiness" option, that sounds fine, personally I like to focus on military challenges so I'd probably have it off.  I think I'd enjoy 'harder happiness' if I were doing a more building-oriented challenge.

One concern - military dwarves are already a bit difficult to keep happy, thanks to the 'long duty' bug and their frequent exposure to the deaths of comrades.  Would they have the same "room" requirements? 
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: fire1666 on April 26, 2013, 10:00:12 am
hey guys guess wut?
WEAPONS FINISHED :D I think!
here below is the code for said weapons, tell me what you think?
Code: [Select]
############################################################################
###################################TEIR I###################################
############################################################################

[ITEM_WEAPON:ITEM_WEAPON_SHADE_JAVELIN_THROWER]
[NAME:Shadowy Javelin Kit:Shadowy Javelin Kits]
[SIZE:400]
[SKILL:SPEAR]
[RANGED:THROW:SPEAR]
[SHOOT_FORCE:2400]
[SHOOT_MAXVEL:1350]
[TWO_HANDED:47500]
[MINIMUM_SIZE:5000]
[MATERIAL_SIZE:3]
[ATTACK:EDGE:20:8000:stab:stabs:NO_SUB:1000]
[ATTACK:EDGE:25:8000:pierce:pierces:Ghostly savage point:1300]
[ATTACK:EDGE:10:8000:mercilessly pierce:mercilessly pierces:Ghostly savage point:1800]
[ATTACK:EDGE:50:8000:run through:runs through:NO_SUB:1100]

[ITEM_AMMO:ITEM_AMMO_SHADE_JAVELIN_AMMO]
[NAME:Ghostly Javelin:Ghostly Javelins]
[SIZE:400]
[CLASS:SPEAR]
[ATTACK:EDGE:20:13000:stab:stabs:NO_SUB:2000]
[ATTACK:EDGE:10:8000:mercilessly pierce:mercilessly pierces:Ghostly savage point:1800]
[ATTACK:EDGE:50:8000:run through:runs through:NO_SUB:1100]

[ITEM_WEAPON:ITEM_WEAPON_SHADE_KNIFE]
[NAME:Shadowy Dagger:Shadowy Daggers]
[ADJECTIVE:Viciously curved]
[SIZE:200]
[SKILL:DAGGER]
[TWO_HANDED:27500]
[MINIMUM_SIZE:5000]
[MATERIAL_SIZE:1]
[ATTACK:EDGE:2000:800:slash:slashes:Ghostly bent blade:1500]
[ATTACK:EDGE:5:800:stab:stabs:NO_SUB:1000]

[ITEM_WEAPON:ITEM_WEAPON_SHADE_CLAWS]
[NAME:Shadowy Pair of Claws:Shadowy Pairs of Claws]
[SIZE:300]
[SKILL:GRASP_STRIKE]
[TWO_HANDED:509500]
[MINIMUM_SIZE:5000]
[MATERIAL_SIZE:2]
[ATTACK:EDGE:5:800:quickly stab:quickly stabs:Ghostly left claw:1100]
[ATTACK:EDGE:500:600:slash:slashes:left claw:1100]
[ATTACK:EDGE:5:800:quickly stab:quickly stabs:Ghostly right claw:1100]
[ATTACK:EDGE:500:600:slash:slashes:right claw:1100]
[ATTACK:EDGE:10:8000:mercilessly pierce:mercilessly pierces:Ghostly savage points:1800]

[ITEM_WEAPON:ITEM_WEAPON_SHADE_AXE_WOOD]
[NAME:Shadowy Felling Axe:Shadowy Felling Axes]
[SIZE:400]
[SKILL:AXE]
[TWO_HANDED:47500]
[MINIMUM_SIZE:42500]
[MATERIAL_SIZE:3]
[ATTACK:EDGE:40000:400:hack:hacks:NO_SUB:1250]
[ATTACK:EDGE:40000:400:chop:chops:NO_SUB:1250]
[ATTACK:EDGE:40000:400:cleave:cleaves:NO_SUB:1250]
[ATTACK:BLUNT:40000:4000:slap:slaps:flat:1250]
[ATTACK:BLUNT:100:800:strike:strikes:pommel:1000]

[ITEM_WEAPON:ITEM_WEAPON_SHADE_RITUAL_TEIR_I]
[NAME:Shadowy lesser Ritual Knife:Shadowy lesser Ritual Knives]
[SIZE:100]
[SKILL:DAGGER]
[TWO_HANDED:27000]
[MINIMUM_SIZE:20000]
[MATERIAL_SIZE:2]
[ATTACK:EDGE:200:5600:stab:stabs:Ghostly point:1200]
[ATTACK:EDGE:4000:1800:slash:slashes:NO_SUB:1200]

############################################################################
###################################TEIR II##################################
############################################################################

[ITEM_WEAPON:ITEM_WEAPON_SHADE_PICK]
[NAME:Spectral pick:Spectral picks]
[SIZE:400]
[SKILL:MINING]
[TWO_HANDED:47500]
[MINIMUM_SIZE:42500]
[MATERIAL_SIZE:3]
[ATTACK:EDGE:200:800:strike:strikes:NO_SUB:1000]
[ATTACK:EDGE:200:800:slash:slashes:forward edge:1000]
[ATTACK:EDGE:200:800:slash:slashes:reverse edge:1000]
[ATTACK:EDGE:200:800:sidestep and slash:sitesteps and slashes:forward edge:1000]
[ATTACK:EDGE:200:800:sidestep and slash:sidesteps and slashes:reverse edge:1000]
[ATTACK:EDGE:200:800:sidestep quickly and slash:sidesteps quickly and slashes:NO_SUB:1250]
[ATTACK:EDGE:200:800:make a reverse cut and stab:makes a reverse cut and stabs:NO_SUB:1000]
[ATTACK:EDGE:200:800:make an undercut swing at:makes an undercut swing at:NO_SUB:1000]
[ATTACK:EDGE:200:800:spring away and simultaniously slash:springs away and simultaniously slashes:NO_SUB:1250]
[ATTACK:EDGE:50:800:furiously stab:furiously stabs:NO_SUB:1000]
[ATTACK:EDGE:50:1600:impale:impales:NO_SUB:2000]
[ATTACK:EDGE:50:1600:run through:runs through:tip:2100]
[ATTACK:EDGE:100:1600:whirl around and slash:whirls around and slashes:head:2000]
[ATTACK:EDGE:200:1600:whirl around with outsgtretched arms and slash:whirls around with outstretched arms and slashes:Dusty end:3000]

[ITEM_SHIELD:ITEM_SHIELD_SHADE_LESSER]
[NAME:Spectral shield:Spectral shields]
[ARMORLEVEL:2]
[BLOCKCHANCE:25]
[UPSTEP:2]
[MATERIAL_SIZE:6]

[ITEM_WEAPON:ITEM_WEAPON_SHADE_BOW_LESSER]
[NAME:Spectral bow:Spectral bows]
[SIZE:300]
[SKILL:SWORD]
[RANGED:BOW:ARROW]
[SHOOT_FORCE:1000]
[SHOOT_MAXVEL:1000]
[TWO_HANDED:0]
[MINIMUM_SIZE:15000]
[MATERIAL_SIZE:3]
[ATTACK:BLUNT:10000:2800:club:clubs:stock:1250]
[ATTACK:BLUNT:10000:1800:poke:pokes:end:1250]
[ATTACK:BLUNT:10000:3000:bludgeon:bludgeons:stock:1300]
[ATTACK:BLUNT:10000:800:slap:slaps:shaft:1250]

[ITEM_AMMO:ITEM_AMMO_SHADE_ARROW_LESSER]
[NAME:Shadowy arrow:Shadowy arrows]
[CLASS:ARROW]
[SIZE:150]
[ATTACK:EDGE:40:1600:stab:stabs:NO_SUB:1000]

[ITEM_WEAPON:ITEM_WEAPON_SHADE_SWORD_SHORT_LESSER]
[NAME:Spectral short sword:Spectral short swords]
[SIZE:300]
[SKILL:SWORD]
[TWO_HANDED:37500]
[MINIMUM_SIZE:32500]
[MATERIAL_SIZE:6]YES
[ATTACK:EDGE:50:1600:stab:stabs:NO_SUB:1000]
[ATTACK:BLUNT:20000:3400:slap:slaps:flat:1250]
[ATTACK:BLUNT:100:800:strike:strikes:pommel:1000]
[ATTACK:EDGE:20000:3400:slash:slashes:forward edge:2500]
[ATTACK:EDGE:20000:3400:slash:slashes:reverse edge:2500]
[ATTACK:EDGE:20000:3400:sidestep and slash:sitesteps and slashes:shadowy forward edge:2500]
[ATTACK:EDGE:20000:3400:sidestep and slash:sidesteps and slashes:shadowy reverse edge:2500]
[ATTACK:EDGE:20000:3400:quickly slash:quickly slashes:shadowy partial edge:2500]
[ATTACK:EDGE:20000:3400:slash:slashes:ghoulish honed blade:2500]
[ATTACK:EDGE:50:8400:run through:runs through:tip:4100]
[ATTACK:EDGE:15000:14000:whirl around and slash:whirls around and slashes:shadowy sharp blade:1500]
[ATTACK:EDGE:20000:16000:whirl around with outsgtretched arms and slash:whirls around with outstretched arms and slashes:shadowy blade:3000]


[ITEM_WEAPON:ITEM_WEAPON_SHADE_AXE_BATTLE_LESSER]
[NAME:Spectral battle axe:Spectral battle axes]
[SIZE:800]
[SKILL:AXE]
[TWO_HANDED:47500]
[MINIMUM_SIZE:42500]
[MATERIAL_SIZE:9]YES
[ATTACK:EDGE:40000:4400:hack:hacks:NO_SUB:1250]
[ATTACK:BLUNT:40000:4400:slap:slaps:flat:1250]
[ATTACK:BLUNT:100:800:strike:strikes:pommel:1000]
[ATTACK:EDGE:5000:4600:lacerate:lacerates:shadowy blade:1250]
[ATTACK:EDGE:40000:9400:relentlessly hew:relentlessly hews:full force:2000]
[ATTACK:EDGE:40000:4200:emphatically slice:emphatically slices:ghoulish honed axeblade:1800]
[ATTACK:EDGE:50000:8400:make an undercut swing at:makes an undercut swing at:power:2000]
[ATTACK:EDGE:50000:84000:make an backhanded strike at:makes an backhanded strike at:NO_SUB:2000]
[ATTACK:EDGE:15000:14000:whirl around and cleave:whirls around and cleaves:ghoulish heavy blade:1500]
[ATTACK:EDGE:20000:16000:whirl around with outsgtretched arms and cleave:whirls around with outstretched arms and cleaves:shadowy axe head:3000]

[ITEM_WEAPON:ITEM_WEAPON_SHADE_MACE_LESSER]
[NAME:Spectral mace:Spectral maces]
[SIZE:800]
[SKILL:MACE]
[TWO_HANDED:37500]
[MINIMUM_SIZE:32500]
[MATERIAL_SIZE:6]YES
[ATTACK:BLUNT:20:160:bash:bashes:NO_SUB:2000]
[ATTACK:BLUNT:20:160:hammer:hammers:ghoulish head:2000]
[ATTACK:BLUNT:20:160:bludgeon:bludgeons:NO_SUB:2000]
[ATTACK:BLUNT:20:160:viciously beat:viciously beats:NO_SUB:2000]
[ATTACK:BLUNT:15:160:throw a haymaker at:throws a haymaker at:NO_SUB:2000]
[ATTACK:BLUNT:15:160:make an undercut swing at:makes an undercut swing at:NO_SUB:2000]
[ATTACK:BLUNT:20:5800:whirl around and bash:whirls around and bashes:ghoulish head:2500]
[ATTACK:BLUNT:20:8600:whirl around with outsgtretched arms and bash:whirls around with outstretched arms and bashes:ghoulish massive head:3000]

[ITEM_WEAPON:ITEM_WEAPON_SHADE_RITUAL_TEIR_II]
[NAME:Spectral Ritural Knife:Spectral Ritural Knives]
[SIZE:100]
[SKILL:DAGGER]
[TWO_HANDED:27000]
[MINIMUM_SIZE:20000]
[MATERIAL_SIZE:2]
[ATTACK:EDGE:200:5600:stab:stabs:point:1200]
[ATTACK:EDGE:4000:1800:slash:slashes:NO_SUB:1200]

############################################################################
###################################TEIR III#################################
############################################################################

[ITEM_SHIELD:ITEM_SHIELD_SHADE]
[NAME:Darkened shield of the Shadows:Darkened shields of the Shadows]
[ARMORLEVEL:2]
[BLOCKCHANCE:35]
[UPSTEP:2]
[MATERIAL_SIZE:6]

[ITEM_WEAPON:ITEM_WEAPON_SHADE_BOW]
[NAME:Darkened bow of the Shadows:Darkened bows of the Shadows]
[SIZE:300]
[SKILL:SWORD]
[RANGED:BOW:ARROW]
[SHOOT_FORCE:1000]
[SHOOT_MAXVEL:1000]
[TWO_HANDED:0]
[MINIMUM_SIZE:15000]
[MATERIAL_SIZE:3]
[ATTACK:BLUNT:10000:3200:club:clubs:stock:1250]
[ATTACK:BLUNT:10000:2200:poke:pokes:end:1250]
[ATTACK:BLUNT:10000:3400:bludgeon:bludgeons:stock:1300]
[ATTACK:BLUNT:10000:1200:slap:slaps:shaft:1250]

[ITEM_AMMO:ITEM_AMMO_SHADE_ARROW]
[NAME:Darkened Shadowy arrow:Darkened Shadowy arrows]
[CLASS:ARROW]
[ATTACK:EDGE:165:2400:stab:stabs:NO_SUB:1000]

[ITEM_WEAPON:ITEM_WEAPON_SHADE_SWORD_SHORT]
[NAME:Darkened short sword of the Shadows:Darkened short swords of the Shadows]
[SIZE:300]
[SKILL:SWORD]
[TWO_HANDED:37500]
[MINIMUM_SIZE:32500]
[MATERIAL_SIZE:6]YES
[ATTACK:EDGE:50:200:stab:stabs:NO_SUB:1000]
[ATTACK:BLUNT:20000:3800:slap:slaps:flat:1250]
[ATTACK:BLUNT:100:1200:strike:strikes:pommel:1000]
[ATTACK:EDGE:20000:3800:slash:slashes:spectral forward edge:2500]
[ATTACK:EDGE:20000:3800:slash:slashes:spectral reverse edge:2500]
[ATTACK:EDGE:20000:3800:sidestep and slash:sitesteps and slashes:spectral forward edge:2500]
[ATTACK:EDGE:20000:3800:sidestep and slash:sidesteps and slashes:spectral reverse edge:2500]
[ATTACK:EDGE:20000:3800:quickly slash:quickly slashes:partial edge:2500]
[ATTACK:EDGE:20000:3800:slash:slashes:darkened honed blade:2500]
[ATTACK:EDGE:50:8800:run through:runs through:spectral tip:4100]
[ATTACK:EDGE:15000:18000:whirl around and slash:whirls around and slashes:darkened sharp blade:1500]
[ATTACK:EDGE:20000:22000:whirl around with outsgtretched arms and slash:whirls around with outstretched arms and slashes:darkened blade:3000]


[ITEM_WEAPON:ITEM_WEAPON_SHADE_AXE_BATTLE]
[NAME:Darkened battle axe of the Shadows:Darkened battle axes of the Shadows]
[SIZE:800]
[SKILL:AXE]
[TWO_HANDED:47500]
[MINIMUM_SIZE:42500]
[MATERIAL_SIZE:9]YES
[ATTACK:EDGE:40000:4800:hack:hacks:NO_SUB:1250]
[ATTACK:BLUNT:40000:4800:slap:slaps:flat:1250]
[ATTACK:BLUNT:100:1200:strike:strikes:pommel:1000]
[ATTACK:EDGE:5000:5000:lacerate:lacerates:spectral blade:1250]
[ATTACK:EDGE:40000:9800:relentlessly hew:relentlessly hews:full force:2000]
[ATTACK:EDGE:40000:4600:emphatically slice:emphatically slices:spectral honed axeblade:1800]
[ATTACK:EDGE:50000:8800:make an undercut swing at:makes an undercut swing at:power:2000]
[ATTACK:EDGE:50000:8800:make an backhanded strike at:makes an backhanded strike at:NO_SUB:2000]
[ATTACK:EDGE:15000:18000:whirl around and cleave:whirls around and cleaves:darkened heavy blade:1500]
[ATTACK:EDGE:20000:22000:whirl around with outsgtretched arms and cleave:whirls around with outstretched arms and cleaves:darkened axe head:3000]

[ITEM_WEAPON:ITEM_WEAPON_SHADE_MACE]
[NAME:Darkened mace of the Shadows:Darkened maces of the Shadows]
[SIZE:800]
[SKILL:MACE]
[TWO_HANDED:37500]
[MINIMUM_SIZE:32500]
[MATERIAL_SIZE:6]YES
[ATTACK:BLUNT:20:240:bash:bashes:NO_SUB:2000]
[ATTACK:BLUNT:20:240:hammer:hammers:spectral head:2000]
[ATTACK:BLUNT:20:240:bludgeon:bludgeons:NO_SUB:2000]
[ATTACK:BLUNT:20:240:viciously beat:viciously beats:NO_SUB:2000]
[ATTACK:BLUNT:15:240:throw a haymaker at:throws a haymaker at:NO_SUB:2000]
[ATTACK:BLUNT:15:240:make an undercut swing at:makes an undercut swing at:NO_SUB:2000]
[ATTACK:BLUNT:20:6200:whirl around and bash:whirls around and bashes:darkened head:2500]
[ATTACK:BLUNT:20:9000:whirl around with outsgtretched arms and bash:whirls around with outstretched arms and bashes:darkened massive head:3000]

[ITEM_WEAPON:ITEM_WEAPON_SHADE_RITUAL_TEIR_III]
[NAME:Darkened Ritural Knife:Darkened Ritural Knives]
[SIZE:100]
[SKILL:DAGGER]
[TWO_HANDED:27000]
[MINIMUM_SIZE:20000]
[MATERIAL_SIZE:2]
[ATTACK:EDGE:200:6000:stab:stabs:point:1200]
[ATTACK:EDGE:4000:2400:slash:slashes:NO_SUB:1200]


############################################################################
###################################TEIR IV##################################
############################################################################

[ITEM_SHIELD:ITEM_SHIELD_SHADE_GREATER]
[NAME:Abyssal shield of The Night:Abyssal shields of The Night]
[ARMORLEVEL:2]
[BLOCKCHANCE:50]
[UPSTEP:2]
[MATERIAL_SIZE:6]

[ITEM_WEAPON:ITEM_WEAPON_SHADE_BOW]
[NAME:Abyssal bladed Recurve bow of The Night:Abyssal bladed Recurve bows of The Night]
[SIZE:300]
[SKILL:SWORD]
[RANGED:BOW:ARROW]
[SHOOT_FORCE:1000]
[SHOOT_MAXVEL:1000]
[TWO_HANDED:0]
[MINIMUM_SIZE:15000]
[MATERIAL_SIZE:3]
[ATTACK:BLUNT:10000:3200:club:clubs:stock:1250]
[ATTACK:BLUNT:10000:2200:poke:pokes:end:1250]
[ATTACK:EDGE:20000:3800:slash:slashes:lower edge:2500]
[ATTACK:EDGE:20000:3800:slash:slashes:higher edge:2500]
[ATTACK:BLUNT:10000:3400:bludgeon:bludgeons:stock:1300]
[ATTACK:BLUNT:10000:1200:slap:slaps:shaft:1250]

[ITEM_AMMO:ITEM_AMMO_SHADE_ARROW]
[NAME:Abyssal Shadowy arrow:Abyssal Shadowy arrows]
[CLASS:ARROW]
[ATTACK:EDGE:165:3200:stab:stabs:NO_SUB:1000]

[ITEM_WEAPON:ITEM_WEAPON_SHADE_AXE_GREATER]
[NAME:Abyssal Heavy Axe of The Night:Abyssal Heavy Axes of The Night]
[SIZE:700]
[SKILL:AXE]
[TWO_HANDED:57500]
[MINIMUM_SIZE:45000]
[ATTACK:EDGE:20000:8400:slash:slashes:NO_SUB:1100]
[ATTACK:EDGE:50000:8400:hack:hacks:NO_SUB:1100]
[ATTACK:EDGE:20000:8400:viciously strike:viciously strikes:NO_SUB:1100]
[ATTACK:BLUNT:200:5600:strike:strikes:butt:1000]
[ATTACK:EDGE:20000:9800:furiously hack:furiously hacks:dull heavy blade:1500]
[ATTACK:BLUNT:250:5600:strike:strikes:pommel:1000]


[ITEM_WEAPON:ITEM_WEAPON_SHADE_FLAYER]
[NAME:Abyssal Flayer of The Night:Immortal Flayers of The Night]
[SIZE:1000]
[SKILL:SPEAR]
[TWO_HANDED:77500]
[MINIMUM_SIZE:65000]
[MATERIAL_SIZE:6]
[ATTACK:EDGE:80000:4200:reap:reaps:NO_SUB:1500]
[ATTACK:EDGE:80000:4200:slash:slashes:NO_SUB:1500]
[ATTACK:EDGE:50:6600:jab:jabs:point:1250]
[ATTACK:BLUNT:20000:4000:smack:smacks:shaft:1000]

[ITEM_WEAPON:ITEM_WEAPON_SHADE_SWORD_SHORT_GREATER]
[NAME:Abyssal short sword of The Night:Abyssal short swords of The Night]
[SIZE:300]
[SKILL:SWORD]
[TWO_HANDED:37500]
[MINIMUM_SIZE:32500]
[MATERIAL_SIZE:6]YES
[ATTACK:EDGE:50:200:stab:stabs:NO_SUB:1000]
[ATTACK:BLUNT:20000:4200:slap:slaps:flat:1250]
[ATTACK:BLUNT:100:1600:strike:strikes:pommel:1000]
[ATTACK:EDGE:20000:4200:slash:slashes:decorated forward edge:2500]
[ATTACK:EDGE:20000:4200:slash:slashes:decorated reverse edge:2500]
[ATTACK:EDGE:20000:4200:sidestep and slash:sitesteps and slashes:dull forward edge:2500]
[ATTACK:EDGE:20000:4200:sidestep and slash:sidesteps and slashes:dull reverse edge:2500]
[ATTACK:EDGE:20000:4200:quickly slash:quickly slashes:decorated partial edge:2500]
[ATTACK:EDGE:20000:4200:slash:slashes:honed blade:2500]
[ATTACK:EDGE:50:9200:run through:runs through:tip:4100]
[ATTACK:EDGE:15000:22000:whirl around and slash:whirls around and slashes:sharp blade:1500]
[ATTACK:EDGE:20000:26000:whirl around with outsgtretched arms and slash:whirls around with outstretched arms and slashes:dull blade:3000]

[ITEM_WEAPON:ITEM_WEAPON_SHADE_MACE_GREATER]
[NAME:Abyssal mace of The Night:Abyssal maces of The Night]
[SIZE:800]
[SKILL:MACE]
[TWO_HANDED:37500]
[MINIMUM_SIZE:32500]
[MATERIAL_SIZE:6]YES
[ATTACK:BLUNT:20:280:bash:bashes:NO_SUB:2000]
[ATTACK:BLUNT:20:280:hammer:hammers:spectral head:2000]
[ATTACK:BLUNT:20:280:bludgeon:bludgeons:NO_SUB:2000]
[ATTACK:BLUNT:20:280:viciously beat:viciously beats:NO_SUB:2000]
[ATTACK:BLUNT:15:280:throw a haymaker at:throws a haymaker at:NO_SUB:2000]
[ATTACK:BLUNT:15:280:make an undercut swing at:makes an undercut swing at:NO_SUB:2000]
[ATTACK:BLUNT:20:6600:whirl around and bash:whirls around and bashes:darkened head:2500]
[ATTACK:BLUNT:20:9400:whirl around with outsgtretched arms and bash:whirls around with outstretched arms and bashes:darkened massive head:3000]

[ITEM_WEAPON:ITEM_WEAPON_SHADE_SPEAR]
[NAME:Abyssal spear of The Night:Abyssal spear of The Night]
[SIZE:1000]
[SKILL:SPEAR]
[TWO_HANDED:37500]
[MINIMUM_SIZE:32500]
[MATERIAL_SIZE:6]
[ATTACK:EDGE:20:9200:stab:stabs:NO_SUB:1000]
[ATTACK:EDGE:25:9200:pierce:pierces:Darkened savage point:1300]
[ATTACK:EDGE:10:9200:mercilessly pierce:mercilessly pierces:Darkened savage point:1800]
[ATTACK:EDGE:50:9200:run through:runs through:NO_SUB:1100]
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: Gamerlord on April 26, 2013, 10:09:11 am
It looks good, but maybe use a different naming scheme? I mean, would you prefer a 'shadowy javelin kit' or a:
-blacksteel javelin kit
-soulsteel javelin kit
-soulstone javelin kit
-darkstone javelin kit

Actually, why don't we use the warpstone as reagents for the more powerful magic?
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: smakemupagus on April 26, 2013, 10:24:26 am
"tier" not teir

I am a little surprised that you don't increase the SHOOT_FORCE and MAX VEL of the high end bows... they still have the same performance in those stats as an ordinary dwarvish bow, and therefore much poorer than other high end weapons in Masterwork.

You could also think about decreasing the edge size of the high end arrows if you want them to penetrate more.

You call some of the strikes "dull edge" ... "dull heavy blade" but they nevertheless have the lesser contact area and improved penetration depth relative to the lower tier axes, those are not properties I would have associated with the word "dull".

...

it looks like the general scheme was that lower tier weapons are copies of masterwork weapons, and higher tier weapons have the improved stats (mostly penetration depth?).  That seems fine. 

Personally my preference is to not make new weapons for the stuff that's essentially the same, to keep minimized the item clutter, which of course gets to be big anyway :)  But that's just a matter of personal taste.
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: fire1666 on April 26, 2013, 11:18:55 am
"tier" not teir

I am a little surprised that you don't increase the SHOOT_FORCE and MAX VEL of the high end bows... they still have the same performance in those stats as an ordinary dwarvish bow, and therefore much poorer than other high end weapons in Masterwork.

You could also think about decreasing the edge size of the high end arrows if you want them to penetrate more.

You call some of the strikes "dull edge" ... "dull heavy blade" but they nevertheless have the lesser contact area and improved penetration depth relative to the lower tier axes, those are not properties I would have associated with the word "dull".

...

it looks like the general scheme was that lower tier weapons are copies of masterwork weapons, and higher tier weapons have the improved stats (mostly penetration depth?).  That seems fine. 

Personally my preference is to not make new weapons for the stuff that's essentially the same, to keep minimized the item clutter, which of course gets to be big anyway :)  But that's just a matter of personal taste.
i said dont hit me D:
well ill focus on upgrading the bows tomorrow increasing the shoot force and max vel.
dull as in dark no blunt but i can see where your coming from
also these names are only tempory if they need to be changed then thats fine with me too and with the melee weapons, the second stat is depth, the first is area on surface?
also heads remember guys this is technicly the first mod i have EVER made
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: smakemupagus on April 26, 2013, 11:26:47 am
i'm not hitting you, lol
i mean, you asked for feedback, it wouldn't be that helpful if I just listed a bunch of things that that seemed fine and unremarkable 8)

>> dull as in dark
aha! that makes sense. 

>> with the melee weapons, the second stat is depth, the first is area on surface?
that's right, and the last one is velocity multiplier.  Normally it's like ~1000 for a stab, 1500 or so for a swing, ~2000-2500 range for a hafted weapon, and then you if you can go higher for special/magical attacks.  worth reading and understanding:
http://dwarffortresswiki.org/index.php/Weapon_token

>>  shoot force and max vel.
For comparison you can look at

weakest
...
regular (dwarf) bow; crossbow
recurve bow
composite bow; pistols
great bow; muskets
mechanized crossbow; cannons
...
best

Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: fire1666 on April 26, 2013, 11:39:24 am
>> dull as in dark
aha! that makes sense. 
fair point, i might change that
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: Noobazzah on April 26, 2013, 11:50:29 am
I need some help. I downloaded and extracted, but can't find anything that launches the game :D. The vanilla program won't do it at least, because when I try running it, it complains about zlib1.dll missing or something. Do I just need to aquire it somewhere, or is something else possibly wrong?
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: sayke on April 26, 2013, 12:03:55 pm
@fire1666 - the whole point of shades was for them to be a novel "glass cannon" race; very fragile but very powerful at the same time, that could spawn inside your fortress under certain circumstances. what's the point of the shades you're making? and you should probably call them something besides shades, because there's already the infrastructure for something using that name in the raws...
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: Meph on April 26, 2013, 12:19:07 pm
Sayke, there are three people who have some interest in making a playable undead race.

@Noobazzah: Just run the Dwarf Fortress exe. Its in your Dwarf Fortress folder. Or open then Settings.exe and click on "play dwarf fortress". Thats how it usually works. You missing dll file, I never heard about it, that must be specific to your system. You can get it here: zlib1.dll (http://www.dll-files.com/dllindex/dll-files.shtml?zlib1)

@werdna: 'long duty' bug doesnt exist in this mod. Anyway, I am just throwing out ideas, I didnt say: I will do this, next release will have, or anything like that. Its just possibilities. I am working on other things atm.

@fire1666/gamerlord: You guys do know that you will end up with a "steel shadowy javelin kit" ? Keep the material names in mind. It is a lot easier to give the entity the same items (since they already exist) and instead do new materials. You can for example make a shade-metal that is very weak outside, but strong in the dark, using itemsyndrome and cave adaption. Of course that is a bit more advanced modding, but you can do it :)

Btw names like "Abyssal bladed Recurve bow of The Night" should be either "Abyssal Bladed Recurve Bow of The Night", or "abyssal bladed recurve bow of the night". You will also not be able to use it ingame, because the name is too long. If you play with the normal font, not the TTF I think you can have 14 characters? Something like that... imagine the tradescreen. You will only see "sterling-silver abyssal bladed rec" and thats it. The names will get cut off.

Always remember guys, Masterwork is technically my first mod ever as well ;)
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: Billy Jack on April 26, 2013, 12:20:25 pm
Just catching up on the thread and saw some things fly by that I would like to comment on.

Bar fights:  have a random chance of creating a drink in the Still/Brewery that causes misery to the dwarf who drinks it, thus making him likely to tantrum. I was thinking of many of the other things that you could cause on the dwarf, but then any race that is alcohol dependent probably doesn't suffer kidney damage anymore.  :)

Invaders +0 through +15:  Create a new raw file for each and store it outside of the standard DF raw location.  Depending on the level chosen, replace the file in the DF raw location for world gen.  Be sure to store the current setting of +1 through +15 in the registry or a config file so that it will always show the current level that is in the DF raw area. (Config file would be best so that multiple version of MW do not get messed up by reading the same registry entry.)

Archeologist:  Random chance for a reaction that will result in a very powerful creature spawning inside the shop, similar to colosuem. (mummy, shade, anything that may hatch from an egg, etc.)
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: Noobazzah on April 26, 2013, 12:22:53 pm
Thanks for the quick reply!
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: Meph on April 26, 2013, 12:29:32 pm
Billy Jack, thats funny. I dont know if you know it, but the dwarven body plan actually has abnormaly large livers.  :D

I could transform the dwarf to a "drunken brawler" with the crazed tag for a few seconds, but really, thats wont work. Any civilians will flee, any military will quickly kill him, before he can turn back to normal. But I cant really think of any posivite effects the tavern should have, besides the "playing music" part. What else could I put in a tavern?

If I create a raw file for each all other settings that access these files will be lost. And since it is creature_standard and creature_masterwork among many others, NO WAY. I have a simply +5 YES/NO now, till some programmer shows mercy and gives me the code :P

Archeologist: I actually thought of the marker, from dead space. :) turns all dead into necromorphs. But really, mostly I was going the itemsyndrome line, with cursed weapons and armor. You know, free mithril armor, awesome, but your dwarf feels constant pain, or you get a vampiric sword, very nice, very nice, but the wielder gets the bloodsucker tag. :)
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: smakemupagus on April 26, 2013, 12:34:06 pm
>> tavern

Music
Special brews with magical effects (reset cave adaptation?)
Gambling
Stage fights between caged vermin
Buy expedition maps from shady merchants
Is there any way to boost socialization (encourage friendships / parties)?
Is there any way to suppress socialization?
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: Meph on April 26, 2013, 12:42:14 pm
I cant affect personality traits without transformations, but syndromes can do mental attributes, like Linguistic Ability, Kinesthetic Sense or Social Awareness. But even changing those wont really give the Tavern a reason to exist. It would be more of a small sideeffect.

Gambling = Thats a good one. Play dice or poker, like a tiny, more rough casino, Witcher style.
Stage fights/races between vermin = I cant think of a way to do it. Using caged vermin as reagent, preserve reagent, and then what? Win money?
Expedition maps = What do they do?
Special brews with magic effects = Yeah, I can do that. The Alchemist also does that, but I guess a "no fear" one from the tavern doesnt hurt.

Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: Noobazzah on April 26, 2013, 12:48:55 pm
Sorry to bother again, but I can't find the settings exe anywhere. The 'Dwarf Fortress' launcher works now, but going through all the inits is a bit tedious. The settings screen would be nice, has anyone had similar problems before?
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: smakemupagus on April 26, 2013, 12:49:42 pm
>> Expedition maps = What do they do?

I was thinking of this:

reagent: 1000 silver coins (or whatever ... depends how good the maps are)

product:  10%:  "map" item that is required as reagent for a special mission to a well-preserved ancient ruin with more deepbronze etc. than usual  inside (or in Orc fortress, it could be a better chance to loot the ancient foundry blueprint or what have you)

product:  10%:  "map" to pirate treasure (gold, jewels, pistols, whatever)

product:  10%:  "map" to a lost temple (books, amulets, obsidian statues and weapons, dwarven learning scriptorium stuff)

etc. etc. etc.  Point is: either better loot, or less risk, than a normal expedition.

dwarf mode specific:  pay a thief to steal some objects that give you an advantage in diplomacy at the embasy

of course with a nice chance for it to unlock the mission "junk" where you just find a wrecked hulk with a cargo hold full of pillows. 
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: Meph on April 26, 2013, 12:53:19 pm
Noobazzah: Are you using Windows? After you unpack it, it should look like this:
(http://i.imgur.com/YffTB0i.png) You "Masterwork Dwarf Fortress.exe" is named "Settings.exe", but otherwise the same.
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: shoobs on April 26, 2013, 12:56:20 pm
Why did you replace the download for your previous version?  I do not want to get 2i but I seem to be forced to now.
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: Noobazzah on April 26, 2013, 12:59:57 pm
Yeah, I'm using windows. It seems something went wrong with the extraction or something, since the folder I unpacked in only contains the 'Dwarf Fortress' file, the 'MasterworkDwarfFortress' is nowhere to be found. The version I downloaded was v2i, if it makes any difference.
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: Meph on April 26, 2013, 01:05:28 pm
Shoobs, why download the new one then? Only reason is to replace the old one. And I always replaced the old version, because its on upgrade. What possible reason could you have to play the one with more bugs?

Noobahhaz, just download it again and see if you get everything in one place with a fresh .rar. :)
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: shoobs on April 26, 2013, 01:23:25 pm
I enjoyed having concubines in the game.
Edit: Its also, from a coding and open source standpoint, to not replace old versions with new ones.  It gives people a chance to see the evolution of the mod if they so desire.
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: Noobazzah on April 26, 2013, 01:38:02 pm
That should do it. It's just that mu broadband is sluggislhy slow and it takes me ages to download anything. It's working now though, so thanks!
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: Meph on April 26, 2013, 01:46:04 pm
shoobs: I have backups from V2 upwards, all version. I migh upload them at a future point, but I cant promise anything. The removal of the concubines was a request by Toady One, a content rule if you want to think of it that way.

Noobazzah: No problem.
Title: Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
Post by: SabbyKat on April 26, 2013, 01:48:28 pm
Ah too hell with it. Responding is a waste of time...
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: shoobs on April 26, 2013, 01:49:06 pm
Would you be willing to go into detail as to why Toady requested the removal or link directly to the request?
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: Meph on April 26, 2013, 01:59:04 pm
@shoobs: Yes, I will, but not now. In 3-4 days probably.

@SabbyKat:
Quote
Meph, I'll just tune out my feedback. Clearly we're on two different spectrums here, and I'm just aggravating you with my suggestions so I'll stop.
I am confused. Didnt I agree with your feedback and changed some raws according to it, for example the slade creation? Why are we on different spectrums?

Btw, reading what you wrote: You dont seem to know how to set up a military effectively, since you dont seem to use it much. Using double-doorways, seperating enemies, using one teacher and one student only in a squad... I cant remember the last time I lost a dwarf to wildlife, or do I misunderstand the "basic level creature" here? Why send recruits against goblin archers? You can build a decoy at the rockforge to empty their quivers for example. Goblins dont have unlimited ammo, I usually let them waste it before I attack them in melee. Or lure them into close combat. Skill learn rates for military and all military training related bugs are fixed in this mod. Dangerooms dont work in the mod either, they are too dangerous and kill your dwarves.

EDIT: HA, too slow. I read it all. It is all in my head now, you cant delete it from there. NEVER :P
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: shoobs on April 26, 2013, 02:11:02 pm
I am assuming there's a good reason for the delay.  Ok.
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: Meph on April 26, 2013, 02:18:06 pm
Thanks for the patience. I have to wait too ;)
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: shoobs on April 26, 2013, 02:19:57 pm
Hhhhhhhm....
I am suddenly suspecting a release of new vanilla DF sometime in the next week....
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: firons2 on April 26, 2013, 02:50:06 pm
Is the grazing button fixed or what?
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: Meph on April 26, 2013, 03:35:17 pm
It is here. Next release will have it. ;)

I also made up my mind about the guild. There will be one guildhall. There will be one garrison. There might be one mages/arcane/wizardry something, for when I overhaul the magic system.

(http://i.imgur.com/NylChJE.png)

What do you guys think? I choose magenta for the guilds (nobles and such), blue for sorcery and red for military. I know red is traditionally engineers, but I felt like that building needed a color, I cant leave it grey/black.
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: Undeadlord on April 26, 2013, 03:54:22 pm
I like the guildhall look! Very cool.

Two quick things,

1.) I have never had a problem making fire-safe grates before for the Brick Oven and Crematorium. I have made steel and green glass grates, both of which are magma-safe, but still being told I need fire-safe grates? Am I missing something?

2.) If you need some place to upload older version of MW or even just a place to use as a mirror, let me know, I have unlimited bandwidth and space just going to waste :)
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: Meph on April 26, 2013, 03:56:16 pm
I was told yesterday that the fire_safe token only works on a handful of objects, not on all. Its a bug, and these buildings cant be build atm.

Solution: Open data/save/region#/raw/objetcs/building_masterwork and building_furnace_masterwork.txt, and find your FIRE_BUILD_SAFE tags and delete them, but only for those building you cant build.

Thanks for the offer, but if I upload the old version, if will be DFFD as well.
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: fricy on April 26, 2013, 04:02:03 pm
It's good to see at least one of my ideas is going to make it to the game. Go Tavern, GO! :)

Thx, Meph for the feedback.
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: Undeadlord on April 26, 2013, 04:21:40 pm
I was told yesterday that the fire_safe token only works on a handful of objects, not on all. Its a bug, and these buildings cant be build atm.

Solution: Open data/save/region#/raw/objetcs/building_masterwork and building_furnace_masterwork.txt, and find your FIRE_BUILD_SAFE tags and delete them, but only for those building you cant build.

Thanks for the offer, but if I upload the old version, if will be DFFD as well.

Thanks for the quick fix on the fire-safe items and no worries the offer, its there if you need it.
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: Meph on April 26, 2013, 05:13:47 pm
(http://i.imgur.com/VSRLzK4.png)

The creatures now WIN AT YELLING!

So, battlecries work. It might get a bit hectic because that goblin apparently yelled back at three guys, even though his interaction has a wait period of 900 ticks... he should only say something once. Not once for each valid target in the area.
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: smakemupagus on April 26, 2013, 05:23:46 pm
which metals got their stats changed? 

iridium no longer exisits,
welded mithril,
wolfram,
welded wolf,
volcanic

is that it?  i'll update the wiki

(I remembered bifrost later, the max_edge change)
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: Meph on April 26, 2013, 05:34:16 pm
Yes. I changed no stats otherwise. I did tweak some reactions, and added the special tag, so you cant order them from traders, but those are the only ones I did change.
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: Vorsh99 on April 26, 2013, 05:38:16 pm
please PM me a guide on how to re-enable Concubines I dont like having features removed this isnt an MMO.
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: Kurik Amudnil on April 26, 2013, 05:42:59 pm
I was told yesterday that the fire_safe token only works on a handful of objects, not on all. Its a bug, and these buildings cant be build atm.

Solution: Open data/save/region#/raw/objetcs/building_masterwork and building_furnace_masterwork.txt, and find your FIRE_BUILD_SAFE tags and delete them, but only for those building you cant build.

Thanks for the offer, but if I upload the old version, if will be DFFD as well.

I tried to make an armor mod with generic reactions that would use any armor metal.  The way I did that was by giving those materials a reaction class for armor etc.  The same could be done with fire safe and magma safe so that instead of using the [FIRE_BUILD_SAFE] use the created reaction class.  Wont work for glass though because the glass is a built-in material

I just tested this real quick and it seems to work just fine

so something like ..
Code: [Select]
[INORGANIC:GRANITE]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:granite][DISPLAY_COLOR:7:7:1][TILE:132]
[IGNEOUS_INTRUSIVE]
[IS_STONE]
[REACTION_CLASS:FIRE_BUILD_SAFE] added by me
[MELTING_POINT:11440]
[SOLID_DENSITY:2600]

and
Code: [Select]
[BUILDING_WORKSHOP:WHATEVER]
...
[BUILD_ITEM:1:GRATE:NONE:NONE:NONE][REACTION_CLASS:FIRE_BUILD_SAFE][CAN_USE_ARTIFACT]

would make it so that the whatever workshop would require a granite grate or any other material in which the new reaction class is defined.  This would require updating all accessible materials to add the [REACTION_CLASS:FIRE_BUILD_SAFE] or [REACTION_CLASS:MAGMA_BUILD_SAFE] to the appropriate materials.  We don't even have to call the reaction class FIRE_BUILD_SAFE, we could call it FIRE_SAFE or MW_FIRE_SAFE, just so long as we are consistent

Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: smakemupagus on April 26, 2013, 05:51:44 pm
Can we also just exclude wood and bone grates or querns by requiring "INORGANIC" in the build mat?
(well, i hope so, since that's what i tried in Orcfort)
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: Rumrusher on April 26, 2013, 05:53:33 pm
hmm the idea of glass cannons that have a touch of death attack makes me want to work on an idea of how they grow.
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: Meph on April 26, 2013, 06:08:02 pm
@Rumrusher: What do you mean? Grow?

@Kurik Amudnil: In theory yes, but I can fix that problem a lot easier. I just didnt know that the FIRE_BUILD token was restricted to just a few items.

@Vorsh99: Sorry, but no. It makes no sense for me to remove them, just to tell people how to mod them in again.
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: Vorsh99 on April 26, 2013, 06:16:42 pm


@Vorsh99: Sorry, but no. It makes no sense for me to remove them, just to tell people how to mod them in again.

That doesn't make any sense, why would you cut out content like concubines- and then forbid people from making their own, or telling them how when they ask? Moderator can't control content of mods people own privately.

The whole game is about killing and devil worship, which makes even LESS sense.

And babies can be killed, kidnapped, there are devil creatures disease.

Seems like more censoring is needed.

I'll just make my own concubines.

How else will playing one-handed dwarf fortress make sense???


Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: smakemupagus on April 26, 2013, 06:18:11 pm
I didn't see anyone forbidding you from making your own.
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: Kurik Amudnil on April 26, 2013, 06:26:49 pm
Can we also just exclude wood and bone grates or querns by requiring "INORGANIC" in the build mat?
(well, i hope so, since that's what i tried in Orcfort)

If the goal is fire safe, then I believe INORGANIC would also include lignite and bituminous coal which are not fire safe .. but who would make grates out of those?  I suppose that if they do they deserve to experience the result.

@Kurik Amudnil: In theory yes, but I can fix that problem a lot easier. I just didnt know that the FIRE_BUILD token was restricted to just a few items.
Sounds like there is an easier way so I will leave it at that.
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: Meph on April 26, 2013, 06:28:54 pm
Moderators cant control it, but if Toady One asks me to please remove them, I see no problem in doing so. It is his game I mod for, and I am not entitled to anything. Neither are you. Now, for the reason why:
Quote
How else will playing one-handed dwarf fortress make sense???
Because of the possibility of such comments. I have no problem with sex and prostitution references, but the US press is far less forgiving. This is also the reason why Toady never added dwarves using toilets. People would focus on that one part, devaluing the game as a whole. So, here we are. I removed a part of the mod, a small one that I myself wrote. I gave a valid reason for it. I can only ask you to please refrain from modding them back in.

@Kurik Amudnil: The goal is actually to circumvent materials with a COLD_DAM point of lower then 8999. A quirk of the vaporstone template and autosyndrome.
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: Vorsh99 on April 26, 2013, 06:40:54 pm
Moderators cant control it, but if Toady One asks me to please remove them, I see no problem in doing so. It is his game I mod for, and I am not entitled to anything. Neither are you. Now, for the reason why:
Quote
How else will playing one-handed dwarf fortress make sense???
Because of the possibility of such comments. I have no problem with sex and prostitution references, but the US press is far less forgiving. This is also the reason why Toady never added dwarves using toilets. People would focus on that one part, devaluing the game as a whole. So, here we are. I removed a part of the mod, a small one that I myself wrote. I gave a valid reason for it. I can only ask you to please refrain from modding them back in.

@Kurik Amudnil: The goal is actually to circumvent materials with a COLD_DAM point of lower then 8999. A quirk of the vaporstone template and autosyndrome.

While your logic is sound, I feel obligated to inform you that your linux build still features this, correct?
It's easy enough for someone to load in linux and get the text files from 2f and simply modify your 2i build with this removed function.
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: b_knight286 on April 26, 2013, 06:42:59 pm
And now he knows to fix that.  No more arguing, the game is demented enough without adding sex slaves to the list, heheh.  Let's just go back to lighting our children on fire so they become immune to fire.  And then have them mauled by dogs to desensitize them to violence and train military skills so they can be USEFUL.  And smashing nobility into pancakes, and....
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: jonveck on April 26, 2013, 06:44:40 pm
Love the new Guild Hall designs, Meph.  They look great.

Oh, and speaking of changes to metals, how hard would it be to include a button to allow iridium as a player's opinion (like meteorite used to be)?  I always loved the idea of the super rare metal that occasionally popped up in my smelters that was effectively super steel for extra-special items, as a lay-over until I dug down for true candy.  Or was there a particular reason why it got the axe?  (I suppose I could always mod it back into my games, or maybe make it the ultra-rare product of a reaction involving slag.)
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: Vorsh99 on April 26, 2013, 06:51:03 pm
And now he knows to fix that.  No more arguing, the game is demented enough without adding sex slaves to the list, heheh.  Let's just go back to lighting our children on fire so they become immune to fire.  And then have them mauled by dogs to desensitize them to violence and train military skills so they can be USEFUL.  And smashing nobility into pancakes, and....

Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: Meph on April 26, 2013, 06:52:00 pm
Vorsh99: Yes, I know. It doenst matter right at this moment, but I will know more in a week. Honestly, I didnt expect anyone to say anything, because I remove, add or rebalance features all the time, without getting too much discussion about it.

Knight286: I didnt say I do not find it strange either, that sex is bad, violence is ok. Even Toady seemed to find this odd.

Jonveck: Just started with the code for the guilds. Will be a long night, and probably a long day tomorrow. About the iridium: While the material itself has been removed, in its functionality it has been replaced by Orichalcum. Orichalcum is a real-life mystical super-material and I can give it values like I want to. Several people asked why iridium is not like the RL iridium, so this is my solution to it. My magical super metal will not carry the name of a RL metal anymore. You will still get Orichalcum from ore and smelting the same way you got iridium. Just a name change.
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: b_knight286 on April 26, 2013, 07:02:01 pm
Seriously though there was a thread about molesting mermaids and turning their babies into bones!  We need to draw a line somewhere, but nobody here wants to, and I wouldn't have it any other way!  Would be much less disturbingly hilarious lurking here, heheheh.
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: Putnam on April 26, 2013, 07:04:19 pm


@Vorsh99: Sorry, but no. It makes no sense for me to remove them, just to tell people how to mod them in again.

The whole game is about killing and devil worship, which makes even LESS sense.

Not sure which game you're playing?
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: Meph on April 26, 2013, 08:55:13 pm
I have my ideas for the guilds pretty much set, but I wanted some feedback about the military ideas. Basically you can make a workshop, tell a dwarf to go there and transform into a legion dwarf. But why stop there? Why not make a little class system. So here a rough draft:

Drill sergeant => Natural teaching/military tactics skill, no combat boost.
Legionnaire => Higher skill learn rate,fighting,  higher strength.
Marksman => Higher skill learn rate,archery, higher view range.
Guard => Higher skill learn rate,armor/shield, less pain, slow.
Scout => higher skill learn rate, natural wrestling/doging skill, fast.

And a last idea, but I dont know if possible:
Artillerist => high skill learn rate, siege operating, nofear (so they dont flee from the siege engine when they see enemies)

The problem I see with the artillerist is that he wont flee even in normal situations, and that using siege engines is more the "engineers guilds" part, and that it is a civilian profession, not a military labor. You can also not assign a specific dwarf to a siege engine, so it would be hard to manage to man catapults and ballistas just with these artillerists.
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: lwCoyote on April 26, 2013, 09:08:32 pm
Meph/AoA >I did tick harder learning, but even with that on 80 beds should have gained some points. I did READ it in order to 'double check' and sure enough, his stonecrafting was at the default 5 pts, Im pretty sure.

Its in one of my new LP episodes, so when it comes up 'on camera' I'll letcha know so you can see for yourself
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: lwCoyote on April 26, 2013, 09:09:33 pm
On a separate note, I greatly approve of the idea of combining labours, I hope it works out =)
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: Meph on April 26, 2013, 09:12:09 pm
I played a fort with the new labors. It works beautifully. Of course it completely massacres the old caste system as well, because all the new labors are mixed, but I am working on it ^^
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: fasquardon on April 26, 2013, 09:41:14 pm
I am also surprised that concubines being removed has received so much attention.  Their going will make playing as dwarfs rather harder though - which is perhaps a good thing.  It will encourage me to learn how to make a properly self-sustaining fortress...

With regards to more realistic metalworking Meph, the reason why I voted against it was not because I don't like the idea as such, but because making steel even harder to get while mithril is the entry level metal of choice didn't make too much sense.  For my part, I'd love to see more realistic metalworking pathways (and more realistic pathways for the other materials), I'd like to have that combined with steel being important for dwarfs though.  (I know, mod consumer wants cake and to eat it - stop press.)  One of the things I really like about vanilla DF is that steel is a big and important thing.  It feels dwarfy that way.

What do people think of the idea of making the super-metals in Masterwork alloys of steel?  So instead of making a wolfram weapon, we'd be making weapons out of spring steel, hastelloy and suchlike...

The guildhalls are looking nice Meph.  Looking forward to playing around with them.

The ideas with nobles are looking very interesting.  I like the ideas for tying nobles to workshops and tools (and if at all possible, vice versa).  Making all the dwarfs nobles as a way of encouraging fancy bedrooms seems overkill - but maybe that is just because of my play-style - I give all my dwarfs fancy bedrooms just 'cuz it is one more way to make them happy.

The military class ideas are sounding interesting.  I've not played with squads enough to really understand all the implications though.

With the embassy, is it possible to make one of the social skills be the skill for using it?  Wondering why you are re-purposing the tanning skill to use the embassy y'see.

I like the new labours naming scheme.

I have found the latest discussion of how to balance the game interesting.  I noticed that no one mentioned my pet peeve (the high value of food in trading), but were mentioning things that I have, for the most part, never found too easy in my games (I've lost many dwarfs to random wildlife - and lost golems to ambushes - clearly not a military pro here).  It really brought home to me what a challenge DF is to balance...

fasquardon
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: Meph on April 26, 2013, 09:55:28 pm
I have changed mithril to be made of steel+silver+silver+silver. And welded mithril is mithril+titanium. That way mithril is based on steel, and you cant circumvent steel and go directly to mithril. There is still some raw mithril now and then, but rare.

Ideas with the nobles is something for later. Its in the todo list now, but I do not work on it atm.

Emassy and Ambassador: You have to understand the difference between a labor and a skill. I have maybe 20 skills or so free that I could use, but they have no associated labor. Labor is what you can toggle in a dwarf, like "tanning". In this case it will be "diplomacy". The skill in Ambassador then. So you have a dwarf with active diplomacy labor, becoming a legendary ambassador. If I use skills without labors in workshops, ANY dwarf would run the reaction. You could not control it, besides workshop profiles.

Balancing is indeed impossible. ;) If I make food less expensive, it gets even easier to sustain your fort only through buying all the food caravans bring. If I make it more expensive, you can buy a kingdom with your lavish meals... which way is better? No one knows.
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: smakemupagus on April 26, 2013, 09:57:00 pm
What labor actually tans hides now?  I usually have ~4 dedicated tanners, I was a little surprised that was judged a useless one :)
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: Meph on April 26, 2013, 09:59:30 pm
I didnt really judge it as useless, but as free. I can access all reactions that use tanning skill, so I can change it. Tanners also do not have a quality modifier, it only concerns speed.

Tanning is done by the leatherworker.

I am curious how all this will work out for most players.
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: smakemupagus on April 26, 2013, 10:17:21 pm
I can access all reactions that use tanning skill, so I can change it. Tanners also do not have a quality modifier

Aha, I get it now 8)
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: Meph on April 26, 2013, 10:22:17 pm
From my changelog:

Quote
- Thresher, Miller and Presser is now one skill: Miller/Presser
 - Wood Burner, Glazer and Potter is now one skill: Oven Operator
 - Leatherworker and Tanner is now one skill: Leatherworker
 - Soapmaker and Lyemaker is now one skill: Chemist
 - Potashmaker is now: Alchemist
 - Beekeeper is now: Hivekeeper
 - Animal Caretaker is now: Animal Armorer
 - Clothier is now: Tailor.
 - Woodcutter is now: Lumberjack.
 - Strand Extractor is now: Priest/Apostle of Armok.
 - Fish Dissector is now: Fish Farmer
 - Grower/Planter is now: Farmer
 - Wax Worker is now: Wax/Poison Worker
 - Tanner is now: Ambassador
 - Soapmaker is now: Runesmith
 - Alchemist is now: Sorcerer
 - Presser is now: Researcher/Inventor
 - Glazer is now: Musician
 - Building Designer is now: Architect
 - Potter is now: Scribe
 - Pump Operator is now: Machine Operator
 - Miller is now: Archeologist
 - Plant Gathering is now: Herbalism
 - Ambusher is now: Hunter
 - Kiln is now: Clay Oven
 - Wood Furnace is now: Wood Oven

IMPORTANT: You dont have to remember any of this. No worries. It will all show ingame, so you just enable your Runesmith if you want him to work in your RuneArmory or RuneWeaponry. Or your Scribe if you want him to work in the Scriptorium. There are only four things that change for you:

1. Glazing/Pottery is done by the Oven Operator, because they buildings are now called Wood Oven, Clay Oven and Brick Oven.
2. Plant processing, milling and pressing is all done by the Miller/Presser.
3. Soap is made by the Chemist.
4. Leather from skin (tanning) is done by the Leatherworker.

And about the military ranks:

Legionnaires get 200% learn rate for all melee weapons.
Marksmen get 200% learn rate for all ranged weapons.
Guards get 200% learn rate for armor and shields.
Scouts get 200% learn rate for dodging and unarmed combat.

All four get 200% learn rate for student, teacher, military tactics, situational awareness and leadership.

I might do some more buffs for them depending on type. For example view range for marksmen, speed for scouts, pain resistance for guards and likes fighting for legionnaires. I might add a slightly faster healing to all four as well.

Quote
Legionnaire Training
[SKILL_RATE:TEACHING:200:0:0:0]       
[SKILL_RATE:LEADERSHIP:200:0:0:0]   
[SKILL_RATE:MILITARY_TACTICS:200:0:0:0]               
[SKILL_RATE:SITUATIONAL_AWARENESS:200:0:0:0]   
[SKILL_RATE:KNOWLEDGE_ACQUISITION:200:0:0:0]
[SKILL_RATE:AXE:200:0:0:0]               
[SKILL_RATE:BITE:200:0:0:0]                 
[SKILL_RATE:DAGGER:200:0:0:0]               
[SKILL_RATE:GRASP_STRIKE:200:0:0:0]               
[SKILL_RATE:HAMMER:200:0:0:0]               
[SKILL_RATE:MACE:200:0:0:0]               
[SKILL_RATE:MELEE_COMBAT:200:0:0:0]               
[SKILL_RATE:MILITARY_TACTICS:200:0:0:0]               
[SKILL_RATE:MISC_WEAPON:200:0:0:0]               
[SKILL_RATE:PIKE:200:0:0:0]                               
[SKILL_RATE:SITUATIONAL_AWARENESS:200:0:0:0]     
[SKILL_RATE:SPEAR:200:0:0:0]               
[SKILL_RATE:STANCE_STRIKE:200:0:0:0]               
[SKILL_RATE:SWORD:200:0:0:0]               
[SKILL_RATE:WHIP:200:0:0:0]               
--------------------------------------------------------------------------------------------
Marksman Training
[SKILL_RATE:TEACHING:200:0:0:0]       
[SKILL_RATE:LEADERSHIP:200:0:0:0]   
[SKILL_RATE:MILITARY_TACTICS:200:0:0:0]               
[SKILL_RATE:SITUATIONAL_AWARENESS:200:0:0:0]   
[SKILL_RATE:KNOWLEDGE_ACQUISITION:200:0:0:0]
[SKILL_RATE:ARMOR:200:0:0:0]             
[SKILL_RATE:BLOWGUN:200:0:0:0]               
[SKILL_RATE:BOW:200:0:0:0]               
[SKILL_RATE:CROSSBOW:200:0:0:0]             
[SKILL_RATE:DODGING:200:0:0:0]                   
[SKILL_RATE:MILITARY_TACTICS:200:0:0:0]           
[SKILL_RATE:RANGED_COMBAT:200:0:0:0]                       
[SKILL_RATE:SITUATIONAL_AWARENESS:200:0:0:0]         
[SKILL_RATE:THROW:200:0:0:0]               
--------------------------------------------------------------------------------------------
Guard Training
[SKILL_RATE:TEACHING:200:0:0:0]       
[SKILL_RATE:LEADERSHIP:200:0:0:0]   
[SKILL_RATE:MILITARY_TACTICS:200:0:0:0]               
[SKILL_RATE:SITUATIONAL_AWARENESS:200:0:0:0]   
[SKILL_RATE:KNOWLEDGE_ACQUISITION:200:0:0:0]
[SKILL_RATE:ARMOR:200:0:0:0]           
[SKILL_RATE:MELEE_COMBAT:200:0:0:0]               
[SKILL_RATE:MILITARY_TACTICS:200:0:0:0]             
[SKILL_RATE:SHIELD:200:0:0:0]                             
[SKILL_RATE:SITUATIONAL_AWARENESS:200:0:0:0]     
--------------------------------------------------------------------------------------------
Scout Training
[SKILL_RATE:TEACHING:200:0:0:0]       
[SKILL_RATE:LEADERSHIP:200:0:0:0]   
[SKILL_RATE:MILITARY_TACTICS:200:0:0:0]               
[SKILL_RATE:SITUATIONAL_AWARENESS:200:0:0:0]   
[SKILL_RATE:KNOWLEDGE_ACQUISITION:200:0:0:0]
[SKILL_RATE:DODGING:200:0:0:0]               
[SKILL_RATE:GRASP_STRIKE:200:0:0:0]             
[SKILL_RATE:MELEE_COMBAT:200:0:0:0]               
[SKILL_RATE:MILITARY_TACTICS:200:0:0:0]               
[SKILL_RATE:MISC_WEAPON:200:0:0:0]                         
[SKILL_RATE:SITUATIONAL_AWARENESS:200:0:0:0]   
[SKILL_RATE:STANCE_STRIKE:200:0:0:0]           
[SKILL_RATE:WRESTLING:200:0:0:0]   

Guilds I have Merchant's Guild, Carpenter's Guild, Mason's Guild, Beast Warden's Guild, Smith's Guild,  Jeweler's Guild, Craftdwarf's Guild, Fisherman's Guild, Farmer's Guild, Healer's Guild, Engineer's Guild, Alchemist's Guild... all accessable through that one Guildhall building. I also have the Priest/Apostle of Armok and the Sorcerer/Arcane Dwarf. These I probably put into other buildings, like the temple and "magic something for later"

Keep in mind that none of them have natural skills. No "savants" that arrive with the high skill already intact... these guys can only learn their fitting skills faster.
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: Fairin on April 26, 2013, 11:55:58 pm
wanted to add in my opinions meph

1. concubines: was kinda interesting cause you could assign them labors in therapist and use them just like normal dwarves so if you wanted to start a fort with 50 dwarves. you could, people taking it a bit too "literately"  "Sex slaves? for real?" add them back and rename them just dwarves =)

2. having all the skills combined sounds interesting. but would my leatherworker get exp from tanning ? like tan a whole buncha leather and be a legendary leather armorsmith in no time?

3. wood oven?. why not charcoal pit =) - argh oven operator,

4. drill sarge ftw please?

5. guild hall gonna be a nice extra large building like the Colosseum ?
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: Xardov on April 27, 2013, 12:03:08 am
Hi, using the latest Masterwork V.2i, I generated a new world (Garden of Gaia) and surprisingly, no Minotaur, Nightwing, Fury, and Werewolf civilizations were formed.  They were not wiped out, they simply never were created, even though I enabled them in the settings.  I even tried increasing the number of civilizations (from 30 to 100). (Also, why is the number of megabeasts/semi-megabeasts so low?)  Are you aware of this bug, Meph, and is there a fix?  Much thanks in advance!
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: Dipo233 on April 27, 2013, 12:31:06 am
Mac version of V.21 please !!!
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: Noobazzah on April 27, 2013, 04:36:43 am
Hah, the Frost Giants use Finnish words in their language! Excellent stuff, though it's now pretty hard to take them seriously. Their only fortress is called something like 'Whipped Wieners' when translated. Wonder is they eat mämmi as well.
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: leafar on April 27, 2013, 05:21:12 am
I have changed mithril to be made of steel+silver+silver+silver. And welded mithril is mithril+titanium. That way mithril is based on steel, and you cant circumvent steel and go directly to mithril. There is still some raw mithril now and then, but rare.
...

maybe you could change all advanced metals to be only useable as steel-alloy
like: ore -> powder; powder + steel(or pig-iron, to give it more use :D) -> (material-name)-steel

would make them a little more expensive to get - and it's somewhat realistic to use metals to upgrade steel
even mixed alloys would be possible (...basically the welded versions)
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: fire1666 on April 27, 2013, 07:57:41 am
tad of a late responce but is it possible to make a weapon without making it from a prereq e.g. steel (weapon name) if so then i will not need to rename the weapons just a few of the attacks and end sections.
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: Dwarf_Eater on April 27, 2013, 09:13:23 am
About my suggestion of getting blessing syndrome on weapon, I just had an idea of the possibility of dorfs screwing up with runes or blessings creating cursed armor or armor with rune with negative effects.
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: smakemupagus on April 27, 2013, 10:44:20 am
Hi, using the latest Masterwork V.2i, I generated a new world (Garden of Gaia) and surprisingly, no Minotaur, Nightwing, Fury, and Werewolf civilizations were formed.  They were not wiped out, they simply never were created, even though I enabled them in the settings.  I even tried increasing the number of civilizations (from 30 to 100). (Also, why is the number of megabeasts/semi-megabeasts so low?)  Are you aware of this bug, Meph, and is there a fix?  Much thanks in advance!

Are you playing with all FD races enabled?  If so 100 civs is still kind of low.  (30, btw is less than the total number of available civs in MDF, so there will be some missing by neccessity).

I assume megabeasts are low there because Gaia is a carefree untroubled land
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: Meph on April 27, 2013, 10:45:46 am
Slowly getting there... new castes are done. Now for the reactions in the guildhall. These are the new castes. I probably exclude the arcane dwarf/sorcerer dude for now, since that is for the better magic system later.

Quote
[CASTE_DESCRIPTION:*MERCHANT'S GUILD* This dwarf is a member of the high and mighty merchant's guild. Controlling the flow of tradegoods and money all over the dwarven realm, each wealthy fortress will soon see the merchnt's guild arrive. It's members make excellent traders and bookkeepers, as well as ambassadors.]

[CASTE_DESCRIPTION:*CARPENTER'S GUILD* This dwarf has joined the guild of woodworkers, lumberjacks and bowyers. It's not the most popular guild among dwarves, since the work is mostly outdoors, but the factor that elves hate it with a passion makes more then up for it.]

[CASTE_DESCRIPTION:*MASON'S GUILD* This dwarf is member of the most prominent of all dwarven guilds, the masons. Working with stone is an age old tradition among dwarven society and the mason's guild has honed this skill to perfection. Members learn masonry, engraving and mining, as well as skills like architecture and archeology.]

[CASTE_DESCRIPTION:*BEAST WARDEN'S GUILD* This dwarf has joined the society of the beast wardens, a group of dwarves dedicated to the training and control of animals. While not recognized as a real guild be dwarven society, they do make excellent rangers, trappers and animal trainers. Building and maintaining insect hivestocks falls under their responsibility as well.]

[CASTE_DESCRIPTION:*SMITH'S GUILD* This dwarf is member of the second largest dwarven guild, the smiths. What they lack in numbers in comparison to the mason's guild, they make more then up with their dedication and skill in metalworks. They constantly tend to their furnaces or ovens and metal seems to bend to their will.]

[CASTE_DESCRIPTION:*JEWELER'S GUILD* This dwarf has proven skill in the fine arts. The members of the jeweler's guild create the finest tradegoods, be it from gems or glass. They are in constant squabbel with the merchant's guild, which controls the taxes on said tradegoods.]

[CASTE_DESCRIPTION:*CRAFTMAN'S GUILD* This dwarf is a member of the craftman's guild. Most artisans of the smaller industries fall under this category, be it working bone, leather or cloth. The guild even houses the few dwarven scribes and musicians that roam the realm.]

[CASTE_DESCRIPTION:*FISHERMAN'S GUILD* This dwarf has joined the eccentric guild of fishers. Founded by the self-proclaimed king of the fishers, this guild is watched with distrust by other dwarves. How is sitting next to water, waiting for the fish to come to you a real profession? Regardless of what other dwarves think, the members of this guild have mastered the skill of the waiting game.]

[CASTE_DESCRIPTION:*FARMER'S GUILD* This dwarf belongs to the guild of farmworkers, millers and cooks. They handle most of the food production, from planting crops and brewing them, over milking and cheesemaking, to butchery and cooking. A basic, but important factor of every fortress.]

[CASTE_DESCRIPTION:*HEALER'S GUILD* This dwarf is a member of the guild of healers. Mad butchers some might call them, but they do their best to patch unlucky dwarves back together. Enough dwarves owe their lifes to them to establish the healers as a valid, bonafide guild.]

[CASTE_DESCRIPTION:*ENGINEER'S GUILD* This dwarf is a member of the guild of mechanics, machine operators and siege engineers. All things technical are governed by them. Without the engineer's guild fortresses would lack pumpstacks, trap hallways and other automated defenses. They even allow intrepid inventors to join their ranks.]

[CASTE_DESCRIPTION:*ALCHEMIST'S GUILD* This dwarf joined the ancient guild of alchemists. While alchemy itself is only a shadow of its former self, in these modern days the guild also welcomes chemists, poisoners and herbalists. There will always be fun about when dwarves handle explosives, acids and poisons, so the guild is blamed for most fortress accidents. And justly so, some might say.]

[CASTE_DESCRIPTION:*ARCANE DWARF* This dwarf bears a spark of magic in him. Either a rare natural occurence or an expansive magical experiment, either way it enables him to dip into the natural powers that surround us all. He can learn sorcery and the use of magic wands.]

[CASTE_DESCRIPTION:*LEGIONNAIRE* Having undergone the garrison training, this dwarf has learned the fundamental rules of war. Legionnaires learn to handle all melee weapons, military tactics, leadership and situational awareness. They are used to pain, have a higher willpower and recuperation then civilians. The legion training also encompasses rigirous fitness exercises, raising their strength.]

[CASTE_DESCRIPTION:*MARKSMAN* Having undergone the garrison training, this dwarf has learned the fundamental rules of war. Marksmen learn to handle all ranged weapons, military tactics, leadership and situational awareness. They are used to pain, have a higher willpower and recuperation then civilians. Marksmen training also leads to keen eyes and a higher view range.]

[CASTE_DESCRIPTION:*GUARD* Having undergone the garrison training, this dwarf has learned the fundamental rules of war. Guards excel in using armor and shield and learn military tactics, leadership and situational awareness. They are used to pain, have a higher willpower and recuperation then civilians. Guard training raises their toughness as well.]

[CASTE_DESCRIPTION:*WRESTLER* Having undergone the garrison training, this dwarf has learned the fundamental rules of war. Wrestler training teaches unarmed combat and doging above all else. They also learn military tactics, leadership and situational awareness. They are used to pain, have a higher willpower and recuperation then civilians, tire slowly and are very agile.]

Please tell me if there are ny spelling errors in there. Better names for the "wrestler" or "marksman" would also be nice, since these names already appear in the game. I want to avoid confusion.
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: smakemupagus on April 27, 2013, 11:02:30 am
*** typos/spelling ***
merchnt
squabbel
occurence
rigirous
doging

*** grammar ***

lifes > lives
merchant's > merchants' (maybe plural possessive is more appropriate? .. if so it's all of them)
It's members > Its members (no apostrophe for possessive)

*** hmm ***

marksman > sharpshooter, sniperdwarf, hawkeye, ranged infantry, ranger auxilla
wrestler > grappler, martial artist

I really like the "it wouldn't be a popular guild, except that the elves hate it ;) "
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: Gamerlord on April 27, 2013, 11:33:20 am
To the-guy-doing-the-shade-civ (i forgot your name, sue me) i had a few ideas.

-combine the Shade race and Undead civ into one, called the Damned (basically a super fast but fragile caste and tough but slow one)
-have the pets be bone/flesh/soul constructs, not generic undead
-use ironbone and bloodsteel, they're already there
-if possible, replace generic reproduction with construction of new citizens from butchered dead
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: Stronghammer on April 27, 2013, 11:57:00 am
Im beyond excited to be getting the guilds soon. the fort has never really felt right without them. Thanks so much Meph.
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: Meph on April 27, 2013, 12:18:27 pm
Smake, thanks. :) I'm a bit shocked that I missed that much, but will be fixed.

Gamerlord: Talk to fire1666, he is the one.

Stronghammer: Any more suggestions for the guilds? I want to stay away from experimental stuff for now, till I have them set up at least. Currently it takes 500 gold coins to join, or 2500 to undergo military training.

I thought about having my dwarves that join a guild or a military rank undergo training. They transform first into an immobile creature "Apprentice/dwarf in training" for a week or two. After that, they transform into a guildmember/legionnaire.... I could use that instead of my previous multi-transform apprentice/journeyman/master system.

EDIT: Oh, and with the new battlecry/yelling system I can make the priest/apostle castes yell at possessed dwarves. :)

EDIT: And I figure out a way how you can trade golems, but migrants no longer bring free ones.
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: Meph on April 27, 2013, 02:06:28 pm
Good news everyone!

All guilds are in, guildhall and garrison is in, all reactions are in, all inorganics exist, all interactions work... in short: Guild System is done. Tested in fortress mode, works beautifully. I will now see which part I can tweak a bit, and what specials I can give guild members.

I also tested the "WIN AT YELLING" feature against a real invasion. Works as well.

(http://i.imgur.com/x3K5HLe.png)
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: lwCoyote on April 27, 2013, 02:14:59 pm
Meph/AoA >I did tick harder learning, but even with that on 80 beds should have gained some points. I did READ it in order to 'double check' and sure enough, his stonecrafting was at the default 5 pts, Im pretty sure.

Its in one of my new LP episodes, so when it comes up 'on camera' I'll letcha know so you can see for yourself

http://www.youtube.com/watch?v=Xa-jYrsN3-g

According to episode 1 vs episode 3, after crafting 80 stone beds he only gained 1 pt in stonecrafting =(
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: Gamerlord on April 27, 2013, 02:18:16 pm
So what do the battle cries do, and can you please add an option to turn them off?
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: Isngrim on April 27, 2013, 02:19:55 pm
(http://i.imgur.com/x3K5HLe.png)
awesome.
maybe change "die with honor and fight" to "fight and die with honor"

edit: i think they are for flavor
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: Meph on April 27, 2013, 02:39:08 pm
They dont do anything, its just an extra line in the combat log whenever two sapient species fight each other. I can do a button for it on the GUI, but to so far I didnt bother, because they have no influence on playstyle or balancing whatsoever. Its like engravings or the extra namings in the attacks.

lwcoyote: I didnt forget about it, but I cant explain why it happened. I have to test the skill gain for the guilds anyway, while doing this I will see about the stonebed crafting. Did he get no skills at all, or did he only not gain stonecrafting from making beds?
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: Gamerlord on April 27, 2013, 02:44:01 pm
Eh, it's just that it's hard enough for me to trawl through the combat logs.
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: Stronghammer on April 27, 2013, 02:55:08 pm
As for suggestions the only thing that I could think of that would fit more with the guilds is a guild tax system as guilds do work or as time passes they pay a tax in gold or coins or what not. However I dont see how you could actually implement that.
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: Meph on April 27, 2013, 02:55:33 pm
Could you give me a reason why? What are you looking for, why read them? Only reason to read them is for fun... or I am missing something very obvious.

Edit: @Stronghammer: I think Toady will do the tax system someday... there is even an unused tax collecting tag for the nobles..
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: Gamerlord on April 27, 2013, 02:57:10 pm
I need a way of finding out how my warriors got injured without waiting for a diagnosis!
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: Stronghammer on April 27, 2013, 02:57:46 pm
ya, also i like the whole immobile training idea. It helps to balance the how "take my money, now I craft like a god" type thing.
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: Meph on April 27, 2013, 02:59:03 pm
Gamerlord: Just looking at their bodyparts would be a lot easier then. That or the unit description. Both list the injured bodyparts.

Stronghammer: They get higher skill learn rate, not higher skills. Your peasant in the masons guild is still a peasant with no skills. ;) But I know what you mean. :)

Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: smakemupagus on April 27, 2013, 03:02:16 pm
I use the combat logs a lot (as readers of the tutorial fort probably know by now), to determine what weapons are effective against which enemies, which warriors are too slow to get to the fight, or not equipping the right ammo, or whatever.  Also like Gamerlord said, it actually is a nice way to see who is injured, it is much more convenient that the units menu if you have 100+ guys running around.  So I like the flavor text a lot, but only as long as it doesn't dominate the logs.
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: SharpKris on April 27, 2013, 03:18:27 pm
i really like the guild system you have got planning but question is how many guilds can we expect? will all of them take coins? how about making guild masters and appointing them as nobles?
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: Meph on April 27, 2013, 03:27:54 pm
I have yet to see how 2 big armies will yell at each other, but with testing its just 1-2 lines per page of combat logs. But I can add a button, why not. Its not that much work.

Guild System I have planning? It is done. :) I cant do that with nobles, nobles wouldnt do anything really anyway. Total number is 18. 4 military units, 1 sorcerer (not included atm), 1 priest and 12 guilds.
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: SharpKris on April 27, 2013, 03:34:19 pm
will all of them require coins to use? or just the military ones?
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: Gamerlord on April 27, 2013, 03:36:09 pm
Hey Meph, you gonna get around to using the warpstone any time soon?
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: Jaredus on April 27, 2013, 03:52:50 pm
Hey, kinda new to this mod, so this might be an obvious question, but how is slag stockpiled? Since it's got that special (massive) bar name and the quality levels, I'm assuming it's not an actual bar of metal? I can't seem to find it in the stockpiles menu anywhere, and it's cluttering up my furnaces a bit.
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: smakemupagus on April 27, 2013, 03:57:10 pm
It doesn't stockpile, you can only destroy it at the slag pit furnace.
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: Meph on April 27, 2013, 04:47:00 pm
Gamerlord
Hey Meph, you gonna get around to using the warpstone any time soon?
Considering that I spend the last hour making battlecries optional.... no?  ???

Jaredus: THAT is exactly what slag is for. It is a waste product that produces clutter. You need slagpits, about one per smelter you have, to either destroy it, or refine it a bit to concrete blocks.

Sharpkris: All of them. Guilds 500, Military Groups 2500, leaving a guild/group is free. Keep in mind 500 coins = 1 bar. Its more of a token price.
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: Broken on April 27, 2013, 04:50:05 pm
Meph, can you post the boosts of each guild?
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: smakemupagus on April 27, 2013, 04:51:39 pm
Jaredus: THAT is exactly what slag is for. It is a waste product that produces clutter. You need slagpits, about one per smelter you have, to either destroy it, or refine it a bit to concrete blocks.

Also, infinity free potash :D
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: Meph on April 27, 2013, 04:53:42 pm
I thought I already did?  :o

Quote
- Guilds and military groups.
 - Dwarves can now join one of 13 guilds or 4 military groups. They get 200% skill learn rates, so a mason in the masons guild levels up twice as fast as a normal mason.
 - Joining a guild costs 500 gold coins. Joining a military group costs 2500 gold coins.
 - Dwarves can leave guilds or groups whenever they want, its free.
 - Dwarves can switch between guilds whenever they want, it costs 500 gold coins.
 - The military groups are legionnaire, guard, marksman and wrestler.
 - Legionnaires get 200% learn rate to all melee weapon skills. Also increased strength.
 - Guard get 200% learn rate to armor and shield skills. Also increased toughness.
 - Marksmen get 200% learn rate to all ranged weapon skills. Also increased sight range, 5 tiles.
 - Wrestler get 200% learn rate to unarmed combat and dodging. Also increased endurance and agility.
 - All four groups get good teacher, student, military tactics and physical awareness, as well as a boost to pain resistance.

So yeah, no natural skills anymore, but faster learning. I am still gathering ideas about what else it could be. I can for example give all masons guild guys a boot when they wield a pick, or all carpenters guild lumberjacks get a boost when using chopping axes...
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: lwCoyote on April 27, 2013, 05:38:46 pm
lwcoyote: I didnt forget about it, but I cant explain why it happened. I have to test the skill gain for the guilds anyway, while doing this I will see about the stonebed crafting. Did he get no skills at all, or did he only not gain stonecrafting from making beds?

Just the stonecrafting, that I can see.. he hasn't done enough of anything else to really warrant skill ups I figure. I'll keep an eye on it though, and get back to you. Sorry if I'm being a pest, just trying to help =)
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: Meph on April 27, 2013, 07:31:11 pm
I know its a bit random, but does anything of this look like a rug?

(http://i.imgur.com/bdiYrrg.png)
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: dennislp3 on April 27, 2013, 07:54:36 pm
It does actually...well done XD
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: Meph on April 27, 2013, 07:57:00 pm
Well, I think I might settle on that one... has this rich, soft look. Kind of. For the 16 pixels it is. ^^ And yes, these should be braziers, thats like totally obvious, dont question my logic. I am no painter :P

(http://i.imgur.com/kzQ4cA8.png)

EDIT: So, done. This version is a lot cleaner.

(http://i.imgur.com/ytxVKfR.png)
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: tahujdt on April 27, 2013, 08:14:30 pm
After a few minutes of arguing with Siri, I decided that I was going to install the latest version of this mod, get a bunch of Wolfram, and build three satellites with all that Wolfram. I will name them after the letters of the Greek alphabet, and the first satellite will be named Wolfram|Alpha.

Sorry. Couldn't resist.
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: Meph on April 27, 2013, 08:16:23 pm
I dont get it.
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: b_knight286 on April 27, 2013, 08:35:27 pm
Lamellar takes a lot of leather.  Can you implement something like this?
http://www.bay12forums.com/smf/index.php?topic=122003.0 (http://www.bay12forums.com/smf/index.php?topic=122003.0)
That or just let orcs and kobolds have access to leatherwings...

Btw, love this mod!  Installing 2i now after being frustrated at the lack of the "pick seeds" thing from the magic garden...the Fountain of Eternal Youth I think.  (have rather poor memory sometimes, heheh.)
Gonna try orcs now, gonna kill everything except sentient species, who I will dump into a spiked pit filled with the meanest critters I can tame.
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: smakemupagus on April 27, 2013, 08:56:04 pm
Well, I think I might settle on that one... has this rich, soft look. Kind of. For the 16 pixels it is. ^^ And yes, these should be braziers, thats like totally obvious, dont question my logic. I am no painter :P

What tile did you change?
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: Kire93 on April 27, 2013, 09:03:38 pm
I dont get it.
If you are referring to tahujdt's post, wolfram alpha is a smart search engine thing that you can ask questions and it will give you answers.  If I remember correctly apple's "siri" kind of uses wolfram alpha to help give responses. So it was a pretty good joke if you understood the references lol
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: Meph on April 27, 2013, 09:18:31 pm
Ok. I kind of know what siri is, the wanna-be glados by apple, but I never heard of wolframalpha.

b_knight286: Yes, this leather fix is actually planned. I even had the thread open in another tab. ;) But if you want things changed with the orcs, I am not the person to talk to.

Smake, I changed the incredibly useful upsidedown ? for this. Tile 245. I also have another free tile, but for the life of me I cant figure out what to do with it. First I tried wall hangings, but of course that wouldnt even work ingame (the walls wouldnt recognize the workshop as a part of the wall), and then I tried a flag...

(http://i.imgur.com/968IDCM.png)
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: Putnam on April 27, 2013, 09:20:57 pm
I dont get it.

time to blow your mind then (http://www.wolframalpha.com)
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: smakemupagus on April 27, 2013, 09:26:55 pm
>> Smake, I changed the incredibly useful upsidedown ? for this. Tile 245

Oh no!  The engravings of hooks and of icicles will be ruined  :'(

:D
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: Meph on April 27, 2013, 09:38:59 pm
Ah, ok. Intelligent search engine. I get it. It answered my question with 42, so everything is ok.

Smake, are you using tile 10 for anything? Thats the weird inverted ring, between well and bag. Because its a sign now.
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: tahujdt on April 27, 2013, 09:55:27 pm
Ok. I kind of know what siri is, the wanna-be glados by apple, but I never heard of wolframalpha.
One could argue that GLaDOS was a Siri wannabe, since GLaDOS never installed herself on a good portion of the world's pocket computation devices.
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: smakemupagus on April 27, 2013, 10:01:36 pm
>> Smake, are you using tile 10 for anything?

nope! 

But does it flash with tile 9 when a millstone is powered? (i have no particular reason to think this, other than, why else does it exist :P )
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: Meph on April 27, 2013, 10:15:07 pm
I dont care. Its a sign now. lol. On the other hand, I have never seen a powered millstone, so I dont know. ^^

But the decorative buildings now include a rug (takes on the color of the material, needs 1 block), a sign (always brown with grey floor under it) and the brazier (takes on the color of the material, but grey/white/black is recommendet)

EDIT: Oh, yes, Important decision... creature spawning. I hate how the current system is broken, so I probably port it to the "transform a pet". I would make new pets, maybe changelings/morphlings for the colosseum, and a "toolkit" pet for the constructs. Or "soulgem" or "phylactery" or something akin. So you take your turret case, your toolkit, and transform the toolkit into a turret. Of course you would have to buy these toolkits from the caravans first, for 1 dwarf buck. Or bring them on embark. And I will remove golem pets from migrants. ^^

ADVANTAGE:
100% success rate.
Exactly one creature for each reaction.
Creature counts as pet, can be controlled, moved or butchered.

DISADVANTAGE:
Limits the amount of creature. If you want 100 landmines, you need 100 of these pets first.

Anyway, thats my project for tomorrow. I finished the guilds today, did some GUI work on the settings, and made the decorations... and these minor balancing things:
Quote
- Added simple training reaction for medical skills to the apothecary.
 - Removed soap making from apothecary.
 - Added soap making to chemist.
 - The soap makers workshop still exists and can also make soap, but is disabled by default.
 - Renamed "militia commander" to "military commander"
 - Renamed "militia captain" to "sergeant", just think it fits better for the new military groups.
 - Ironbone and bloodsteel cant be used for anvils.
 - Raised value of leather, scale, chitin and shell.
 - Raised value of dwarven pets.
 - Animated armors have been moved to cavern 3.
 - Weapon runes no longer work on other dwarves. (it caused accidents while sparring with your insta-kill hammer for example)
 - Added leather leggings back in. Civilian dwarves were claiming all the leather trousers that were made for the military.

EDIT: Mh... last idea for now: Morphlings/Changelings could also get a reaction to transform into any creature... so you buy a changeling, run a reaction "transform changeling into creature X"... setting that up wouldnt be too hard. Think of the colosseum, just for friendly pets instead of monsters.
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: b_knight286 on April 28, 2013, 12:34:03 am
Not sure if he was kidding, but once I saw someone claiming he was changing the raws so chickens lay live bees.  Is something similar possible with a larger creature?  Or you could just make them lay eggs once in a long while and have them hatch almost immediately...that would limit the numbers issue.  If only I had ANY idea what I was talking about, heh.  If the person is still active I believe I found it on the What's going on in your fort? thread, so you can search for "live bees" and bug him.  Though I assume you already know how to do that if you were the one who made the genie...
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: Putnam on April 28, 2013, 12:40:37 am
Not sure if he was kidding, but once I saw someone claiming he was changing the raws so chickens lay live bees.  Is something similar possible with a larger creature?  Or you could just make them lay eggs once in a long while and have them hatch almost immediately...that would limit the numbers issue.  If only I had ANY idea what I was talking about, heh.  If the person is still active I believe I found it on the What's going on in your fort? thread, so you can search for "live bees" and bug him.  Though I assume you already know how to do that if you were the one who made the genie...

You can make any creature lay "live" bees.

I say live because they're kinda voodoo zombie bees, not really doing anything at all.
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: sayke on April 28, 2013, 01:21:16 am
@meph - very interesting on the creature spawning system! is the only way to get soulgems via trade?

i think the new mithril system is awesome.

the braziers/flags/banners/carpets are also nifty =D the top left carpet looks the most... carpety!

and why wouldn't legionairs get a boost to shield and armor user? they need that! what's the point of having separate defensive guards and offensive but vulnerable melee legionaries?

also, with respect to ranks, what exactly is the progression you're using? i would suggest sergeant, lieutenant, captain, commander... you only need four levels, right?

great work man =)
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: Firehawk45 on April 28, 2013, 01:36:36 am
How about this: Guard and Legionaire dwaves get different weapon bonuses. Guards could have things like spears and swords(defensive weaponry) while legionaires get things like hammer and axe (more offensive weapons).
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: fire1666 on April 28, 2013, 03:25:13 am
I really like your ideas gamer, i think those will be good aditions also i have layed out my plan for production, monday - friday i work sat / sunday play other stuff else ill get bored and quit work on the mod. anways i think the ideas you have posted are very good.
i think we'll beusing the ironbone and bloodsteel for teir 2-3, i has plans for teir 4 >:-3
lets say its going to make steel look like paper, but its going to make you rage just to aquire it.
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: Gamerlord on April 28, 2013, 04:35:23 am
Heh, cool. But what did you think of the 'combine shades and undead' thing?
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: Meph on April 28, 2013, 07:16:01 am
Gamerlord/Fire1666: Guys, I am saying now for the fourth time: If you want to discuss a mod you are writing, please open your own thread for it. Everyone will benefit from it.

Firehwark: Nope. See text below.

Sayke: Because it finally makes a difference in who you assign to which squad. Thats the point. Every other class based system in any other RPG or RTS works like that. Do I build a stalker, that I need to micro away, or do I make zealots? Should I rather make a group of fast, unarmed (and therefore cheap) wrestlers (zerglings) or do I rather wait till I can produce good armor and weapons? I mean its not that they dont learn the other skills, its just that they have 100% in those, not 200%. You will see ingame. The first few fights the classes have next to no difference, but once you start gathering exp. the squads will show a difference. Legionnaires are high-risk/high-reward, killing things quickly, but might get injured, while guards can fight a lot longer, but also need longer to kill things. And the wrestlers with their high agility and less weight can chase down fleeing enemies.

b_knight: Yes, I know about the bees... Oh god, not the bees... the bees... aaahhh... anyway, no that wont work.
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: Gamerlord on April 28, 2013, 07:39:11 am
Fine. (http://www.bay12forums.com/smf/index.php?topic=125556.0)
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: the Dregs on April 28, 2013, 11:12:17 am
I know this is a horribly dumb question, but I am new to mods. I am actually pretty new to DF, despite my reg date. I have given it up in frustration a few times.

I downloaded MW and extracted the filed to a folder on my desktop. How do I use it? I don't see an .exe or anything. do I need to extract it to a directory in my DF folder somewhere?
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: Meph on April 28, 2013, 11:23:01 am
@the dregs: You just extract it. It comes pre-installed. You will have a "Masterwork Dwarf Fortress V.2i" folder on your desktop, correct? Inside you will find a manual.html, a settings.exe for configuration if so desired, and a folder called "Dwarf Fortress". You can just run the .exe in there like usual. I advise having a look at the manual first.


@ALL: The spawning system rewrite turned out to be easier then expected. I am already done.

Quote
New spawning system
 - Three new creature. Sprites, Changelings and Toolkits.
 - These creatures can be bought at embark and from caravans for 1 urist.
 - Pasture those creatures on a workshop to transform them into a new construct.
 - Sprites animate objects, and are needed for scarecrows, gargoyle statues, decoys and guardians.
 - Changelings transform into monsters, and are needed for the colosseum.
 - Toolkits transform into constructs, and are needed for turrets and landmines in the machine factory.
 - Scarecrows are now directly spawned in the thatchery.
 - Gargoyle statues are now directly spawned in the dark church.
 - Decoys are now directly spawned in the Rockforge.
 - Guardians of Armok are now directly spawned in the temple.
 - Turrets and Landmines are now directly spawned in the machine factory.
 - Sprites and Changelings do breed, so you can make more of them.
 - Toolkits do not breed. It would nice to create more of them, but I really couldnt find an explanation for multiplying tools.
 - You no longer need a "caged monster" tool for the colosseum. Just the changeling, thats it.
 
 - Golem from the caravans are now delivered "inactive" They will not move, but they will defend themselves if threatened.
 - Bring an inactive golem to the golem forge to activate it.
 - Migrants will no longer bring golem pets.
 - This has been done for balancing reasons. You can still buy golem and build a static defense, but no longer get free golems from migrants.
 
Why was this done? The spawning interactions in the previous versions were very bugged. They also only created "friendly" creatures that you could not control. They also lead to horrible accidents if a graveyard was near. Dont ask.

The new way has following advantages:
 - Works 100% of the time.
 - Easier to control.
 - Spawns directly in the workshop, one step less.
 - New creatures count as pets, can be moved at will.
 - Or even destroyed at will, by butchering them.

But wont this kill the FPS? some might ask. Usually the more creatures you have, the slower your fortress is running. This is because every creature has a pathfinding algorithm attached, and they calculate where to go. This is not the

case with these 3 new pets, because they have the immobile tag. I embarked with 100 each (300 total) and ran at constant 150FPS. Of course they do affect FPS in some way, but way less then normal pets.

(http://i.imgur.com/dapwb6K.png)
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: the Dregs on April 28, 2013, 11:29:05 am
Dang! It extracted to 2 different folders on separate parts of my desktop. That's what through me off. Thanks!
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: Meph on April 28, 2013, 01:23:57 pm
Dregs: Good to hear. Guess you had the manuals and settings just lying on the desktop as well.

@ALL: Made new profession sprites, to fit with the new labors I added. Most of them already existed, in the not-so-much used Phoebus dwarven nobles.

(http://i.imgur.com/igwVZRf.png)
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: Firehawk45 on April 28, 2013, 01:27:16 pm
They look good! Is that a rune on the smiths anvil? Because if it is, you might want to clour it differently, so it doesnt blend in with the anvil
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: SharpKris on April 28, 2013, 01:47:31 pm
stop toying with us and release it already XD
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: Tolga on April 28, 2013, 01:55:33 pm
I have been playing with this mod for a long time, thank you for being awesome! also new sprites look very nice!   :D
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: Meph on April 28, 2013, 02:05:45 pm
I finished the training-week thingy. All dwarves joining a guild will stay inside the guildhall/garrison for one week. They also have custom sprites.

Now to add these new decorations (brazier, rug, sign) to the GUI.
EDIT: That was quick... done and done.

And btw, I am not toying. :P I am waiting too, 1-2 days more probably.

Firehawk: Yes thats a rune. It doesnt really matter when zoomed out all the way, I just wanted him to look slightly different from the other smiths. Uh, and the sorcerer IS included. ^^ Forgot about that, he does all the magical reaction in the church of dark depths, fountain of youth and mountainking hall... but he is not afflicted with any guilds, didnt make a arcane guild yet.
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: Stronghammer on April 28, 2013, 03:17:52 pm
Everything is looking really good. Cant wait to try :D
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: Meph on April 28, 2013, 03:22:58 pm
Implemented the leather patch sackhead wrote... leather is now produces relative to the creatures size.

1 kitten = 0 leather
1 cat = 1 leather
1 cow = 3 leather
1 drake = 4 drakescale

EDIT: Ok, maybe I want to tease you a bit more. But I think I am done with the decorations now. ^^ Chandeliers anyone? And yes, these are 7 candles on 16 pixels.  8)

(http://i.imgur.com/tZliRq4.png)
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: AirPhforce on April 28, 2013, 03:56:32 pm
Sorry if I'm misunderstanding, how exactly do changelings work? The are immobile, cheap, and are required to copy creatures?

What's the process to utilize them?
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: Meph on April 28, 2013, 04:15:00 pm
They are cheap, immobile and can be bought from caravans or at embark. They do breed. If you want to use the colosseum, for example to fight a cave ogre or a cerberus, you bring a changeling to the colosseum. Then you run the "fight a cerberus (needs changeling)" reaction, and the changeling will become a horrible monster for your dwarves to kill. Colosseum fights, ancient rome and such. :)

I might make some elven magic non-sense to transform them into friendly monsters as well, a lategame-tech to make your own warbeasts. Like the golem creation, just more organic. ;)
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: Werdna on April 28, 2013, 05:39:44 pm
I tried searching back through the thread, but I can't seem to find where the 'guild' concept was described - is the intention for guilds to replace the caste system, or are they in addition to castes?  If they're replacing it, I really like the idea (I normally have castes off; but I like the concept of the player having control over creating dwarf archetypes).  If they're in addition, wouldn't the stacking bonuses get a little out of control? 

Sorry if I'm asking something you've covered endlessly already.  This thread has been smoking along, its been hard to keep up and I'm amazed you can stay on top of it and add features at such a clip, Meph.

Minor side comments - really looking forward to spawn system, that sounds great.  Was never a fan of concubines and slaves, never felt it matched the dwarf theme.  Really happy with the advanced metals being dependent on steel, and happy to hear you found a solution for free immigrant golems, I think this will help balance the military side of things.  Sprites look great. 

Expensive food - not sure Meph can do much here, because the ridiculously high values tend to be a function of Quality x Stacks of Separate Ingredients x Ingredient Values.  He can't control the quality.  Perhaps he can identify the worst of the "large stack size" reactions and reduce those, and reduce value slightly, and this might at least limit some of the insanity.  Personally, I just add "no trading food" as a personal rule to keep the game challenging.  It just seems silly for medieval food to be both so valuable, and so non-perishable for trading against such distances!
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: Meph on April 28, 2013, 05:49:32 pm
Castes are removed, no more savants. Skills cant stack, because they dont get skills. they get skill learn rates.
EDIT: Oh yeah, forgot: Both the guildhall and the guilds/castes are optonal. Of course playing with the guildhall but without castes would break everything, but you can remove the guildhall and play with only the few special dwarves that come along.

I am amazed at my speed as well, I am super motivated atm. Just made Masons Guild Miners immune to coaldust/black lung, and they resist warpstone better. They still get sick from unstable warpstone, but they dont die. And the normal warpstone they can dig without even getting sick. :)

I cant mod foods sadly. That is almost entirely hardcoded. I can only lower the value of ingredients, but that makes buying food also easier.
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: AirPhforce on April 28, 2013, 07:21:40 pm
They are cheap, immobile and can be bought from caravans or at embark. They do breed. If you want to use the colosseum, for example to fight a cave ogre or a cerberus, you bring a changeling to the colosseum. Then you run the "fight a cerberus (needs changeling)" reaction, and the changeling will become a horrible monster for your dwarves to kill. Colosseum fights, ancient rome and such. :)

I might make some elven magic non-sense to transform them into friendly monsters as well, a lategame-tech to make your own warbeasts. Like the golem creation, just more organic. ;)
If they are immobile do they starve/die of thirst if left alone or do they just not need food?
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: Meph on April 28, 2013, 07:25:00 pm
No pet can die of thirst. Or have you ever seen one that does? Only grazers can die of hunger. Pets in general never eat or drink. ;)

I would gladly add the option that forces players to produce food for their pets as well, but alas, I cant.
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: Putnam on April 28, 2013, 07:26:36 pm
What exactly makes orc fort mutually exclusive with dwarves? Is it just for convenience's sake?
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: Meph on April 28, 2013, 07:34:10 pm
It is a good question.

Besides a custom WTF-text I did for the embark (strike the earth replaced with To Waaaghh) and never included, it is mostly this:
1. Orc, Kobolds and Dwarves have specific common domestic pets. They need to be toggled, otherwise all civs end up with all pets.
2. Orc, Kobolds and Dwarves have specific plants. Orcs with their taiga/tundra themed plants, Kobolds with wood stalks.
3. Orc, Kobolds and Dwarves have specific materials. I dont toggle these yet, but probably will in future, to avoid "ashlander warglass" spam up the dwarven forge.

MOST IMPORTANT:
4. Kobolds cant dig stone, because I make stone undiggable. Changes in inorganics need a new world gen. Play kobolds, switch to orcs/dwarves in the same world? Then your orcs/kobolds cant dig either.
5. I would force players that dont want to play additional races to carefully pick their embark civ, since the selection in the embark screen is random. You might start the game, just press embark, dont think about it, and suddenly you are a kobold.

I would love to have them all in one world, with players having multiple forts of different races, but it cant be done. Especially not with the undiggable stone.
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: jonveck on April 28, 2013, 07:35:41 pm
Regarding the new system of "pet crafting," what if you replaced the toolbox with something like an elemental spark?  If the lore for your mod says that golems are purely mechanical things without any living essence, I can definitely understand the want to keep the requisite "pet" component as a non-breeding toolbox, but if you wanted to make it a little more comparable to the other crafting pets and capable of creating more of itself, there are definitely options available.  It's always been my understanding that golems aren't so much robots as they're shells possessed by an elemental (or otherwise otherworldly) spirit to give it life.
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: smakemupagus on April 28, 2013, 08:00:35 pm
I would love to have them all in one world, with players having multiple forts of different races, but it cant be done. Especially not with the undiggable stone.

I don't advocate for it being the "default" setting, but I tweak enable Dwarves and Orcs in the same world all the time; I like having the option to play multi forts of either race in the same world, and siege each other. 

I don't mind too much that direwolves or boreal tubers inhabit the world in that case, there are so many plants and creatures that can be turned on or off in the masterworks settings that a half dozen one way or the other don't really faze me :)
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: shoobs on April 28, 2013, 08:05:47 pm
Why would you take away silver from Tetrahedryte??  That was one of the biggest draws of the metal.
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: Meph on April 28, 2013, 08:54:38 pm
(http://i.imgur.com/jAU5zeL.png)

Tavern design... dont know about it yet, it should thematically fit to the trade depot... what do you guys think?

smake: yeah, orcs and dwarves kind of work... but kobolds break it.

shoobs: I honestly dont remember. But I assume that I had a valid reason for that.
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: shoobs on April 28, 2013, 09:07:52 pm
I might be overreacting a bit but embarking on a map that only has tetrahedrite in it above the caverns made me happy...until I noticed it only made copper.  Which to me is subpar if I don't atleast have tin with it.  Who wants to fight an entire army with the worst metal available?
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: Tinsplint on April 28, 2013, 09:15:31 pm
The Tavern design looks nice. The color for the barrels seem a bit off to me, and the instrument in the middle of the floor kind of bugs me for some reason but I don't see a way of changing that without making it bigger. Just my two cents.
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: Meph on April 28, 2013, 09:21:42 pm
Yeah, colors are difficult. I cant change the dark background of the barrels, I tried to make them as wooden as possible... and the instrument has always a floor background. Its in the center because the chair above it is used by dwarves when they run reactions in the tavern. Most of them will be playing music. :)

I also had a go at what is possible with the decorations I build in. I made two examples. A throneroom and a garden... just a showpiece so that people know what they can build now. :)

(http://i.imgur.com/Bpvh8fJ.png)

EDIT: Oh, and I could move this one reaction the "Alarm Siren" has to the garrison. I think it would make perfect sense if the military garrison can sound the alarm, and I could delete the alarm siren. I never liked having one building for one reaction.

EDIT: Ha! Tavern is done. And I remoddeled the storage unit, which is now called "Trade Storage"

(http://i.imgur.com/4V80NQz.png)

(http://i.imgur.com/jWNaWuo.png)
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: Noozeelander on April 28, 2013, 10:55:10 pm
Just had one of my orcs murder my shaman, and no crime's being reported. The chain is set up to be used by justice, the deed was witnessed (as in I got a notifcation about it) and an executioner was appointed, yet no one seems to want to do anything my poor shaman :( is this a known bug?

EDIT: Another orc knocked over the mason's workshop, still no vandalism crime
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: Meph on April 28, 2013, 11:00:24 pm
Orcs have different ethics, but I think they should still punish murderers... besides, the justice system cant be modded, so it is nothing that smakemupagus (orc mod creator) did break. In short: I dont know.

EDIT: ARgh, Jonveck, I forgot to answer you. About toolkits and golems: Golems have nothing to do with them... golems are still done by transforming dwarves. Toolkits build landmines and turrets.

EDIT2: Thats for tomorrow:
Musician stays on stage, with custom graphics.
// needs musician creature, immobile, 12 castes.
// castes have different songs.
// change inorganics, transform. 1 month.

//Arcane dwarf transform.

//Move Alarm Siren to garrison.

//update GUI.

//update manual.

That should keep me busy, especially the manual part. -.- I love manuals. -he said, sarcastically.
Title: Re: ☼MASTERWORK-DF☼ V.2i - And yet another poll. Getting close to the next release.
Post by: smakemupagus on April 29, 2013, 01:42:07 am
Hi Noozeelander.  I've had crimes reported and processed in my forts, including the Orc fort tutorial thread, so I don't know what's up.  Since justice can't really be modded I don't even know what I could have broken.

Usually by the time my forts are big enough to have crime, I have a Huscarl.  So I can't say 100% sure that the Executioner works.  But, the Executioner definitely has [RESPONSIBILITY:LAW_ENFORCEMENT] token (which as far as I know is pretty much all we can do).

Title: Re: ☼MASTERWORK-DF☼ V.2i - And yet another poll. Getting close to the next release.
Post by: Ombragon on April 29, 2013, 04:47:02 am
I want to know, there is a way to disable the standardized material ?
Title: Re: ☼MASTERWORK-DF☼ V.2i - And yet another poll. Getting close to the next release.
Post by: Meph on April 29, 2013, 06:23:29 am
No, they are a fundamental part of the mod, resulting in the biggest FPS boost. Since they change basic materials and creatures, most industries rely on these specific materials. If I would make them optional, I would have to rewrite/write two versions of many, many reactions.
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: Meph on April 29, 2013, 07:41:11 am
EDIT2: Thats for tomorrow:
Musician stays on stage, with custom graphics.
// needs musician creature, immobile, 12 castes.
// castes have different songs.
// change inorganics, transform. 1 month.

//Arcane dwarf transform.

//Move Alarm Siren to garrison.

//update GUI.

//update manual.

Yeah, Music System is done. :) The bards stay in the tavern now while they play, for 1 month. They boost everyone in a 25 tile radius, and everyone who hears the song will keep the boost for 1 month.
Title: Re: ☼MASTERWORK-DF☼ V.2i - And yet another poll. Getting close to the next release.
Post by: urmane on April 29, 2013, 09:14:42 am
FYI, verified running Settings.exe on linux using wine and mono, and verified the settings work in-game.  I've consolidated the instructions on the wiki here: http://dwarffortresswiki.org/index.php/Masterwork:Linux (http://dwarffortresswiki.org/index.php/Masterwork:Linux)

Got my first concubine :)
Title: Re: ☼MASTERWORK-DF☼ V.2i - And yet another poll. Getting close to the next release.
Post by: Undeadlord on April 29, 2013, 09:28:37 am
Really looking forward to the new changes.
Title: Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
Post by: Werdna on April 29, 2013, 10:13:39 am
I might be overreacting a bit but embarking on a map that only has tetrahedrite in it above the caverns made me happy...until I noticed it only made copper.  Which to me is subpar if I don't atleast have tin with it.  Who wants to fight an entire army with the worst metal available?

Hi Shoobs.  In the Masterwork mod, tetrahedrite produces copper and some iron (instead of silver), IIRC. 
Title: Re: ☼MASTERWORK-DF☼ V.2i - And yet another poll. Getting close to the next release.
Post by: smakemupagus on April 29, 2013, 10:22:17 am
In the current version of Masterwork (2i) it's just copper. 
Title: Re: ☼MASTERWORK-DF☼ V.2i - And yet another poll. Getting close to the next release.
Post by: Noobazzah on April 29, 2013, 10:33:01 am
About the inactive golems; to what extent do they fight back? Do they just counterattack sometimes, or do they actually chase and actively fight the attackers?
Title: Re: ☼MASTERWORK-DF☼ V.2i - And yet another poll. Getting close to the next release.
Post by: Meph on April 29, 2013, 10:52:19 am
Tetrahedrite is a copper antimony sulfate mineral; Other elements also substitute in the structure, most notably iron and zinc along with less common silver, mercury and lead.

In short: RL tetrahedrite has next to no silver, and I prefer the ores to have a singular metal attached to them, to allow balancing of custom reaction. The batch furnace would accept tetrahedrite for batch silver making otherwise, and produce way too many bars.

Inactive golems fight like any other immoble creature. As long as something is on a nearby tile, they fight. But they will not move. They dont chase anyting.
Title: Re: ☼MASTERWORK-DF☼ V.2i - And yet another poll. Getting close to the next release.
Post by: Werdna on April 29, 2013, 11:08:00 am
What are the current iron ores now, if it was removed from tetrahedrite?  Is it just hematite?  I can't remember the last time I saw magnetite, I sorta assumed its been removed in the streamlining.  My current map is a copper-only map so its been awhile.
Title: Re: ☼MASTERWORK-DF☼ V.2i - And yet another poll. Getting close to the next release.
Post by: Noobazzah on April 29, 2013, 11:18:02 am
Limonite can be used for iron too, and magnetite if I remember correctly.
Title: Re: ☼MASTERWORK-DF☼ V.2i - And yet another poll. Getting close to the next release.
Post by: smakemupagus on April 29, 2013, 11:20:59 am
Searching for: METAL_ORE:IRON
inorganic_mineral.txt(26): [METAL_ORE:IRON:100]ore1
inorganic_mineral.txt(164): [METAL_ORE:IRON:100]ore1
inorganic_mineral.txt(384): [METAL_ORE:IRON:100]ore1

following links
YESMIN[INORGANIC:LIMONITE]
YESMIN[INORGANIC:MAGNETITE]
[INORGANIC:HEMATITE]

"YESMIN" means it turns off if you choose "Less minerals" setting

Hematite is found in all stones in Masterwork though, so it's much more common than either of the others which are still sedimentary only.  Probably more common than in vanilla too.



Title: Re: ☼MASTERWORK-DF☼ V.2i - And yet another poll. Getting close to the next release.
Post by: Werdna on April 29, 2013, 11:40:17 am
OK, that makes sense, I have Less Minerals set.  I've only seen hematite and while it is certainly more common than in vanilla, I'm curious if its more common than vanilla's limonite/magnetite/hematite combo (although the frequency feels about the same).  Was wondering if MWDF hematite shows in the place of all three, or if two were removed and hematite frequency was upped, or what.  Not a huge concern; balance-wise MWDF make steel trading on iron-less maps much smoother than normal DF, since you can order crates of it.
Title: Re: ☼MASTERWORK-DF☼ V.2i - And yet another poll. Getting close to the next release.
Post by: Meph on April 29, 2013, 11:49:36 am
Reducing the amount of types does not reduce the total amount of ores or rock. The mod is set to have most things plentiful on each map, at least when using the included worldgens. Selfmade worldgens or the standard worldgen is of course something else...

EDIT: Good news everyone. Thanks to splinterz magical hacking abilities and a custom game_data.ini I wrote, the Dwarf Therapist can fully read out all these changed profession, skill and labor names. :)
Title: Re: ☼MASTERWORK-DF☼ V.2i - And yet another poll. Getting close to the next release.
Post by: smakemupagus on April 29, 2013, 12:02:57 pm
OK, that makes sense, I have Less Minerals set.  I've only seen hematite and while it is certainly more common than in vanilla, I'm curious if its more common than vanilla's limonite/magnetite/hematite combo (although the frequency feels about the same).  Was wondering if MWDF hematite shows in the place of all three, or if two were removed and hematite frequency was upped, or what.  Not a huge concern; balance-wise MWDF make steel trading on iron-less maps much smoother than normal DF, since you can order crates of it.

I think it is (much) more common than vanilla.  Less Minerals / More Minerals might have some bearing on the exact fraction of iron ores in shallow layers but either way, I think the main thing is that hematite in MDF can occur in igneous intrusive (deep) layers which often make up a lot of the map.

Quote
EDIT: Good news everyone. Thanks to splinterz magical hacking abilities and a custom game_data.ini I wrote, the Dwarf Therapist can fully read out all these changed profession, skill and labor names.

:D :D
Title: Re: ☼MASTERWORK-DF☼ V.2i - And yet another poll. Getting close to the next release.
Post by: vance on April 29, 2013, 02:16:18 pm
This looks like an awesome mod, but I'm running into trouble whenever I try to embark. I pick the "For New Players - Simple Start" embark profile, but it drops me into the selection view with the following problems:
Quote
No Plump Helmet Spawns Available
No Plump Helmets Available

I get this error before I try to configure anything with config.exe. I just download, extract, run config.exe, and hit play game.

Any ideas?

(As a side note: When I first tried to play, I modified the config extensively and picked Kobolds as the playable race, embarking with them had the problem No Woodstalk Seeds Avaliable or something like that...)
Title: Re: ☼MASTERWORK-DF☼ V.2i - And yet another poll. Getting close to the next release.
Post by: Meph on April 29, 2013, 02:25:00 pm
It is not en error. It simply means that you have no access to plump helmet, because the first cavern has no water, and therefore no plump helmets grow. Usually they are included in the embark profile, but since your embark has none, the embark profile deletes them and tells you: Hey,couldnt find plump helmets here, buy something else.

EDIT: Currently reading up on the string dump.... and improving my English.

Quote
The premises where distillation is carried out, especially distillation of alcohol, are known as a distillery. A still is the apparatus used for distillation.
Ok, thats it. The still will from now on be known as distillery. And the Metalsmith's Forge is just a forge. You know, Forge and Magma Forge, instead of "Metalsmiths Forge and Magma Forge".

Mh... Slab =  Tombstone/Gravestone?
Edit: Doesnt work, slabs are also used in worldgen for secrets... and "engrave a memorial gravestone" sounds odd.

EDIT: Why in hell are there dinosaurs in the vanilla df string dump? Wow.

|pterosaur|pterosaur|
|dimetrodon|dimetrodon|
|sauropod|sauropod|  => LOL, Sauropods for the win. :)
|theropod|theropod|
|iguanodont|iguanodont|
|hadrosaurid|hadrosaurid|
|stegosaurid|stegosaurid|
|ceratopsid|ceratopsid|
|ankylosaurid|ankylosaurid|

And what in armoks name is this?
Spoiler (click to show/hide)

But wait, there is more, from the traders...
|If it were in a cage of some kind...|If it were in a cage of some kind...|
|As it stands, I can't accept something that wriggles and writhes so.|As it stands, I can't accept something that wriggles and writhes so.|

And wow, vanilla guilds...
|Miners Guild|Miners Guild|
|Carpenters Guild|Carpenters Guild|
|Masons Guild|Masons Guild|
|Metalsmiths Guild|Metalsmiths Guild|
|Jewelers Guild|Jewelers Guild|

Editing forgotton beasts... here we go. Unfortunately only the description, nothing more.
Spoiler (click to show/hide)

Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK-DF☼ V.2i - And yet another poll. Getting close to the next release.
Post by: Tinsplint on April 29, 2013, 06:23:47 pm
In response to what exactly what that is, if it's from the vanilla files I would have to say that it's descriptors for legendary thongs for Dwarves to wear around. Otherwise I have no idea. Slab>tombstone unless you plan on using it for something else sounds fine. Clearly they're there to make you dig deeper into the files.
Title: Re: ☼MASTERWORK-DF☼ V.2i - And yet another poll. Getting close to the next release.
Post by: Putnam on April 29, 2013, 06:29:35 pm
Meph: The dinosaurs are for FBs and Titans. Those things I found interesting too; they're probably for the magical items that were planned way back in the 2D version.
Title: Re: ☼MASTERWORK-DF☼ V.2i - And yet another poll. Getting close to the next release.
Post by: Meph on April 29, 2013, 07:00:40 pm
Either that or types of fossils. I dont think medieval dwarves can live with dinosaurs, but deep-digging dwarves can find fossilized dinosaur bones.

EDIT: Wasnt there this crazy modding thread were people make duplicate raws and total nonsense somewhere around? With this utility you can completely screw it up. Wildly mix all status reports, titans and FBs, all "thoughts and preferences", mix all good and bad thought reports, anything. It would be total chaos ^^ Exchange the "door tightly locked" with "open" ^^
Title: Re: ☼MASTERWORK-DF☼ V.2i - And yet another poll. Getting close to the next release.
Post by: Putnam on April 29, 2013, 07:12:20 pm
Oh, I know that the dinosaurs are FBs. The things I was referring to were the odd effects you saw in there.
Title: Re: ☼MASTERWORK-DF☼ V.2i - And yet another poll. Getting close to the next release.
Post by: Xardov on April 29, 2013, 07:29:23 pm
Hey Meph, is there a way to re-enable vanilla-like goblin sieges?  And is there a fix for the Minotaur civilization not being created?  I even increased the number of civilizations to 150, and still had no effect... and the only FD Defense races I have enabled are - Jotuns, Stranglers, Werewolves, Ferric Elves, Nightwings, Furies, and Minotaurs. (All the Masterwork races are enabled except for antmen, and I have bandits and deep drows on.)

EDIT: Using V.2i
Title: Re: ☼MASTERWORK-DF☼ V.2i - And yet another poll. Getting close to the next release.
Post by: Meph on April 29, 2013, 07:41:29 pm
Vanilla Goblins, no... And I dont know anything about the Minotaurs, they are a fortress defense race. I didnt write the raws. But figuring out problems with entities is a lot of work... you never know which part exactly doesnt work. Are you sure they are not just killed off in worldgen? Did you check legends or export the world details?

@ALL: I made a few random things to pass the time... added some rare tattoos to the unit description for dwarves, added some more links to the GUI and changed a few vanilla wordings ingame for more info. You can now see the skill lvl with the dwarf directly. I did this because even I never could remember of "competent" is better then "adept" is better then "talented" is better then "skilled". This way you know for sure. :)

(http://i.imgur.com/ctQGyUV.png)

Spoiler: GUI links (click to show/hide)
Title: Re: ☼MASTERWORK-DF☼ V.2i - And yet another poll. Getting close to the next release.
Post by: Putnam on April 29, 2013, 07:59:08 pm
Yeah, I set it to "level X" for the next version of Fortbent.
Title: Re: ☼MASTERWORK-DF☼ V.2i - And yet another poll. Getting close to the next release.
Post by: Gamerlord on April 29, 2013, 08:00:44 pm
Little idea, maybe add an option to decrease the different kinds of vermin in the GUI? Leave one of each kind (rots food, makes honey, spins webs) but less variety. Might speed FPS a little.
Title: Re: ☼MASTERWORK-DF☼ V.2i - And yet another poll. Getting close to the next release.
Post by: Meph on April 29, 2013, 08:04:39 pm
Vermins teleport, they dont pathfind. They have no real bodyparts and no combat simulation... as far as I know vermin dont really slow the game down... besides, lowering the amount of vermin types will probably not do much to change the vermin total amount. Not sure about that one though.

EDIT: WAIT A SECOND. This option already exists, in the creature section :P You can toggle some vermins in and out ^^

@Putnam: Good to see that I am not crazily changing things that others will find strange.
Title: Re: ☼MASTERWORK-DF☼ V.2i - And yet another poll. Getting close to the next release.
Post by: Gamerlord on April 29, 2013, 08:07:57 pm
Oh, cool. It's just one of those tabs has things missing so I thought that i may as well try and think up options to fill the spaces.

A question: can you set up dfhack so that a song or sound plays when certain events happen? I would LOVE to hear the Doom theme playing when the circus is breached.
Title: Re: ☼MASTERWORK-DF☼ V.2i - And yet another poll. Getting close to the next release.
Post by: Solon64 on April 29, 2013, 08:33:32 pm
Hi Noozeelander.  I've had crimes reported and processed in my forts, including the Orc fort tutorial thread, so I don't know what's up.  Since justice can't really be modded I don't even know what I could have broken.

Usually by the time my forts are big enough to have crime, I have a Huscarl.  So I can't say 100% sure that the Executioner works.  But, the Executioner definitely has [RESPONSIBILITY:LAW_ENFORCEMENT] token (which as far as I know is pretty much all we can do).

The executioner absolutely works. Had a crime in a small desert orc tribe I was making. Executioner grabbed random animal trainer, dragged him to an iron chain next to an obsidian pillar in the center of the village (to set an example for.other orcs, obviously!

He then grabbed a wolfram axe and hacked the trainers leg off. A bit excessive, really, he was already jailed. Miraculously, the trainer didn't bleed to death.

The executioner does work though! :p
Title: Re: ☼MASTERWORK-DF☼ V.2i - And yet another poll. Getting close to the next release.
Post by: Meph on April 29, 2013, 08:40:51 pm
Yeah, I can use soundsense for all kinds of stuff. Coestar, a voiceover artist: http://www.youtube.com/user/Coestar (http://www.youtube.com/user/Coestar) recorded about 130 announcements for me once, I have them lying around here. "A golem has been created" and stuff like that, I wanted to use this before I settled on the transformation pause/refocus.

I could also add mp3s to the Tavern. When your dwarf plays a song, a MP3 is played. I made a test of this once, with the Morrowind theme, that worked. :)

Dont know... I kind of put these sound things on the backburner, just like the graphics stuff with the HD 64x64 tileset. It would also be a rather huge download, since mp3s are a lot bigger then the usual txt a mod includes. ^^

Title: Re: ☼MASTERWORK-DF☼ V.2i - And yet another poll. Getting close to the next release.
Post by: Xardov on April 29, 2013, 08:47:58 pm
Vanilla Goblins, no... And I dont know anything about the Minotaurs, they are a fortress defense race. I didnt write the raws. But figuring out problems with entities is a lot of work... you never know which part exactly doesnt work. Are you sure they are not just killed off in worldgen? Did you check legends or export the world details?

Heya, yeah I opened it in Legends Viewer and sure enough, no minotaurossi created or died.  Also - when you say that Vanilla goblins can't be re-enabled, do you mean there just isn't a button for it in the Masterwork GUI, or it can't be changed because its somehow hardcoded into the Masterwork mod?
Title: Re: ☼MASTERWORK-DF☼ V.2i - And yet another poll. Getting close to the next release.
Post by: Rose on April 29, 2013, 11:42:41 pm
Just a heads up, I made a new isoworld release, if you want to update the version that's in your mod. Basic functionality is the same but there's more tilesets.
Title: Re: ☼MASTERWORK-DF☼ V.2i - And yet another poll. Getting close to the next release.
Post by: Gamerlord on April 29, 2013, 11:53:49 pm
Does anyone have an idea of how to use isoworld?
Title: Re: ☼MASTERWORK-DF☼ V.2i - And yet another poll. Getting close to the next release.
Post by: smakemupagus on April 30, 2013, 12:05:57 am
And is there a fix for the Minotaur civilization not being created?

(http://i.imgur.com/t0EVs1Z.png)

Just a standard random embark, medium everything, MDF races plus badgerman, pandashi, minotaurs
Title: Re: ☼MASTERWORK-DF☼ V.2i - And yet another poll. Getting close to the next release.
Post by: sayke on April 30, 2013, 12:23:51 am
@meph - you might want to change "leafs" to "leaves" in that plant-processing menu! otherwise, awesome =)
Title: Re: ☼MASTERWORK-DF☼ V.2i - And yet another poll. Getting close to the next release.
Post by: Rose on April 30, 2013, 12:39:22 am
Does anyone have an idea of how to use isoworld?

What issue are you having?
Title: Re: ☼MASTERWORK-DF☼ V.2i - And yet another poll. Getting close to the next release.
Post by: Gamerlord on April 30, 2013, 12:46:03 am
Does anyone have an idea of how to use isoworld?

What issue are you having?
How do I get it to do anything?
Title: Re: ☼MASTERWORK-DF☼ V.2i - And yet another poll. Getting close to the next release.
Post by: Xardov on April 30, 2013, 01:25:33 am
And is there a fix for the Minotaur civilization not being created?

(http://i.imgur.com/t0EVs1Z.png)

Just a standard random embark, medium everything, MDF races plus badgerman, pandashi, minotaurs

Which pre-gen is this?  Garden of Gaia or just normal "Create a new world'?  Because "Create a new world" never works for me, DF always crashes. =/
Title: Re: ☼MASTERWORK-DF☼ V.2i - And yet another poll. Getting close to the next release.
Post by: CheeseHolePete on April 30, 2013, 02:52:38 am
Hey Meph,

I'm loving your mod. I'm not a super computer saavy guy and have a lot of trouble with files and where they need to go etc. I had a little trouble getting soundsense to work the first time because it kept opening a window asking me to find gamelog.txt. Anyway, found that, got it working.

So, this is my first post here, and I had 2 questions right off. I was using your version H just fine, but now am having trouble because I don't see the "data" folder in the MasterworkDF master folder anymore. Basically, I start a lot of worlds and delete them until I find what I like. Now I cannot find the folder that has "region1" or any of my saves so that I can delete them.

Secondly, is there a way to just UPDATE your mod as opposed to deleteing the old folders and re-downloading the whole thing? Just curious if I am missing the "update" button or if this is the only way to do it.

Thanks so much for your hard work on this, and I have really enjoyed your version h. I tend to nevver get past a couple years, but I have fun losing :)
Title: Re: ☼MASTERWORK-DF☼ V.2i - And yet another poll. Getting close to the next release.
Post by: Xardov on April 30, 2013, 03:01:56 am
Hey Meph,

I'm loving your mod. I'm not a super computer saavy guy and have a lot of trouble with files and where they need to go etc. I had a little trouble getting soundsense to work the first time because it kept opening a window asking me to find gamelog.txt. Anyway, found that, got it working.

So, this is my first post here, and I had 2 questions right off. I was using your version H just fine, but now am having trouble because I don't see the "data" folder in the MasterworkDF master folder anymore. Basically, I start a lot of worlds and delete them until I find what I like. Now I cannot find the folder that has "region1" or any of my saves so that I can delete them.

Secondly, is there a way to just UPDATE your mod as opposed to deleteing the old folders and re-downloading the whole thing? Just curious if I am missing the "update" button or if this is the only way to do it.

Thanks so much for your hard work on this, and I have really enjoyed your version h. I tend to nevver get past a couple years, but I have fun losing :)

Your save files are found under the directory - \Masterwork Dwarf Fortress\Dwarf Fortress\data\save
Not sure of a way to update though, each time I've just re-downloaded the whole thing, what with there being new raws and everything, it's not going to affect your current save, so why not just re-download?
Title: Re: ☼MASTERWORK-DF☼ V.2i - And yet another poll. Getting close to the next release.
Post by: Rose on April 30, 2013, 03:06:53 am
Does anyone have an idea of how to use isoworld?

What issue are you having?
How do I get it to do anything?

Export all detailed maps from DF. then load them with isoworld.
Title: Re: ☼MASTERWORK-DF☼ V.2i - And yet another poll. Getting close to the next release.
Post by: lwCoyote on April 30, 2013, 03:42:01 am
Yeah, I can use soundsense for all kinds of stuff. Coestar, a voiceover artist: http://www.youtube.com/user/Coestar (http://www.youtube.com/user/Coestar) recorded about 130 announcements for me once, I have them lying around here. "A golem has been created" and stuff like that, I wanted to use this before I settled on the transformation pause/refocus.

If you have stuff recorded by Coestar (who is awesome!) you gotta find some way to include it!!! <3
Title: Re: ☼MASTERWORK-DF☼ V.2i - And yet another poll. Getting close to the next release.
Post by: CheeseHolePete on April 30, 2013, 04:05:09 am
Hey Meph,

I'm loving your mod. I'm not a super computer saavy guy and have a lot of trouble with files and where they need to go etc. I had a little trouble getting soundsense to work the first time because it kept opening a window asking me to find gamelog.txt. Anyway, found that, got it working.

So, this is my first post here, and I had 2 questions right off. I was using your version H just fine, but now am having trouble because I don't see the "data" folder in the MasterworkDF master folder anymore. Basically, I start a lot of worlds and delete them until I find what I like. Now I cannot find the folder that has "region1" or any of my saves so that I can delete them.

Secondly, is there a way to just UPDATE your mod as opposed to deleteing the old folders and re-downloading the whole thing? Just curious if I am missing the "update" button or if this is the only way to do it.

Thanks so much for your hard work on this, and I have really enjoyed your version h. I tend to nevver get past a couple years, but I have fun losing :)

Your save files are found under the directory - \Masterwork Dwarf Fortress\Dwarf Fortress\data\save
Not sure of a way to update though, each time I've just re-downloaded the whole thing, what with there being new raws and everything, it's not going to affect your current save, so why not just re-download?

Thanks, but I have looked several times and I don't have a "Dwarf Fortress" folder inside the root folder "Masterwork Dwarf Fortress"...

I see that when you download the .rar file that there is also a Dwarf Fortress root folder that is seperate from the Masterwork folder, but never have seen the use for that. Regardless, it doesn't start inside the Masterwork folder. Should I put it in the master work folder?

I created a world and saved it, and it is not in that separate "Dwarf Fortress" folder. I have no idea where it is.

As far as re-downloading, that's fine, I do it, but it seems kind of odd to have to do that as opposed to just having some kind of way to just overwrite the old files... When I redownload it, then do I just replace the old folder? I keep my folders on my desktop. I suppose that way is fine, just seems counterproductive to have to download everything all over again, plus the fact that the only way you'll know if there is a new version is by checking the forums.

I understand if it's a pain in the butt to make an updater. I have no clue what that would take to work.
Title: Re: ☼MASTERWORK-DF☼ V.2i - And yet another poll. Getting close to the next release.
Post by: cainiao on April 30, 2013, 04:14:28 am
Thanks, but I have looked several times and I don't have a "Dwarf Fortress" folder inside the root folder "Masterwork Dwarf Fortress"...

I see that when you download the .rar file that there is also a Dwarf Fortress root folder that is seperate from the Masterwork folder, but never have seen the use for that. Regardless, it doesn't start inside the Masterwork folder. Should I put it in the master work folder?

I created a world and saved it, and it is not in that separate "Dwarf Fortress" folder. I have no idea where it is.

As far as re-downloading, that's fine, I do it, but it seems kind of odd to have to do that as opposed to just having some kind of way to just overwrite the old files... When I redownload it, then do I just replace the old folder? I keep my folders on my desktop. I suppose that way is fine, just seems counterproductive to have to download everything all over again, plus the fact that the only way you'll know if there is a new version is by checking the forums.

I understand if it's a pain in the butt to make an updater. I have no clue what that would take to work.
My guess is Meph have change a lot of things that make savefiles are not backward compatable.
You need to restart a game anyway.
Title: Re: ☼MASTERWORK-DF☼ V.2i - And yet another poll. Getting close to the next release.
Post by: Xardov on April 30, 2013, 04:15:29 am
Thanks, but I have looked several times and I don't have a "Dwarf Fortress" folder inside the root folder "Masterwork Dwarf Fortress"...

I see that when you download the .rar file that there is also a Dwarf Fortress root folder that is seperate from the Masterwork folder, but never have seen the use for that. Regardless, it doesn't start inside the Masterwork folder. Should I put it in the master work folder?

I created a world and saved it, and it is not in that separate "Dwarf Fortress" folder. I have no idea where it is.

https://dl.dropboxusercontent.com/u/13907487/tosave.png
Title: Re: ☼MASTERWORK-DF☼ V.2i - And yet another poll. Getting close to the next release.
Post by: CheeseHolePete on April 30, 2013, 04:37:50 am
Thanks, but I have looked several times and I don't have a "Dwarf Fortress" folder inside the root folder "Masterwork Dwarf Fortress"...

I see that when you download the .rar file that there is also a Dwarf Fortress root folder that is seperate from the Masterwork folder, but never have seen the use for that. Regardless, it doesn't start inside the Masterwork folder. Should I put it in the master work folder?

I created a world and saved it, and it is not in that separate "Dwarf Fortress" folder. I have no idea where it is.

https://dl.dropboxusercontent.com/u/13907487/tosave.png

That information gives me the impression that the actual "Dwarf Fortress" folder must be kept outside the "Masterwork" folder.

In your original response you said.. "Your save files are found under the directory - \Masterwork Dwarf Fortress\Dwarf Fortress\data\save"

So, can i (or even should I) put the Dwarf Fortress folder inside the Masterwork folder?

What If I just want to play Vanilla DF? Not sure If I need 2 copies of Dwarf fortress going or what. Not that I'll probably play Vanilla, but I may have the urge to.

Thanks for the help.
Title: Re: ☼MASTERWORK-DF☼ V.2i - And yet another poll. Getting close to the next release.
Post by: Xardov on April 30, 2013, 04:59:49 am
That information gives me the impression that the actual "Dwarf Fortress" folder must be kept outside the "Masterwork" folder.

In your original response you said.. "Your save files are found under the directory - \Masterwork Dwarf Fortress\Dwarf Fortress\data\save"

So, can i (or even should I) put the Dwarf Fortress folder inside the Masterwork folder?

What If I just want to play Vanilla DF? Not sure If I need 2 copies of Dwarf fortress going or what. Not that I'll probably play Vanilla, but I may have the urge to.

When I downloaded Masterwork DF, I created a file called "Masterwork Dwarf Fortress" and unzipped the contents of the ZIP into that file. 
Title: Re: ☼MASTERWORK-DF☼ V.2i - And yet another poll. Getting close to the next release.
Post by: CheeseHolePete on April 30, 2013, 05:02:35 am
Ah ok, thanks. I had 2 "Dwarf Fortress" folders on my desktop and I think thats where it got screwed up. I went ahead and got rid of both of them and jusyt unzipped the recently downloaded one again.

everything seems cool now. Thank you very much, I appreciate your time.  Funny enough, I can actually play Dwarf fortress better than I can manage files and folders and hierarchies and all that. That stuff gives me a headache.
Title: Re: ☼MASTERWORK-DF☼ V.2i - And yet another poll. Getting close to the next release.
Post by: Gamerlord on April 30, 2013, 07:45:47 am
Hey Meph, shift the topic over to the new subforum!

EDIT: Okay, what's happened with the Slag Pit? It isn't accepting any of my querns to build it!
Title: Re: ☼MASTERWORK-DF☼ V.2i - And yet another poll. Getting close to the next release.
Post by: drayath on April 30, 2013, 09:02:56 am
gamerlord, need to edit the appropiate raws/buildings_ find the building, and remove the [FIRE_BUILD_SAFE] from the quern in the list of building materials. this also applies to the grate on the crematorium, and i think something on the crucible.

Few minor bits of feedback for v.2i

Farming library does not allow you to train grower skiller.

bloodcheese does not get moved to food stockpiles that allow all cheese types.

timberyard: the metal tree refining actions give extra seeds, is this intended
    tree crop -[cut farmed]-> logs + seeds -[refine]->metal+seeds

brewery: make fuel reaction uses up an entire barrel of booze irrispective of the quantity (and i presume the same for mineral oil but not tested). Presume that this should use a fixed ammout of mineral oil and alchol.


Can the temple blessing be made simular to the music stage reaction so you can leave a priest on blessing duty on auto-repeat without eating all your raw materials.

Is it possible to put the building documentation the building sizes and entrance direction if highly restricted. (for things like the large temples can see ingame until you have all the required custom building materials, and then you find they don't fit in the spaces you have left in the fortress for them).

Is it possible to document what (if any) exact stockpile setting can be used to store some of the new item types, parhaps as part of the building dscription that makes them. (e.g. ink, velum, parchment, essays/books, caged monsters, clockwork parts, blueprints, fishing nets/rods, platinum souls [finished goods/type:tools/metal:platinum] etc)

Issues with some building requireing fireproof grates/querns where tag does not seem to be allowed.
Title: Re: ☼MASTERWORK-DF☼ V.2i - And yet another poll. Getting close to the next release.
Post by: Meph on April 30, 2013, 09:09:10 am
I will answer everything in here a bit later today and then lock this thread. You can keep posting if you like till then.
Title: Re: ☼MASTERWORK-DF☼ V.2i - And yet another poll. Getting close to the next release.
Post by: Trapezohedron on April 30, 2013, 09:16:24 am
So, will you make a separate "Release Thread" and discussion thread, to keep things clean, and so you can post changelogs without any distractions?
Title: Re: ☼MASTERWORK-DF☼ V.2i - And yet another poll. Getting close to the next release.
Post by: Meph on April 30, 2013, 09:18:01 am
Yes. My line of thought was this so far:

Masterwork => Download, changelogs, planned features
File Repository => links, source code, maybe old versions, readmes, community forts, lets plays

FAQ - General/Technical Questions

ORC - Gameplay Questions
KOBOLD - Gameplay Questions
DWARF - Gameplay Questions

ORC - Suggestions/Feedback
KOBOLD - Suggestions/Feedback
DWARF - Suggestions/Feedback
Title: Re: ☼MASTERWORK-DF☼ V.2i - And yet another poll. Getting close to the next release.
Post by: Trapezohedron on April 30, 2013, 09:22:04 am
Hmm... I see nothing wrong with that list. Everything should be good to go, then. :)
Title: Re: ☼MASTERWORK-DF☼ V.2i - And yet another poll. Getting close to the next release.
Post by: Unelf on April 30, 2013, 09:52:00 am
gamerlord, need to edit the appropiate raws/buildings_ find the building, and remove the [FIRE_BUILD_SAFE] from the quern in the list of building materials. this also applies to the grate on the crematorium, and i think something on the crucible.

Many thanks! Have spent an in-game year trying to build brick oven and figuring out what's wrong with those grates...
Title: Re: ☼MASTERWORK-DF☼ V.2i - And yet another poll. Getting close to the next release.
Post by: Meph on April 30, 2013, 09:55:48 am
I just uploaded a new release. Fixed the firesafe tags on querns as well.
Title: Re: ☼MASTERWORK-DF☼ V.2i - And yet another poll. Getting close to the next release.
Post by: smakemupagus on April 30, 2013, 09:58:16 am
And is there a fix for the Minotaur civilization not being created?

Spoiler (click to show/hide)

Just a standard random embark, medium everything, MDF races plus badgerman, pandashi, minotaurs

Which pre-gen is this?  Garden of Gaia or just normal "Create a new world'?  Because "Create a new world" never works for me, DF always crashes. =/

"Create a new world"
Title: Re: ☼MASTERWORK-DF☼ V.3 - New release and old post. This will be locked later.
Post by: Meph on April 30, 2013, 11:18:10 am
So. Thats it. The old and honorable 11233 reply-thread will enter retirement. You can find the download and info about the new release here. (http://www.bay12forums.com/smf/index.php?topic=125633.0)

Here the last round of questions asked and answered.
@Japa: Thanks for the update. I *just* uploaded the release... next update will include your new isoworld.

@sayke: I oriented myself on the Toronto Maple Leafs. I wrote leaves first, then checked it (English is weird sometimes) and this seemd the correct form. Probably not. ^^

@CheeseHolePete: You rightclick on the .rar and do "unpack/extract to masterworkdf v.3". It will include 2 folders, 3 manual files and one .exe. What you did is "unpack/extract here", which is also fine, but then of course you have these 6 files next to each other on whatever folder you unpacked them in. To open the save folder you can also run the Settings.exe. Top left corner is has a "open" in the menu, you can find everything there. :)

@lwCoyote: Yes, I do have stuff by coestar. I actually never heard the name before, I just googled his name to make the post, found out he has quite a following. Sweet. :) Next time I ask husky to do a letsplay :P

@gamerlord: Its fixed, the fire_safe token only works on a few items. I removed it from all non-block build mats for now.

@drayath: Thats awesome, good reports. I put them all into my todo list, although I dont understand that one:
Quote
Can the temple blessing be made simular to the music stage reaction so you can leave a priest on blessing duty on auto-repeat without eating all your raw materials.
Since I will lock this thread after this last reply, please just leave me a PM about it. :)